Re: [hlds_linux] Stats for Gearbox server?

2017-10-21 Thread Weasels Lair
I would think in HLStatsX, you could define it as an HL1 "mod".  You might
have to setup a new icon for it, and I forgot how to enter the mod-specific
weapons, but I'm sure there is a way.  I seem to recall that I had to do
that when I was running HLStatsX to track my Deathmatch Classic (DMC)
server, and a couple of copies of "Snow-War" mod I run.

On Sat, Oct 21, 2017 at 1:35 PM, Ook <ooksser...@zootal.com> wrote:

> I am looking for something I can host myself. Sadly, hlstats was abandoned
> years ago, hlstatsx doesn't have OP4 supports, psychostats likewise was
> abandoned years ago. What else is out there for those that want to host it
> yourself?
>
>
> On 10/18/2017 10:01 PM, Weasels Lair wrote:
>
>> I am using the stats service GameMe.com.  it's sort of a cloud hosted
>> version of HLStats, etc.  Not sure about GearBox specifically, but
>> definitely works with my HL1, TFC, DMC and CS 1.x Servers.
>>
>> On Oct 18, 2017 3:07 PM, "Ook" <ooksser...@zootal.com> wrote:
>>
>> Many moons ago (like ten years ago) I ran a stats package on my Gearbox
>>> server. I think the devs eventually dropped it and it no longer worked. I
>>> have long since forgotten which one it was, psychostats, hlstats,
>>> something
>>> like that.
>>>
>>> Is anyone running a GearBox or HL1 server with stats? If so, which stats
>>> package are you using?
>>>
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[hlds_linux] TF2 = Your client has failed to authorize in time. Please reconnect or restart your game.

2017-10-21 Thread Weasels Lair
Ever since the update, clients trying to connect to my server keep getting
that message ...

"Your client has failed to authorize in time. Please reconnect or restart
your game."

I assume this is happening on a much wider basis?
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Re: [hlds_linux] Stats for Gearbox server?

2017-10-18 Thread Weasels Lair
I am using the stats service GameMe.com.  it's sort of a cloud hosted
version of HLStats, etc.  Not sure about GearBox specifically, but
definitely works with my HL1, TFC, DMC and CS 1.x Servers.

On Oct 18, 2017 3:07 PM, "Ook"  wrote:

> Many moons ago (like ten years ago) I ran a stats package on my Gearbox
> server. I think the devs eventually dropped it and it no longer worked. I
> have long since forgotten which one it was, psychostats, hlstats, something
> like that.
>
> Is anyone running a GearBox or HL1 server with stats? If so, which stats
> package are you using?
>
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[hlds_linux] GoldSrc server updates on 2017-07-11?

2017-07-11 Thread Weasels Lair
I noticed some announcements on Steam for HL1, TFC and DMC - but no
notification from HLDS_Announce?

I thought maybe they were client-side only updates, but I show all
DLL's/SO's on my dedicated server had changed (at least in their
time-stamp) when I ran the update on them.

I also noticed that the version information in the Steam.INF files did NOT
increment?
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[hlds_linux] ToolChain fix just released?

2017-04-12 Thread Weasels Lair
Looks like Valve may have just released the ToolChain update for TF2, which
includes fixes for Mac OS-X?

http://store.steampowered.com/news/28831/
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Re: [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-15 Thread Weasels Lair
A description of the SteamRT on Valve's git-hub:
https://github.com/ValveSoftware/steam-runtime

Link to their repo for binaries and source?
http://repo.steamstatic.com/steamrt/

Not really relevant to me - since I'm on Ubuntu LTS and don't seem to have
any issues.  I dumped CentOS years ago based on some notes from Valve,
indicating that they developed Linux-based components on debian/ubuntu
family - so I assumed that would always be easier than running a
RedHat-family distro.


On Wed, Mar 15, 2017 at 4:58 PM, Marco Padovan <e...@evcz.tk> wrote:

> Actually, should everything work on centos 7?
>
> If not, is there a zip file with all the steamruntime files to try to run
> some dynamic linking?
>
> On Thu, Mar 16, 2017 at 12:46 AM, Marco Padovan <e...@evcz.tk> wrote:
>
> > I've yet to inspect that properly Could be
> >
> > On Thu, Mar 16, 2017 at 12:28 AM, Weasels Lair <wea...@weaselslair.com>
> > wrote:
> >
> >> If I understood correctly, non-Debian/Ubuntu family servers might have
> to
> >> use the Steam Runtime/chroot thing?
> >>
> >> On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovan <e...@evcz.tk> wrote:
> >>
> >> > We are having segfaults on centos 7 with intel xeon v5 cpus 
> >> >
> >> > shouldn't centos 7 be fully supported an on par with the versions?
> >> >
> >> >
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> >
> >
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Re: [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-15 Thread Weasels Lair
If I understood correctly, non-Debian/Ubuntu family servers might have to
use the Steam Runtime/chroot thing?

On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovan  wrote:

> We are having segfaults on centos 7 with intel xeon v5 cpus 
>
> shouldn't centos 7 be fully supported an on par with the versions?
>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-22 Thread Weasels Lair
A couple of weird things I noticed on my TF2 beta server today:

1) The port number I specified on the command-line in 6911, but in the
"status" command it shows 6912.  I did not notice that yesterday, but I
assume it was showing that way yesterday as well.  I have not tried to
update since fixing the server yesterday.  Current non-beta does not show
that way (although as I recall it works that way - always adding 1 to the
port number given at the command-line? but showing the original port number
anyway?).  So, maybe just making it reflect "reality" now?  Would be nice
to just make it use the port numbers used instead though. :-)

2) The beta server worked fine yesterday, but today some issues.  Not sure
if related to my upgrade from Ubuntu 14 LTS to Ubuntu 16 LTS.  I can not
connect to the server today, and today I notice under the "status" command
it says:

(secure mode enabled, disconnected from Steam3)

Will do some more troubleshooting on the 2nd issue, I am kind of assuming
anything after my Ubuntu LTS 14 to LTS 16 upgrade is related to that until
proven otherwise.


On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks, got that installed/upgraded (.3 was there but not .4, and not
32-bit apparently).
For others following, on my Ubuntu 14.04.03 install, here's what extra I
had to install:

sudo apt-get install libcurl3-gnutls;
sudo apt-get install libcurl3-gnutls:i386;
sudo apt-get install libcurl4-gnutls-dev;
sudo apt-get install libcurl4-gnutls-dev:i386;


On Mon, Feb 20, 2017 at 5:48 PM, John Schoenick <jo...@valvesoftware.com>
wrote:

> This implies your environment is missing a library used by the replay
> system:
>
> libcurl-gnutls.so.4 => not found
>
> You'll either need to install the 32-bit version of this library or make
> use the Steam Runtime as mentioned above which includes it.
>
>
>
> On 02/20/2017 05:37 PM, Weasels Lair wrote:
>
> Here's what comes back from the ENV:
>
> game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin"
> ldd -d bin/replay_srv.so
> linux-gate.so.1 =>  (0xf7793000)
> libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000)
> libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000)
> libcurl-gnutls.so.4 => not found
> libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000)
> libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000)
> libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000)
> libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0
> (0xf743d000)
> /lib/ld-linux.so.2 (0xf7794000)
> libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000)
> librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000)
> libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000)
> undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3
>  (bin/replay_srv.so)
> undefined symbol: curl_global_init, version CURL_GNUTLS_3
> (bin/replay_srv.so)
>
> Just for reference, here's the info from steam.inf file, just to be sure
> this is the most current version (probably should have included that
> earlier):
>
> PatchVersion=3833195
> ClientVersion=3833195
> ServerVersion=3842775
> ProductName=tf
> appID=440
> ServerAppID=232250
>
>
> On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick <jo...@valvesoftware.com>
> wrote:
>
>> This means that replay_srv.so could not load due to missing dependencies,
>> and is likely due to missing required libraries.
>>
>> The following command, from the tf install directory (where srcds_linux
>> is), should identify why replay_srv.so is not able to be loaded
>>
>> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so
>> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
>> invoke ldd the same way)
>>
>>
>> On 02/20/2017 05:19 PM, Weasels Lair wrote:
>>
>> Ok, here's the error I encountered trying to host the TF2 beta linux
>> dedicated server build:
>>
>> Operating System: Ubuntu 14.04 LTS
>> Kernel: Linux 3.13.0-108-generic
>> Architecture: 64-bit (x86_64)
>> Video: Headless install (via SteamCMD)
>> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
>> same server)
>> Summary: Throws some error about replay (which I don't use anyway).  Have
>> not run in "debug" mode just yet.
>>
>> Console output:
>> Start-up command-line:
>> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
>> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
>> {censored}
>> Starting game server ...
>> WARNING: No map specified! Server may not heartbeat.
>> Auto detecting CPU
>> Using default binary: ./srcds_linux
>> Server will auto-restart if there is a crash.
>> Using Breakpad minidump system. Version: 3842775 AppID: 232250
>> Setting breakpad minidump AppID = 232250
>> Using breakpad crash handler
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1791 VPK fi

Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Ok, here's the error I encountered trying to host the TF2 beta linux
dedicated server build:

Operating System: Ubuntu 14.04 LTS
Kernel: Linux 3.13.0-108-generic
Architecture: 64-bit (x86_64)
Video: Headless install (via SteamCMD)
Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on same
server)
Summary: Throws some error about replay (which I don't use anyway).  Have
not run in "debug" mode just yet.

Console output:
Start-up command-line:
nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
{censored}
Starting game server ...
WARNING: No map specified! Server may not heartbeat.
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using Breakpad minidump system. Version: 3842775 AppID: 232250
Setting breakpad minidump AppID = 232250
Using breakpad crash handler
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1217 VPK file hashes from
/home/game-servers/game911/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_vo_english.vpk for pure server
operation.
Loaded 383 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
server_srv.so loaded for "Team Fortress"
Could not load: replay_srv.so
Could not load: replay_srv.so

dlopen failed trying to load:
/home/game-servers/.steam/sdk32/steamclient.so
with error:
/home/game-servers/.steam/sdk32/steamclient.so: cannot open shared object
file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Segmentation fault (core dumped)
Add "-debug" to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Tue Feb 21 01:17:54 UTC 2017: Server restart in 10 seconds
Tue Feb 21 01:17:57 UTC 2017: Server Quit



On Mon, Feb 20, 2017 at 5:13 PM, John Schoenick 
wrote:

> The list is probably the best place for visibility
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
PS: I should have asked, if on the GitHub - WHICH one?

On Mon, Feb 20, 2017 at 5:04 PM, Weasels Lair <wea...@weaselslair.com>
wrote:

> John -
> For those server-operators who encounter errors running the beta, do you
> want the reports here on the list? or in the Git-Hub?
> Thanks,
> - Weasel
>
> On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick <jo...@valvesoftware.com>
> wrote:
>
>> We've pushed a small update to the beta that removes the libstdc++ and
>> libgcc_s libraries that were previously shipping with the linux dedicated
>> server build.  These were a workaround for compatibility prior to the Steam
>> Runtime requirement, and were now causing conflicts in some environments.
>>
>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>
>> Hey everyone,
>>
>> Following up on the warning email we sent a long while back, we're making
>> good on our promise and changing our build toolchains for the TF2+SDK2013
>> games' dedicated server.  TF2 is being updated first, with the other
>> SDK2013 games to follow.
>>
>> There are two things that may affect server administrators that you
>> should be aware of:
>>
>>
>> *The Linux dedicated server now targets the Steam Runtime*
>>
>> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
>> this largely means linking against a more recent glibc than may be
>> available in some server distributions.  Administrators should check that
>> the provided beta still runs in their environment of choice.  Those who are
>> on older or incompatible distributions have several options:
>>
>> - Switch to a distribution more compatible with the Steam Runtime, such
>> as Ubuntu LTS
>>
>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>> linked below include a script for creating a chroot that can be used for
>> bootstrapping Steam Runtime environments.
>>
>> - Use the Steam Runtime tools linked below combined with some dynamic
>> linker magic to use the runtime libraries on an incompatible distribution,
>> e.g.:
>>
>> steamrt=/path/to/runtime
>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>> "$LD" ./srcds_linux "$@"
>>
>> More information about the Steam Runtime and utilities for obtaining it
>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>
>>
>> *The compiler toolchain used for all editions of srcds has changed*
>>
>> Along with the client builds, all server builds have been updated to a
>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>> builds now use a newer edition of GCC with differing command-line
>> parameters that affect codegen.
>>
>> This is expected to break mods that expect certain ABI behaviors or look
>> for certain signatures in order to hook functions (such as SourceMod).  We
>> have separately spoken with the SourceMod team and they are working on
>> supporting the new setup.  Maintainers of other mods should test them
>> against the beta release below.
>>
>> Our previous warning also indicated that this would change the _srv
>> naming of the linux binaries.  We have decided *not* to adjust this, and
>> the separate _srv build and naming remains unchanged.
>>
>>
>> *Beta*
>>
>> We've made a beta branch available for TF2 with these new changes.  The
>> remaining SDK2013 games will be updated in the near future, and we will
>> provide a beta for them at that time.
>>
>> The beta is compatible with the current TF2 public release - servers may
>> safely convert to it and continue serving both beta and non-beta clients.
>>
>> The beta branch is titled "toolchainbeta" with no required password.  It
>> can be accessed with SteamCMD via:
>>
>> app_update 232250 -beta toolchainbeta
>>
>> These changes may be promoted to an official release of TF2 as soon as
>> next week, so we encourage all server administrators to test their setup
>> against the beta before then.
>>
>>
>> Let me know if you have any questions or concerns
>>
>> - John
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
John -
For those server-operators who encounter errors running the beta, do you
want the reports here on the list? or in the Git-Hub?
Thanks,
- Weasel

On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
wrote:

> We've pushed a small update to the beta that removes the libstdc++ and
> libgcc_s libraries that were previously shipping with the linux dedicated
> server build.  These were a workaround for compatibility prior to the Steam
> Runtime requirement, and were now causing conflicts in some environments.
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
>
>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks John for the follow-up and details, and thanks for working with the
SourceMod team in advance of these changes.  Something like 90% of
community servers probably run SourceMod in some form (I am guessing).  So,
good to see that communication going up-front.

Thanks again,

- Weasel.

On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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[hlds_linux] "Got Bandwidth?

2017-01-20 Thread Weasels Lair
LOL just found this old news release on Steam, wow remember when Valve
needed communities and 3rd-parties?

http://store.steampowered.com/news/176/

"Got Bandwidth?
Announcement - Valve Jul 15, 2003

Several partners have already signed up to host content servers. If you've
got at least 50megabits/sec to spare, get in touch!."
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[hlds_linux] SRCDS and/or SM not following symbolic links in file system under Ubuntu?

2017-01-08 Thread Weasels Lair
Just a quick update.  I isolated this to my web-server, but setting
"sv_downloadurl" to empty quotes and effectively disabling the
fast-download feature.  No, does not appear to be something with TF2, SRCDS
or SM.  It's something with my Apache configuration or underlying
file-system and similar symbolic links there.

- Weasel
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[hlds_linux] SRCDS and/or SM not following symbolic links in file system under Ubuntu?

2017-01-08 Thread Weasels Lair
Not sure if this is the exact issue yet, as I am still troubleshooting.
But, the symptom I seem to be experiencing is SRCDS (for TF2) and/or maybe
SourceMod (v-1.8.0 git-5967) possibly not following symbolic links in the
file system to get custom files to queue for download?

Wondering if anybody else is experiencing a similar issue under Ubuntu 14
LTS?

PS: I am recreating all my symbolic links from scratch as I am
troubleshooting, but so far it is has not made any difference.  Custom
downloads with normal paths under each game-directory seem to be working
fine.
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Re: [hlds_linux] Problem

2016-11-16 Thread Weasels Lair
"proof-of-life" that Valve does actually read this stuff. :-)

They probably just ignore the rants and "venting".

On Nov 16, 2016 1:00 PM, "John Schoenick"  wrote:

> Thanks for the feedback, all!
>
> I've narrowed this down to an old typo in the engine that was
> exacerbated by recent changes.  We will have a fix ready in the near
> future.
>
>
> - John
>
>
> On 11/15/2016 11:58 PM, ics wrote:
> > I'm also sure that this has nothing to do with the maps entity counts
> > at all. The connecting player is 1 entity and if the server for some
> > reason reports it cannot create new entity, it will drop the player
> > and give false information about max_edicts.
> >
> > -ics
> >
> > sigsegv kirjoitti:
> >> Since I had the (possibly somewhat unique) experience of seeing this
> >> problem from both the client side and server side at the same time
> >> when it
> >> happened, I have some console excerpts from both sides at the time of
> >> disconnect.
> >>
> >> Unfortunately I don't have timestamps for every single line on the
> >> server
> >> side, because I let my console.log file saturate at 2GB several
> >> months ago
> >> (oops). However I can confirm that the system clocks on the client
> >> side and
> >> server side were exactly in sync (to within 1 second).
> >>
> >> Client:
> >>
> >> 11/15/2016 - 15:40:06: sigsegv connected
> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:40:10: CAsyncWavDataCache:  2 .wavs total 0 bytes,
> >> 0.00 %
> >> of capacity
> >> 11/15/2016 - 15:40:12: Set Gravity 800.0 (0.250 tolerance)
> >> 11/15/2016 - 15:40:12: TODO: Refusing to discard 39882 bytes
> >> 11/15/2016 - 15:40:12: Signon traffic "CLIENT":  incoming 282.030 KB,
> >> outgoing 3.277 KB
> >> 11/15/2016 - 15:40:12: Queued Material System: ENABLED!
> >> 11/15/2016 - 15:40:12: Compact freed 1122304 bytes
> >> 11/15/2016 - 15:40:12: Using joystick 'Xbox360 controller' configuration
> >> 11/15/2016 - 15:40:12: JOY_AXIS_X:  mapped to Side (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_Y:  mapped to Forward (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_Z:  unmapped
> >> 11/15/2016 - 15:40:12: JOY_AXIS_R:  mapped to Look (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_U:  mapped to Turn (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_V:  unmapped
> >> 11/15/2016 - 15:40:12: Advanced Joystick settings initialized
> >> 11/15/2016 - 15:40:12: Redownloading all lightmaps
> >> 11/15/2016 - 15:40:12: R_RedownloadAllLightmaps took 7.764 msec!
> >> 11/15/2016 - 15:40:12: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:41:06: Starting ping measurement
> >> 11/15/2016 - 15:41:11: Communications with routing cluster 'man' have
> >> been
> >> disrupted.
> >> 11/15/2016 - 15:41:32:
> >> Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
> >> u.m_nNewEntity < 0
> >>
> >>
> >> Server:
> >>
> >> L 11/15/2016 - 15:39:11:  Mapchange to mvm_example 
> >> L 11/15/2016 - 15:39:11: Error log file session closed.
> >> Applying new item schema, version 27C794FC
> >> **WARNING** Item schema mismatch after update!
> >> GC told us to expect 27C794FC, we got 5CE6659C
> >> ConVarRef room_type doesn't point to an existing ConVar
> >> Executing dedicated server config file server.cfg
> >> Set Gravity 800.0 (0.250 tolerance)
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/mvm_level_sounds.txt
> >> [1667 total, 1667 replacements, 4 duplicated replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11
> >> duplicated replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0 duplicated
> >> replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0
> >> duplicated replacements]
> >> Loading AI graph
> >> Step 1 loading
> >> Checking version
> >> Passed first ver check
> >> Got version 37
> >> Map version 174
> >> Done version checks
> >> Finishing load
> >> Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not
> >> found.)
> >> Set motd_text from file 'cfg/motd_text_default.txt'.
> >> ('cfg/motd_text.txt'
> >> was not found.)
> >> Created class baseline: 22 classes, 7831 bytes.
> >> 32 player server started
> >> execing server.cfg
> >> 'mvm_example.cfg' not present; not executing.
> >> Steamworks Stats: Requesting SERVER session id.
> >> Steamworks Stats: Received SERVER session id: 1191059030756
> >> Dropping ClientInfo packet from client not in appropriate state
> >> Forcing client reconnect (2)
> >> Stringtable modelprecache compression: 21192 -> 11080 bytes: 0.11ms
> >> Stringtable soundprecache compression: 157111 -> 59643 bytes: 13.65ms
> >> 

Re: [hlds_linux] Problem

2016-11-13 Thread Weasels Lair
Try a different map (maybe a stock one like 2fort) and if if that makes a
difference.

On Nov 13, 2016 5:31 AM, "Sergey Dobretsov"  wrote:

> Server without MM+SM
>
> Client "ZaZnObA" connected (212.232.76.122:28501).
> Client "Forklays" connected (212.232.76.122:28201).
> Dropped Forklays from server (CL_ReadPreserveEnt: u.m_nNewEntity ==
> MAX_EDICTS || u.m_nNewEntity < 0)
> Dropped ZaZnObA from server (CL_ReadPreserveEnt: u.m_nNewEntity ==
> MAX_EDICTS || u.m_nNewEntity < 0)
>
>
>
> > Check the status output on console. There might be something that
> > creates more of those by error.
> >
> > -ics
> >
> > Robert Styler kirjoitti:
> > > This error has only started appearing recently. I have made no changes
> to
> > > affect the edicts on the map.
> > >
> > > On 12 November 2016 at 12:17, ics  wrote:
> > >
> > >> EDICT error refers to map having too many entities in present. Are you
> > >> creating any yourself on the server through plugins? Log into server
> > >> console and type in status, see what it reports? Should look something
> > like
> > >> this: edicts  : 1370 used of 2048 max. What map are you running?
> > >>
> > >> -ics
> > >>
> > >> Sergey Dobretsov kirjoitti:
> > >>
> > >> Hi.
> > >>> Yesterday, I've realised people are getting kicked randomly on all of
> > the
> > >>> tf2 servers:
> > >>> L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1:
> 171030251]>"
> > >>> disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity ==
> MAX_EDICTS
> > ||
> > >>> u.m_nNewEntity < 0")
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>>
> > >>
> > >> ___
> > >> 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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> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> >
> >
> > --
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> >
> > End of hlds_linux Digest, Vol 104, Issue 8
> > **
> >
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread Weasels Lair
Looks like there is an updated SourceMod build in-progress.  Looks like
Linux build is there already, but Windows is still in-progress.

http://www.sourcemod.net/downloads.php?branch=stable



On Wed, Oct 12, 2016 at 6:20 PM, E. Olsen  wrote:

> Anyone else seeing servers crashing on player join (Windows server 2008R2)?
>
> On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3651233.
>>
>> -Eric
>>
>> --
>>
>> - Players will now be randomly selected to participate in a survey at the
>> end of Casual and Competitive matches
>> - Ongoing improvements to the matchmaking backend to improve match
>> quality and reduce wait times
>> - Fixed air-blasts sometimes sending deflected projectiles in random
>> directions when the Pyro is close to enemy players
>> - Fixed a case where players joining community bootcamp servers via the
>> server-browser could not select a team
>> - Reduced the rate at which players can earn bonus points for
>> extinguishing teammates
>> - Fixed a case where players could use the Halloween teleport spell to
>> get outside the map
>> - Updated the localization files
>> - Community requests
>> - Fixed Merasmus not being stunned by bomb-head players on
>> community Halloween maps
>> - Added the ability for community Halloween maps to call a truce
>> during a Monoculus or Merasmus fight
>> - Can be set via the game rules entity using the
>> SetMapForcedTruceDuringBossFight input
>> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
>> and RD robots
>> - Mann vs. Machine update
>> - Fixed the Sentry Buster sound being orphaned if the Sentry
>> Buster detonates while invulnerable
>> - Fixed zombies not using the correct skin in Ghost Town
>> - Updated cp_snakewater_final1
>> - Changes based on community feedback
>> - Updated pl_millstone_event
>> - Updated bot navigation file, bots now use all routes, won't get
>> stuck so easily and are smarter
>> - Fixed woodpile spot where HHH could get stuck
>> - Improved clipping on wood piles
>> - Fixed missing rooftop texture
>> - Fixed a few props flashing at certain angles
>> - Fixed a spot in the last area where you could place stickies
>> underground
>> - Fixed Monoculus not getting stunned when hit by players exiting
>> purgatory
>> - Updated cp_sunshine
>> - Blockbulleted spiral staircase on the back of second
>> - Added medium ammo to mid near choke
>> - Removed clipping over wooden arch going into second from valley
>> - Reduced the size of the wooden arch
>> - Blockbulleted a few undersides of staircases on last that could
>> catch projectiles
>> - Removed a ladder on last
>>
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>
>
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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Am I missing something? or is the option to start a "listen-server"
entirely removed now?  There used to be a "[+]" option on the server thing
in the GUI before.  I do not see anything like that anymore.

Granted, "listen-servers" were always something that players would try to
use and result in crappy / laggy servers - if they got it working at all.
However, it often used that feature to do a quick QA of a map, or enable
sv_cheats to allow for a nav_generate for a new map and things like that.
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[hlds_linux] Client stuck on "Parsing game info .." after TF2 Meat your Mann update?

2016-07-07 Thread Weasels Lair
After today's update, I see my client is taking FOREVER in the "Parsing
game info ..." stage of connecting.  Looks like other players have
successfully connected to my primary TF2 server, but not me yet.

I noticed on one of my secondary TF2 servers, things were crashing.  But
haven't gotten to troubleshoot that properly yet to know if it's something
SM-related or the weird test map on that server, etc.

Hope that's not an indication of some larger issue.
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[hlds_linux] After last TF2 update(s) custom downloaded sounds not playing?

2016-03-01 Thread Weasels Lair
Until today, all my custom downloaded sounds were downloading and playing
just fine.  Now, the same sound fils that had previously work, result in
these errors on the clients ...

MP3 initialized with no sound cache, this may cause janking. [
somesoundfile.mp3 ]
Failed to create decoder for MP3 [ somesoundfile.mp3 ]
MP3 initialized with no sound cache, this may cause janking.
[ somesoundfile.mp3 ]
Failed to create decoder for MP3 [ somesoundfile.mp3 ]
*** Invalid sample rate (0) for sound 'somesoundfile.mp3'.
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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread Weasels Lair
Yep. An unfortunate downside to UDP-based applications is there is no
"session" to manage.  All packets are kind of "fire and forget". Very easy
to spoof.  Not that you can't spoof TCP too, but then the conversation
falls apart with no reliable way to respond back.

I'm this case, it would be categorized as a sort of reflection attack,
since it's intended obviously to make effected systems take the knee-jerk
reaction of blocking or reporting NFO as a bad player - when I'm fact the
traffic isn't really coming from them.

I just switched to them as a host, and love it so far.
On Jan 18, 2016 6:37 PM, "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
> --
> Dave Parker
> Systems 

[hlds_linux] -usercon?

2016-01-10 Thread Weasels Lair
Is the -usercon command-line parameter for SRCDS required for all SRCDS
games now? or just CS:GO?

I ask because I am having some trouble with RCon to my TF2 servers at the
moment.
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Re: [hlds_linux] -usercon?

2016-01-10 Thread Weasels Lair
Ok found my problem.  Just moved to a new provider, and for some reason I
had to start using "+ip #.#.#.#" in the start-up command-line for each
SRCDS instance.  Not sure why it would act differently on my old hosting
provider (a general web/VPS company) and my new provider (a more
game-oriented VPS provider), but whatever, it's working now.

On Sun, Jan 10, 2016 at 1:31 PM, Jan <j...@frogvillage.info> wrote:

> -usercon is needed for CS:GO to enable rcon function. As for troubles with
> TF2, all of my servers are still working no problems without the parameter.
>
>
> On 10.1.2016 21:54, ics wrote:
>
>> To my knowledge, -usercon is only used by windows machines to bring up
>> the console.
>>
>> Rcon shouldn't need that.
>>
>> -ics
>>
>> Weasels Lair kirjoitti:
>>
>>> Is the -usercon command-line parameter for SRCDS required for all SRCDS
>>> games now? or just CS:GO?
>>>
>>> I ask because I am having some trouble with RCon to my TF2 servers at the
>>> moment.
>>> ___
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>>> 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] [hlds] Test

2015-09-11 Thread Weasels Lair
Yeah, I kind of assume somebody has an account that is on the list, which
is then used by a bot to send out e-mails directly to e-mail addresses
harvested from the last - based on who posts to the list (I usually seem to
get them right after posting to the list).

On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith <er...@valvesoftware.com> wrote:

> On that topic, Amy is not subscribed to this list so we don't have an
> action we can take here.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> Sent: Friday, September 11, 2015 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Test
>
> She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
>
>
> On Sep 11, 2015 11:42 AM, "N-Gon" <ngongamedes...@gmail.com> wrote:
> Not my amy!
>
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Is this change to help stop the spambots by any chance?
>
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith <er...@valvesoftware.com>
> wrote:
> Testing a mailing list change. No need to reply. Thanks.
>
> -Eric
>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Weasels Lair
​I wonder how long it is until some script-kiddie figures-out how to
exploit the built-in Streaming (ala
https://github.com/ValveSoftware/steam-for-linux/issues/3990).  Valve's
response when I mentioned it was, effectively "expected behavior").

On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglek  wrote:

> Our guys who decompiled the copy when they got infected figured out it was
> a very very bad script kiddie thing designed for doing exactly what is
> going on right now. Lemme go find the name of it, someone posted the name
> and feature list in the FP thread when we were trying to figure out what
> the hell happened, as they're doing hijacks by remote desktopping your
> computers.
>
> On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis  wrote:
>
>> If, and that's a big if... hold on
>>
>> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just
>> because of how difficult it is to exploit in practice. It would require
>> very advanced Windows exploitation skills, and suggest a well-motivated,
>> targeted attacker. My hunch is that it's another exploit, one that only
>> works from malicious servers or custom maps. This one is incredibly
>> practical and easy to exploit.
>>
>> - Nate
>>
>> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>>
>>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>>> correct?
>>>
>>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>>> wrote:
>>>
 Actually, it looks like that only affects very old versions, (pre-2009
 / aluigi) which have much worse exploits anyways. Sorry for the confusion.

 On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
 wrote:

> I'll let the guys on my sourcemod's team who are looking into it know,
> thanks.
>
> On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
> wrote:
>
>> Note that, depending on the engine version you're on (and even SDK
>> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
>> literally nothing; on older versions, sv_allowupload just tells the 
>> client
>> not to upload anything to the server. The client can ignore it and do it
>> anyways.
>>
>> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
>> wrote:
>>
>>> You'd know if that'd been done as there would be announcements on
>>> the various hlds lists about updates for Counter-Strike: Source, Day of
>>> Defeat: Source, and Half-Life 2: Deathmatch.
>>>
>>> However, what he's actually asking is that Valve update the Source
>>> SDK 2013 with these fixes so that game developers can pull the changes 
>>> from
>>> Github and merge them into their own games' code.
>>>
>>>
>>>
>>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>>> proph...@sticed.org> wrote:
>>>
 He is basically saying that the exploits Nathaniel found and
 reported have only been fixed in Valve's main titles. He hasn't found 
 or
 reported a new exploit.
 I think it has been mentioned by KyleS on one or multiple of these
 mailing lists that these exploit fixes should be ported onto other
 branches. Apparently that has not been done?


 On 03.09.2015 22:06, N-Gon wrote:

 Someone give this man an unusual Finder's Fee

 On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <
 iamgoofb...@gmail.com> wrote:

> Hi, I'm one of the developers for Team Fortress 2 Classic, a
> source mod project. Recently, someone abused a bug present in Source 
> SDK
> 2013 MP to distribute viruses to quite a few of our players and 
> developers.
> The way they did it was by abusing a spray exploit present in the SDK 
> 2013
> MP edition to upload a file pretending to be a spray to all players 
> and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you 
> need to
> know as a server owner:
>
> We don't know how many source games are vulnerable. The big name
> VALVe ones aren't, but any sourcemod probably is. This includes ones 
> on
> steam like Fortress Forever, or Fistful of Frags.
>
> If you're running a server for a non-VALVe or bigname(Titanfall,
> GMOD, etc.) Source Engine game, then here's what you need to do:
>
> 1. Set sv_upload to 0 on your server.
>
> 2. If you are a TF2C server host, shut your server down and start
> scanning your server for viruses.
>
> 3. Pester valve to fix this ASAP.
>
> TL;DR:
> Sprays can be exploited to run code on 

[hlds_linux] Ubuntu -vs- Debian recommendation / observations?

2015-07-19 Thread Weasels Lair
I will be changing hosting providers in the near future. I will likely be
going with NFOServers - but with an un-managed VPS. I am planning to stay
with a VPS running one of these OS's:

- Debian v8 Jessie
- Ubuntu (LTS) v14.04.02 Trusty Tahr
- Ubuntu v15.04 Vivid Vervet

My current setup is based on Debian Jessie, but I am wondering if there
is really anything better about hosting on Ubuntu?

I recall having to go with Debian v8 Jessie (which at that time was not
the stable release) because of underlying dependencies (libc, etc.?) that
were difficult to work-around with Debian v7 wheezy at that time.

I also recall a brief conversation with Eric from Valve, indicating that
they compile dedicated server builds on Ubuntu, but test on Debian?  But
that was probably at least 2 years ago.  So, not sure how relevant it is
today.

So, what I am asking for anybody that wants to provide some feedback, is:
- Is there anything easier or better for hosting HLDS and SRCDS on
Ubuntu -vs- Debian?
- For those running Ubuntu, same question regarding v14.x -vs- v15.x?  I
have used Ubuntu largely for desktops in the past - not as much for
servers.  Generally, I do stay within the LTS releases - but open to
looking at v15.x if there is some advantage.
- Any other feedback on using one or the other?

Thanks!
(of course any feedback from Valve again would be nice, but not really
expected.  Everybody feel free to direct reply instead of to the list, if
that is your preference)

- Weasel (wea...@weaselslair.com).
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread Weasels Lair
Regarding RCon, unfortunately it is needed for various add-on stuff like
stay trackers ( such as GameMe.com), ban systems ( SourceBans), etc.
On May 19, 2015 7:38 AM, Bill bill...@gmail.com wrote:

 While we're at it why even have a password for rcon?  Only a small handful
 of players even know how to use rcon.

 On Tue, May 19, 2015 at 10:10 AM, N-Gon ngongamedes...@gmail.com wrote:

  Again.
  Only a small handful of people within UGC know about making Sourcemod
  plugins.
  Instead of being pessimistic about fixing something why not come up with
 a
  better solution than the one I have presented?
  Such as maybe removing the cvar all together because it serves 0 purpose
 as
  the 0 backstab method is completely broken and 2 backstab method is
  completely untested AND broken.
  There is no need to have that cvar set to anything other than 1, so why
 not
  just remove it.
 
  On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote:
 
   Removing a cvar flag with a plugin is only 2 lines, some people sell
  cheat
   server plugins that got many more features than that, so it's easy for
   anyone to buy one and put it on their server.
   With VAC there is at least a chance (even if it's small) that the guy
 is
   going to get banned, and there's none if he has access to the server.
  
   2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com:
  
But the amount of players who can readily make something like that
  within
UGC is not all that high.
People thought of me as a messiah for my simple plugin when I had
 only
learned about programming in SMod 2 days prior.
   
Making a plugin to continue to cheat is way more steps involved than
   simply
typing an rcon command in console.
   
Nothing will ever 100% stop cheaters, but it's silly not to even try
 to
slow them down.
If we're going to just toss our hands in the air and say it's
 pointless
because there will always be a workaround then why even bother
 having a
   VAC
system in place.
   
On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com
   wrote:
   
 Yes, that was a given.

 After all, server plugins can remove the cheat flag just as readily
  as
the
 notify flag.

 On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com
 wrote:

  That's pointless, someone could make a a plugin to remove the
  notify
 flag.
  You should only trust servers that are hosted by leagues where no
  one
has
  the rcon_password or any access to the machine. There are many
  other
 cvars
  that can be modified the same way and be used to cheat.
 
  2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:
 
   Either way, tf_backstab_detection_method should probably be
  flagged
as
   Notify so that all players are told when its value changes.
  
   On Tue, May 19, 2015 at 9:13 AM, N-Gon 
 ngongamedes...@gmail.com
  
 wrote:
  
Hey, while we're on the subject of exploits I wanted to bring
 something
   up.
   
tf_backstab_detection_method
   
Currently that cvar can be changed on the fly with just rcon
access.
It's not Cheat or Notify flagged.
   
I've had reports from 3 different UGC Plat players who are
  highly
suspicious of other teams using this on a toggle to allow
 their
spies
   easy
facestabs when they need them.
Adding a flag to this command will not harm anyone and it
 will
   be a
  load
off the minds of the Comp players who have no way of proving
  this
is
   being
done in official matches.
   
I made a plugin that, among other things, flagged this thing
  is a
  cheat.
It's a nice start but I can't force everyone to use my
 plugin.
   But
if
   Valve
were to change this I wouldn't have to :)
   
-Miggy
   
On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia 
 garcia.bru...@gmail.com
  
wrote:
   
 Fixed *crash* when getting a malformed KeyValues buffer

 On Mon, May 18, 2015 at 10:11 PM, N-Gon 
ngongamedes...@gmail.com
wrote:

  Out of curiosity, what exactly did this do?
 
  On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson 
  kyle.l...@gmail.com
   
  wrote:
 
   Now that this exploit is public knowledge, any idea
 when
  we
 will
   see
   the remaining mainline Source Games updated?
  
   Thanks,
   Kyle.
  
   On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
   er...@valvesoftware.com

   wrote:
We've released an optional update for Team Fortress
 2.
  Dedicated
  servers
   do not need to download the update but you can if you'd
   like.
 The
note
  for

Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread Weasels Lair
Although, maybe on systems for competitive games, stats and bans aren't
really an issue.
On May 19, 2015 7:42 AM, Weasels Lair wea...@weaselslair.com wrote:

 Regarding RCon, unfortunately it is needed for various add-on stuff like
 stay trackers ( such as GameMe.com), ban systems ( SourceBans), etc.
 On May 19, 2015 7:38 AM, Bill bill...@gmail.com wrote:

 While we're at it why even have a password for rcon?  Only a small handful
 of players even know how to use rcon.

 On Tue, May 19, 2015 at 10:10 AM, N-Gon ngongamedes...@gmail.com wrote:

  Again.
  Only a small handful of people within UGC know about making Sourcemod
  plugins.
  Instead of being pessimistic about fixing something why not come up
 with a
  better solution than the one I have presented?
  Such as maybe removing the cvar all together because it serves 0
 purpose as
  the 0 backstab method is completely broken and 2 backstab method is
  completely untested AND broken.
  There is no need to have that cvar set to anything other than 1, so why
 not
  just remove it.
 
  On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote:
 
   Removing a cvar flag with a plugin is only 2 lines, some people sell
  cheat
   server plugins that got many more features than that, so it's easy for
   anyone to buy one and put it on their server.
   With VAC there is at least a chance (even if it's small) that the guy
 is
   going to get banned, and there's none if he has access to the server.
  
   2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com:
  
But the amount of players who can readily make something like that
  within
UGC is not all that high.
People thought of me as a messiah for my simple plugin when I had
 only
learned about programming in SMod 2 days prior.
   
Making a plugin to continue to cheat is way more steps involved than
   simply
typing an rcon command in console.
   
Nothing will ever 100% stop cheaters, but it's silly not to even
 try to
slow them down.
If we're going to just toss our hands in the air and say it's
 pointless
because there will always be a workaround then why even bother
 having a
   VAC
system in place.
   
On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com
   wrote:
   
 Yes, that was a given.

 After all, server plugins can remove the cheat flag just as
 readily
  as
the
 notify flag.

 On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com
 wrote:

  That's pointless, someone could make a a plugin to remove the
  notify
 flag.
  You should only trust servers that are hosted by leagues where
 no
  one
has
  the rcon_password or any access to the machine. There are many
  other
 cvars
  that can be modified the same way and be used to cheat.
 
  2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:
 
   Either way, tf_backstab_detection_method should probably be
  flagged
as
   Notify so that all players are told when its value changes.
  
   On Tue, May 19, 2015 at 9:13 AM, N-Gon 
 ngongamedes...@gmail.com
  
 wrote:
  
Hey, while we're on the subject of exploits I wanted to
 bring
 something
   up.
   
tf_backstab_detection_method
   
Currently that cvar can be changed on the fly with just rcon
access.
It's not Cheat or Notify flagged.
   
I've had reports from 3 different UGC Plat players who are
  highly
suspicious of other teams using this on a toggle to allow
 their
spies
   easy
facestabs when they need them.
Adding a flag to this command will not harm anyone and it
 will
   be a
  load
off the minds of the Comp players who have no way of proving
  this
is
   being
done in official matches.
   
I made a plugin that, among other things, flagged this thing
  is a
  cheat.
It's a nice start but I can't force everyone to use my
 plugin.
   But
if
   Valve
were to change this I wouldn't have to :)
   
-Miggy
   
On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia 
 garcia.bru...@gmail.com
  
wrote:
   
 Fixed *crash* when getting a malformed KeyValues buffer

 On Mon, May 18, 2015 at 10:11 PM, N-Gon 
ngongamedes...@gmail.com
wrote:

  Out of curiosity, what exactly did this do?
 
  On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson 
  kyle.l...@gmail.com
   
  wrote:
 
   Now that this exploit is public knowledge, any idea
 when
  we
 will
   see
   the remaining mainline Source Games updated?
  
   Thanks,
   Kyle.
  
   On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
   er...@valvesoftware.com

   wrote:
We've released an optional update for Team

Re: [hlds_linux] [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-22 Thread Weasels Lair
If it is SMAC-related, it is not showing-up in the SMAC.log file.
On Apr 22, 2015 1:53 AM, Robert Styler style...@googlemail.com wrote:

 I thought this was caused by a SMAC plug in?
 Seems to have cleared-up for me personally at the moment.  Just seems to
 come in waves, and go away mysteriously - like MIB's after a UFO sighting.

 On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

  Yep, between that and the An issue with your computer is blocking the
 VAC
  system. that was knocking tons of players off yesterday (not sure about
  today), and players have been getting dumped from servers in droves.
 
 
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Re: [hlds_linux] [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-21 Thread Weasels Lair
Seems to have cleared-up for me personally at the moment.  Just seems to
come in waves, and go away mysteriously - like MIB's after a UFO sighting.

On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yep, between that and the An issue with your computer is blocking the VAC
 system. that was knocking tons of players off yesterday (not sure about
 today), and players have been getting dumped from servers in droves.


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[hlds_linux] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-21 Thread Weasels Lair
I am getting reports from my users of this error in TF2, and have also
experienced it myself several times today:

Disconnect: Your client has failed to reply to a query in time. Please
reconnect or restart your game.

In my case, I am not sure if it's just some local issue with my Internet or
not.  However, I seem to be able to play other games fine - even those
hosted on the same server (CS:S, FoF, etc. on the SAME host as the TF2
server).

Any other server operators seeing this lately?
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[hlds_linux] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
Wondering if any other admin's have seen this.

Today I had a player join with a SteamID that I was unable to ban by ID.
From SourceMod I kept getting a message about waiting another 30 seconds
and trying again, because that SteamID was not verified (yet)?

In the end, I resorted to fire-walling-off his source IP address for now.

When I punched his SteamID3 (which was showing as [U:1:96295245]) into
SteamIDConverter.com, it kept showing unknown for their SteamID64,
[U:1:0] for their SteamID3, and blank for their plain SteamID?

So, I am thinking it is a completely bogus/fake/spoofed SteamID.

He seemed to be able to play only for a few minutes at a time, before he
would get dropped from the server for having an invalid SteamID.
Basically, he was in-game long enough to hack (aimbot) and disrupt the game
(repeatedly).  He was able to just do that over and over, until I just
blocked his source IP address all-together.
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Re: [hlds_linux] [hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
The point/concern being actually, that he was able to PLAY for some period
of time (repeatedly), with that (presumably) invalid SteamID.  TF2 did
eventually drop him each time, but he could just keep coming back.

On Tue, Mar 17, 2015 at 6:05 PM, Jan j...@frogvillage.info wrote:

  steamidfinder.com shows his profile as:
 http://steamcommunity.com/profiles/76561198056560973 Already on VACation.
 :D

 Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a):

  Wondering if any other admin's have seen this.

  Today I had a player join with a SteamID that I was unable to ban by
 ID.  From SourceMod I kept getting a message about waiting another 30
 seconds and trying again, because that SteamID was not verified (yet)?

  In the end, I resorted to fire-walling-off his source IP address for now.

  When I punched his SteamID3 (which was showing as [U:1:96295245]) into
 SteamIDConverter.com, it kept showing unknown for their SteamID64,
 [U:1:0] for their SteamID3, and blank for their plain SteamID?

  So, I am thinking it is a completely bogus/fake/spoofed SteamID.

  He seemed to be able to play only for a few minutes at a time, before he
 would get dropped from the server for having an invalid SteamID.
 Basically, he was in-game long enough to hack (aimbot) and disrupt the game
 (repeatedly).  He was able to just do that over and over, until I just
 blocked his source IP address all-together.



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Re: [hlds_linux] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
Somebody earlier in the their asked about what drop message was being
generated. Unfortunately, it doesn't appear to show-up in my logs on the
server for some reason.

On Tue, Mar 17, 2015 at 6:39 PM, Bottiger bottige...@gmail.com wrote:

 This doesn't look like valid tickets being reused to me.

 Client 3160 [I:16:229567929] connected to universe 16, but game server
 [G:1:809] is running in universe 1
 S3: Client connected with invalid ticket: UserID: c58
 S3: Client connected with invalid ticket: UserID: c53
 S3: Client connected with invalid ticket: UserID: c53
 S3: Client connected with invalid ticket: UserID: c53
 S3: Client connected with invalid ticket: UserID: c53
 S3: Client connected with invalid ticket: UserID: c53
 S3: Client connected with invalid ticket: UserID: c53
 Client 3155 [I:0:1191841122] connected to universe 0, but game server
 [G:1:809] is running in universe 1
 S3: Client connected with invalid ticket: UserID: c53
 Client Wololo connected (72.69.41.145:27005).
 STEAMAUTH: Client Wololo received failure code 8
 Dropped Wololo from server (Invalid STEAM UserID Ticket
 )

 On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker voidedwea...@gmail.com
 wrote:
 As you deduced, it is possible to spoof any SteamID you want and play
  for a couple of minutes before the server kicks you.
 
  No, it isn't. Steam authentication tickets are signed by Valve's servers.
  You cannot craft a ticket containing any SteamID you want.
 
  You can, however, subject the server to a replay attack by reusing
 another
  user's authentication ticket. This allows users to play on your server
 with
  whatever SteamID they borrowed for approximately 1-2 minutes until the
  Steam server rejects them and the game server kicks them.
 
  On the original topic, there's nothing invalid about that SteamID in the
  OPs post:
 
  08:29:18°pm (@VoiDeD) !sid [U:1:96295245]
  08:29:45°pm (idler2) VoiDeD: STEAM_0:1:48147622 / [U:1:96295245] (UInt64
 =
  76561198056560973, IsValid = True, Universe = Public, Instance = desktop
  (1), Type = Individual, AccountID = 96295245)
  08:29:45°pm (idler2) VoiDeD: † (
  http://steamcommunity.com/profiles/76561198056560973/) (Last Online =
  3/18/2015 1:11:21 AM, Last Offline = 3/18/2015 1:11:39 AM)
 
 
  On Tue, Mar 17, 2015 at 8:12 PM, Bottiger bottige...@gmail.com wrote:
 
  We experienced this several months ago and reported it to Eric Smith
  but have not heard anything from him for a long time so we stopped
  sending him exploits like this.
 
  As you deduced, it is possible to spoof any SteamID you want and play
  for a couple of minutes before the server kicks you.
 
  We tried kicking or freezing people that didn't get verified within 30
  seconds but unfortunately this also happens frequently to normal
  players.
 
 
 
  On Tue, Mar 17, 2015 at 5:59 PM, Weasels Lair wea...@weaselslair.com
  wrote:
   Wondering if any other admin's have seen this.
  
   Today I had a player join with a SteamID that I was unable to ban by
 ID.
   From SourceMod I kept getting a message about waiting another 30
 seconds
   and trying again, because that SteamID was not verified (yet)?
  
   In the end, I resorted to fire-walling-off his source IP address for
 now.
  
   When I punched his SteamID3 (which was showing as [U:1:96295245])
 into
   SteamIDConverter.com, it kept showing unknown for their SteamID64,
   [U:1:0] for their SteamID3, and blank for their plain SteamID?
  
   So, I am thinking it is a completely bogus/fake/spoofed SteamID.
  
   He seemed to be able to play only for a few minutes at a time, before
 he
   would get dropped from the server for having an invalid SteamID.
   Basically, he was in-game long enough to hack (aimbot) and disrupt the
  game
   (repeatedly).  He was able to just do that over and over, until I just
   blocked his source IP address all-together.
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[hlds_linux] Client disconnected (reason Client left game (Steam auth ticket has been canceled)

2015-01-29 Thread Weasels Lair
Today, I got multiple reports from my players about everyone on the server
getting suddenly dropped from the server.

I checked the server-side, I see in the logs a message like this for every
player that was on the server:

disconnected (reason Client left game (Steam auth ticket has been canceled)

The players seem to be able to (manually) reconnect afterwards. Just not
sure why these are taking-place.

The server does not show anything in the logs about getting disconnected
from Steam or anything like that. Just the messages about every player's
auth ticket.

Anybody else seeing a lot of this today?
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Re: [hlds_linux] Spammers delight

2015-01-22 Thread Weasels Lair
Yeah seems like valve is running some really old school mailing list
software. Maybe they should switch to Google Groups for Business or
something.
On Jan 22, 2015 4:06 PM, Horse ad...@gamerscrib.net wrote:

 The mailing list needs to incorporate what craigslist uses with the mailer
 to avoid this issue.
 Sad thing is it is being used not so much as problem solving for server
 owners/administrators but for people to see when updates are coming to spam
 SPUF forums.
 Who cares who posted about the update first over there that is not what its
 intended function is for.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron
 Sent: Thursday, January 22, 2015 7:00 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Spammers delight

 I just got 1 also as a reply from 2012.



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Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-16 Thread Weasels Lair
It appears that I was getting everything on the first attempt (if done
without the validate option).  If I run it again with the validate option,
it deletes a ton of stuff - including gfs.wad (which is what hlds happened
to mention was missing when. I tried to run it).

As of yesterday I think it was still doing this. I have not tried recently.
I changed all my install/update scripts to remove the validate option and
that works OK for me at the moment.
On Jan 16, 2015 7:29 AM, Ross Bemrose rbemr...@gmail.com wrote:

 In my experience, its been this way since appid 90 was first added to
 steamcmd.  That was nearly two years ago.

 While I don't do a lot with hlds (most of the stuff I do is with srcds), it
 still irritates me when I go to set up a CS 1.6 server and have to install
 multiple times.

 I even went and added the warning to the SteamCMD wiki page to warn other
 people that this would happen.

 On Fri, Jan 16, 2015 at 10:23 AM, Ook ooksser...@zootal.com wrote:

  Did you get this to work? The last time I did this I had to run it a half
  dozen times to get it to install all of the files. It seems as if it
  frequently fails to obtain the *complete* list of files it needs, and
  downloads an incomplete list. And if you --validate, it removes files
 that
  should be there because it thinks they should not be.
 
  After a half dozen attempts, I got a complete file set. AFAIK it's been
  this way for a while, idk why Valve doesn't fix it.
 
 
 
  On 01/13/2015 12:29 PM, Weasels Lair wrote:
 
  Ok, this is weird. When I run the app_update 90 validate the
 valve/gfx.wad
  file (along with tons of other files) is being deleted!
 
  I confirmed this by doing an installation, verifying that the file is
  there. I zip-up the entire installation folder for later reference (so I
  know that I am not going crazy). Then I run the app_update 90 validate,
  giving the message noted above (Success! App '90' fully installed),
 then I
  check the folders again, and valve/gfx.wad is gone!
 
  Which, explains why when I try to actually run the game it complains
 about
  valve/gfx.wad being missing.
 
  Needless to say, removing the validate option from my procedures for
  now.  I guess validate means invalidate for now.
 
  On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com
  wrote:
 
   Forgive my (renewed) ignorance, I have not had reason to install a new
  HLDS instance in like ... a year probably.  Obviously, I must be
 missing
  something basic here.  Maybe something changed that I am just not
  remembering.
 
  I am just trying to install HLDS to run an HL1 Deathmatch server - not
 a
  mod (TFC, etc.).
 
  The installation command I am using (which has worked before, but
 maybe a
  long time ago) is:
 
  ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir
  /home/someusername/somefolder +app_update 90 validate +quit;
 
  It APPEARED to install (i.e. said App '90' fully installed.).
 However,
  when I try to actually RUN what's installed, I get this error:
 
  FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad
 
  If I run the installation again (to validate), I get this warning
 about
  other AppID's?
 
  Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt'
  [  0%] Checking for available updates...
  [] Verifying installation...
  Steam Console Client (c) Valve Corporation
  -- type 'quit' to exit --
  Loading Steam API...OK.
 
  Logging in user 'someloginname' to Steam Public...
  Using cached credentials. . .
  Logged in OK
  Waiting for license info...OK
  /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/
  clientjobupdatedepots.cpp
  (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90
  missing
  required app 70
  /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/
  clientjobupdatedepots.cpp
  (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90
  missing
  required app 10
Update state (0x5) validating, progress: 20.80 (8797216 / 42294745)
  Success! App '90' fully installed.
 
 
 
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Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-16 Thread Weasels Lair
PS: Obviously, given today's SteamCMD issues, I have avoided trying
anything so far today.
On Jan 16, 2015 9:07 AM, Weasels Lair wea...@weaselslair.com wrote:

 It appears that I was getting everything on the first attempt (if done
 without the validate option).  If I run it again with the validate option,
 it deletes a ton of stuff - including gfs.wad (which is what hlds happened
 to mention was missing when. I tried to run it).

 As of yesterday I think it was still doing this. I have not tried
 recently. I changed all my install/update scripts to remove the validate
 option and that works OK for me at the moment.
 On Jan 16, 2015 7:29 AM, Ross Bemrose rbemr...@gmail.com wrote:

 In my experience, its been this way since appid 90 was first added to
 steamcmd.  That was nearly two years ago.

 While I don't do a lot with hlds (most of the stuff I do is with srcds),
 it
 still irritates me when I go to set up a CS 1.6 server and have to install
 multiple times.

 I even went and added the warning to the SteamCMD wiki page to warn other
 people that this would happen.

 On Fri, Jan 16, 2015 at 10:23 AM, Ook ooksser...@zootal.com wrote:

  Did you get this to work? The last time I did this I had to run it a
 half
  dozen times to get it to install all of the files. It seems as if it
  frequently fails to obtain the *complete* list of files it needs, and
  downloads an incomplete list. And if you --validate, it removes files
 that
  should be there because it thinks they should not be.
 
  After a half dozen attempts, I got a complete file set. AFAIK it's been
  this way for a while, idk why Valve doesn't fix it.
 
 
 
  On 01/13/2015 12:29 PM, Weasels Lair wrote:
 
  Ok, this is weird. When I run the app_update 90 validate the
 valve/gfx.wad
  file (along with tons of other files) is being deleted!
 
  I confirmed this by doing an installation, verifying that the file is
  there. I zip-up the entire installation folder for later reference (so
 I
  know that I am not going crazy). Then I run the app_update 90 validate,
  giving the message noted above (Success! App '90' fully installed),
 then I
  check the folders again, and valve/gfx.wad is gone!
 
  Which, explains why when I try to actually run the game it complains
 about
  valve/gfx.wad being missing.
 
  Needless to say, removing the validate option from my procedures for
  now.  I guess validate means invalidate for now.
 
  On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com
 
  wrote:
 
   Forgive my (renewed) ignorance, I have not had reason to install a new
  HLDS instance in like ... a year probably.  Obviously, I must be
 missing
  something basic here.  Maybe something changed that I am just not
  remembering.
 
  I am just trying to install HLDS to run an HL1 Deathmatch server -
 not a
  mod (TFC, etc.).
 
  The installation command I am using (which has worked before, but
 maybe a
  long time ago) is:
 
  ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir
  /home/someusername/somefolder +app_update 90 validate +quit;
 
  It APPEARED to install (i.e. said App '90' fully installed.).
 However,
  when I try to actually RUN what's installed, I get this error:
 
  FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad
 
  If I run the installation again (to validate), I get this warning
 about
  other AppID's?
 
  Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt'
  [  0%] Checking for available updates...
  [] Verifying installation...
  Steam Console Client (c) Valve Corporation
  -- type 'quit' to exit --
  Loading Steam API...OK.
 
  Logging in user 'someloginname' to Steam Public...
  Using cached credentials. . .
  Logged in OK
  Waiting for license info...OK
  /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/
  clientjobupdatedepots.cpp
  (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90
  missing
  required app 70
  /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/
  clientjobupdatedepots.cpp
  (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90
  missing
  required app 10
Update state (0x5) validating, progress: 20.80 (8797216 / 42294745)
  Success! App '90' fully installed.
 
 
 
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Re: [hlds_linux] [hlds] Steamcmd Outage?

2015-01-16 Thread Weasels Lair
Are they having issues with some DoS attack on those servers that happen to
start with 208.?
On Jan 16, 2015 1:26 PM, Ross Bemrose rbemr...@gmail.com wrote:

 While I haven't seen any comments in public about it, one of Valve's
 engineers is working on the problem.  We've had some email exchanges back
 and forth which involved me sending steamcmd connection logs, steamcmd
 command-line switches, the steamcmd runscript I use, plus ping and
 traceroute from my NFOServers Chicago VPS to one of Valve's Steam servers.

 There's a new version of steamcmd out now.  The timeout hasn't changed,
 but now it will try 4 different servers before it gives up.

 For me, my current list has two 208 servers before the first 72 server, so
 it waits for the first two to time out before actually connecting to the
 third and checking for updates.



 On Fri, Jan 16, 2015 at 2:53 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Why is the timeout on the connection so long?

 If the timeout was shorter and it didn't keep trying to connect to the
 first IP in config.vdf every time there would actually be a point to having
 multiple CM server entries.

 Can someone at Valve comment?

 On Fri, Jan 16, 2015 at 8:06 AM, N-Gon ngongamedes...@gmail.com wrote:

 Ross
 When I follow your steams and run SteamCMD again it redownloaded that
 config.vdf file
 It updated TF2 just fine though.
 I reedited that vdf file and saved a copy of the modified version.
 Thanks!

 On Fri, Jan 16, 2015 at 10:18 AM, Ross Bemrose rbemr...@gmail.com
 wrote:

 We were just discussing this over on hlds_linux.

 Someone posted this workaround on csgo_servers yesterday:

 Hi, I have a temporary workaround for Steamcmd failing to
 connect/login. My server is in New Jersey, and has been unable to login to
 Steam for many days now. The following worked for me:

 1. In your steamcmd directory, make a backup of config/config.vdf
 2. Open config/config.vdf and find the IP addresses listed under
 InstallConfigStore - Software - Valve - Steam - CM
 3. Remove the IP addresses starting with 208.* (note that the addresses
 are delimited by semicolons)
 4. Re-run steamcmd and login

 Again, this is only temporary, and you should restore the backed-up
 copy when things are back to normal.

 On Fri, Jan 16, 2015 at 10:12 AM, Stephen Swires st...@swires.me
 wrote:

 Hi,

 I'm wondering if anyone else is affected by Steamcmd refusing to
 login? Every time I try and login anonymously I get:

 Connecting anonymously to Steam Public...Login Failure: No Connection
 FAILED with result code 3

 I have tried two completely different servers in different data
 centres (one in New York and the other in North Virginia). iptables have
 been setup to allow the connections. It does appear from
 http://steamstat.us/ that a good chunk of Steam servers are
 unavailable in North America right now so could that explain this issue?

 Thanks.

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Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-16 Thread Weasels Lair
I guess they never implemented the UpToDateCheck for the GoldSrc titles
either.  Not that anything GoldSrc gets updated very often anyway.  But I
opened a suggestion for that, on their GitHub yesterday anyway.

 Ross Bemrose Fri, 16 Jan 2015 07:29:22 -0800

 In my experience, its been this way since appid
 90 was first added to steamcmd.  That was nearly
 two years ago.

 While I don't do a lot with hlds (most of the
 stuff I do is with srcds), it still irritates
 me when I go to set up a CS 1.6 server and have
 to install multiple times.

 I even went and added the warning to the SteamCMD
 wiki page to warn other people that this would
 happen.
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Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-13 Thread Weasels Lair
Ok, this is weird. When I run the app_update 90 validate the valve/gfx.wad
file (along with tons of other files) is being deleted!

I confirmed this by doing an installation, verifying that the file is
there. I zip-up the entire installation folder for later reference (so I
know that I am not going crazy). Then I run the app_update 90 validate,
giving the message noted above (Success! App '90' fully installed), then I
check the folders again, and valve/gfx.wad is gone!

Which, explains why when I try to actually run the game it complains about
valve/gfx.wad being missing.

Needless to say, removing the validate option from my procedures for
now.  I guess validate means invalidate for now.

On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com
wrote:

 Forgive my (renewed) ignorance, I have not had reason to install a new
 HLDS instance in like ... a year probably.  Obviously, I must be missing
 something basic here.  Maybe something changed that I am just not
 remembering.

 I am just trying to install HLDS to run an HL1 Deathmatch server - not a
 mod (TFC, etc.).

 The installation command I am using (which has worked before, but maybe a
 long time ago) is:

 ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir
 /home/someusername/somefolder +app_update 90 validate +quit;

 It APPEARED to install (i.e. said App '90' fully installed.).  However,
 when I try to actually RUN what's installed, I get this error:

 FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad

 If I run the installation again (to validate), I get this warning about
 other AppID's?

 Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt'
 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam API...OK.

 Logging in user 'someloginname' to Steam Public...
 Using cached credentials. . .
 Logged in OK
 Waiting for license info...OK
 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
 (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
 required app 70
 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
 (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
 required app 10
  Update state (0x5) validating, progress: 20.80 (8797216 / 42294745)
 Success! App '90' fully installed.



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[hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-11 Thread Weasels Lair
Forgive my (renewed) ignorance, I have not had reason to install a new HLDS
instance in like ... a year probably.  Obviously, I must be missing
something basic here.  Maybe something changed that I am just not
remembering.

I am just trying to install HLDS to run an HL1 Deathmatch server - not a
mod (TFC, etc.).

The installation command I am using (which has worked before, but maybe a
long time ago) is:

~/steamcmd/steamcmd.sh +login someloginname +force_install_dir
/home/someusername/somefolder +app_update 90 validate +quit;

It APPEARED to install (i.e. said App '90' fully installed.).  However, when
I try to actually RUN what's installed, I get this error:

FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad

If I run the installation again (to validate), I get this warning about
other AppID's?

Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...OK.

Logging in user 'someloginname' to Steam Public...
Using cached credentials. . .
Logged in OK
Waiting for license info...OK
/home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
(112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
required app 70
/home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
(112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
required app 10
 Update state (0x5) validating, progress: 20.80 (8797216 / 42294745)
Success! App '90' fully installed.
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Re: [hlds_linux] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks

2014-11-06 Thread Weasels Lair
Unfortunately if  is truly a DDOS (distributed attack, rather than from a
single source) just adding a firewall (any kind) is not really going to
help. By the time the traffic hits any firewall local to your server its
too late. It needs to be dealt with upstream.

You need a hosting provider that is setup to detect and mitigate such
attacks, and more importantly the knowledge, experience and WILLINGNESS to
address such attacks - instead of just blocking your IP.  Maybe some folks
on the list can make some recommendations.

My own experience with the more common hosting providers has been much like
your own. But, I guess that's what I get for using the cheapest providers I
can find.
On Nov 6, 2014 9:35 PM, Mike Vail supp...@boomgaming.net wrote:

 Hello Fellow Windows 2008 Game Server Owners,

 Today one of my TF2 servers on the dedicated server box I own and colocate
 in California got DDOS attacked by a guy who announced the attack via
 in-game chat and then attacked it. The attack got my IP auto-nulled by my
 datacenter (AGAIN), which has happened at least a dozen times in the past
 couple months. After almost 10 years of running servers and dealing with
 this bullshit, I'm at the point where I'm ready to spend the bucks to
 purchase a hardware device or some firewall software that says Fuck you! -
 Not happening this time dickhead to these people and I really need your
 advice on where to go and what to buy. There's a lot of admin and Windows
 experience here on this list so I'm hoping some of some of you can help me
 and we can have a dialog here that may help others as well.

 Your help would be GREATLY appreciated by me as well as others on this
 list I'm sure.

 Warmest regards,
 Mike Vail
 Windsor, Ca. USA

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Re: [hlds_linux] Anyone running OP4?

2014-10-23 Thread Weasels Lair
You talking about Op4 server? or client?

On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:

 Is anyone here running OP4? If so, what distro and kernel version are you
 using?

 I was running it on a 2.6.x kernel on a socket A board before valve
 enabled SSE2, thereby rendering four of my boxes useless. But it was rock
 solid back then.

 Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
 multilib cause hlds afaik is only 32 bit (is there a 64 bit version
 available?). 4 out of 5 times, hlds will segfault when I start it. 1 out of
 5 times it starts, and once it starts without segfaulting, it will run for
 for many hours before the inevitable crash.

 I'm not sure what causes this, but I do know it's not the 64 bit os with
 multilib, because the 32 bit version of the same distro does the same thing.

 Is anyone running OP4, and if so how stable is it? And how do you handle
 restarting after crashes?

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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2014-10-23 Thread Weasels Lair
Disabling my automatic updates until I see the aftermath of this.

On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling jordanoll...@gmail.com
wrote:

 I want to know whoever voices any new characters we might be hearing, and
 perhaps also if Nolan North voiced the HHH/Eyelander.

 On Thu, Oct 23, 2014 at 12:42 PM, Azarus X azar...@gmail.com wrote:

 Halloween update right?

 On 23 October 2014 21:37, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds_linux] R: re Mandatory TF2 update released

2014-10-22 Thread Weasels Lair
Uh... there are hosties in TF2 now? sweet!

On Wed, Oct 22, 2014 at 12:00 PM, Nicola scavabu...@tin.it wrote:

 aboom! killed Hostage with pistol_scout. (crit)
 Disconnect: An issue with your computer is blocking the VAC system.
 You cannot play on secure servers..
 Disconnect: An issue with your computer is blocking the VAC system.
 You cannot play on secure servers.

 how fix this :(

 after the update i can't join any servers :|

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Same here (meaning working fine on Linux - Debian 64-bit in my case).

On Mon, Oct 20, 2014 at 2:29 PM, big john brewskii...@gmail.com wrote:

 Thanks.

 Linix is fine btw
 On Oct 20, 2014 5:28 PM, Eric Smith er...@valvesoftware.com wrote:

  We’re working on a fix. We should have it soon.



 -Eric





 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
 *Sent:* Monday, October 20, 2014 2:25 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 Darn it - yep, I'm seeing crashes on windows 2008R2 servers.



 On Mon, Oct 20, 2014 at 5:19 PM, big john brewskii...@gmail.com wrote:

 Windows rc 2008 crashing for anyone else?

 On Oct 20, 2014 5:11 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2450713.

 -Eric

 -

 - Fixed another exploit that allowed clients to have an out-of-date,
 corrupt, or modified version of items_game.txt
 - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx
 files from servers running custom content
 - Fixed sv_pure defaulting to -2 instead of 0
 - Fixed font issues for Mac clients
 - Made the Spellbook Magazine a base action slot item for players to
 equip and use when playing on a server that uses Halloween Spells
 - Fixed not being able to wear Halloween-restricted cosmetic items on
 Halloween maps outside of the regular Halloween and Fullmoon events
 - Halloween spells can now be enabled and controlled on servers via
 ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
 - Halloween spells can now be enabled by map authors via HolidayEntity by
 setting the flag HalloweenSetUsingSpells

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Retract my previous statement about Linux DS being Ok.  Mine just crashed.

On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde peter-h...@jerde.net wrote:

 Very strange. All 12 of my servers on Windows 2008 are running fine.

 We run sv_pure 1... I wonder if different sv_pure values are involved in
 your crashes, given that the update mentioned an sv_pure bug.

  - Peter
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Re: [hlds_linux] [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
I also noticed today, that although the Spell-book is effectively a stock
item now, unlike other stock items it currently can NOT be renamed or
re-described using the name tag or description tag tools?

On Mon, Oct 20, 2014 at 3:25 PM, Michael Loveless mloveless1...@gmail.com
wrote:

 Thank you very much for working up a fix so quickly, it's greatly
 appreciated.

 On Mon, Oct 20, 2014 at 6:12 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released another mandatory update for TF2. The notes for the update
 are below. The new version number is 2452105.

 -Eric

 -

 - Fixed a server crash related to gamestats

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Re: [hlds_linux] [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Mike, regarding FoF servers.  I run both FoF and TF2 and have not seen
anything you mentioned about the TF2 update somehow messing-up my FoF
servers.  I am hosting on Debian (Linux) however, not Windows.

You don't have any common directories shared between the two type of
game-servers somehow?  If they are in different install directories, there
really should not be a way for an update on one to corrupt something on the
other.

On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail supp...@boomgaming.net wrote:

 This is going to sound bizarre, but I have to ask.

 I run 4 Fistful of Frags servers on the same Windows 2008 dedicated server
 box as my TF2 servers. I took the opportunity to restart the FoF servers
 along with the TF2 servers and now none of the FoF servers are Unable to
 load Steam Support Library. They are all stuck in LAN Mode. I haven't done
 anything but run the TF2 Updates to the server today and all 4 FoF servers
 were working perfectly prior to this update. I even installed a fresh
 vanilla FoF server to make sure the installs weren't corrupted, which would
 have been impossible since all 4 are having identical problems.The fresh
 install does the same thing. It's not my firewall and I don't have Steam
 installed on the box. So did something get changed or corrupted with Steam
 today related to this update that could bork FoF servers? It's just too
 coincidental to have this happen at the same time when I did nothing else
 on the box.

 Thanks



 On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released another mandatory update for TF2. The notes for the update
 are below. The new version number is 2452105.

 -Eric

 -

 - Fixed a server crash related to gamestats

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Re: [hlds_linux] [hlds] TF2: Some model files not downloading since last update?

2014-10-18 Thread Weasels Lair
Thanks for the update Eric.  Needless to say, looking forward to a fix.


On Fri, Oct 17, 2014 at 10:29 AM, Eric Smith er...@valvesoftware.com
wrote:

  We’re already work on a fix.



 -Eric





 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair
 *Sent:* Friday, October 17, 2014 10:25 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: Some model files not downloading since last
 update?



 Anybody open a ticket yet on Valve's GitHub?



 On Thu, Oct 16, 2014 at 1:01 PM, E. Olsen ceo.eol...@gmail.com wrote:

 OK - yes, I just confirmed this now. This has both broken a current
 ongoing ARG event we have running (which drops a custom model on the
 servers), and will break our upcoming holiday event.



 Again, please fix this asap, guys - our holidays depend on it!



 Thanks.



 On Thu, Oct 16, 2014 at 3:55 PM, E. Olsen ceo.eol...@gmail.com wrote:

 If that's true, it will be a disaster for our annual Christmas event
 (which downloads half a dozen custom gift models).



 Please fix this asap, guys - this event has been a tradition in our
 community for 6 years now, and months of planning an preparation go into it.



 On Thu, Oct 16, 2014 at 3:40 PM, Ross Bemrose rbemr...@gmail.com wrote:

   So, I've been hearing that clients are blocking the downloads of some
 model-related files since the last TF2 update.

 Specifically, clients are no longer downloading the VTX files for models
 (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
 models since these are the files that store hardware-optimized texturing
 data for a model.

 Needless to say, this completely breaks game modes that rely on custom
 models, like Vs. Saxton Hale.

 The current theory is that the TF2 client is blocking downloads of files
 that have multiple extensions.  Perhaps an exemption is needed for the
 above mentioned double extensions?


 --
 Ross Bemrose



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Re: [hlds_linux] [hlds] Steam auth ticket has been canceled

2014-09-16 Thread Weasels Lair
What was weird / concerning to me when it happened was that it happen
simultaneously with players on my TF2 server and on my CS:S server.  So, to
me it seemed like either all my servers being cut-off from Steam
simultaneously-  or all my players (on different games) being cut-off from
Steam simultaneously.

In any event, I have not seen the symptom recurred. So, at the point I
assume it was a one-time glitch or connectivity problem with Steam.

Hopefully everything will be fine for tube up-coming International
Talk-Like-A-Pirate Day festivities.
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Re: [hlds_linux] [hlds] Steam auth ticket has been canceled

2014-09-16 Thread Weasels Lair
OMG! Damn you auto-correct!  Here's the Engrish version of that:

What was weird / concerning to me, is is happened simultaneously with
players on both my TF2 server and on my CS:S server.  So to me, it seemed
like either all my servers (running different games) were being cut-off
from Steam simultaneously - or all my players (playing different games)
were being cut-off from Steam simultaneously.

In any event, I have not seen the symptom recur. So, at this point I assume
it was a one-time glitch or connectivity problem with Steam.

Hopefully, everything will be fine for the up-coming International
Talk-Like-A-Pirate Day festivities.

On Tue, Sep 16, 2014 at 9:06 AM, Weasels Lair wea...@weaselslair.com
wrote:

 What was weird / concerning to me when it happened was that it happen
 simultaneously with players on my TF2 server and on my CS:S server.  So, to
 me it seemed like either all my servers being cut-off from Steam
 simultaneously-  or all my players (on different games) being cut-off from
 Steam simultaneously.

 In any event, I have not seen the symptom recurred. So, at the point I
 assume it was a one-time glitch or connectivity problem with Steam.

 Hopefully everything will be fine for tube up-coming International
 Talk-Like-A-Pirate Day festivities.

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[hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Weasels Lair
Every user on my servers got disconnected at about 9AM (US/Pacific/Valve
time) today.  On the server for EVERY user it said something this:

L 09/14/2014 - 12:04:55: STEAMAUTH: Client Weasel received failure code 6
L 09/14/2014 - 12:04:55: Weasel58[U:1:311]Spectator disconnected
(reason Client left game (Steam auth ticket has been canceled)

The server never crashed, it was still running - it didn't even cycle logs
just kept going, and eventually players started to be able to get in again.

I am not seeing anything server-side or underlying host to cause this.
Wondering if it was some Steam-wide issue.

This happen to anybody else today?
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Re: [hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Weasels Lair
What was weird, is I had two different servers that had active players on
them (one TF2 and one CS:S on the same server) and they both experienced it
at the same time.  I logged onto the host and everything seemed cool.  The
host was accessible, running fine, but players couldn't connect/play - kept
getting that Steam message on the server.

I suppose it could have been some temporarily communication issue between
my server/host and Steam, but I didn't see anything that would tell me that
specifically.

I had a player say when they got dropped from my TF2 server - they tried
other TF2 servers (not-mine) and could not get into them either.

On Sun, Sep 14, 2014 at 9:20 AM, Kevin C s...@serveredirect.com wrote:

 I have had this happen at random times over the past few years on CS:S.



 On 9/14/2014 12:18 PM, 1frankster . wrote:

 I had same thing happen on a payload server after map change two days
 after
 last update. I had 95% player count drop for same reason and clients also
 crashed. I figured a fluk but guess not.
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Re: [hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Weasels Lair
I notice that  http://steamstat.us shows  United States: 60 of 62 Servers
Online.  So maybe one of those 2 servers that are off-line happen to be
the ones that my server and/or my players were authenticated against?  Not
sure that's how Steam Auth protocols work - so just guessing at that.  I
guess Active Directory it ain't.

On Sun, Sep 14, 2014 at 9:27 AM, Weasels Lair wea...@weaselslair.com
wrote:

 What was weird, is I had two different servers that had active players on
 them (one TF2 and one CS:S on the same server) and they both experienced it
 at the same time.  I logged onto the host and everything seemed cool.  The
 host was accessible, running fine, but players couldn't connect/play - kept
 getting that Steam message on the server.

 I suppose it could have been some temporarily communication issue between
 my server/host and Steam, but I didn't see anything that would tell me that
 specifically.

 I had a player say when they got dropped from my TF2 server - they tried
 other TF2 servers (not-mine) and could not get into them either.

 On Sun, Sep 14, 2014 at 9:20 AM, Kevin C s...@serveredirect.com wrote:

 I have had this happen at random times over the past few years on CS:S.



 On 9/14/2014 12:18 PM, 1frankster . wrote:

 I had same thing happen on a payload server after map change two days
 after
 last update. I had 95% player count drop for same reason and clients also
 crashed. I figured a fluk but guess not.
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Re: [hlds_linux] Mandatory TF2 update released

2014-09-12 Thread Weasels Lair
Just google IRC bonets, etc.  Not something I am interesting in.  and
probably off-topic for this list anyway.

On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com wrote:

 I'm not sure where you got the idea that IRC is full of exploits, as the
 protocol has been around since before Half-Life was even conceived. You
 will get a more up-to-date and detailed explanation of the current
 issues if you join the MM:S IRC channel. The maintainers of that project
 set that channel up for this purpose.

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Re: [hlds_linux] Mandatory TF2 update released

2014-09-12 Thread Weasels Lair
Against my hosting providers TOS anyway.  From what I understand, that is
getting to be common-practice.

On Fri, Sep 12, 2014 at 1:05 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

 lol
 You should actually click on the results and read them...


 On 12.09.2014 21:54, Weasels Lair wrote:

 Just google IRC bonets, etc.  Not something I am interesting in.  and
 probably off-topic for this list anyway.

 On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com
 wrote:

  I'm not sure where you got the idea that IRC is full of exploits, as the
 protocol has been around since before Half-Life was even conceived. You
 will get a more up-to-date and detailed explanation of the current
 issues if you join the MM:S IRC channel. The maintainers of that project
 set that channel up for this purpose.

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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2014-09-10 Thread Weasels Lair
My guess, is we will know AFTER it is released.

On Wed, Sep 10, 2014 at 1:57 PM, Dill Bates dillbat...@gmail.com wrote:

 Will this update break all non valve servers again?


 Sent from my iPhone

  On Sep 10, 2014, at 1:54 PM, Eric Smith er...@valvesoftware.com wrote:
 
  We're working on a mandatory update for TF2. We should have it ready
 soon.
 
  -Eric
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Weasels Lair
It's being worked-on 
https://forums.alliedmods.net/showthread.php?t=247961

On Wed, Sep 10, 2014 at 2:53 PM, Marco Padovan e...@evcz.tk wrote:

 What is the fix for this issue?

 seeing the same kind of segfaults :(

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Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Weasels Lair
At the risk of being sarcastic here ... cool story bro.

On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote:

 I was literally supposed to be leaving work when this happened and I've
 just now arrived home from work.

 On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote:

 Powerlord, you could stop wasting your time and actually join the sm irc
 where stuff has been figured out already.

 On 10.09.2014 23:42, Ross Bemrose wrote:

 Although I said it's not a MM:S issue on Linux, looking at the backtrace
 I'm getting, it probably actually is... since the fault seems to be in
 ProcessVDF and sourcemod.vdf is the only VDF file I have.

 On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote:

  Yeah, looks like it's a metamod issue. Removed all references to
 sourcemod in the metamod configuration, and the server still segfaults.

 On 9/10/2014 5:35 PM, epi wrote:

 I haven't tested with just metamod, only with both metamod and
 sourcemod. Will try with just metamod to see what happens. Guessing
 from
 what I'm seeing on the lists, looking like the same issue on both

 platforms.

 On 9/10/2014 5:31 PM, Lambda wrote:

 Looks like the issue is with Metamod, atleast on Windows

 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org:

  My server running on CentOS 6 segfaults before the map is loaded if
 sourcemod is loaded after this update. It also complains about not
 finding libcurl. This message disappeared after installing

 libcurl.i686,

 but the server still segfaults.

 On 9/10/2014 5:09 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update

 are

 below. The new version number is 2395700.

 -Eric

 -

 - Added taunts to the items that can be uploaded to the Steam
 Workshop
 - Added new Taunt and Halloween tags to the Steam Workshop
- Previous entries marked with the Halloween 2013 tag will

 automatically be updated to use the new tag in the coming days

 - Added tournament medals for the ETF2L and RETF2 EE22
 - Client/server performance improvements
 - Improved client memory usage by updating weapons to only be loaded

 on

 demand

 - Improved edict usage on servers to help eliminate out of edicts

 errors during round restarts

 - Fixed a server crash caused by using the map command in the

 console

 while the server is running

 - Fixed a client crash when switching between windowed-mode and

 fullscreen for Mac OS X and Linux clients

 - Re-enabled HTML MOTD support for Mac OS X and Linux clients
 - Extended the server's status command to display edict usage and

 player/bot counts

- status output also includes basic class stats...not fully

 implemented yet

 - Fixed custom content not being shown while watching .dem files
 that

 were recorded on servers running with sv_pure

 - Fixed a teleporter exploit that involved players killing teammates

 via

 telefrag by switching to Spectator

 - Fixed bad LODs for The Angel of Death coat for the Medic
 - Fixed push triggers applying push values twice when lag
 compensation

 is being done

 - Fixed a Hammer crash related to changing entity types for an

 existing

 entity

 - Fixed Strange flamethrowers not getting kill credit for deflected

 projectiles

 - Fixed mini-crit and taunt-invite icons being orphaned in the world
 - Fixed the Festive Force-a-Nature using the wrong taunt animation
 - Fixed the difficulty value not displaying correctly in the Mann
 vs.

 Machine scoreboard

 - Fixed Mann vs. Machine bots floating in the air when they die from

 an

 explosion

 - Fixed the Pyro's clap sounds clipping the voice lines during the

 Party

 Trick taunt

 - Fixed the Short Circuit creating its firing effects when being

 deployed

 - Fixed Mini-Sentry collision hull being scaled smaller than it

 should be

 - The Frying Pan can now accept Kills While Explosive Jumping strange

 parts

 - Updated the equip_region for the Mining Light and Lord Cockswain's

 Novelty Mutton Chops and Pipe

 - Updated the materials for the Apparition's Aspect and made it

 paintable

 - Updated the Eternaween vote so it cannot be initiated by clients

 without using the Eternaween

 - Updated the localization files
 - Updated pl_cactuscanyon
- Completed permanent removal of previous stage 2 from the
 map
- Removed the rollback hill in stage 2, and adjusted
 neighboring

 u-turn

- Adjusted the right-hand spawn exit for Blu in stage 2
- Reworked Sniper window above underpass in stage 2
- Adjusted spawn times in stage 2
- Added flatcars to the train in stage 2
- Blu side path from cart spawn to underpass is now a
 drop-down

 in

 stage 2

- Widened a doorway along the cart-path in stage 2
 - Updated rd_asteroid
- Removed spawn advantage for attackers that die in the enemy

 base

- Moved health and ammo above the front door stairs further into

 the base


Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Weasels Lair
Nope no offense.  Just trying (and failing) to introduce some humor.

On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com wrote:

 I'm sorry that me responding to a direct question offended you.

 On 9/10/2014 6:39 PM, Weasels Lair wrote:

 At the risk of being sarcastic here ... cool story bro.

 On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote:

  I was literally supposed to be leaving work when this happened and I've
 just now arrived home from work.

 On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote:

  Powerlord, you could stop wasting your time and actually join the sm irc
 where stuff has been figured out already.

 On 10.09.2014 23:42, Ross Bemrose wrote:

  Although I said it's not a MM:S issue on Linux, looking at the
 backtrace
 I'm getting, it probably actually is... since the fault seems to be in
 ProcessVDF and sourcemod.vdf is the only VDF file I have.

 On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote:

   Yeah, looks like it's a metamod issue. Removed all references to

 sourcemod in the metamod configuration, and the server still
 segfaults.

 On 9/10/2014 5:35 PM, epi wrote:

  I haven't tested with just metamod, only with both metamod and
 sourcemod. Will try with just metamod to see what happens. Guessing
 from
 what I'm seeing on the lists, looking like the same issue on both

  platforms.

  On 9/10/2014 5:31 PM, Lambda wrote:

  Looks like the issue is with Metamod, atleast on Windows

 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org:

   My server running on CentOS 6 segfaults before the map is loaded
 if

 sourcemod is loaded after this update. It also complains about not
 finding libcurl. This message disappeared after installing

  libcurl.i686,

 but the server still segfaults.

 On 9/10/2014 5:09 PM, Eric Smith wrote:

  We've released a mandatory update for TF2. The notes for the
 update

  are

 below. The new version number is 2395700.

 -Eric

 -

 - Added taunts to the items that can be uploaded to the Steam
 Workshop
 - Added new Taunt and Halloween tags to the Steam Workshop
 - Previous entries marked with the Halloween 2013 tag
 will

  automatically be updated to use the new tag in the coming days

  - Added tournament medals for the ETF2L and RETF2 EE22
 - Client/server performance improvements
 - Improved client memory usage by updating weapons to only be
 loaded

  on

 demand

 - Improved edict usage on servers to help eliminate out of edicts

  errors during round restarts

  - Fixed a server crash caused by using the map command in the

  console

 while the server is running

 - Fixed a client crash when switching between windowed-mode and

  fullscreen for Mac OS X and Linux clients

  - Re-enabled HTML MOTD support for Mac OS X and Linux clients
 - Extended the server's status command to display edict usage
 and

  player/bot counts

  - status output also includes basic class stats...not
 fully

  implemented yet

  - Fixed custom content not being shown while watching .dem files
 that

  were recorded on servers running with sv_pure

  - Fixed a teleporter exploit that involved players killing
 teammates

  via

 telefrag by switching to Spectator

 - Fixed bad LODs for The Angel of Death coat for the Medic
 - Fixed push triggers applying push values twice when lag
 compensation

  is being done

  - Fixed a Hammer crash related to changing entity types for an

  existing

 entity

 - Fixed Strange flamethrowers not getting kill credit for deflected

  projectiles

  - Fixed mini-crit and taunt-invite icons being orphaned in the
 world
 - Fixed the Festive Force-a-Nature using the wrong taunt animation
 - Fixed the difficulty value not displaying correctly in the Mann
 vs.

  Machine scoreboard

  - Fixed Mann vs. Machine bots floating in the air when they die
 from

  an

 explosion

 - Fixed the Pyro's clap sounds clipping the voice lines during the

  Party

 Trick taunt

 - Fixed the Short Circuit creating its firing effects when being

  deployed

 - Fixed Mini-Sentry collision hull being scaled smaller than it

 should be

 - The Frying Pan can now accept Kills While Explosive Jumping
 strange

 parts

  - Updated the equip_region for the Mining Light and Lord
 Cockswain's

  Novelty Mutton Chops and Pipe

  - Updated the materials for the Apparition's Aspect and made it

  paintable

 - Updated the Eternaween vote so it cannot be initiated by clients

 without using the Eternaween

  - Updated the localization files
 - Updated pl_cactuscanyon
 - Completed permanent removal of previous stage 2 from the
 map
 - Removed the rollback hill in stage 2, and adjusted
 neighboring

  u-turn

  - Adjusted the right-hand spawn exit for Blu in stage 2
 - Reworked Sniper window above underpass in stage 2
 - Adjusted spawn times in stage 2
 - Added flatcars to the train in stage 2
 - Blu side

Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Weasels Lair
Well, for me ... IRC = open yourself up to hackers due to all sorts of
exploits for IRC.

On Wed, Sep 10, 2014 at 4:06 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

 I joined this conversation by giving you a hint that people have already
 figured stuff out, and I'm going to leave it at that, while noting that you
 seem to refuse to join the irc to actively help or simply to just get more
 detailed information. So idk what you're doing here, which in turn amuses
 me.
 And I'm sure you've heard of PropHunt TNG before.

 On 11.09.2014 01:00, Ross Bemrose wrote:

 I'm going to note that I have no idea who you are, and thus have no
 recollection of ever dealing with you before.

 Which amuses me to an extent since you have prophunt in your email
 address.

 On 9/10/2014 6:52 PM, Matthias InstantMuffin Kollek wrote:

 It's Powerlord, so that has always proven to be difficult. You haven't
 done anything wrong weasel.

 On 11.09.2014 00:49, Weasels Lair wrote:

 Nope no offense.  Just trying (and failing) to introduce some humor.

 On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com
 wrote:

  I'm sorry that me responding to a direct question offended you.

 On 9/10/2014 6:39 PM, Weasels Lair wrote:

  At the risk of being sarcastic here ... cool story bro.

 On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com
 wrote:

   I was literally supposed to be leaving work when this happened and
 I've

 just now arrived home from work.

 On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote:

   Powerlord, you could stop wasting your time and actually join the
 sm irc

 where stuff has been figured out already.

 On 10.09.2014 23:42, Ross Bemrose wrote:

   Although I said it's not a MM:S issue on Linux, looking at the

 backtrace
 I'm getting, it probably actually is... since the fault seems to
 be in
 ProcessVDF and sourcemod.vdf is the only VDF file I have.

 On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote:

Yeah, looks like it's a metamod issue. Removed all references to

  sourcemod in the metamod configuration, and the server still
 segfaults.

 On 9/10/2014 5:35 PM, epi wrote:

   I haven't tested with just metamod, only with both metamod and

 sourcemod. Will try with just metamod to see what happens.
 Guessing
 from
 what I'm seeing on the lists, looking like the same issue on both

   platforms.

   On 9/10/2014 5:31 PM, Lambda wrote:

   Looks like the issue is with Metamod, atleast on Windows

 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org:

My server running on CentOS 6 segfaults before the map is
 loaded
 if

  sourcemod is loaded after this update. It also complains about
 not
 finding libcurl. This message disappeared after installing

   libcurl.i686,

 but the server still segfaults.

  On 9/10/2014 5:09 PM, Eric Smith wrote:

   We've released a mandatory update for TF2. The notes for the

 update

   are

 below. The new version number is 2395700.
 -Eric

 -

 - Added taunts to the items that can be uploaded to the Steam
 Workshop
 - Added new Taunt and Halloween tags to the Steam Workshop
  - Previous entries marked with the Halloween 2013
 tag
 will

   automatically be updated to use the new tag in the coming
 days

   - Added tournament medals for the ETF2L and RETF2 EE22

 - Client/server performance improvements
 - Improved client memory usage by updating weapons to only be
 loaded

   on

 demand
 - Improved edict usage on servers to help eliminate out of
 edicts

   errors during round restarts

   - Fixed a server crash caused by using the map command in
 the

   console

 while the server is running
 - Fixed a client crash when switching between windowed-mode and

   fullscreen for Mac OS X and Linux clients

   - Re-enabled HTML MOTD support for Mac OS X and Linux clients

 - Extended the server's status command to display edict
 usage
 and

   player/bot counts

   - status output also includes basic class stats...not

 fully

   implemented yet

   - Fixed custom content not being shown while watching .dem
 files

 that

   were recorded on servers running with sv_pure

   - Fixed a teleporter exploit that involved players killing

 teammates

   via

 telefrag by switching to Spectator
 - Fixed bad LODs for The Angel of Death coat for the Medic

 - Fixed push triggers applying push values twice when lag
 compensation

   is being done

   - Fixed a Hammer crash related to changing entity types for
 an

   existing

 entity
 - Fixed Strange flamethrowers not getting kill credit for
 deflected

   projectiles

   - Fixed mini-crit and taunt-invite icons being orphaned in
 the

 world
 - Fixed the Festive Force-a-Nature using the wrong taunt
 animation
 - Fixed the difficulty value not displaying correctly in the
 Mann
 vs.

   Machine scoreboard

   - Fixed Mann vs. Machine bots floating in the air when they
 die

 from

   an

 explosion
 - Fixed the Pyro's

Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Weasels Lair
Currently available snap-shots are from prior to today's TF2 update. Still
waiting for new updates.

   - MM:S Snapshots http://www.sourcemm.net/snapshots
(*1.10.3-git912* is *prior
   to today's TF2 update*)
   - SM Snapshots http://www.sourcemod.net/snapshots.php (*1.6.2-git4560*
is *prior to today's TF2 update*)


On Wed, Sep 10, 2014 at 4:51 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 I've grabbed the latest 1.6 snapshot and still my box is failing with:
 warning: exec file is newer than core file.

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Re: [hlds_linux] HLSW Alternatives

2014-08-29 Thread Weasels Lair
Eh, if it's a Linux-based TF2 server .. it's pretty easy.
Use screen to run SCRCS as a detached back-ground process on a
head-less server.
Make some scripts that do things like:
1) start the game (directly under SSH/console).
2) start the game under screen utility - giving it a name to reconnect to
later, etc.
3) send commands to a detached screen process.
4) shut-down the screened process.
Use webmin to run those scripts from a browser, if you are too lazy to do
them under SSH.


On Fri, Aug 29, 2014 at 4:33 PM, Joey Benamy jben...@outlook.com wrote:

 Hello,



 HLSW is an application you install on your computer that allows you to
 administrate your Team Fortress 2 server remotely without having to have
 Team Fortress 2 open.  The application is no longer being developed and is
 not open source, as far as I know.  Since the TF2 update that upgraded
 SteamIDs, the ban list in HLSW no longer works.  I was wondering if anybody
 knew of any alternative remote admin tools that do regularly get updated.
 My server uses MetaMod and SourceMod, and I've updated MetaMod and
 SourceMod
 to the versions that temporarily fix the issues introduced by the TF2
 update.

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Re: [hlds_linux] HLSW Alternatives

2014-08-29 Thread Weasels Lair
Yes, was my assumption that root and/or sudo access is available.  You can
make the menu's in webmin's Custom Commands show differently for
different webmin users - without having to create seperate Linux users.


On Fri, Aug 29, 2014 at 5:43 PM, Gavin Langdon puttabu...@gmail.com wrote:

 That's perfectly reasonable if you have direct access and don't want extra
 functionality, but hlsw is nice because it allows multiple people with only
 rcon to access the server, and displays useful info and options for
 manipulating players and other aspects of the server.

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Re: [hlds_linux] HLSW Alternatives

2014-08-29 Thread Weasels Lair
I don't know about you guys, but my hosting providers (past and current)
have a policy against IRC going in or through their networks.  I think that
is because IRC has been used so much for controlling bot networks and such.


On Fri, Aug 29, 2014 at 7:25 PM, wave thew...@thewaveserver.com wrote:

 I'll second the SourceIRC suggestion. It's become my goto admin interface,
 and setting up others with limited commands is straightforward.
 On Aug 29, 2014 8:49 PM, Alexander Corn mc...@doctormckay.com wrote:

  If you want my advice, install SourceIRC. This will allow you to issue
  admin commands via an IRC channel, and you can set up others with access
 to
  only certain commands so you don't need to give out your rcon password to
  all your admins.
 
  SourceIRC can also be set up to relay chat to/from an IRC channel.

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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Weasels Lair
Hmmm ... am I reading this correctly?

 *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
 10.0.0.21 -port 27015 +exec server.cfg*
 *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
 10.0.0.22 -port 27015 +exec server.cfg*
 *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
 10.0.0.23 -port 27015 +exec server.cfg*

Is that running three instances on the same server, but binding to the same
port number - but on different IP addresses?

I notice that those are all RFC-1918 (private address space) IP addresses.
 I presume these are all behind the same firewall / Interoutrnet-er devices
that is than using port/address translation to public IP addresses?  If so,
they may each need to be individually mapped at your firewall /
Internet-router to different public IP address (i.e. multiple public IP
addresses instead of sharing the same public IP address), OR port-forwarded
at your firewall / Internet-router to different public ports on the same IP
address - in which case it would be easier to use one private IP address
and different ports instead of all on 27015.



On Wed, Aug 27, 2014 at 1:22 PM, Jeff Nelson longshot...@gmail.com wrote:

 I've been out of pocket for a while and I was able to finally test.

 The problem has been narrowed down to specifying the IP in the srcds
 startup command.
 If I use: ./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip
 10.10.0.50

 The game server is running, live and available to connect, but it doesn't
 appear in the server browser for LAN games.
 If I paste this exact command into a windows box, it does work.

 Performing a test on the linux servers using: lsof -i -n -a -p
 $GAMESERVPID,
 shows me the following:
 COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
 srcds_lin 7645 root   22u  IPv4 266289  0t0  UDP 10.10.0.50:27015
 srcds_lin 7645 root   23u  IPv4 266290  0t0  UDP 10.10.0.50:27005
 srcds_lin 7645 root   24u  IPv4 266291  0t0  UDP 10.10.0.50:27020
 srcds_lin 7645 root   25u  IPv4 266292  0t0  TCP 10.10.0.50:27015
 (LISTEN)
 srcds_lin 7645 root   35u  IPv4 266092  0t0  UDP 10.10.0.50:26901

 This indicates to me that the srcds program is properly bonding to the
 specified IP in the startup command. But for some reason isn't broadcasting
 itself to the server browser.

 If I run the following srcds command:
 ./srcds_run -console -game tf +map ctf_well +maxplayers 24
 *Note that no IP is specified for srcds to bond to...

 The server does appear in the browser. Performing a similar port look-up I
 receive:
 COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
 srcds_lin 7689 root   22u  IPv4 273770  0t0  UDP *:27015
 srcds_lin 7689 root   23u  IPv4 273771  0t0  UDP *:27005
 srcds_lin 7689 root   24u  IPv4 273772  0t0  UDP *:27020
 srcds_lin 7689 root   25u  IPv4 273776  0t0  TCP *:27015 (LISTEN)
 srcds_lin 7689 root   35u  IPv4 274580  0t0  UDP *:26901

 In this case, the srcds instance is bonding to the available IP on the
 server, but when this happens, broadcast traffic is allowed.

 Is there anything else I can try or suggestions anyone else has?
 Thanks for the help!






 On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina je...@opendreams.net
 wrote:

 
  Do all three servers stop appearing in the server browser, or only one or
  two of them?
 
  Verify that your servers are not actually tripping all over themselves
  without your knowledge, and that they are binding to the sockets which
 you
  think they should be:
 
  lsof -i -n -a -p $GAMESERVPID
 
  Do this for each server and find out what network resources it is using.
 
  It should be noted that CSGO currently has a problem where it globs onto
 *
  for certain sockets EVEN when you specifically assign it to a particular
  IP. This bug has been noted many times on this mailing list now.
 
  I can't think of anything with SELinux that might be causing you a
  problem, and I don't know if it is enabled by default on Suse, but you
  might want to disable it and see if that has any effect.
 
  Good luck
 
 
 
 
  On 2/18/14, 23:46, Jeff Nelson wrote:
 
  We are experiencing an issue where if we run multiple SRCDS instances on
  the same linux server, on the same subnet, bounded to specific IP
  addresses, they will not appear in the server browser. (This bug doesn't
  appear when using a Windows server, Linux only.)
 
  Environment:
  OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default)
  We have also tried this on CentOS and RedHat, still no dice.
  We have 3 IP addresses assigned to one server using the same broadcast
  address: 10.0.0.255
 
  Startup Scripting:
 
  *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
  10.0.0.21 -port 27015 +exec server.cfg*
  *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
  10.0.0.22 -port 27015 +exec server.cfg*
  *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
  10.0.0.23 -port 27015 +exec server.cfg*
 
  

Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Weasels Lair
This may sound like a stupid question, but if they are not intended to be
open to the world for availability, then why do they need to appear on
the server list?

Also, if you are binding each instance to specific IP's like that, I would
expect the entire executable to default to using that IP for all of it's
communication - including +clientport and +steamport ports.  If that is
truly the case (all ports get bound to the IP specified), then those ports
on those IP's need to be able to talk to/from the Internet in order to get
authenticated by steam, get published onto the server list, participate in
VAC, etc.  If you are specifically not allowing them, that could be your
issue right there (i.e. why they never show-up on the server list).

On Wed, Aug 27, 2014 at 3:44 PM, Jeff Nelson longshot...@gmail.com wrote:

 @Weasels
 You are correct. I have 3, in this case, ip addresses added to the same
 network card in Linux. These are not virtual interfaces created by a
 hypervisor, but simply additional ip assignments to the physical network
 interface or Alias addresses if you prefer.
 These are all behind one firewall. They are not intended to be open to the
 world for availability. We use these servers for our LAN events only so I
 do not intend to port forward traffic or create individual NATs.

 However, as a quick note, even running one instance of srcds on a linux box
 will yield the same results when specifying an IP address - the game server
 is not shown on the server browser. If you remove the -ip argument, the
 correct outcome is presented.

 To make it more interesting, if I remove all assigned ip addresses and use
 the native ip on the linux box in the startup command, I get the same
 results if I would have used one of the alias addresses - nothing appears
 on the server browser. So it appears to me that my additional ip
 assignments are not to blame for this issue - at least from what I see.


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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-25 Thread Weasels Lair
Eric -

Is there any clarity Valve can share on which games this change will occur
with next? CS:S? HL2MP? HL1DM(Source)MP?

Also, is this planned eventually for GoldSrc-based titles as well? (HL1,
CS, DMC, TFC, DoD, etc.)? or will it only effect Source-based titles?

I ask because, although work-around's are now in-place/available for
various server-side mods (such as SourceMod and SourceBans) for
Source-engine games -  I do not think anything has been done yet with
preparing server-side mods (such as AMX-Mod-X and possibly AMX-Bans) for
GoldSrc-based games.

Best wishes,

- Weasel


On Thu, Aug 21, 2014 at 4:41 PM, Eric Smith er...@valvesoftware.com wrote:

 We apologize for the lack of warning regarding the SteamID format change
 in today's update. It was our intent to give the community a heads-up
 before the change was released, but it was missed.

 The change was made to update TF2 to use the current SteamID format, which
 most other games on Steam and Steam itself uses. You will find that you can
 now use SteamIDs rendered by these other locations in your interactions
 with the engine. The engine will still recognize the old format, though, so
 your current server ban lists should still be valid.

 The conversion equation has already been posted by a community member, but
 here it is again:

 Old:STEAM_0:A:B
 New:[U:1:B*2+A]
 Example:STEAM_0:1:1234  ---[U:1:2469]

 We're sorry for the problems this may cause while you update your scripts
 to use the new format. It was not our intent to disrupt your servers.

 -Eric


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[hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?

2014-08-13 Thread Weasels Lair
Anybody else using 'screen' noticed issues with SRCDS not being reflected
when reconnecting to a disconnected 'screen' session?

For example, if I reconnect to a disconnected session running SRCDS for
TF2, and I enter the status command - the text of the status command is
echo'd-back - but none of the output that the status command typically
generates.

If I do that same test on a disconnected SRCDS session for
Counter-Strike:Source, everything works as expected (i.e. it displays users
connected and all the usual/expected output).

If I do that same test on a 3rd party Source-based game server (Fistful of
Frags), everything also operates as expected.

If I do that same test on an HLDS-based game running as a disconnected
'screen' session (such as HL1), again everything works as expected.

It only seems to be effecting my TF2 dedicated servers for some reason.
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Re: [hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?

2014-08-13 Thread Weasels Lair
PS: For clarity, it is not JUST the 'status' command that is affected - it
is ANY command I enter into that 'screen' session for TF2.


On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair wea...@weaselslair.com
wrote:

 Anybody else using 'screen' noticed issues with SRCDS not being reflected
 when reconnecting to a disconnected 'screen' session?

 For example, if I reconnect to a disconnected session running SRCDS for
 TF2, and I enter the status command - the text of the status command is
 echo'd-back - but none of the output that the status command typically
 generates.

 If I do that same test on a disconnected SRCDS session for
 Counter-Strike:Source, everything works as expected (i.e. it displays users
 connected and all the usual/expected output).

 If I do that same test on a 3rd party Source-based game server (Fistful of
 Frags), everything also operates as expected.

 If I do that same test on an HLDS-based game running as a disconnected
 'screen' session (such as HL1), again everything works as expected.

 It only seems to be effecting my TF2 dedicated servers for some reason.


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Re: [hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?

2014-08-13 Thread Weasels Lair
Assume that requirement is just TF2 (at the moment), then yeah that could
be it.
I have libncurses5 already, but not lib32tinfo5. I will see if that helps.

Thanks for the head's-up!


On Wed, Aug 13, 2014 at 8:56 PM, Yun Huang Yong gumby_li...@mooh.org
wrote:

 I run our servers under screen and don't have this issue.

 Could this be related to the ncurses and tinfo5 dependencies introduced in
 last week's update?

 Quoting Ross Bemrose:
 On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5.


 On 14/08/2014 1:52 PM, Weasels Lair wrote:

 PS: For clarity, it is not JUST the 'status' command that is affected - it
 is ANY command I enter into that 'screen' session for TF2.


 On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair wea...@weaselslair.com
 wrote:

  Anybody else using 'screen' noticed issues with SRCDS not being reflected
 when reconnecting to a disconnected 'screen' session?

 For example, if I reconnect to a disconnected session running SRCDS for
 TF2, and I enter the status command - the text of the status command is
 echo'd-back - but none of the output that the status command typically
 generates.

 If I do that same test on a disconnected SRCDS session for
 Counter-Strike:Source, everything works as expected (i.e. it displays
 users
 connected and all the usual/expected output).

 If I do that same test on a 3rd party Source-based game server (Fistful
 of
 Frags), everything also operates as expected.

 If I do that same test on an HLDS-based game running as a disconnected
 'screen' session (such as HL1), again everything works as expected.

 It only seems to be effecting my TF2 dedicated servers for some reason.


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Re: [hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?

2014-08-13 Thread Weasels Lair
It definitely solved my symptom.  However, my symptom did not seem to
include the SRCDS process hanging or anything like that.  It just seemed
like that output generated wasn't making it to the console or wherever
std-out was in-effect re-directed.  SCRCS actually seemed to run fine - I
just couldn't tell what was going-on with it when reconnecting to that
previously-disconnected 'screen' session.

In any event, all seems good now.  I am getting normal/expected behaviour
from SRCDS for my TF2 server instances. now.

On Wed, Aug 13, 2014 at 9:25 PM, Ilya Larin ilya.dem.la...@gmail.com
wrote:

 Please tell us whether it solves the problem or not. I also have troubles
 after previous update, but in my case it hangs the whole system instead of
 only srcds process.
 14.08.2014 8:05 пользователь Weasels Lair wea...@weaselslair.com
 написал:


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Re: [hlds_linux] Purpose of -steamport command

2014-07-24 Thread Weasels Lair
I believe the normal game port is for game-client's to communicate with
your server, and steamport is for your game-server to communicate with
the Steam network.  If you do not explicitly specify ports, SRCDS will use
a default (such as 27015 for the normal game port) or if that default is
already in use, pick effectively whatever port it wants (usually keeps
trying to add one to what it has tried already until it finds a usable
port).  SRCDS I believe actually has more ports beyond those (clientport
and hltv'?) that can be specified - to avoid it hunting for ports to use.

If you are only running a single game-server instance (copy of SRCDS and/or
HLDS), you generally only need to worry about the port.  But, if you have
very anal firewall administrators - then you might need to explicitly
specify each - so that they can be identified and allowed on your firewall.


On Thu, Jul 24, 2014 at 5:09 AM, Thibaud Van Hissenhoven 
thib...@strat3go.com wrote:

 Hey Jesse,

 Thanks for the fast response  explanation on Valve logic. :) I've disabled
 Source TV, so I guess I can keep that port and the steamport shut. Also
 kudos to you for wrench!

 Kr,
 T


 2014-07-24 12:31 GMT+02:00 Jesse Molina je...@opendreams.net:

 
  Remember that srcds was written for Windows, and on Windows, 26000
  actually is in the ephemeral port range, because Microsoft.
 
  Why Valve thought it was appropriate to run their servers in the
 ephemeral
  range?  Because potato.
 
 
 
 
  On 7/24/14, 3:27, Jesse Molina wrote:
 
 
  Unless I am mistaken, that's an ephemeral port, in that it's used for
  outbound traffic only.  So, I don't think you need to explicitly allow
  inbound traffic to it, as long as you have a stateful firewall.
 
  I believe that is true of both CLIENTPORT (+clientport) and STEAMPORT
  (-steamport).  Someone please correct me if I'm wrong here.
 
  No, it isn't documented anywhere.
 
  The only ports you need to allow inbound are HOSTPORT (+hostport) on
 UDP,
  and then TCP if you want RCON, and TVPORT (+tv_port) if you want Source
 TV
  to work (probably not).  REPLAYPORT isn't even used on TF2 anymore and
 I'll
  remove it from wrench in the future.
 
  Whatever your assign to STEAMPORT, the server will use N+1, because
 bugs.
 
 
 
 
  On 7/24/14, 2:25, Thibaud Van Hissenhoven wrote:
 
  Hi guys,
 
  I just got into srcds and set up my first cloud server using Mr
 Molina's
  great wrench tool. Now that my vanilla L4D2 server is running, I was
 busy
  configuring the firewall to allow clients to connect. I noticed the
  server
  is accepting connections on port 26006 (opposed to -steamport 26005 set
  in
  the arguments), on the developer wiki I couldn't find what this port is
  used for. Do any of you have experience with this?
  The srcds is listening for connections here right, so I should open the
  port in the firewall?
 
  Thanks.
 
 
 
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-07-08 Thread Weasels Lair
So, buggy is what they really are? lol.


On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling jordanoll...@gmail.com
wrote:

 I think they're called beta because we're getting a sneak peek of them,
 but they might not be completely finished yet.


 On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Just to make this clear, you know that all server installs have
 rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?  Calling them
 beta makes it sound like they're restricted to only some servers.


 On 7/8/2014 6:55 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2314660.

 -Eric

 -

 - Added Mann Co. Beta Maps - Early Access program
 - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon
 - Beta maps can be accessed via the quickplay menu by clicking
 the Play Beta Maps option
 - Added a new startup music track from Expiration Date
 - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1,
 and Tumblr Vs Reddit Season 2 medals
 - Fixed the server browser not properly filtering for the US - East
 region when selected
 - Fixed a bug where players that are taunting would not use the correct
 animation
 - Fixed Australium weapons using the incorrect arm skin for the Blue team
 - Fixed Mutated Milk not being a valid item for the Scout's Special
 Delivery item set
 - Fixed The Stealth Steeler not using the correct team materials
 - Fixed some festive weapons using the lowest LOD for the first person
 view
 - Minigun: Winding up via secondary attack now counts toward reducing
 the one-second accuracy penalty
 - Updated the equip_regions for The Southie Shinobi, The Chronomancer,
 and The Pencil Pusher
 - Updated the localization files
 - Updated The Towering Pillar of Summer Shades
 - Fixed not using the correct team materials
 - Updated to be paintable

 - Reminder - Bread Boxes can no longer be crafted after tomorrow (July
 9th)
 - Craft them via the crafting system (Items-Crafting-Special
 Blueprint-Fabricate Bread Box)




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Re: [hlds_linux] Offtopic sort of: Server deployment tools

2014-07-08 Thread Weasels Lair
Not sure what you mean by shared.  But, as far as automated deployments
go, assuming its a Linux-based server it is probably not hard to script
with bash.


On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend tylerschw...@gmail.com
wrote:

 Do any of you use any software for deploying shared HLDS servers
 on-demand? I'm curious whether server rental companies write their
 deployment tools from scratch or if there are packages out there for this
 purpose.

 Im working on something and would like to avoid reinventing that portion
 of the wheel.
 --


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Re: [hlds_linux] SteamCMD HTTP Remote Control

2014-07-04 Thread Weasels Lair
wow.  I wonder how long before security exploits for this start hitting the
wild.


On Fri, Jul 4, 2014 at 4:55 PM, Jesse Molina je...@opendreams.net wrote:

 Dear Valve.

 Explain why SteamCMD has started a remote control daemon on my computer
 during a SteamCMD update.



 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...[HTTP Remote Control] Wrote private key to
 remoteui/certs/https.key
 [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem
 [HTTP Remote Control] HTTP server listening on port 27037.
 OK.



 Relavant:

 http://steamdb.info/blog/37/

 http://steamdb.info/blog/30/

 http://steamdb.info/blog/31/



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Re: [hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?

2014-06-27 Thread Weasels Lair
In my case, it does not seem to have to be a large number of players or a
busy server.  Last time I noticed it, there were only like 5 of us in-game,
and I do not recall anybody conga-taunting at that time.

On Thu, Jun 26, 2014 at 11:18 PM, Andreas Willinger aw...@gmx.at wrote:

 I have also noticed this. A bigger problem (which exists since the LW
 update) is, that my servers sometimes drop their ENTIRE population because
 of a reliable buffer overflow.
 I wasn't yet able to locate the source 100%, but my guess is the conga
 taunt 15 players.




 Weasels Lair wea...@weaselslair.com wrote:

 Hmmm.. trying to figure-out if this is just my TF2 server(s), or something
 bigger.
 But, ever since today's update - I'm a getting a lot of issues with client
 connections timing-out, etc.
 The server never crashes - it just keeps running.
 But the clients get the connection problem warning in the upper-right for
 several seconds (5-20), then (mostly) get back in without having to
 disconnect/reconnect.

 Anybody else experiencing a lot of this since today's update?

 PS: For me this is under Linux (Debian).

 

 [hlds_linux] Mandatory TF2 update released
 Eric Smith Thu, 26 Jun 2014 16:22:25 -0700

 We've released a mandatory update for TF2. The notes for the update are
 below.
 The new version number is 2298883.

 -Eric

 -
 - Added a new startup music track from Expiration Date
 - Fixed a client crash related to the B.A.S.E. Jumper
 - Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets
 - Updated the B.A.S.E. Jumper backpack to use an open model when the
 parachute
 is deployed
 - Fixed a few crates not displaying which Unusual Series they can
 potentially
 output
 - Fixed a client crash caused by applying a tool to an empty backpack slot
 - Removed the shot effect for The Classic in DirectX 8
 - Updated the name of The Senguko Scorcher to be The Sengoku Scorcher
 - Updated the Summer Starter Kit and Summer Adventure Pack to be marketable
 - Updated the localization files
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[hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?

2014-06-26 Thread Weasels Lair
Hmmm.. trying to figure-out if this is just my TF2 server(s), or something
bigger.
But, ever since today's update - I'm a getting a lot of issues with client
connections timing-out, etc.
The server never crashes - it just keeps running.
But the clients get the connection problem warning in the upper-right for
several seconds (5-20), then (mostly) get back in without having to
disconnect/reconnect.

Anybody else experiencing a lot of this since today's update?

PS: For me this is under Linux (Debian).



[hlds_linux] Mandatory TF2 update released
Eric Smith Thu, 26 Jun 2014 16:22:25 -0700

We've released a mandatory update for TF2. The notes for the update are
below.
The new version number is 2298883.

-Eric

-
- Added a new startup music track from Expiration Date
- Fixed a client crash related to the B.A.S.E. Jumper
- Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets
- Updated the B.A.S.E. Jumper backpack to use an open model when the
parachute
is deployed
- Fixed a few crates not displaying which Unusual Series they can
potentially
output
- Fixed a client crash caused by applying a tool to an empty backpack slot
- Removed the shot effect for The Classic in DirectX 8
- Updated the name of The Senguko Scorcher to be The Sengoku Scorcher
- Updated the Summer Starter Kit and Summer Adventure Pack to be marketable
- Updated the localization files
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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-06-03 Thread Weasels Lair
I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates?  Kind of thought it was more for Valve-related
and general HLDS/SRCDS.

There is a published SteamAPI update URL for Fistful-of-Frags:

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630version=SERVER_CURRENT_VERSION_HEREformat=xml

Also, it may be checked on the SteamDB page:

http://steamdb.info/search/?a=appq=Fistful

Or, of course you could sign-up for e-mail alerts on SteamPing:

http://steamping.com/


On Tue, Jun 3, 2014 at 1:17 PM, big john brewskii...@gmail.com wrote:

 Can we get some sort of update notification on the mailing list?


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Re: [hlds_linux] [hlds] Mandatory updates - Windows 2008 TF2 Server's crashing

2014-05-15 Thread Weasels Lair
Ditto for me.  Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet).  Here's the MM:S and SM I am running
on TF2 (kind of old actually it seems):

meta version
Metamod:Source version 1.10.0-dev
Build ID: 837:978c7cd9b0b2-dev
Loaded As: Valve Server Plugin
Compiled on: Apr 25 2013
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/
meta list
Listing 7 plugins:
  [01] SourceMod (1.5.2) by AlliedModders LLC
  [02] Building Hacks (0.3) by linux_lover
  [03] TF2Items (1.5.3) by Asherkin  AzuiSleet  Damizean
  [04] TF2 Tools (1.5.2) by AlliedModders LLC
  [05] SDK Hooks (1.5.2) by AlliedModders LLC
  [06] SDK Tools (1.5.2) by AlliedModders LLC
  [07] SteamTools (0.9.0) by Asher asherkin Baker



On Thu, May 15, 2014 at 5:02 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Is this server running SourceMod?

 SourceMod's gamedata seems to need an update on Windows.  It doesn't seem
 to affect Linux.  Or at least my Linux PropHunt Redux server seems to be
 operating normally and PHR requires several common extensions (SDKTools,
 SDKHooks, TF2Items, TF2) in addition to the SourceMod core.


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Re: [hlds_linux] [hlds] Could not establish connection to Steam servers. (Result = 15)

2014-05-14 Thread Weasels Lair
I do not think Fistful-of-Frags dedicated server is setup for that server
registration stuff (sv_setsteamaccount).  I asked the developer about it
like a month ago - and he didn't seem to know what I was talking about.

But, the server list is not gigantic (like TF2, or CS, etc.).  So, no big
deal for people to re-find servers right now if their IP addresses change.

On Tue, May 13, 2014 at 8:19 PM, Jesse Molina je...@opendreams.net wrote:


 Nevermind. My sv_setsteamaccount token was invalid, though I don't yet
 know why.


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Re: [hlds_linux] Fistful-of-Frags (FoF), player black-list, etc.

2014-05-12 Thread Weasels Lair
Just clarified with the developer, the new Fistful-of-Frags on Steam does
NOT attempt to do any global player black-list of it's own (unlike the old
version 3.9 mod for OrangeBox).

I *assume* putting the server into VAC secure-mode will enforces blocking
VAC-banned players.  Seems to me that is more low-level than whatever the
game/mod-developers get to control anyway.



Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Weasels Lair Sun, 11 May 2014 19:07:25 -0700

I am not sure that game/mod-specific ban system is still in place in the
new Steam version.  But, I will double-check with the developer (R_Yell) on
that.

PS: I didn't like that much either, and was able to block it by just
preventing that domain name from resolving on my server with a hosts file.
 But again, I do not think that is necessary any more.

On Sun, May 11, 2014 at 7:03 PM, Jesse Molina je...@opendreams.net wrote:


 I really don't know a lot about the history behind this mod, but I
 immediately noticed that it has a built-in hard-coded global ban system
 which can't be disabled by the local admin.  Very disturbing.

 http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471

 Other things I've read on their forum and elsewhere lead me to believe
 some of the devs on this mod are rather juvenile. It seems likely they
have
 attracted some amount of negative publicity.


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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-12 Thread Weasels Lair
PS: Regarding HLStatsX:CE, I also had to update the teams for the new FoF
- since there are potentially four teams now:

Vigilantes = Blue in hud messages, etc.
Desperados = Red in hud messages, etc.
Bandidos = Yellow in hud messages, etc.
Rangers = Green in hud messages, etc.

Here's what I am using (Team Code, Team Name, Color Code, BG Color Code):

VIGILANTES, Vigilantes, #FF, #AF
DESPERADOS, Desperados, #B2, #FFB6C1
BANDIDOS, Bandidos, #00, #00
RANGERS, Rangers, #006400, #ADFF2F

Obviously, you may want to use choose your own colors, I just tossed those
in really quickly.


On Mon, May 12, 2014 at 11:44 AM, Weasels Lair wea...@weaselslair.comwrote:

 Actually, yes.  I have been messing around with that.  None of the
 objective stuff is there anymore.  So, I think I just ripped-out that
 stuff.  Otherwise, I the weapons are the same I though.  I am having an
 issue with a few weapons not showing-up in the stats at the moment.  For
 example the Schofield pistol, I didn't think that was new - but I don't see
 any stats for that showing.  I haven't had any time to dig any further into
 it than that.

 I do have both the old and new FoF on my HLStasX:CE system.  The old
 mod/ver3.9 stuff I moved over to fistful_of_frags ID, and use fof as
 the ID for the new FoF for Steam - to match what their game folders are.
  But, that was really just so I wouldn't confuse the two.



 On Mon, May 12, 2014 at 11:21 AM, Bjorn Wielens uniac...@yahoo.ca wrote:

 Anyone know if the old FoF settings/game in HLStats still work with
 this new version?


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Re: [hlds_linux] Fistful-of-Frags (FoF), player black-list, etc.

2014-05-12 Thread Weasels Lair
PS: I have this SourceMod plug-in loaded on my servers: vacbans ...
https://forums.alliedmods.net/showthread.php?t=80942


On Mon, May 12, 2014 at 12:00 PM, Weasels Lair wea...@weaselslair.comwrote:

 Just clarified with the developer, the new Fistful-of-Frags on Steam does
 NOT attempt to do any global player black-list of it's own (unlike the old
 version 3.9 mod for OrangeBox).

 I *assume* putting the server into VAC secure-mode will enforces
 blocking VAC-banned players.  Seems to me that is more low-level than
 whatever the game/mod-developers get to control anyway.

 

 Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
 Weasels Lair Sun, 11 May 2014 19:07:25 -0700

 I am not sure that game/mod-specific ban system is still in place in the
 new Steam version.  But, I will double-check with the developer (R_Yell) on
 that.

 PS: I didn't like that much either, and was able to block it by just
 preventing that domain name from resolving on my server with a hosts file.
  But again, I do not think that is necessary any more.

 On Sun, May 11, 2014 at 7:03 PM, Jesse Molina je...@opendreams.net
 wrote:

 
  I really don't know a lot about the history behind this mod, but I
  immediately noticed that it has a built-in hard-coded global ban system
  which can't be disabled by the local admin.  Very disturbing.
 
  http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471
 
  Other things I've read on their forum and elsewhere lead me to believe
  some of the devs on this mod are rather juvenile. It seems likely they
 have
  attracted some amount of negative publicity.
 
 

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Re: [hlds_linux] FoF status command not working

2014-05-12 Thread Weasels Lair
That is really weird.  I am on 64-bit Debian 8/Jessie with multi-arch
enabled and not seeing anything like that.

Is this dedicated server installed through SteamCMD (command-line), or
from the Steam tools menu?

Here my status output:
pre
statushostname: Weasels FoF #2: Custom music, Dual-Factions
version : 1/24 0 secure
udp/ip  : 192.30.161.61:6313  (public ip: 192.30.161.61)
steamid : [A-1:3372337152(4302)] (90090472869054464)
map : fof_robertlee at: 0 x, 0 y, 0 z
players : 19 humans, 0 bots (20 max)
# userid nameuniqueidconnected ping loss state
 adr
# 98 OVERLORDZETTA STEAM_0:1:15076872  29:46  1040 active
70.53.162.176:27005
# 89 SoupCan   STEAM_0:0:36581218  35:00  2270 active
109.60.47.85:27005
#112 Snipahz McLeodSTEAM_0:0:42418442  16:15   930 active
76.178.207.238:27005
#118 The Redstoner STEAM_0:1:51580923  11:58  1020 active
68.9.140.242:27005
# 88 17ThCenturyDemo   STEAM_0:1:25061822  38:14   990 active
76.178.192.29:27005
#136 datcrazycat   STEAM_0:0:62592350  01:00  1010 active
71.82.182.253:60564
# 71 twitch.tv/grandmastercookies STEAM_0:1:44493423 44:54  1140
active 69.127.106.4:47811
#119 The Panic LimeSTEAM_0:0:33917439  10:48  1780 active
50.32.54.61:27005
#121 awloh STEAM_0:1:84721928  01:48   940 active
68.192.124.112:27005
# 72 ╨╨╨á╨╨╨ ╨╨ sun asshole STEAM_0:1:23681752 32:13  1020 active
71.72.60.55:27005
#120 MF DOOM ft. Gucci Mane STEAM_0:0:57504655 10:15  1190 active
67.240.3.182:27005
/pre


On Mon, May 12, 2014 at 12:32 PM, David Parker dpar...@utica.edu wrote:

 Hello,

 It seems I'm not able to register for the FoF forums, so I'm posting this
 here in hopes that someone knows the answer.  I set up an FoF dedicated
 server on Debian 7 64-bit.  The server starts, but for some reason I can't
 run the status command on the console.  Other commands work fine, but
 status simply does nothing.  Any ideas?  Here's an example:

 maps *
 -
 PENDING:   (fs) fof_desperados.bsp
 PENDING:   (fs) fof_fistful.bsp
 PENDING:   (fs) fof_revenge.bsp
 PENDING:   (fs) fof_robertlee.bsp
 status
 net_status
 Net status for host 72.237.4.36:
 - Config: Multiplayer, dedicated, 0 connections
 - Ports: Client 27005, Server 27015, HLTV 27020, Matchmaking 0, Systemlink
 0
 status
 stats
 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects
 0.00   0.00   0.000   -1   66.6700

 status
 
 Unknown command 
 quit
 Mon May 12 15:26:32 EDT 2014: Server restart in 10 seconds
 ^CMon May 12 15:26:33 EDT 2014: Server Quit

 Note that every status command did nothing, although it's accepted as a
 valid command (there's no unknown command error).  I'm also not sure why
 the uptime is -1 in that stats output, although I had literally just
 started this server, so perhaps that's what it says when 1 full minute has
 not passed yet.

 Thanks,
 Dave

 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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[hlds_linux] Update regarding Fistful-of-Frags (FoF) on Steam, servers, etc.

2014-05-12 Thread Weasels Lair
First of all, just wanted to thank the community of server operators/admins
for responding; and bringing-up additional servers for the players trying
to get into the game.

The player response to the release was overwhelming. Who would have thought
that a free Steam game, that is basically a stripped-down reboot of an
older OrangeBox mod would be as popular as it was.  It is kind of assume
that player-interest will fade some over the coming week's - but who really
can tell.

At any given time, there seem to be between 800 and 1,700 players in-game
(according to the Steam community hub page).  Just on my own FoF servers
alone, I have seen almost 7,000 unique SteamID's connect/play (based-on
HLStatsX:CE tracking).

Currently, there seem to be plenty of servers on-line for FoF. Although,
anybody is willing to bring one up of course - ESPECIALLY if you actually
play the game.

At this point, what I would like to encourage everyone to take all the
FoF-related discussions *OFF* the HLDS and HLDS_Linux distribution lists.
 I am sure everybody NOT interested in FoF is tired of all the FoF-related
chatter.  Thanks also to them also for putting-up with the extraneous
chatter. I have not seem any negative feedback on that - but let's not
outstay our welcome.

The official FoF links are:

Official Steam Game Group Page (links to everything else):
http://steamcommunity.com/games/fof

Steam Store Page (where to send people to get the client):
http://store.steampowered.com/app/265630

Steam Game Hub/Community Page:
http://steamcommunity.com/app/265630

Specifically, the Discussions part of the game-hub:
http://steamcommunity.com/app/265630/discussions

*** Most importantly ***, the Server Administration discussion area
(where we should probably be taking these conversations):
http://steamcommunity.com/app/265630/discussions/6/

PS: I am not the developer of FoF or anything remotely like that.  Just
another server operator who's been at this a while like everybody else here
- and just happened to be a fan of the game (old and new).  The developer
has granted me some access to clean-up the discussions area of the
community hub - which has (appropriately?) been like the wild-west - in
terms of people going WAYoff-topic, duplicate discussions or just posting
in the wrong areas..
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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Weasels Lair
Funny (or maybe not funny) you should mention that.  My VPS got shut-down
last-night by my hosting provider because there was Traffic size:[627
Mbit/sec].  I am not certain if it was an actual DDoS attack, or just
the fact that there was so much demand for FoF servers.  I had 8 FoF
servers running, and all were PACKED (0 slots available) most of the time
they were on-line.  Since there are way more servers for FoF available now,
I backed my hosting down to just 3 FoF game-server instances. So far the
traffic has not been a problem.

I think most hosting providers see a large amount of traffic using UDP and
ports they do not recognize, and assume it is a DDoS.

We shall see if my problem recurs.



On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com wrote:

  On 5/10/2014 2:51 PM, Weasels Lair wrote:

  Any server-operators out there looking for another Source-based game to
 play (and more importantly HOST)?

  Fistful of Frags could use your help.  FoF launched (for FREE) on
 Steam yesterday, and the response has been overwhelming.

  The down-side to that, is frankly there just are not enough dedicated
 servers to keep-up with the demand.  There are over 200 player-slots of
 dedicated servers - but that apparently just is not enough!

  FoF is basically a reboot of the older FoF sourcemod - moved over to
 Steam.  The Steam version of FoF is kind-of stripped-down right now to just
 death-match and team-based death-match.

  Even so, it is very fun to play (especially four-team DM).

  However, being a free game (put-together by unpaid volunteers), the FoF
 dev team simply can not afford to bring-up enough servers to keep up with
 demand. I have personally helped-out by hosting 8 servers instances myself
 (up from my planned 3).

  Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
 installation/content delivery.  So, it essentially installs just like any
 SRCDS game, and is compatible with SourceMod, etc.

  Steam store page (where to get client to install):
 http://store.steampowered.com/app/265630

  Steam community hub for FoF (discussion groups, etc.):
 http://steamcommunity.com/app/265630

  Steam official group page (update history, etc.):
 http://steamcommunity.com/games/fof

  Any help appreciated!


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  Anyone else getting (D)DoS attacked hosting this game? I just got an
 email, and my US servers were just hit with an attack. My EU servers were
 attacked the same day I put them up. Luckily my US server has mitigation,
 but I had to leave my EU servers down for now. How can someone try to
 attack servers on a free mod, it isn't like we have pay to win, ads, or
 even reserved slots on our servers.

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[hlds_linux] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?

Fistful of Frags could use your help.  FoF launched (for FREE) on Steam
yesterday, and the response has been overwhelming.

The down-side to that, is frankly there just are not enough dedicated
servers to keep-up with the demand.  There are over 200 player-slots of
dedicated servers - but that apparently just is not enough!

FoF is basically a reboot of the older FoF sourcemod - moved over to
Steam.  The Steam version of FoF is kind-of stripped-down right now to just
death-match and team-based death-match.

Even so, it is very fun to play (especially four-team DM).

However, being a free game (put-together by unpaid volunteers), the FoF dev
team simply can not afford to bring-up enough servers to keep up with
demand. I have personally helped-out by hosting 8 servers instances myself
(up from my planned 3).

Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
installation/content delivery.  So, it essentially installs just like any
SRCDS game, and is compatible with SourceMod, etc.

Steam store page (where to get client to install):
http://store.steampowered.com/app/265630

Steam community hub for FoF (discussion groups, etc.):
http://steamcommunity.com/app/265630

Steam official group page (update history, etc.):
http://steamcommunity.com/games/fof

Any help appreciated!
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Re: [hlds_linux] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
Sorry, forgot to mention the dedicated server AppID for FoF is: 295230


On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.comwrote:

 Any server-operators out there looking for another Source-based game to
 play (and more importantly HOST)?

 Fistful of Frags could use your help.  FoF launched (for FREE) on Steam
 yesterday, and the response has been overwhelming.

 The down-side to that, is frankly there just are not enough dedicated
 servers to keep-up with the demand.  There are over 200 player-slots of
 dedicated servers - but that apparently just is not enough!

 FoF is basically a reboot of the older FoF sourcemod - moved over to
 Steam.  The Steam version of FoF is kind-of stripped-down right now to just
 death-match and team-based death-match.

 Even so, it is very fun to play (especially four-team DM).

 However, being a free game (put-together by unpaid volunteers), the FoF
 dev team simply can not afford to bring-up enough servers to keep up with
 demand. I have personally helped-out by hosting 8 servers instances myself
 (up from my planned 3).

 Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
 installation/content delivery.  So, it essentially installs just like any
 SRCDS game, and is compatible with SourceMod, etc.

 Steam store page (where to get client to install):
 http://store.steampowered.com/app/265630

 Steam community hub for FoF (discussion groups, etc.):
 http://steamcommunity.com/app/265630

 Steam official group page (update history, etc.):
 http://steamcommunity.com/games/fof

 Any help appreciated!

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Re: [hlds_linux] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
The client-side is Windows + Mac/OSX + Linux.
The server-side is Windows + Linux (not sure about Mac/OSX).


On Sat, May 10, 2014 at 12:01 PM, Kevin s...@serveredirect.com wrote:

 On 5/10/2014 2:51 PM, Weasels Lair wrote:

 Any server-operators out there looking for another Source-based game to
 play (and more importantly HOST)?

 Fistful of Frags could use your help.  FoF launched (for FREE) on Steam
 yesterday, and the response has been overwhelming.

 The down-side to that, is frankly there just are not enough dedicated
 servers to keep-up with the demand.  There are over 200 player-slots of
 dedicated servers - but that apparently just is not enough!

 FoF is basically a reboot of the older FoF sourcemod - moved over to
 Steam.  The Steam version of FoF is kind-of stripped-down right now to
 just
 death-match and team-based death-match.

 Even so, it is very fun to play (especially four-team DM).

 However, being a free game (put-together by unpaid volunteers), the FoF
 dev
 team simply can not afford to bring-up enough servers to keep up with
 demand. I have personally helped-out by hosting 8 servers instances myself
 (up from my planned 3).

 Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
 installation/content delivery.  So, it essentially installs just like any
 SRCDS game, and is compatible with SourceMod, etc.

 Steam store page (where to get client to install):
 http://store.steampowered.com/app/265630

 Steam community hub for FoF (discussion groups, etc.):
 http://steamcommunity.com/app/265630

 Steam official group page (update history, etc.):
 http://steamcommunity.com/games/fof

 Any help appreciated!
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 Is it windows only?

 I am getting a few up right now, we have a barely used 1270 box @ NFO we
 can use, and possibly a lightly used EU box.

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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
The community really appreciates the help by the way.  Some stuff of
interest to potential server-operators:

Regarding SourceMod  Metamod:Source ...

The game is based on Source SDK 2013.  So, I believe I had to run the
development snap-shots of MM:S and SM.  Here's what I am running on my FoF
servers at the moment:

meta version
Metamod:Source version 1.11.0-dev

meta list
Listing 3 plugins:
  [01] SourceMod (1.6.0-dev+4337) by AlliedModders LLC
  [02] SDK Tools (1.6.0-dev+4337) by AlliedModders LLC
  [03] SteamTools (0.8.3) by Asher Baker (asherkin)

Regarding team-based death-match, compared to non-team DM ...

If you want team-based death-match, be sure to put mp_teamplay 1 in BOTH
your server.cfg and also your autoexec.cfg (or command-line). Theres a bug
there that's not fixed yet regarding updating the server-list properly in
regards to that.

If you are doing team-based death-match, there is a CVAR to control
how-many teams there are: fof_sv_maxteams.  The value can be 2, 3, or 4.
 The meaning is:

2 = Vigilante's (blue) and Desperado's (red)
3 = Vigilante's (blue), Desperado's (red) and Bandido's (yellow)
4 = Vigilante's (blue), Desperado's (red), Bandido's (yellow) and Ranger's
(green).




On Sat, May 10, 2014 at 12:06 PM, Mike Vail supp...@boomgaming.net wrote:

 OK thanks. If you discover any tips or tricks to servers better, please
 give me a heads up. I'll gladly help with this event.

 Take care

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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
PS: Another FoF-specific thing server-op's might not be accustomed-to ...
the maximum number of player-slots is currently hard-coded to 20.  I
continue to have an on-going dialog with the developer about that (as you
can imagine), but at the moment - it is still limited to 20.


On Sat, May 10, 2014 at 12:12 PM, Weasels Lair wea...@weaselslair.comwrote:

 The community really appreciates the help by the way.  Some stuff of
 interest to potential server-operators:

 Regarding SourceMod  Metamod:Source ...

 The game is based on Source SDK 2013.  So, I believe I had to run the
 development snap-shots of MM:S and SM.  Here's what I am running on my FoF
 servers at the moment:

 meta version
 Metamod:Source version 1.11.0-dev

 meta list
 Listing 3 plugins:
   [01] SourceMod (1.6.0-dev+4337) by AlliedModders LLC
   [02] SDK Tools (1.6.0-dev+4337) by AlliedModders LLC
   [03] SteamTools (0.8.3) by Asher Baker (asherkin)

 Regarding team-based death-match, compared to non-team DM ...

 If you want team-based death-match, be sure to put mp_teamplay 1 in BOTH
 your server.cfg and also your autoexec.cfg (or command-line). Theres a bug
 there that's not fixed yet regarding updating the server-list properly in
 regards to that.

 If you are doing team-based death-match, there is a CVAR to control
 how-many teams there are: fof_sv_maxteams.  The value can be 2, 3, or 4.
  The meaning is:

 2 = Vigilante's (blue) and Desperado's (red)
 3 = Vigilante's (blue), Desperado's (red) and Bandido's (yellow)
 4 = Vigilante's (blue), Desperado's (red), Bandido's (yellow) and Ranger's
 (green).




 On Sat, May 10, 2014 at 12:06 PM, Mike Vail supp...@boomgaming.netwrote:

 OK thanks. If you discover any tips or tricks to servers better, please
 give me a heads up. I'll gladly help with this event.

 Take care


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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
I typically put most command-line stuff in autoexec.cfg myself, but it
takes pretty-much the standard stuff any SRCDS server will take.  Here's
mine (on Linux):

./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;

I put mp_teamplay 1 in the autoexec.cfg, along with what map to start -
map fof_robertlee as an example.  But, if you are in the habit of
specifying the map in the command-line, it should work as with any other
SRCDS server.

On Sat, May 10, 2014 at 12:16 PM, big john brewskii...@gmail.com wrote:

 Downloading a server now. Do u have an example command line?

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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC
junk (new requirement with Source SDK 2013).  The version of Wheezy is like
2 years old.  I think there's a work-around where you can drop a copy of
lib from more modern GLIBC (same distro  arch) into the /bin folder and it
works fine as a work-around - instead of upgrading toe Jessie like I did.

Ubuntu 12.04 already includes a sufficiently updated GLIBC by the way - for
anybody curious about that.


On Sat, May 10, 2014 at 12:38 PM, big john brewskii...@gmail.com wrote:

 bah my debian wheezy server

 Console initialized.
 Setting breakpad minidump AppID = 265630
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Loaded 276 VPK file hashes from
 /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
 Loaded 276 VPK file hashes from
 /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
 Loaded 434 VPK file hashes from
 /home/kablowsion/gameservers/fof/hl2/hl2_misc.vpk for pure server operation.
 Loaded 1222 VPK file hashes from
 /home/kablowsion/gameservers/fof/hl2/hl2_textures.vpk for pure server
 operation.
 Loaded 5 VPK file hashes from
 /home/kablowsion/gameservers/fof/platform/platform_misc.vpk for pure server
 operation.
  failed to dlopen /home/kablowsion/gameservers/fof/fof/bin/server_srv.so
 error=/lib/i386-linux-gnu/i686/cmov/libm.so.6: version `GLIBC_2.15' not
 found (required by /home/kablowsion/gameservers/fof/fof/bin/server_srv.so)
 PreMinidumpCallback: updating dump comment
 Uploading dump (out-of-process) [proxy '']
 /tmp/dumps/crash_20140510153219_1.dmp
 /home/kablowsion/gameservers/fof/srcds_run: line 324: 23304 Segmentation
 fault  (core dumped) $HL_CMD
 Add -debug to the /home/kablowsion/gameservers/fof/srcds_run command
 line to generate a debug.log to help with solving this problem
 Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds



 On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wea...@weaselslair.comwrote:

 I typically put most command-line stuff in autoexec.cfg myself, but it
 takes pretty-much the standard stuff any SRCDS server will take.  Here's
 mine (on Linux):

 ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;

 I put mp_teamplay 1 in the autoexec.cfg, along with what map to start -
 map fof_robertlee as an example.  But, if you are in the habit of
 specifying the map in the command-line, it should work as with any other
 SRCDS server.

 On Sat, May 10, 2014 at 12:16 PM, big john brewskii...@gmail.com wrote:

 Downloading a server now. Do u have an example command line?


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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
wow, thanks! very generous of you!
I am sure all the players trying to get into the game would thank you!
(if they knew anything about how the back-end stuff even works)


On Sat, May 10, 2014 at 1:07 PM, Kevin s...@serveredirect.com wrote:

0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7 US

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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Weasels Lair
Don't worry, you are NOT the first to try that.  I probably was!


On Sat, May 10, 2014 at 1:12 PM, big john brewskii...@gmail.com wrote:

 looks like i been using the wrong appid ...


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