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Old 10-3-2010, 23:45   #1 (permalink)
Jason Ruymen
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Default [hlds] GoldSrc Dedicated Server update available

An optional update has been release for GoldSrc dedicated servers. This update fixes a DoS crash caused by a specially crafted connect sequence, resulting in you seeing "FATAL ERROR (shutting down): Host_Error: SV_ParseVoiceData: invalid incoming packet." in your server console.

Jason

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Old 11-3-2010, 02:45   #2 (permalink)
k e
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Default Re: [hlds] GoldSrc Dedicated Server update available

now can you PLEASE fix the ghost issues in the tf2/css servers? Thanks...

On Wed, Mar 10, 2010 at 5:41 PM, Jason Ruymen <jasonr (AT) com>wrote:

> An optional update has been release for GoldSrc dedicated servers. This
> update fixes a DoS crash caused by a specially crafted connect sequence,
> resulting in you seeing "FATAL ERROR (shutting down): Host_Error:
> SV_ParseVoiceData: invalid incoming packet." in your server console.
>
> Jason
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
Read more on: : i3D.net Game Forums /hlds-valve-windows-newsletter/148104-hlds-goldsrc-dedicated-server-update-available.html
>

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Old 11-3-2010, 04:54   #3 (permalink)
Dominic Marciano
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Default Re: [hlds] GoldSrc Dedicated Server update available

+1 this please.

> Date: Wed, 10 Mar 2010 20:40:25 -0500
> From: mfnt002 (AT) com
> To: hlds (AT) valvesoftware.com
> Subject: Re: [hlds] GoldSrc Dedicated Server update available
>
> now can you PLEASE fix the ghost issues in the tf2/css servers? Thanks...
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>
> On Wed, Mar 10, 2010 at 5:41 PM, Jason Ruymen <jasonr (AT) com>wrote:
>
> > An optional update has been release for GoldSrc dedicated servers. This
> > update fixes a DoS crash caused by a specially crafted connect sequence,
> > resulting in you seeing "FATAL ERROR (shutting down): Host_Error:
> > SV_ParseVoiceData: invalid incoming packet." in your server console.
> >
> > Jason
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >

> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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Old 12-3-2010, 02:18   #4 (permalink)
msleeper
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Default [hlds] Map Time and Round Ending on Gorge

Why does cp_gorge behaving like a CP Push map when the time limit is
reached, and not like other Attack/Defend maps like Dustbowl? When the
timer ends, the one team immediately wins and the map changes. Is this a
bug with the map? Did they set the map entities wrong?


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Old 12-3-2010, 07:19   #5 (permalink)
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Default Re: [hlds] Map Time and Round Ending on Gorge

On 3/11/2010 8:08 PM, msleeper wrote:
> Why does cp_gorge behaving like a CP Push map when the time limit is
> reached, and not like other Attack/Defend maps like Dustbowl? When the
> timer ends, the one team immediately wins and the map changes. Is this a
> bug with the map? Did they set the map entities wrong?
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>
>

Actually, on dustbowl, when blue has a red point partially capped, the
game does not completely end until it is either fully capped, giving
blue more time, or red defends it off, and red wins.

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Old 12-3-2010, 16:19   #6 (permalink)
Joel R.
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Default Re: [hlds] Map Time and Round Ending on Gorge

He's talking about when *map* time ends, it instantly finishes instead of
waiting for *round* time to complete. Since the point captures are 1 way,
it should be until *round* time ends.

On Fri, Mar 12, 2010 at 12:13 AM, Cooltad <cooltad (AT) com> wrote:

> On 3/11/2010 8:08 PM, msleeper wrote:
> > Why does cp_gorge behaving like a CP Push map when the time limit is
> > reached, and not like other Attack/Defend maps like Dustbowl? When the
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
> > timer ends, the one team immediately wins and the map changes. Is this a
> > bug with the map? Did they set the map entities wrong?
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >

> Actually, on dustbowl, when blue has a red point partially capped, the
> game does not completely end until it is either fully capped, giving
> blue more time, or red defends it off, and red wins.
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>

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Old 12-3-2010, 16:21   #7 (permalink)
Joel R.
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Default Re: [hlds] Map Time and Round Ending on Gorge

Oh, and this isn't the right place for this topic. Use the steam forums.


On Fri, Mar 12, 2010 at 9:13 AM, Joel R. <joelruiz2 (AT) com> wrote:

> He's talking about when *map* time ends, it instantly finishes instead of
> waiting for *round* time to complete. Since the point captures are 1 way,
> it should be until *round* time ends.
>
>
> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad <cooltad (AT) com> wrote:
>
>> On 3/11/2010 8:08 PM, msleeper wrote:
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>> > Why does cp_gorge behaving like a CP Push map when the time limit is
>> > reached, and not like other Attack/Defend maps like Dustbowl? When the
>> > timer ends, the one team immediately wins and the map changes. Is this a
>> > bug with the map? Did they set the map entities wrong?
>> >
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,

>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>> >

>> Actually, on dustbowl, when blue has a red point partially capped, the
>> game does not completely end until it is either fully capped, giving
>> blue more time, or red defends it off, and red wins.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>

>
>

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Old 12-3-2010, 16:23   #8 (permalink)
Mike Stiehm
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Default Re: [hlds] Map Time and Round Ending on Gorge

Seems server related to me.

-----Original Message-----
From: hlds-bounces (AT) valvesoftware.com
[mailto:hlds-bounces (AT) valvesoftware.com] On Behalf Of Joel R.
Sent: Friday, March 12, 2010 9:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Map Time and Round Ending on Gorge

Oh, and this isn't the right place for this topic. Use the steam forums.


On Fri, Mar 12, 2010 at 9:13 AM, Joel R. <joelruiz2 (AT) com> wrote:

> He's talking about when *map* time ends, it instantly finishes instead of
> waiting for *round* time to complete. Since the point captures are 1 way,
> it should be until *round* time ends.
>
>
> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad <cooltad (AT) com> wrote:
>
>> On 3/11/2010 8:08 PM, msleeper wrote:
>> > Why does cp_gorge behaving like a CP Push map when the time limit is
>> > reached, and not like other Attack/Defend maps like Dustbowl? When the
>> > timer ends, the one team immediately wins and the map changes. Is this

a
>> > bug with the map? Did they set the map entities wrong?
>> >
>> >
>> > _______________________________________________
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>> > To unsubscribe, edit your list preferences, or view the list archives,

>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>> >

>> Actually, on dustbowl, when blue has a red point partially capped, the
>> game does not completely end until it is either fully capped, giving
>> blue more time, or red defends it off, and red wins.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>

>
>

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please visit:
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Old 12-3-2010, 16:30   #9 (permalink)
Kitteny Berk
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Default Re: [hlds] Map Time and Round Ending on Gorge

The fuck?

If this isn't SRCDS/Server related, what is?

On 12/03/2010 15:14, Joel R. wrote:
> Oh, and this isn't the right place for this topic. Use the steam forums.
>
>
> On Fri, Mar 12, 2010 at 9:13 AM, Joel R.<joelruiz2 (AT) com> wrote:
>
>
>> He's talking about when *map* time ends, it instantly finishes instead of
>> waiting for *round* time to complete. Since the point captures are 1 way,
>> it should be until *round* time ends.
>>
>>
>> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad<cooltad (AT) com> wrote:
>>
>>
>>> On 3/11/2010 8:08 PM, msleeper wrote:
>>>
>>>> Why does cp_gorge behaving like a CP Push map when the time limit is
>>>> reached, and not like other Attack/Defend maps like Dustbowl? When the
>>>> timer ends, the one team immediately wins and the map changes. Is this a
>>>> bug with the map? Did they set the map entities wrong?
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>>> please visit:
>>>
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>
>>>>
>>> Actually, on dustbowl, when blue has a red point partially capped, the
>>> game does not completely end until it is either fully capped, giving
>>> blue more time, or red defends it off, and red wins.
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>

>>
>>

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>
> The message was checked by ESET NOD32 Antivirus.
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>



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Old 12-3-2010, 16:48   #10 (permalink)
Shane Arnold
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Default Re: [hlds] Map Time and Round Ending on Gorge

List Policing: You're doing it wrong.

I've actually seen this bug replicated on some servers I play on on
other maps (like goldrush and badwater). Have a feeling it might have
something to do with a plugin.

On 12/03/2010 11:14 PM, Joel R. wrote:
> Oh, and this isn't the right place for this topic. Use the steam forums.
>
>
> On Fri, Mar 12, 2010 at 9:13 AM, Joel R.<joelruiz2 (AT) com> wrote:
>
>
>> He's talking about when *map* time ends, it instantly finishes instead of
>> waiting for *round* time to complete. Since the point captures are 1 way,
>> it should be until *round* time ends.
>>
>>
>> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad<cooltad (AT) com> wrote:
>>
>>
>>> On 3/11/2010 8:08 PM, msleeper wrote:
>>>
>>>> Why does cp_gorge behaving like a CP Push map when the time limit is
>>>> reached, and not like other Attack/Defend maps like Dustbowl? When the
>>>> timer ends, the one team immediately wins and the map changes. Is this a
>>>> bug with the map? Did they set the map entities wrong?
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
>>>>
>>> please visit:
>>>
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>
>>>>
>>> Actually, on dustbowl, when blue has a red point partially capped, the
>>> game does not completely end until it is either fully capped, giving
>>> blue more time, or red defends it off, and red wins.
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>

>>
>>

> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>


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Old 12-3-2010, 18:18   #11 (permalink)
Jonah Hirsch
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Default Re: [hlds] Map Time and Round Ending on Gorge

Isn't there a cvar that tells the server to end at the timelimit
instead of waiting for the round to end?

On 3/12/10, Shane Arnold <clontarf_x (AT) net.au> wrote:
> List Policing: You're doing it wrong.
>
> I've actually seen this bug replicated on some servers I play on on
> other maps (like goldrush and badwater). Have a feeling it might have
> something to do with a plugin.
>
> On 12/03/2010 11:14 PM, Joel R. wrote:
>> Oh, and this isn't the right place for this topic. Use the steam forums.
>>
>>
>> On Fri, Mar 12, 2010 at 9:13 AM, Joel R.<joelruiz2 (AT) com> wrote:
>>
>>
>>> He's talking about when *map* time ends, it instantly finishes instead of
>>> waiting for *round* time to complete. Since the point captures are 1
>>> way,
>>> it should be until *round* time ends.
>>>
>>>
>>> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad<cooltad (AT) com> wrote:
>>>
>>>
>>>> On 3/11/2010 8:08 PM, msleeper wrote:
>>>>
>>>>> Why does cp_gorge behaving like a CP Push map when the time limit is
>>>>> reached, and not like other Attack/Defend maps like Dustbowl? When the
>>>>> timer ends, the one team immediately wins and the map changes. Is this
>>>>> a
>>>>> bug with the map? Did they set the map entities wrong?
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>
>>>> please visit:
>>>>
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>>
>>>> Actually, on dustbowl, when blue has a red point partially capped, the
>>>> game does not completely end until it is either fully capped, giving
>>>> blue more time, or red defends it off, and red wins.
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>>

>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>

>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
> http://list.valvesoftware.com/mailman/listinfo/hlds
>


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Old 12-3-2010, 18:34   #12 (permalink)
Tony Paloma
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Default Re: [hlds] Map Time and Round Ending on Gorge

There's a cvar to always give the behavior msleeper doesn't want.
mp_match_end_at_timelimit

Setting to 1 will end the round at the timelimit. Leaving at 0 will give
default behavior. I agree with msleeper that the default behavior should be
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=148104
that the map should not end until someone wins the round.

-----Original Message-----
From: hlds-bounces (AT) valvesoftware.com
[mailto:hlds-bounces (AT) valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Friday, March 12, 2010 9:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Map Time and Round Ending on Gorge

Isn't there a cvar that tells the server to end at the timelimit
instead of waiting for the round to end?

On 3/12/10, Shane Arnold <clontarf_x (AT) net.au> wrote:
> List Policing: You're doing it wrong.
>
> I've actually seen this bug replicated on some servers I play on on
> other maps (like goldrush and badwater). Have a feeling it might have
> something to do with a plugin.
>
> On 12/03/2010 11:14 PM, Joel R. wrote:
>> Oh, and this isn't the right place for this topic. Use the steam forums.
>>
>>
>> On Fri, Mar 12, 2010 at 9:13 AM, Joel R.<joelruiz2 (AT) com> wrote:
>>
>>
>>> He's talking about when *map* time ends, it instantly finishes instead

of
>>> waiting for *round* time to complete. Since the point captures are 1
>>> way,
>>> it should be until *round* time ends.
>>>
>>>
>>> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad<cooltad (AT) com> wrote:
>>>
>>>
>>>> On 3/11/2010 8:08 PM, msleeper wrote:
>>>>
>>>>> Why does cp_gorge behaving like a CP Push map when the time limit is
>>>>> reached, and not like other Attack/Defend maps like Dustbowl? When the
>>>>> timer ends, the one team immediately wins and the map changes. Is this
>>>>> a
>>>>> bug with the map? Did they set the map entities wrong?
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>
>>>> please visit:
>>>>
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>>
>>>> Actually, on dustbowl, when blue has a red point partially capped, the
>>>> game does not completely end until it is either fully capped, giving
>>>> blue more time, or red defends it off, and red wins.
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>>

>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>

>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>


--
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Jonah Hirsch
-----------------------

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