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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 |
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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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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| | #3 (permalink) |
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+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 __________________________________________________ _______________ Get the latest jobs delivered. Sign up for SEEK Jobmail. http://clk.atdmt.com/NMN/go/157639755/direct/01/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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| | #4 (permalink) |
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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: 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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| | #5 (permalink) |
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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. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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| | #7 (permalink) |
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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 >> > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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| | #8 (permalink) |
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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 >> > > _______________________________________________ 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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| | #9 (permalink) |
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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 >>> >>> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > __________ Information from ESET NOD32 Antivirus, version of virus signature database 4939 (20100312) __________ > > The message was checked by ESET NOD32 Antivirus. > > http://www.eset.com > > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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| | #10 (permalink) |
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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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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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 > -- Sent from my mobile device Jonah Hirsch ----------------------- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds |
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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 > -- Sent from my mobile device Jonah Hirsch ----------------------- _______________________________________________ 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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