Re: [hlds_linux] Server freezes after restart given

2012-03-13 Thread Eric Riemers
I am running _restart for ages, have almost no issues with it. On a rare
condition day I have a crash which hangs the server but that’s 1 in say a
few months. (from 20 servers)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: dinsdag 13 maart 2012 20:53
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Server freezes after restart given

Right,

But what I'm saying is there was no issues up till about 2 Valve updates
back - something has changed and it has nothing to do with SourceMod. 

In the mean time the memory has been bumped up to a full 2GB to see if it
was a memory issue that I'm not seeing.

I have no issues on the other Linux servers I'm running using the _restart
command and all of them are nearly identical.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Tuesday, March 13, 2012 3:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server freezes after restart given

screen -S name_from_screensession -X quit

2012/3/13 Frank :
> Quit Ctrl + C in screen will quit just fine like normal however I 
> don't wish to log into each back end to submit a Quit - Start - I'm 
> using a quick solution thru Rcon to submit.
>

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-09 Thread Eric Riemers

Then dont take a dump in the railway station in the first place.

Joking aside, nemrun/ssms do updates just fine. But i prefer to have valve
work on crash fixes/more important stuff.

On Fri, 09 Mar 2012 14:45:13 +, dan  wrote:
> On 09/03/2012 14:27, Eric Riemers wrote:
>> Plenty of tools for that.. would be lower on the list imho.
> 
> This tool solution is like the toilet paper they put in railways 
> stations, it doesn't remove the problem, it just moves it around from 
> one place to another.
> 
> I don't want the server to update automatically, only to leave me having 
> to update the tool.

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-09 Thread Eric Riemers

Plenty of tools for that.. would be lower on the list imho.

On Fri, 09 Mar 2012 12:50:39 +, dan  wrote:
> On 08/03/2012 23:55, Emil Larsson wrote:
>> While it's welcome to see the "update pending" message again, it's a
>> bit...
>> spammy currently. At least it's not easily missed.
> 
> It'd be nice if the server could just update itself if it's empty.

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-08 Thread Eric Riemers
Eric, 

Any chance we will see in the future (just asking) an improved method of
updating, that it won't start doing massive IO because its checking the
files? A list of crc of all the files to check if there the same would be
easier no? (or something like that)

Thanks for the stability improvements / crash fixes.

Eric :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: vrijdag 9 maart 2012 0:46
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Added The Nine-Pipe Problem
- Added hud_fastswitch to the Advanced Options dialog
- Fixed a commentary string that referenced the Soldier instead of the Heavy
- Fixed a client crash that could occur when a server used SetCustomModel to
change the player model
- Fixed a crash that could occur while trying to get The Argyle Sap
achievement
- General improvements to client stability
- Updated the Spirit of Giving so it can have a custom name applied to it
- Updated the map arena_well
   - Updated the skybox
   - Made some miscellaneous material improvements

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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
I let the server run its test like normal before it starts  up.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of daniel
jokiaho
Sent: woensdag 7 maart 2012 15:21
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] jump back lag ;p

Perhaps clock drifting?

On 2012-03-07 14:16, Eric Riemers wrote:
> Indeed it was not, cleared out any logs.. still the same. Took a while 
> to delete though.. :P
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: woensdag 7 maart 2012 14:11
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] jump back lag ;p
>
> Isn't a log issue
>
> -ics
>
> 7.3.2012 13:33, gamead...@127001.org kirjoitti:
>> Off topic because this isn't the OP's problem, but we had such an 
>> issue on
> player connect which was traced to a log file written to by either 
> sourcemod or hlstatsx directly whenever a player joined. The log had 
> never been rotated and was massive. Truncating the file resolved the
issue.
>> ics   wrote:
>>
>> I've seen this "slight lag" upon when player joins to TF2 server but 
>> not every time. I've assumed that the fault is in hlstatsx that 
>> checks the players country where he comes from and that is the cause. 
>> Does any one of you who have the issue use hlstats or am i in the 
>> same boat
> with you?
>> Also i'm interested to know if there is any interaction between 
>> server and steam that might cause this when player connects to a server?
>>
>> -ics
>>
>>
>> 7.3.2012 12:09, Russell Smith kirjoitti:
>>> If your issue is the same as mine, I tried running my server vanilla 
>>> with no metamod/sourcemod and still had the same problem.
>>>
>>> On 3/7/2012 2:02 AM, Eric Riemers wrote:
>>>> In my case its all the players on the server (CS:S) .. I tested it 
>>>> myself and had the same issue. Normally if just 1 or 2 scream lag 
>>>> you can ignore it because it could be on their end.
>>>>
>>>> I have only gotten a few complaints from players that they indeed 
>>>> see a dip when a new player connected. Although this could also 
>>>> just be plugin related.
>>> _
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives, please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> _
>>
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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
Indeed it was not, cleared out any logs.. still the same. Took a while to
delete though.. :P

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: woensdag 7 maart 2012 14:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Isn't a log issue

-ics

7.3.2012 13:33, gamead...@127001.org kirjoitti:
> Off topic because this isn't the OP's problem, but we had such an issue on
player connect which was traced to a log file written to by either sourcemod
or hlstatsx directly whenever a player joined. The log had never been
rotated and was massive. Truncating the file resolved the issue.
>
> ics  wrote:
>
> I've seen this "slight lag" upon when player joins to TF2 server but 
> not every time. I've assumed that the fault is in hlstatsx that checks 
> the players country where he comes from and that is the cause. Does 
> any one of you who have the issue use hlstats or am i in the same boat
with you?
>
> Also i'm interested to know if there is any interaction between server 
> and steam that might cause this when player connects to a server?
>
> -ics
>
>
> 7.3.2012 12:09, Russell Smith kirjoitti:
>> If your issue is the same as mine, I tried running my server vanilla 
>> with no metamod/sourcemod and still had the same problem.
>>
>> On 3/7/2012 2:02 AM, Eric Riemers wrote:
>>> In my case its all the players on the server (CS:S) .. I tested it 
>>> myself and had the same issue. Normally if just 1 or 2 scream lag 
>>> you can ignore it because it could be on their end.
>>>
>>> I have only gotten a few complaints from players that they indeed 
>>> see a dip when a new player connected. Although this could also just 
>>> be plugin related.
>> _
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> _
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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
Hmm.. i got 96000 log files, in total of 19gb I'll clean it up and see if it
helps ;)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: woensdag 7 maart 2012 12:33
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Off topic because this isn't the OP's problem, but we had such an issue on
player connect which was traced to a log file written to by either sourcemod
or hlstatsx directly whenever a player joined. The log had never been
rotated and was massive. Truncating the file resolved the issue.

ics  wrote:

I've seen this "slight lag" upon when player joins to TF2 server but not
every time. I've assumed that the fault is in hlstatsx that checks the
players country where he comes from and that is the cause. Does any one of
you who have the issue use hlstats or am i in the same boat with you?

Also i'm interested to know if there is any interaction between server and
steam that might cause this when player connects to a server?

-ics


7.3.2012 12:09, Russell Smith kirjoitti:
> If your issue is the same as mine, I tried running my server vanilla 
> with no metamod/sourcemod and still had the same problem.
>
> On 3/7/2012 2:02 AM, Eric Riemers wrote:
>> In my case its all the players on the server (CS:S) .. I tested it 
>> myself and had the same issue. Normally if just 1 or 2 scream lag you 
>> can ignore it because it could be on their end.
>>
>> I have only gotten a few complaints from players that they indeed see 
>> a dip when a new player connected. Although this could also just be 
>> plugin related.
>
>_

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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
p.s. i have a cs:s server running on another box which runs just fine .. so
it must be some setting/network related.. going to be "not funny" to look
for that needle again..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: woensdag 7 maart 2012 11:59
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Bots use the CPU more than players, so if it's a CPU resource spike that's
occurring on player connects then it would make sense that it happens more
with bots on the server.

On 3/7/2012 2:44 AM, Eric Riemers wrote:
> I must say that in the past I didn't see any of these issues. I do see 
> it on
> tf2 if its "busy" but even with only bots on CS:S I still get it 
> frequently (as to the point its really annoying) comared to TF2 which 
> is still "acceptable"
>

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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
The bots go away if the server fills up.. and I was testing this in the
morning with 0.00 cpu usage on the box, so we can rule that one out :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: woensdag 7 maart 2012 11:59
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Bots use the CPU more than players, so if it's a CPU resource spike that's
occurring on player connects then it would make sense that it happens more
with bots on the server.

On 3/7/2012 2:44 AM, Eric Riemers wrote:
> I must say that in the past I didn't see any of these issues. I do see 
> it on
> tf2 if its "busy" but even with only bots on CS:S I still get it 
> frequently (as to the point its really annoying) comared to TF2 which 
> is still "acceptable"
>

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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
I must say that in the past I didn't see any of these issues. I do see it on
tf2 if its "busy" but even with only bots on CS:S I still get it frequently
(as to the point its really annoying) comared to TF2 which is still
"acceptable"

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: woensdag 7 maart 2012 11:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Yeah it doesn't happen every time.

I use gameME, but like I said earlier I've tried running completely vanilla
with no plugins at all and it still occurs.  As far as I know HLStatsX does
the GeoIP lookup in the perl daemon process anyway, not in the SourceMod
plugin.

On 3/7/2012 2:27 AM, ics wrote:
> I've seen this "slight lag" upon when player joins to TF2 server but 
> not every time. I've assumed that the fault is in hlstatsx that checks 
> the players country where he comes from and that is the cause. Does 
> any one of you who have the issue use hlstats or am i in the same boat 
> with you?
>
> Also i'm interested to know if there is any interaction between server 
> and steam that might cause this when player connects to a server?
>
> -ics

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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
In my case its all the players on the server (CS:S) .. I tested it myself
and had the same issue. Normally if just 1 or 2 scream lag you can ignore it
because it could be on their end.

I have only gotten a few complaints from players that they indeed see a dip
when a new player connected. Although this could also just be plugin
related.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: woensdag 7 maart 2012 11:00
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Does this happen to everyone on the server, or just you?

I've noticed this on TF2.  The instant when connecting players finish
loading the level and enter the world the server fps sometimes dips for a
split second and you get a lag effect like you mention. You'll see little
orange triangles on the interpolation graph right as a player joins when the
lag occurs.

It doesn't happen every time a player joins, but it's been particularly
noticeable lately with all the client crashes.  A big group of players will
rejoin simultaneously and there will be a few corresponding fps dips as they
re-enter.

On 3/7/2012 1:47 AM, Eric Riemers wrote:
> Maybe it's just a setting ..
>
> I've got some "lag" issues, it is as if you play the game and then 
> send back a few ticks. Then its ok for some time and then it happens again
at random.
> Feels like I set some setting incorrectly, because it really feels 
> like you get pushed back a few moments in time.
>
> Have this on CS:S, although the TF2 on the same box runs fine for me. 
> (and I just copied over the rate settings and such from tf2 with no 
> luck)
>
> Any ideas?
>
> Eric

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[hlds_linux] jump back lag ;p

2012-03-07 Thread Eric Riemers
Maybe it's just a setting ..

I've got some "lag" issues, it is as if you play the game and then send back
a few ticks. Then its ok for some time and then it happens again at random.
Feels like I set some setting incorrectly, because it really feels like you
get pushed back a few moments in time.

Have this on CS:S, although the TF2 on the same box runs fine for me. (and I
just copied over the rate settings and such from tf2 with no luck)

Any ideas?

Eric


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Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser?

2012-03-04 Thread Eric Riemers
Every now and then we start to talk about this "non ip's in the browser
list" and something smarter. The only people that can tell is valve if they
are working on something like this.
I can recall my own mail where I said, somewhere around Christmas (2012) and
I would still be happy :)

An "it is in the works" would be a great response..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: zondag 4 maart 2012 21:53
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible
IP/DNS alternative for server browser?

You say this as if it's new news, we're all part of the same list and we all
read the same messages informing us of such.


On 3/4/2012 3:50 PM, Saul Rennison wrote:
> Exactly this.
>
> Servers have always been assigned Steam IDs, but only recently has the
> "logged on" message appeared (a server update made Steam communication
more
> verbose IIRC).
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 4 March 2012 18:38, ics  wrote:
>
>> That message came only visible with the recent updates. It might not be
>> what you think as servers have always had steamid's too.
>>
>> -ics
>>
>> 4.3.2012 20:21, hlds kirjoitti:
>>
>>   This would be only the best thing that could possibly happen in the
>>> entire world.
>>>
>>>
>>>
>>>
>>> On 3/4/2012 1:19 PM, E3pO wrote:
>>>
 So i just noticed this in my logs:

 Connection to Steam servers successful.
 Public IP is xxx.xxx.xxx.xxx
 Assigned anonymous gameserver Steam ID [A-1:XX(2891)].
 VAC secure mode is activated.

 Maybe a soon to come server browser that goes by game server's steam
id's
 instead of IP address? I would love this to be implemented very soon...
I
 would finally be able to upgrade some of my boxes to new and better
data
 centers without the worry of loosing 5 years of members favorites
stored
 IP
 for the server
 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

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>>>
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>>>
>>
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Re: [hlds_linux] Plr_pipeline carts stuck

2012-03-02 Thread Eric Riemers

Hoodoo also has the "win for free bug" , but i must say i have not seen it
anymore (its very rare)

On Fri, 2 Mar 2012 15:29:02 +, Anthony Michall  wrote:
> I also had an interesting bug on plr_pipeline, where a cart started
moving
> by itself with nobody pushing it, at full speed. The entire other team
was
> standing was standing in front of it with no effect, it still carried on.
> 
> Does the map need looking at?
> 
> Sent from my Windows Phone
> 
> -Original Message-
> From: ics
> Sent: 02/03/2012 07:20
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Plr_pipeline carts stuck
> 
> 
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[hlds_linux] SSMS 1.0.0

2012-02-21 Thread Eric Riemers

Since we are all in the "tools time" i've bumped SSMS to version 1.0.0

Still rough around the edges but one of the new things supported now is the
youtube crawler for tf2.
Basicly it will store all the map id's and check for a period of 1 month on
youtube to match the id's.

For those interested:
https://github.com/Snelvuur/SSMS/blob/master/replay/crawler.php is the part
that looks up the id's and goes to youtube.
A working example (as it shows in the crawler) is on
http://www.youtube.com/user/LethalZone , it auto favorites the movies that
where done on our servers. SSMS stores more information, like which server
has which youtube movie but thats something for a webmaster to make "nice" 

Cheers,
   Eric

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Re: [hlds_linux] Servers most probably delisted - reasons and info

2012-02-19 Thread Eric Riemers
Looking at those tags, it does not say "registered" which it normally does
if you register, also it says instantrespawn , but I don't see any respawn
tags in there too? (like norespawntime for instance)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of lwf
Sent: zondag 19 februari 2012 21:05
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and info

These are the tags from "BlackOutGaming.org :: TF2 #8 - Trade |
InstantRespawn Players" (83.170.119.169:27015) according to
game-monitor.com:

"blackout,blackoutgaming,blackoutgaming.org,buwk,emo,gameM,gravity,replays,t
rade,trade_plaza,tradeplaza,trading,uk,unitedkingdom"

Probably has nothing to do with it, but you may want to clean that mess up.
"blackoutgaming.org" covers both "blackout" and "blackoutgaming" so both of
these doesn't do anything useful. "buwk"?
"emo"? Another server has "re", I don't understand the purpose.
But enough nitpicking. There's no tag for the modified spawn timers.
Neither does it appear to be registered, or at least not logged in.

On Sun, Feb 19, 2012 at 19:55, Michael Johansen  wrote:
>
> --verify_all and -retry is being ran whenever the servers update, which is
each day at 5.00 GMT +1. I also haven't got anything that modifies the
respawntimes (everything is vanilla) and nothing like a "item scheme update"
either.
>
>> From: rugbykr...@hotmail.com
>> Date: Sun, 19 Feb 2012 18:53:03 +
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Servers most probably delisted - reasons 
>> and info
>>
>> I had this issue a couple of months back, try running a '--verify_all'
with hldsupdatetool on your servers.
>>
>> Also, do you have anything along the lines of an item schema update in
the console? If you do, leave it a couple of hours, it should sort itself.
>>
>> Sent from my Windows Phone
>> 
>> From: Michael Johansen
>> Sent: 19/02/2012 18:46
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Servers most probably delisted - reasons and 
>> info
>>
>>
>> Hi guys,
>> None of my servers are appearing on the server browser. I've searched for
all possible tags I have set on them and none of them appears.Other servers
appear just fine using other tags, but if I add the same tag to one of my
servers, it does not show up.
>> Server is logged in using the id and token i got from
cl_gameserver_create_identity (copy paste) and I know it works.Connection to
Steam servers is successful and the server runs just fine.
>> What have I done to be delisted? None of my servers run any sort of
pay2win system, all players get is a reserved slot and immunities from
teambalancers and so on.
>> Who should I contact in regards to this - either to remove the stuff that
did it or just to get info.
>> Server IP: 83.170.119.169
>>
>>
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Re: [hlds_linux] Servers most probably delisted - reasons and info

2012-02-19 Thread Eric Riemers
You won't get delisted for reserved slot/teambalance immunity. But if you
changed the respawn times and don't put that in your sv_tags for instance,
that could be a cause. Either way, you might just be unlucky and it works
tomorrow again.. you never know sometimes.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Johansen
Sent: zondag 19 februari 2012 19:46
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Servers most probably delisted - reasons and info


Hi guys,
None of my servers are appearing on the server browser. I've searched for
all possible tags I have set on them and none of them appears.Other servers
appear just fine using other tags, but if I add the same tag to one of my
servers, it does not show up.
Server is logged in using the id and token i got from
cl_gameserver_create_identity (copy paste) and I know it works.Connection to
Steam servers is successful and the server runs just fine.
What have I done to be delisted? None of my servers run any sort of pay2win
system, all players get is a reserved slot and immunities from teambalancers
and so on.
Who should I contact in regards to this - either to remove the stuff that
did it or just to get info.
Server IP: 83.170.119.169

  
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-17 Thread Eric Riemers

I've got many complains from people on the trade servers and on forums..

At least they changed the sort order to match your backpack i believe, that
was reason number 1 for not using it at all. (which should have been there
*before* the change) lets hope on a new update later next week.

On Fri, 17 Feb 2012 08:18:30 -0800, Kyle Sanderson 
wrote:
> Well, they can't really roll back now. It's Friday, and we all know what
> happens with Friday updates :P
> 
> Kyle.
> On Feb 17, 2012 8:12 AM, "ics"  wrote:
> 
>> I understand having 2 duplicate systems made into one and have options
>> like other games and items from other games to be traded between players
>> but what i don't understand is why much faster and reliable than the
>> current system was removed before the system was made more convenient
and
>> faster?  Players will get used to the current one too but that's not the
>> point. If you wanted to do a quick trade, that was it. Now it just takes
>> too long. Shoudl have kept the old intact untill things were ready to be
>> released to wider audience.
>>
>> -ics
>>
>> 17.2.2012 17:55, AnAkIn . kirjoitti:
>>
>>> I prefer the Steam trading system.
>>>
>>> 2012/2/17 hlds:
>>>
 We had two trading mechanism, one being fast and quite reliable (if we
 can
 use this word for something related to Steam/TF2), while the other
 allowing
 advanced trades (more than 8 items + trading games etc...), but being
 slow
 and failing many times. Now we have only one. I didn't know that
 removing a
 feature used by many players is a good thing...

 I understand Valve's point of view (is easier to maintain and improve
 one
 mechanism instead of having two), but why is this "a good thing" for
 others?

 -Original Message-
 From:

hlds_linux-bounces@list.**valvesoftware.com

[mailto:hlds_linux-bounces@**list.valvesoftware.com]
 On Behalf Of doc
 Sent: Friday, February 17, 2012 4:44 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

 For every complaint that gets filed I'd like to vote FOR steam
 overlay/inventory trading. I think it's a good thing and more
 importantly:
 haters gotta hate.

 On Thu, Feb 16, 2012 at 5:56 PM, Frank  wrote:

  To be honest I was expecting a roll-back to at least the Option of
> having
> in-game trade overlay returned.
> Can someone at least reply if this is being looked at after all the
> opposition and complaints its gotten?
>
> On another note glad to see the client crashes fixed and the server
>
 restart

> requests..very much appreciated!
>
> Thanks
>

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>>>
>>>
>>>
>>
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[hlds_linux] identity token double?

2012-02-11 Thread Eric Riemers
Hi,

By mistake i had the same identity on my tf2 on 2 servers, but it didn't
complain and both servers where logged in just fine. (according to status
command)
Would this not do something 'wrong' at valve part? Or give me a bad rep ?
Should it not complain that it is already logged in somewhere else?

Just curious here..

Eric


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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-10 Thread Eric Riemers
Don't know about the clients, but my servers are running fine though.. (with
or without their impact on the problem)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: vrijdag 10 februari 2012 20:59
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

I haven't had any server crashing issues, but lots of client crashes where
more than half of the server crashes simultaneously.

The OS X client has also been broken since before yesterdays patch as well.
The problems seemed to have started when the Steam client update came out on
the 7th.  My Mac regulars complain that TF2 crashes as soon as they open it.

On 2/10/2012 10:33 AM, st...@simiancage.org wrote:
> Unfortunately we've now seen an increase in server crashes and client 
> crashes, haven't looked at logs yet but has anyone else been getting 
> the same?

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Re: [hlds_linux] Replay ftp error client time out

2012-02-08 Thread Eric Riemers
I've seen this before, and tried to identify the problem. A valve person did
ask for more information about this but I could not get more info (it
doesn't happen all the time) problem is that by the time you would find out,
it has already skipped and continued so you can't do any troubleshooting.

I did once have the same issue where the replay was giving a error and was
hanging the server when my ftp server got ddossed (damn script kiddies)
because of that the server was pretty laggy and timing out a bit. I don't
know if they can reproduce that, it would be a start.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
st...@simiancage.org
Sent: woensdag 8 februari 2012 21:15
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] Replay ftp error client time out

We have recently been plagued with the following replay error:

*   ERROR: Publish timed out after 60 seconds.

This then in turn gives a mass disconnect of all clients as the server
freezes due to default settings replay_fileserver_offload_aborttime is 60
seconds.

Obviously that the replay offload of files connection issue is not valves
fault or problem, whilst the replay offload times out it freezes the server
which really shouldn't be happening.
We don't wish to use local hosting and hoping that this issue can be solved.
Is there a reason that while replay ftp is timing out that it should freeze
the game sever? 

Changing replay_fileserver_offload_aborttime to its minimum of 30 seconds
would hopefully stop clients timing out but honestly how many clients will
look at a frozen game for 30 seconds?

For now we have disabled replay which is a popular client tool.

Regards

D3v


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Re: [hlds_linux] No Steam Logon - massive lag

2012-02-08 Thread Eric Riemers
Nobody has a clue, but sometimes stuff happens. And they are working on it ,
and sometimes not.
We can chit chat all we want in the end, but it will not make valve work
faster. Best is to give proper feedback and wait and hope a bit..

So how about that no steam issue..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: woensdag 8 februari 2012 17:33
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No Steam Logon - massive lag

On 08/02/2012 12:35, ics wrote:
> I just read what they have stated previously so you would understand 
> why things take time or won't happen.

No offence but in one post you tell me they are aware and are working on it,
and in the next 2 you say it'll "take time or won't happen" because they
aren't working on it and have different priorities.

Both are mutually exclusive. Which leads me to the inevitable conclusion
that you have absolutely no clue at all what Valve are or aren't doing with
TF2 or anything else.

Thanks all the same,

--
Dan

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Re: [hlds_linux] Autoupdate broken again on linux hlds?

2012-02-03 Thread Eric Riemers

On a side note, my nuclear dawn server did get a "Server will be restarted
on next map" (yesterday) just fine, is this only tf2 issue then?

On Fri, 3 Feb 2012 16:28:15 +1300, BJ Snell  wrote:
> Ah, great to know. I didn't dig down into the replies on patches. Figured
> it could do with its own thread.
> 
> Thanks Frank.
> 
> On Fri, Feb 3, 2012 at 4:22 PM, Frank  wrote:
> 
>> I asked about this last week or the last update and they replied to say
>> its
>> broken as of now.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of BJ Snell
>> Sent: Thursday, February 02, 2012 10:19 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Autoupdate broken again on linux hlds?
>>
>> Has anyone noticed if something changed with the autoupdate side of the
>> linux hlds server?
>>
>> They would normally get the console message "This server will update on
>> map
>> change" when an update is out but for the last few weeks it doesn't
>> happen.
>> Prior to the last few weeks they have been updating like this on their
>> own
>> with no problems.
>>
>> NB: This is a repost as the problem seems to have come back. I posted on
>> the
>> 22nd Dec about it and the few patches after that it magically started
>> working again. Somewhere along the line it has broken again. Today's
>> update
>> didn't work again either and I had to manually update. Nothing has
>> changed
>> between it working and not working.
>>
>> Eric Smith said he forwarded my earlier email onto the correct team at
>> Valve, hopefully that happened. Can anyone at Valve confirm if there is
a
>> problem or something I/we need to change on our servers?
>>
>> Has anyone else noticed this problem?
>>
>> Cheers,
>> Brian
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Eric Riemers
- Fixed a server crash caused by Holiday Punch critical attacks on physics
objects

I hope that solves a few random crashes :) thanks for the update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: donderdag 2 februari 2012 23:12
To: Half-Life dedicated Linux server mailing list; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Adjusted error messages on servers when players drop due to Steam
authentication failure to be more clear
- Additional important server messages now go to the server log instead of
just the console

Team Fortress 2
- Added The Conquistador
- Added The Map Maker's Medallion
- Added new promotional items
- Added information about item origins to the WebAPI
- Added "DamagedPlayer" animation event for the HUD, fired when the local
player damages other players
- Fixed The Head Warmer not displaying unusual particle effects correctly
- Fixed paint applying incorrectly on Max's Severed Head
- Fixed a server crash caused by Holiday Punch critical attacks on physics
objects
- Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
- Updated cp_foundry:
   - Clip brush collision smoothing by the forward spawn alternate exit
   - Fixed Nobuild exploits
   - Fixed the teleporter player trap on the roof of the forward spawn
alternate exit
   - Fixed Nodraw and texturing errors
   - Fixed clipping of barrels on final cap points
   - Fixed fade distance on props
   - Fixed lighting bugs in spytech vistas
   - Removed props hidden in geometry
   - Removed ability for players to cap the final point by standing on the
catwalk behind it

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Re: [hlds_linux] CS:GO hostname setting?

2012-01-30 Thread Eric Riemers
In the end, it doesn't matter how they would implement it, as long as there
is at least 1 system that handles that.
Some ideas have their pros and cons but I am sure valve can work out
something here.

Would be nice if a valve person could say a word or 2 on how they think
about it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonas
Stendahl
Sent: maandag 30 januari 2012 11:29
To: Mart-Jan Reeuwijk; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS:GO hostname setting?

We already have our tf_server_identity_token for registered servers (in TF
at least). If adding a server to favorites would associate it with that
token the server wouldn't die because of IP changes.

On Mon, Jan 30, 2012 at 4:15 AM, Mart-Jan Reeuwijk
wrote:

> hmm, must agree on the vulnerability on that.
>
> Valve could do some with ID's there, that a favorited server delivers 
> their ID to "favorite" and valve resolves it to the actual server.
>
>
> But I rather have it linked by IP in steamgroups. Server admins can 
> then put ALL the right IP's in the list, etc. so people get the choice 
> of which server of the group they want to play on. Some groups have like
50 servers.
> Its a pain to add them all manually.
>
>
>
> >
> > From: dmex 
> >To: 'Half-Life dedicated Linux server mailing list' <
> hlds_linux@list.valvesoftware.com>
> >Sent: Monday, 30 January 2012, 3:33
> >Subject: Re: [hlds_linux] CS:GO hostname setting?
> >
> >I think the main reason why Valve disallowed hostnames was due to how 
> >dns allows the assignment of multiple A records to the one name in the
zone.
> >
> >If you had three servers, some would configure their records with all
> three
> >addresses and you could end up on an entirely different server to the 
> >one you actually wanted to connect due to what order these are 
> >returned or due to a few other reasons.
> >
> >One obvious concern would be ISPs who run their own gaming network 
> >like
> here
> >in Australia, they would be able to re-route your DNS entry very 
> >easily
> for
> >their customers back to their servers, it's much harder to re-route 
> >your
> IP
> >address.
> >
> >-Original Message-
> >From: hlds_linux-boun...@list.valvesoftware.com
> >[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
> >Necavi
> >Sent: Monday, 30 January 2012 8:41 AM
> >To: 'Half-Life dedicated Linux server mailing list'
> >Subject: Re: [hlds_linux] CS:GO hostname setting?
> >
> >They have done something about it, they prevented it from being 
> >available
> in
> >the source engine.
> >
> >-Original Message-
> >From: hlds_linux-boun...@list.valvesoftware.com
> >[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James 
> >Puckett
> >Sent: Sunday, January 29, 2012 16:40
> >To: Half-Life dedicated Linux server mailing list
> >Subject: Re: [hlds_linux] CS:GO hostname setting?
> >
> >No need to yell, but the 'negative' you proposed is already wild in 
> >counter-strike 1.6 without even exploiting the said proposal and 
> >Valve has yet to do anything about it.
> >___
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> >
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> >
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[hlds_linux] CS:GO hostname setting?

2012-01-29 Thread Eric Riemers

Valve,

Although i don't see it happening with the older games, but if you are going
to make CS:GO the same model as tf2/css (so we can run servers)

Please try and make something that people can just add their favorites based
on hostname. Just set a hostname var in the server.cfg and let the client
save that.
That way when there are ip changes, your server doesn't die because the
playerbase is gone. (ip changes do happen more then we like, not always in
our hand)

I'll be realistic, if we get this hostname stuff by Christmas I would still
be a happy person. (but then include major other source games too)

Thanks,
  Eric


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Re: [hlds_linux] Is today's update mandatory?

2012-01-27 Thread Eric Riemers
The json api still gives the correct version. You can always use an auto
update tool that uses that. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: zaterdag 28 januari 2012 0:40
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Is today's update mandatory?

As per Fletcher dunn's last email in hlds, it ain't.

If you're only subscribed to _linux... some general stuff can show up in the
hlds mailing list (and vice versa) - whatever your platform, I'd advice
being subscribed to both.
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- 
> boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: 27 January 2012 23:38
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Is today's update mandatory?
> 
> I just got DoD:S and TF2 client updates.
> 
> Since the MasterServerRestart message is broken, is this a mandatory 
> update? (I'll also note there aren't currently any update notes on
> Steam.)
> 
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Re: [hlds_linux] trade server crashes

2012-01-27 Thread Eric Riemers

Dont know if its of any help, but the excessive sizelevel goes up to 1055
and then it says which entity, and then it hangs.
This time it was the prop_physics.

*** ERROR *** Excessive sizelevel (1052) for element
*** ERROR *** Excessive sizelevel (1053) for element
*** ERROR *** Excessive sizelevel (1054) for element
*** ERROR *** Excessive sizelevel (1055) for element
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics)

On Thu, 26 Jan 2012 11:42:20 +0100, Eric Riemers  wrote:
> Pretty sure its the map now..
> 
> *** ERROR *** Excessive sizelevel (1052) for element
> *** ERROR *** Excessive sizelevel (1053) for element
> *** ERROR *** Excessive sizelevel (1054) for element
> *** ERROR *** Excessive sizelevel (1055) for element
> Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
> 
> Even points to the beachball, time to get a beachball free map.. 
> 
> On Fri, 20 Jan 2012 10:39:38 +0100, Eric Riemers 
wrote:
>> So there was some talk about the vphysics some time ago, in particular
>> trade server maps that keep on crashing..
>> Well on my end they still do unless i turn on some setting which basicly
>> screws up balls/beachball/etc then its fine.
>> 
>> Did anyone find a sollution for this, or perhaps a map update that could
>> resolve this (its already a oldy)
>> 
>> Merci,
>>   Eric
>> 
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Re: [hlds_linux] trade server crashes

2012-01-26 Thread Eric Riemers
Tried it, didn't crash it here on a trade server..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: donderdag 26 januari 2012 21:56
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] trade server crashes

If that is true (I've not tested it) but if true that just makes for a
perfect magnet to those that want to get even with a server...join up, toss
out or find soccer ball then change class to punch it - Boom server goes
down.

SO yeah if that is true it needs fixed yesterday!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Violent
Crimes
Sent: Thursday, January 26, 2012 3:42 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] trade server crashes

Use the holiday punch and punch the soccer ball boom goes the server.

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Re: [hlds_linux] trade server crashes

2012-01-26 Thread Eric Riemers
2 hours testing is hardly any test for this issue..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James
Puckett
Sent: donderdag 26 januari 2012 20:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] trade server crashes

The engine works fine for me, I just spectated a turny on my servers for
about 2 hours which is more then enough time for a few games. No crashes.
I think its just you guys.
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Re: [hlds_linux] trade server crashes

2012-01-26 Thread Eric Riemers
Pretty sure its the map now..

*** ERROR *** Excessive sizelevel (1052) for element
*** ERROR *** Excessive sizelevel (1053) for element
*** ERROR *** Excessive sizelevel (1054) for element
*** ERROR *** Excessive sizelevel (1055) for element
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)

Even points to the beachball, time to get a beachball free map.. 

On Fri, 20 Jan 2012 10:39:38 +0100, Eric Riemers  wrote:
> So there was some talk about the vphysics some time ago, in particular
> trade server maps that keep on crashing..
> Well on my end they still do unless i turn on some setting which basicly
> screws up balls/beachball/etc then its fine.
> 
> Did anyone find a sollution for this, or perhaps a map update that could
> resolve this (its already a oldy)
> 
> Merci,
>   Eric
> 
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Re: [hlds_linux] The policy of truth is still in effect

2012-01-25 Thread Eric Riemers
I am pretty sure that if you are a normal server operator that you have no
issues. If you are fooling people with plugins then you already know your
crossing the line.

And informing all server operators is like asking people to "read and agree
to the terms of use" which nobody reads ;p
 
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yuki
Sent: woensdag 25 januari 2012 22:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The policy of truth is still in effect

If Valve had this attitude, where would they be now?
It's Valve's duty to inform *ALL* server owners what they can and can't do.
It's almost like VAC banning people without even explaining what VAC is.

On 25/01/2012 20:18, Andre Müller wrote:
> Thier problem, not our problem!
>
> 2012/1/25 Yuki
>
>> Will this ever be officially stated outside of the mailing list? I'm 
>> sure there's a few server owners out there that don't follow the list 
>> and could be punished for simply not knowing.
>>
>>
>> On 24/01/2012 20:08, Fletcher Dunn wrote:
>>
>>> Yesterday the Team Fortress team took further action pursuant to the 
>>> "policy of truth" that was announced in December of last year.  We 
>>> delisted some servers that were reporting inaccurate information in 
>>> server-browser-related communications.
>>>
>>> Our goals are for players to be able to find the server they are 
>>> looking for quickly and easily, and for server operators to compete 
>>> solely on the basis of the quality of the experience they provide.  
>>> Any plugins that modify server browser communications (or modify the 
>>> information contained in those packets) are counter to those goals.
>>>
>>> The following guidelines are self-evident:
>>>
>>> * All of the data you report to clients and to Steam must be
>>> accurate.
>>>
>>> * You must use the Source engine, using the steam libraries, to
>>> send all server-browser-related communications.
>>>
>>> * Do not modify or manually send any packets to Steam.
>>>
>>> * Do not modify or manually send any client ping replies.
(Those
>>> that convey server browser info, player counts, etc.)
>>>
>>> * Do not to set any values that are sent in these communications
>>> outside the legal range.
>>>
>>> * The data reported to the master server and to clients must
>>> match.
>>>
>>>
>>> If you aren't running any plugins that do any of these sorts of 
>>> things, you can disregard this post.  If you are, please stop.  If 
>>> you feel that you have a real reason to make these modifications to 
>>> your server, then communicate with us and help us understand!  We'll 
>>> try to work out a solution that fits everybody's needs.
>>>
>>> Thanks,
>>> The Team Fortress Team
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives, please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
>>> ux>> x>
>>>
>>
>> __**_
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>> archives, please visit:
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>> x
>>
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[hlds_linux] trade server crashes

2012-01-20 Thread Eric Riemers

So there was some talk about the vphysics some time ago, in particular
trade server maps that keep on crashing..
Well on my end they still do unless i turn on some setting which basicly
screws up balls/beachball/etc then its fine.

Did anyone find a sollution for this, or perhaps a map update that could
resolve this (its already a oldy)

Merci,
  Eric

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Re: [hlds_linux] HLDS/SRCDS query app for Android

2012-01-19 Thread Eric Riemers
My tool (ssms) sends out notifications if a server is down for xx time. I am
sure there is an android app to receive those messages. Could be a nice
addition to the query app.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: vrijdag 20 januari 2012 4:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] HLDS/SRCDS query app for Android

I use this app every few hours to check up on my servers ;). It would be
really sweet if it included some kind of widget for the main screen that
updates every so often and a notification system to alert if a server hasn't
responded more then 10 checks or so. I've noticed a server can be full and
responding and the next few refreshes it will look offline while other
servers still show up.

Such a great app ;)
On Jan 19, 2012 8:04 PM, "Kyle Sanderson"  wrote:

> While I realize this thread is now over a year old, thanks for this!
>
> Kyle.
>
> On Wed, Jan 5, 2011 at 6:44 AM, clad iron  wrote:
>
> > also, i did not have to install another app for installs as mentioned.
> > Only had to allow 3rd party apps to be installed not from within the 
> > market.
> >
> > On Wed, Jan 5, 2011 at 9:42 AM, clad iron  wrote:
> >
> > > Just downloaded this.
> > > Works good on new droidX.
> > >
> > > Those other additions you mentioned will be nice.  Works good so 
> > > far
> for
> > > monitoring.
> > >
> > >
> > > On Tue, Jan 4, 2011 at 3:34 PM, oGre  wrote:
> > >
> > >> Brilliant!
> > >>
> > >> I really liked the test version you put up earlier, so I'll give 
> > >> this
> a
> > go
> > >> ASAP.
> > >>
> > >> Thanks!
> > >>
> > >> oGre
> > >>
> > >> 2011/1/4 David A. Parker :
> > >> > Hello!
> > >> >
> > >> > I posted to these lists back in October looking for people to 
> > >> > test
> my
> > >> > HLDS/SRCDS query app for Android.  Several people responded, 
> > >> > and I
> > would
> > >> > like to thank everyone who volunteered to test the app for 
> > >> > their
> time
> > >> and
> > >> > their feedback.
> > >> >
> > >> > This app started as a small independent study project for my
> computer
> > >> > science degree, but like most of my projects, it grew into 
> > >> > something
> > >> much
> > >> > larger than originally planned.  Now, I'm pleased to say that 
> > >> > the
> app
> > is
> > >> > finally finished!  It is called CheckValve, and yes, it's open
> source
> > >> under
> > >> > the GPL (several people asked me if it would be).  If you are
> > interested
> > >> in
> > >> > using it, please visit the following URL:
> > >> >
> > >> > http://sites.google.com/site/checkvalveapp
> > >> >
> > >> > I threw the website together in one night, so it is a work in
> progress
> > >> that
> > >> > I hope to improve, but it gets the job done.
> > >> >
> > >> > You can get the .apk file from the "Files" section of the 
> > >> > website,
> and
> > >> you
> > >> > can install it on your phone using one of the free "app installer"
> > apps
> > >> > available in the Market.  Or you can use the "adb" tool 
> > >> > provided
> with
> > >> the
> > >> > Adnroid SDK, if you happen to have that installed.  I have not 
> > >> > yet
> > >> uploaded
> > >> > the app to the Market, because I am cheap and I don't want to 
> > >> > pay
> the
> > >> $25
> > >> > fee, but I'll probably do that soon.
> > >> >
> > >> > Here is a list of the changes that have been made since the 
> > >> > original
> > >> version
> > >> > I posted a few months ago:
> > >> >
> > >> > * Fixed a bug that caused "Show Players" to fail sometimes on 
> > >> > L4D2
> > >> servers
> > >> > * Fixed a crash when changing the orientation of the screen 
> > >> > while
> the
> > >> > progress dialog was showing
> > >> > * Fixed the player search feature
> > >> > * Fixed a bug that caused the server list to refresh in the
> background
> > >> > whenever the "Edit" button was clicked in the "Manage Servers"
> dialog
> > >> > * Fixed a bug that caused the server list to refresh in the
> background
> > >> > whenever the "Edit Server" option was selected in the context 
> > >> > menu
> > >> > * Fixed a bug that caused the first letter of the first 
> > >> > player's
> name
> > to
> > >> be
> > >> > missing in the "Show Players" results
> > >> > * Fixed a bug that caused the app to re-run the player search 
> > >> > query
> if
> > >> the
> > >> > phone was rotated while on the "Search Results" screen
> > >> > * Fixed a bug that caused the app to re-ping all of the servers 
> > >> > if
> the
> > >> phone
> > >> > was rotated while on the the "Ping Servers" screen
> > >> > * Made the "Manage Server List", "Search Results", and "Ping
> Servers"
> > >> > interfaces fullscreen
> > >> > * Added confirmation dialog for server deletion
> > >> > * Added the ability to move a server up or down in the list
> > >> > * Added progress dialogs for ping and player search
> > >> > * Updated the "Querying Servers" progress dialog so it won

Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Eric Riemers

Agree on this, i just issue a update on all servers at the same time since
if 1 start the others are laggy anyway.

On Wed, 18 Jan 2012 12:55:40 +0100, Peter Reinhold

wrote:
> On 18.01.2012 12:01, Claudio Beretta wrote:
>> Exactly
>> I don't know which is the problem, but it easy to observe that the 
>> Steam
>> client works perfectly with little delay and fast download speed 
>> while
>> hldsupdatetool on windows and linux takes ages to start downloading 
>> even
>> small updates.
> 
> I think this is because it validates the entire game on every update 
> (at least on my server, the updatetool goes HD read berserk, which makes 
> it more or less impossible for me to run updates while the servers are 
> running, without causing severe lag)
> 
> It would be nicer if the system were a little bit more intelligent, and 
> maybe trusted the server when it said "I have version X", and then only 
> served the files relevant for that.
> 
> If you had done something bad, specifying a -verify_all could result in 
> a all-folder scan, locating files that are different from the current 
> running version.
> 
> 
> /Peter
> 
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Eric Riemers
All tf2 servers, issuing a quit at the same time.. I wonder what the
download server would think of that.. ;-)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: woensdag 18 januari 2012 10:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

On 18/01/2012 08:58, PharaohsPaw wrote:
> Looks like about all I can really do if I want a true "fuhgeddaboudit" 
> auto-updating solution

The only way we can get this is if Valve fix -autoupdate

Whatever 3rd party tool someone else writes to autoupdate may require
updating itself if Valve change something, defeating the purpose of using
it.
"game changesoops the tool breaks" Since debugging the tool is more
complicated than doing the thing the tool does, it's pointless.

That's how Steam works, it updates itself and it updates the games. So,
modulo bugs, your games update without needing intervention or 3rd party
tools.

That's the solution to this, Valve need to speak to the people who wrote
Steam about how they did it ;)

Seriously though, surely all that autoupdate needs to do is, instead of
outputting the console messages over and over like it currently does, is to
issue a quit.
The restart will then update. That's what I do, after all, when the console
spams the messages, type 'quit' in console. What's the big deal I'm missing
with making it do that? I can't believe it would take more than 15 minutes
to do if you spent 10 minutes in the snack room trying to choose between the
giant pink cookie or the healthy salad bar. But, there must be some reason
they haven't done it.

A gifted programmer might even make the disconnect message the clients get
say "Hey, we're updating, restart TF2 and come back later." but that's icing
on the cake.

In the meantime, it's manual updates.



--
Dan

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Eric Riemers
I assume if you compare versions from your server with the web api it will
just work. (I believe nemruns tool does this too) and so does mine.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: woensdag 18 januari 2012 0:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

There is a bug related to autoupdating right now.  It was introduced when we
switched from the UDP heartbeating (and only affects TF for this reason).
It will be fixed in a future Steam client update.

- Fletch



From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Russell Smith
[ve...@tinylittlerobots.us]
Sent: Tuesday, January 17, 2012 1:59 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

Neither of my servers set to autoupdate received any notification.  I had to
manually restart them both to get the update.

On 1/17/2012 1:54 PM, Andrew DeMerse wrote:
> It was definitely marked as required. My servers saw the version 
> change and updated.
>
> On Tue, Jan 17, 2012 at 4:34 PM, Ronny
Schedelwrote:

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[hlds_linux] master server bad?

2012-01-15 Thread Eric Riemers

Are any of the master servers down/working badly?

I keep getting socket errors when trying to query the master server. (get
challenge)

Erik


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Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30

2012-01-14 Thread Eric Riemers
We all learn with trial and error. Valve still makes simple mistakes so I am
bound to make bigger ones :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: zaterdag 14 januari 2012 22:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30

Mentioning the bit about the password yes is probably bad but I advocate
getting the security concerns out to the mailing group - you might fix it
but unless you make a big ruckus over it then there might be people who have
the old "insecure" version.

Good job releasing something "open source" though! I have a few projects
I've never gotten the courage to release, mostly for these reasons. Also
thanks for actually doing something about a problem instead of just
whining/wishing there was "A Better Way".


On Sat, Jan 14, 2012 at 1:37 PM, Eric Riemers  wrote:

> Hmm thanks for that kinda (i would have appreciated if you would have 
> send it to me in private) without blabbing it on the web. (so happens 
> to be I am
> online)
> Honest mistake, forgot 1 file. I am new to all the github stuff..
>
> As for any security concerns, nobody needs to worry about that. I 
> build it for private use and as the README states, I suggest you use a 
> .htaccess/.htpasswd to make it secure.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Damian 
> Bushong
> Sent: zaterdag 14 januari 2012 22:28
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30
>
> Okay then, feel free to install it.  Be sure to drop by on 4chan and 
> leave them a link to your installations, too.  I'm sure they'd 
> appreciate a the donation of zombie systems with an ignorant admins to
exploit and infect.
> :)
>
> Also to Eric, change your MySQL user/password now and get the 
> username/password/database connection information out of status.php ASAP.
>  You left that stuff in and committed it.
>
> Github's got a guide on removing sensitive data from repos here:
> http://help.github.com/remove-sensitive-data/
>
>
> > Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Phil Tann Sat, 
> > 14 Jan 2012 13:16:45 -0800
> >
>
>
> > So we can expect your alternative option to be posted on allied mods
> when?
> >
>
>
> > PryMaL
> > pry...@geekout.info
> > *Sent from my Android*
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Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30

2012-01-14 Thread Eric Riemers
Hmm thanks for that kinda (i would have appreciated if you would have send
it to me in private) without blabbing it on the web. (so happens to be I am
online)
Honest mistake, forgot 1 file. I am new to all the github stuff..

As for any security concerns, nobody needs to worry about that. I build it
for private use and as the README states, I suggest you use a
.htaccess/.htpasswd to make it secure.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Damian
Bushong
Sent: zaterdag 14 januari 2012 22:28
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30

Okay then, feel free to install it.  Be sure to drop by on 4chan and leave
them a link to your installations, too.  I'm sure they'd appreciate a the
donation of zombie systems with an ignorant admins to exploit and infect. :)

Also to Eric, change your MySQL user/password now and get the
username/password/database connection information out of status.php ASAP.
 You left that stuff in and committed it.

Github's got a guide on removing sensitive data from repos here:
http://help.github.com/remove-sensitive-data/


> Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Phil Tann Sat, 14 
> Jan 2012 13:16:45 -0800
>


> So we can expect your alternative option to be posted on allied mods when?
>


> PryMaL
> pry...@geekout.info
> *Sent from my Android*
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Re: [hlds_linux] new tool for management

2012-01-14 Thread Eric Riemers
So any reason why you would think it doesn't work for windows?

It uses rcon and similar things to get its data, if you send a _restart and
have auto update no restart in your windows batch file it works just the
same (I had windows servers running too)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad
Sent: zaterdag 14 januari 2012 15:36
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] new tool for management

Hi, Thanks for this. Windows support would be awesome :)

On 14 January 2012 11:38, Eric Riemers  wrote:

> All,
>
> My contribution to management and automatic updates. I hope people 
> find it usefull.
> https://forums.alliedmods.net/showpost.php?p=1623326&postcount=1
>
> Erik
>
>
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[hlds_linux] new tool for management

2012-01-14 Thread Eric Riemers
All,

My contribution to management and automatic updates. I hope people find it
usefull.
https://forums.alliedmods.net/showpost.php?p=1623326&postcount=1

Erik


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Re: [hlds_linux] another request about update releases

2012-01-12 Thread Eric Riemers

Dont some scripts just check the steam.inf (or what that file was) for the
version number?

But indeed, that should be better.

On Thu, 12 Jan 2012 01:43:34 -0700, Jesse Molina 
wrote:
> Meetoo.
> 
> 
> 
> PharaohsPaw wrote:
>> As you can see, it made it to 100%, but rather than the depot server (or
>> master, or whatever we are getting update content from) returning a
>> success return code to the steam binary actually updating our server
>> files, it just "hangs up the phone" abruptly, forcing another update run
>> attempt to happen.  Which will take a lot longer to finish if (as is
>> usually the case) a LOT more servers are trying to update by this time.
>>
>> If there is anything possible to do to try to improve the code so this
>> doesn't happen, it would help a lot of servers get back up faster (not
>> just mine) so your customers can start playing again.
>>
>> Not criticizing BTW.

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Re: [hlds_linux] Policy of truth

2012-01-04 Thread Eric Riemers
Nevermind :) cl_gameserver_list to the rescue, standing => good.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: woensdag 4 januari 2012 23:35
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Policy of truth

Thanks for this, if I see with "status" -> account: logged in, does this
mean that my servers are ok, as in.. if it is delisted or anything will that
show up there? Because sometimes you wonder if it is still working :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: woensdag 4 januari 2012 22:15
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com)
Subject: [hlds_linux] Policy of truth

Today the Team Fortress team took action to bring certain server operators
into compliance with our previously announced "honest server policy".
Examples of server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Running bots and circumventing or modifying the usual mechanisms that the
bots are advertised to the server browser
* Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications.

We have not taken action against individual servers, but rather against an
entire related server group.  Hopefully the necessity for this policy is
clear.  We took two different actions, depending on the severity of
modification we found:
* Preventing IP addresses from logging a TF gameserver account, which
excludes them from quickplay.
* Delisting IP addresses from the master server (server browser and Quick
Match system) for one month.

Finally, we would like to say thanks to the server operators who have
continued to run honest servers, and to those who heeded our earlier warning
and subsequently changed their practices.  We thank you for that.  We hope
that our actions today show that we want to help you compete for player
traffic on the basis of providing a good environment for players.

Thank you,
The Team Fortress Team


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Re: [hlds_linux] Policy of truth

2012-01-04 Thread Eric Riemers
Thanks for this, if I see with "status" -> account: logged in, does this
mean that my servers are ok, as in.. if it is delisted or anything will that
show up there? Because sometimes you wonder if it is still working :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: woensdag 4 januari 2012 22:15
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com)
Subject: [hlds_linux] Policy of truth

Today the Team Fortress team took action to bring certain server operators
into compliance with our previously announced "honest server policy". 
Examples of server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Running bots and circumventing or modifying the usual mechanisms that the
bots are advertised to the server browser
* Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications.

We have not taken action against individual servers, but rather against an
entire related server group.  Hopefully the necessity for this policy is
clear.  We took two different actions, depending on the severity of
modification we found:
* Preventing IP addresses from logging a TF gameserver account, which
excludes them from quickplay.
* Delisting IP addresses from the master server (server browser and Quick
Match system) for one month.

Finally, we would like to say thanks to the server operators who have
continued to run honest servers, and to those who heeded our earlier warning
and subsequently changed their practices.  We thank you for that.  We hope
that our actions today show that we want to help you compete for player
traffic on the basis of providing a good environment for players.

Thank you,
The Team Fortress Team


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Re: [hlds_linux] Left 4 Dead 1 & 2 servers losing Steam connection

2012-01-04 Thread Eric Riemers
That l4d2 doesn't get any players is been going on for some time now.

L4d1 on the other hand is working just fine here, have players on it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: woensdag 4 januari 2012 19:07
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Left 4 Dead 1 & 2 servers losing Steam connection

Hi,

our L4D 1 & 2 servers losing the Steam connection and don't receive any
players anymore. What happend?

Best regards

Ronny Schedel 


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Re: [hlds_linux] please lock maxplayers

2012-01-03 Thread Eric Riemers
If they change it, just charge more..  put it in that "thing that nobody
reads when they say agree" ;-)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: dinsdag 3 januari 2012 12:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] please lock maxplayers

Nope, monitoring and disabling malicious customers is the best solution.
There are plenty of ways to change maxplayers.

autoexec.cfg has plenty of legitimate uses.

On 3 Jan 2012, at 11:35, Drogen Viech  wrote:

> I'm a total newbie at linux, but couldn't you have crownjobs running, 
> querying servers and sending e-mails to customer support if customers 
> changed maxplayers to something too high? Just saying, chmodding 
> autoexec.cfg to 444 and disallowing chmod is the better solution of 
> course
>
> 2012/1/3 Ulrich Block :
>> Also you can move, chmod and edit files with serveplugins. It is not 
>> hard to replace a file with antother using sourcemod. To prevent such 
>> a behavior the user also should not be able to change the chmod.
>>
>> Am 03.01.2012 10:00, schrieb Emil Larsson:
>>
>>> Yup, you can probably just simple do "chmod 444 autoexec.cfg" and 
>>> it's basically solved. Or "chmod 744 autoexec.cfg" and then change 
>>> ownership with chown to someone that isn't the "customer".
>>>
>>> I admit though, autoexec.cfg is a useful configuration to edit so 
>>> it's probably better still to be able to lock the playercount if you 
>>> lease servers.
>>>
>>> 2012/1/3 Björn Rohlén
>>>
 ...or just don't let your customers edit autoexec.cfg?

 2012/1/3 Andre Müller

> You can change the cvar maxplayers before the game starts.
> When you put this two lines in your autoexec.cfg the maxplayers 
> cvar is overwritten and fixed (tested with css):
>
> maxplayers 64
> map de_dust
>
> Maybe Valve can lock maxplayers, when it is set with -maxplyers in 
> the start command.
> ___
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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-31 Thread Eric Riemers
Fireworks are over, back to work :)

vphysics.so related issues where back in beginning of july too..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
Reeuwijk
Sent: zaterdag 31 december 2011 23:01
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
nan, nan) from vphysics

Lol just checking in b4 fireworks starts here in a hour, and reading this,
is that its just valve firework, and they keep celebrate all year long.


>
> From: Frank 
>To: 'Half-Life dedicated Linux server mailing list' 
>
>Sent: Saturday, 31 December 2011, 22:25
>Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles 
>(nan, nan, nan) from vphysics
> 
>IVP Failed at
>/home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../iv
>p_uti
>lity/ivu_vhash.cxx 157
>IVP Failed at
>/home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../iv
>p_uti
>lity/ivu_vhash.cxx 157
>
>Once again... almost like clockwork - its just getting annoying to see 
>a server do so well then tank to lose everyone. Other issues I noticed 
>last night were the old Halloween errors of client failure code 6..time 
>outs of clients etc.. a big problem or problems.
>
>
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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-29 Thread Eric Riemers
Before the update i had almost 0 crashes, I've seen a increase of crashes on
several servers including stock maps too. (but far less than non-stock
servers, dodgeball, saxton, trade etc) but today wasn't a bad day, only 3
crashes for the trade server and once for other servers (it could be far
worse)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: donderdag 29 december 2011 22:23
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
nan, nan) from vphysics

0 crashes on any of my servers, it's either plugin related or too many
players roaming around with some physics object that jams and boom. I run
only stock and custom maps, no trade servers though.

-ics

29.12.2011 22:35, 1nsane kirjoitti:
> Indeed it is something on Valve's side as it happens on stock maps as
well.
>
> It would be nice if they acknowledged it and said that a real fix is 
> on the way.
>
> On Thu, Dec 29, 2011 at 3:31 PM, Frank  wrote:
>
>> To me though this fix is unacceptable since everything worked fine 
>> before the xmas update so something on Valves side with the xmas 
>> update is causing it.
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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-29 Thread Eric Riemers
I have an idle server too, it runs fine. It is only the trade_plaza which is
misbehaving.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: donderdag 29 december 2011 18:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
nan, nan) from vphysics

Doubtful. My Idle servers normally have uptimes of required patch > required
patch and do not crash at all.




On Thu, Dec 29, 2011 at 11:38 AM, Chris Oryschak  wrote:

> Both maps "trade_post_a34" and I just tested "trade_plaza" which 
> crashed with the following message:
>
> NOTE: My regular TF2 rotation servers are not crashing.. maybe its due 
> to a specific uptime on a map?
>
>
>
>
> On Wed, Dec 28, 2011 at 6:11 AM, Eric Riemers  wrote:
>
> > I've got the trade server with the pool + ball, it just crashed 
> > again too
> > :)
> > (trade_plaza)
> > Ignoring bogus angles (nan,nan,nan) from vphysics! (entity 
> > prop_physics) After that 100% cpu lockup.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
> > Drogen Viech
> > Sent: woensdag 28 december 2011 4:08
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles
> (nan,
> > nan, nan) from vphysics
> >
> > I remember a trade map that had a pool with a ball laying around (as 
> > a prop_physics so you could push it around) - maybe insert this into 
> > the
> maps
> > cfg file?
> >
> > sv_cheats 1
> > ent_remove_all prop_physics
> > ent_remove_all prop_physics_multiplayer sv_cheats 0
> >
> >
> >
> > 2011/12/28 Eli Witt :
> > > Isn't  props_gameplay/ball001.mdl the ball that's spawned with the
> > > scout misc slot item?
> > >
> > > That would make sense, valve giving scouts an item to crash servers
> with.
> > >
> > > On Tue, Dec 27, 2011 at 9:41 PM, Frank  wrote:
> > >
> > >> Custom trade server map - but I've had this happen on a payload map
> > >> such as Goldrush.
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com
> > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
> > >> Porter
> > >> Sent: Tuesday, December 27, 2011 8:35 PM
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles
> > >> (nan, nan, nan) from vphysics
> > >>
> > >> It's helpful to know what map was generating these errors. Do you
> > remember?
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >> ___
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> > >>
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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-28 Thread Eric Riemers
I've got the trade server with the pool + ball, it just crashed again too :)
(trade_plaza)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics)
After that 100% cpu lockup.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: woensdag 28 december 2011 4:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
nan, nan) from vphysics

I remember a trade map that had a pool with a ball laying around (as a
prop_physics so you could push it around) - maybe insert this into the maps
cfg file?

sv_cheats 1
ent_remove_all prop_physics
ent_remove_all prop_physics_multiplayer
sv_cheats 0



2011/12/28 Eli Witt :
> Isn't  props_gameplay/ball001.mdl the ball that's spawned with the 
> scout misc slot item?
>
> That would make sense, valve giving scouts an item to crash servers with.
>
> On Tue, Dec 27, 2011 at 9:41 PM, Frank  wrote:
>
>> Custom trade server map - but I've had this happen on a payload map 
>> such as Goldrush.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse 
>> Porter
>> Sent: Tuesday, December 27, 2011 8:35 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles 
>> (nan, nan, nan) from vphysics
>>
>> It's helpful to know what map was generating these errors. Do you
remember?
>> ___
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>> archives, please visit:
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>>
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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-27 Thread Eric Riemers
32 slots trade server, crashes multiples times a day.. sits then at 100%
cpu.. (if it doesn't automaticly restart)
I tried to use strace on the pid, but i am no wiz at that..

Maybe different issue, but our css deadmatch servers (nuke/dust) are having
the same amount of crashes too, while gungame css is running fine. So its
something specific..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: dinsdag 27 december 2011 19:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
nan, nan) from vphysics

I'm seeing this on 24 player servers.

And when a server is out of edicts it crashes with a messaging specificing
that.

On Tue, Dec 27, 2011 at 12:12 PM, Eli Witt  wrote:

> For what it's worth, one of my linux boxes (ubuntu server64 10.04) 
> runs a
> 32 slot achievement_idle server, averages 26+ players 24/7. I rotate 
> all logs daily and had to whip up a few lines to strip all the bad 
> angles because of the file sizes.
>
>
> However, this server hasn't ever crashed but a few times from SourceMOD.
> There's no funky phys props, no nothing except spawns, a pair of 
> func_hurt brushes and walls.
>
>
>
> I'd go for shoddy map creation before I point the blame at srcds, this 
> time.
>
>
>
>
>
>
>
> On Tue, Dec 27, 2011 at 11:59 AM, ics  wrote:
>
> > Do you folks run 32 slot servers or custom map on your servers or 
> > any plugins that can spawn extra entities (like that node thing that 
> > valve didn't implement for engineer).
> >
> > If the server runs out of edicts, this might be the cause of the error.
> > Though it looks like someone is putting some cvar into console that
> spawns
> > extra entities thus causing the error.
> >
> > -ics
> >
> > 27.12.2011 17:09, Frank kirjoitti:
> >
> >  I'm seeing something similar cept its crashing clients - server or 
> > not
> its
> >> crashing "HALF THE SERVER" if not more so something is wrong and 
> >> this
> has
> >> been since the very first Xmas update.
> >>
> >> Reminds me of the Halloween mess all over again. Clients are 
> >> getting HL2 Crash errors and server side logs say time out.
> >>
> >> -Original Message-
> >> From: hlds_linux-bounces@list.**valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>
> >> [mailto:hlds_linux-bounces@**list.valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>]
> >> On Behalf Of 1nsane
> >> Sent: Tuesday, December 27, 2011 9:22 AM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus 
> >> angles
> (nan,
> >> nan, nan) from vphysics
> >>
> >> I see this happening on my servers as well.
> >>
> >> On Sat, Dec 24, 2011 at 11:15 AM, Drogen Viech
> >> **wrote:
> >>
> >>  prop_physics_multiplayer are regular phyiscs props available in 
> >> every
> >>> source game, see
> >>> https://developer.**valvesoftware.com/wiki/Prop_**physics_multipla
> >>> yer<
> https://developer.valvesoftware.com/wiki/Prop_physics_multiplayer>
> >>>
> >>> Maybe one of them fell out of the map (Maybe bad map design by 
> >>> whoever created that map if it's a custom one)?
> >>>
> >>> 2011/12/24 Whisperity>:
> >>>
>  What prop_physics_multiplayer exactly is? I think that is some 
>  sort of custom-added element to a community created map.
>  Have you tried running your server on another (if possible, core
> 
> >>> (official,
> >>>
>  Valve-made, etc.)) map?
> 
>  2011/12/24 Chris Oryschak
> 
>   I have two trade servers that are constantly locking up, this
> > started happening about 1.5 weeks ago.
> > Anyone else experiencing this? The two common lines i see are "
> > Ignoring bogus angles (nan,nan,nan) from vphysics! (entity
> > prop_physics_multiplayer) "
> >
> >
> > Below is a snip:
> >
> > Server1:
> >
> > *** ERROR *** Excessive sizelevel (1045) for element
> > *** ERROR *** Excessive sizelevel (1046) for element
> > *** ERROR *** Excessive sizelevel (1047) for element
> > *** ERROR *** Excessive sizelevel (1048) for element
> > *** ERROR *** Excessive sizelevel (1049) for element
> > *** ERROR *** Excessive sizelevel (1050) for element
> > *** ERROR *** Excessive sizelevel (1051) for element
> > *** ERROR *** Excessive sizelevel (1052) for element
> > *** ERROR *** Excessive sizelevel (1053) for element
> > *** ERROR *** Excessive sizelevel (1054) for element
> > *** ERROR *** Excessive sizelevel (1055) for element
> > <(*_*)>: ill stop
> > L 12/23/2011 - 18:53:28: "<(*_*)><118>"
> > say
> >
>  "ill
> >>>
>  stop"
> > Ignoring bogus angles (nan,nan,nan) from vphysics! (entity
> > prop_physics_multiplayer)
> >
> >
> >
> >
> > Server2:
> >
> > # 84 "Atomic Muffinz"STEAM_0:0:xxx   1:03:39   167  

Re: [hlds_linux] L4D2 servers delisted?

2011-12-26 Thread Eric Riemers
Didn't notice so far, but I see the same trend..

http://stats.lethal-zone.eu/hlstats.php?game=l4d2

If you open up the first one it also stops at the 17th..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: maandag 26 december 2011 11:05
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 servers delisted?

On 25.12.2011 21:28, Peter Reinhold wrote:

> Something sure does seem wrong, here.

Just a little bit of extra "evidence", as you can see on our HLstats graphs
(if you fold out any of the Pub servers), on the 17th, people simply stopped
joining, and since then, almost no-one has been on any of the servers.

http://gaming.gladblad.dk/stats/hlstats.php?game=l4d2


/Peter

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Re: [hlds_linux] Don't agree with banning the credit card...

2011-12-24 Thread Eric Riemers
Cheater: Hmm I got vac banned..
Valve: Yup, you need to buy another game..
Cheater: Ok
Valve: More hats!

p.s. happy Christmas days

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: zaterdag 24 december 2011 22:09
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Don't agree with banning the credit card...

Why the hell would they ban credit cards, to stop people... from rebuying
games they've been banned from?

Just think about what you just proposed.

Banning credit cards: SO PEOPLE COULDN'T BUY THE GAMES.


Kind regards,
*Saul Rennison*


On 24 December 2011 20:48, Kyle <1poc...@comcast.net> wrote:

> Not true about where the hackers are getting their accounts from.
>
> The average gamer is in their mid 30's, and is using a credit card to 
> purchase their new gaming accounts.
> Banning the use of the credit card that was used to purchase the 
> account that was used to hack with, is the single most effective way 
> to prevent the hacker from simply using that card to buy a new account to
hack with.
>
> Furthermore:  Since the mac addresses of network hardware can be 
> spoofed, there is no way (that I'm aware of) to effectivly ban a 
> computer from steam, or any other gaming platform. The only real way 
> to effectivly keep hackers off of you're server, is to train you're 
> admins to detect them, and then harass the hacker so much, that they 
> quit you're server. Most hackers are stupid and do not even know how 
> to spoof their MAC address, so if you IP ban them, it may take them 
> days to get back on you're server, due to the fact that they also 
> probably use cable, and cannot simply release and quickly renew their IP
address, unless it's dynamic.
>
> Then also use GeoIPlocation to check where that hacker was playing 
> from, and keep it in a database to compare with the next hacker, in 
> order to see if it may be the same player who was previously caught 
> hacking. Then use some sort of tool or plugin to notify server admins 
> that a player in the hacker database has entered the server, and too keep
an eye on him.
>
> I run HL1 mods, and use HLTV to record demos of all players 24/7.  
> This will provide a good way of watching these hackers when you're not 
> on the server.
>
> Valve could easily come up with a solution that would make it very 
> hard for hackers, but it all comes down to $'s The thing is, when a 
> company starts buidling any game. SECURITY needs to be the upper most 
> important thing in their minds.
>
> There are so many bugs and glitches in both HLDS and SRCDS, that if 
> fixed could make it much easier for server admins to catch and deal with
hackers.
>
> EXAMPLE: When running HLDS on any Linux platform and recording a game 
> demo while playing from a windows OS, the demos are corrupted when played
back.
> Valve still hasn't fixed that problem.
>
>  Message: 4
>> Date: Sat, 24 Dec 2011 11:32:25 -0800 (PST)
>> From: Mart-Jan Reeuwijk 
>> To: Half-Life dedicated Linux server mailing list 
>> > >
>> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104
>> Message-ID:
>> <1324755145.92060.**yahoomail...@web110610.mail.**gq1.yahoo.com<13247
>> 55145.92060.yahoomail...@web110610.mail.gq1.yahoo.com>
>> >
>> Content-Type: text/plain; charset=iso-8859-1
>>
>> Dont agree with banning the credit card, there is no use. Most just 
>> buy an account from some website.
>>
>> I'd be way more for a system where one could ban their COMPUTER that 
>> is used to cheat. So server admins can ban that. You wont see the 
>> hacker back then. The 5 dollar account that is bought is no counter vs a
500 dollar pc.
>>
>
>
> __**_
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> please visit:
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>
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Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth failures

2011-12-24 Thread Eric Riemers
works_sessionid_server 0
Message-ID: <4ee76e9a.7070...@ics-base.net>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

It's just a session id for steamworks related reporting aka your server
reports to Steam what happens on it. Odd if it can be changed by users to
something else.

-ics

13.12.2011 15:05, Daniel Nilsson kirjoitti:
> Some users now and then tries to change this variable 
> steamworks_sessionid_server from my default value to 0, why?
>
> What is it used for?
>
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End of hlds_linux Digest, Vol 46, Issue 33
**




--

Message: 3
Date: Wed, 14 Dec 2011 00:58:05 +0200
From: "hlds" 
To: "'Half-Life dedicated Linux server mailing list'"

Subject: Re: [hlds_linux] steamworks_sessionid_server 0
Message-ID: <000601ccb9ea$af692090$0e3b61b0$@com>
Content-Type: text/plain;   charset="us-ascii"

I think that the YouTube videos are already tagged using the keywords from
sv_tags.

For example if you have in server's config something like:

sv_tags "ihatesteam"

Then you can find all replay videos using:

http://www.youtube.com/results?search_query=%2Bihatesteam+%2Breplay+%2Bvalve
&search=tag&search_sort=video_date_uploaded

Note that you must use %2B before each keyword to get the expected results.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yeef
Sent: Tuesday, December 13, 2011 7:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamworks_sessionid_server 0

I don't know that there's any good way to get a full list for a particular
server, just for individual matches. I suppose you could petition Valve to
have the replay editor automatically add tags for server IP and/or hostname
or some other unique  token that makes it clear which server it was recorded
on.

As for me, I primarily use the match id just as a little added feature. My
server automatically records and uploads matches via SourceTV which are then
served on a web page for my users. I intend to add a link to each demo file
that will search for replays from that match on youtube using the match ID
tag. Players will also be able to add the match tag to their videos if they
make them outside of the normal replay editor (though I doubt many will).

On Tue, Dec 13, 2011 at 11:37 AM, Eric Riemers  wrote:

>
> Well if it changes constantly, how accurate can you get the list of
youtube
> movies for a particular server then? I assume if your running for a 
> year and changed maps 30 times a day, you would get around 10k of 
> id's? A bit much to query on youtube right? What do you use it for/how
now?
>
>
> On Tue, 13 Dec 2011 11:29:31 -0500, Yeef  wrote:
> > It is the steamworks session converted to hex. I've been logging the 
> > steamworks session id to a database ever since that thread and the
> match_id
> > tags on youtube have always matched the values in the database after 
> > converting to hex.
> >
> > Just note that it takes a few seconds after map change for the 
> > server to get the session id from the steam servers. Until it does 
> > it'll just show
> it
> > as 0.
> >
> > On Tue, Dec 13, 2011 at 10:42 AM, Eric Riemers 
> wrote:
> >
> >>
> >> I also noticed some old post that changing this value into hex 
> >> could
> come
> >> up with your youtube match id for replays.. however i just checked 
> >> but
> it
> >> doesn't add up. Stealing the thread here a bit, match id's youtube..
> >> anyone
> >> knows?
> >>
> >> On Tue, 13 Dec 2011 17:26:18 +0200, ics  wrote:
> >> > It's just a session id for steamworks related reporting aka your
> server
> >> > reports to Steam what happens on it. Odd if it can be changed by
users
> >> > to something else.
> >> >
> >> > -ics
> >> >
> >> > 13.12.2011 15:05, Daniel Nilsson kirjoitti:
> >> >> Some users now and then tries to change this variable 
> >> >> steamworks_sessionid_server from my default value to 0, why?
> >> >>
> >> >> What is it used 

Re: [hlds_linux] Question for more experienced admins

2011-12-22 Thread Eric Riemers
On CSS its daily routine to get a few with SMAC. Don't know if that's normal
but we almost never get a complaint on the forum. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Sent: donderdag 22 december 2011 22:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Question for more experienced admins

Thanks all for the suggestions. SMAC with aimbot protection seems like a
good way to start, since I am already running sourcemod.

Never thought to look for such a plugin.

 -Andrew

On Thu, Dec 22, 2011 at 3:19 PM, AnAkIn .  wrote:
> There is at least 1-2 cheaters detected per day with DBlocker (
> http://dblocker.didrole.com/) on my server. Unfortunately, banning 
> them is useless, they just create a new steam account every time.
>
> 2011/12/22 Andrew DeMerse 
>
>> I just checked my SMAC logs, and only saw 1 false positive in the 
>> past month. No confirmed. Maybe you're being targeted by the same 
>> person on f2p accounts?
>>
>> On Thu, Dec 22, 2011 at 4:15 PM, Mike Johansen  wrote:
>>
>> > I myself haven't experienced an aimbotter for a few months, not 
>> > since I installed SMAC (SourceMod Anti-Cheat) and enabled aimbot 
>> > protection in
>> it.
>> > It does give a few false positives, but it has maybe banned one 
>> > innocent player per 20 confirmed aimbotters. Which I find acceptable.
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com
>> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
>> > Andrew
>> > Sent: 22. desember 2011 21:46
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: [hlds_linux] Question for more experienced admins
>> >
>> > The last week or two I have seen a sharp uptick in the number of 
>> > aimbot reports come in. Most often, they involve a spy using either 
>> > the enforcer or the ambassador and a dead ringer.
>> >
>> > I try to take such accusations seriously, so I have spectated these
>> players
>> > and I have seen a few I would swear are legit complaints.
>> > Usually involving: consistent shots across large map spaces, 
>> > against
>> scouts
>> > (headshots even), while jumping themselves. Most of them do not 
>> > respond
>> to
>> > speech or chat, so I end up simply banning them to keep the other 
>> > players from revolting.
>> >
>> > Anybody else seen this kind of trouble? Or have I simply been hit 
>> > with a rash of really really good spy players lately who don't like to
talk.
>> >
>> > Thanks
>> > -Andrew
>> >
>> >
>> > --
>> > Andrew (Wave Admin)
>> > The Wave!
>> > 24/7 CTF
>> > 1/2 respawn times
>> > http://thewaveserver.com
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list 
>> > archives, please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> >
>> > ___
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>> >
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>
>
>
> --
> Best regards,
> AnAkIn
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--
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The Wave!
24/7 CTF
1/2 respawn times
http://thewaveserver.com

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Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth

2011-12-19 Thread Eric Riemers

If you read the subject... you know that they want something in order to
fix it.

On Mon, 19 Dec 2011 16:36:01 +0100, "Laurenz Ruprecht"
 wrote:
> This problem still exists ='(
> 
>  
> 
> Does anyone know when there will be a solution?
> 
>  
> 
> Mit freundlichen Grüßen
> 
>  
> 
> Laurenz Ruprecht
> 
>  
> 
>  
> 
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Re: [hlds_linux] Failed to update item schema.

2011-12-19 Thread Eric Riemers
http://api.steampowered.com/IEconItems_440/GetSchema/v0001/?key=CA50C8327B7201AE44E2198F8D40EE59&format=xml
this one still works.. but points to the same 404 in the xml.. (no clue
who's key that is, googles fault) :p

On Mon, 19 Dec 2011 09:57:07 -0500, "Frank"  wrote:
> Yes same thing on my servers
> 
> Failed to update item schema: HTTP status 404 fetching
>
http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2
> bbf9b4a4ef6b3afe516d278396a2.txt
> 
> Causing an issue..I don't know but it shouldn't be giving that either
way.
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
> Riemers
> Sent: Monday, December 19, 2011 4:04 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Failed to update item schema.
> 
> 
> Same here, but so far doesn't seem to have impact ingame. (but i could be
> wrong)
> 
> On Mon, 19 Dec 2011 09:06:40 +0100, Peter Reinhold
> 
> wrote:
>> On 17.12.2011 17:24, E3pO wrote:
>> 
>>> 
>>>
>
http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2
> bbf9b4a4ef6b3afe516d278396a2.txt
>> 
>> I've been getting this all weekend, and still does upon restarting the 
>> servers this monday morning
>> 
>> Failed to update item schema: HTTP status 404 fetching
>>
>
http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2
> bbf9b4a4ef6b3afe516d278396a2.txt
>> 
>> 
>> /Peter
>> 
>> 
>> 
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Re: [hlds_linux] Failed to update item schema.

2011-12-19 Thread Eric Riemers

Same here, but so far doesn't seem to have impact ingame. (but i could be
wrong)

On Mon, 19 Dec 2011 09:06:40 +0100, Peter Reinhold

wrote:
> On 17.12.2011 17:24, E3pO wrote:
> 
>> 
>>
http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2bbf9b4a4ef6b3afe516d278396a2.txt
> 
> I've been getting this all weekend, and still does upon restarting the 
> servers this monday morning
> 
> Failed to update item schema: HTTP status 404 fetching 
>
http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2bbf9b4a4ef6b3afe516d278396a2.txt
> 
> 
> /Peter
> 
> 
> 
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Re: [hlds_linux] steamworks_sessionid_server 0

2011-12-13 Thread Eric Riemers

Well if it changes constantly, how accurate can you get the list of youtube
movies for a particular server then? I assume if your running for a year
and changed maps 30 times a day, you would get around 10k of id's? A bit
much to query on youtube right? What do you use it for/how now?


On Tue, 13 Dec 2011 11:29:31 -0500, Yeef  wrote:
> It is the steamworks session converted to hex. I've been logging the
> steamworks session id to a database ever since that thread and the
match_id
> tags on youtube have always matched the values in the database after
> converting to hex.
> 
> Just note that it takes a few seconds after map change for the server to
> get the session id from the steam servers. Until it does it'll just show
it
> as 0.
> 
> On Tue, Dec 13, 2011 at 10:42 AM, Eric Riemers  wrote:
> 
>>
>> I also noticed some old post that changing this value into hex could
come
>> up with your youtube match id for replays.. however i just checked but
it
>> doesn't add up. Stealing the thread here a bit, match id's youtube..
>> anyone
>> knows?
>>
>> On Tue, 13 Dec 2011 17:26:18 +0200, ics  wrote:
>> > It's just a session id for steamworks related reporting aka your
server
>> > reports to Steam what happens on it. Odd if it can be changed by users
>> > to something else.
>> >
>> > -ics
>> >
>> > 13.12.2011 15:05, Daniel Nilsson kirjoitti:
>> >> Some users now and then tries to change this variable
>> >> steamworks_sessionid_server from my default value to 0, why?
>> >>
>> >> What is it used for?
>> >>
>> >> ___
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archives,
>> >> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> >
>> > ___
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>> > please visit:
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>>
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Re: [hlds_linux] steamworks_sessionid_server 0

2011-12-13 Thread Eric Riemers

I also noticed some old post that changing this value into hex could come
up with your youtube match id for replays.. however i just checked but it
doesn't add up. Stealing the thread here a bit, match id's youtube.. anyone
knows?

On Tue, 13 Dec 2011 17:26:18 +0200, ics  wrote:
> It's just a session id for steamworks related reporting aka your server 
> reports to Steam what happens on it. Odd if it can be changed by users 
> to something else.
> 
> -ics
> 
> 13.12.2011 15:05, Daniel Nilsson kirjoitti:
>> Some users now and then tries to change this variable
>> steamworks_sessionid_server from my default value to 0, why?
>>
>> What is it used for?
>>
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>> please visit:
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Re: [hlds_linux] A question about serverscore

2011-12-09 Thread Eric Riemers

Fyi, i've had 6 all maps + a 2fort server all full. These days i am happy
if i get 2 all maps server full. The time of endless pools of people are
gone i think :)

Strangely enough, the servers where i dont have quickplay on will fill up
quicker then quickplay servers simply because they are "known" by a
playerbase.

On Fri, 09 Dec 2011 10:55:19 +0100, Peter Reinhold

wrote:
> Hi all,
> 
> After reading a mail on this list a while ago about the serverscore 
> system (and a plugin to show it), i've been thinking about it some, and 
> I have a question which some of you might be able to help me with.
> 
> Case in point, i'm running two TF2s, a Badwater 24/7 server, and an 
> allmaps, and i've seen a sharp decrease in players on the allmaps server 
> over the last month and a halv, and I can see it trending "Downward 
> fast" when I start it up.
> 
> As I understand, the score system works that when a player joins, he 
> has -15 points, and (s)he then gains a point pr minute played up to a 
> max of 60 points pr. day.
> 
> This means that a player has to stay on the server for at least 15 
> minutes to "break even" serverscore wise, and this is where I see a 
> problem.
> 
> My servers have gained a (small) contingency of regular players, but, 
> when one of these join and finds the server empty, maybe idles for a 
> minute or two, and then leaves (and who can blame them), they are 
> unwillingly punishing a server they would like to play on, and having 
> 10-15-20 of these players doing this over an afternoon punishes the 
> server HARD, as I understand it.
> 
> Have I understood this correctly?  And, if so, would there be any 
> willingness on Valve behalf to change this, so that maybe server score 
> is only regulated when theres a minimum of, for instance 6, players 
> online?
> 
> Otherwise, its pretty hard to keep a server populated via the quickplay 
> functionality.
> 
> 
> /Peter
> 
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Re: [hlds_linux] BRINK linux server

2011-12-07 Thread Eric Riemers
Last details I know..

March 6, some guy said: While we are working on a Linux server, it most
likely won't be ready in time for launch next week.
Actual status: none

Conclusion: I would say forget about linux

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Francesco
Bolzoni
Sent: woensdag 7 december 2011 9:39
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] BRINK linux server

Hi all, i'm new here.
I have a little server that we use with some friends.
As we now own BRINK, and our server is under Linux, i wpuld like to know if
and/or when the brink dedicated LINUX server come out.

Thanks for answer


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[hlds_linux] replay issues

2011-12-05 Thread Eric Riemers
So our replay ftp server went down, i thought it was fixed at some point..
but now ALL my servers are down because of the replay server not being
there.

They are all just "hanging" doing nothing.



*
*   Replay recording shutting down due to publishing error!  Recording will
begin
*   at the beginning of the next round, but may fail again.
*



And hanging, on another box:

*   ERROR: Publish timed out after 60 seconds.

And after that same message as above, but still hanging.

Eric


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Re: [hlds_linux] TF2 - Game server authentication: FAILURE!

2011-12-05 Thread Eric Riemers
Well "Incorrect identity token" is already a thing to look at..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
Imperium
Sent: maandag 5 december 2011 16:10
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 - Game server authentication: FAILURE!

Hello guys,
I see this in my console at server startup:

Connection to Steam servers successful.
   Public IP is xxx.xxx.xxx.xxx
   VAC secure mode is activated.
Current item schema is up-to-date with version BD014349.
Received auth challenge; signing into gameserver account...
Game server authentication: FAILURE!
   Incorrect identity token

Is there something wrong with my server?
Does it affect something in it?

Thank you!
Nevermore
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[hlds_linux] l4d2 check up?

2011-12-02 Thread Eric Riemers

On a different side note for l4d2..

I use forks, works just fine. If a update comes out i send out a signal on
the management port to do a shutdown (it will wait till all forks are down
and then do a restart to update)

This works fine too, but my "tool" checks if something is up or not, so if
one of the forks is still up it will try to send a restart again because it
doesn't know if that fork has been restarted or not. I solved this by
saying in my tool that the its down and should not be checked untill it
went down (unresponsive) and then back up. But how do i know it is back up
again? If it restarts within a minute (my poll time) it could still think
its still going down.

So...

How can i see if a fork has just recently been restarted because of a
update? Is there a query method for l4d2 which shows you that the fork in
question is awaiting a restart (because of a shutdown for instance) <- this
would be very handy.

The only thing i could find is do a stats and check for uptime, but that is
just dirty. 

Ofcourse i could always just do a .quit but i hate to get kicked in the
middle of a game, i think most agree on that.

Eric

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Re: [hlds_linux] L4D2 sv_password bug

2011-12-02 Thread Eric Riemers

Cant really choose a map like that?

but like others said, matchmaking can be turned of that you require a key
for instance which just works fine. 
i've never had the need to use a sv_password though, any examples why that
is a 'need' ?


On Fri, 2 Dec 2011 03:13:14 -0800 (PST), Mart-Jan Reeuwijk
 wrote:
> even if on server:
> 
> sv_password "fubar"
> 
> on client console:
> 
> password "fubar"
> connect w.x.y.z:port
> 
> ?
> (dont have l4d(2), so dont know/cannot test)
> 
> 
>>
>> From: Amer 
>>To: Half-Life dedicated Linux server mailing list
>>
>>Sent: Friday, 2 December 2011, 3:51
>>Subject: Re: [hlds_linux] L4D2 sv_password bug
>> 
>>Unfortunately you can't connect to it at all when it's password
>>protected. It doesn't even prompt for password. It could be that the
>>server doesn't respond to a2s packet from client when you have
>>sv_password set. From my test running both l4d and l4d2 servers, I
>>could confirm that this bug only exist in l4d2, but not in l4d.
>>
>>This is still a bug, no matter what unintentional good it brings, it
>>needs to be fixed
>>
>>
>>
>>2011/12/1 James Puckett :
>>> Since it takes it out of the server list aren't you achieving the same
>>> security as a password, just tell your friend or whatever to connect
via
>>> console?
>>
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>>
>>
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[hlds_linux] freeplay status?

2011-11-20 Thread Eric Riemers
Valve,

Maybe handy to put in the status command besides:

account : logged in
map : pl_goldrush at: 0 x, 0 y, 0 z
replay  :  recording
players : 25 (27 max)

Things like that (account logged in) for freeplay, that if you have a wrong
map or crits disabled that it would show:

Account: logged in (not eligible)

Something like that would be handy to easily spot a issue with f2p.

Just throwing it out there..

Eric


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Re: [hlds_linux] Team Fortress 2 Beta Update

2011-11-18 Thread Eric Riemers
If you just run the game in full screen windowed with -noborder you would
already have the best alt-tab experience..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: vrijdag 18 november 2011 20:06
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Beta Update

Just tried it out and it is flat out amazing. Long overdue but amazing. This
puts TF2 from the worst Alt-Tab handling to the easily the best I have ever
seen.

On some occassions HUD elements will be drawn at incorrect places after
going back into the game though. That might be related to the custom HUD I'm
using and hud_reloadscheme will fix this.

On Thu, Nov 17, 2011 at 11:05 PM, Tony Paloma 
wrote:
> We've released an optional update for the Team Fortress 2 Beta.  The
specific changes include:
>
> - Reduce memory usage and improve Alt-Tab handling under Windows Vista 
> and Windows 7
>
> Thanks,
> Tony
>
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Re: [hlds_linux] Mandatory TF2 update coming...

2011-11-16 Thread Eric Riemers
Its out, within 45 minutes even..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Vince
Batchelor
Sent: woensdag 16 november 2011 22:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming...

It appeared in the same thread as the one from last week in my gmail page.
That's probably why he's confused.
On Nov 16, 2011 1:37 PM, "Ross Bemrose"  wrote:

> Maybe he lives on accelerated time, where 20 minutes is really 45 
> minutes long.
>
> On Wed, Nov 16, 2011 at 4:36 PM, Rick Payton  wrote:
>
> > Only been 20 minutes between Eric's email and yours, according to
> received
> > time ... patience perhaps?
> >
> > --mauirixxx
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
> > Sent: Wednesday, November 16, 2011 11:27 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update coming...
> >
> > Valve time strikes again?
> >
> > On Wed, Nov 16, 2011 at 4:07 PM, Eric Smith 
> > 
> > wrote:
> >
> > > We should have it ready in the next 45 minutes or so.
> > >
> > > -Eric
> > >
> > >
> > > ___
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> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > ___
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> >
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Re: [hlds_linux] Valve Security Breach

2011-11-11 Thread Eric Riemers

mistakes happen, valve is only human too. Lets keep the list back to server
administration again..

On Fri, 11 Nov 2011 23:13:38 +0800, "dmex"  wrote:
> What is there to 'clear up', they did gain access to the steam database.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
> Johansen
> Sent: Friday, 11 November 2011 11:10 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Valve Security Breach
> 
> 
> The Norwegian newspaper "VG" announced that VALVE had been compromised
and
> that they gained access to the master-Steam database, where everything is
> stored.http://www.vg.no/spill/artikkel.php?artid=10015971
> Anyone clear this up?
> 
>> Date: Fri, 11 Nov 2011 04:50:43 +0200
>> From: i...@ics-base.net
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Valve Security Breach
>> 
>> If you do a lot of Steam purchases, it's a conviniency issue. Few 
>> clicks and you are done. After entering the stuff 360 times you really 
>> rethink twice but being security paranoid, you don't fill anything in. 
>> Steam however still has your account information that you entered on 
>> first time creating account. Only the credit cart part will not be on 
>> record, except for past purchases so it's still there even if you do 
>> not leave it there to be ready.
>> 
>> I'm but surprised that if the Steam database was compromised, why is 
>> the Steam service still running? No one said that the hole is fixed or 
>> whatever method that was being used is now blocked.
>> 
>> -ics
>> 
>> 11.11.2011 4:22, Chris Brunelle kirjoitti:
>> > Seriously, who the hell fills all that information in?
>> >
>> > On Thu, Nov 10, 2011 at 6:26 PM, dmex  wrote:
>> >
>> >> Don't worry, He'll be fine after his nappy gets changed  ;)
>> >>
>> >> I am a bit annoyed Gabe didn't mention all the unencrypted personal 
>> >> information stored on the same Steam database the hackers now have, 
>> >> It's more than enough to pull off really good social 
>> >> engineering/phishing attacks and maybe even some ID theft.
>> >>
>> >> At minimum your Steam account contains the following unencrypted 
>> >> personal
>> >> details:
>> >> First&  Last name, Date of birth, Billing address, City, State, 
>> >> Zipcode, Country and telephone number.
>> >>
>> >> -Original Message-
>> >> From: hlds_linux-boun...@list.valvesoftware.com
>> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
>> >> msleeper
>> >> Sent: Friday, 11 November 2011 8:59 AM
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] Valve Security Breach
>> >>
>> >> Never has a more irrational or reactionary mail been posted to this
> list.
>> >>
>> >> On Thu, Nov 10, 2011 at 7:52 PM, Dan  wrote:
>> >>> On 10/11/2011 23:55, DontWannaName! wrote:
>>  If you haven't noticed, most credit card companies have very good 
>>  fraud prevention now. What's the worst they can do? I mean it's 
>>  bad, but really not the end of the world. You guys are just 
>>  causing unneeded drama about an issue that they are handling
> internally.
>> >>> It's not the end of the world, no. That was May 21st. And again in
>> >> October.
>> >>> The end of the world I can handle, I've lived through enough, but 
>> >>> it is the end of steam as a viable service I can trust.
>> >>>
>> >>> It wasn't that long ago Gabe was giving away his password with a 
>> >>> kind of "hack me if you can" bravado to advertise Steam Guard (and 
>> >>> clearly from myriad internet posts many think Steam is secure 
>> >>> because of it)
>> >>>
>> >>> But it isn't.
>> >>>
>> >>> There's only one game dev / publisher that has a database that has 
>> >>> my name, address, CC info and anything of value attached to it.
>> >>> That one is Steam.
>> >>>
>> >>> So, one by one, as other developers have been hacked, I've been 
>> >>> thinking "At least it's not steam, if they get that, I'm outta here"
>> >>>
>> >>> But I see nowhere to go forwards. Gabe's "we'll reopen the forums 
>> >>> asap" I find almost unbelievably trite as though he's hoping so 
>> >>> long as we can argue about how overpowered the heavy is/isn't next 
>> >>> week we'll carry on regardless as though nothing happened :/
>> >>>
>> >>> The way I see it, either Valve were incompetent (unlikely since 
>> >>> I'm sure Gabe said in interview they'd looked at their systems 
>> >>> after the other companies were hacked like Sony and so on) or you 
>> >>> cannot secure a system no matter how competent you are.
>> >>>
>> >>> Either way, I may as well just take cash to the store or find a 
>> >>> different hobby.
>> >>> If I get mugged on the way there or back, at least I might get a 
>> >>> description of who did it.
>> >>>
>> >>> --
>> >>> Dan
>> >>>
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list 
>> >>> arch

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-11 Thread Eric Riemers

Yeah my car broke down, fix it.. thats about the same what your saying
here..

What have you tried already? Did you do a verify all? Did you startup
without addons.. etc etc.

On Fri, 11 Nov 2011 12:25:21 +0100, oGre  wrote:
> Both our Linux servers crash on startup.
> 
> Invalid map 'koth_ravine_b2' included in map cycle file. Ignored.
> 538/ - tf_pumpkin_bomb:  UTIL_SetModel:  not precached:
> models/props_halloween/pumpkin_explode.mdl
> 538/ - tf_pumpkin_bomb:  UTIL_SetModel:  not precached:
> models/props_halloween/pumpkin_explode.mdl
> 
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_2011122836_1.dmp
> 
> 
> 2011/11/11 James Botting 
> 
>> Use cl_gameserver_reset_itentity on that one to regenerate and try the
>> regenerated one instead.
>>
>> On 11 Nov 2011, at 01:43, clad iron  wrote:
>>
>> > I am getting this on 1 of our servers.
>> >
>> > L 11/10/2011 - 19:12:00: Received auth challenge; signing into
>> > gameserver
>> > account...
>> > L 11/10/2011 - 19:12:00: Game server authentication: FAILURE!
>> > L 11/10/2011 - 19:12:00:Incorrect identity token
>> > L 11/10/2011 - 19:12:00: server_cvar: "sv_registration_message"
>> "Incorrect
>> > identity token"
>> >
>> > I typed out the token, and DOUBLE checked it was correct. This is no
>> chance
>> > of any letter/number/symbol to me mistaken for something else.
>> > I have also tried it with and without quotes.
>> >
>> > Anyone else getting this ?
>> >
>> >
>> > On Thu, Nov 10, 2011 at 7:55 PM, E3pO  wrote:
>> >
>> >> On my windows box i am getting more and more of these every update:
>> >>
>> >> material models/player/items/medic/medic_mirror has a normal map and
>> >> $basealphae
>> >> nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/all_halo has a normal map and
>> >> $basealphae
>> >> nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/id_badge_gold has a normal map
>> and
>> >> $basea
>> >> lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/id_badge_silver has a normal
>> >> map
>> and
>> >> $bas
>> >> ealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.
>> >>
>> >> material models/player/items/all_class/id_badge_platinum has a normal
>> map
>> >> and $b
>> >> asealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> >> material models/player/items/all_class/spacechem_pin has a normal map
>> and
>> >> $basea
>> >> lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/weiner_gold has a normal map
>> >> and
>> >> $basealp
>> >> haenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/weiner_silver has a normal map
>> and
>> >> $basea
>> >> lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/weiner_bronze has a normal map
>> and
>> >> $basea
>> >> lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
>> >>
>> >> material models/player/items/all_class/etf2l_highlander_gold has a
>> normal
>> >> map an
>> >> d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> >> material models/player/items/all_class/etf2l_highlander_silver has a
>> normal
>> >> map
>> >> and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> >> material models/player/items/all_class/etf2l_highlander_bronze has a
>> normal
>> >> map
>> >> and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> >> material models/player/items/all_class/etf2l_highlander_part has a
>> normal
>> >> map an
>> >> d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> >> material models/player/items/all_class/ugc_highlander_participant has
>> >> a
>> >> normal m
>> >> ap and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to
>> >> get
>> >> specular
>> >> .
>> >>
>> >> material models/player/items/all_class/ugc_highlander_platinum_1 has
a
>> >> normal ma
>> >> p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to
get
>> >> specular.
>> >>
>> >>
>> >> material models/player/items/all_class/ugc_highlander_platinum_2 has
a
>> >> normal ma
>> >> p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to
get
>> >> specular.
>> >>
>> >>
>> >> material models/player/items/all_class/ugc_highlander_platinum_3 has
a
>> >> normal ma
>> >> p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to
get
>> >> specular.
>> >>
>> >>
>> >> material models/player/items/all_class/ugc_highlander_silver_1 has a
>> normal
>> >> map
>> >> and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
>> >> specular.
>> >>
>> 

Re: [hlds_linux] Modern Warfare 3

2011-11-09 Thread Eric Riemers
Guys, this is the linux list, not windows... please try there (i bet you get
more answers too)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin
Howard
Sent: woensdag 9 november 2011 9:03
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Modern Warfare 3

What is the start up command though, to start up the server?




From: Nomaan Ahmad 
To: Half-Life dedicated Linux server mailing list

Sent: Wednesday, November 9, 2011 1:27:18 AM
Subject: Re: [hlds_linux] Modern Warfare 3

I have been playing around with MW3 server, it seems like its a Windows Only
release. There is limit of 18 slots on the dedicated server.

I have installed it using hldsupdatetool like this:

hldsupdatetool.exe -command update -game modernwarfare3 -dir .

I had to use Steam.dll from my steam folder and uploaded to the mw3's server
root.

It seems like its online on HLSW. Unfortunately I cant afford the game to
test it yet :(

Here is what it looks like on console:

version 1.2.358
Connecting to online services
Connected to online services.
Executing server config "server.cfg"
]map mp_interchange
---
Spawning map: mp_interchange, gametype war Initializing Steam Game Server:
game port 27015, auth port 8766, query port 27017, gamedir modernwarfare3,
version 1.0.0.0 Steam Game Server initialized as Internet Server.
No Steam Master Servers found. Server will LAN visible only.
Steam Game Server connected. Local IP 94.23.25.185, Public IP 94.23.25.185,
Game Port 27015 Steam Game Server is VAC Secure Spawn map (mp_interchange,
war) complete.
---
Steam Master Servers found (2). Server will be Internet Server listed.
map rotation is disabled - forcing map_restart.
---
Spawning map: mp_interchange, gametype war Spawn map (mp_interchange, war)
complete.
---

On 9 November 2011 05:59,  wrote:

> hello,
>
> but ... what about the "no steam logon" error? i cant join my hosted 
> server? i ask again, its possible atm to host servers? or not yet?
>
> i would be pleased if valve would give a comment? or someone else. iam 
> not sure but yesterday evening there were no german mw3 server online? 
> its a bug?
>
> -peter
> --
> NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie!
> Jetzt informieren: http://www.gmx.net/de/go/freephone
>
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Eric Riemers
Something similar is there which has partially (50%) what you want, but
someone would have to create a plugin for it (it is possible, see
https://forums.alliedmods.net/showthread.php?t=165329&page=2) 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: zaterdag 5 november 2011 23:28
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Voice chat muting


Here is an idea for a cool feature...  I don't know if this already exists
or not.

Let's call it automatic mute management.

Since you've said that the server actually receives the signal from clients
to mute other players, and thus it restricts the voice data, you could count
the number of mutes against a player.

If a threshold is met.  For example, if four people mute a player, he gets
muted for everyone at the server.

A server with a local administrator doesn't have these kinds of problems,
but local admins are often not around, so automation like this could be
helpful.

I have found that players are very reluctant to kick or ban other players,
even for the worst cases of voice spamming.



Sazpaimon wrote:
> Since the server actually handles the muting (it decides whether or not
> to send voice packets to the client), it can be done with a Sourcemod
> plugin. I have written something that hooks into when a client someone
> and stopped it from running, so muting is essentially impossible (I have
> it enabled on a micspam server). So it shouldn't be too difficult to
> write something that also stops people from spamming voice commands in
> addition to muting the mic.
>
> On 11/5/2011 1:40 PM, Bruno Garcia wrote:
>> I actually mean client sided, but on big servers admins are hardly
>> in-game
>> This should be an option when muting.
>>
>> On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan
>> Reeuwijkwrote:
>>
>>> that is a client side event, sent to the server, that then is send to
>>> all
>>> of the team... as filtering such is a client side issue, I guess SPUF is
>>> more appropriate for this.
>>>
>>> If you mean in an admin perspective, there are mute/gag options, which
>>> also end this kind of stuff from the player.
>>>
>>>
 
 From: Bruno Garcia
 To: Half-Life dedicated Linux server mailing list<
>>> hlds_linux@list.valvesoftware.com>
 Sent: Saturday, 5 November 2011, 18:29
 Subject: [hlds_linux] Voice chat muting

 When you mute a player, you won't hear his microphone output, but he
 can
 still call for Medic, or even annoy you with repeating the same phrase
>>> over
 and over again.
 Mute should also work for that.

 Any chance of it happening?
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
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>
>
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-- 
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-05 Thread Eric Riemers
Just the ability to assign a steamgroup to your server, based on a
registered id which should be done by a admin of that steamgroup would
already help out a lot for l4d2 (no more strange groups in your listing) but
this could be applied to tf2 easier, since we have the registered servers.

Overall I must say this is the best idea I've heard so far.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: zaterdag 5 november 2011 19:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

The whole idea could be taken more further than just that. It could be made
so that when player clicks the button, he gets a chance to add the
steamgroups gameservers to his favorites. This way the players would be more
tied to the actual servers than random server given by quickplay. 
Note that the player could remove the servers at any time or deny adding of
group servers into his/her favorites.

-ics

5.11.2011 19:54, st...@simiancage.org kirjoitti:
> I did suggest this sometime ago for L4D2 but it fell on death ears!
> Maybe tf2 can kick it in to play? Im certainly all for it!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eddy 
> Tarantulo
> Sent: 05 November 2011 06:44
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la 
> L4D2
>
> Marvelous idea.
>
> On Fri, Nov 4, 2011 at 9:21 AM, Peter Reinhold
> wrote:
>
>> On 03.11.2011 22:28, Michael Holmes wrote:
>>
>>   groups. Same would happen if TF2 would get such feature. Official 
>> TF2
 group
 id would suddenly be added to the servers out there.

>>> Unless they require the server to be linked to an account with admin 
>>> in that group. Which would be a perfectly logical choice, seeing as 
>>> the infrastructure is practically there already.
>>>
>> Just what I was about to suggest, that more or less would make 
>> abusing that system impossible.
>>
>>
>> /P
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux> s t.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
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Re: [hlds_linux] So Valve you ***** up the LAN play (Lo?c P?ron)

2011-10-30 Thread Eric Riemers
Guys, at least change the topic.. I don’t need to see fuck everytime when I
open my email list. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: zondag 30 oktober 2011 16:59
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron)

I'm afraid you don't get to dictate who can and can't post on the mailing
list, depending on whether or not they agree with you.

It's probably worth mentioning that he plays for
http://www.team-verygames.net who pretty much win every LAN competition in
Europe:
http://www.team-verygames.net/fr/index.vg#palmares

...so I think he knows what he's talking about.

(I don't play or care about CSS; I just had good reason to look them up
recently)

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- 
> boun...@list.valvesoftware.com] On Behalf Of molnár lászló
> Sent: 30 October 2011 09:03
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c
> P?ron)
> 
> Please dont join the conversaiton if you don't know the game bugs..
> thx.
> 
> We are on a LAN with aprox 30 teams and, yea i got plenty of time to 
> test it out and FB buged, and with zb-z it got worser so we had to 
> play without them.
> 
> So pleas valve take a look at them (mp_fadetoblack, and pleas give 
> bakc teh steamID-s ven szerver got sv_lan 1)
> 
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Re: [hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Eric Riemers
On a side note, make sure you actually capture the point and start the timer
at least once, otherwise presents don't drop. At least that was in our case
when regulars joined the server all waiting for them to appear ;p (they
actually didn't cap)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: vrijdag 28 oktober 2011 22:38
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] TF2 registered servers: check for rogue '=' in the
convar settings

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

Also,  make sure you put the identity token in quotes.

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

Your humble servant,
Fletch
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Re: [hlds_linux] Forum vs. email list

2011-10-25 Thread Eric Riemers

I prefer the mailinglist, tons of reasons why i would want that more then a
forum (ease of use being one of them)

But if we *have* to move to the forums, at least make it so that we have
our own section only for server maintainers, say for instance only people
with a registered server with good standings is allowed to post there.
Granted it might not be bullit proof but it might keep at least 90% of the
non-relevant forum people out there. And ofcourse, assuming this has push
alerts (with full reply for ease of use?)

On Tue, 25 Oct 2011 08:03:08 +0300, ics  wrote:
> I prefer mailing list. Just because it's easy to use while reading 
> regular e-mail and you can just pick a message to read easily, delete 
> immediately the rest that you don't need. On forum, you have to browse 
> around on many threads and it's very time consuming. I also hate the 
> SPUF style where you just get post to your mail that happened after your 
> reply and the messages after that are ignored untill i visit the forum 
> again. Forums might be clean first but full of dirt later. Too many 
> immature people there, way less here on this list.
> 
> People go crazy on forums whenever someone from Valve replies, they want 
> to contribute. I'ts a mess there. Benefit on forums is the the easier 
> search and messages browsing if you prefer reading all once a week and 
> have time to go through all the messages. The count of messages that 
> should not be posted would rise high too. It would be harder to find the 
> thing you are looking for. It's good for historians. How many people 
> browse old messages anyway and why? To check something or find answer? 
> Isn't wiki for the answers better or some sort of section "how to run a 
> server for dummies".
> 
> The recent change where there's as much as ~10 people been around from 
> Valve within a month is something i've never seen before. I thought the 
> list would live long and the latter closing notice would have been 
> proved wrong but i guess there is pressure to close the list down. This 
> is way more convinient than forums. Please do not close this down.
> 
> -ics
> 
> 
> 25.10.2011 7:28, Andrew kirjoitti:
>> What about adding some kind of easy searching to the mailing list
>> archives? That seems to be only commonly brought up minus to keeping
>> this format.
>>
>> I am able to access them (the archives) with my login, but the
>> standard listings by month and downloadable gzip'ed archives makes
>> searching nontrivial. Improving that would be a big +
>>
>> On Mon, Oct 24, 2011 at 11:24 PM, m33crob  wrote:
>>> I too would prefer to keep the mailing list. If a forum materializes
out
>>> of
>>> this conversation, I would be interested in becoming a moderator. I'm
>>> already super active in the Steam Forums and you guys may or may not
>>> have
>>> noticed that I update the Steam Forums server sections almost everyday.
>>>
>>> On Mon, Oct 24, 2011 at 9:15 PM, Jesse Molina 
>>> wrote:
>>>
 I prefer mailing lists, which is why I am here.  Discussion and
replies
 are
 below:

 I prefer mailing lists because there is a small technical barrier to
 entry.
   Chances are that you had to use a search engine to find it, which
   means you
 probably already tried to find what you were looking for via that
 search
 engine and failed.  Many noobs don't even know what a mailman list is,
 and
 that's good.  I want to talk to other people who can actually help me.

 This
 mailing list is not primarily for a social experience.  For most
 forums, a
 significant amount of code is dedicated to smileys, avatars,
 signatures,
 friends/foes, etc, because they need the social experience, because
 they are
 ad-revenue driven.  The amount of whitespace on web forums, compared
to
 email, is terrible.

 Here's a thought:  The quality of the discussion is primarily impacted
 by
 how those with authoritative knowledge (Valve employees and pros)
 engage in
 the discussion.  If Valve employees were more inclined to participate
 in
 discussion on a web forum, I'd go web forum.  I would not cry too hard
 if
 this one mailing list went away.  It's just games.

 About the archives:  Why are they password protected, and why has my
 password never ever worked?  From day one, the password that came in
my
 welcome email didn't work and I never tried again.  I have never ever
 searched the archives because I can't.

 It is nice to have a single point of discussion for issues, as opposed
 to
 many different sites and applications.  As an example, I am an
aquarium
 hobbyist, and I often visit five different web forums because each has
 some
 specialty, or the community is fractured up.  This is annoying.  This
 is
 also why I don't check forums.srcds.com but once in a great while.

 I've never seen a duel-pane message board reader 

[hlds_linux] Trades tf2

2011-10-20 Thread Eric Riemers
Hi,

I assume now that items that you buy in the store we will get a fix for the
trades too? Since I got many reports on our trade server that people trade
items now that are bought on the store (you can trade them now, but you
cannot use them in crafting) and this does not show up during the trade.
(there should be something that indicates this noncraftable during a trade)

Just reporting.. nothing more, don't want to start the whole hats party
thread :) 

Cheers


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Eric Riemers
http://www.sourcemod.net/smdrop/1.4/sourcemod-1.4.0-hg3407-linux.tar.gz

grab the gamedata from that, seems to start up my tf2 just fine.. all major
mods are broken though (saxton/prophunt/dodgeball/etc)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: donderdag 13 oktober 2011 22:41
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike:
Source has also been moved to use its own engine and dedicated server
depots.  Because of this, dedicated server files for Counter-Strike: Source
will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash
on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to "Map changes"
- Fixed game servers not being able to execute the retry command due to the
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar
- Server processing delays have been reduced, especially for servers on
modern Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU
usage on full servers
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers
has been fixed
- CPU is fully yielded back to the system whenever the server is running
faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes
into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts,
including weapons and cosmetic items, and change between them with the press
of a button.
- Added a new item type that can accept user-applied decals. Take any image
off your hard drive, put it on a stick, and then smash people with it! (See
the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see "Capture abuse report
data" under "Miscellaneous" controls)
- Non-newly-released weapons in the store can now be tried out for free once
per week! This will give you a fully-functional version of the weapon to be
used in-game for no cost. If you decide you like it, you can purchase it for
a discount during the trial period.
- All items purchased in the store can be used for crafting and can be
traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and
management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in
the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward
spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently
dramatic
- New slow-motion functionality added for replays where even camera shake
does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all
classes in the loadout scre

Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-05 Thread Eric Riemers
I've seen this on tf2 too, half the server would get empty. It has been a
while since last time though, it is hard to troubleshoot because you need to
be on the server to know it happened. No other form besides users will give
you the feedback. I'll keep an eye on it and report back if I see it again.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon
Lippincott
Sent: dinsdag 6 september 2011 3:46
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Clients drop due to loss of connection to VAC
servers

Evan/Jeff,

When was the first time you saw this happen?  Does it happen more frequently
now?

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan Sharp
Sent: Monday, September 05, 2011 6:44 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Clients drop due to loss of connection to VAC
servers

Yeah I have been getting it, usually half the player my servers drop around
the same time when it happens.

Sent from my EVO.
On Sep 5, 2011 8:43 PM, "Kyle Sanderson"  wrote:
> Since the game went F2P.
>
> Kyle.
>
> On Mon, Sep 5, 2011 at 5:34 PM, Jon Lippincott wrote:
>
>> Anyone else seeing this?
>>
>> -Jon
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones
>> Sent: Monday, September 05, 2011 12:21 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Clients drop due to loss of connection to VAC
servers
>>
>> I'm having a curious issue. From what I can gather this doesn't seem 
>> to
be
>> happening to any other servers my clients play on. After they have 
>> been
on
>> my CS:S servers (either server, I run 2) for a little while quite a 
>> few
of
>> my clients will drop with an error message stating that they lost 
>> connection to VAC servers. This is happening quite frequently. I keep 
>> my servers up
to
>> date, by updating them nightly. They are high quality servers with a 
>> good connection running out of a data center in Chicago. They have 
>> been there for a while and this only started happening within the 
>> last month. At this point I have no idea what the problem is and I'm 
>> thinking about doing a complete reinstall. Any ideas?
>> .
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Eric Riemers
There is a plugin for that on AM to punish quickly changing names players.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AJ Palkovic
Sent: donderdag 1 september 2011 2:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

Another common problem is hackers who are repeatedly changing their name,
making it quite difficult to determine their steamid.  It would be nice to
rate limit name changes if possible.  For instance if someone changes their
name more than 4 times in 1 minute, they are blocked from changing their
name again for 10 minutes?

On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick
wrote:

> Aimbotters and speedhackers are by far the most common, in that order.
> Aimbotters are rarely trying to hide what they're doing - they're 
> often getting headshots as fast as they can fire while taunting people in
chat.
>
> Speedhackers are very common too - a lot of these get detected by our 
> anti-hack script, which has been averaging a ban per day since the F2P 
> update.
>
> Wallhacks are hard, because there's no obvious giveaways if the player 
> isn't being obvious, and most people who want to be obvious go the 
> aimbot route. We get a few auto-detections of these per month from our 
> anti-hack script, but the script is far from perfect, and I suspect 
> there's a lot more of them than anyone realizes.
>
> I should also note that most of our hacker bans in the last months 
> have been free accounts with no friends, seemingly created just to go 
> troll people. It would be rather sweet justice if some sort of 
> hardware fingerprinting were to find and VAC their real accounts. That 
> would be one hell of a deterrent.
>
> - Neph
>
>
> On 08/31/2011 02:39 PM, Jon Lippincott wrote:
>
>> I'd like to compile a list of the most common hacks/cheats you all 
>> are seeing and see what measures we can take on game servers to help.  
>> No guarantees about when this will happen, but it would be great to 
>> get your feedback so we can chip away at it at least.
>>
>> -Jon
>>
>>
>
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Re: [hlds_linux] Update on RO2 Linux Servers

2011-08-29 Thread Eric Riemers
http://www.game-monitor.com/search.php?vars=os=linux&game=tf2
then type windows in the url for os.

You end up with the same conclusion. Linux has more servers.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: maandag 29 augustus 2011 23:53
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Update on RO2 Linux Servers


Your link counts web hosts. I'm talking about game server hosts which is
mainly who John Gibson is looking for to host beta servers. 

> Date: Mon, 29 Aug 2011 14:15:20 -0700
> From: bottige...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Update on RO2 Linux Servers
> 
> That is false by every study known. Here is an example 
> http://w3techs.com/technologies/overview/operating_system/all
> 
> The main motivation for game programmers not to make Linux servers is 
> because they don't feel like programming on Linux when they are much 
> more comfortable on Windows since that's where the client is made.
> 
> I am not planning to run any RO2 servers, but I will say this. Forcing 
> your hosts to pay for the Windows license will only mean less money 
> for the rest of the server.
> 
> 
> On Mon, Aug 29, 2011 at 1:59 PM, Jay Singh  wrote:
> >
> > There are more hosts out there that run Windows over Linux.
> >
> >> Date: Mon, 29 Aug 2011 21:34:22 +0100
> >> From: javato...@yahoo.es
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] Update on RO2 Linux Servers
> >>
> >> Most of gsp have their custom webpanel to manage them or use 
> >> commercial
> >> ones(gamecp,etc) so no need of vnc, but most use linux because of
security.
> >> > How are you supposed to administrate a Windows box, vnc? Don't make
me laffo.
> >> >
> >> > B)
> >> >
> >> > 2011/8/29 Björn Rohlén:
> >> >> perhaps they are not interested in people playing their game? :)
> >> >>
> >> >> On Mon, Aug 29, 2011 at 9:42 PM, Marcel
wrote:
> >> >>
> >> >>> On 29.08.2011 20:46, John Gibson wrote:
> >> >>>
> >>  I'm sorry to say but we've made the decision to hold off on 
> >>  having Linux servers for RO2, at least for the initial launch. 
> >>  We will be looking at the possibility of putting out a Linux 
> >>  server version post launch depending on what the level of 
> >>  demand there is for them. We appreciate the great support the 
> >>  Linux server admins have given Tripwire Interactive and our 
> >>  games over the years so thank you again.
> >> 
> >> >>>
> >> >>> I'm pretty sure you'll regret this. No linux dedicated server = 
> >> >>> no multiplayer.
> >> >>>
> >> >>>
> >> >>> --
> >> >>> Marcel
> >> >>>
> >> >>>
> >> >>> __**_
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> >> >>> archives, please visit:
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> >> >>>
> >> >> ___
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Re: [hlds_linux] CS:GO info - VALVe becoming evil?

2011-08-28 Thread Eric Riemers
With no valve admins on it, spammers on it, cheaters, and god knows what
without any control.. good luck with that.
The reason why people stick to certain servers is because there are admins
and people know what the servers does.

I see no reason why community/providers cant host 5vs5 ranked. We host war
servers for tf2 too, which works just fine.

Time will tell..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
Beretta
Sent: zondag 28 augustus 2011 16:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS:GO info - VALVe becoming evil?

If it will be as you described, this looks like a very good model.


On Sun, Aug 28, 2011 at 3:27 PM, ics  wrote:

> According to all that i've read about it from the testers, interviews, 
> previews, etc, CS:GO concentrates on 2 gamemodes, 5vs5 matches and 
> public play (like cs1.6 and css are today). The ranked mode aka 5vs5 
> is where players rank aka his skill level is being monitored. So he 
> ends up playing
> 5vs5 matches against players of his/her skill level instead of 
> complete frustration and failure. All 5vs5 servers are hosted by Valve 
> so there will be no cheating (from the servers part) or misinformation,
plugins, etc.
> Valve will set up servers for all the continents for this purpose for 
> PC,
> Xbox360 and PS3. There will be no community ranked servers for it. 
> Thats the current information about it
>
> There will be a public mode available for PC that you can have a 
> dedicated server for.
>
> -ics
>
> 28.8.2011 16:00, Hahahaha kirjoitti:
>
>  This is all rumora though isn't it? About allowing community based 
> servers
>> or not? I'd be up to hosting a cs:go server if they did allow it. 
>> Just so I understand what do you guys mean when you're talking about 
>> it being a ranked server or not? What does it mean to be a ranked server?
>>
>> Sent from my iPhone
>>
>> On 2011-08-27, at 3:32 PM, Evan  wrote:
>>
>>  Not sure if you guys read the stuff in the trailer. "*More *Maps", 
>> "*More
>>> *Game
>>> Modes", "*More *Weapons" Its "*More *of a glorified expansion pack"
>>> for
>>> CS:S than a full game.  They probably just spent all their time 
>>> porting the game over to consoles.. and hopefully did it right this 
>>> time.  Anyways..
>>> CS:GO will sell like hotcakes and unless valve plans on hosting 
>>> enough servers for everyone that plays it -- there will be a need 
>>> for community based server... ranked or not.  Also, people love 
>>> mods, wc3 mod for example and there will be achievement servers and 
>>> trade servers (to trade all of the hats they will put in the game)  
>>> which the community will need to host.
>>>
>>> --below is a rant...
>>> The ONLY reason I see valve selling this game as a new game is so 
>>> when they release it for consoles it will not be as an old game 
>>> (cs:s).  It gets a new title and some new stuff.  This stuff... like 
>>> maps, game modes, and weapons have, in the past, always been DLC for 
>>> games like TF2.  No one wants to buy a game that is new to console 
>>> but 7 years old... the solution, add some stuff that would/should be 
>>> DLC (free or not), slap a new name on it and market it as the next 
>>> big step in a line of otherwise great games.  Now if CS:GO is free 
>>> or extremely discounted for people that have CS:S... I could see 
>>> this as an attempt to expand their market/client base without 
>>> hurting their current client base.
>>>
>>> On Sat, Aug 27, 2011 at 12:40 PM, doc  wrote:
>>>
>>>  I like CS because it feels like the "arcade" version of a lot of
 military shooters. Sure it's not realistic to shoot an AWP from the 
 hip but sometimes it feels just -really badass-.

 On Sat, Aug 27, 2011 at 8:24 AM, Evaldas
  wrote:

> Yes this information about servers is disappointing, but... I 
> still think that this game will be an other copy of the 
> original... Like L4D2 of Condition Zero. Already watched the 
> trailer.
> Models still run like with paper-made weapons. And where is the 
> portal2 quality visuals?
> I think VALVe should give their developers an opportunity to try 
> running
>
 and

> jumping
> with real weapons. :-) Las time I've tried the AK47, my shoulder 
> hurt two weeks :-))
>
> So.. you people still think, that players will be playing a 
> skinned CS:S version an we will need so much servers?
>
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-26 Thread Eric Riemers

I think they could do even more, but in the end the impact on servers on
cpu (anti wallhack for instance) might be that high and since its still
single threaded

On Fri, 26 Aug 2011 12:32:29 +0200, "AnAkIn ."  wrote:
> Valve could block wallhacks and speedhacks with some server side code if
> they wanted to.
> 
> 2011/8/26 Kigen 
> 
>> There isn't just that.  But I mentioned it since it was what was being
>> discussed.
>>
>> A lot of things get broken in cheats when you use this plugin.
>>
>> But it does cause some other issues (small, but noticeable).
>>
>> On Thu, Aug 25, 2011 at 9:05 PM, J M  wrote:
>> > The client doesn't decide it, but it knows when it's going to happen
at
>> the
>> > same time the server does. This is so that client side prediction can
>> work
>> > effectively with crits. Whether an attack is a crit is decided by both
>> the
>> > server and the client at the same time. They used to allow clients to
>> decide
>> > it, and crit hacks used to be much more useful. Nowadays, crit hacks
>> simply
>> > shoot every time there is going to be a crit, instead of forcing crits
>> every
>> > time you shoot.
>> >
>> > On Thu, Aug 25, 2011 at 9:55 PM, Necavi  wrote:
>> >
>> >> Out of curiosity, why should the client decide when a critical hit
>> occurs?
>> >> I can see some benefit to it, but mostly I see it as exploitable.
>> >>
>> >> -Original Message-
>> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
>> >> Sent: Thursday, August 25, 2011 17:07
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status
>> >> hack?
>> >>
>> >> Valve should first add some basic server side protection against some
>> >> common hacks.
>> >>
>> >> For example should be easy to block "100% crits" hacks like this one:
>> >> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the
>> >> client
>> >> has to decide when a a critical hit occurs,  but the server should
>> validate
>> >> the decision.
>> >>
>> >> Most speedhacks also should be detected by server.
>> >>
>> >>
>> >>  - Original Message -
>> >>  From: bottige...@gmail.com
>> >>  Sent: 08/25/11 11:36 PM
>> >>  To: Half-Life dedicated Linux server mailing list
>> >>  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
>> >>
>> >>
>> >> Is Valve really doing anything to catch people making F2P accounts to
>> >> avoid cheat bans?
>> >>
>> >> Ever since we switched to IP bans, we've been able to catch many
>> >> cheaters using F2P to avoid bans. Some of them have even made up to 4
>> >> accounts in a row. Unfortunately, I've started to see some of these
>> >> people sprinkle our ban system with dynamic IPs which will inevitably
>> >> ban innocent users.
>> >>
>> >> We've also recently dealt with another hacker here (Valve can confirm
>> >> they use the same IP address).
>> >>
>> >> http://steamcommunity.com/profiles/76561198047123732 - primary
>> >> cheating
>> >> account
>> >> http://steamcommunity.com/profiles/76561198038410008
>> >>
>> >> What was unusual about this is that he was using a name copy program
>> >> and the admin at that time was complaining he couldn't use the status
>> >> command. Is it possible to have the status command blocked somehow?
>> >> The cheater in question posted this youtube video on this hack forum.
>> >>
>> >> http://casualhacks.net/forum/showthread.php?t=69
>> >>
>> >> ___
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Eric Riemers
The only thing i know is that they cant put multiple accounts (max 3 i
think) on 1 creditcard... if you want more on 1 account, but hey for
cheaters they don't care...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: donderdag 25 augustus 2011 22:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

No, they aren't.

2011/8/25 bottige...@gmail.com 

> Is Valve really doing anything to catch people making F2P accounts to 
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many 
> cheaters using F2P to avoid bans. Some of them have even made up to 4 
> accounts in a row. Unfortunately, I've started to see some of these 
> people sprinkle our ban system with dynamic IPs which will inevitably 
> ban innocent users.
>
> We've also recently dealt with another hacker here (Valve can confirm 
> they use the same IP address).
>
> http://steamcommunity.com/profiles/76561198047123732 - primary 
> cheating account
> http://steamcommunity.com/profiles/76561198038410008
>
> What was unusual about this is that he was using a name copy program 
> and the admin at that time was complaining he couldn't use the status 
> command. Is it possible to have the status command blocked somehow?
> The cheater in question posted this youtube video on this hack forum.
>
> http://casualhacks.net/forum/showthread.php?t=69
>
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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Eric Riemers

I though 31 was the max but i believe its changed:
From their website: Increasing the max player count above 24 will incur a
matchmaking scorking penalty, but will not disqualify you from the list

Still awaiting on the change they will allow nocrits servers to just be
able to get players too, although with a penalty (but i would be fine with
that)

On Thu, 25 Aug 2011 14:23:21 +0300, ics  wrote:
> Good point. There's a lot of servers that have more slots as intended.
> 
>  However, if maxplayers now is 34 while replay and stv is enabled at the
>  same time, does it affect matchmaking? Servers over 32 aren't receiving
>  any players so if these 2 are on, does the matchmaking count them as
extra
>  slots, result being 34 while only 32 are in use for real?
> 
> -ics
> 
> - Alkuperäinen viesti -
>> Any reason why 32+ slot servers aren't simply filtered out at the master
>> servers?
>> 
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
>> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
>> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
>> SourceTV and Replay
>> 
>> the extra slot for tv is already being used to host 33 slots servers
>> (teams of 16vs17 players)
>> what's stopping us from running more than 33 slots is a limit in the
>> client if they increase this limit to 34, we'll figure out a way to use
>> it
>> 
>> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
>> wrote:
>> 
>> > Why not? Servers won't be able to use those 2 extra slots for players
>> > to join anyways (without a server side hack, that is)
>> > 
>> > 2011/8/25 John Schoenick :
>> > > You... didn't bump TF2's maxplayers to 34 now did you?
>> > > 
>> > > Please tell me you didn't.
>> > > 
>> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
>> > > > 
>> > > > Nope - just fixed it.   This will go out with the next update. 
>> > > > Thanks
>> > for
>> > > > the heads up!
>> > > > 
>> > > > -Jon
>> > > > 
>> > > 
>> > > 
>> > > ___
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[hlds_linux] l4d2 version

2011-08-22 Thread Eric Riemers

All,

Is it just me or is the version number of l4d2 servers higher then the
master server is advertising?

Eric

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[hlds_linux] replay still bad sometimes

2011-08-21 Thread Eric Riemers
During normal gameplay there was a hiccup with the replay system and got
this:



*
*
*
* ** ERROR: Couldn't connect to server
*
*






*
*   Replay recording shutting down due to publishing error!  Recording will
begin
*   at the beginning of the next round, but may fail again.
*

 

After that the server was hanging... had to restart.

Eric


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Re: [hlds_linux] stutter issue

2011-08-18 Thread Eric Riemers
I was also experiencing lag with certain amount of players or lower amount
but with "some" players having a high ping and on other servers they did
not.

In the end I found the issue for this, it seemed on windows in the cfg it
had: host_framerate "264" and this was the cause on Linux. Since we have
multiple admins around someone inserted this at some point in time and cause
the mayhem with the move to Linux. Hopefully it will save someone some
issues in the future too like Ross mentioning one of the issues tooo.

Eric

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: maandag 8 augustus 2011 21:45
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] stutter issue

Ah thanks for this tip, it did fix this weird issue! Many thanks, since this
was our test server that's now working our main still needs fixing but there
everybody is just hanging when there is more then say 5 players, but I think
that could be hardware related..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: maandag 8 augustus 2011 20:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] stutter issue

I started experiencing problems with weird stuttering (or the opposite,
where the world moves WAY faster than it should) as soon as the
RDTSC_FREQUENCY detection was added to the game.  Therefore, I disabled in
via set in my Bash .profile for the server user (export
RDTSC_FREQUENCY=disabled).  This way, the detection is skipped and all the
weird timing issues went away.

On Mon, Aug 8, 2011 at 2:40 PM, Eric Riemers  wrote:

> So we have a issue:
>
>
> http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531
> 84FA3A
> C9A2ADCCA6EF6F133/
> As you can see the trails from the nades are dotted. This normally 
> should be one straight line, everything is in slowmotion a bit.
>
> I have no clue what to do and maybe one had it before.
>
> It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x
> hdd) the only thing running on is 1 tf2 server so its doing pretty 
> much nothing.
> Running debian 6, tried installing version 5 too, tried Ubuntu too and 
> tried a 1000hz kernel (just for the fun of it) all the same issue, its 
> either slowmo or so slow it wont walk anymore at all.
>
> Did traceroutes, used mtr and that seems just fine. Connectivity is 
> fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange 
> spikes
in it.
> Had some other people take a look at it and still not known. Also did 
> a clean install and a complete copy from a server that is working for
Linux.
> (including not using any mods/replay)
>
> We have another eq4 same issue (this one is test) and we have a 
> current eq4 which works just normal (also debian)
>
> Here is the weird part, install windows on it and it works just fine! 
> And another weird one, install counter strike on it and that one works 
> fine too, its *only* tf2 that is giving this issue.
>
> Might be a big lap of text, but I am pretty clueless, any hints/tips 
> and I will follow them up, if you want to enjoy a slowmo action, you 
> can try to
> 213.133.123.103:27015
>
> Eric (lethal-zone.eu)
>
>
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> please visit:
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Re: [hlds_linux] stutter issue

2011-08-08 Thread Eric Riemers
Ah thanks for this tip, it did fix this weird issue! Many thanks, since this
was our test server that's now working our main still needs fixing but there
everybody is just hanging when there is more then say 5 players, but I think
that could be hardware related..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: maandag 8 augustus 2011 20:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] stutter issue

I started experiencing problems with weird stuttering (or the opposite,
where the world moves WAY faster than it should) as soon as the
RDTSC_FREQUENCY detection was added to the game.  Therefore, I disabled in
via set in my Bash .profile for the server user (export
RDTSC_FREQUENCY=disabled).  This way, the detection is skipped and all the
weird timing issues went away.

On Mon, Aug 8, 2011 at 2:40 PM, Eric Riemers  wrote:

> So we have a issue:
>
>
> http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531
> 84FA3A
> C9A2ADCCA6EF6F133/
> As you can see the trails from the nades are dotted. This normally 
> should be one straight line, everything is in slowmotion a bit.
>
> I have no clue what to do and maybe one had it before.
>
> It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x 
> hdd) the only thing running on is 1 tf2 server so its doing pretty 
> much nothing.
> Running debian 6, tried installing version 5 too, tried Ubuntu too and 
> tried a 1000hz kernel (just for the fun of it) all the same issue, its 
> either slowmo or so slow it wont walk anymore at all.
>
> Did traceroutes, used mtr and that seems just fine. Connectivity is 
> fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes
in it.
> Had some other people take a look at it and still not known. Also did 
> a clean install and a complete copy from a server that is working for
Linux.
> (including not using any mods/replay)
>
> We have another eq4 same issue (this one is test) and we have a 
> current eq4 which works just normal (also debian)
>
> Here is the weird part, install windows on it and it works just fine! 
> And another weird one, install counter strike on it and that one works 
> fine too, its *only* tf2 that is giving this issue.
>
> Might be a big lap of text, but I am pretty clueless, any hints/tips 
> and I will follow them up, if you want to enjoy a slowmo action, you 
> can try to
> 213.133.123.103:27015
>
> Eric (lethal-zone.eu)
>
>
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[hlds_linux] stutter issue

2011-08-08 Thread Eric Riemers
So we have a issue:

http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA53184FA3A
C9A2ADCCA6EF6F133/
As you can see the trails from the nades are dotted. This normally should be
one straight line, everything is in slowmotion a bit.

I have no clue what to do and maybe one had it before.

It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the
only thing running on is 1 tf2 server so its doing pretty much nothing.
Running debian 6, tried installing version 5 too, tried Ubuntu too and tried
a 1000hz kernel (just for the fun of it) all the same issue, its either
slowmo or so slow it wont walk anymore at all.

Did traceroutes, used mtr and that seems just fine. Connectivity is fine,
get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it.
Had some other people take a look at it and still not known. Also did a
clean install and a complete copy from a server that is working for Linux.
(including not using any mods/replay)

We have another eq4 same issue (this one is test) and we have a current eq4
which works just normal (also debian)

Here is the weird part, install windows on it and it works just fine! And
another weird one, install counter strike on it and that one works fine too,
its *only* tf2 that is giving this issue.

Might be a big lap of text, but I am pretty clueless, any hints/tips and I
will follow them up, if you want to enjoy a slowmo action, you can try to
213.133.123.103:27015

Eric (lethal-zone.eu)


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Re: [hlds_linux] Random server crashes / temp fix

2011-08-05 Thread Eric Riemers
Did have one crash just now since last update:

DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
L 08/05/2011 - 21:21:02: "Canazza<146>" joined team
"Blue"
L 08/05/2011 - 21:21:02: "|LZ| XD Nimba<145>"
joined team "Blue"

After that no response from console, was taking up 100% cpu. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: vrijdag 5 augustus 2011 20:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Random server crashes / temp fix

Storage size isn't of issue.

What worries me is that apparently somehow a corruption can exist there
which can cause a server to crash when a specific player joins.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
[mslee...@ismsleeperwrong.com]
Sent: 05 August 2011 20:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Random server crashes / temp fix

It does. Even if you don't use nemrun, you should clear out your downloads
periodically since srcds doesn't every do it and you'll wind up with many
many gigs of sprays.

On Fri, Aug 5, 2011 at 11:24 AM, Ross Bemrose  wrote:
> I think the nemrun startup script has an option to clear the downloads 
> directory every time the server starts.
>
> On Fri, Aug 5, 2011 at 11:05 AM, Saint K. 
wrote:
>
>> We've found a cause of the server crashes we were still experiencing 
>> at random (much much lower then before, but we still had them).
>>
>> We were able to locate a user who was able to crash each and every 
>> single server we ran, on different machines, fully tested & 
>> reproduced without running any modifications. All this user had to do 
>> was connect to the server.
>>
>> After removing all the content in */orangebox/tf/downloads/ on all 
>> servers this user was no longer able to crash them by joining. 
>> Somewhere there must have been some corruption in a file, triggered by
this user joining.
>>
>> Saint K.
>>
>> P.s. I while writing this, I just noticed another crash on a server, 
>> so we're clearly not done yet with the crashes, the above just has 
>> fixed one of many crashes it seems 
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Re: [hlds_linux] What files/folders, if any, are safe to symlink?

2011-08-05 Thread Eric Riemers

If you run multiple servers with the same addons, you can all symlink it to
the same file in /shared/plugins for instance. 

On Fri, 5 Aug 2011 15:25:47 +0200, Claudio Beretta
 wrote:
> depending on how much you are going to mod the servers, you can even run
> multiple servers from the same path
> there are several convars you can set to specify files and dirs different
> from the default (IE:  motdfile motd27025.txt)
> write cvarlist and search for "file" "dir" "path" to find all of them
> 
> If you want to symlink, I'd say everything exept cfg and addons.
> 
> 
> On Fri, Aug 5, 2011 at 3:15 PM, Peter Reinhold
> wrote:
> 
>> Hi all,
>>
>> Just wondering if it is safe to symlink datafiles across multiple TF2
>> servers, so I only have to update a single instance, instead of many?
>>
>> Anyone have any experience on this, maybe even a small shellscript to do
>> it?
>>
>>
>> /Peter
>>
>>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-05 Thread Eric Riemers

Running +- 15 servers, no map change crashes and so far i have not seen a
single crash for the last 2 days (tf2)

On Thu, 4 Aug 2011 20:29:06 -0700, Matthew Attaway 
wrote:
> No map change crashes on mine either. No source mod, standard maps,
fairly
> high population.
> 
> Cheers,
> Matt
> 
> On Thu, Aug 4, 2011 at 8:21 PM, msleeper
> wrote:
> 
>> 4 servers, no map change crashes.
>>
>> On Thu, Aug 4, 2011 at 8:59 PM,   wrote:
>> > I also have not noticed any crashed throughout these last few updates.
>> > I
>> have one lightly trafficked server, however.
>> >
>> > Debian
>> > Intel
>> > Sourcemod
>> > Replay
>> >
>> > Sent via BlackBerry by AT&T
>> >
>> > -Original Message-
>> > From: "Aaron \"DJ Zyrphon\" Thompson"
>> > Sender: hlds_linux-boun...@list.valvesoftware.com
>> > Date: Thu, 4 Aug 2011 19:53:19
>> > To: ; Half-Life dedicated Linux server
>> mailinglist
>> > Reply-To: Half-Life dedicated Linux server mailing list
>> >
>> > Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>> >
>> > I'm just putting this out there: I am not having tis map change crash
>> issue and I run 8 servers, 4 of which are not 24/7 map servers.
>> >
>> > Sent from my MOTOBLUR™ smartphone on AT&T
>> >
>> > -Original message-
>> > From: "Björn Rohlén" 
>> > To: steve.gr...@gmail.com, Half-Life dedicated Linux server mailing
>> > list
>> 
>> > Sent: Fri, Aug 5, 2011 00:45:47 GMT+00:00
>> > Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>> >
>> > blizzard does not do these things against their population.
>> >
>> > -The G
>> >
>> > On Thu, Jul 28, 2011 at 2:23 AM, steve grout 
>> wrote:
>> >
>> >> ok, so did another verify all... removed sourcemod, removed replay..
>> >> and
>> >> every single map change the server crashes.. im lost now!
>> >>
>> >>
>> >> On 28/07/2011 01:04, Jesse Molina wrote:
>> >>
>> >>>
>> >>> no hlds_announce list usage?  Even though it's not a required
update?
>> >>>
>> >>>
>> >>>
>> >>> Jason Ruymen wrote:
>> >>>
>>  Updates to Team Fortress 2 are now available.  The specific changes
>>  include:
>> 
>>  - Fixed a Mac client crash triggered after selecting a team.
>>  - Fixed a couple of replay issues.
>>  - Updated the localization files.
>> 
>>  Jason
>> 
>> 
>>  __**_
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>>  archives,
>>  please visit:
>>  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>> 
>> >>>
>> >>>
>> >> __**_
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archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
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>> >>
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Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program

2011-08-03 Thread Eric Riemers
Any time span on a reply then, i prefer not to mail too often.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson
Sent: donderdag 4 augustus 2011 2:52
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list; TWI Server Admins
Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server
Program

Yes, we're still talking to people. We just got fairly overloaded with
responses and a lot of them weren't clear which is why I posted up this
message on the list a few days ago:

> So just to be clear, if you are just interested in hosting a server 
> for
the
> beta and you got an e-mail from me requesting you fill out an NDA, 
> please ignore that NDA part :) You won't need to sign an NDA to host a 
> server for the beta. That was mainly meant for GSP companies.
>
> If I missed anyone that was interested in hosting a server for the 
> beta,
or
> a GSP, please e-mail with either the subject "RO2 Beta Server" if you 
> are just interested in hosting a server or "GSP interested in the RSP 
> and RO2 beta" if you are GSP. That way I can keep all these e-mails 
> straight :)

As we are firming up our plans, it looks like for the beta we'll probably
just release the beta server files over HLDS and anyone can host a server if
they want to. Originally we were planning to do something much smaller and
just work directly with a few GSPs and trusted admins for the last phase of
the beta. But to be quite frank the pre-sales for the game have been going
so well it looks like we'll need WAY more servers than anticipated :) We're
still solidifying how we'll handle ranked servers during the beta period as
well so stay tuned for more info on that.

Cheers,

John Gibson
President
Tripwire Interactive


On Wed, Aug 3, 2011 at 8:22 PM, James Puckett  wrote:

> I don't think John is still letting people do this, I emailed him 
> twice and I got no response.(once a month ago and once a few days ago)
>
> On Tue, Aug 2, 2011 at 1:17 PM, Mike jons 
> wrote:
>
> >
> > Sorry for the late reply on the beta, but I was wondering if I could
> still
> > get into the beta server hosting. I help run the community called 
> > RareBreedGaming. You can contact me at the email
> blindedsoldi...@gmail.com
> >
> > > Date: Mon, 1 Aug 2011 20:56:39 -0400
> > > From: j...@tripwireinteractive.com
> > > To: serveradm...@tripwireinteractive.com; 
> > > h...@list.valvesoftware.com;
> > hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked
> Server
> > Program
> > >
> > > I apologize for taking so long, but I finally got around to 
> > > sending out responses to the people that messaged me regarding the 
> > > RO2 beta and
> > Ranked
> > > Server program. Looking back I should have made them two different
> > messages,
> > > because it was a little tricky to tell who was interested in 
> > > hosting a server for the beta, and who was a GSP interested in 
> > > being involved
> with
> > the
> > > ranked server program.
> > >
> > > So just to be clear, if you are just interested in hosting a 
> > > server for
> > the
> > > beta and you got an e-mail from me requesting you fill out an NDA,
> please
> > > ignore that NDA part :) You won't need to sign an NDA to host a 
> > > server
> > for
> > > the beta. That was mainly meant for GSP companies.
> > >
> > > If I missed anyone that was interested in hosting a server for the
> beta,
> > or
> > > a GSP, please e-mail with either the subject "RO2 Beta Server" if 
> > > you
> are
> > > just interested in hosting a server or "GSP interested in the RSP 
> > > and
> RO2
> > > beta" if you are GSP. That way I can keep all these e-mails 
> > > straight :)
> > >
> > > Thanks,
> > >
> > > John Gibson
> > > President
> > > Tripwire Interactive
> > >
> > > On Sat, Jul 23, 2011 at 4:25 PM, John Gibson
> > > wrote:
> > >
> > > > Hopefully it is OK to send this message out here, I thought it 
> > > > was
> the
> > best
> > > > way to get in touch with as many server admins/GSPs as possible. 
> > > > We
> > have a
> > > > couple of things coming up that I'd like to mention to the 
> > > > server admins/GSP's out there.
> > > >
> > > > Red Orchestra 2 Beta - sometime in the not too distant future we 
> > > > are
> > going
> > > > to be doing a much larger scale beta for Red Orchestra 2. We 
> > > > estimate
> > we'll
> > > > need anywhere between 100-300 servers up at the peak to meet the
> > demand.
> > > > We're going to be putting up quite a few official servers 
> > > > ourselves
> (by
> > > > ourselves I mean renting them from a GSP), but are also looking 
> > > > for
> > server
> > > > admins/GSPs that would like to participate in the beta and put 
> > > > up
> some
> > > > servers themselves. If you are interested in participating by 
> > > > putting
> > up
> > > > some servers, please message me off list with your con

Re: [hlds_linux] crashes after update 2nd of August (minidumps)

2011-08-03 Thread Eric Riemers
Btw, tf2items on Linux doesn't work (makes crashes too) so make sure you
don't send in those if you have/had it running.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: woensdag 3 augustus 2011 11:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] crashes after update 2nd of August (minidumps)

Strange crash dumps. They seem broken, not openable with any debugging
program.

2011/8/3 Saint K. 

> Oh bugger, this was meant as direct mail to Fletch, not to the mailing 
> list.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [ 
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [ 
> sai...@specialattack.net]
> Sent: 03 August 2011 09:11
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] crashes after update 2nd of August (minidumps)
>
> Hi Fletch,
>
> Here's a bunch of new mini dumps. Crashing has gone way down, but 
> still occasionally crashes are observed. I am not entirely sure about 
> the first mini-dumps if they are with the new update applied, however, 
> the ones timestamped on the 3rd of August are for sure after the update.
>
> http://www.specialattack.net/~saintk/dumps.rar
>
> Regards,
>
> Saint K.
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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] tf2 crashes

2011-08-01 Thread Eric Riemers
Good, thanks for the update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: maandag 1 augustus 2011 19:00
To: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com'
Subject: Re: [hlds_linux] tf2 crashes

We will release an optional update this afternoon.

It will fix the crash bug caused by the Righteous Bison.

It will also throttle the diagnostic spew about invalid positions / angles.
We'll look at the specific types of entities causing the check to trigger
and fix them to avoid it.  The spew is alerting us to entities with
suspicious positions / orientations, and helped us identify the crash.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bajdechi
"Nightbox" Alexandru
Sent: Monday, August 01, 2011 8:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] tf2 crashes

I hope so.

2011/8/1 Eric Riemers 

>
> Although the storm of mails have halted a bit.
> I still see crashes which actually stop my server from restarting. 
> This was still ongoing by valve right?
>
> Eric
>
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[hlds_linux] tf2 crashes

2011-08-01 Thread Eric Riemers

Although the storm of mails have halted a bit.
I still see crashes which actually stop my server from restarting. This was
still ongoing by valve right?

Eric

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[hlds_linux] publish error?

2011-07-30 Thread Eric Riemers
I just had this on one of our servers:

L 07/31/2011 - 01:00:39: [ultimate-mapchooser.smx] MAPVOTE: Players voted
for ma
p 'ph_maze_a4' from group 'group3'
L 07/31/2011 - 01:01:00: "TEA_TREE<725>" triggered
"ro
cket_jump"
*   ERROR: Publish timed out after 60 seconds.

After that, all clients where disconnected and it was hanging. Took some
time before it went back to normal, all clients got disconnected "no steam
login"

I have not seen this before (was only on 1 server)


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