Re: [hlds] Hard locks since last update.

2009-05-27 Thread Matthew Gottlieb
Is this a random crash or a DOS?
How many players where on the server at the time of the crash?

On Wed, May 27, 2009 at 8:25 AM, Cc2iscooL cc2isc...@gmail.com wrote:
 My servers keep hard locking (no crash, no dialog, just 100% CPU usage)
 since this last update. Here's the messages I'm getting. Has anyone else
 noticed this?

 L 05/27/2009 - 05:10:04: Flak288STEAM_0:0:5022294Red changed role to
 sniper
 Entity 2 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 3 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 4 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 8 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 9 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 10 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 11 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 13 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 14 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 15 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 17 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 20 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 21 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 23 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 25 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.


 This here is where the server just hung and now it's using 100% CPU.

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 http://www.cc2iscool.com
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Re: [hlds] Hard locks since last update.

2009-05-27 Thread Robert Whelan
We've been running vanilla win2k3x64 tf2's since the 5/21 update and stability 
wise things have been ok, each servers crashed only once since that time. I 
didn't bother reporting anything knowing bug fixes were on the way.





From: Cc2iscooL cc2isc...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wednesday, May 27, 2009 8:25:43 AM
Subject: [hlds] Hard locks since last update.

My servers keep hard locking (no crash, no dialog, just 100% CPU usage)
since this last update. Here's the messages I'm getting. Has anyone else
noticed this?

L 05/27/2009 - 05:10:04: Flak288STEAM_0:0:5022294Red changed role to
sniper
Entity 2 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 3 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 4 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 8 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 9 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 10 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 11 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 13 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 14 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 15 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 17 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 20 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 21 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 23 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.
Entity 25 (class 'player') reported ENTITY_CHANGE_NONE but
'm_hObserverTarget' changed.


This here is where the server just hung and now it's using 100% CPU.

--
Cc2iscooL
Head Admin/Owner
http://www.cc2iscool.com
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Re: [hlds] dDos attacs

2009-05-27 Thread Michael Krasnow
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Re: [hlds] dDos attacs

2009-05-27 Thread Robert Whelan
 
 
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[hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Steve
I am starting to go crazy. I've looked at all possibilities and now looking
for some guidance/ideas on what to try next.
After playing a few minutes, all the players in the server get a red
WARNING: Connection problem Auto-disconnect in 30 seconds in the top right
corner. During the first few seconds, if you try a retry in console it
won't connect, but eventually it goes through before the 30 seconds. If you
don't retry and just wait, you time out. So it's possible to reconnect
before the 30 seconds is over.. but it won't reconnect on its own. While
this happens, I can still ping the server from a command line, but the game
server itself is not responding.

I've done a fresh new srcds install. There are no plugins. I've tried with
no config (!) and with a league config to be safe on the values..

Computer:
OS: Windows 2003 Web Ed
Ram : 2 GB - 1GB free
CPU: Intel Dual Core 2.8 GHZ

I then installed the server on a seperate machine with identical specs, and
I am getting the same issue. Both were fresh downloads off hldsupdatetool. I
didn't copy any files over. What haven't I ruled out?

Now if I can add, I am running some ventrilo servers on the same machines,
and none of them show any form of lag or disconnection at any point. The
connection error message is random, it can be while multiple users are in
the server, or a single user. It will also happen even if I'm just sitting
in the server, specating before picking a team...!

In the client console, it shows only this:
Server connection timed out.

The server log is empty. It creates a new log at the time of crash with
this:

L 05/27/2009 - 11:35:04: Log file started (file logs\L0527028.log) (game
C:\somefolder\orangebox\tf) (version 3847)
L 05/27/2009 - 11:35:04: server_cvar: mp_maxrounds 2
L 05/27/2009 - 11:35:04: server_cvar: mp_tournament 1
L 05/27/2009 - 11:35:04: server_cvar: tv_enable 1
L 05/27/2009 - 11:35:04: server_cvar: tf_damage_disablespread 1
L 05/27/2009 - 11:35:04: server_cvar: tf_weapon_criticals 0
L 05/27/2009 - 11:35:04: server_cvar: mp_autoteambalance 0
L 05/27/2009 - 11:35:04: server_cvar: mp_respawnwavetime 10
L 05/27/2009 - 11:35:04: server_cvar: mp_teams_unbalance_limit 0
L 05/27/2009 - 11:35:04: Log file closed

looks like it only restarts the map? I can't make any sense out of this...
please help!

Steve
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Re: [hlds] Hat Drops

2009-05-27 Thread Kaspars
New clue - I had someone reporting that a bunch of people got multiple hats
as the server lost connection to steam and then reconnected.
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Re: [hlds] Hat Drops

2009-05-27 Thread K Jarrett
I've just seen this too, some players on our servers got a burst of hat 
unlocks. Definitely legit, as they then demonstrated them.


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: 27 May 2009 18:59
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hat Drops

New clue - I had someone reporting that a bunch of people got multiple hats
as the server lost connection to steam and then reconnected.
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Re: [hlds] Hat Drops

2009-05-27 Thread Clyde cide
I actualy just got all but 2 hats in this fashion

On Wed, May 27, 2009 at 2:02 PM, K Jarrett k...@kingj.net wrote:

 I've just seen this too, some players on our servers got a burst of hat
 unlocks. Definitely legit, as they then demonstrated them.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: 27 May 2009 18:59
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hat Drops

 New clue - I had someone reporting that a bunch of people got multiple hats
 as the server lost connection to steam and then reconnected.
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Craig Collinson
is this a vanila server ?

im also getting the same problem with the latest metamod installed,
steambans plugin  sourcemod both servers are on the same machine but
both are running different versions of sourcemod. 1 is running the
latest release and the other is running the latest 1.2.1 dev.

im also not 100% sure but i think both time out at the same time also
i will keep a eye on this to verify it but it cant be the box its
running on as the cs:s servers aint affected at all.

2009/5/27 Steve rui...@konspiracy.org:
 I am starting to go crazy. I've looked at all possibilities and now looking
 for some guidance/ideas on what to try next.
 After playing a few minutes, all the players in the server get a red
 WARNING: Connection problem Auto-disconnect in 30 seconds in the top right
 corner. During the first few seconds, if you try a retry in console it
 won't connect, but eventually it goes through before the 30 seconds. If you
 don't retry and just wait, you time out. So it's possible to reconnect
 before the 30 seconds is over.. but it won't reconnect on its own. While
 this happens, I can still ping the server from a command line, but the game
 server itself is not responding.

 I've done a fresh new srcds install. There are no plugins. I've tried with
 no config (!) and with a league config to be safe on the values..

 Computer:
 OS: Windows 2003 Web Ed
 Ram : 2 GB - 1GB free
 CPU: Intel Dual Core 2.8 GHZ

 I then installed the server on a seperate machine with identical specs, and
 I am getting the same issue. Both were fresh downloads off hldsupdatetool. I
 didn't copy any files over. What haven't I ruled out?

 Now if I can add, I am running some ventrilo servers on the same machines,
 and none of them show any form of lag or disconnection at any point. The
 connection error message is random, it can be while multiple users are in
 the server, or a single user. It will also happen even if I'm just sitting
 in the server, specating before picking a team...!

 In the client console, it shows only this:
 Server connection timed out.

 The server log is empty. It creates a new log at the time of crash with
 this:

 L 05/27/2009 - 11:35:04: Log file started (file logs\L0527028.log) (game
 C:\somefolder\orangebox\tf) (version 3847)
 L 05/27/2009 - 11:35:04: server_cvar: mp_maxrounds 2
 L 05/27/2009 - 11:35:04: server_cvar: mp_tournament 1
 L 05/27/2009 - 11:35:04: server_cvar: tv_enable 1
 L 05/27/2009 - 11:35:04: server_cvar: tf_damage_disablespread 1
 L 05/27/2009 - 11:35:04: server_cvar: tf_weapon_criticals 0
 L 05/27/2009 - 11:35:04: server_cvar: mp_autoteambalance 0
 L 05/27/2009 - 11:35:04: server_cvar: mp_respawnwavetime 10
 L 05/27/2009 - 11:35:04: server_cvar: mp_teams_unbalance_limit 0
 L 05/27/2009 - 11:35:04: Log file closed

 looks like it only restarts the map? I can't make any sense out of this...
 please help!

 Steve
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Steve
There are no plugins installed, which puzzles me even more.
Now I did a few more tests later, and I don't get this problem when running
the server directly instead of running it as a service, or at least it
didn't crash in 40 minutes while when running as a service it crashes
constantly every few minutes. I just can't pinpoint the problem.. =(

My servers are ran from TCAdmin. I have not ran any TF2 servers in a long
time, and while nothing was changed on the server, a few months ago I could
run them with no problem.

On Wed, May 27, 2009 at 2:26 PM, Craig Collinson 
craig.collinso...@googlemail.com wrote:

 is this a vanila server ?

 im also getting the same problem with the latest metamod installed,
 steambans plugin  sourcemod both servers are on the same machine but
 both are running different versions of sourcemod. 1 is running the
 latest release and the other is running the latest 1.2.1 dev.

 im also not 100% sure but i think both time out at the same time also
 i will keep a eye on this to verify it but it cant be the box its
 running on as the cs:s servers aint affected at all.
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Cc2iscooL
I've noticed this on servers when I forget to set them to the same
priority as the other tf2 servers. As of the last few updates it seems
to affect other servers on the box if they're not the same priority.

On 5/27/09, Steve rui...@konspiracy.org wrote:
 There are no plugins installed, which puzzles me even more.
 Now I did a few more tests later, and I don't get this problem when running
 the server directly instead of running it as a service, or at least it
 didn't crash in 40 minutes while when running as a service it crashes
 constantly every few minutes. I just can't pinpoint the problem.. =(

 My servers are ran from TCAdmin. I have not ran any TF2 servers in a long
 time, and while nothing was changed on the server, a few months ago I could
 run them with no problem.

 On Wed, May 27, 2009 at 2:26 PM, Craig Collinson 
 craig.collinso...@googlemail.com wrote:

 is this a vanila server ?

 im also getting the same problem with the latest metamod installed,
 steambans plugin  sourcemod both servers are on the same machine but
 both are running different versions of sourcemod. 1 is running the
 latest release and the other is running the latest 1.2.1 dev.

 im also not 100% sure but i think both time out at the same time also
 i will keep a eye on this to verify it but it cant be the box its
 running on as the cs:s servers aint affected at all.
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Head Admin/Owner
http://www.cc2iscool.com

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Re: [hlds] Team Fortress 2 Update Available

2009-05-27 Thread msleeper
I'm still getting crashes with Jarate I think. I watched it happen on
someone who was Jarate'd and someone was also critting on them.

Which raises another question, when someone is Jarate'd, they can't be
normal critted even when they should (Backburner, Axetinguisher, etc.)
effectively decreasing the usefulness of those weapons.


On Tue, 2009-05-26 at 16:43 -0700, Jason Ruymen wrote:
 A required update for Team Fortress 2 is now available.  Please run 
 hldsupdatetool to receive it.  The specific changes include:
 
 - The Ambassador now does full critical hits on headshots, instead of mini 
 crits
 - The Cloak  Dagger now fully drains the cloak meter, even if the Spy leaves 
 cloak early
 - Fixed Spy disguise menu not being visible in HUD minimal mode
 - Server log improvements:
 - Added player_extinguish event for servers to log when a Pyro 
 extinguishes flame with the airburst
 - Fixed kill descriptions for Force-A-Nature  Sandman, so server 
 logs can distinguish them
 - Identified feign deaths in the events sent to server logs
 - Fixed server crash related to the Jarate
 
 Jason
 
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Steve
That is the only game server running on the box for me, so this doesn't
apply. I've tried to run the service as normal, abovenormal and high, and
all 3 will show this random 'disconnect' issue when running as a service.
Again, when i start the game server normally from the console, it won't show
this behavior.. I just can't make sense out of this. =(

On Wed, May 27, 2009 at 2:57 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 I've noticed this on servers when I forget to set them to the same
 priority as the other tf2 servers. As of the last few updates it seems
 to affect other servers on the box if they're not the same priority.

 On 5/27/09, Steve rui...@konspiracy.org wrote:
  There are no plugins installed, which puzzles me even more.
  Now I did a few more tests later, and I don't get this problem when
 running
  the server directly instead of running it as a service, or at least it
  didn't crash in 40 minutes while when running as a service it crashes
  constantly every few minutes. I just can't pinpoint the problem.. =(
 
  My servers are ran from TCAdmin. I have not ran any TF2 servers in a long
  time, and while nothing was changed on the server, a few months ago I
 could
  run them with no problem.
 
  On Wed, May 27, 2009 at 2:26 PM, Craig Collinson 
  craig.collinso...@googlemail.com wrote:
 
  is this a vanila server ?
 
  im also getting the same problem with the latest metamod installed,
  steambans plugin  sourcemod both servers are on the same machine but
  both are running different versions of sourcemod. 1 is running the
  latest release and the other is running the latest 1.2.1 dev.
 
  im also not 100% sure but i think both time out at the same time also
  i will keep a eye on this to verify it but it cant be the box its
  running on as the cs:s servers aint affected at all.
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 http://www.cc2iscool.com

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Re: [hlds] Hard locks since last update.

2009-05-27 Thread Robert Whelan
Cool, I'm gearing up to load Sourcemod v1.2.1 -hg2696 now that the dust has 
settled and I have a baseline.

Good luck...

BTW: Sourcemod v1.2.1 -hg2666 had been running fine prior to the 5/21 update





From: Cc2iscooL cc2isc...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wednesday, May 27, 2009 9:15:10 AM
Subject: Re: [hlds] Hard locks since last update.

Maybe it's just time to bump up to sourcemod 1.2.1 then.

On 5/27/09, Robert Whelan mrrjwhe...@yahoo.com wrote:
 We've been running vanilla win2k3x64 tf2's since the 5/21 update and
 stability wise things have been ok, each servers crashed only once since
 that time. I didn't bother reporting anything knowing bug fixes were on the
 way.




 
 From: Cc2iscooL cc2isc...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, May 27, 2009 8:25:43 AM
 Subject: [hlds] Hard locks since last update.

 My servers keep hard locking (no crash, no dialog, just 100% CPU usage)
 since this last update. Here's the messages I'm getting. Has anyone else
 noticed this?

 L 05/27/2009 - 05:10:04: Flak288STEAM_0:0:5022294Red changed role to
 sniper
 Entity 2 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 3 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 4 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 8 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 9 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 10 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 11 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 13 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 14 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 15 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 17 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 20 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 21 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 23 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 25 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.


 This here is where the server just hung and now it's using 100% CPU.

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Re: [hlds] Team Fortress 2 Update Available

2009-05-27 Thread matan nov
Or rather serves as a fantastic griefing aid when you feel like following
pyros around.

On Wed, May 27, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com wrote:

 I'm still getting crashes with Jarate I think. I watched it happen on
 someone who was Jarate'd and someone was also critting on them.

 Which raises another question, when someone is Jarate'd, they can't be
 normal critted even when they should (Backburner, Axetinguisher, etc.)
 effectively decreasing the usefulness of those weapons.


 On Tue, 2009-05-26 at 16:43 -0700, Jason Ruymen wrote:
  A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:
 
  - The Ambassador now does full critical hits on headshots, instead of
 mini crits
  - The Cloak  Dagger now fully drains the cloak meter, even if the Spy
 leaves cloak early
  - Fixed Spy disguise menu not being visible in HUD minimal mode
  - Server log improvements:
  - Added player_extinguish event for servers to log when a
 Pyro extinguishes flame with the airburst
  - Fixed kill descriptions for Force-A-Nature  Sandman, so
 server logs can distinguish them
  - Identified feign deaths in the events sent to server logs
  - Fixed server crash related to the Jarate
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-27 Thread SakeFox
well wet stuff is harder to burn the dry stuff =P

matan nov wrote:
 Or rather serves as a fantastic griefing aid when you feel like following
 pyros around.

 On Wed, May 27, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com wrote:

   
 I'm still getting crashes with Jarate I think. I watched it happen on
 someone who was Jarate'd and someone was also critting on them.

 Which raises another question, when someone is Jarate'd, they can't be
 normal critted even when they should (Backburner, Axetinguisher, etc.)
 effectively decreasing the usefulness of those weapons.


 On Tue, 2009-05-26 at 16:43 -0700, Jason Ruymen wrote:
 
 A required update for Team Fortress 2 is now available.  Please run
   
 hldsupdatetool to receive it.  The specific changes include:
 
 - The Ambassador now does full critical hits on headshots, instead of
   
 mini crits
 
 - The Cloak  Dagger now fully drains the cloak meter, even if the Spy
   
 leaves cloak early
 
 - Fixed Spy disguise menu not being visible in HUD minimal mode
 - Server log improvements:
 - Added player_extinguish event for servers to log when a
   
 Pyro extinguishes flame with the airburst
 
 - Fixed kill descriptions for Force-A-Nature  Sandman, so
   
 server logs can distinguish them
 
 - Identified feign deaths in the events sent to server logs
 - Fixed server crash related to the Jarate

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-05-27 Thread msleeper
That doesn't change that the Backburner is supposed to (full) crit 100%
of the time from behind, the Axetinguisher is supposed to (full) crit
100% of the time if they are on fire, and other weapons like the
Ambassador and Sniper Rifle do consistent crits. I'm not at my gaming PC
to test but I'm sure if a Medic with the Kritzkrieg ubered someone and
they shot at someone currently Jarate'd, they'd only get the half crits
too.

My point is that the half crits are taking precedence over full crits,
which devalues some of the weapons.


On Wed, 2009-05-27 at 15:47 -0400, SakeFox wrote:
 well wet stuff is harder to burn the dry stuff =P
 
 matan nov wrote:
  Or rather serves as a fantastic griefing aid when you feel like following
  pyros around.
 
  On Wed, May 27, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com wrote:
 

  I'm still getting crashes with Jarate I think. I watched it happen on
  someone who was Jarate'd and someone was also critting on them.
 
  Which raises another question, when someone is Jarate'd, they can't be
  normal critted even when they should (Backburner, Axetinguisher, etc.)
  effectively decreasing the usefulness of those weapons.
 
 
  On Tue, 2009-05-26 at 16:43 -0700, Jason Ruymen wrote:
  
  A required update for Team Fortress 2 is now available.  Please run

  hldsupdatetool to receive it.  The specific changes include:
  
  - The Ambassador now does full critical hits on headshots, instead of

  mini crits
  
  - The Cloak  Dagger now fully drains the cloak meter, even if the Spy

  leaves cloak early
  
  - Fixed Spy disguise menu not being visible in HUD minimal mode
  - Server log improvements:
  - Added player_extinguish event for servers to log when a

  Pyro extinguishes flame with the airburst
  
  - Fixed kill descriptions for Force-A-Nature  Sandman, so

  server logs can distinguish them
  
  - Identified feign deaths in the events sent to server logs
  - Fixed server crash related to the Jarate
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-27 Thread matan nov
Nope, water boils and causes more burns than just regular fire.Well, before
you catch on fire, if this were realistic, then simply being close to a fire
while soaked would do you some serious damage.

On Wed, May 27, 2009 at 9:47 PM, SakeFox sake...@kingdomsend.com wrote:

 well wet stuff is harder to burn the dry stuff =P

 matan nov wrote:
  Or rather serves as a fantastic griefing aid when you feel like following
  pyros around.
 
  On Wed, May 27, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com
 wrote:
 
 
  I'm still getting crashes with Jarate I think. I watched it happen on
  someone who was Jarate'd and someone was also critting on them.
 
  Which raises another question, when someone is Jarate'd, they can't be
  normal critted even when they should (Backburner, Axetinguisher, etc.)
  effectively decreasing the usefulness of those weapons.
 
 
  On Tue, 2009-05-26 at 16:43 -0700, Jason Ruymen wrote:
 
  A required update for Team Fortress 2 is now available.  Please run
 
  hldsupdatetool to receive it.  The specific changes include:
 
  - The Ambassador now does full critical hits on headshots, instead of
 
  mini crits
 
  - The Cloak  Dagger now fully drains the cloak meter, even if the Spy
 
  leaves cloak early
 
  - Fixed Spy disguise menu not being visible in HUD minimal mode
  - Server log improvements:
  - Added player_extinguish event for servers to log when a
 
  Pyro extinguishes flame with the airburst
 
  - Fixed kill descriptions for Force-A-Nature  Sandman, so
 
  server logs can distinguish them
 
  - Identified feign deaths in the events sent to server logs
  - Fixed server crash related to the Jarate
 
  Jason
 
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread FPSB | Goerge
might be related, but one of my servers seems to like to now get stuck at 10
fps for maybe 10 seconds, then jump back up to normal for a while, then dip
down to 10 again.
causes terrible lag in-game

i have unloaded metamod, so this is now a pure vanalla server.

valve fucked something up. started happening right after tuesday update.

On Wed, May 27, 2009 at 1:14 PM, Steve rui...@konspiracy.org wrote:

 That is the only game server running on the box for me, so this doesn't
 apply. I've tried to run the service as normal, abovenormal and high, and
 all 3 will show this random 'disconnect' issue when running as a service.
 Again, when i start the game server normally from the console, it won't
 show
 this behavior.. I just can't make sense out of this. =(

 On Wed, May 27, 2009 at 2:57 PM, Cc2iscooL cc2isc...@gmail.com wrote:

  I've noticed this on servers when I forget to set them to the same
  priority as the other tf2 servers. As of the last few updates it seems
  to affect other servers on the box if they're not the same priority.
 
  On 5/27/09, Steve rui...@konspiracy.org wrote:
   There are no plugins installed, which puzzles me even more.
   Now I did a few more tests later, and I don't get this problem when
  running
   the server directly instead of running it as a service, or at least it
   didn't crash in 40 minutes while when running as a service it crashes
   constantly every few minutes. I just can't pinpoint the problem.. =(
  
   My servers are ran from TCAdmin. I have not ran any TF2 servers in a
 long
   time, and while nothing was changed on the server, a few months ago I
  could
   run them with no problem.
  
   On Wed, May 27, 2009 at 2:26 PM, Craig Collinson 
   craig.collinso...@googlemail.com wrote:
  
   is this a vanila server ?
  
   im also getting the same problem with the latest metamod installed,
   steambans plugin  sourcemod both servers are on the same machine but
   both are running different versions of sourcemod. 1 is running the
   latest release and the other is running the latest 1.2.1 dev.
  
   im also not 100% sure but i think both time out at the same time also
   i will keep a eye on this to verify it but it cant be the box its
   running on as the cs:s servers aint affected at all.
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Clyde cide
See if there is someway to casue a disconnection to steam, IVe heard and
have seen when this happens that it will spew out unlocks before
disconnecting. When I saw it happen this red connection warning message was
comming out quite alot

On Wed, May 27, 2009 at 4:21 PM, FPSB | Goerge brutalgoerge...@gmail.comwrote:

 might be related, but one of my servers seems to like to now get stuck at
 10
 fps for maybe 10 seconds, then jump back up to normal for a while, then dip
 down to 10 again.
 causes terrible lag in-game

 i have unloaded metamod, so this is now a pure vanalla server.

 valve fucked something up. started happening right after tuesday update.

 On Wed, May 27, 2009 at 1:14 PM, Steve rui...@konspiracy.org wrote:

  That is the only game server running on the box for me, so this doesn't
  apply. I've tried to run the service as normal, abovenormal and high, and
  all 3 will show this random 'disconnect' issue when running as a service.
  Again, when i start the game server normally from the console, it won't
  show
  this behavior.. I just can't make sense out of this. =(
 
  On Wed, May 27, 2009 at 2:57 PM, Cc2iscooL cc2isc...@gmail.com wrote:
 
   I've noticed this on servers when I forget to set them to the same
   priority as the other tf2 servers. As of the last few updates it seems
   to affect other servers on the box if they're not the same priority.
  
   On 5/27/09, Steve rui...@konspiracy.org wrote:
There are no plugins installed, which puzzles me even more.
Now I did a few more tests later, and I don't get this problem when
   running
the server directly instead of running it as a service, or at least
 it
didn't crash in 40 minutes while when running as a service it crashes
constantly every few minutes. I just can't pinpoint the problem.. =(
   
My servers are ran from TCAdmin. I have not ran any TF2 servers in a
  long
time, and while nothing was changed on the server, a few months ago I
   could
run them with no problem.
   
On Wed, May 27, 2009 at 2:26 PM, Craig Collinson 
craig.collinso...@googlemail.com wrote:
   
is this a vanila server ?
   
im also getting the same problem with the latest metamod installed,
steambans plugin  sourcemod both servers are on the same machine
 but
both are running different versions of sourcemod. 1 is running the
latest release and the other is running the latest 1.2.1 dev.
   
im also not 100% sure but i think both time out at the same time
 also
i will keep a eye on this to verify it but it cant be the box its
running on as the cs:s servers aint affected at all.
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[hlds] Problems running multiple servers

2009-05-27 Thread Mišo Žmirić
Hello,

I am trying to run multiple srcds servers on a dedicated server. I was running 
tf2 and css successfully and with no problems. The css was running on 27015 and 
it had an ip option in command line, and the tf2 ran on 27016 and didn't have 
an ip option in command line.

Now I tried running the another css server from it's own folder and when I 
started it I got Couldn't allocate SourceTV UDP port. OK so the source tv ports 
are the same for some of the 2 servers, so I tried -tv_port on all of the 
servers, same problem, I tried -nohltv and I got a new error in my console.
It was WARNING: NNET_OpenSocket: bind: WSAEINVAL followed by the Network: IP 
myinternalip, mode mP, dedicated Yes, ports 27017 SV / -1 CL .

Then I ran TCPView and noticed that the TF2 server was running on 27020 
(sourceTV) as well as was the css one. But after examining the situation more 
closely I noticed that css one was running on myinternalip:27020 and the tf2 
was running on localhost:27020 for sourceTV but the servers were still running 
on separate ports (27015 and 27016).

After that I tried adding the ip switch to the tf2 command line or removing 
from the css command line and now I can only run one of the servers at a time. 
The way the servers have been set up is through TCAdmin but just to check it 
wasn't sth that TCAdmin did I tried setting one manually, still no difference.

Now without another ip I can't run another server and that is really slowing my 
GSP launch down. I also tried making a bigger difference between ports used by 
the servers but no difference, the CL port stays -1 and the SourceTV still 
conflicts.

Please help me resolve this,

Thank you in advance.
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Re: [hlds] Help - TF2 Server showing red Connection lost error randomly and disconnects everyone

2009-05-27 Thread Steve
Ok, I've actually fixed my problem. TCAdmin Server Compatibility was not set
properly, I had it configured as Source instead of Halflife2, so TCadmin
thought the server was down and was restarting it...
Thanks everyone.

On Wed, May 27, 2009 at 4:35 PM, Clyde cide thedrunkenbraw...@gmail.comwrote:

 See if there is someway to casue a disconnection to steam, IVe heard and
 have seen when this happens that it will spew out unlocks before
 disconnecting. When I saw it happen this red connection warning message was
 comming out quite alot

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Re: [hlds] Hard locks since last update.

2009-05-27 Thread Cc2iscooL
I've also noticed that clients keep randomly timing out (like a lot) since
the last update. Doubleyew teee eff.

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Head Admin/Owner
http://www.cc2iscool.com


On Wed, May 27, 2009 at 2:34 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 Cool, I'm gearing up to load Sourcemod v1.2.1 -hg2696 now that the dust has
 settled and I have a baseline.

 Good luck...

 BTW: Sourcemod v1.2.1 -hg2666 had been running fine prior to the
 5/21 update




 
 From: Cc2iscooL cc2isc...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, May 27, 2009 9:15:10 AM
 Subject: Re: [hlds] Hard locks since last update.

 Maybe it's just time to bump up to sourcemod 1.2.1 then.

 On 5/27/09, Robert Whelan mrrjwhe...@yahoo.com wrote:
  We've been running vanilla win2k3x64 tf2's since the 5/21 update and
  stability wise things have been ok, each servers crashed only once since
  that time. I didn't bother reporting anything knowing bug fixes were on
 the
  way.
 
 
 
 
  
  From: Cc2iscooL cc2isc...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Wednesday, May 27, 2009 8:25:43 AM
  Subject: [hlds] Hard locks since last update.
 
  My servers keep hard locking (no crash, no dialog, just 100% CPU usage)
  since this last update. Here's the messages I'm getting. Has anyone else
  noticed this?
 
  L 05/27/2009 - 05:10:04: Flak288STEAM_0:0:5022294Red changed role
 to
  sniper
  Entity 2 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 3 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 4 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 8 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 9 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 10 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 11 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 13 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 14 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 15 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 17 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 20 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 21 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 23 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
  Entity 25 (class 'player') reported ENTITY_CHANGE_NONE but
  'm_hObserverTarget' changed.
 
 
  This here is where the server just hung and now it's using 100% CPU.
 
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  http://www.cc2iscool.com
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Re: [hlds] Problems running multiple servers

2009-05-27 Thread Shane Arnold
I could be completely wrong, but iirc the source servers reserve the 
port you specify +10, so make sure you aren't running 27010/27020, 
27011/27021 as servers/hltv, if you get my meaning.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Mišo Žmirić wrote:
 Hello,

 I am trying to run multiple srcds servers on a dedicated server. I was 
 running tf2 and css successfully and with no problems. The css was running on 
 27015 and it had an ip option in command line, and the tf2 ran on 27016 and 
 didn't have an ip option in command line.

 Now I tried running the another css server from it's own folder and when I 
 started it I got Couldn't allocate SourceTV UDP port. OK so the source tv 
 ports are the same for some of the 2 servers, so I tried -tv_port on all of 
 the servers, same problem, I tried -nohltv and I got a new error in my 
 console.
 It was WARNING: NNET_OpenSocket: bind: WSAEINVAL followed by the Network: IP 
 myinternalip, mode mP, dedicated Yes, ports 27017 SV / -1 CL .

 Then I ran TCPView and noticed that the TF2 server was running on 27020 
 (sourceTV) as well as was the css one. But after examining the situation more 
 closely I noticed that css one was running on myinternalip:27020 and the 
 tf2 was running on localhost:27020 for sourceTV but the servers were still 
 running on separate ports (27015 and 27016).

 After that I tried adding the ip switch to the tf2 command line or removing 
 from the css command line and now I can only run one of the servers at a 
 time. The way the servers have been set up is through TCAdmin but just to 
 check it wasn't sth that TCAdmin did I tried setting one manually, still no 
 difference.

 Now without another ip I can't run another server and that is really slowing 
 my GSP launch down. I also tried making a bigger difference between ports 
 used by the servers but no difference, the CL port stays -1 and the SourceTV 
 still conflicts.

 Please help me resolve this,

 Thank you in advance.
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 visit:
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Re: [hlds] Problems running multiple servers

2009-05-27 Thread Dan Offord
Mišo Žmirić wrote:
 Hello,

 I am trying to run multiple srcds servers on a dedicated server. I was 
 running tf2 and css successfully and with no problems. The css was running on 
 27015 and it had an ip option in command line, and the tf2 ran on 27016 and 
 didn't have an ip option in command line.

 Now I tried running the another css server from it's own folder and when I 
 started it I got Couldn't allocate SourceTV UDP port. OK so the source tv 
 ports are the same for some of the 2 servers, so I tried -tv_port on all of 
 the servers, same problem, I tried -nohltv and I got a new error in my 
 console.
 It was WARNING: NNET_OpenSocket: bind: WSAEINVAL followed by the Network: IP 
 myinternalip, mode mP, dedicated Yes, ports 27017 SV / -1 CL .

 Then I ran TCPView and noticed that the TF2 server was running on 27020 
 (sourceTV) as well as was the css one. But after examining the situation more 
 closely I noticed that css one was running on myinternalip:27020 and the 
 tf2 was running on localhost:27020 for sourceTV but the servers were still 
 running on separate ports (27015 and 27016).

 After that I tried adding the ip switch to the tf2 command line or removing 
 from the css command line and now I can only run one of the servers at a 
 time. The way the servers have been set up is through TCAdmin but just to 
 check it wasn't sth that TCAdmin did I tried setting one manually, still no 
 difference.

 Now without another ip I can't run another server and that is really slowing 
 my GSP launch down. I also tried making a bigger difference between ports 
 used by the servers but no difference, the CL port stays -1 and the SourceTV 
 still conflicts.

 Please help me resolve this,

 Thank you in advance.
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This can be solved with each server having the following command line 
options (- but with different ports):
-port 27015
+tv_port 27020
+clientport 27025


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