On 06/06/2014 07:32, Ross Bemrose wrote:
You know, you see some interesting trends if you look at the graphs on
that SteamGraph site on a per-year basis.
If you cross reference your graphs with Paulson's posts can you find
the previous 30 times he's claimed the game is dying?
Valve should
So just because TF2 still exists now means it was never losing any players?
That's some solid logic right there. You should leave these mailing lists
to the people that actually still play TF2.
On Fri, Jun 6, 2014 at 1:22 PM, dan needa...@ntlworld.com wrote:
On 06/06/2014 07:32, Ross Bemrose
On 06/06/2014 21:31, Robert Paulson wrote:
So just because TF2 still exists now means it was never losing any players?
There seems to be a constant supply of new players.
You can see that on the official servers at the end of a round when
people on the winning team get achievements
like
The game isn't dying. It is and has more or less always been in the top 5
games on steam.
If Valve is willing to put in massive amounts of developer time into
patches, it can make up for their bad decisions. And sometimes they
actually made good decisions such as shutting down all their servers
On 07/06/2014 00:07, Robert Paulson wrote:
It doesn't matter if it has always been in the top 5 games on Steam.
It deserves to be in the top 2 especially with the amount of dev time
spent on it. I'm not going to hold off on complaining until it becomes
the 6th most played game on Steam,
Well it is in the top 2 sometimes. They move around.
It hasn't been top 2 in very long time.
That's not my steam account
Yeah ok sure. It is just someone else that uses the nonsensical phrase
needaxeo and nigelwantskfc on TF2 since 2012 also calls himself Dan,
also in the UK, talks the same
On 07/06/2014 01:14, Robert Paulson wrote:
Well it is in the top 2 sometimes. They move around.
It hasn't been top 2 in very long time.
It was 2nd when I posted earlier. It's 3rd now.
That's not my steam account
Yeah ok sure. It is just someone else that uses the nonsensical phrase
Oh boy, I'm going to enjoy watching you squirm from this one. Nice try
deleting your Reddit and Twitter account.
From your post here, it is proven that you used the IP 109.169.41.202
http://article.gmane.org/gmane.games.fps.halflife.hlds/34460/
This IP not only shows that you use the handle
Hallowed are the Ori.
Dr. McKay
www.doctormckay.com
On Thu, Jun 5, 2014 at 11:08 PM, Weasels Lair wea...@weaselslair.com
wrote:
Excuse me? I will eh ... make maybe US$20 this month in revenue from
the non-video/banner ads I am running. I've been doing dedicated servers
of one form or
Wouldn't HLDS_ANNOUNCE be better suited and/or specifically meant for that
sort of thing?
From: Ross Bemrose rbemr...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing
hlds_announce would be better for that, yes... but as far as I know,
only Valve employees have write access to that list.
On 6/4/2014 7:23 AM, Bjorn Wielens wrote:
Wouldn't HLDS_ANNOUNCE be better suited and/or specifically meant for that
sort of thing?
I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates? Kind of thought it was more for Valve-related
and general HLDS/SRCDS.
There is a published SteamAPI update URL for Fistful-of-Frags:
If anyone out there is using my script, you will want to grab the new
version. I discovered an ugly bug that was causing the wrong servers to
be shut down during an update. Basically, it was shutting down ALL
servers, instead of just servers belonging to a particular game type.
Then, it
I already reported the bug
It will be fixed when sourcemods devs have time
Yes its frustating without sourcemod
Le lundi 19 mai 2014, Stephan Vandenborn cosmicma...@gmail.com a écrit :
Hello,
Is there any news on the horizon concerning sourcemod no longer working on
some linux build ?
Yes if you've been playing so much with sourcemod enabled, It's like
having unsafe sex if it's gone, because of all the engine fixes/ai
improvements and preventive admin control that you have with SM enabled.
I really hope they just don't abandon it because it's an old game.
sv
louloubizou
:
--
Message: 1
Date: Sun, 18 May 2014 19:07:06 +0100
From: Nomaan Ahmad n0man@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Lost almost every player using
sv_setsteamaccount
Message-ID:
CAM502s4
Type status on server and check steam connection status.
I have also recently moved servers. Some of them lose connection to steam
server and log out of persistent steam id.
Restarting the server fixes the issue but these disconnects are very
annoying. Players cannot see the server in their steam
The sound quality on Speex is much better than Miles anyway.
On 16 May 2014 03:18, Ross Bemrose rbemr...@gmail.com wrote:
My understanding is that it's a holdover from the old GoldSrc code and was
for choosing between Miles Audio System and the Speex codec.
Source uses Speex unless
My understanding is that it's a holdover from the old GoldSrc code and
was for choosing between Miles Audio System and the Speex codec.
Source uses Speex unless sv_use_steam_voice is 1, in which case it uses
the Skype codec (I think).
On 5/15/2014 7:15 PM, Gordon Reynolds wrote:
Is the
I'll go look at it again. Could be something wrong with me and my
config. Thx for your report.
On 5/14/14, 18:16, Weasels Lair wrote:
I finally got-around to trying this on my FoF server's today. I was
able to generate 4 different tokens (one for each server instance)
using the AppID
Does anyone have a solution for adding a hidden reserved slot without having to
go to a max of 19 visible slots?
The cBase and connect extentions from sourcemod don't seem to work on FoF and
the engine locks at 20 players.
Cheers,
Saint K.
___
To
Does anyone have a solution for adding a hidden reserved slot without having to
go to a max of 19 visible slots?
The cBase and connect extentions from sourcemod don't seem to work on FoF and
the engine locks at 20 players.
Cheers,
Saint K.
___
To
- Updated the plugin_load command
- Servers can only load plugins if they are not running a map
- Clients can only load plugins if they are not connected to a server
Ok this part right here, What does this mean and would this explain why I
now have several plugins that won't load from
Ditto for me. Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running
on TF2 (kind of old actually it seems):
meta version
Metamod:Source version 1.10.0-dev
Build ID: 837:978c7cd9b0b2-dev
Loaded As: Valve Server Plugin
Is the sv_voicecodec the same as the sv_use_steam_voice codec?
I assume not because they are named differently, but what is(was)
sv_voicecodec?
On Thu, May 15, 2014 at 3:58 PM, Eric Smith er...@valvesoftware.com wrote:
We've released mandatory updates for TF2, CS:S, DoD:S, and HL2:DM. The
I can verify this crash on windows 2008 server running tf2.
On Thu, May 15, 2014 at 7:21 PM, Weasels Lair wea...@weaselslair.comwrote:
Ditto for me. Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running
on TF2
Win32 server mailing
list h...@list.valvesoftware.com
Sent: Wednesday, May 14, 2014 12:19:27 AM
Subject: Re: [hlds_linux] Could not establish connection to Steam servers.
(Result = 15)
Nevermind. My sv_setsteamaccount token was invalid, though I don't yet
know why.
On 5/13/14, 17:36
I do not think Fistful-of-Frags dedicated server is setup for that server
registration stuff (sv_setsteamaccount). I asked the developer about it
like a month ago - and he didn't seem to know what I was talking about.
But, the server list is not gigantic (like TF2, or CS, etc.). So, no big
deal
It's built into the engine. Mod code doesn't touch it. I believe that
the 2013 SDK Base was last updated after it was added, so it should be
there.
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
Weasels Lair mailto:wea...@weaselslair.com
Wednesday, May 14, 2014 1:03 AM
I do
The command was valid, so the FoF engine seems to know what to do with
it, and my token was registered about 48 hours before I started using
it. However, it seems to be breaking Steam login for the server.
On 5/14/14, 9:16, Nicholas Hastings wrote:
It's built into the engine. Mod code
Just wanted to wrap this thread up and say that
replay_dofileserver_cleanup_on_start0
appears to have fixed the weird start-of-round lag for us!
Thanks everyone for the feedback suggestions.
I also filed this as an issue:
https://github.com/ValveSoftware/Source-1-Games/issues/1733
On
I haven't specifically tested it with this game, but I know for JC2-MP
(distributed through SteamCMD), I copied stdlibc++.so.6 from
steamcmd/linux32 into the same directory as the server executable, and
that did the job, (if your game has a bin folder, it may be required for
it to go there
The SteamCmd depot for L4D dedicated server should be working now, AppID
222840.
This required an update to the build, the new version is 1.0.2.9.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Felipe
Hey Kerry,
This is very good news - thank you!
Tried to get our L4D groupserver back up for hours after the game update
and really was afraid to never play on it again..
Then I found your message and now it's smoothly working again.
I'm really glad about the ongoing L4D1 Linux-DS support by
Nevermind. My sv_setsteamaccount token was invalid, though I don't yet
know why.
On 5/13/14, 17:36, Jesse Molina wrote:
Hi all
I set up a new Fistful of Frags server yesterday and it is generally
working, but it isn't listing in the server directory, and I am
getting the following
Just clarified with the developer, the new Fistful-of-Frags on Steam does
NOT attempt to do any global player black-list of it's own (unlike the old
version 3.9 mod for OrangeBox).
I *assume* putting the server into VAC secure-mode will enforces blocking
VAC-banned players. Seems to me that is
PS: Regarding HLStatsX:CE, I also had to update the teams for the new FoF
- since there are potentially four teams now:
Vigilantes = Blue in hud messages, etc.
Desperados = Red in hud messages, etc.
Bandidos = Yellow in hud messages, etc.
Rangers = Green in hud messages, etc.
Here's what I am
PS: I have this SourceMod plug-in loaded on my servers: vacbans ...
https://forums.alliedmods.net/showthread.php?t=80942
On Mon, May 12, 2014 at 12:00 PM, Weasels Lair wea...@weaselslair.comwrote:
Just clarified with the developer, the new Fistful-of-Frags on Steam does
NOT attempt to do any
That is really weird. I am on 64-bit Debian 8/Jessie with multi-arch
enabled and not seeing anything like that.
Is this dedicated server installed through SteamCMD (command-line), or
from the Steam tools menu?
Here my status output:
pre
statushostname: Weasels FoF #2: Custom music,
It's installed via SteamCMD on a box which is successfully running other
SRCDS servers (TF2, CS:GO, L4D2) without any issues. On my first attempt
to start the FoF server, I ran into an error about not having GLIBC_2.15
but I solved it by installing the libm.so.6 library as mentioned in the
Yes, the odd random lagspikes (on round starts) can be caused by replay.
I've been getting those and i haven't found the actual reason but replay
has been one of the suspects. It's odd, doesn't happen always but
randomly. 1 server on the same machine is fine, the other has these huge
lags
Oh wow. For us it's happening across both of our 24p servers (we only
have 2).
And over the last few months it's gone from happening occasionally for a
few seconds, to happening on 80% of round changes, for 15-20 seconds.
That suggests it may be related to something that might be growing
15/20 seconds does not seem to sound like any io issues, since it is just
on round start, maybe its even some dns lookup that goes bad? (just
thinking out loud here) you could fix/found out by installing bind9, point
your resolv.conf to it and placing it into debug mode to see the logs.
(google
Further info -- I observe that the two problems in the OP are correlated.
During a recent pause I repeatedly looked at the replay directory and
observe that the server deleted replays that it had just finished.
Specifically:
- we were on cp_dustbowl
- there were multiple block files
Ever since the guy who created replay on Valve moved on from TF2, the
replay system has been laid off and just kept as it is. There were some
bugs left in, such as replays not always getting deleted automatically
and now propably this where replays are deleted when noticed that they
should be
Too bad the server isn't working on wheezy, due to libc being too old. I even
tried inserting newer libc so's, but the server crashes on every boot.
Weasels Lair wea...@weaselslair.com hat geschrieben:
No built-in way to do it. But, I was (until my server sudden went offline a
couple hours
We dont have any issues either here, but we just have a crontab cleaning
old files at night when nobody is playing (makes more sense to me too)
2014-05-11 12:30 GMT+02:00 Valentin G. nextra...@gmail.com:
We've had no such issues and we are manually cleaning up the replay
files with some find
I'm running replays on three servers 24/7 and haven't received complaints.
We've been using them since released and haven't turned them off besides
for the FTP bug at the beginning with threads.
That's maybe a difference -- we are using a FTP offload server. Are you?
We clean up the FTP server
i used to have ftp to offload, then i just created a http server on each
server since if the ftp is down, it could lock up your game if the
connection is lost for whatever reason.
2014-05-11 14:58 GMT+02:00 Steven Sumichrast packh...@gmail.com:
I'm running replays on three servers 24/7 and
Apart from the FTP bug that cause the server to crash when it has any
problem shipping the replay files to the FTP server, the replays worked as
expected on my servers.
I'm running them on local http server mode and didn't have any problems
whatsoever.
_pilger
On 11 May 2014 09:58, Steven
Funny (or maybe not funny) you should mention that. My VPS got shut-down
last-night by my hosting provider because there was Traffic size:[627
Mbit/sec]. I am not certain if it was an actual DDoS attack, or just
the fact that there was so much demand for FoF servers. I had 8 FoF
servers
Hi, thanks for bringing this back to my attention.
So, I was sorta wrong. It's not the format of the file. It actually is
the wrong AppID in the file, but it wasn't a problem of my doing. You
were correct that the wrong APPID was in the wrong file.
FoF Client APPID = 265630
FoF Server AppID
Sorry, forgot to mention the dedicated server AppID for FoF is: 295230
On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.comwrote:
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?
Fistful of Frags could use your help.
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?
Fistful of Frags could use your help. FoF launched (for FREE) on Steam
yesterday, and the response has been overwhelming.
The down-side to that,
The client-side is Windows + Mac/OSX + Linux.
The server-side is Windows + Linux (not sure about Mac/OSX).
On Sat, May 10, 2014 at 12:01 PM, Kevin s...@serveredirect.com wrote:
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game to
The community really appreciates the help by the way. Some stuff of
interest to potential server-operators:
Regarding SourceMod Metamod:Source ...
The game is based on Source SDK 2013. So, I believe I had to run the
development snap-shots of MM:S and SM. Here's what I am running on my FoF
PS: Another FoF-specific thing server-op's might not be accustomed-to ...
the maximum number of player-slots is currently hard-coded to 20. I
continue to have an on-going dialog with the developer about that (as you
can imagine), but at the moment - it is still limited to 20.
On Sat, May 10,
I typically put most command-line stuff in autoexec.cfg myself, but it
takes pretty-much the standard stuff any SRCDS server will take. Here's
mine (on Linux):
./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
I put mp_teamplay 1 in the autoexec.cfg, along with what map
Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC
junk (new requirement with Source SDK 2013). The version of Wheezy is like
2 years old. I think there's a work-around where you can drop a copy of
lib from more modern GLIBC (same distro arch) into the /bin folder and it
wow, thanks! very generous of you!
I am sure all the players trying to get into the game would thank you!
(if they knew anything about how the back-end stuff even works)
On Sat, May 10, 2014 at 1:07 PM, Kevin s...@serveredirect.com wrote:
0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7
Don't worry, you are NOT the first to try that. I probably was!
On Sat, May 10, 2014 at 1:12 PM, big john brewskii...@gmail.com wrote:
looks like i been using the wrong appid ...
___
To unsubscribe, edit your list preferences, or view the list
Thanks a lot every one. I think we've got plenty of capacity for now. I
even see a number of the pay-per-reserved-slot / pay-for-perks guys getting
into the act now too!
Not sure how long the high-demand will last. But, I am sure it will
diminish somewhat over the coming couple of weeks.
On
Hi. Can you encourage the devs to publish their UpToDateCheck URL so
that server ops can do automatic updates?
I assume this is just something they can set in Steamworks, but I don't
know that.
For example, TF2's:
Got one setup for East Canada. trying it out right now. how do i change server
slots? it shwos only 2. i added mp_maxplayers 20 in server cfg, do i need it in
the run command? BTW working fine on windows server 2012 r2
From: Weasels Lair
No built-in way to do it. But, I was (until my server sudden went offline a
couple hours ago) using a regex chat filter plug-in for source mod to just
drop the chats - and treat them like they never happened. I think it was
this plug-in specifically:
On 05/06/2014 06:46 AM, Peter Lindblom wrote:
I have installed downloaded app id 17705 and noticed that its only
files for windows!
The app id is the same for win and linux Insurgency Dedicated Server
17705 in this doc that I use to trust.
Isnt that the new insurgency2014 ?
But the doc says that its needed user-login to download that .. old doc??
Ill try and see what it is!
Thanks PG !
Peter
Paul Gray skrev 2014-05-06 14:10:
On 05/06/2014 06:46 AM, Peter Lindblom wrote:
I have installed downloaded app id 17705 and noticed that
Hello again,
Just to complete this thread, I wanted to say that clean installs of TF2,
CS:S, and CS:GO fixed the problems I was having. All 3 servers started up
and are running just fine.
- Dave
On Fri, May 2, 2014 at 5:04 PM, David Parker dpar...@utica.edu wrote:
Thanks for the
Steam was having issues at the time you sent out your original thread. It
affected SRCDS as well.
One of those random unscheduled scheduled maintenances.
http://www.reddit.com/r/Steam/comments/24jc43/steam_services_have_been_going_down_more/
Just a quick update to this, I have ruled out any networking problems as
far as I can tell. There are no firewall rules blocking anything to or
from this server right now. A tcpdump capture during the CS:S server
startup shows a lot of UDP packets being exchanged with what I assume are
master
I would try a clean install just to be sure if it's a configuration/files
issue
On Fri, May 2, 2014 at 5:14 PM, David Parker dpar...@utica.edu wrote:
Just a quick update to this, I have ruled out any networking problems as
far as I can tell. There are no firewall rules blocking anything to
I was experiencing something like that when I tried logging two servers on
the same gameserver account (by mistake).
You can check that too.
_pilger
On 2 May 2014 16:22, Marco Padovan e...@evcz.tk wrote:
I would try a clean install just to be sure if it's a configuration/files
issue
On
Thanks for the suggestions. At least for TF2, a clean install seems to
have solved the problem. I also did a clean install of CS:S and am in the
process of getting it configured, but I have high hopes that it will work,
too.
Strange that a full copy (tar piped through SSH) of each game's srcds
Yes, and it happens on my Ubuntu Linux server box as well. I filed a bug
on the source-1-games bug tracker about it about a month ago:
https://github.com/ValveSoftware/Source-1-Games/issues/1709
I'm not sure when exactly it broke, but I created a VPK of the Vs.
Saxton Hale server content on
You can use GCFScape for extracting as a temporary solution, if this
helps any. As for building them, I've no alternative.
On 2014-05-01 14:00 -0500, Ross Bemrose wrote:
Yes, and it happens on my Ubuntu Linux server box as well. I filed a bug
on the source-1-games bug tracker about it about a
] On Behalf Of Josh Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and
HL2:DM
Hey Eric,
Are you sure that this was pushed for CS:S? No client updates were
.
-Eric
From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and
HL2:DM
Hey Eric,
Are you sure
with the
other games, so they should be working.
-Eric
From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2
Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and
HL2:DM
Hey Eric,
Are you sure that this was pushed for CS:S? No client updates were pushed and
my servers don't
they should be working.
-Eric
From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh
Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S,
and HL2:DM
26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
DoD:S,
and HL2:DM
Hey Eric,
Are you sure that this was pushed for CS:S? No client updates were
pushed and my servers don't have any updates
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and
HL2:DM
I confirm this bug still exists on CS:S.
On 29 April 2014 14:46, Valentin G. nextra...@gmail.com wrote:
It's kind of funny how the people spamming this is not related to
this list in *clearly* server related
be working.
-Eric
From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh
Stratton
Sent: Saturday, April 26, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
DoD:S, and HL2:DM
Hey Eric
-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Monday, April 28, 2014 11:33 PM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Cc: Tony Paloma
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
DoD:S, and HL2:DM
Hi Eric,
Unfortunately on at least 5 systems we've
, 2014 11:33 PM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Cc: Tony Paloma
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
DoD:S, and HL2:DM
Hi Eric,
Unfortunately on at least 5 systems we've confirmed CS:S still has
this broken. Today I zero'd all of my
, 2014 3:50 AM
To: Half-Life dedicated Linux server mailing list; Eric Smith
Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and
HL2:DM
Hey Eric,
Are you sure that this was pushed for CS:S? No client updates were pushed and
my servers don't have any updates available for them
Hey Eric,
Are you sure that this was pushed for CS:S? No client updates were pushed
and my servers don't have any updates available for them to download. I'm
still getting the same error when attempting to download compressed .bsp
files.
- Josh
On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith
The updates have been released.
-Eric
-Original Message-
From: hlds_announce-boun...@list.valvesoftware.com
[mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, April 24, 2014 3:59 PM
To: Half-Life dedicated Win32 server mailing list
I guess the shadow update has fixed the exploit now?
It definitely looks like they didn't go quite far with the exploit (we
were hit by it aswell). I assume they downloaded the server.cfg to get
a hold of the rcon password, correct? And there probably is no trace
of any of this happening.
Would
A fix was released for this issue. I'm not completely satisfied with
their resolution, but if you're paranoid there are a couple of
mitigations worth considering:
1. Using a strict whitelist such as:
https://forums.alliedmods.net/showthread.php?t=142249 (currently
broken, no plans to update
Just a quick update:
1) Tried bringing-up CS:S server without sv_setsteamaccount, and it
worked fine.
2) I double-checked the configuration of my other servers that use
sv_setsteamaccount. The login_token was not a duplicate.
3) Checked the login_token to verify it wasn't missing a character or
So was this used to obtain rcon passwords in other games such as TF2?
On Sat, Apr 19, 2014 at 9:45 PM, Tyrone parablac...@gmail.com wrote:
The exploit works on all source based games according to Garry.
On Fri, Apr 18, 2014 at 11:11 PM, wickedplayer494 wickedplayer...@gmail.com
wrote:
Yes, this unfortunately impacted a lot of European CS:S servers
(L4D(2) and other engines will forever be compromised). Based on the
scope, everything the server's user was running as is compromised.
However, the running guess is that people were still only after quick
wins; such as changing the
What? it was .RU site - what could go wrong with that?
http://forums.pelicanparts.com/uploads22/941048597_free_candy_van1386440078.jpg
On Mon, Apr 21, 2014 at 12:09 PM, ics i...@ics-base.net wrote:
Just a worhy note for everyone, don't trust every site you see on the
internet. No one knows
Thanks for this Nicholas, I hope that pulling ND out of beta for Linux
and the other fixes will lure some new players to this great game, so
we can actually play some fun matches again online.
On Sun, Apr 20, 2014 at 9:23 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
A mandatory update
The update to hl2dm is causing clients to display an error about being in
insecure mode. Servers have to run in -insecure for clients to connect
ATM.
On Sat, Apr 19, 2014 at 5:57 PM, Tony Paloma to...@valvesoftware.comwrote:
We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The
I've heard that this adds the sv_setsteamaccount command to these games.
Is that true?
If so, I'll remind players that I have a temp webpage for registering
those accounts until Valve makes one... you can find it at
http://tf2.rbemrose.com/steamreg.html
You can also find it on my
Ever since I applied today's update to my CS:S server, it doesn't seem to
be able to get into secure mode. Unless coincidentally there is
something else going on with the steam servers.
2192040/24 2192040 insecure (secure mode enabled, disconnected from Steam3)
On Sat, Apr 19, 2014 at 5:57
For what it's worth, my TF2 and CS:S servers have had no problem with
this update. They start up just fine in secure mode.
On 4/20/2014 4:20 PM, Weasels Lair wrote:
Ever since I applied today's update to my CS:S server, it doesn't seem to
be able to get into secure mode. Unless coincidentally
The exploit works on all source based games according to Garry.
On Fri, Apr 18, 2014 at 11:11 PM, wickedplayer494 wickedplayer...@gmail.com
wrote:
http://facepunch.com/showthread.php?t=1386818
If your clients are complaining about *cough* spam or similar through
Steam chat, this is what's
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