Re: [hlds_linux] TF2 server: A2C_PRINT No challenge for your address from master servers

2010-02-28 Thread Coldorak
I have the same messages in my logs.
Another thing is that my PHP requests thatquery the server for players,
current map and so on don't work any more since last update (or perhaps the
one before), and nothing except TF2 updates changed on my server.

Cold

On Sun, Feb 28, 2010 at 4:35 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 I administer TF2 servers on two different boxes on two different
 networks in different data centers.

 Since sometime yesterday, I am seeing messages like these on both servers:

 A2C_PRINT from 68.142.72.250:27011 :
 No challenge for your address.
 A2C_PRINT from 72.165.61.136:27014 :
 No challenge for your address.

 The IP addresses change depending on which masters the server is
 connected to, but match the values returned by setmaster

 These messages are happening every time the server sends a heartbeat to
 the master servers.

 Additionally, the TF2 item drop rate seems to non-existent.

 Are these two problems were related, and more importantly, how do we
 prevent them in the future?

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Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?

2009-06-28 Thread Coldorak
On my servers, I've put a whitelist plugin, so only the players from my
community can connect, the other ones are kicked before the end of the
connection.

Cold

On Sun, Jun 28, 2009 at 9:00 PM, jps.sgtr...@gmail.com wrote:

 We have found the search key to be fairly ineffective for our community.
 It's a pain in the butt for people to remember to use when they want to
 jump
 on one of our dedicated servers.  When we talked it over, nobody wanted to
 deal with it.

 I used to run one public and three Steamgroup only servers.  At this point,
 I've taken down all four.  I may or may not put one or two back up as
 Steamgroup exclusive once Valve resolves this.

 In the meantime, I've asked the guys what else they'd like to play.  My
 guess is that for now, they'll ask that we put up one or two DoD:S servers
 and/or a no Honor AA3 server.

 On Thu, Jun 25, 2009 at 4:13 PM, Adam Nowacki no...@xpam.de wrote:

  Yes, its broken, but you can get same as before behavior by setting
  sv_search_key to some very random string :D
 
  David A. Parker wrote:
   Hello,
  
   Following the latest L4D update, my Steam-group-exclusive L4D servers
   seem to be open to anyone.  Both server have these lines in their
  configs:
  
   sv_steamgroup XX
   sv_steamgroup_exclusive 1
  
   (XX is substituted for the group ID, of course)
  
   When I type find steamgroup in each server's console, it returns
 this:
  
   sv_steamgroup = XX ( def.  )
 notify
 - The IDs of the steam groups that this server belongs to, seperated
   by commas. You can find group IDs on the admin profile pages in the
   Steam community.
   sv_steamgroup_exclusive = 1 ( def. 0 )
 - If set, only members of Steam group will be able to join the server
   when it's empty, public people will be able to join the server only if
   it has players.
  
   So, the cvars are set correctly, it just appears that
   sv_steamgroup_exclusive is no longer being honored.  Is anyone else
   seeing this?
  
Thanks,
Dave
  
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Re: [hlds_linux] TF2 exploit - Particles editing (not checked by sv_pure)

2009-06-04 Thread Coldorak
And people using this exploit may fall under a vac banned I guess?

On Thu, Jun 4, 2009 at 4:13 PM, AnAkIn . anakin...@gmail.com wrote:

 It would be better to have it fixed in sv_consistency + allow sv_pure to
 check the particles/ folder.

 They also need to fix the exploits to bypass sv_consistency and sv_pure 1
 which have been existing for years now. They probably already know about
 this.

 2009/6/4 Nightbox alexandrualexa...@gmail.com

  i predict the new update: fixed particles in sv_pure :)
 
  2009/6/4 Björn Rohlén gry...@gmail.com
 
   This needs to be fixed asap in sv_pure.
  
   -TheG
  
   On Wed, Jun 3, 2009 at 11:18 PM, Donnie Newlove
   donnie.newl...@gmail.com wrote:
It's becoming quite obvious to me now why some players like to
customize these particle systems...
   
I can't see anything fishy about that noid hud though.
   
On Wed, Jun 3, 2009 at 3:01 PM, AnAkIn . anakin...@gmail.com
 wrote:
Look, that's just editing rockettrail.pcf and stickybomb.pcf:
   
http://img15.imageshack.us/img15/425/arenalumberyard0007.jpg
http://img269.imageshack.us/img269/6922/cpgranary0019.jpg
http://img198.imageshack.us/img198/5393/cpgranary0020v.jpg
http://img193.imageshack.us/img193/5362/cpgranary0023.jpg
http://img199.imageshack.us/img199/8294/cpgranary0021.jpg
http://img199.imageshack.us/img199/5359/cpgranary0024u.jpg
   
Stickies glowing could even be made bigger to be seen through larger
   walls.
Please, fix this.
   
2009/6/2 w4rezz w4r...@gmail.com
   
Saul Rennison: its really hard to find TF2 server what block
 material
wallhack (player models with IgnoreZ), it never happened to me..
   
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Re: [hlds_linux] TF2 exploit - Particles editing (not checked by sv_pure)

2009-06-04 Thread Coldorak
So unless valve fixes that, everyone can cheat and never get banned :/

On Thu, Jun 4, 2009 at 4:32 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Only if a third party program is used and  that is not necessarily the
 case.

 On Thu, Jun 4, 2009 at 4:25 PM, Coldorak coldorak@gmail.com wrote:
  And people using this exploit may fall under a vac banned I guess?
 
  On Thu, Jun 4, 2009 at 4:13 PM, AnAkIn . anakin...@gmail.com wrote:
 
  It would be better to have it fixed in sv_consistency + allow sv_pure to
  check the particles/ folder.
 
  They also need to fix the exploits to bypass sv_consistency and sv_pure
 1
  which have been existing for years now. They probably already know about
  this.
 
  2009/6/4 Nightbox alexandrualexa...@gmail.com
 
   i predict the new update: fixed particles in sv_pure :)
  
   2009/6/4 Björn Rohlén gry...@gmail.com
  
This needs to be fixed asap in sv_pure.
   
-TheG
   
On Wed, Jun 3, 2009 at 11:18 PM, Donnie Newlove
donnie.newl...@gmail.com wrote:
 It's becoming quite obvious to me now why some players like to
 customize these particle systems...

 I can't see anything fishy about that noid hud though.

 On Wed, Jun 3, 2009 at 3:01 PM, AnAkIn . anakin...@gmail.com
  wrote:
 Look, that's just editing rockettrail.pcf and stickybomb.pcf:

 http://img15.imageshack.us/img15/425/arenalumberyard0007.jpg
 http://img269.imageshack.us/img269/6922/cpgranary0019.jpg
 http://img198.imageshack.us/img198/5393/cpgranary0020v.jpg
 http://img193.imageshack.us/img193/5362/cpgranary0023.jpg
 http://img199.imageshack.us/img199/8294/cpgranary0021.jpg
 http://img199.imageshack.us/img199/5359/cpgranary0024u.jpg

 Stickies glowing could even be made bigger to be seen through
 larger
walls.
 Please, fix this.

 2009/6/2 w4rezz w4r...@gmail.com

 Saul Rennison: its really hard to find TF2 server what block
  material
 wallhack (player models with IgnoreZ), it never happened to me..

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-23 Thread Coldorak
Is ms_force_dedicated_server client-side or server-side?

My servers are steamgroup_exclusive 1 but usually my players go on a random
lobby or create one, organize themselves, then when they're ready, leave the
lobby and go on one of my servers.

Cold

On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net wrote:

 You can use the lobby and ms_force_dedicated_server with steamgroup
 exclusive. This is how I do it on my servers.

 --
 Ravnox

 On Wed, 22 Apr 2009 14:57:10 -0500
 Steven Sumichrast packh...@gmail.com wrote:

  If you set steamgroup exclusive, in my experience, the only way to
  join those games is to use the Steam group servers on the main page
  of L4D -- you can't use the lobby feature, which to me isn't a good
  way to play the game.
 

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-23 Thread Coldorak
Thanks Kev!

On Thu, Apr 23, 2009 at 2:31 PM, Kevin J. Anderson 
les...@counter-strike.net wrote:

 Its client side.   set steamgroup exclusive, no search key, and tell
 them to put the ms_force_dedicated_server ip:port in their autoexec.cfg.

 Now that it doesn't require cheats to be enabled, any lobby leader who
 has it set should always go to that specific server if its not being
 used at the time.

 If you have multiple servers, I have my the others echoed in my
 autoexec, so I can exec it through console, copy and paste the one I
 wish through the console, and start the lobby.

 Kev

 Coldorak wrote:
  Is ms_force_dedicated_server client-side or server-side?
 
  My servers are steamgroup_exclusive 1 but usually my players go on a
 random
  lobby or create one, organize themselves, then when they're ready, leave
 the
  lobby and go on one of my servers.
 
  Cold
 
  On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net wrote:
 
  You can use the lobby and ms_force_dedicated_server with steamgroup
  exclusive. This is how I do it on my servers.
 
  --
  Ravnox
 
  On Wed, 22 Apr 2009 14:57:10 -0500
  Steven Sumichrast packh...@gmail.com wrote:
 
  If you set steamgroup exclusive, in my experience, the only way to
  join those games is to use the Steam group servers on the main page
  of L4D -- you can't use the lobby feature, which to me isn't a good
  way to play the game.
 
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Re: [hlds_linux] Left 4 Dead Update Available

2009-03-12 Thread Coldorak
Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I
don't have sv_password on my server.cfg / serverXX.cfg
The servers show up in HLSW, but HLSW doesn't report they're running
metamod/sourcemod.
And my PHP scripts querying the servers from my website homepage does not
show the L4D server any more.

Cold

On Thu, Mar 12, 2009 at 6:41 AM, James Gurney ja...@globalmegacorp.orgwrote:

 Saw a new bug tonight. 2 of us fell through the scissor lift (the one
 you turn on which calls a horde) on Mercy and got stuck inside it. Never
 seen that one before today..

 Jason Ruymen wrote:
  A required update for Left 4 Dead has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

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Re: [hlds_linux] Left4Dead: Workaround for a few problems after the patch

2009-03-12 Thread Coldorak
I confirm it works, it made my server appear ingame in group servers.
Thanks!

Cold

On Thu, Mar 12, 2009 at 7:09 AM, Adam Nowacki no...@xpam.de wrote:

 If you have problems with either:
 1) no players joining the server,
 2) sv_search_key not working,
 3) sv_steamgroup_exclusive 1 not working,
 then add this at the end of your server.cfg in exact order as here (skip
 the comments obviously ;):
  sv_steamgroup number // remove if not using sv_steamgroup
  sv_steamgroup_exclusive 1 // remove if not using
  sv_search_key key // remove if not using sv_search_key
  sv_gametypes coop,versus // do not remove and must be set last
  setmaster add 68.142.72.250:27011
  setmaster add 69.28.140.246:27011
  setmaster add 69.28.140.247:27011
  setmaster add 72.165.61.189:27011

 Repeat: do not remove sv_gametypes or set it before either sv_search_key
 or sv_steamgroup_exclusive

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Re: [hlds_linux] Left 4 Dead Update Available

2009-03-12 Thread Coldorak
It's strange as they worked before the update, and still work for my TF2
servers
Can I see your script source?
Thanks

Cold

On Thu, Mar 12, 2009 at 9:18 AM, Ronny Schedel i...@ronny-schedel.dewrote:


 It's something with your PHP script. My scripts can query updated servers
 without any problems.


  Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I
  don't have sv_password on my server.cfg / serverXX.cfg
  The servers show up in HLSW, but HLSW doesn't report they're running
  metamod/sourcemod.
  And my PHP scripts querying the servers from my website homepage does not
  show the L4D server any more.
 
  Cold
 
  On Thu, Mar 12, 2009 at 6:41 AM, James Gurney
  ja...@globalmegacorp.orgwrote:
 
  Saw a new bug tonight. 2 of us fell through the scissor lift (the one
  you turn on which calls a horde) on Mercy and got stuck inside it. Never
  seen that one before today..
 
  Jason Ruymen wrote:
   A required update for Left 4 Dead has been released.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
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Re: [hlds_linux] Left4Dead: Workaround for a few problems after the patch

2009-03-12 Thread Coldorak
It works fine on linux forked servers (3 physical servers). I've put the
lines from Adam in server##.cfg files and the server.cfg file.

Cold

On Thu, Mar 12, 2009 at 11:42 AM, Adam Nowacki no...@xpam.de wrote:

 m...@bestgn.net.au wrote:
  Semi works on Linux servers,
 
  Only works on non forked servers from what I gather, once forks come into
 it
  no go :(

 1st server with -fork 24 ... works,
 2nd server with -form 12 ... works.


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Re: [hlds_linux] [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Coldorak
Hi

What's with the lag since the update 2 days ago?
Here's what I encountered a few minutes ago on my server. Note the ping, as
I usually have less than 20ms with my server.
Many players were disconnected several time with a message like connection
net packet overflow (don't remember exactly)

Here are some screenshots of my net_graph 4:

http://www.coldorak.net/tf2/lag/lag1.jpg
http://www.coldorak.net/tf2/lag/lag2.jpg
http://www.coldorak.net/tf2/lag/lag3.jpg
http://www.coldorak.net/tf2/lag/lag4.jpg

About my server net settings:

sv_minrate 2 --- tried with 1 and 3
sv_maxrate 3 -- tried with 3 (while minrate=10k) to 10 (while
minrate=30k)
decalfrequency 10
sv_maxupdaterate 100
sv_minupdaterate 66
sv_mincmdrate 66
sv_maxcmdrate 100

no fps_max setting.
My cl_rate is 3 but many players left it by default.

Are other people experiencing the same problem? I saw a few mails talking
about lag, so I thought I could add some info.
My server is launched with -NoQueudUpdateThread.
We talk about 10-20s lag every few minutes...

Cold



On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm ad...@righttorule.com wrote:

 Like I said before, a simple pre-release beta test would help us ALL out in
 this area. I'm sure valve would like to stop releasing broken updates.
 Its also takes a lot of time for admins to update 10+ servers daily. Most
 of
 the time were forced to shut down full servers during prime game time
 because that's when valve decides it's time to release and go home.

 There is a better way to do these updates valve, please give us a chance
 instead of blowing us off
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
 Sent: Saturday, March 07, 2009 7:17 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 lag spikes here too...

 I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
 seem to have caused issues elsewhere, quite frankly I would prefer NOT to
 get an update wait an extra two weeks and have an update which has been
 thoroughly tested.

 Obviously there will be updates which break other things which are
 difficult
 to test, but seriously I cannot recall the last update which didnt require
 subsequent updates to address issues the first broke.

 I'm becomming less and less impressed by the testers and QA processes.

 /me ends rant

 /me puts on flame suit

 /me hopes Valve reads.
 On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom k...@weckstrom.com wrote:

  lagspikes galore here too.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of o k
  Sent: Friday, March 06, 2009 11:51 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
  Lag spikes here, and whole teams disconnected. Very odd. I was running
 fine
  before the most recent update.
 
  On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide thedrunkenbraw...@gmail.com
  wrote:
 
   Mine are running crash free! The Lag spikes though.. is another
 story
  
   =(
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Re: [hlds_linux] cp_junction_final console errors

2009-02-26 Thread Coldorak
Getting it for a very long time, it's not from this update.

Cold

On Fri, Feb 27, 2009 at 3:43 AM, bob dolet bgcl...@gmail.com wrote:

 Somewhat related.

 On cp_granary with SourceTV enabled this fills the console:

 DataTable warning: player: Out-of-range value (359.00) in
 SendPropFloat'm_angEyeAngles 0]', clamping.

 Is everyone else getting this too?

 On Thu, Feb 26, 2009 at 1:15 PM, Cc2iscooL cc2isc...@gmail.com wrote:

  There's also an exploit in the map. Screenshots later.
 
  On 2/26/09, ics i...@ics-base.net wrote:
   Yes, everyone gets them. There are also a lot of solid_vphysics errors
   regarding props having wrong collision model in junction. There are
 even
   more of these solid_vphysics errors in arena_watchtower. Solid_vphysics
   is so easy to fix anyway. At this quality and detail as these maps are,
   im suprised that original creators of the maps did not fix these in the
   first place.
  
   -ics
  
  
   Steven Sumichrast kirjoitti:
   I'm getting the following in my console while the server is completly
   idle... it's not taking the server down, just curious if anyone else
   is getting this.  I assume it's the engine, not SourceMod, but I could
   be wrong:
  
   map : cp_junction_final at: 0 x, 0 y, 0 z
   players : 0 (24 max)
  
   # userid name uniqueid connected ping loss state adr
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   control_room_console_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 wastebasket01_physbox
   prop at -278 2329 49 missing modelname
  
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Re: [hlds_linux] Many timeouts

2009-02-22 Thread Coldorak
Is it when there's a map change?

On Sun, Feb 22, 2009 at 9:50 PM, Matthias Bleile matthiasble...@gmx.dewrote:

 Well, what does the log or the screen-view tell you why it happens?

 - Original Message -
 From: Nicolas Fernandez nooky...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Sent: Sunday, February 22, 2009 8:45 PM
 Subject: [hlds_linux] Many timeouts


  Hello ppl, i'm running hlds steam in linux box, well the problem is when
  the
  all players are playing and get Timeout, the server still runing, but the
  players can't join in the server getting a Timeout instantly trying to
  join
  in the server.
  Why this happens?
 
  Thanks.
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Re: [hlds_linux] Timeout fix plugin, v1.1 - Now with more left4dead support

2009-02-16 Thread Coldorak
I don't have lag problems since I've installed your 1.1 plugin
And I don't seem to have timeout anymore \o/

Cold

On Mon, Feb 16, 2009 at 10:41 PM, Nephyrin Zey nephy...@doublezen.netwrote:

 This plugin doesn't do anything at all except on stats upload, which
 is on map change only. Even if it was attempting to upon a player's
 death, this plugin would block it, only speeding things up.

 It's possible something super bizarre is going on, but i'm pretty sure
 this plugin doesn't do or touch anything that could cause lag on
 death, even if it wanted to.

 - Neph

 2009/2/16 AnAkIn . anakin...@gmail.com:
  After installing the plugin, I've been experienced terrible lag problems
  each time I die (only for myself), and other people would get the same
 when
  they die. Each time I would get killed, my death is delayed by a few
  seconds, and I see the ping going up in net_graph and the update rate
 going
  really down.
 
  I've talked to other people on the server, they all experienced the same
  problem when they would get killed. I believe this has something to do
 with
  the stats tracking when you get killed.
 
  I've disabled the plugin and this problem disappeared.
 

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Re: [hlds_linux] voice comms audio recording?

2009-02-02 Thread Coldorak
to hear the voices without the ingame sound, when you play your sourcetv
.dem file, just go on altitude, so high the game sounds are not played.
You'll still hear the voices but not the game sounds.
What I wonder is if there's a way to separate the voices between themselves,
I mean hearing player1 without hearing player2 who was speaking in the same
time.

Cold

On Mon, Feb 2, 2009 at 9:08 AM, Tony Paloma drunkenf...@hotmail.com wrote:

 Srctv records voice in its demos, yes. Separating it programmatically would
 be a pain in the butt. The best I can think of is start the game and play
 the demo from the command line. Mute all game sounds and only have voice
 playing. Record the audio being played. There is a CVAR to close the game
 when demo playback is completed.

 The other option would be to parse the demo file yourself, but a lot of
 that
 stuff is undocumented I think.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Lee |
 RTL-Servers
 Sent: Monday, February 02, 2009 12:03 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] voice comms audio recording?

 Hello,

 Srctv records ingame voice ?

 Cant see it being too much effort to sperate the voice stream.

 -Lee

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Re: [hlds_linux] voice comms audio recording?

2009-02-02 Thread Coldorak
I have SourceTV on my TF2 servers, with autorecord and all the players
voices are recorded in the .dem files
I can paste my sourcetv config if you want.

Cold

2009/2/2 Rick Payton r...@mai-hawaii.com

 Yeah I looked at that. It's not so much the spam I'm trying to curb, it's
 the racial slurs that I disallow on my servers. Text chat is easy - but what
 monitors voice comms? I know having multiple admins that actively enforce
 that policy will help, but much like having demo's of cheaters I'd like to
 have an audio record of what was spoken on my servers.

 I guess the only real solution at this point would be to disable voice
 comms .. And piss off a whole lot of players. And I don't want to go there
 yet.

 --mauirixxx
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Monday, February 02, 2009 9:00 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] voice comms audio recording?

 In that case I suggest you try the SM Mic Spammer plugin, it works like a
 charm! But will only stop HLSS and HLDJ, not people talking too much from
 what I have seen.

 On Mon, Feb 2, 2009 at 9:39 AM, Zuko zuc...@gmail.com wrote:

  yes
 
  W dniu 2 lutego 2009 18:22 użytkownik Pawel tra...@gmail.com napisał:
 
   What about HLTV i hl1, is it recording voices?
  
   2009/2/2 Rick Payton r...@mai-hawaii.com
  
I know I can record demo's, I should've been clearer though. This
is
  for
when I'm not around, and people complain of mic spammers, or
someone
  just
being racists overall. That way I'll have some kind of proof I can
back
   up
the ban with.
   
Thanks for all the replies guys :D
   
-mauirixxx
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zuko
Sent: Sunday, February 01, 2009 9:56 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] voice comms audio recording?
   
record demos
   
2009/2/2 Rick Payton r...@mai-hawaii.com
   
 I know this may not be possible but I need to ask anyways. I'm
  looking
 for something to record the voice coms - server side - for later
   review.
 I have the text chat covered, between HLstatsX CE and
 bl4nk/Nephyrin chat logger, it's covered very well.



 I know with today's hardware capturing the voice stream and
 encoding
  it
 to mp3 (or whatever the format of the day is now .. ogg?) is
 pretty
   much
 a non issue - even hard dirve space is ALMOST a non issue. So
 has
   anyone
 done anything like this yet?



 /me preps himself for the short stream of No's to come trickling
 in . but he had to ask anyway.



 -- mauirixxx

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[hlds_linux] TF2 Server crashing

2009-01-28 Thread Coldorak
Hi

I don't know how, but players reported me someone to crash servers.
This guy told the players that if people would kill him, he'd make the
server crash.
Someone killed him, a few seconds later the server crashed. He may have made
the server crash one more time a few moments later
I don't know how he does it.
His steam_id is STEAM_0:0:18536142 from what I've found in my logs, but I
don't see how he made that.
Does someone know any commands that make TF2 servers crash?
Hope it'll be fixed in the next patch :/
Thanks

Cold'
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Re: [hlds_linux] New update (crashes immediately)

2009-01-28 Thread Coldorak
No trouble with my two Debian 4 x64 boxes, TF2 servers restarted, no
(launch) crash
It's 7:30 am so no idea if the timeout at mapchange is fixed.

Cold

On Thu, Jan 29, 2009 at 7:00 AM, Ben B brutalgoerge...@gmail.com wrote:

 i've been letting it restart for hours now, and it has not started to work
 yet. =\

 On Wed, Jan 28, 2009 at 10:26 PM, Rodrigo Peña yo@korrupzion.com
 wrote:

  Lool, I did that and worked fine on CentOS 5
 
  Auto detecting CPU
 
  Using SSE2 Optimised binary.
 
  Server will auto-restart if there is a crash.
 
  Console initialized.
 
  Game.dll loaded for Team Fortress
 
  ./srcds_run: line 352:  7416 Violación de segmento  $HL_CMD
 
  Add -debug to the ./srcds_run command line to generate a debug.log to
  help with solving this problem
 
  jue ene 29 01:46:05 CLST 2009: Server restart in 10 seconds
 
  Console initialized.
 
  Game.dll loaded for Team Fortress
 
  ./srcds_run: line 352:  7426 Violación de segmento  $HL_CMD
 
  Add -debug to the ./srcds_run command line to generate a debug.log to
  help with solving this problem
 
  jue ene 29 01:46:15 CLST 2009: Server restart in 10 seconds
 
  Console initialized.
 
  Game.dll loaded for Team Fortress
 
  maxplayers set to 14
 
  started fine
 
  The Universes escribió:
   I played around with it some more, I was able to get the servers to
   start on CentOS. If you just let it error (seg fault), it will
   automatically restart, mine was able to startup correctly after like
   the 3rd auto-retry.
  
   On Wed, Jan 28, 2009 at 8:31 PM, The Universes ad...@theuniverses.com
 
  wrote:
  
   I just tested a clean install of Fedora 10, same error as on CentOS5.
   I'm guessing the problem is related to Red Hat based distros?
  
   On Wed, Jan 28, 2009 at 8:22 PM, Anthal ant...@couchathletics.com
  wrote:
  
   I've got 3 servers up and running on linux. 2 rented (was a pain
   updating them), and one I run myself.
   The one I run: Ubuntu 8.10
   t...@p3-server:~$ uname -r
   2.6.27-9-server
  
   Gunna test on another linux server we use for L4D.
  
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Re: [hlds_linux] Teleport and health logging

2009-01-16 Thread Coldorak
I'm the ColdFire Jason speaks about.
My plugin is a sourcemod plugin, that writes to the logs the total healing a
player does (works with engies and medics) and the teleports a player does.
Not to spam the logs, it's written only when the player disconnects, but as
the players is disconnected on a map change, you are sure not to miss data.
I didn't create a thread on sourcemod.net for my plugin, but since other
people seem interested, I'm gonna do it right now and reply with the link to
the thread.
Thanks for the interest

Cold

On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss lifo...@gmail.com wrote:

 A user on my forums mentioned awhile ago that he made a SourceMod plugin
 that logged medic heals and teleports. Seek out ColdFire on my forums if
 you want more information: http://www.psychostats.com/forums/

 -- Stormtrooper
 http://www.psychostats.com/

 On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker dpar...@utica.edu
 wrote:

  Sorry to hear that it didn't work.  It's a valid cvar, but the
  description is too vague and generic to really know what it does.
 
  - Dave
 
  Bruce Potter wrote:
   Dave,
   Thanks for this.  I tried it and unfortunately it doesn't log the tele
   and heal points.  Truth be told, I couldn't see any difference at all,
   but the cvar wasn't rejected by the server...  *shrug*
  
   I'll keep poking around.
  
   later
  
   bruce
  
   On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
  
   Hi,
  
   I don't think there is any way to change the logging level, but you
   could try enabling verbose statistics:
  
   tf_stats_verbose 1
  
   The description for tf_stats_verbose says Turn on/off verbose logging
   of stats.  I haven't actually used it so I don't know if this will
   provide the data you're looking for, though.
  
   I hope this helps.
  
   - Dave
  
   Bruce Potter wrote:
   Howdy,
   I'm not sure this is entirely the right list, but I figure I'll give
   it a shot as there are some ppl here with a lot more experience
   than I
   have with HLDS.
  
   We're writing a custom scoreboard for a TF2 tourney we're hosting at
   ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and
  http://www.nomoose.org
   ).  We're working to make TF2 a spectator sport with custom
   animations
   and sounds, interactive scoring and stats, replay capability and a
   few
   other odds and ends. The one issue we're having with generating
   accurate scoring it the default logs that are created by the server
   don't log any healing or teleporting events.  So that makes our
   scoring a bit biased towards classes that aren't medic and engie.
  
   Anyone know how to turn up the logging level to get that information?
   Is there a stock cvar that will generate those entries, or even a
   plugin?
  
   Thanks for your help.
  
   later
  
   bruce
  
  
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Re: [hlds_linux] Teleport and health logging

2009-01-16 Thread Coldorak
Here you are, here's the sourcemod plugin which logs teleports and healing
http://forums.alliedmods.net/showthread.php?p=745073

ColdFire / Coldorak

On Fri, Jan 16, 2009 at 10:02 AM, Coldorak coldorak@gmail.com wrote:

 I'm the ColdFire Jason speaks about.
 My plugin is a sourcemod plugin, that writes to the logs the total healing
 a player does (works with engies and medics) and the teleports a player
 does.
 Not to spam the logs, it's written only when the player disconnects, but as
 the players is disconnected on a map change, you are sure not to miss data.
 I didn't create a thread on sourcemod.net for my plugin, but since other
 people seem interested, I'm gonna do it right now and reply with the link to
 the thread.
 Thanks for the interest

 Cold


 On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss lifo...@gmail.com wrote:

 A user on my forums mentioned awhile ago that he made a SourceMod plugin
 that logged medic heals and teleports. Seek out ColdFire on my forums if
 you want more information: http://www.psychostats.com/forums/

 -- Stormtrooper
 http://www.psychostats.com/

 On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker dpar...@utica.edu
 wrote:

  Sorry to hear that it didn't work.  It's a valid cvar, but the
  description is too vague and generic to really know what it does.
 
  - Dave
 
  Bruce Potter wrote:
   Dave,
   Thanks for this.  I tried it and unfortunately it doesn't log the tele
   and heal points.  Truth be told, I couldn't see any difference at all,
   but the cvar wasn't rejected by the server...  *shrug*
  
   I'll keep poking around.
  
   later
  
   bruce
  
   On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
  
   Hi,
  
   I don't think there is any way to change the logging level, but you
   could try enabling verbose statistics:
  
   tf_stats_verbose 1
  
   The description for tf_stats_verbose says Turn on/off verbose
 logging
   of stats.  I haven't actually used it so I don't know if this will
   provide the data you're looking for, though.
  
   I hope this helps.
  
   - Dave
  
   Bruce Potter wrote:
   Howdy,
   I'm not sure this is entirely the right list, but I figure I'll give
   it a shot as there are some ppl here with a lot more experience
   than I
   have with HLDS.
  
   We're writing a custom scoreboard for a TF2 tourney we're hosting at
   ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and
  http://www.nomoose.org
   ).  We're working to make TF2 a spectator sport with custom
   animations
   and sounds, interactive scoring and stats, replay capability and a
   few
   other odds and ends. The one issue we're having with generating
   accurate scoring it the default logs that are created by the server
   don't log any healing or teleporting events.  So that makes our
   scoring a bit biased towards classes that aren't medic and engie.
  
   Anyone know how to turn up the logging level to get that
 information?
   Is there a stock cvar that will generate those entries, or even a
   plugin?
  
   Thanks for your help.
  
   later
  
   bruce
  
  
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Re: [hlds_linux] SG bug after last update

2008-12-15 Thread Coldorak
They do not stop spinning and glowing but the arrow telling the direction to
the exit disappear when the exit is destroyed.
But the first times you wonder why you're not teleported...

Cold

On Mon, Dec 15, 2008 at 9:50 PM, [AF] House of Fail aidsf...@gmail.comwrote:

 I have noticed something wrong with the Engi as well.  Upgraded teleporter
 entrances that have their exits blown up do not stop spinning and glowing.
 Is this intended?

 On Mon, Dec 15, 2008 at 11:56 AM, Saint K. sai...@specialattack.net
 wrote:

  I've noticed a couple of times when you switch class from engi to
 something
  else, your buildings do not get removed. I thought this might be a glitch
  or
  so on my side, till others started to report it as well.
 
  This only started to occur after the last update.
 
  Cheers,
 
 
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Re: [hlds_linux] Fork not working while single server is fine

2008-12-01 Thread Coldorak
Hmm I think I launch my forks with +map l4d_hospital_01 +exec server##.cfg
(whatever the hospital name is), with another map name at the end of the
server##.cfg file (tried map xxx and changelevel xxx), and it keeps
hospital.
I finally made a separate launch command to have vs servers next to coop
servers

Cold

On Mon, Dec 1, 2008 at 3:43 AM, Steve Sumichrast [EMAIL PROTECTED] wrote:

 Sami,

 I do this -- I have config files for each of my ten forks, and I load
 the map there.  That allows me to run 8 co-op forks and two VS forks.

 On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen [EMAIL PROTECTED]
 wrote:
  Thank you! That solved it. I tried to look for an answer in the old posts
 in
  this list, but missed it. Working great now.
 
  So, can I specify the starting map in a config file instead of +map on
 the
  command line then?
 
  .Sami
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of J T
  Sent: 26. marraskuuta 2008 19:01
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Fork not working while single server is fine
 
  It's a bug, and valve has even said so on this mailing list. You should
 be
  specifying +map not -map. By default if you start a single server, the
  mapcycle.txt is read and whatever is first is loaded (I think). But with
  -fork it doesn't do this, for some reason it expects the first map to be
  taken from the command line arguments.
 
  Cheers,
 
  On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen [EMAIL PROTECTED]
 wrote:
 
  Hi
 
  Im having some problems getting forked servers to work. If I fire up a
  single server without any forks with the very same configs and command
  line, everything works just fine. Here are the details.
 
  This is where it gets stuck.
 
  Auto detecting CPU
  Using AMD-Opteron (64 bit) Optimised binary.
  Server will auto-restart if there is a crash.
  #
  #Console initialized.
  #Game.dll loaded for L4D - Normal
  Server is hibernating
  ConVarRef test_progression_loop doesn't point to an existing ConVar
  Game supporting (2) split screen players maxplayers set to 14 setparm
  8 27016 setparm 10 8001 #01:Unknown command r_decal_cullsize
 
  setparm 8 27017
  setparm 10 8002
  #01:Unknown command mat_bloom_scalefactor_scalar
 
  #02:Unknown command r_decal_cullsize
 
  Nothing happens after this. I can't connect to the servers with telnet
  and I have to kill the processes.
 
  Command line here.
 
  /home/**/hlds/l4d/srcds_run \
  -game left4dead \
  -fork 2 \
  -map l4d_hospital01_apartment \
  -port 27015+## \
  -netconport 8000+## \
  -netconpassword ** \
  -nohltv
 
  And finally server.cfg
 
  hostname FinNexus dedicated L4D server
 
  // rcon password
  rcon_password **
 
  // cvars
  sv_alltalk 0
  sv_pausable 0
  sv_cheats 0
  sv_consistency 1
  sv_voiceenable 1
  sv_pure 1
  sv_allow_lobby_connect_only 0
  sv_steamgroup 167364
  sv_steamgroup_exclusive 1
 
  // Difficulty
  // z_difficulty normal
 
  // logging
  log off
  sv_log_onefile 0
  sv_logfile 1
  sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1
 
  // operation
  sv_lan 0
  sv_region 3
 
  // bans
  // exec banned.cfg
 
  Im kinda clueless. Im also new to running a Valve server and to linux
  in general (Running Debian/Lenny btw) so Im out of ideas. Libc6
  package is version 2.7-15, so glibc is only version 2.7-1, could this be
  the problem?
 
  Thanks for help in advance!
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Re: [hlds_linux] Mouseover Players

2008-11-23 Thread Coldorak
On TF2? You have the name only for your team, you can't see the name of an
enemy player.

On Sun, Nov 23, 2008 at 3:21 AM, AFAdmin [EMAIL PROTECTED] wrote:

 An unusual problem came up when I switched my server from windows to
 Linux:  When people put their crosshairs over other players, the names
 don't appear any more.  Is it possible that I messed up some cvars in
 the transition?

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Re: [hlds_linux] L4D mapcycle

2008-11-18 Thread Coldorak
Nor you can't select your character, right?
Possibility to have to server config lobby after joining a steam group
server would be great. For now, it's a pain in the ass for players to play
together on their usual server as they did with Team Fortress 2, for both
players and admins

Cold

On Tue, Nov 18, 2008 at 11:28 PM, Jordy van Wolferen [EMAIL PROTECTED]wrote:

 The thing is, when you're playing a co-op game played, joined by IP /
 steam ID, you can't change the gametype to versus.
 You can only vote for another co-op campaign.

 On Tue, Nov 18, 2008 at 2:57 PM, Flubber [EMAIL PROTECTED] wrote:
  I'm in love with this game, i totally understand that the lobby only
 mistake
  is not easy to change (maybe not really wish by valve neither). But if
  everyone cheers the game and do not report major problem it's gonna stay
  this way.
 
  2008/11/18 Pete [EMAIL PROTECTED]
 
  It is designed for lobby as the main way to connect and set-up, they
  just need to get the balance right ^_^ give it time.
 
  2008/11/18 Flubber [EMAIL PROTECTED]:
   That's kind of crappy each time people got to vote, since you can't
  select
   who is joining your community server once you re in, it can get messy.
 I
   don't even talk of serverrestarting on efault map when the campaign is
  over.
  
   2008/11/18 Pete [EMAIL PROTECTED]
  
   In the demo you could vote to change restart etc
  
   HTH
  
  
   2008/11/18 Rich Adam [EMAIL PROTECTED]:
I've not been able to check on the full game - on the demo you were
just connected directly to the server with no lobby so you got the
default map the server was running.
   
2008/11/18 Jordy van Wolferen [EMAIL PROTECTED]:
That is true, but what if you connect with the by ip / steam
 group,
  do
you get a lobby when the server is empty?
   
   
On Tue, Nov 18, 2008 at 12:01 PM, Adam Nowacki [EMAIL PROTECTED]
  wrote:
Servers will change a map to whatever was set in the lobby.
   
Rich Adam wrote:
I'm using the default settings for maplist and mapcycle
 (chapters
  and
full map list respectively)
   
My server resets to the hospital map when it's empty or a round
  ends,
I thought the farm maps we're the first maps in the campaign?
   
L 11/18/2008 - 09:56:53:  Reloading original map
   l4d_hospital01_apartment
   
2008/11/18 Jordy van Wolferen [EMAIL PROTECTED]:
Hey,
   
I got 2 questions:
   
1)
Is it best to put all maps in the mapcycle.txt like this:
   
l4d_farm01_hilltop
l4d_farm02_traintunnel
l4d_farm03_bridge
l4d_farm04_barn
l4d_farm05_cornfield
   
Or do you only need the l4d_farm01_hilltop to start that
 campaign?
If all people leave from the servers, does it start the
 campaign
  all
over, when you only have the 1st map of the campaign in the
  mapcycle?
   
2)
Is it possible to have different mapcycles with forked servers?
   
thanks
   
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Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-06 Thread Coldorak
On a debian etch:

./srcds_run -console -game left4dead +ip x -fork 2 -netport 90##
Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
*Failed to open bin/dedicated_i486.so (/lib32/libc.so.6: version `GLIBC_2.4'
not found (required by bin/dedicated_i486.so))*
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
jeudi 6 novembre 2008, 09:51:18 (UTC+0100): Server restart in 10 seconds

Any idea on how to install glibc 2.4 on a debian etch without going to
lenny?
I've heard of backports, but I don't really have a clue about that yet

Thanks

Cold

On Thu, Nov 6, 2008 at 2:37 AM, Tony Paloma [EMAIL PROTECTED] wrote:

 That's nothing new. Look at your orangebox or ep1 dir.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
 Sent: Wednesday, November 05, 2008 5:32 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Is that all what you think?

 If find the directory platform\admin stranger.. valve's own admin mod?



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Flubber
 Verzonden: donderdag 6 november 2008 1:51
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Exactly what i was thinking while browsing the file.

 2008/11/6 Tony Paloma [EMAIL PROTECTED]

  Thanks for this!
 
  Was it really necessary to include the 257MB intro movie?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Wednesday, November 05, 2008 4:32 PM
  To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server
  mailing list; [EMAIL PROTECTED]
  Subject: [hlds] Left 4 Dead Demo Dedicated Server files available
 
  Most of the files for the Left 4 Dead Demo Dedicated Server are now
  available.  This is basically a preload for the Demo dedicated server, as
  we
  have not released all the binaries required to run a server just yet.  So
  if
  you would like to run a server use the game parameter of l4d_demo from
  hldsupdatetool.
 
  Jason
 
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 __ NOD32 3588 (20081105) Informatie __

 Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
 http://www.nod32.nl



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Re: [hlds_linux] l4d Dedicated server notes

2008-11-06 Thread Coldorak
Seems good, with a glibc 2.7 on another server
The server quits complaining:

AppFramework : Unable to load module bin/engine_i486.so!
Unable to load interface VENGINE_HLDS_API_VERSION002 from bin/engine_i486.so
Thu Nov  6 10:26:13 CET 2008: Server Quit

But I guess it's because Valve hasn't given yet all the binaries for the
demo

Cold

On Thu, Nov 6, 2008 at 9:42 AM, ics [EMAIL PROTECTED] wrote:

 Debian etch has also old gcc version, 4.1.2 among old glibc which is not
 seems to be sufficient for l4d  so your option would be to run
 dist-upgrade to get newer packages or compile the new packages yourself.
 Also if you are using stock kernels for etch, its a good idea to compile
 newer one aswell.

 -ics

 Chris Green kirjoitti:
  I would guess this just means that you need to install a glibc 2.8
 package for your os (multiple versions can be present).
  This should be trivial if a precompiled package exists for your os and
 version, and somewhat more complicated if not.
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Raphael Hehl
  Sent: Wednesday, November 05, 2008 11:07 PM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] l4d Dedicated server notes
 
 
  * All of the code is now being compiled with gcc 4.3.0 and glibc 2.8-8
in order to take advantage of compiler fixes and optimization
enhancements. In order to run the l4d Linux dedicated server, you
will need a system which can run binaries built against this version
of glibc.
 
  debian etch supports only Glibc 2.3, does this mean i'm not able to setup
 a
  server with debian etch as host?
 
  -Raphael
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Chris
  Green
  Gesendet: Donnerstag, 6. November 2008 02:37
  An: 'hlds_linux@list.valvesoftware.com'
  Betreff: [hlds_linux] l4d Dedicated server notes
 
  Linux dedicated server changes for Left4Dead
 
  There have been many changes, enhancements, and optimizations with the
  dedicated server for Linux:
 
  * All of the code is now being compiled with gcc 4.3.0 and glibc 2.8-8
in order to take advantage of compiler fixes and optimization
enhancements. In order to run the l4d Linux dedicated server, you
will need a system which can run binaries built against this version
of glibc.
 
  * As a performance enhancement, the dedicated server can now use the
hardware RDTSC timer instead of gettimeofday() for its internal
timing, on systems which support it ( such systems are identified by
having the constant_tsc flag set in /proc/cpuinfo ). When the code
detects that the system has this, it will execute a benchmark to
measure the actual rate of the hardware timer, and use this for all
timing. If this causes trouble on a system, you can set the
environment variable RDTSC_FREQUENCY to disabled.
 
  * The Linux dedicated server is now capable of running multiple
server instances as sub-processes off of one parent process. This
provides a memory savings (through sharing of read-only data), a
speedup when starting multiple servers, and also enhances server
stability by having the servers restart as new sub-processes after
each game is completed. This is controlled by the -fork n option.
For instance, you can run srcds_run -fork 5 to start up 5 separate
server instances in this mode.
 
  * When -fork mode is enabled, some options on the command line can be
parametrized based upon the server instance, by typing '##' on the
launching line. For instance, -fork 10 -netconport 90## would
cause the first server instance to use port 9001, the second to use
9002, etc.
 
 
  * There is a new remote access feature which allows a server
administrator (or tool) to create a persistent connection to a
running server, and to see its entire console output and send it
commands. This feature is enabled by using the -netconport option
when launching srcds_i486. For instance, if a server is started with
-netconport 9000, someone with access to port 9000 of the server
could type telnet  9000 and view the console output. This
feature is disabled by default, and should only be used when an
appropriate firewall/tunnel is used to control access to this
port. Multiple clients can connect to the netconport of a running
server at the same time.
 
  * If the netconsole is enabled, and the option -netconpassword xxx
is set, the network console will not execute commands received
through the netconport until the command PASS xxx is entered.
 
 
 
 
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Re: [hlds_linux] Left 4 Dead requires GLIBC 2.4 :(

2008-11-06 Thread Coldorak
Yep, and debian etch can't use 2.4 unless you dist-upgrade to lenny :/

Cold

On Thu, Nov 6, 2008 at 11:08 AM, Steven Hartland [EMAIL PROTECTED]wrote:

 Seems L4D requires GLIB 2.4 which eliminates a large base of potential
 servers, any chance of going back to something more readily available
 such as 2.3?

Regards
Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
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 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
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Re: [hlds_linux] L4D Servers not connecting for anybody else?

2008-11-06 Thread Coldorak
Same here

On Thu, Nov 6, 2008 at 4:50 PM, Flubber [EMAIL PROTECTED] wrote:

 Same here

 2008/11/6 Raphael Hehl [EMAIL PROTECTED]

  same problem without forking
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Steve
  Sumichrast
  Gesendet: Donnerstag, 6. November 2008 16:39
  An: Half-Life dedicated Linux server mailing list
  Betreff: [hlds_linux] L4D Servers not connecting for anybody else?
 
  My forked server -- nobody can connect to it.
 
  Anyone else have their servers running but people can't connect?
 
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Coldorak
I'm getting:

Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 2000.00 on this system. This
value is dependent upon the CPU clock speed and architecture and should be
determined separately for each server. The use of this mechanism for timing
can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

Console initialized.
Game.dll loaded for L4D - Normal
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Game supporting (2) split screen players
maxplayers set to 14



Cold

On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote:

 Thats what I get too, Any ideas?


 Steve Sumichrast wrote:
  I'm getting this:
 
 
  [S_API FAIL] SteamAPI_Init() failed; unable to update local
  steamclient. Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
  instance of Steam, or a local steamclient.dll.
  
  *  Unable to load Steam support library.   *
  *  This server will operate in LAN mode only.  *
  
 
 
  On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED]
 wrote:
 
  I'm assuming this is normal/ignorable?
 
  Game.dll loaded for L4D - Normal
  Server is hibernating
  ConVarRef test_progression_loop doesn't point to an existing ConVar
  Game supporting (2) split screen players
  maxplayers set to 14
  Child 2 aborted with signal 11
  [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
  Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
  of Steam, or a local steamclient.dll.
  got status map=l4d_dem_hospital01_apartment;players=0
  [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
  Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
  of Steam, or a local steamclient.dll.
 
 
  Chris Green wrote:
 
  For -fork, you'll need to let the port be auto-assigned. We may do
 something about this for launch, as it can make some things annoying.
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Steve Sumichrast
  Sent: Thursday, November 06, 2008 6:00 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
 
  Anyone care to share what they're using for launch parameters/cvars?
 
  I'm going: ./srcds_run -game left4dead +map
  l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
  server.cfg
 
  In server.cfg I have the hostname specified and the rcon_password
  specified.  Also did a sv_minrate and sv_maxrate -- not sure about
  difficulty levels, though -- are those dynamically configured through
  the match maker/Director?  Ideas?
 
  it'd be nice to have some insight on this, scheduled launch is an hour
  away and I've got people wanting servers! :)
 
 
  On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED]
 wrote:
 
 
  Any idea on the L4D .cfg files?  Server CVARs would be nice as well!
 
  Thanks,
 
  Ryan
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Coldorak
I didn't put +map mapname so I'll try with it, thanks for the tip!

Cold

On Thu, Nov 6, 2008 at 5:08 PM, Steve Sumichrast [EMAIL PROTECTED] wrote:

 Cold, what's your run parameters look like?  Sounds like you need to
 do +map mapname to get it past that stage -- that's what mine was
 doing.

 On Thu, Nov 6, 2008 at 11:01 AM, Coldorak [EMAIL PROTECTED] wrote:
  I'm getting:
 
  Auto detecting CPU
  Using SSE2 Optimised binary.
  Server will auto-restart if there is a crash.
  Running a benchmark to measure system clock frequency...
  Finished RDTSC test. To prevent the startup delay from this benchmark,
 set
  the environment variable RDTSC_FREQUENCY to 2000.00 on this system.
 This
  value is dependent upon the CPU clock speed and architecture and should
 be
  determined separately for each server. The use of this mechanism for
 timing
  can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 
  Console initialized.
  Game.dll loaded for L4D - Normal
  Server is hibernating
  ConVarRef test_progression_loop doesn't point to an existing ConVar
  Game supporting (2) split screen players
  maxplayers set to 14
 
 
 
  Cold
 
  On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote:
 
  Thats what I get too, Any ideas?
 
 
  Steve Sumichrast wrote:
   I'm getting this:
  
  
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
   steamclient. Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
   instance of Steam, or a local steamclient.dll.
   
   *  Unable to load Steam support library.   *
   *  This server will operate in LAN mode only.  *
   
  
  
   On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED]
  wrote:
  
   I'm assuming this is normal/ignorable?
  
   Game.dll loaded for L4D - Normal
   Server is hibernating
   ConVarRef test_progression_loop doesn't point to an existing ConVar
   Game supporting (2) split screen players
   maxplayers set to 14
   Child 2 aborted with signal 11
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
   Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
 instance
   of Steam, or a local steamclient.dll.
   got status map=l4d_dem_hospital01_apartment;players=0
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
   Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
 instance
   of Steam, or a local steamclient.dll.
  
  
   Chris Green wrote:
  
   For -fork, you'll need to let the port be auto-assigned. We may do
  something about this for launch, as it can make some things annoying.
  
  
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Steve
 Sumichrast
   Sent: Thursday, November 06, 2008 6:00 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
  
   Anyone care to share what they're using for launch parameters/cvars?
  
   I'm going: ./srcds_run -game left4dead +map
   l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
   server.cfg
  
   In server.cfg I have the hostname specified and the rcon_password
   specified.  Also did a sv_minrate and sv_maxrate -- not sure about
   difficulty levels, though -- are those dynamically configured
 through
   the match maker/Director?  Ideas?
  
   it'd be nice to have some insight on this, scheduled launch is an
 hour
   away and I've got people wanting servers! :)
  
  
   On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED]
  wrote:
  
  
   Any idea on the L4D .cfg files?  Server CVARs would be nice as
 well!
  
   Thanks,
  
   Ryan
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Coldorak
Seems to run now, and I can see my server in HLSW, thanks!

Cold

On Thu, Nov 6, 2008 at 5:25 PM, Coldorak [EMAIL PROTECTED] wrote:

 I didn't put +map mapname so I'll try with it, thanks for the tip!

 Cold


 On Thu, Nov 6, 2008 at 5:08 PM, Steve Sumichrast [EMAIL PROTECTED]wrote:

 Cold, what's your run parameters look like?  Sounds like you need to
 do +map mapname to get it past that stage -- that's what mine was
 doing.

 On Thu, Nov 6, 2008 at 11:01 AM, Coldorak [EMAIL PROTECTED] wrote:
  I'm getting:
 
  Auto detecting CPU
  Using SSE2 Optimised binary.
  Server will auto-restart if there is a crash.
  Running a benchmark to measure system clock frequency...
  Finished RDTSC test. To prevent the startup delay from this benchmark,
 set
  the environment variable RDTSC_FREQUENCY to 2000.00 on this system.
 This
  value is dependent upon the CPU clock speed and architecture and should
 be
  determined separately for each server. The use of this mechanism for
 timing
  can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 
  Console initialized.
  Game.dll loaded for L4D - Normal
  Server is hibernating
  ConVarRef test_progression_loop doesn't point to an existing ConVar
  Game supporting (2) split screen players
  maxplayers set to 14
 
 
 
  Cold
 
  On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED]
 wrote:
 
  Thats what I get too, Any ideas?
 
 
  Steve Sumichrast wrote:
   I'm getting this:
  
  
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
   steamclient. Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
   instance of Steam, or a local steamclient.dll.
   
   *  Unable to load Steam support library.   *
   *  This server will operate in LAN mode only.  *
   
  
  
   On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED]
  wrote:
  
   I'm assuming this is normal/ignorable?
  
   Game.dll loaded for L4D - Normal
   Server is hibernating
   ConVarRef test_progression_loop doesn't point to an existing ConVar
   Game supporting (2) split screen players
   maxplayers set to 14
   Child 2 aborted with signal 11
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
   Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
 instance
   of Steam, or a local steamclient.dll.
   got status map=l4d_dem_hospital01_apartment;players=0
   [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
   Continuing with current version anyway.
   [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
 instance
   of Steam, or a local steamclient.dll.
  
  
   Chris Green wrote:
  
   For -fork, you'll need to let the port be auto-assigned. We may do
  something about this for launch, as it can make some things annoying.
  
  
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Steve
 Sumichrast
   Sent: Thursday, November 06, 2008 6:00 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
  
   Anyone care to share what they're using for launch
 parameters/cvars?
  
   I'm going: ./srcds_run -game left4dead +map
   l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
   server.cfg
  
   In server.cfg I have the hostname specified and the rcon_password
   specified.  Also did a sv_minrate and sv_maxrate -- not sure about
   difficulty levels, though -- are those dynamically configured
 through
   the match maker/Director?  Ideas?
  
   it'd be nice to have some insight on this, scheduled launch is an
 hour
   away and I've got people wanting servers! :)
  
  
   On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED]
  wrote:
  
  
   Any idea on the L4D .cfg files?  Server CVARs would be nice as
 well!
  
   Thanks,
  
   Ryan
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Coldorak
Well, as flubber said, no point to host atm. I'll restart my 6 servers when
we'll be able to filter and choose what server we want to join

Cold

On Thu, Nov 6, 2008 at 6:19 PM, Erik Johnson [EMAIL PROTECTED] wrote:

 There isn't a way to do this right now, but it is something we're going to
 add.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Ryan Davis
 Sent: Thursday, November 06, 2008 8:26 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] L4D Demo CVARs cfg files

 No privacy features though.

 sv_password is ignored.  I run a private server for Shacknews.com and I
 have
 strangers on it :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sumichrast
 Sent: Thursday, November 06, 2008 11:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D Demo CVARs cfg files

 Patch just landed, servers are running!

 On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel [EMAIL PROTECTED]
 wrote:
  cvarlist works on l4d, I'm looking into it :)
 
  Andrey Egorov a écrit :
  Hi for all,
 
  Anybody writing server.cfg file?
  What normally options for the server?
 
 
  Andrey.
 
 
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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.175 / Virus Database: 270.9.0/1770 - Release Date: 11/6/2008
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Re: [hlds_linux] Headshot and Hit Location Logs for Day of Defeat: Source

2008-09-26 Thread Coldorak
Look into the psychostats .tar.gz, there are plugins for several admin
suites to add these informations to the logs.
It's in the addons folder, you have plugins for amxmodx (hl1 engine),
eventscripts and sourcemod (for dod:s, you may want the one for sourcemod)

Cold

On Fri, Sep 26, 2008 at 3:28 PM, Nicholas Hastings [EMAIL PROTECTED]wrote:

 This is an edited version of the hlx premium weapon_logging one made for
 dods/psychostats
 http://forums.alliedmods.net/showthread.php?t=76704highlight=psychostats

 ics wrote:
  You need some plugin like statsmenimum that makes more detailed logs.
  Mani-admin, Beetlesmod and propably Sourcemod with additional plugin
  have these features but since you are looking it for Dod:Source, i would
  go into sourcemod
  forums.
 
  -ics
 
  Crazy Canucks kirjoitti:
 
  I'm trying to set up Psychostats for Day of Defeat: Source, and I am
  wondering how server ops are getting headshot, damage and hit location
  entries in their logs.  I know it is possible because I've seen other
  sites with those stats.
 
  I tried Statsme Minimum for DOD:S but for some reason Psychostats wasn't
  reading the log entries from it.  Just to be clear, Psychostats doesn't
  have anything to do with the headshot, damage and hit location entries
  in the logs, it just reads them.
 
  Thanks in advance, Drek
 
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-26 Thread Coldorak
Hi

It's not really a tutorial, but I've made a pack to be able to get a dynamic
and graphical motd
I've modified my scripts so you have a config.php file, but all the text is
still hardcoded. It will not be difficult to modify it though.
You'll find the doc (in french and english) and a tar.gz with all the needed
files on my server's blog: http://www.coldfire.info/?p=64
Feel free to ask for help replying to this thread.
The motd as provided has about, rules and contact blocks, as well as a
mapcycle bloc, displaying in color current map and nextmap. If the
current/nextmap is not in the mapcycle, then the map name is written in the
legend. And the code has comments, so it should not be difficult to modify
and adapt to your needs if you have basic php-gd knowledge.

Cold

On Wed, Jun 25, 2008 at 9:22 PM, Patrick Shelley [EMAIL PROTECTED]
wrote:

 A tutorial on using php for bringing in this dynamic info into the MOTD
 would be very grateful indeed.

 On 6/25/08, Coldorak [EMAIL PROTECTED] wrote:
 
  Yep, the reason is I want to use the font TF2 secondary.
  With the new headers in the image and a change to motd.html (changed to
 php
  with a always changing link to the image), no more cache problem
 
  motd2.html changed to motd.php, and the img link is now: img src=
  http://www.coldfire.info/tf2/motd/cold/motd_image.php??php echo time();
  ?
  / so the link is never the same
  And the no-cache headers in motd_image.php (with returns a png image),
 all
  works fine
 
  Thanks to all for the help
 
  For those interested by all this stuff, feel free to ask
 
  Cold
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
Hi

Using your howto and my own server scripts, I've made this MOTD:
http://www.coldfire.info/tf2/motd/cold/motd2.html

You'll recognize the background image from specialattack.net, while what was
motd.png has been replaced by a dynamically generated image.
The problem I have is that when I join the server, I see the motd with the
right currentmap/nextmap colored, but after a changemap, the image has not
been refreshed.
I've made several tests using the url linked above outside tf2, and the
update is fine. It seems TF2 (client-side) caches the motd. Am I wrong? I've
made other tests, like changing map, then disconnect and reconnect to my TF2
server, but the motd was still not updated.
So I stopped the server, made specific config files for the first 2 maps,
with motdfile motdtest1.txt for the first map config, and motdfile
motdtest2.txt for the second one, each motdfile being a simple text file
saying the map name. I restarted the server, joined it, and the motd I saw
was... still the graphical one.
So what do I do wrong? Does someone know where is the motd cached?
How can I be sure of what does work and what doesn't work?
When I'll be done with that, I'll publish my php motd source code for those
who want it
Thanks for your help

Cold'

On Sun, Jun 15, 2008 at 7:41 PM, Patrick Shelley [EMAIL PROTECTED]
wrote:

 I'm gonna mess about with this later today - will let u know how i get on.

 Cheers Saint !
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
So I should make multiple copies of motd.txt and use them with map configs?
I'll try that later today or tomorrow, thank you

Cold

On Wed, Jun 25, 2008 at 1:03 PM, Patrick Shelley [EMAIL PROTECTED]
wrote:

 AFAIK is does cache the MOTD

 i've had this problem, but not with dynamic info - just static. I had to
 change the name of the file to get it to show the new version.

 As for where the MOTD is cached, i think someone mentioned that it uses IE
 offscreen and builds and renders a shot of the MOTD. I could be wrong about
 that.


 On 6/25/08, Coldorak [EMAIL PROTECTED] wrote:
 
  Hi
 
  Using your howto and my own server scripts, I've made this MOTD:
  http://www.coldfire.info/tf2/motd/cold/motd2.html
 
  You'll recognize the background image from specialattack.net, while what
  was
  motd.png has been replaced by a dynamically generated image.
  The problem I have is that when I join the server, I see the motd with
 the
  right currentmap/nextmap colored, but after a changemap, the image has
 not
  been refreshed.
  I've made several tests using the url linked above outside tf2, and the
  update is fine. It seems TF2 (client-side) caches the motd. Am I wrong?
  I've
  made other tests, like changing map, then disconnect and reconnect to my
  TF2
  server, but the motd was still not updated.
  So I stopped the server, made specific config files for the first 2 maps,
  with motdfile motdtest1.txt for the first map config, and motdfile
  motdtest2.txt for the second one, each motdfile being a simple text
 file
  saying the map name. I restarted the server, joined it, and the motd I
 saw
  was... still the graphical one.
  So what do I do wrong? Does someone know where is the motd cached?
  How can I be sure of what does work and what doesn't work?
  When I'll be done with that, I'll publish my php motd source code for
 those
  who want it
  Thanks for your help
 
  Cold'
 
  On Sun, Jun 15, 2008 at 7:41 PM, Patrick Shelley [EMAIL PROTECTED]
  wrote:
 
   I'm gonna mess about with this later today - will let u know how i get
  on.
  
   Cheers Saint !
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
Thanks, I'll add these headers in my script and will keep you updated

On Wed, Jun 25, 2008 at 1:28 PM, Procyon [EMAIL PROTECTED] wrote:

 Coldorak wrote:
  It seems TF2 (client-side) caches the motd.
 To disable caching of your dynamic generated image, let the php script
 modify the http headers like this:

 header(Content-type: image/png);
 header(Expires: Mon, 26 Jul 1997 05:00:00 GMT);
 header(Last-Modified:  . gmdate(D, d M Y H:i:s) .  GMT);
 header(Cache-Control: no-store, no-cache, must-revalidate);
 header(Cache-Control: post-check=0, pre-check=0, false);
 header(Pragma: no-cache)

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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
I use the html file from Saint K, but the motd.png image is replaced by
motd.php which generates dynamically a png image
I've added Procyon headers to my script, but as I'm at work I cannot test
immediatly

Cold

On Wed, Jun 25, 2008 at 2:24 PM, Ronny Schedel [EMAIL PROTECTED]
wrote:

 If you use PHP as MOTD, then you don't need to change the headers.

  Coldorak wrote:
  It seems TF2 (client-side) caches the motd.
  To disable caching of your dynamic generated image, let the php script
  modify the http headers like this:
 
  header(Content-type: image/png);
  header(Expires: Mon, 26 Jul 1997 05:00:00 GMT);
  header(Last-Modified:  . gmdate(D, d M Y H:i:s) .  GMT);
  header(Cache-Control: no-store, no-cache, must-revalidate);
  header(Cache-Control: post-check=0, pre-check=0, false);
  header(Pragma: no-cache)
 
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
motd2.html (it'll explain)

htmlhead
meta http-equiv=Pragma content=no-cache
meta http-equiv=expires content=0

(...)

body
img src=http://www.coldfire.info/tf2/motd/cold/blackboard.png; id=bg /
div id=contentimg
src=http://www.coldfire.info/tf2/motd/cold/*motd.php*; //div
/body/html

Cold

On Wed, Jun 25, 2008 at 2:51 PM, Procyon [EMAIL PROTECTED] wrote:

 Ronny Schedel wrote:
  If you use PHP as MOTD, then you don't need to change the headers
 You do if you use php to generate an image and don't want the resulting
 image to be cached client-side

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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
Hmm could-you copy/paste the code please? :)

On Wed, Jun 25, 2008 at 3:00 PM, Saint K. [EMAIL PROTECTED] wrote:

 We currently make the server stats by generating a random numbered link to
 retrieve it. This way it thinks the motd gets changed on every map change.

 Saint K.
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Procyon
 Sent: Wednesday, June 25, 2008 2:51 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2)

 Ronny Schedel wrote:
  If you use PHP as MOTD, then you don't need to change the headers
 You do if you use php to generate an image and don't want the resulting
 image to be cached client-side

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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
Your server status pictures are displayed on your website or on your
server's motd?
On websites, no cache problem, but on motd, it seems the image is cached, so
we have to find ways to no-cache them
The same php functions are used to generate my motd image and the server
status images on my website. On the website, no cache problem, but for the
motd, it's not updated on map change for example (I want to display current
map/next map in the motd, see
http://www.coldfire.info/tf2/motd/cold/motd2.html to view my motd)
I've added no-cache headers to the png generated image, but as I'm at work I
cannot test yet if it solves the problem or not

Cold

On Wed, Jun 25, 2008 at 4:01 PM, Ronny Schedel [EMAIL PROTECTED]
wrote:


 What do you mean with server side generated image? We use PHP on a
 webserver
 to generate server status pictures and it updates fine without changing
 headers.

  Ronny Schedel wrote:
  I have never seen a PHP page cached client side. The IE does not cache
  PHP
  client side.
  The server-side generated image is being cached by tf2 and the solution
  is to modify headers or altering the image url.
 
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread Coldorak
Yep, the reason is I want to use the font TF2 secondary.
With the new headers in the image and a change to motd.html (changed to php
with a always changing link to the image), no more cache problem

motd2.html changed to motd.php, and the img link is now: img src=
http://www.coldfire.info/tf2/motd/cold/motd_image.php??php echo time(); ?
/ so the link is never the same
And the no-cache headers in motd_image.php (with returns a png image), all
works fine

Thanks to all for the help

For those interested by all this stuff, feel free to ask

Cold

On Wed, Jun 25, 2008 at 8:20 PM, [EMAIL PROTECTED] wrote:

 Any particular reason you don't just serve up the webpage as normal html
 rather than as an image?

 http://games.127001.org/tf2/motd.php

 and yes I _know_ it's minimalist, that's coz I haven't had time to do
 anything to it, not because of html limitations

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ronny
 Schedel
 Sent: 25 June 2008 17:14
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2)


 The PHP image functions sends the correct header content types.


  Ronny Schedel wrote:
  We use normal PHP functions like imagejpg to ouput the images. I don't
  think
  this function sends additional headers to prevent caching.
 
  I suppose neglecting to change content-type from text/html to image/jpeg
  could affect client-side caching behaviour. I set content-type to
  image/png using header(Content-type: image/png) prior to calling
  imagepng and had to send additional headers to prevent tf2 from caching
  the image.
  ||
 
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Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-12 Thread Coldorak
You *might* want to look at that: I already did some scripts for that
(before knewing psychostats)
http://forums.srcds.com/viewtopic/6446
You'll just have to change the final code, to return text instead of an
image

Cold'

On Thu, Jun 12, 2008 at 3:14 PM, Saint K. [EMAIL PROTECTED] wrote:

 We're working on a uniform code which doesn't require Psychostats to show
 the info (we currently simply draw the information from the servers trough
 psychostats). We'll be adding the code to the site as soon as it's done.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
 Shelley
 Sent: Thursday, June 12, 2008 2:21 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2)

 How do you bring the info in for the next map and time left (in your pic in
 green) - if you dont mind me asking?
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Re: [hlds_linux] HLSW Banlist Broken

2008-05-19 Thread GZ Coldorak
It confirms what I got on my TF2 servers
Thank you!

On Mon, May 19, 2008 at 8:04 AM, tsuehpsyde [EMAIL PROTECTED] wrote:

 I've never gotten them to work. They always ended up staying forever.

 -tsuehpsyde

 On Mon, May 19, 2008 at 12:56 AM, GZ Coldorak [EMAIL PROTECTED]
 wrote:

  About bans, do timed bans really work? For example, if I want to ban
  someone
  for one week, how do I do that?
  I've tried banid 10080 steamid
  writeid
 
  but then the number never decreases
  Thanks
 
  Cold'
 
  On Sun, May 18, 2008 at 7:55 PM, Guy Watkins 
 [EMAIL PROTECTED]
  wrote:
 
   Have you contacted the HLSW people?  They would know what is wrong
 before
   anyone here.  If there a HLSW forum?  They may have a fix already.  Or
 is
   that an unsupported piece of software?
  
   } -Original Message-
   } From: [EMAIL PROTECTED] [mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of tsuehpsyde
   } Sent: Sunday, May 18, 2008 1:01 PM
   } To: Half-Life dedicated Linux server mailing list
   } Subject: Re: [hlds_linux] HLSW  Banlist Broken
   }
   } My main concern is that the Linux SourceDS binaries now have a
   restriction
   } on how much data they can send back from an RCON request, as HLSW was
   } working fine before the update. Again, it's possible that HLSW is
  somehow
   } incompatible now, but it's been working for four years now, so I'm
   } guessing
   } it's due to the RCON *fix* making it more restrictive on the data it
   sends
   } via RCON. I could be wrong, but I'm just trying to figure it out.
   }
   } -tsuehpsyde
   }
   } On Sun, May 18, 2008 at 11:02 AM, Mark Chandler [EMAIL PROTECTED]
   } wrote:
   }
   }  Maybe hlsw is having problems. Need to take it up with who ever
 wrote
   } it.
   } 
   }  -Original Message-
   }  From: [EMAIL PROTECTED]
   }  [mailto:[EMAIL PROTECTED] On Behalf Of
   } tsuehpsyde
   }  Sent: Sunday, May 18, 2008 11:23 PM
   }  To: Half-Life dedicated Linux server mailing list
   }  Subject: Re: [hlds_linux] HLSW  Banlist Broken
   } 
   }  From 1.1.6:
   } 
   }  10:21:35 listid
   }  10:21:36 L 05/18/2008 - 11:20:56: rcon from 24.x.x.x:3014:
 command
   }  listid
   }  10:21:36 HLSW NOTE: Disconnected
   } 
   }  It hangs for a moment, then reconnects and runs status/starts
  watching
   } the
   }  users in the server. Maybe our banlist has become too large? Our
   current
   }  list is 340K in size.
   } 
   }  -tsuehpsyde
   } 
   }  On Sun, May 18, 2008 at 5:41 AM, ics [EMAIL PROTECTED] wrote:
   } 
   }   HLSW1.1.6 works but you can always execute the commands manually
 in
   } any
   }   version, just as if you were on the server using ron itself.
   }  
   }   To ban:
   }   ban 0 steamid
   }   writeid
   }  
   }   To remove ban:
   }   removeid steamid
   }   writeid
   }  
   }   To list bans
   }   listid
   }  
   }   -ics
   }  
   }   tsuehpsyde kirjoitti:
   }Since the last update that fixed the RCON nuking issue, the
  ability
   } to
   }view/add/remove bans to CS:S has broken. I can't find any
  versions
   } of
   }   HLSW
   }that work, and I assume this is tied to the RCON fix
 implemented.
   Is
   }  this
   }something broke in SourceDS or is this something HLSW has to
 fix
  on
   }  their
   }end? Kind of a pain since I have to SSH in and stuff commands
  into
   } the
   }screen to remove bans now instead of using HLSW. =(
   }   
   }-tsuehpsyde
   }___
   }To unsubscribe, edit your list preferences, or view the list
   } archives,
   }   please visit:
   }http://list.valvesoftware.com/mailman/listinfo/hlds_linux
   }   
   }  
   }  
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   archives,
   }   please visit:
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   }  
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  archives,
   }  please visit:
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Re: [hlds_linux] HLSW Banlist Broken

2008-05-18 Thread GZ Coldorak
About bans, do timed bans really work? For example, if I want to ban someone
for one week, how do I do that?
I've tried banid 10080 steamid
writeid

but then the number never decreases
Thanks

Cold'

On Sun, May 18, 2008 at 7:55 PM, Guy Watkins [EMAIL PROTECTED]
wrote:

 Have you contacted the HLSW people?  They would know what is wrong before
 anyone here.  If there a HLSW forum?  They may have a fix already.  Or is
 that an unsupported piece of software?

 } -Original Message-
 } From: [EMAIL PROTECTED] [mailto:hlds_linux-
 } [EMAIL PROTECTED] On Behalf Of tsuehpsyde
 } Sent: Sunday, May 18, 2008 1:01 PM
 } To: Half-Life dedicated Linux server mailing list
 } Subject: Re: [hlds_linux] HLSW  Banlist Broken
 }
 } My main concern is that the Linux SourceDS binaries now have a
 restriction
 } on how much data they can send back from an RCON request, as HLSW was
 } working fine before the update. Again, it's possible that HLSW is somehow
 } incompatible now, but it's been working for four years now, so I'm
 } guessing
 } it's due to the RCON *fix* making it more restrictive on the data it
 sends
 } via RCON. I could be wrong, but I'm just trying to figure it out.
 }
 } -tsuehpsyde
 }
 } On Sun, May 18, 2008 at 11:02 AM, Mark Chandler [EMAIL PROTECTED]
 } wrote:
 }
 }  Maybe hlsw is having problems. Need to take it up with who ever wrote
 } it.
 } 
 }  -Original Message-
 }  From: [EMAIL PROTECTED]
 }  [mailto:[EMAIL PROTECTED] On Behalf Of
 } tsuehpsyde
 }  Sent: Sunday, May 18, 2008 11:23 PM
 }  To: Half-Life dedicated Linux server mailing list
 }  Subject: Re: [hlds_linux] HLSW  Banlist Broken
 } 
 }  From 1.1.6:
 } 
 }  10:21:35 listid
 }  10:21:36 L 05/18/2008 - 11:20:56: rcon from 24.x.x.x:3014: command
 }  listid
 }  10:21:36 HLSW NOTE: Disconnected
 } 
 }  It hangs for a moment, then reconnects and runs status/starts watching
 } the
 }  users in the server. Maybe our banlist has become too large? Our
 current
 }  list is 340K in size.
 } 
 }  -tsuehpsyde
 } 
 }  On Sun, May 18, 2008 at 5:41 AM, ics [EMAIL PROTECTED] wrote:
 } 
 }   HLSW1.1.6 works but you can always execute the commands manually in
 } any
 }   version, just as if you were on the server using ron itself.
 }  
 }   To ban:
 }   ban 0 steamid
 }   writeid
 }  
 }   To remove ban:
 }   removeid steamid
 }   writeid
 }  
 }   To list bans
 }   listid
 }  
 }   -ics
 }  
 }   tsuehpsyde kirjoitti:
 }Since the last update that fixed the RCON nuking issue, the ability
 } to
 }view/add/remove bans to CS:S has broken. I can't find any versions
 } of
 }   HLSW
 }that work, and I assume this is tied to the RCON fix implemented.
 Is
 }  this
 }something broke in SourceDS or is this something HLSW has to fix on
 }  their
 }end? Kind of a pain since I have to SSH in and stuff commands into
 } the
 }screen to remove bans now instead of using HLSW. =(
 }   
 }-tsuehpsyde
 }___
 }To unsubscribe, edit your list preferences, or view the list
 } archives,
 }   please visit:
 }http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 }   
 }  
 }  
 }   ___
 }   To unsubscribe, edit your list preferences, or view the list
 archives,
 }   please visit:
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Re: [hlds_linux] Team Fortress 2 Update Released - spys/teleporter change

2008-04-30 Thread GZ Coldorak
Seeing those dumb spies glow after taking a teleport was so much fun :(
Now the spies will begin to steal teleports from slow classes like heavies
and soldiers too!
Valve, this one was really a bad idea

On Wed, Apr 30, 2008 at 2:28 PM, Kevin J. Anderson 
[EMAIL PROTECTED] wrote:

 I highly disagree on the spys  not glowing from the teleporter...  It
 was previously a sign of a dumb spy, and turning this off will make life
 only easier for spies, when there are already generally too many of them
  in a lot of maps.  Just my opinion.

 Jason Ruymen wrote:
  The required Team Fortress 2 update is now live.  Please run
  hldsupdatetool to receive it.  The specific changes include:

 
  Teleporter effect no longer shows up on invisible or disguised Spies.

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