MessyRecipe
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SteamID64 76561197970756737
SteamID3 [U:1:10491009]
SteamID32 STEAM_0:1:5245504
Country Pirate
Signed Up June 5, 2013
Last Posted July 9, 2016 at 9:49 PM
Posts 93 (0 per day)
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#6 Server Rcon issues (technical) in Q/A Help

Are you attempting to use a hostname or the IP for the lobby? Either way, you might need to specify it with the "ip" command. Back when TF2Lobby was still up I never could get it to recognize my server's host name until I added it to my autoexec:

http://pastebin.com/ygzk1Rcs

Never did test or look into specifically why it needed that first line but, ever since adding it I've never had a problem connecting or using rcon from either IP or hostname.

Also check to be sure iptables is allowing TCP on the game port... you might need to allow 27000-27020.

posted about 9 years ago
#122 New Perspective in TF2 General Discussion

If someone leads off with a statement as off-target as "Reddit's a wonderful community" it's really hard to take whatever follows seriously

posted about 9 years ago
#52 TF2 Update - 10/30/14 in TF2 General Discussion
XacherAnd changing classes isn't a thing for Medic or Engi since all your uber percentage and buildings would be gone. I can imagine getting stuck with 100% in the Badlands forward spawn and being unable to teleport to your first spawn without losing your uber.

Similar thing for demo too actually -- placed stickies remain when changing loadouts (well, assuming you keep the sticky launcher, I guess), but not on class change. Just not really any situations where that one comes into play. (I suppose you could, say, shoot from forward then backspawn and det later on.)

posted about 10 years ago
#29 TF2 Update - 10/30/14 in TF2 General Discussion
takramI literally just finished my Target ID fix.

Also, I've always used F1-F4 to change my loadouts and it's respawned me immediately. Been very useful for forward spawns or respawning with full health/ammo when you're just hitting spawn instead of running to the cabinet. If you were on Loadout A and hit your keybind for loadout A, it would respawn you if in the spawn area -- allowing you to keep ubers or whatever you've got while being on the exact same loadout.

The last update broke this and this one didn't address it. Not sure if they intentionally broke it, but I'm not used to manually clicking on my loadouts or the supply cabinet anymore. Weird they're messing with mechanics that have been in the game for so long without keeping the old options in, but at least they fixed the targetID.

Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).

posted about 10 years ago
#68 TF2 update for 10/29/14 (10/30/14 UTC) in TF2 General Discussion

Can confirm that small decimals work fine for tracers, not sure if it works for flames or healbeam. I've been using 0.001 forever because there is a small difference between that and 0 -- when you shoot a wall with viewmodel_fov 0, you just see the bullet holes appear, while with 0.001 sparks will come out of them as well. Varying the decimal can sometimes make small bits of tracer effect appear in weird locations (don't remember if larger or smaller values make this more likely), but I've never seen them at all with 0.001.

And yes, the black flicker thing is from having viewmodels on but viewmodel_fov small enough to not see them. If you have your configs set to hide viewmodels and set FOV to 0 on weapon switch, you'll notice this if do "alias r_drawviewmodel none" while they're on (good for watching POV demos where you want to see your weapon without it hiding again every swap, as the viewmodel commands get executed during demo playback).

posted about 10 years ago
#25 More dumb stuff you can do with the item schema in TF2 General Discussion
thesupremecommanderI just tested, and you can, but it's weird. sv_pure 2 does NOT enforce item schema, so these exploits, laughably, will still work. You have to set sv_pure 1 and add the following to pure_server_whitelist.txt:
whitelist
{
	scripts/items/items_game.txt	trusted_source
}

I've emailed Valve and asked them to add this to pure_server_minimal.txt and pure_server_full.txt so that it gets enforced on sv_pure 0 and 2, respectively.

If you use the content of pure_server_full.txt for pure_server_whitelist.txt, can you simulate an sv_pure 2 experience on an sv_pure 1 server (thereby allowing extras such as this)? AFAIK it should be a matter of just listing out all game content and marking it as from_steam.

Edit: nm I'm dumb just read it doesn't work anyway

Might be worth making the SourceMod plugin into a standalone addon if possible.

posted about 10 years ago
#26 Twitch down in TF2 General Discussion
kaiserRegHow do you go about preventing DDoSing on your servers?

Short answer is you can't, it's just a flood of network traffic intended to overwhelm your servers' ability to handle it.

More detailed answer: buy more servers in different locations and balance loads between them, upgrade to bigger connections, if you're running an application server (e.g. a login server for a service) then filter traffic from places like VPS hosts that your users won't be connecting from (still won't help if you're being attacked by a botnet of compromised home PCs or routers or the like)... you can use services like CloudFlare as well, though I've seen that cause plenty of connection issues on its own... still, it really just comes down to having enough power and redundancy to outlast the attack. Lizard Squad tried hitting Steam the other day and failed miserably because there were just too many servers with connections too large for them to take a more than a fraction down.

For protecting yourself as an individual, it mainly comes down to not letting your IP out to people you don't trust -- a residential connection isn't gonna hold up against an attack, but unlike a website or other web service, you can't just plug in your name and get the address to attack. So, if you run Skype keep it on a VPN or proxy, make sure you're hiding your IP if you're using IRC, use a VPN/proxy/TOR when loading shady websites, etc.

posted about 10 years ago
#105 SizzlingStats - Live TF2 Stats **Alpha Test** in Projects

I think it's definitely the ID change -- if you do manage to grab one of your games from the recent games sidebar, you'll notice the avatars are missing, and name links don't work, either.

posted about 10 years ago
#5 WARHURYEAH LAN POVs in LAN Discussion

<3

posted about 10 years ago
#9 Server Management Config in Customization

Here's the one I made for my server--

http://pastebin.com/WqnAkizq

It's a serverside config (from server's autoexec) so it doesnt include "rcon" (I usually just do "rcon gran" in console or do these directly in the server from PuTTY). Could transform it to a client config with some find-replace and regex. (EDIT here it is with ugly spacing): http://pastebin.com/zGXG8Zgw

Uses dashes instead of underscores so I don't have to hold shift when typing them. Map names are almost all abbreviated to save more typing.

Only has the UGC configs aliased at present. Has a lot of maps though. Doesn't exec configs automatically on map change. Not sure if mine are all up to date either when it comes to less-popular maps.

I definitely recommend adding mp_tournament_restart to the "turning off configs" alias, like I did with ugc-off -- if you use it to end a game while a round is in progress (e.g. finished a UGC second "half" after 1 round with winlimit at 4, other team leaving a scrim before limit is reached, etc.) then that'll make it reset to the readying-up state and respawn everyone at SOAP spawns.

Also I just realized the whitelist commands are a bit off because of the quotes in them, but AFAIK they work anyway...

posted about 10 years ago
#80 SizzlingStats - Live TF2 Stats **Alpha Test** in Projects

Hey, I had some lag issues on my server towards the end of last year, so now that I have time to look into it I started running the server as a pub to get people on to run up the resource usage and see what was causing it.

Unfortunately I also ran into a crashing issue, with the server segfaulting regularly. Ran it with -debug and found they all mention a call to the PlayerHealed() function of SS:

http://i.imgur.com/6PZ58jW.png

Is it just broken when running with 24 players (it never crashed when only partially full, as far as I know)? Or is this something you might want to look into?

Full debug log is here:

http://cwsault.com/srcds-debug-0.txt

posted about 10 years ago
#20 public server in TF2 General Discussion
wpminnowsfixed weaponspreads are on, crits and damagespread is on for now just so the server's quickplay eligible but i'll turn them off once there's a decent playerbase

Compile and upload this SourceMod plugin to get the best of both worlds--

http://pastebin.com/cPLh2eJH

posted about 10 years ago
#12 Stickies not showing in demos in Q/A Help

It's been like this for awhile for older STVs, though for me POV demos are fine. Dunno about newer STVs because those don't seem to play at all, anything after Halloween just throws errors and doesn't start.

Another issue is that the glow trail only shows in red.

I used the ingame bug reporter the other night to report all three problems -- the screwy grenade launcher and the invisible projectiles with only red glow in the older STVs, and inability to play some newer STVs.

And yeah, the grenade launcher viewmodel is exactly the same as an older bug...

posted about 10 years ago
#30 Questions not asked/answered at meeting in TF2 General Discussion
LoronixbrownymasterAny server can be technically exploited that's not CEVO's. Just having someone monitoring the server/checking for class changes and everything is a potential problem. Everything else though can generally by caught with demos (demos log all commands so you'd probably be able to tell, though I wouldn't guarantee it if it can be done remotely).Yeah, but there are several other ways to call functions other than just hooking console commands. On top of that, it would be difficult to differentiate between a console command used to cheat and a script a player used. Also, I'm not sure never having a problem with it is indicative of it never happening.

Agreed. I could spend ten minutes coding and have a SourceMod plugin causing any demoman jumping from map coordinates near the end rollout ramp on Process in the first 15 seconds of a round to receive either a bit extra or less vertical velocity, so they miss the choke slide and take fall damage, unless their STEAMID matches my own. There'd be no way to tell this is happening just by watching STVs/POVs/etc, it'd look like they fluffed their jump, and I'd be gaining an unfair advantage on every mid played on our server.

Unless there's a way to use a custom league server mod to have oversight over what other plugins are running, and compare something like plugins' checksums against an approved list, and someone willing to implement this, then using personal servers for a paid league is probably not a great idea.

posted about 10 years ago
#21 Questions not asked/answered at meeting in TF2 General Discussion
milehighmilitia12) What is required on a personal server to play a CEVO match? How will the stats system on CEVO's website be implemented if people are playing on non-CEVO servers? Is it a possibility to REQUIRE all matches be played on CEVO servers for paid divisions such that there is consistency in server quality and SourceTV availability?

It seems that, at least for the current season, teams are allowed to use personal servers, provided it meets this standard (from http://www.cevo.com/event/tf2-6v6/rules/ ):

Teams may utilize their own dedicated server as long as it falls within the ping imbalance rule, is not hosted locally, and has the most recent CEVO configuration files installed.

In the event that a Non-CEVO server is used, ANY and ALL issues that arise from server problems will be the sole responsibility of the hosting team. This includes, but is not limited to, server reboots, round restarts, and map changes. Matches may be split and played on two dedicated servers.

The best approach for personal servers, if they continue to be allowed, is for CEVO to develop an official server plugin that's required to be used for matches, that automatically does everything needed (not like plugin for SourceMod, but a standalone one, like SizzlingStats or the SourceMod base).

It could provide STV and stats uploading (or just use Sizzling as well for the stats, but it'd be good to only require a single addon), and have features similar to the ESEA servers, like individual players readying up and the "match is live" stuff with the round restarts before it.

This would also be capable of forcing server configuration and whitelists and such, so that teams wouldn't have to worry if the server operator has properly configured their server. This IMO is better than the current approached used in both CEVO and UGC, which requires server operators to manually keep configuration files up to date, manually ensure sv_pure is enabled, and manually execute configs and reload the map before re-execing.

posted about 10 years ago
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