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

2023-07-12 Thread via hlds list
I’ll ping the developer who was working on that, but as far as I know it should 
be fixed for all cases.

-Eric



From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Wednesday, July 12, 2023 2:14 PM
To: hlds_linux 
Cc: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 

Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Regarding this patch note:

* Fixed the Mann vs. Machine upgrade panel closing after receiving a 
matchmaking party invite

There are a couple of other things that can cause it to close as well, like a 
player joining/leaving the server. Are these also fixed or does it still happen?
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[hlds] Required Killing Floor 2 Update - Server Files now available

2022-08-11 Thread via hlds list
We have just pushed the server files live, the client files will follow 
shortly.  This hotfix addresses platform connectivity issues.


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Re: [hlds_linux] Replay server going down causes main game server to crash?

2012-11-28 Thread hlds mailing
The local http method?
I'm using the FTP method and assuming Cameron was using the same thing.

This simple like a simple bug that can be patched... can't believe it's
been around for a year.


On Wed, Nov 28, 2012 at 10:45 PM, ics  wrote:

> This has happened to me but the gameserver remains working, only replay
> shuts itself down. I'm using http method though.
>
> -ics
>
> - Alkuperäinen viesti -
> > Apparently if your remote replay server goes offline (due to network or
> > whatever), the entire main TF2 gameserver freezes and you get this error:
> >
> > http://pastebin.com/fxTFjuen
> >
> > This just happened on one of my servers when my replay server became
> > unreachable.
> >
> > This means that if the game server OR the replay server goes down,
> > everything is offline, doubling the probability of failure.
> >
> > Is this supposed to happen?
> > ___
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[hlds_linux] Replay server going down causes main game server to crash?

2012-11-28 Thread hlds mailing
Apparently if your remote replay server goes offline (due to network or
whatever), the entire main TF2 gameserver freezes and you get this error:

http://pastebin.com/fxTFjuen

This just happened on one of my servers when my replay server became
unreachable.

This means that if the game server OR the replay server goes down,
everything is offline, doubling the probability of failure.

Is this supposed to happen?
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Re: [hlds_linux] Suddenly very low server population

2012-04-25 Thread hlds
I did a simple test using an account with more than 1500 hours in TF2 and
the result was:

1. Quickplay connecting to 146.66.153.20:27023 (Valve)
2. Quickplay connecting to 146.66.153.12:27023 (Valve)
3. Quickplay connecting to 146.66.153.17:27015 (Valve)
4. Quickplay connecting to 178.63.83.91:27017 (Community, Nighteam)
5. Quickplay connecting to 146.66.153.16:27027 (Valve)
6. Quickplay connecting to 146.66.153.20:27027 (Valve)
7. Quickplay connecting to 146.66.153.16:27026 (Valve)

Then I did again the test using my main account (more than 2500 hours in
TF2) and the result was similar:

1. Quickplay connecting to 146.66.153.18:27018 (Valve)
2. Quickplay connecting to 146.66.153.12:27016 (Valve)
3. Quickplay connecting to 176.31.125.175:27019 (Community, No Bullshit TF2)
4. Quickplay connecting to 146.66.153.16:27024 (Valve)
5. Quickplay connecting to 146.66.153.12:27026 (Valve)
6. Quickplay connecting to 46.4.85.38:27017 (Community, Nighteam)
7. Quickplay connecting to 85.131.163.47:28015 (Community, IQ-eSports.com)
8. Quickplay connecting to 146.66.153.13:27017 (Valve)
9. Quickplay connecting to 146.66.153.7:27015 (Valve)

Remember this:
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg62826.html

=))

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, April 25, 2012 4:21 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Suddenly very low server population

Some time ago I noticed that quickplay started to send me to valve servers
in a different state instead of community servers run in the same state as
I reside in.
In some cases it evens prefers empty valve servers over populated community
servers. The only times I see it considering other servers for me is later
in the day:


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Re: [hlds_linux] [TF2][Replay] Server continuously trying to move non-existent .dmx and .block files

2012-04-22 Thread hlds
The replay system first tries to rename the .dmx/.block files to move 
them, failing that it attempts to move them.


This is perfectly normal.




On 4/22/2012 2:59 PM, hormigon_pretensado-st...@yahoo.es wrote:
  Hello! Replays work in my TF2 server (local webserver mode), but the console is full of error notifications about the server trying to move some non-existent files from [..]/tf/replay/server/tmp to the directory where replays can be downloaded from. 


  I already tried replay_docleanup, and reinstalling everything again, but no 
luck. I use Ubuntu 10.04.4 LTS (32bit).

  Does someone know anything I could try?

  Best regards.
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Re: [hlds_linux] Kimsurfi

2012-04-21 Thread hlds
Killing floor is an extremely poor performance metric. My i5 laptop 
could host 16 or so of them with little difficulty.




On 4/21/2012 4:43 PM, Anthony wrote:

Hi,

I also have a server at OVH kimsufi on a I7 950 with 24GB and 2TB of hard
drive, I currently have 22 server on "killing floor" of 6 to 30 slots,I can
tell you that the dedicated server running very well and I can make more
server, it was just to tell you that you can do 20 servers maybe more on
any types of games with a server powerful x)


2012/4/21 Benedict Glover


So there is potential for 15+ 32 slot hlds servers?


From: balkey...@live.fr
To: hlds_linux@list.valvesoftware.com
Date: Sat, 21 Apr 2012 22:21:51 +0200
Subject: Re: [hlds_linux] Kimsurfi


oh sorry, the enters didn't work =/
SSH Top command:
- Srcds_linux : 2% CPU / 0.4 MEM / 83:41.12 Uptime as no addons /

plugins (no tickrate defined, 66.78FPS)- Minecraft (craftbukkit w/ plugins)
: 3% CPU / 8.5% MEM / 124:21.47 uptime (var -Xmx2G defined on java) (Java
packets loose are possible)

Ks 24g can host many game servers, also as provider. Uptime of my server

is 99.96% ( 3h58m down after 541d as every 30m checkup )


---
Hugo



From: balkey...@live.fr
To: hlds_linux@list.valvesoftware.com
Date: Sat, 21 Apr 2012 22:15:55 +0200
Subject: Re: [hlds_linux] Kimsurfi


The Source Engine didn't use so many ressources.
When empty, I've that "stats" result on game console: (no tickrate

defined)CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects0.00   0.00 0.00   0  0
66.780  0

and there is the "top" SSH command result:
for srcds_linux : 2% CPU / 0.4 MEM after 83:41.12 uptime (no addons  /

plugins installed)for minecraft, now: 3% CPU / 8.5% MEM after 124:21.47
uptime (-Xmx2G defined to java)

The KS24G is really usefull to host game servers with a good average

usage. Also to sell / rent gameservers :)by a HTTP monitoring, the
dedicated server was down 3h 58m after 541 days (2010/10/28) (checked every
30 mins).


---
Hugo



From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Sat, 21 Apr 2012 21:02:19 +0100
Subject: Re: [hlds_linux] Kimsurfi


Thank you very much, how much CPU/RAM does that use?
Ben


From: balkey...@live.fr
To: hlds_linux@list.valvesoftware.com
Date: Sat, 21 Apr 2012 21:52:03 +0200
Subject: Re: [hlds_linux] Kimsurfi


Hi,
I have a debian x64 24G at Kimsufi since 1.4 years, and i've no

problem about that. Located on North of France, I've a 24ms ping on CSS w/
24 players.I run 10 TS3 Servers, 3 CSS, 1 TF2 and 3 MC Servers. No lag,
also when full. I also have all my websites who run on the server, and I
haven't any problem.


---
Hugo



From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Sat, 21 Apr 2012 20:48:54 +0100
Subject: [hlds_linux] Kimsurfi


I'm looking for a cheap dedi near the UK which can run a web

server, MC server and a tf2 server. What sort of performance could I get
out of the 24G on this? (How many TF2 servers/slots)

http://www.kimsufi.co.uk/

Ben

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Re: [hlds_linux] Reconnect to steam command?

2012-04-20 Thread hlds
Did you check the connections log?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Friday, April 20, 2012 1:29 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Reconnect to steam command?

It doesn't work on a server that does not reconnect by itself. You are
only testing it on a connected server.

I used lsof to make sure there was a socket open at 26901 from srcds
which there was.

Blocking the port did nothing because packets were not being sent or
received on this port. I know this because I monitored the traffic
with Wireshark. So the server would never receive an ICMP port closed
packet nor would it timeout on any sends.


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Re: [hlds_linux] Reconnect to steam command?

2012-04-20 Thread hlds
My solution works because I use it. View the log file and you'll see that
the server will attempt to reconnect to Steam whenever the connection is
lost. It is something like:

[2012-04-19 22:36:27] [1,2] ConnectionCompleted() (81.171.115.36:27019, UDP)
[2012-04-19 22:36:28] [1,2] RecvMsgClientLogOnResponse() :
[A:1:1305534227:2936] 'OK'
[2012-04-20 05:28:31] [3,2] RecvMsgClientLoggedOff('Service Unavailable')
[2012-04-20 05:28:31] [3,2] AsyncDisconnect()
[2012-04-20 05:28:32] [0,0] ConnectionDisconnected('Disconnected By Remote
Host') : 'Service Unavailable' (81.171.115.36:27019, UDP)
[2012-04-20 05:28:32] [0,0] StartAutoReconnect() will start in 3 seconds
[2012-04-20 05:28:35] [1,6] Connect() starting connection
(eNetQOSLevelMedium, 146.66.152.12:27019, UDP)
[2012-04-20 05:28:36] [1,6] ConnectionCompleted() (146.66.152.12:27017, UDP)
[2012-04-20 05:28:36] [1,6] RecvMsgClientLogOnResponse() :
[A:1:1307834372:2936] 'OK'

Note that it may use both UDP and TCP (not in the same time). Also 26901 is
the default local port (not the remote one!), but the server may use a
different one if is used by other server or by other application.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Friday, April 20, 2012 5:52 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Reconnect to steam command?

I just tried both h...@gmx.com and Asherkin's suggestion on a server
that did not reconnect to the item server today for over an hour.

Both of them didn't work.

I ran Tshark to monitor the traffic on port 26901, and there were no
packets being sent or received. I believe it would be easy for Valve
to implement a reconnect command or properly fix the automatic retry.
It makes for a poor player experience to have items randomly go down
and then having to reboot the server to reconnect.


On Tue, Apr 10, 2012 at 3:19 PM, Valentin G. 
wrote:
> Just today I had an issue where a single server would not connect to the
> account. I changed cvars around, disabled and re-enabled quickplay but
> nothing helped.
> Restarted the server and it instantly connected on startup. Don't know why
> that was. I had the same problem some time ago and it did in fact
reconnect
> after
> a couple of seconds. Weird.
>
> On Wed, Apr 11, 2012 at 12:16 AM, hlds  wrote:
>
>> It should attempt to reconnect in few seconds.
>>
>> See the log file, maybe it helps. In Linux it is named
>> connection_log_.txt and should be located in
/home//Steam/logs
>> ( is the one used for running the server). The log file contains
>> details about protocol (TCP/UDP), the IP of CM server, why disconnected
>> etc... The most important line for you is "StartAutoReconnect() will
start
>> in XX seconds".
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>> bottige...@gmail.com
>> Sent: Tuesday, April 10, 2012 10:07 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Reconnect to steam command?
>>
>> It doesn't work. It just prints Connection to Steam servers lost.
>> (Result = 3) and never attempts to reconnect.
>>
>> On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker  wrote:
>> > It's about 5% of the work to just inject a disconnected callback into
>> > the queue :P
>> >
>> > ~
>> > "Their heads are green, and their hands are blue,
>> >       And they went to sea in a Sieve." - Edward Lear
>> >
>> >
>> >
>> > On Mon, Apr 9, 2012 at 5:52 AM, hlds  wrote:
>> >> There is no command for this.
>> >>
>> >> It can be done with a plugin, but is a lot of work and it must be
fixed
>> >> almost everytime Valve updates steamclient.so library (is stripped, so
>> >> signatures must be used for everything). The idea is to call
>> >> CCMinterface::ConnectionDisconnected method with k_EResultIOFailure
>> error
>> >> code, to force the server to reconnect to another CM in few seconds.
>> This
>> is
>> >> tricky because the call must be made from a thread managed by
>> steamclient.so
>> >> library, not from server's main thread. For Windows probably is same
>> thing.
>> >>
>> >> There's a manual solution too: find the port used by server for
talking
>> with
>> >> CM server (usually is 26901, but only if is not already used) and use
>> the
>> >> firewall to block the communic

Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-04-18 Thread hlds
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg64165.html

Theoretically the exploits are already fixed for CSS too, because the source
code is the same. They only have to do a release. Maybe you can even use the
binaries from TF2...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Wednesday, April 18, 2012 5:23 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates
Released

It's cool. For whatever reason, Valve decided to 'detach' CS:S from "The
World" (Again). Hopefully we'll continue to get exploit fixes, even having
them delayed like it is at the moment is better then not having them at all.

Ugh Forlix lol :(

Thanks,
Kyle.


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[hlds_linux] sv_max_usercmd_future_ticks

2012-04-15 Thread hlds
I found out today that if sv_max_usercmd_future_ticks is set to 1 then the
server may "drop" some commands sent by low-ping players and in some extreme
cases may even ignore all of them and the player won't be able to move, to
change the current weapon etc.

The description for this cvar is "Prevents clients from running usercmds too
far in the future. Prevents speed hacks.". By default is 8, but many servers
have this set to 1 to block speedhacks (from server's config or using SMAC
Anti-Speedhack plugin).

A regular player complained today that he cannot move at all on a server
with SMAC Anti-Speedhack installed and we did some tests togheter to see
what is the problem. We've found that on a clean/vanilla server (no metamod,
no sourcemod, empty config):

a) He cannot move if sv_max_usercmd_future_ticks is set to 1
b) He can move if sv_max_usercmd_future_ticks is 2, but every 2-3 seconds
has a small spike (like is moved backward)
c) Everything is ok if sv_max_usercmd_future_ticks has the default value (8)

Then we did tests on some public servers that have SMAC Anti-Speedhack
installed. The result is that he cannot move at all on low ping servers
(<20ms), but everything was ok on high ping server (>50ms).

Then we did the tests again on the clean/vanilla server, but this time
increasing the ping using net_fakelag convar:

a) He cannot move if sv_max_usercmd_future_ticks is 1 and net_fakelag is 0 
b) He can move if sv_max_usercmd_future_ticks is 1 and net_fakelag is set to
1 (the ping was increased with ~15ms, not with 1ms as expected)
c) The movements seems to be smoother if net_fakelag is increased to 50 or
even more

During all these tests I didn't had any problems, even if we had similar
ping on the test servers.

Also since I set sv_max_usercmd_future_ticks to 1 on my public server some
regulars with low ping complained that from time to time they are moved
backward and this didn't happen before.

In conclusion, probably there's a reason why Valve set this to 8 by default.



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Re: [hlds_linux] Reconnect to steam command?

2012-04-10 Thread hlds
It should attempt to reconnect in few seconds.

See the log file, maybe it helps. In Linux it is named
connection_log_.txt and should be located in /home//Steam/logs
( is the one used for running the server). The log file contains
details about protocol (TCP/UDP), the IP of CM server, why disconnected
etc... The most important line for you is "StartAutoReconnect() will start
in XX seconds".

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Tuesday, April 10, 2012 10:07 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Reconnect to steam command?

It doesn't work. It just prints Connection to Steam servers lost.
(Result = 3) and never attempts to reconnect.

On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker  wrote:
> It's about 5% of the work to just inject a disconnected callback into
> the queue :P
>
> ~
> "Their heads are green, and their hands are blue,
>       And they went to sea in a Sieve." - Edward Lear
>
>
>
> On Mon, Apr 9, 2012 at 5:52 AM, hlds  wrote:
>> There is no command for this.
>>
>> It can be done with a plugin, but is a lot of work and it must be fixed
>> almost everytime Valve updates steamclient.so library (is stripped, so
>> signatures must be used for everything). The idea is to call
>> CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error
>> code, to force the server to reconnect to another CM in few seconds. This
is
>> tricky because the call must be made from a thread managed by
steamclient.so
>> library, not from server's main thread. For Windows probably is same
thing.
>>
>> There's a manual solution too: find the port used by server for talking
with
>> CM server (usually is 26901, but only if is not already used) and use the
>> firewall to block the communication. In few seconds you'll see that the
>> server loses connection with Steam servers. Then remove the firewall rule
>> and the server will reconnect back in few seconds, probably to a
different
>> CM server, maybe using a different protocol (TCP instead UDP).
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>> bottige...@gmail.com
>> Sent: Monday, April 09, 2012 3:52 AM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Reconnect to steam command?
>>
>> Is there a command to reconnect to Steam?
>>
>> Sometimes a server will lose connection to the item server or
>> quickplay, and it will not reconnect until the server is rebooted.
>> Changing maps does not help.
>>
>> ___
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>> please visit:
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>>
>>
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>
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Re: [hlds_linux] Reconnect to steam command?

2012-04-09 Thread hlds
What do you mean? Give me some details please...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Monday, April 09, 2012 8:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Reconnect to steam command?

It's about 5% of the work to just inject a disconnected callback into
the queue :P

~
"Their heads are green, and their hands are blue,
      And they went to sea in a Sieve." - Edward Lear



On Mon, Apr 9, 2012 at 5:52 AM, hlds  wrote:
> There is no command for this.
>
> It can be done with a plugin, but is a lot of work and it must be fixed
> almost everytime Valve updates steamclient.so library (is stripped, so
> signatures must be used for everything). The idea is to call
> CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error
> code, to force the server to reconnect to another CM in few seconds. This
is
> tricky because the call must be made from a thread managed by
steamclient.so
> library, not from server's main thread. For Windows probably is same
thing.
>
> There's a manual solution too: find the port used by server for talking
with
> CM server (usually is 26901, but only if is not already used) and use the
> firewall to block the communication. In few seconds you'll see that the
> server loses connection with Steam servers. Then remove the firewall rule
> and the server will reconnect back in few seconds, probably to a different
> CM server, maybe using a different protocol (TCP instead UDP).
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> bottige...@gmail.com
> Sent: Monday, April 09, 2012 3:52 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Reconnect to steam command?
>
> Is there a command to reconnect to Steam?
>
> Sometimes a server will lose connection to the item server or
> quickplay, and it will not reconnect until the server is rebooted.
> Changing maps does not help.
>
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Re: [hlds_linux] Reconnect to steam command?

2012-04-09 Thread hlds
I never saw a game server disconnected from Steam without attempting to
reconnect. Steam creates a log file about this, find it and see what's going
on...

I saw servers connected to a CM and not receiving Quickplay traffic or
connected to a CM without being authenticated (something like "account not
found"), or connected to a CM and not listed in servers list etc... So I
think that the problem is the CM, not the game server. Using this trick you
force the server to reconnect to a different CM.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: Monday, April 09, 2012 7:57 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Reconnect to steam command?

Does this only work when the server is still connected to Steam?  If the 
server has already lost connection to the CM and is not making attempts 
to re-connect why would blocking the port have any effect at that point?

On 04/08/2012 09:52 PM, hlds wrote:
> There's a manual solution too: find the port used by server for talking
with
> CM server (usually is 26901, but only if is not already used) and use the
> firewall to block the communication. In few seconds you'll see that the
> server loses connection with Steam servers. Then remove the firewall rule
> and the server will reconnect back in few seconds, probably to a different
> CM server, maybe using a different protocol (TCP instead UDP).
>

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Re: [hlds_linux] Reconnect to steam command?

2012-04-08 Thread hlds
There is no command for this.

It can be done with a plugin, but is a lot of work and it must be fixed
almost everytime Valve updates steamclient.so library (is stripped, so
signatures must be used for everything). The idea is to call
CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error
code, to force the server to reconnect to another CM in few seconds. This is
tricky because the call must be made from a thread managed by steamclient.so
library, not from server's main thread. For Windows probably is same thing.

There's a manual solution too: find the port used by server for talking with
CM server (usually is 26901, but only if is not already used) and use the
firewall to block the communication. In few seconds you'll see that the
server loses connection with Steam servers. Then remove the firewall rule
and the server will reconnect back in few seconds, probably to a different
CM server, maybe using a different protocol (TCP instead UDP).
 
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Monday, April 09, 2012 3:52 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Reconnect to steam command?

Is there a command to reconnect to Steam?

Sometimes a server will lose connection to the item server or
quickplay, and it will not reconnect until the server is rebooted.
Changing maps does not help.

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Re: [hlds_linux] Poor TF2 performance on a dedicated server

2012-04-08 Thread hlds
The rate is used to compute the time when the next update can be sent to a
client. A a huge value means that the updates can be sent almost anytime.
But the server won't send more than min(66, sv_maxupdaterate) updates to a
client because it has only 66 frames per second, so a player can use
999 for rate without problems (is something like:
nextUpdateTime = currentTime + 0). Anyway you can limit the maximum value
using sv_maxrate, so there's no need to kick players for this.
 
Also the values for convars are retrieved as an int or as a double. If the
convar has an invalid value (+50 or X50 or XyZ or whatever) then the result
is 0 (but a + sign should be valid if the parser is smart, same like - is
valid for negative values). Kicking players for this is silly when you can
enforce the limits using sv_minrate, sv_maxrate, sv_mincmdrate,
sv_maxcmdrate, sv_minupdaterate and sv_maxupdaterate.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
Reeuwijk
Sent: Sunday, April 08, 2012 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Poor TF2 performance on a dedicated server

...
And put a plugin in that kicks players for:
- client rate value over 10 (over 100 k will make the packets from your
server shorter and shorter up to a point where the packet data vs the
content is bigger, yes even if you have sv_maxrate set)
- rate values with a + in front (rate +5, cl_cmdrate +66, cl_updaterate
+66 etc)
...


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Re: [hlds_linux] Sprays Lagging Server

2012-04-07 Thread hlds
I don't believe the server will send sprays of clients that aren't 
currently connected.


I think the server hiccup issue arises when there's a metric assload of 
sprays stored on the server and it loops through them all while checking 
to see if the spray's owner is still connected, conjecture on my part 
but it seems to make sense.



On 4/7/2012 8:48 PM, Valentin G. wrote:

So every player will download every sprayfile that is stored on the server?

On Sun, Apr 8, 2012 at 2:43 AM, Cameron Munroewrote:


I dont think a symbol link would be good as more things to download.
However fastdl sounds good, but it is frankly not implemented, at least
from my knowledge.


On 4/7/2012 5:16 PM, hlds wrote:


They're the spray files as uploaded by the client to the server for
redistribution.


On 4/7/2012 8:12 PM, Valentin G. wrote:


Thanks for reminding me of pruning those directories.


Related questions:
What exactly are the .dat files in the downloads directory? What do their
filenames represent? Would it (consequently) make sense to symlink
the downloads folder of multiple servers so that they share one common
directory? Is it possible to enable fastdownload for those files?

On Sat, Apr 7, 2012 at 11:13 PM, m33crob   wrote:

  Here is another useful plugin.

https://forums.alliedmods.net/**showthread.php?t=64041<https://forums.alliedmods.net/showthread.php?t=64041>

On Sat, Apr 7, 2012 at 1:46 PM, Cameron Munroe


wrote:
Yeah, that is what I did, plugin had too much extra stuff that I didn't
need. Is there any other good ideas, or things people have run into?


On 4/7/2012 12:18 PM, doc wrote:

  I just have a chron job that nukes everything in that folder, no

script


or
plugin needed.

On Sat, Apr 7, 2012 at 3:25 AM, Daniel G
  wrote:

  Server Clean Up


https://forums.alliedmods.net/showthread.php?p=1023928<https://forums.alliedmods.net/**showthread.php?p=1023928>
<


https://forums.alliedmods.net/**showthread.php?p=1023928<https://forums.alliedmods.net/showthread.php?p=1023928>

2012/4/7 Cameron Munroe
cmun...@cameronmunroe.com>

  Is there any way to have them auto removed, or a way to have them

deleted
after x period of time. =) Plugin ideas?



On 04/07/2012 12:30 AM, doc wrote:

  You need to nuke the stuff in the tf/downloads/ folder every so


often.

  I

had this same issue and after these were deleted (no harm in doing


so)

  the

lag was magically gone!


On Fri, Apr 6, 2012 at 10:22 PM, Cameron Munroe
**wrote:

  So I have sprays enabled on my server and when people connect a
massive

  lagg occurs. The lagg is over nearly in a instance. However, it
still

  laggs

the server and I was wondering if anyone knows a fix


Thanks in advanced.

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Re: [hlds_linux] Sprays Lagging Server

2012-04-07 Thread hlds
They're the spray files as uploaded by the client to the server for 
redistribution.



On 4/7/2012 8:12 PM, Valentin G. wrote:

Thanks for reminding me of pruning those directories.


Related questions:
What exactly are the .dat files in the downloads directory? What do their
filenames represent? Would it (consequently) make sense to symlink
the downloads folder of multiple servers so that they share one common
directory? Is it possible to enable fastdownload for those files?

On Sat, Apr 7, 2012 at 11:13 PM, m33crob  wrote:


Here is another useful plugin.
https://forums.alliedmods.net/showthread.php?t=64041

On Sat, Apr 7, 2012 at 1:46 PM, Cameron Munroe
wrote:
Yeah, that is what I did, plugin had too much extra stuff that I didn't
need. Is there any other good ideas, or things people have run into?


On 4/7/2012 12:18 PM, doc wrote:


I just have a chron job that nukes everything in that folder, no script

or

plugin needed.

On Sat, Apr 7, 2012 at 3:25 AM, Daniel G
  wrote:

  Server Clean Up

https://forums.alliedmods.net/**showthread.php?p=1023928<

https://forums.alliedmods.net/showthread.php?p=1023928>

2012/4/7 Cameron Munroe
cmun...@cameronmunroe.com>

  Is there any way to have them auto removed, or a way to have them

deleted
after x period of time. =) Plugin ideas?



On 04/07/2012 12:30 AM, doc wrote:

  You need to nuke the stuff in the tf/downloads/ folder every so

often.

I
had this same issue and after these were deleted (no harm in doing

so)

the
lag was magically gone!

On Fri, Apr 6, 2012 at 10:22 PM, Cameron Munroe
wrote:

  So I have sprays enabled on my server and when people connect a
massive


lagg occurs. The lagg is over nearly in a instance. However, it

still

laggs
the server and I was wondering if anyone knows a fix


Thanks in advanced.

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Re: [hlds_linux] Poor TF2 performance on a dedicated server

2012-04-07 Thread hlds
You say it's a dedi box, have you made sure that any and all 
power-saving and dynamic overclocking features are turned OFF in BIOS?


Both are known to cause hiccups like you describe.

On 4/7/2012 5:33 PM, Cameron Munroe wrote:

Okay so all those look good.

Is it a dedicated 1000mbit connect to your server only, or is it shared?

Is there any other info that you can give me, or when the lagg occurs, 
i.e. when players connect, leave, or just during normal game play?



On 4/7/2012 2:27 PM, frog wrote:
It's a dedicated server on a 1000mbit link hosted at Sovereign House 
data centre in London ( 
http://www.datacentermap.com/united-kingdom/london/telecity-london-sovereign-house_connectivity.html  
)
Average incoming is 1.37 MBit/s (max 2.13 MBit/s and outgoing 5.39 
MBit/s  (max 7.87 MBit/s)


It has a basic sourcemod setup linking to a mysql db hosted on the 
same box. Sprays are enabled, but limited to registered users and the 
downloads folder is only ever 24 hours old.


Saturday, April 7, 2012, 10:08:44 PM, you wrote:


I also assume that this server is not at your house, but how do you
exactly have the server hosted? Shared, could be someone else causing
the lagg? Are you running any mods? Do you have sprays enabled?



On 4/7/2012 2:05 PM, frog wrote:

Yeh, both of those were installed and up to date.
Saturday, April 7, 2012, 9:38:34 PM, you wrote:

apt-get install lib32gcc1 ia32-libs
I installed both on my servers, but it says or.
Here is the post:
http://wiki.teamfortress.com/wiki/Linux_dedicated_server
*
*
On 4/7/2012 12:00 PM, frog wrote:
On the server there are reports of things like lag spikes of 5-10 
seconds, players teleporting around and frequent drops into 
yellow figures for the SV Network Graph value which results in 
some nasty stuttering/hitching.
In atop srcds_linux is trying to use>100% (up to 120%) for 
sustained periods.

Saturday, April 7, 2012, 6:13:35 PM, you wrote:

What effects are you seeing in-game?
On , frogwrote:
I'm hoping to get some advice from the undoubted wealth of 
experience

subscribed to this list.
We've got dedicated server, 6 x 2.3ghz (AMD Opteron 6276), 16GB 
RAM,
200GB HDD, which struggles to run a full 24 slot TF2 server 
smoothly.
It used to be running CentOS 5.x, and a TF2 server would 
occasionally
spike beyond 100% of a core. Months of experimentation resulted 
in some

improvement, but nothing really satisfying.
Also tried all the things suggested in
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide
For the last few days, it's been rebuilt with Debian 6.0 with a
built-on-the-box kernel of 3.3.1, following the recommendations 
listed in

the fragaholics' wiki.
http://wiki.fragaholics.de/index.php/EN:Kernel_Configuration_General 


Still there has been no improvement. If anything it's worse with
sustained periods of srcds_linux requiring more than 100% of a 
core.

The TF2 server is just running a basic sourcemod setup.
Any advise would be very gratefully received. Could it be that the
hardware is simply not up to it regardless of OS and 
configuration?
Has anyone here manage to get a 24 slot TF2 server to run 
smoothly on the

same or comparable hardware?
Happy to supply any further info as required.




--
Best regards,
frog mailto:f...@thehh.co.uk




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Re: [hlds_linux] TF2 Servers Crashing After Recent update

2012-03-31 Thread hlds

 And have you tried without plugins?

All 3 of my servers have been running since the update just fine. 2 
Windows, 1 Linux. All run SourceMOD and various plugins.



On 3/31/2012 2:58 PM, Cameron Munroe wrote:
My servers crash after the recent update, it takes awhile, but they do 
crash. Nothing has changed on the server except the update. The log 
files look clean and I don't see why they are crashing.  All plugins 
are up to date. So guessing something valve changed.


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Re: [hlds_linux] Amx and map issue

2012-03-27 Thread hlds

PEBKAC



On 3/27/2012 1:55 PM, Collin Howard wrote:

I know xD

It was too embarrassing to say what caused it :P

Lets just say I was half asleep at 5am in the morning and pressed the wrong 
button while writing the name.




  From: Mart-Jan Reeuwijk
To: Half-Life dedicated Linux server mailing 
list
Sent: Tuesday, March 27, 2012 12:58:44 PM
Subject: Re: [hlds_linux] Amx and map issue

@Nicolas: nice touch with that cartoon :D

@Collin: indeed, if one solves a problem, you always give the feedback of how 
it was solved...

in your case to make the embarrassment complete probably :)




From: "Nicolas "NykO18" Grevet"
To: Collin Howard; Half-Life dedicated Linux server mailing 
list
Sent: Tuesday, 27 March 2012, 14:05
Subject: Re: [hlds_linux] Amx and map issue

Relevant XKCD:
http://xkcd.com/979/
--
Nicolas "NykO18" Grevet
I Hate Mountains team leader



2012/3/27 Collin Howard


Ignore that, it just wanted to embarrass me and make me send out this
email. Fixed it, was issue on my end xD




   From: Collin Howard
To: Half-Life dedicated Linux server mailing list<
hlds_linux@list.valvesoftware.com>
Sent: Tuesday, March 27, 2012 5:29:34 AM
Subject: [hlds_linux] Amx and map issue

Something very weird going on, maybe any of you can help with this, its
mind boggling for me. Particular maps are not showing up when I add them to
maps.ini in the amxmodx config folder. Just noticed it for the first time
today. Is there something that can cause this? They are custom maps, zm
maps to be specific. I was running a map vote manager plugin but I stopped
it and test but still not working.

Hopefully someone can give me an idea on what I might be overlooking. If
you need more info, let me know, I will try and provide it.
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Re: [hlds_linux] TF2 Item schema disagrees with items_game.txt

2012-03-24 Thread hlds

You don't. It's still in beta.


On 3/24/2012 1:03 PM, Rafał Lesiak wrote:

hello,
how make a csgo server? files hlds ?

On Sat, Mar 24, 2012 at 6:00 PM, ics  wrote:


With game i ment the whole system, which includes the item server.

-ics

24.3.2012 18:37, Ross Bemrose kirjoitti:


You have that backwards, items_game.txt got the change, but the schema
itself (which the item server uses) didn''t.

Which made me wonder if it was a bug in the item schema.

On 3/24/2012 12:36 PM, ics wrote:


I would assume schema is correct that the game follows. No one i know
has crate 40 and i haven't seen any around either. It seems like 40 was
made to replace 30, but the items-game.txt never got the change.

-ics

24.3.2012 4:05, Ross Bemrose kirjoitti:


As noted on the TF2 Wiki page for Mann Co. Supply Crate, items_game.txt
and the ITFItems_440 schema don't currently agree on the attributes for
item 5068.

The schema says 5068 has this property:
"attributes": {
"attribute": [
{
"name": "set supply crate series",
"class": "supply_crate_series",
"value": 30.00
}
]
}

items_game.txt says 5068 has this property:
"attributes"
{
"set supply crate series"
{
"attribute_class""supply_crate_series"
"value" "40"
"force_gc_to_generate" "1"
}
}

So... which rare crate series is currently dropping: 30 or 40?

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Re: [hlds_linux] Latest HLDS broke the server FPS

2012-03-23 Thread hlds
As a curiosity, what pingboost do you use? None, 1, 2, 3?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
kont...@brutalcs.nu
Sent: Friday, March 23, 2012 7:15 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Latest HLDS broke the server FPS

Hi. I have some problems with HLDS 5447. I get huge FPS drops (see the
pics). I have been testning alot of stuff to see what the problem is and I
seem to found it. Its the latest HLDS.

I have made SEVERAL tests. I have tested version 5447 and 5006 and only
5447 has the FPS drops. I ran the test at least five times on each version
and get FPS drops everytime on 5457 and never on 5006.

Tested:
With and without AmxmodX/Metamod
With and without Players
Diffrent kernels and settings (Debian 5 64bit)

Hardware:
Chip: Intel 5500 Chipset
CPU: Dual Intel Xeon X5650 (12M Cache, 2.66 GHz, 6.40 GT/s Intel QPI)
Minne: 12GB DDR3
Hårddisk: 2x250GB, SATA, 3.5-in, 7.2K RPM (raid1)
Nätverkskort: Broadcom NetXtreme II 5709 Dual Port 1GbE
Bandbredd: Gigabit



5006:
http://www.fpsmeter.org/graph/graph.php?id=154291
http://www.fpsmeter.org/graph/graph.php?id=154289
http://www.fpsmeter.org/graph/graph.php?id=154288


5447:
http://www.fpsmeter.org/graph/graph.php?id=154292
http://www.fpsmeter.org/graph/graph.php?id=154287
http://www.fpsmeter.org/graph/graph.php?id=154285
http://www.fpsmeter.org/graph/graph.php?id=154284
http://www.fpsmeter.org/graph/graph.php?id=154281
http://www.fpsmeter.org/graph/graph.php?id=154280
http://www.fpsmeter.org/graph/graph.php?id=154279
http://www.fpsmeter.org/graph/graph.php?id=154277
http://www.fpsmeter.org/graph/graph.php?id=154275
http://www.fpsmeter.org/graph/graph.php?id=154273
http://www.fpsmeter.org/graph/graph.php?id=154272

Anyone with the same problems? :P

/ C


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Re: [hlds_linux] Multithreaded

2012-03-10 Thread hlds
For HLDS? Are you sure?

I know that SRCDS can use multiple cores and the feature is actually enabled
by default since few months, but HLDS is single-threaded as far as I know.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno Garcia
Sent: Saturday, March 10, 2012 3:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Multithreaded

There is a command parameter that allows multicore support.
However, this is **not** recommended, and it's for the best to stay within
one single core.

Cheers mate!
- B

On Fri, Mar 9, 2012 at 5:27 PM, Timo Schrappe  wrote:

> Hello together,
>
> is it true that hlds is multithreaded? hl.exe is not, right?
>
> I mean there is no multicore support at all...
>
>
> Timo
>
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Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser?

2012-03-04 Thread hlds
This would be only the best thing that could possibly happen in the 
entire world.





On 3/4/2012 1:19 PM, E3pO wrote:

So i just noticed this in my logs:

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

Maybe a soon to come server browser that goes by game server's steam id's
instead of IP address? I would love this to be implemented very soon... I
would finally be able to upgrade some of my boxes to new and better data
centers without the worry of loosing 5 years of members favorites stored IP
for the server
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Re: [hlds_linux] Which HLDS Debian kernel?

2012-03-04 Thread hlds
Read about hardware interrupts before saying "that's bad, really bad". They
are used by harddisk, network card, keyboard, timers etc... to notify the
operating system that new data is available, an operation completed etc...
If you don't want hardware interrupts then unplug the server, is the only
way :)

Forget about stable 1000 FPS, this is a dream. First, if the server is
started without "pingboost 3" then it sleeps 1ms between two frames, so each
frame should require 0ms to have 1000 fps, something impossible. Second,
each frame the server processes the received packets and sends updates to
clients, but in a frame it receives only 3 packets and sends only 5 updates,
while in the next frame it receives 20 packets and sends 15 updates. For the
first frame it may require 1ms, for the second it may require 3ms. You can't
have stable FPS because the time required for processing a frame varies a
lot, is not something fixed.

Regarding the kernel, a newest version is almost always better because they
improve the schedulers, fix bugs etc... For example in kernel 2.2.26 the
timeouts for "select" and "pselect" (used by pingboost 3) are handled by the
main timing subsystem at a jiffy-level resolution. Is not a problem if you
have a 1000HZ kernel, but is if the kernel has 100HZ or 250HZ. This was
fixed in 2.6.28.

In conclusion the only way to have less hardware interrupts is to use a
100HZ kernel. To have as many FPS as possible you must enable High
Resolution Timers, use pingboost 3 and a kernel newer than 2.6.28. You can't
have stable FPS, except if the hardware is very very very powerful. And the
golden rule is that whatever you'll do some players will still complain
about bullets registration :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of C Szabo
Sent: Sunday, March 04, 2012 10:03 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Which HLDS Debian kernel?


I have HLDS 1.6 servers, not TF2. And I have up too 32 slots.
I dont have a new machine, I have hardware that isnt old, like DUAL 
Intel Xeon X5650 (thats 12 cores).
I get hardware interrups if i run anything on core 0 or 12. Thats bad,
really bad.
Maybe its a hardware problem, but isnt it worth to try a newer kernel? I
dont want to change distro tho, so I still want to use DEBIAN.
Are the new kernels BAD? I was thinking Debian 3.2.x kernel with
patch-3.2-ck1.bz2?


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Re: [hlds_linux] Which HLDS Debian kernel?

2012-03-03 Thread hlds
Best part is he said they run 1.6 servers, not Source servers. And that 
they didn't change hardware.



On 3/3/2012 7:34 PM, Bruno Garcia wrote:

"The question is, what should we use? We want 1000 FPS as stable as we can
get. :P"

Let me remind you that all the source engine games will run at a maximum of
66.6 FPS. If it's forced you might encounter problems with your servers
performance.

Good luck with your hardware change.

On Sat, Mar 3, 2012 at 9:27 PM, Cameron Munroewrote:


It may have been bumped but it is not optimized.


On Mar 3, 2012, at 4:22 PM, Ross Bemrose wrote:


No, max players for TF2 was bumped to 32 just over 4 years ago (February

28, 2008).  Having said that, the game is balanced around 24.

On 3/3/2012 6:41 PM, Cameron Munroe wrote:

Note: 24 is the max amount of players tf2 supports so if you had more

that can equate to some of the issues.

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Re: [hlds_linux] Which HLDS Debian kernel?

2012-03-03 Thread hlds

He said they have "newer" hardware, not "they got a new machine"


On 3/3/2012 7:05 PM, Cameron Munroe wrote:

Sorry got interrupted and so my email did also.

If the hardware supports 64 bit you should use it even if you don't need it. 
i.e. 3 gigs of RAM. You already have 64bit so you don't have to worry, but your 
old server did you get rid of it?



On Mar 3, 2012, at 3:46 PM, C Szabo wrote:


What? We do use Debian 64bit.


From: cmun...@cameronmunroe.com
Date: Sat, 3 Mar 2012 15:41:04 -0800
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Which HLDS Debian kernel?

You should run it on 64bit even if you don't need it for the hardware supports 
it. Tf2 runs loads better on 64bit. If you old hardware was 32bit that might be 
some of the issues.

Note: 24 is the max amount of players tf2 supports so if you had more that can 
equate to some of the issues.

On Mar 3, 2012, at 3:37 PM, C Szabo wrote:


64bit. :P
When we run servers on core 0 or 12 we get hardware interrups.


From: cmun...@cameronmunroe.com
Date: Sat, 3 Mar 2012 15:33:57 -0800
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Which HLDS Debian kernel?

I run all my servers on debian and have no issues what so ever. I use 64bit. 
What do you use?
On Mar 3, 2012, at 1:58 PM, kont...@brutalcs.nu wrote:


Hi!

Im running one machine with 12 HLDS 1.6 publicservers with 8-32
playerslots and with diffrent mods like CSDM, GunGame, WC3FT (AmxModX).
Today we use Debian with an old kernel (2.6.26) and I have some FPS dipps
and Hardware interrupts.

So I decided to try something new since we have a "newer" machine with new
hardware.
The question is, what should we use? We want 1000 FPS as stable as we can
get. :P


Chassi: 1U rack
Chip: Intel 5500 Chipset
CPU: Dual Intel Xeon X5650 (12M Cache, 2.66 GHz, 6.40 GT/s Intel QPI)
RAM: 12GB DDR3
HD: 2x250GB, SATA, 3.5-in, 7.2K RPM (raid1)
Network card: Broadcom NetXtreme II 5709 Dual Port 1GbE
Bandwith: Gigabit

/ C


-
Behåll alltid historiken i mailet när du svarar!
Mvh BrutalCS
-


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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread hlds
I understand that it crashes when you're trying to use a remote server, but
what is the error when using a local folder? From the logs it seems that you
still have replay_fileserver_offload_enable set to 1.

To setup a local server:

replay_fileserver_offload_enable "0"
replay_local_fileserver_path
"/var/www/www.myserver.com/htdocs/replays/server1"
replay_fileserver_host "www.myserver.com"
replay_fileserver_port "80"
replay_fileserver_path "/replays/server1"

Then use a browser to test that http://www.myserver.com:80/replays/server1
is for accessing the files from local folder.

Note that the user used for running the server must be able to write to
replay_local_fileserver_path.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Friday, March 02, 2012 7:06 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: [hlds_linux] Replay Crashing Me

I cant seem to get my replay system to work correctly. When my website goes
down, it completely crashes me servers and they do not recover until the
website comes back online. I dont think this is intended, however I am
trying to avoid this problem. I am trying to setup a local http server and
that is also causing the same crashes, the error I get doesnt make sense. I
dont know what empty means because I set my host name correctly in the
local http config. It does in fact generate minidumps. Also, every web host
has downtime eventually, so no comment...

*   Testing file publisher...
*
L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: OK
L 03/01/2012 - 20:57:07: *
*L 03/01/2012 - 20:57:07: *  Hostname:
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: FAILED
*
L 03/01/2012 - 20:57:07: *
**
* ** ERROR: Empty!*
*
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable" is
now 0.
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
replay.cfg.
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Re: [hlds_linux] No steam servers

2012-02-28 Thread hlds
. How would it "not matter if the servers are delisted or not"


Delist them then the only people playing on them are illegals.


The point is those servers have the ability to pull legit players out of
the pool of available players for us legit admins to have on our legit
servers, if the cracked servers are delisted then legit clients won't even
see them.

So it really would make a difference.

A huge one.

No-steam master servers are irrelevant because legit clients don't know
about them, they aren't even worth mentioning.




> It doesn't matter if the servers are delisted or not because the "steam
> underground community" run their own master servers. Generally the servers
> the support nonsteam clients are filled with them anyway.
>
> But I do agree that they shouldn't be on the master list.
> On Feb 29, 2012 9:21 AM,  wrote:
>
>> How about both of you take your little flamefest to a private email?
>> Because none of us care.
>>
>> Point is, a product is being stolen and someone with some intelligence
>> is
>> asking why aren't these servers de-listed so that the product's
>> integrity
>> is enforced?
>>
>>
>>
>> > Dont help against point 1.
>> >
>> > and btw go and fuck yourself
>> > On 28 Feb 2012 23:10, "brendan halley"  wrote:
>> >
>> >> Don't host a server then? Problem solved.
>> >> On Feb 29, 2012 9:07 AM, "daniel jokiaho" 
>> >> wrote:
>> >>
>> >> > Yes i get offended. I Have bought the game because i like it. And
>> now
>> >> i
>> >> > have server and.
>> >> >
>> >> > 1. I get offended
>> >> > I have payed for the game and they should do the same
>> >> >
>> >> > 2. I canot get those players onto my server
>> >> > We do not compete on same level
>> >> >
>> >> > 3. Gameserver or etc. Whatever
>> >> > Are not ranking/filtering out those crap servers by default.
>> >> >
>> >> >
>> >> >
>> >> > On 2012-02-28 21:35, doc wrote:
>> >> >
>> >> >> While stated a bit short this is probably a real important
>> question.
>> >> I
>> >> >> "care" because it makes my server look not as impressive when
>> >> compared
>> >> to
>> >> >> their numbers. You (the person who originally brought the
>> >> complain/thread)
>> >> >> have to just see that you are competing on different grounds,
>> there
>> >> >> shouldn't be anything about their existance that undermines your
>> own.
>> >> >>
>> >> >> It's a little slap-in-the-face-y to see these NOSTEAM servers
>> ranked
>> >> so
>> >> >> popularly but it's not as if people are being duped or they are
>> >> making
>> >> >> money hand over fist with them. There aren't a whole ton of hacked
>> >> >> servers,
>> >> >> so I imagine the few that are there are good at keeping full.
>> >> >>
>> >> >> On Mon, Feb 27, 2012 at 9:08 PM, James Puckett<
>> >> >> jamesrichardpuck...@gmail.com>  wrote:
>> >> >>
>> >> >>  Why do you care.
>> >> >>> __**_
>> >> >>> To unsubscribe, edit your list preferences, or view the list
>> >> archives,
>> >> >>> please visit:
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>> >> >
>> >> >
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Re: [hlds_linux] No steam servers

2012-02-28 Thread hlds
How about both of you take your little flamefest to a private email?
Because none of us care.

Point is, a product is being stolen and someone with some intelligence is
asking why aren't these servers de-listed so that the product's integrity
is enforced?



> Dont help against point 1.
>
> and btw go and fuck yourself
> On 28 Feb 2012 23:10, "brendan halley"  wrote:
>
>> Don't host a server then? Problem solved.
>> On Feb 29, 2012 9:07 AM, "daniel jokiaho" 
>> wrote:
>>
>> > Yes i get offended. I Have bought the game because i like it. And now
>> i
>> > have server and.
>> >
>> > 1. I get offended
>> > I have payed for the game and they should do the same
>> >
>> > 2. I canot get those players onto my server
>> > We do not compete on same level
>> >
>> > 3. Gameserver or etc. Whatever
>> > Are not ranking/filtering out those crap servers by default.
>> >
>> >
>> >
>> > On 2012-02-28 21:35, doc wrote:
>> >
>> >> While stated a bit short this is probably a real important question.
>> I
>> >> "care" because it makes my server look not as impressive when
>> compared
>> to
>> >> their numbers. You (the person who originally brought the
>> complain/thread)
>> >> have to just see that you are competing on different grounds, there
>> >> shouldn't be anything about their existance that undermines your own.
>> >>
>> >> It's a little slap-in-the-face-y to see these NOSTEAM servers ranked
>> so
>> >> popularly but it's not as if people are being duped or they are
>> making
>> >> money hand over fist with them. There aren't a whole ton of hacked
>> >> servers,
>> >> so I imagine the few that are there are good at keeping full.
>> >>
>> >> On Mon, Feb 27, 2012 at 9:08 PM, James Puckett<
>> >> jamesrichardpuck...@gmail.com>  wrote:
>> >>
>> >>  Why do you care.
>> >>> __**_
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>> archives,
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Re: [hlds_linux] No steam servers

2012-02-27 Thread hlds
This remains a problem in Killing Floor as well. Even GameTracker allows
these servers, I can see at least 4 nosteam servers that I know of on the
top10 KF server list.

It's pretty pathetic to know that servers that cater to people who can't
be arsed to buy a good game are more popular than the ones that serve
legitimate players.


> I mean why not remove those servers from server browser?
> On 27 Feb 2012 19:17, "Anders Olsson"  wrote:
>
>> Ahh better to take away blacklist..
>>
>> -Ursprungligt meddelande- From: daniel jokiaho
>> Sent: Monday, February 27, 2012 9:54 AM
>> To:
>> hlds_linux@list.valvesoftware.**com
>> Subject: [hlds_linux] No steam servers
>>
>> Game day of defeat source, many of these servers are using the same ip
>> year after year. And valve do nothing about it. Why?
>>
>>
>> "serverblacklist"
>> {
>> "server"
>> {
>> "name" "DOD.LV"
>> "date" "1330332742"
>> "addr" "92.240.68.159:27015"
>> }
>> "server"
>> {
>> "name" "|ShaDow| #4 GunGame v36"
>> "date" "1330332742"
>> "addr" "93.157.232.59:27016"
>> }
>> "server"
>> {
>> "name" "DOD @ kaluga.org | Public #1 | v36 | NO-STEAM"
>> "date" "1330332742"
>> "addr" "86.110.172.108:27018"
>> }
>> "server"
>> {
>> "name" "Bruss's DoD Source Server"
>> "date" "1330332742"
>> "addr" "46.4.39.247:27031"
>> }
>> "server"
>> {
>> "name" "GamersZona Orange Server [Medic]"
>> "date" "1330332742"
>> "addr" "46.4.102.54:27025"
>> }
>> "server"
>> {
>> "name" "GamersZONA.com DOD:S Server #1"
>> "date" "1330332742"
>> "addr" "46.4.85.180:27025"
>> }
>> "server"
>> {
>> "name" "GamersZONA.com DOD:S Server #2"
>> "date" "1330332742"
>> "addr" "46.4.39.2:27025"
>> }
>> "server"
>> {
>> "name" "EvoPlay.ru DODS Public1_Classic [РусКом]"
>> "date" "1330332742"
>> "addr" "89.106.249.11:27034"
>> }
>> "server"
>> {
>> "name" "OptiZone.RU DoD:S Server v1.0.0.36"
>> "date" "1330332742"
>> "addr" "84.22.159.199:27015"
>> }
>> "server"
>> {
>> "name" "DoD:S on Yakutsk"
>> "date" "1330332742"
>> "addr" "88.82.172.143:27015"
>> }
>> "server"
>> {
>> "name" "U-Gaming DoD:S v36 Main | Max Ping 180 | FF OFF"
>> "date" "1330332757"
>> "addr" "77.38.159.77:27015"
>> }
>> "server"
>> {
>> "name" "[21games.ru]DoD:S #1"
>> "date" "1330332757"
>> "addr" "109.68.191.140:27015"
>> }
>> }
>>
>>
>>
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Re: [hlds_linux] DataTable warning: player: Out-of-range value (359.000000) in SendPropFloat 'm_angEyeAngles[0]', clamping.

2012-02-27 Thread hlds
Valve just likes to take up extraneous diskspace =x


> I've asked about it a few time, it doesn't seem to be on the radar.
>
> On Mon, Feb 27, 2012 at 2:05 AM, Nomaan Ahmad  wrote:
>
>> Is there anyway to disable this messages on server console?
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Re: [hlds_linux] Mandatory TF2 update coming

2012-02-24 Thread hlds
I don't know about quickplay (how do you see if a server is included or not
in quickplay pool?), but I had to restart a server (used for clan matches)
10 times until it showed in servers list, this while another similar server
on same IP was listed without problems.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert
Paulson
Sent: 24 februarie 2012 04:23
To: Mart-Jan Reeuwijk; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Did anyone's server get disconnected from the quickplay account after
the update?

The server was disconnected from quickplay and did not show up on the
master server list until it was rebooted.

Can Valve make it so servers will automatically try to reconnect to
the master server?


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Re: [hlds_linux] Full Steam Ahead

2012-02-18 Thread hlds
Do you really want to download files from other users using a software
written by Valve? :))

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Saturday, February 18, 2012 2:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Full Steam Ahead

Maybe a reputation system could be put into place and allow users to seed
their files to other users. imagine if every single steam client was set to
seed You computer finds the closest connections and downloads at
whatever they have their cap setup for. If playing a game have it set low
or not on. If they are afk let it use as much as it wants. More seed bytes
is equal to more reputation allowing steam achivements.. new achievement
unlocked, 1tb data seeded. ;).


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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-16 Thread hlds
We had two trading mechanism, one being fast and quite reliable (if we can
use this word for something related to Steam/TF2), while the other allowing
advanced trades (more than 8 items + trading games etc...), but being slow
and failing many times. Now we have only one. I didn't know that removing a
feature used by many players is a good thing...

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

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

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

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

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


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Re: [hlds_linux] No Steam Logon - massive lag

2012-01-31 Thread hlds
1. The "Steam stuff" rule is strange. Do you have something that listens on
1200 port?

2. You should block RCON access, not accept it. There's an exploit out
there, but I don't know yet how it works. Probably the server is flooded
with RCON connections and after few seconds it won't be able to open any
file...

3. I did some tests ~1 week ago and the result was that TF2 servers are not
anymore vulnerable to 0 byte packets, so the rules for UDP packets with 28
bytes can be dropped. Maybe somebody can confirm this...

4. You shouldn't block all UDP packets having 46 bytes (18 bytes for data)
because probably there can be many valid packets with this size sent by
clients to servers. Anyway is not so bad because there's an
"ESTABLISHED,RELATED" rule before this.

5. Both "anti-flood" rules are listed after "ESTABLISHED,RELATED" one, so
somebody can send a 20 bytes packet for example and then can flood you
without problems with packets having 28 or 46 bytes (because they will be
for an established/related connection).

6. You also host a DNS server (53 port)? If not then the rule is useless.

7. If you host a HTTP server then use "--dport" instead "--sport" on the
last rule.

But the most important thing is that by default all incoming traffic is
blocked ($IPT -P INPUT DROP), but there are no rules to accept the incoming
traffic for 27015/27016 or whatever ports are used by your servers.

I hope you're not playing with the rules from a remote location :)
 
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Johansen
Sent: Tuesday, January 31, 2012 4:47 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] No Steam Logon - massive lag


Anyhow, I made some iptables rules (made, found them on the interwebzz) but
they seem to block everything, servers not showing up, cant connect and so
on. I'm not experienced in iptables and I have no knowledge of it, so could
you guys help fix it?
http://pastebin.com/pfJKwaBD 

> From: michs...@live.no
> To: hlds_linux@list.valvesoftware.com
> Date: Tue, 31 Jan 2012 08:29:56 +0100
> Subject: Re: [hlds_linux] No Steam Logon - massive lag
> 
> 
> I just ran -verify_all -retry on all the servers, it did not update
anything (didn't find any updates), and I can confirm that it does show my
public IP on all the servers. It does also show that it successfully
connected to the servers and logged in to the gameserver account. Yesterday
I was "attacked" atleast 10 times, where every one of my servers went down
with the dreaded connection problem message and when they got up everyone
dropped due to "No Steam Logon", me and a friend was trying to go trough the
.cap files yesterday, we couldn't find anything unusual but I did block a
few IP's with no success.
> 
> > From: fletch...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com
> > Date: Tue, 31 Jan 2012 00:20:37 +
> > Subject: Re: [hlds_linux] No Steam Logon - massive lag
> > 
> > Steam auth sometimes gets the blame when in fact the problem is just a
plain-old-fashioned client timeout.  We have changed the messaging recently
to make this more clear, but if you are running old binaries.
> > 
> > I do seem to remember that we fixed a similar DoS attack recently.
> > 
> > Can you confirm that you are running the latest binaries?  When you boot
your server, does it spit out your public IP next to the message when your
server connects to Steam?  Can you verify your files and make sure it
doesn't pull anything down?
> > 
> > Your humble servant,
> > - Fletch
> > 
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Johansen
> > Sent: Saturday, January 28, 2012 7:25 AM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] No Steam Logon - massive lag
> > 
> > 
> > Hi guys,
> > I'm running 6 TF2 servers which are quite popular. Anyhow, my server
laggs, badly sometimes, and right after the spike a lot of players d/c with
the "No Steam Logon" message. This is not related to a machine or any
plugins I am running. This has happened a lot of times now, and I'm sick of
it. What is wrong and why is it happening? Me and a friend were playing on
two of our servers when we both lag out (red message in the top right
corner) and then it stops and returns to normal, but half of the players are
now gone.
> > Help? 
> > ___
> > 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:
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> 
> _

Re: [hlds_linux] Replay - quickplay scoring penality

2012-01-05 Thread hlds
Disable the Replay feature because usually does not work. There are many
complains about "CModelLoader::FindModel NULL name" error that occurs when
trying to view the replays, but probably Valve has more important things to
do than fixing such minor bugs...

http://forums.steamgames.com/forums/showthread.php?p=26975028#post26975028

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Johansen
Sent: Wednesday, January 04, 2012 4:38 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Replay - quickplay scoring penality


Hi guys,
I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled
for the most traffic. However, having replay on (-replay in startup cmd)
sets maxplayers to 25, and Steampowered's "wiki" says that INCREASING the
maxplayers above 24 gives a "small" penality.How do I make replay not take
up a slot and set the maxplayers to 24 as usual??

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Re: [hlds_linux] Anti CS DOS

2011-12-31 Thread hlds
As far as I know all public exploits for HL1 engine were fixed by Valve, so
you don't need any additional protection if you're using the latest
binaries.

Initially only NOSTEAM servers were vulnerable to CSDOS and Born to be Pig
exploits, so Valve did nothing about them. This is why Anti CSDoS and
HLShield were so popular. But Valve fixed the bugs when the exploits were
used to attack legit servers (also they fixed other important exploits, like
the ones using bugs in SV_ParseVoiceData and SV_ParseCvarValue2 functions).

Note that the HL1 engine is still vulnerable to simple flood attacks. Also
probably the servers are still vulnerable if they allow users to download
files directly from server, so you should use only fast download for any
custom resources (and block the local downloads).

This is probably the latest update:

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg63861.html

Some are still waiting for Valve to release the client side update :))

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
Sent: Saturday, December 31, 2011 2:21 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Anti CS DOS

Hi,

It seems that I've missed a thing.

Can anybody tell me what all of this Anti CSDoS and HLShield is about? 
Is it really needed? I'm a bit afraid of loading a library from a .ro 
website where I don't have the source code ;)


Cheers

Marcel

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[hlds_linux] Timed out

2011-12-29 Thread hlds
I have the impression that since Australian Christmas (15-16 Dec) there are
too many client crashes, the error message on server side being "timed out".
What is strange is that sometimes almost all clients from server crash to
desktop in the same time. For example yesterday there were 186 errors, today
109 (but still counting) etc..., while before Australian Christmas there
were only 30-60 timed outs per day.

Server is busy as usual and has no "funny" plugins.

Did anyone else noticed this?

ionice -c3 | cat L1210* | grep "timed out" | wc -l
57
ionice -c3 | cat L1211* | grep "timed out" | wc -l
52
ionice -c3 | cat L1212* | grep "timed out" | wc -l
37
ionice -c3 | cat L1213* | grep "timed out" | wc -l
31
ionice -c3 | cat L1214* | grep "timed out" | wc -l
56
ionice -c3 | cat L1215* | grep "timed out" | wc -l
32
ionice -c3 | cat L1216* | grep "timed out" | wc -l
110
ionice -c3 | cat L1217* | grep "timed out" | wc -l
69
ionice -c3 | cat L1218* | grep "timed out" | wc -l
79
ionice -c3 | cat L1219* | grep "timed out" | wc -l
59
ionice -c3 | cat L1220* | grep "timed out" | wc -l
87
ionice -c3 | cat L1221* | grep "timed out" | wc -l
90
ionice -c3 | cat L1222* | grep "timed out" | wc -l
126
ionice -c3 | cat L1223* | grep "timed out" | wc -l
69
ionice -c3 | cat L1224* | grep "timed out" | wc -l
87
ionice -c3 | cat L1225* | grep "timed out" | wc -l
107
ionice -c3 | cat L1226* | grep "timed out" | wc -l
145
ionice -c3 | cat L1227* | grep "timed out" | wc -l
97
ionice -c3 | cat L1228* | grep "timed out" | wc -l
186
ionice -c3 | cat L1229* | grep "timed out" | wc -l
109


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

2011-12-18 Thread hlds
There are more players, but also there are a lot more servers :)

What I "like" about quickplay is that servers without damage spread are
disqualified, while a server that allows engineers to build multiple
sentries or to have unlimited metal are more than ok (and I'm not talking
about premium servers). I won't be surprised if one day Valve will sell the
right to use plugins (they said something about ranking and that some
features will be available only for some servers), or even block all server
side plugins.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, December 19, 2011 12:12 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Wanted: bug reports for clients dropping due to
auth

TF2 numbers might drop but that's only due to randomers who want to try 
to game getting off and the regulars getting bored. This is natural in 
any game. I used to have couple of months breaks back in teh days when 
you had to wait for the class updates. Only then there was something new 
to play, aside from custom maps.

If i look at the graphs today and compare those to the days before TF2 
went free to play, there's still about 15 000 - 25000 players more than 
back in those days. There's significantly more players now than spring. 
If you have servers emptying, it's not because of lack of players.

-ics

18.12.2011 23:50, Robert Paulson kirjoitti:
> I have already refuted all your claims. TF2 numbers will drop
> precipitously again in a couple weeks or when the game of the month
> comes out. Valve cannot make a large patch like this every month. You
> can see the same trend in the graph for the Halloween update.
>
> I am done replying to you because all I am doing now pasting bite
> sized chunks of what I already wrote because you are selectively
> ignoring anyone that disagrees with you.
>
> On Sun, Dec 18, 2011 at 1:42 PM, dan  wrote:
>> On 18/12/2011 10:28, Robert Paulson wrote:
>>> Can you please explain why CS:S players did not drop during that time
>>> then?
>>
>> No and neither can you. Because we don't have the stats to determine
that.
>>
>> It's clear though that TF2 drops between updates and it seemed to drop
more
>> after Skyrim's phenomenal figures for a time.
>>
>> So it's a guess. Why doesn't CS rely so much? I would say because it's an
>> old game that runs on ancient hardware. I suspect many of people running
it
>> that keep the numbers high don't have the kit to run TF2 or Skyrim and
other
>> modern games, hence they will probably be less affected by releases of
>> modern games. But to tell for sure we'd need data we don't have.
>>
>> But, one thing we do know. TF2 numbers today aren't low, they're high.
And
>> they didn't remove Quickplay.
>>
>> So it seems that your guess that quickplay is killing TF2 was wrong. The
>> evidence today doesn't show it.
>>
>> --
>> Dan.
>>
>>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread hlds
Same here...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Friday, December 16, 2011 8:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose  wrote:

> By any chance, does it cause a bunch of players game clients to crash,
> because i just had that happen on my server (my own game client included).
>
>
> On 12/16/2011 12:46 AM, Emil Larsson wrote:
>
>> Unfortunately I already found a exploit involving one of the old weapons.
>> Sending a bug report as i'm writing this, though server operators might
>> see
>> it abused in a couple of hours widely. D:
>>
>> On Fri, Dec 16, 2011 at 4:26 AM, Jason
Ruymen
>> >wrote:
>>
>>  Required updates are now available for Team Fortress 2, Counter-Strike:
>>> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
>>> changes include:
>>>
>>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>>> - Fixed a bug which caused Windows Aero Extensions video option to
always
>>> be enabled, regardless of setting. Disabling this can improve
>>> compatibility
>>> with third-party programs and overlays, but may also affect performance.
>>> - Fixed SourceTV showing player counts for the game server instead of
the
>>> number of clients connected to the SourceTV server
>>>
>>> Team Fortress 2
>>> - Australian Christmas has begun!
>>>   - Added community-contributed winter event items
>>>   - Added new Grordbort Pyro and Engineer item sets
>>>   - Added the "Valve Gift Grab 2011 - TF2" achievement
>>>  - Added Naughty and Nice winter keys to the Mann Co. store
>>> - Added a new Valve-authored control point map: Foundry
>>> - added 12 achievements for Foundry
>>>  - added achievement reward milestone reward for Foundry achievement
>>> - Added UGC Highlander medals
>>> - Relaxed some restrictions on what misc items can be equipped
>>> simultaneously
>>> - Additional improvements for client stability
>>> - Updated the localization files
>>>
>>> Day of Defeat: Source
>>> - Added the "Valve Gift Grab 2011 - DoD:S" achievement
>>> - Updated the localization files
>>>
>>> Counter-Strike: Source
>>> - Added the "Valve Gift Grab 2011 - CS:S" achievement
>>> - Added rate limiting for connections and added the following ConVars to
>>> support that:
>>>   - sv_max_connects_sec
>>>   - sv_max_connects_window
>>>   - sv_max_connects_sec_global
>>> - Dramatically improved the dynamic model loading system's memory usage,
>>> performance, and stability
>>> - Reduced memory usage on systems running Windows XP, Windows Vista, and
>>> Windows 7
>>> - Improved alt-tab handling under Windows Vista and Windows 7
>>> - Fixed a client crash during demo playback
>>> - Updated the localization files
>>>
>>> Jason
>>>
>>>
>>> __**_
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>>> please visit:
>>>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread hlds
This seems to be the small update.

 

Updating 'Team Fortress 2 Content' from version 301 to version 302

 

42.09%  downloading ./orangebox/tf/resource/tf_english.txt

99.78%  downloading ./orangebox/tf/scripts/items/items_game.txt

99.90%  downloading ./orangebox/tf/scripts/tf_weapon_scattergun.ctx

 

Updating 'Team Fortress 2 Materials' from version 154 to version 155

 

99.95%  downloading
./orangebox/tf/materials/models/player/items/all_class/xms_allclass_steamwhi
stle.vmt

 

Checking/Installing 'Base Source Shared Materials' version 8

 

 

Checking/Installing 'Base Source Shared Models' version 4

 

 

Checking/Installing 'Base Source Shared Sounds' version 4

 

 

Checking/Installing 'OB Linux Dedicated Server' version 144

 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Friday, December 16, 2011 6:35 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

What was the purpose of the new 1.8MB update pushed right after the larger

one?

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher

Dunn

Sent: Thursday, December 15, 2011 11:32 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

PatchVersion=1.1.8.9

ProductName=tf

appID=440

 

The file was definitely updated in the depots.  I don't know why some people

are not able to get it.  You know there *is* something else that has changed

other than our update: many of you are using a new up-to-date check script.

Nothing on our end has changed with regard to how we distribute this file.

None of the Valve dedicated servers had a problem receiving it.

 

It looks like there is a problem where old servers are still allowed to be

listed, if they were logged in before the update.  That may be adding to the

confusion.

 

- Fletch

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle

Sanderson

Sent: Thursday, December 15, 2011 8:25 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

While I no longer have a steam.inf on my client, it's there on my Linux CS:S

servers.

 

Kyle.

 

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith

wrote:

 

> Similar situation here:

> 

> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 

> server using Steam.

> Checking bootstrapper version ...

> removing stale semaphore last operated on by process 24128 with name

> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

> 

> Updating Installation

> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 

> progress"

> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

> 

> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 

> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 

> ignoring.

> 

> Running a benchmark to measure system clock frequency...

> Finished RDTSC test. To prevent the startup delay from this benchmark, 

> set the environment variable RDTSC_FREQUENCY to 2799.00 on this

system.

> This value is dependent upon the CPU clock speed and architecture and 

> should be determined separately for each server. The use of this 

> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to

'disabled'.

> 

> Using breakpad minidump system

> Using breakpad crash handler

> 

> Console initialized.

> Segmentation fault

> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run

> command line to generate a debug.log to help with solving this problem

> 

> 

> 

> On 12/15/2011 8:18 PM, Tyler Davies wrote:

> 

>> Checking bootstrapper version ...

>> removing stale semaphore last operated on by process 28342 with name

>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73

>> Updating Installation

>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 

>> progress"

>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps

>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 

>> alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 

>> ignoring.

>> Running a benchmark to measure system clock frequency...

>> Finished RDTSC test. To prevent the startup delay from this 

>> benchmark, set the environment var

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

2011-12-15 Thread hlds
Probably he is complaining about master server(s), because the servers that
are not updated are still listed...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, December 16, 2011 5:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

What problem are you experiencing exactly? The update for each game contains
an updated steam.inf file. I'm not sure why you think it doesn't

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: Thursday, December 15, 2011 7:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
> changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] steamworks_sessionid_server 0

2011-12-13 Thread hlds
I think that the YouTube videos are already tagged using the keywords from
sv_tags.

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

sv_tags "ihatesteam"

Then you can find all replay videos using:

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

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

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

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

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

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

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

2011-11-01 Thread hlds
So you're a server admin (otherwise I don't see why you subscribed to this
list) and join other servers to report them? :)) Now I understand why so
many are worried about this reporting mechanism...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of coffee
problem
Sent: Tuesday, November 01, 2011 8:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage
of player names/images

Hi Saul,

I have logged in to report as many as I've had the energy to do since the
reporting feature was implemented. They are still up and running, also of
note: they are still on the 'play now' list even though there are multiple
reasons they shouldn't be.  The ones I speak of have been de-listed from
ranking sites for well over a year, so it is detectable and well-known who
these admins are.

Valve is just sitting on their hands with this garbage. They've had a
number of reports brought against servers regarding the Halloween event,
and none of these have had any action taken.

Thanks,
CP


On Tue, Nov 1, 2011 at 2:40 PM, Saul Rennison
wrote:

> This is why they implemented server blacklisting. Report the server, it
> will be delisted.
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 1 November 2011 18:39, coffee problem  wrote:
>
> > So, this has been brought to light several times in the past and Valve
> > ignores anyone's request for even a stance on the matter.
> >
> > You've got about five large "communities" built up on false stats,
> begging
> > for money and trying to deceive new players with server plugins.
> >
> > When is Valve going to take a stance or do something about this? What's
> it
> > going to take to get someone in the company to grow a pair and say
> > something?  Is it all about the short-term of hats and keys while
letting
> > the community erode?
> >
> > CP
> > ___
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Re: [hlds_linux] Forum vs. email list

2011-10-24 Thread hlds
Use this:

http://www.mail-archive.com/hlds@list.valvesoftware.com/maillist.html
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/maillist.html

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Sent: Tuesday, October 25, 2011 7:29 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Forum vs. email list

What about adding some kind of easy searching to the mailing list
archives? That seems to be only commonly brought up minus to keeping
this format.

I am able to access them (the archives) with my login, but the
standard listings by month and downloadable gzip'ed archives makes
searching nontrivial. Improving that would be a big +

On Mon, Oct 24, 2011 at 11:24 PM, m33crob  wrote:
> I too would prefer to keep the mailing list. If a forum materializes out
of
> this conversation, I would be interested in becoming a moderator. I'm
> already super active in the Steam Forums and you guys may or may not have
> noticed that I update the Steam Forums server sections almost everyday.
>
> On Mon, Oct 24, 2011 at 9:15 PM, Jesse Molina 
wrote:
>
>>
>> I prefer mailing lists, which is why I am here.  Discussion and replies
are
>> below:
>>
>> I prefer mailing lists because there is a small technical barrier to
entry.
>>  Chances are that you had to use a search engine to find it, which means
you
>> probably already tried to find what you were looking for via that search
>> engine and failed.  Many noobs don't even know what a mailman list is,
and
>> that's good.  I want to talk to other people who can actually help me.
 This
>> mailing list is not primarily for a social experience.  For most forums,
a
>> significant amount of code is dedicated to smileys, avatars, signatures,
>> friends/foes, etc, because they need the social experience, because they
are
>> ad-revenue driven.  The amount of whitespace on web forums, compared to
>> email, is terrible.
>>
>> Here's a thought:  The quality of the discussion is primarily impacted by
>> how those with authoritative knowledge (Valve employees and pros) engage
in
>> the discussion.  If Valve employees were more inclined to participate in
>> discussion on a web forum, I'd go web forum.  I would not cry too hard if
>> this one mailing list went away.  It's just games.
>>
>> About the archives:  Why are they password protected, and why has my
>> password never ever worked?  From day one, the password that came in my
>> welcome email didn't work and I never tried again.  I have never ever
>> searched the archives because I can't.
>>
>> It is nice to have a single point of discussion for issues, as opposed to
>> many different sites and applications.  As an example, I am an aquarium
>> hobbyist, and I often visit five different web forums because each has
some
>> specialty, or the community is fractured up.  This is annoying.  This is
>> also why I don't check forums.srcds.com but once in a great while.
>>
>> I've never seen a duel-pane message board reader that worked well.  I see
>> browsing message boards as messy business.  I use mutt and Seamonkey as
my
>> mail clients, depending on where I'm at.
>>
>> I use my android phone to check email.  Checking a web forum would be
>> significantly more difficult.  I would not do it, at all.  I check email,
>> rss, and podcasts with my phone.  Web forums are iPhone/Android
unfriendly.
>>  My Android client is k9mail.
>>
>> Some people brought up the issue of email spam because they fear giving
out
>> the mail address.  Use a spam filter.  I don't get spam because I have my
>> own server with Spamassassin running.  If you are using a free mail
>> provider, you get what you pay for (adverts).  Business and professionals
>> use email.  I wish I had more pleasant advice to give out, but that's the
>> truth.
>>
>> What about a forum that sends out email update announcements?  I don't
use
>> those myself, with a very few exceptions of where I really must. This is
>> mostly because most of those forums have a very low signal to noise
ratio.
>>  I only click on a very few threads.  In other words, my participation
level
>> is lower with web forums.
>>
>>
>>
>> Replies:
>>
>>
>> Kigen wrote:
>> > Honestly, I don't like getting my inbox spammed with these messages.
>>
>> That is what mail rules/filters are for.
>>
>>
>>
>>
>> DarthNinja wrote:
>> >
>> > I don't like the idea of forums, b

Re: [hlds_linux] Halloween 2011

2011-10-24 Thread hlds
What happens if the clients cheat or abuse the gift drop system? Something
like this (the gifts are visible through walls):

http://www.youtube.com/watch?v=McUQVpNTGVY

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon
Lippincott
Sent: Saturday, October 22, 2011 5:33 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Cc: TF Team
Subject: [hlds_linux] Halloween 2011

We're going to be launching some new Halloween content in the near future
and wanted to give you all a quick heads-up.  There will be random gift
drops, but this year we are requiring that participants register their
servers.  If you choose not to register, you can still run the Halloween
maps, but no gifts will drop on your server.  By registering, your server
will also be included in matchmaking, which will potentially drive traffic
to you.  Note that cheating or otherwise abusing the gift drop system will
result in losing your registration, access to gift drops and other potential
value-adds in the future.

You still have plenty of time, as this change won't be going live until next
week.  Registration is quick and simple, and is outlined
here
.

-Jon
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Re: [hlds_linux] Core Size and other issue

2011-10-24 Thread hlds
Read my message again.

The default limit for core files is few MB (or something like this) and is
not enough for a Source dedicated server. You must increase the limit,
otherwise whenever your server crashes the core file created by operating
system is truncated (and invalid => so you get that "funny" error message).

It is something like this:

1. Server crashes.
2. The operating system creates a core file that has 1MB instead of 60MB.
3. The srcds_run script runs gdb (GNU Debugger) to get the error details
from core file.
4. The core file is invalid => you get that funny message.

To fix the funny message use the "ulimit -c " in the script used for
starting the server.

Then start the server again and when it crashes see the debug.log file.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shin Ice
Sent: Monday, October 24, 2011 2:15 PM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Core Size and other issue

@ ics: i think srcds_run is the right bin, but if I'm wrong please
suggest me a better way.

@ hlds: thanks for the hint, I made a lot of researches but I don't
have valid excause.

Funny is now that it expects a bigger core:
 BFD: Warning: /home/my/path/css/core is truncated: expected core file
size >= 60669952, found: 1085440

On Mon, Oct 24, 2011 at 12:58 PM, ics  wrote:
> Last time i ever saw core error like that was when someone tried to use
wrong binary to start the server.
>
> -ics
>
> - Alkuperäinen viesti -
>> Hi again,
>>
>> I made different tests but i still receive this erros _also_ with a
>> vanilla server.
>> After i wrote yaur mail I installed another server, I only added my
>> server.cfg but the result is still the same:
>>
>> First restart:
>> Segmentation fault (core dumped)
>> BFD: Warning: /home/my/path/css/core is truncated: expected core file
>> size >= 60669952, found: 1085440.Cannot access memory at address
>> 0xf77d18f0Cannot access memory at address
>> 0xef978c0c/home/my/path/css/debug.cmds:4: Error in sourced command
>> file:Cannot access memory at address 0xf77d18f0email debug.log to
>> linux@valvesoftware.comMon Oct 24 11:54:17 CEST 2011: Server restart
>> in 10 seconds
>>
>> Second restart:
>> configstore.cpp (1342) : Assertion Failed: Saving local config store
>> failed during shutdown
>>
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/c
onfigstore.cpp
>> 1342 Assertion Failed: Saving local config store failed during
>> shutdown
>> configstore.cpp (96) : Assertion Failed: ConfigStore
>> (InstallConfigStore) is dirty, and being destroyed, we're discarding
>> data
>>
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/c
onfigstore.cpp
>> 96 Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and
>> being destroyed, we're discarding data
>>
>> The install was finished ~5 minutes ago.
>> No mani, no metamod, no sourcemod.
>>
>> On Mon, Oct 24, 2011 at 11:42 AM, brendan halley 
>> wrote:
>> > Well have you tried a vanilla server to see if you get the same error?
>> > On Oct 24, 2011 8:14 PM, "Shin Ice"  wrote:
>> >
>> > > All addons are up to date, but i have sometimes the "Assertion
>> > > Failed" error also on a clean install without any addon.
>> > >
>> > > So you think it depends only from mani?
>> > >
>> > > On Mon, Oct 24, 2011 at 11:10 AM, brendan halley
>> > >  wrote:
>> > > > Why would you use Mani just reinstall and chuck source mod on and I
>> > > > bet that will fix your problem.
>> > > > But if you insist on keeping mani then make sure the gamedata (is
>> > > > that what it is in mani?) is up to date aka just update mani
>> > > >
>> > > > On Mon, Oct 24, 2011 at 8:08 PM, Shin Ice 
>> > > > wrote:
>> > > > > Hi again,
>> > > > >
>> > > > > I can't believe that no one has an answer for my question or at
>> > > > > least a hint for me.
>> > > > >
>> > > > > Regardless, thanks for reading! =)
>> > > > >
>> > > > > c'ya
>> > > > > Shin
>> > > > >
>> > > > > On Thu, Oct 20, 2011 at 10:35 AM, Shin Ice 
>> > > > > wrote:
>> > > > > > Hi all,
>> > > > > >
>> > > > > > OS: Debian Stable 64bit
&g

Re: [hlds_linux] Core Size and other issue

2011-10-24 Thread hlds
Nobody answered because you should first do some research. There's a guy
named Google that may help you ;)

Whenever the server crashes the OS creates a core file with the content of
the memory. The file can be used for debugging, to find out what was wrong
when the error occurred. You can find more about core files here:
http://en.wikipedia.org/wiki/Core_dump

If you start the dedicated server using -debug command line argument then
the gdb tool is used by srcds_run script when the server crashes to get the
backtrace from core file and to create a file named debug.log. By default
the size of the core file is limited to few megabytes and this is the reason
you see that error message (expected 200MB and found only ~1MB). Note that
the message is from gdb tool, not from server.

To change the default limit for core files use ulimit -c  in the script
used for starting the server. For example I use a 2GB limit:

ulimit -c 2097152
./srcds_run -game tf -debug ...

Now when the server crashes again you can check the debug.log file to find
where the error occurred.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shin Ice
Sent: Monday, October 24, 2011 12:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Core Size and other issue

Hi again,

I can't believe that no one has an answer for my question or at least
a hint for me.

Regardless, thanks for reading! =)

c'ya
Shin

On Thu, Oct 20, 2011 at 10:35 AM, Shin Ice  wrote:
> Hi all,
>
> OS: Debian Stable 64bit
>
> after the last update of cs:s i did a clean install and all was
> running fine until now.
> I updated the new mani bin files and now (after a restart) steam is
> telling my that the core size is "wrong"
>
> BFD: Warning: /home/path/to/my/install/core is truncated: expected
> core file size >= 223289344, found: 1077248.
>
> Any idea what happens?
>
>
> There is also anothre think i don't like, i see a lot of times this
> error (or maybe not?!? )
>
> configstore.cpp (1342) : Assertion Failed: Saving local config store
> failed during
shutdown/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/cli
entdll/configstore.cpp
> 1342 Assertion Failed: Saving local config store failed during
> shutdownconfigstore.cpp (96) : Assertion Failed: ConfigStore
> (InstallConfigStore) is dirty, and being destroyed, we're discarding
>
data/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientd
ll/configstore.cpp
> 96 Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and
> being destroyed, we're discarding data
>
> Thanks in advance for any help you may be able to offer!
>
> --
>         Don't Trust if you don't want!
>      Don't Bealive if you don't Touch!
>
> - ~~> Powered by Debian Testing <~~
>



-- 
        Don't Trust if you don't want!
     Don't Bealive if you don't Touch!

- ~~> Powered by Debian Testing <~~

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Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.

2011-10-18 Thread hlds
... and with more than 1 million copies sold on Steam ...

 
  - Original Message -
  From: Chris Brunelle
  Sent: 10/19/11 05:40 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.
 
   
...wIth a very small player base.


On Tue, Oct 18, 2011 at 8:39 PM, Jesse Porter  wrote:

> Isn't garrysmod, you know, someone else's software?
>
> On Tue, Oct 18, 2011 at 8:36 PM, Violent Crimes <
> violentcri...@convictgaming.com> wrote:
>
> > So why did you not to this for Garrysmod?
> >
> >
> >
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Re: [hlds_linux] TF2 Update

2011-10-18 Thread hlds
Ignore this update!!!

 Servers are crashing now if players are wearing some items:

 1032/ - tf_wearable: UTIL_SetModel: not precached: 
models/player/items/demo/demo_bill.mdl
 1032/ - tf_wearable: UTIL_SetModel: not precached: 
models/player/items/demo/demo_bill.mdl
 Valve, WTF? :(

- Original Message -
From: DontWannaName!
Sent: 10/19/11 03:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Update

 Not required, no version change/steaminf update. On Tue, Oct 18, 2011 at 5:32 
PM, Ross Bemrose  wrote: > I don't know if this is a 
required update or not, but I saw this on the TF2 > update notes on Steam: > > 
Updates to Team Fortress 2 have been released. The updates will be applied > 
automatically when your Steam client is restarted. The major changes > include: 
> > - Fixed a frequent server crash related to packfiles > - Fixed the 
following items not being able to be used in the Rebuild > Headgear recipe: 
Lo-Fi Longwave, Loyalty Reward, Spiral Sallet, Summer > Shades, Scout 
Flip-Flops, Lucky No. 42, Summer Hat, Killer Exclusive, > Ball-Kicking Boots, 
Merc's Pride Scarf, Manniversary Paper Hat > > Seeing as how it fixes a 
"frequent server crash," it should probably be > mentioned on the server 
list... > > __**_ > To unsubscribe, 
edit your list preferences, or view the list archives, > please visit: > 
http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
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Re: [hlds_linux] Strange Map issues

2011-10-18 Thread hlds
Some players complain about strange map bugs, like invisible walls. Something 
like this: http://forums.steampowered.com/forums/showthread.php?t=2184090

- Original Message -
From: Miles Sutcliffe
Sent: 10/17/11 02:07 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Strange Map issues

 Hello, After my server has been running for over 6 hours since last reboot, it 
seems to start displaying a series of random map bugs. cp_badlands will have a 
force field around the last point leaving it unable to be captured. 
cp_coldfront, pl_barnblitz, koth_vidaduct and koth_sawmill have hugebloom 
effects, everything gets really bright Payload maps in general, the cart will 
stop at a random point on the track and be no longer pushable. I've attempted 
to turn off sourcemod to see if that has any effect on these issues, it does 
not. I cannot come up with a reason as to why this is happening. Could anyone 
provide further insight? Regards, Miles 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-17 Thread hlds
No fixes for "CUtlLinkedList overflow! (exhausted memory allocator)" and 
"Closing pack file with open files!" server errors :(

- Original Message -
From: Jason Ruymen
Sent: 10/18/11 03:38 AM
To: 'hlds_linux@list.valvesoftware.com', 'Half-Life dedicated Win32 server 
mailing list'
Subject: [hlds_linux] Team Fortress 2 Update Released

 An optional update for Team Fortress 2 is now available. The specific changes 
include: Team Fortress 2: - The Mannniversary Sale has ended, though 
Manniversary Packages will continue to drop for a short time - The 
Mannniversary Paper Hat is no longer craftable - Removed the painterly filter 
option on Decal Tools - Added loading screen tooltip about the new abuse 
reporting system - Added a default key binding for filing an abuse report (F7) 
- Fixed a common in-game client crash - Fixed a client crash when opening the 
loadout screen - Fixed a client crash related to sniper dots - Fixed a server 
crash that occurred when running both SourceTV and Replay - Fixed high five 
taunts applying the wielded weapon's taunt effect - Fixed "Cannot Craft" text 
not appearing on certain item tooltips - Updated localization files Steam 
Workshop: - Fixed not being able to retrieve Steam Workshop items if any item 
had been deleted - Increased Steam Workshop preview image size from 256x256 to 
512x512 Jason ___ To unsubscribe, 
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[hlds_linux] Some TF2 server tests

2011-10-17 Thread hlds
I can reproduce some TF2 server crashes, but I need some feedback about this.

1. Start a server and load the cp_dustbowl map multiple times. In my tests the 
server crashes after 14-15th changelevel command.

2. Start the server and load different maps multiple times. For example: 
changelevel cp_dustbowl, changelevel cp_5gorge, changelevel cp_badlands etc... 
In my tests the server crashes after 14-15 map.

I would appreciate if somebody have some time to do the tests and to replay 
here with the results.

Note that the server should be a vanilla one, without any plugins (no metamod, 
no sourcemod etc...) and even without a config.

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Re: [hlds_linux] Server Not Visible on Server Browser

2011-10-15 Thread hlds
Maybe you have hide_server cvar set to 1...

- Original Message -
From: PAL-18
Sent: 10/16/11 05:43 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server Not Visible on Server Browser

 I was running 3 servers on a dedicated linux box. They all ran fine before the 
update, but now 2 of the servers don't appear in the server browser when 
running and they appear offline. Oddly, i connect to the server via the console 
fine. This is extremely odd because 1 server displays properly but the other 2 
dont. I thought maybe the ports were changed by valve again so i tried starting 
each broken server individually and they still don't show up in the server 
browser/HLSW. Any idea what's happening? 
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
Hat Fortress 2
- Original Message -
From: Kyle Sanderson
Sent: 10/15/11 03:07 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

 Which game? I haven't had any servers crash since I brought them up last night 
(All CS:S). Kyle. On Fri, Oct 14, 2011 at 4:53 PM,  wrote: > Try 
this instead of vanilla. > > a) install gdb > b) start the server with 
-nobreakpad and -debug arguments: ./srcds_run > -game tf -nobreakpad -debug +ip 
... > c) Add ulimit -c 2097152 to startup script. > > A file named debug.log 
will be created when the error occurs. > > - Original Message - > From: 
Andrew Fischer > Sent: 10/15/11 01:34 AM > To: Half-Life dedicated Linux server 
mailing list > Subject: Re: [hlds_linux] Mysterious server crashes > > I am 
seeing the same behaviour over here. Runs about an hour when full, > then down 
it goes. I run a minimal set of sourcemod plugins. Was going to > try vanilla 
without anything next time it crashed to see what happened. Let > us know what 
you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson < > ail...@gmail.com> 
wrote: > Anyone else get those? Server runs fine for > about 30-90 minutes 
(usually > averages less than a hour), then crashes... > usually when it's full 
of > players too. Only happens on our Linux servers > too. Sourcemod does not 
seem > to be the culprit (Gamedata is up to date as > far I know), though I'm > 
currently testing to run one of the Linux server > with Sourcemod off. > > The 
server simple freezes and/or crashes. One of the > crashes we had earlier > 
seemed to be related to the item servers screwing > up. > 
___ > To unsubscribe, edit > your 
list preferences, or view the list archives, please visit: > > 
http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- Andrew > Fischer 
Lightning Toads Productions, LLC 
www.lightningtoads.com___ To 
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visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > 
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http://list.valvesoftware.com/mailman/listinfo/hlds_linux > 
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
Try this instead of vanilla.

 a) install gdb
 b) start the server with -nobreakpad and -debug arguments: ./srcds_run -game 
tf -nobreakpad -debug +ip ...
 c) Add ulimit -c 2097152 to startup script.

 A file named debug.log will be created when the error occurs.

- Original Message -
From: Andrew Fischer
Sent: 10/15/11 01:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

 I am seeing the same behaviour over here. Runs about an hour when full, then 
down it goes. I run a minimal set of sourcemod plugins. Was going to try 
vanilla without anything next time it crashed to see what happened. Let us know 
what you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson  
wrote: > Anyone else get those? Server runs fine for about 30-90 minutes 
(usually > averages less than a hour), then crashes... usually when it's full 
of > players too. Only happens on our Linux servers too. Sourcemod does not 
seem > to be the culprit (Gamedata is up to date as far I know), though I'm > 
currently testing to run one of the Linux server with Sourcemod off. > > The 
server simple freezes and/or crashes. One of the crashes we had earlier > 
seemed to be related to the item servers screwing up. > 
___ > To unsubscribe, edit your 
list preferences, or view the list archives, please visit: > 
http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- Andrew Fischer 
Lightning Toads Productions, LLC www.lightningtoads.com 
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
8 crashes so far since the update and counting :))

 Spent few hours already debugging the core files to find what is going on. The 
server was OK before this update...

 Do you have some backtraces?

- Original Message -
From: Emil Larsson
Sent: 10/15/11 01:31 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mysterious server crashes

 Anyone else get those? Server runs fine for about 30-90 minutes (usually 
averages less than a hour), then crashes... usually when it's full of players 
too. Only happens on our Linux servers too. Sourcemod does not seem to be the 
culprit (Gamedata is up to date as far I know), though I'm currently testing to 
run one of the Linux server with Sourcemod off. The server simple freezes 
and/or crashes. One of the crashes we had earlier seemed to be related to the 
item servers screwing up. ___ To 
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Re: [hlds_linux] TF2 Crash

2011-10-13 Thread hlds
Only my TF2 server crashes with these errors?

This is different than the first one and the backtrace has nothing related to 
SourceMod or Metamod. Until this update everything was ok...

#0  0xb7894424 in __kernel_vsyscall ()
#0  0xb7894424 in __kernel_vsyscall ()
#1  0xb7626751 in raise () from /lib/i686/cmov/libc.so.6
#2  0xb7629b82 in abort () from /lib/i686/cmov/libc.so.6
#3  0xb765d18d in ?? () from /lib/i686/cmov/libc.so.6
#4  0xb7667281 in ?? () from /lib/i686/cmov/libc.so.6
#5  0xb766a085 in ?? () from /lib/i686/cmov/libc.so.6
#6  0xb766c75c in ?? () from /lib/i686/cmov/libc.so.6
#7  0xb766cc8d in realloc () from /lib/i686/cmov/libc.so.6
#8  0xb7852a34 in CStdMemAlloc::Realloc(void*, unsigned int) () from 
bin/libtier0.so
#9  0xb6e47c8e in CUtlBuffer::PutOverflow(int) () from 
/export/srcds/servers/tf2/orangebox/bin/engine.so
#10 0xb6e454af in CUtlBuffer::Put(void const*, int) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#11 0xb6d700b1 in NET_QueuePacketForSend(CNetChan*, bool, int, char const*, 
int, sockaddr const*, int, unsigned int) () from 
/export/srcds/servers/tf2/orangebox/bin/engine.so
#12 0xb6d73463 in NET_SendLong(INetChannel*, int, int, char const*, int, 
sockaddr const*, int, int) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#13 0xb6d784d6 in NET_SendPacket(INetChannel*, int, netadr_s const&, unsigned 
char const*, int, bf_write*, bool) () from 
/export/srcds/servers/tf2/orangebox/bin/engine.so
#14 0xb6d6acc4 in CNetChan::SendDatagram(bf_write*) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#15 0xb6c9c0cf in CBaseClient::SendSnapshot(CClientFrame*) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#16 0xb6db2004 in CGameClient::SendSnapshot(CClientFrame*) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#17 0xb6dc546a in SV_ParallelSendSnapshot(CGameClient*&) ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#18 0xb6dca25a in CParallelProcessor >::DoExecute() ()
   from /export/srcds/servers/tf2/orangebox/bin/engine.so
#19 0xb6dca0fc in CMemberFunctor0 >*, void (CParallelProcessor >::*)(), CRefCounted1http://list.valvesoftware.com/mailman/listinfo/hlds_linux  

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[hlds_linux] TF2 Crash

2011-10-13 Thread hlds
My TF2 server (Debian Squeeze, Kernel 2.6.39) crashed with this error. Is a new 
one, didn't happen before this update.

Program terminated with signal 6, Aborted.
#0  0xb7745424 in __kernel_vsyscall ()
#0  0xb7745424 in __kernel_vsyscall ()
#1  0xb74d7751 in raise () from /lib/i686/cmov/libc.so.6
#2  0xb74dab82 in abort () from /lib/i686/cmov/libc.so.6
#3  0xb750e18d in ?? () from /lib/i686/cmov/libc.so.6
#4  0xb7518281 in ?? () from /lib/i686/cmov/libc.so.6
#5  0xb75194fe in ?? () from /lib/i686/cmov/libc.so.6
#6  0xb77039f2 in CStdMemAlloc::Free(void*) () from bin/libtier0.so
#7  0xb6c3d412 in PackedEntity::~PackedEntity() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#8  0xb6c6be18 in CFrameSnapshotManager::RemoveEntityReference(int) ()
   from /home/srcds/servers/tf2/orangebox/bin/engine.so
#9  0xb6b4c327 in CBaseClient::ProcessBaselineAck(CLC_BaselineAck*) ()
   from /home/srcds/servers/tf2/orangebox/bin/engine.so
#10 0xb6ae38e8 in CLC_BaselineAck::Process() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#11 0xb6c1a292 in CNetChan::ProcessMessages(bf_read&) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#12 0xb6c1d9a9 in CNetChan::CheckReceivingList(int) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#13 0xb6c1f6e5 in CNetChan::ProcessPacket(netpacket_s*, bool) ()
   from /home/srcds/servers/tf2/orangebox/bin/engine.so
#14 0xb6c27fef in NET_ProcessSocket(int, IConnectionlessPacketHandler*) ()
   from /home/srcds/servers/tf2/orangebox/bin/engine.so
#15 0xb6b5a50c in CBaseServer::RunFrame() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#16 0xb6c7abbb in SV_Frame(bool) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#17 0xb6bd47dc in _Host_RunFrame_Server(bool) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#18 0xb6bd555a in _Host_RunFrame(float) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#19 0xb6be0ee2 in CHostState::FrameUpdate(float) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#20 0xb6be1228 in HostState_Frame(float) () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#21 0xb6c96490 in CEngine::Frame() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#22 0xb6c924ba in CDedicatedServerAPI::RunFrame() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#23 0xb7043ebe in RunServer() () from bin/dedicated.so
#24 0xb7043bc8 in CDedicatedExports::RunServer() () from bin/dedicated.so
#25 0xb6c92db6 in CModAppSystemGroup::Main() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#26 0xb6cae038 in CAppSystemGroup::Run() () from 
/home/srcds/servers/tf2/orangebox/bin/engine.so
#27 0xb6c93bba in CDedicatedServerAPI::ModInit(ModInfo_t&) ()
   from /home/srcds/servers/tf2/orangebox/bin/engine.so
#28 0xb7044096 in CDedicatedAppSystemGroup::Main() () from bin/dedicated.so
#29 0xb7047b58 in CAppSystemGroup::Run() () from bin/dedicated.so
#30 0xb704983c in CSteamApplication::Main() () from bin/dedicated.so
#31 0xb7047b58 in CAppSystemGroup::Run() () from bin/dedicated.so
#32 0xb70444fd in main () from bin/dedicated.so
#33 0xb7045975 in DedicatedMain () from bin/dedicated.so
#34 0x080488ad in main ()

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Re: [hlds_linux] mp_forceautoteam problem ?

2011-10-12 Thread hlds
mp_forceautoteam is buggy and does not work if the player sees map intro movie.

- Original Message -
From: Loïc PERY
Sent: 10/12/11 04:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] mp_forceautoteam problem ?

 hello, i want to force all my client to no go on spectator and go to a team: i 
use those cvars: mp_allowspectators 0 mp_forceautoteam 1 mp_allowspectators => 
ok specator option not allowed mp_forceautoteam 1 => has not effect, player can 
choose their team when connect is it normal ? 
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Re: [hlds_linux] Server stoped with message "PreMinidumpCallback: updating dump comment"

2011-10-07 Thread hlds
Add -nobreakpad to the command line used for starting the server.

- Original Message -
From: Dmitry A. Zhiglov
Sent: 10/07/11 09:34 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server stoped with message "PreMinidumpCallback: updating 
dump comment"

 Hello! I have some TF2 servers with sourcemod plugins. Last time its got 
message "PreMinidumpCallback: updating dump comment" very often without reboot 
after that. Yearly this message appeared one or two time per week but in last 
mount I got it some times per day. I use stable release of Debian amd64 as 
server. How i should tune server configuration for prevent this message and 
stop service? Ready ask for any you questions. Thank, Dima 
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread hlds
Valve should first add some basic server side protection against some common 
hacks.

For example should be easy to block "100% crits" hacks like this one: 
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to 
decide when a a critical hit occurs,  but the server should validate the 
decision.

Most speedhacks also should be detected by server.


  - Original Message -
  From: bottige...@gmail.com
  Sent: 08/25/11 11:36 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
   
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?

Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people sprinkle our ban system with dynamic IPs which will inevitably
ban innocent users.

We've also recently dealt with another hacker here (Valve can confirm
they use the same IP address).

http://steamcommunity.com/profiles/76561198047123732 - primary cheating account
http://steamcommunity.com/profiles/76561198038410008

What was unusual about this is that he was using a name copy program
and the admin at that time was complaining he couldn't use the status
command. Is it possible to have the status command blocked somehow?
The cheater in question posted this youtube video on this hack forum.

http://casualhacks.net/forum/showthread.php?t=69

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Re: [hlds_linux] HLDS 1.6 exploit

2011-08-21 Thread hlds
If you're using beta see Alfred's messages, I think that there are some new 
CVARs to block this.

Otherwise the standard solution is to prevent downloads from server using 
sv_allowdownload 0 and to use the fast download server for custom resources. 
The problem in this case is to be sure that all custom resources are available, 
otherwise players won't be able to download them from server (no backup 
solution) and may be disconnected...

 
  - Original Message -
  From: C Szabo
  Sent: 08/21/11 09:51 PM
  To: alf...@valvesoftware.com, hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] HLDS 1.6 exploit
 
   
Hi, can you tell me how i can protect my server from this crash exploit? 
Im running the latest beta now, is that enough or do I have to change some of 
the new commands you added?


exec crash.cfg = crash

In the config:

"dlfile xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"dlfile cs_dust.wad";"dlfile torntextures.wad";"dlfile 
cstrike.wad";"dlfile decals.wad";"dlfile maps/de_dust2.bsp";"dlfile 
maps/de_nuke.bsp";"dlfile maps/de_inferno.bsp";"dlfile 
maps/de_train.bsp";"dlfile halflife.wad";"dlfile xeno.wad";"dlfile 
cs_dust.wad";"dlfile torntextures.wad";"dlfile cstrike.wad";"dlfile 
decals.wad";"dlfile maps/de_dust2.bsp";"dlfile maps/de_nuke.bsp";"dlfile 
maps/de_inferno.bsp";"dlfile maps/de_train.bsp";"dlfile halflife.wad";"dlfile 
xeno.wad";"

Re: [hlds_linux] A few questions configuration/choice cstrike 1.6

2011-08-19 Thread hlds
You're wrong.

A 1000 HZ kernel was required long time ago when the timers were based on 
jiffies (more jiffies per second => better accuracy for timers), but this is 
not true anymore because latest kernels have full support for high resolution 
timers. When I say "latest kernels" I mean a version newer than 2.6.28.1, 
because until this one the "select" and "pselect" functions (the first one 
being used by pingboost 3) where still handled by the main timing subsystem at 
a jiffy-level resolution.

 
  - Original Message -
  From: ics
  Sent: 08/19/11 01:47 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] A few questions configuration/choice cstrike 1.6
 
   
Kernel that euna on 100hz o 250 instead of 1000hz will consume less cpu but 
runs like crap. For example on tf2, ticktrate wont be higher than ~45 with 
250hz ans with 100hz on css, there is noticeable lag in the air. I'm not sure 
how this affects in cs 1.6.

-ics

- Alkuperäinen viesti -
> On Fri, Aug 19, 2011 at 9:01 AM, hs style  wrote:
> > 2. Debian 6.0 64 bit and 32 squeeze, what is the best kernel
> > 100/250/1000/ormorevalue ?
> 
> I'm wondering about this myself. Are there any differences running
> 1000tic server on 100/250/1000hz kernel? I'm using the debian stock
> kernel (250Hz) here
> 
> > 4. For counter-strike 1.6 server.cfg, these cvars exists ?:
> > sv_maxcmdrate, sv_mincmdrate and fps_max.
> > 5. If fps_max exists on server.cfg, what is the maximum value ?
> 
> sv_maxcmdrate, sv_mincmdrate don't exist on hlds but fps_max does,
> although hlds does not use it all. So it doesn't matter what set for
> fps_max, hlds will ignore it. Also
> https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
> 
> HLDS Servers use the CVAR sys_ticrate to control how many frames per
> second are rendered.
> SRCDS Servers use the CVAR fps_max to control how many frames per
> second are rendered.
> 
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[hlds_linux] Server Reputation

2011-08-11 Thread hlds
I observed today that some of my servers had exactly same reputation (a value 
greater than 10). After few hours the values were slightly different, but 
still not as they should (for example a server with more than 2 million points 
now has only 123000). Did anyone else notice this?

I check the reputation using Didrole's plugin 
(http://didrole.com/server_reputation), but I think that now there's also a 
SourceMod plugin for this.

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Re: [hlds_linux] fps_max 333 = high cpu usage

2011-08-08 Thread hlds
Debian's 2.6.32, recompiled with 100HZ timer frequency && preemptible kernel, 
without dynamic ticks, kernel debugging or any other patches.

 
  - Original Message -
  From: Marco Padovan
  Sent: 08/08/11 12:46 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] fps_max 333 = high cpu usage
 
   
What kind of kernel are you using?

Looks like the same problem of the other time affecting only realtime
preempt kernels :/
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Re: [hlds_linux] fps_max 333 = high cpu usage

2011-08-07 Thread hlds
Tested this on an empty server and I didn't see any difference bettwen 300 and 
333, same CPU usage being reported by htop (~8%, but I was expecting 0-1%).

 
  - Original Message -
  From: Marco Padovan
  Sent: 08/07/11 08:00 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] fps_max 333 = high cpu usage
 
   
What's currently the default fps_max value if not forced via command line?

66.67?

btw I was just reporting a problem that happens only when using specific
frame rates (333=bad, 300=ok, 500=ok) that COULD lead to similar
problems if the bug is ported also to the other "base" rate (66.66)...

I do not care if 66 is the best or of 300 is the worst... I'm just
reporting what I think could be something wrong...

Nobody confirm the problem?

It appear to be identical to the one that happened a few weeks ago with
the FPS limiter (in the case the problem was present on many more fps
values)...

Il 07/08/2011 18:06, Saul Rennison ha scritto:
> I hope you understand that the world is only simulated every tick, and ticks
> occur in suitable frames. A frame where a tick doesn't run is a waste of
> power (at least server side).
>
> In what way is he wrong?
>
> On Sunday, 7 August 2011, Björn Rohlén  wrote:
>> This is server fps, which has to do with ticks and rates in worldstates,
> and
>> you are also wrong, but that is another story.
>>
>> -TheG
>>
>> On Sun, Aug 7, 2011 at 3:13 PM, Michael Johansen  wrote:
>>
>>> Just thought i'd share something. Running with high fps doesn't do
> anything
>>> positive. fps_max 66.67 is enough and it is the best (if it is stable)
>>>
 Date: Sun, 7 Aug 2011 08:57:43 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] fps_max 333 = high cpu usage

 This is the Linux server list... my pc is powerful enough but don't
> know
 who cares about how fast is my PC as I do not play TF2...
 I just run servers on servers boxes.

 Il 07/08/2011 05:55, Bruno Garcia ha scritto:
> I'd advice you if you don't know about the subject remove the fps_max
>>> flag,
> as it will play against you.
> Also, 333 isn't a good number. Try using fps_max 100 instead, it's
>>> better if
> you have a slower PC.
>
> On Sat, Aug 6, 2011 at 5:42 PM, Marco Padovan  wrote:
>
>> Something is still broken into the fps limiter:
>>
>> while having the fps_max set to 300 cpu load while the server is
> empty
>>> is
>> ok
>>
>> with fps_max set to 333 cpu load stay high (same as when the server
> is
>> full) even with empty servers
>>
>> fps_max set to 0 (resulting costantly within the 497.30 ~ 497.70 fps
>> range) cpu usage is nearly zero when the server is empty.
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 ___
 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlds_linux] tf2 crashes

2011-08-01 Thread hlds
I don't think you can have a stable server without changing the map every few 
hours, this because the engine keeps the current/map time into a float variable 
and after a while adding very small values to it won't do nothing...

No crashes after banning Dr. G weapons...

 
  - Original Message -
  From: srcds admin
  Sent: 08/01/11 07:03 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] tf2 crashes
 
   
Still crashing like crazy... even with new weps banned and no map changing
(24/7 map) It was stable before this last update but it seems to have
gotten worse with all the weird physics errors and consequent wrecks. 




On Mon, 1 Aug 2011 18:20:56 +0300, "Bajdechi \"Nightbox\" Alexandru"
 wrote:
> I hope so.
> 
> 2011/8/1 Eric Riemers 
> 
>>
>> Although the storm of mails have halted a bit.
>> I still see crashes which actually stop my server from restarting. This
>> was
>> still ongoing by valve right?
>>
>> Eric
>>
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Re: [hlds_linux] errorlevels for hldsupdatetool

2011-07-30 Thread hlds
You don't need the exit code.

 1) screen -A -dmS update /bin/bash
 2) screen -r ...
 3) ./steam -command update -game cstrike ...
 4) Ctrl + A, then D
 ...
 5) screen -r ...

- Original Message -
From: Rikard Bremark
Sent: 07/30/11 10:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] errorlevels for hldsupdatetool

 does anyone now if hldsupdatetool exits with some sort of errorlevel? running 
debian and having a bit of a problem. iwe got a update script that looks like 
this #!/bin/sh cd /home/hlds/uphlds/ screen -AmdS update ./steam -command 
update -game cstrike -dir /home/hlds/servers/wc3ft -verify_all -retry -beta 
hlbeta screen -r update (just so i can watch over the update or if i loose 
connection to the server with putty) but when the update is done the steam 
software is terminated (when i think of it now, every time the steam software 
exits the update went well right?) the screen session terminates as well. I 
have tried different solutions but nothing has workt to keep the screen session 
alive. Either way, i want the screen session not to be terminated, and frankly 
i would want (not requesting) a script that does updates for all my servers on 
the specific machine but with that i think i need errorlevels to see if the 
update was successful or not, am i right? At least i need to restart the update 
for the specific server if someone or they all fails (easiest with one update 
script for each server running parallel?) I'm a complete beginner in this sort 
of things, at least on unix/linux systems. -- //Rikard 'Zapy' Bremark 
ComHem AB - http://www.comhem.se Warzone.nu - http://www.warzone.nu Warzone 
Short Valley rikard.brem...@warzone.nu z...@warzone.nu 
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Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?

2011-07-26 Thread hlds
I doubt that Valve took any measures regarding infinite free accounts.

 Currently is quite impossible to ban a F2P player because it can create 
anytime a new account and in some countries most of them have dynamic IPs.

- Original Message -
From: AnAkIn .
Sent: 07/27/11 02:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free to Play - Infinite piles of cheaters and 
griefers?

 There is a very popular public cheat that people are using since months (I 
know some people who are using it since April - no VAC bans) and is still not 
VAC detected. I have already reported it to Valve few weeks ago, and they still 
haven't done anything. There are new people using it on my servers every day. 
One of them is creating a new steam account every time I ban him, he then comes 
back and start cheating again. I'm afraid these "infinite free accounts" 
measures that Valve has taken according to the F2P FAQ are totally useless. 
2011/6/26 AnAkIn .  > You can still use DBlocker against 
cheaters, even if it won't detect all of > them, it will detect some. > > 
http://dblocker.didrole.com/ > > > 2011/6/24 msleeper 
 > >> I would pay top dollar* for a SM plugin 
that disables shit like voice >> chat and sprays for free accounts. Or a cvar 
that disallows free >> accounts from joining the server. I think there is 
already 1 plugin >> that kicks them. >> >> * I will not pay any money for 
plugins, ever. >> >> > On Fri, Jun 24, 2011 at 3:39 AM, Matt 
 wrote: >> >> Besides the fact that VAC is crap and 
doesn't work for an inordinately >> large >> >> amount of cheating/hacking we 
see on our servers, what about all the >> bans in >> >> our sourcebans database 
against griefers, who aren't eligible for a VAC >> ban, >> >> or the racist 
douchebags we permban on a daily basis? What about the >> people >> >> who 
spray porn and goatse all over our servers while we attempt to keep >> the >> 
>> activity on our servers at least slightly above the retard line? >> >> >> >> 
I guess the good sourcemod devs are going to have to get together to >> find a 
>> >> way of identifying new ways to ban people based on what information it >> 
is >> >> possible to gather about a person's computer that is unique (or at >> 
least >> >> close enough to unique). >> >> >> >> --Matt >> >> >> >> On 
06/24/2011 01:30 AM, Richard Eid wrote: >> >>> >> >>> In the FAQ, Valve 
mentioned that they're working on something to >> battle >> >>> this. My guess 
is that they'll probably try to track the patterns of >> >>> people >> >>> who 
start to do this, so the system can quickly recognize those same >> >>> 
patterns in the future and be a little more proactive instead of >> reactive. 
>> >>> I think Steam Guard could help a little here, too. IP addresses can >> 
>>> easily >> >>> be changed, new free accounts can be made, etc... But Steam 
Guard is >> tied >> >>> to your PC so it could(maybe) be used to verify clients 
on your >> server. >> >>> People only have so many PCs they can use. >> >>> >> 
>>> Either way, I'm sure we'll be filled in on the details as soon as >> Valve 
>> >>> has >> >>> something to announce. >> >>> >> >>> -Richard Eid >> >>> >> 
>>> >> >>> On Fri, Jun 24, 2011 at 2:15 AM, Flubber wrote: 
>> >>> >>  You keeding, we got VAC, the most powerful tools against 
cheating. :D >>  >>  2011/6/24 Octo >> 
 >> > I always felt like we saw a surge in cheaters and griefers 
directly >> > after >>  >>  a >> > >> > super cheap sale of 
TF2. Now that TF2 has went Free to Play is >> there >>  >>  going >> 
> >> > to be anything to try to limit how many steam accounts a cheater 
can >>  >>  create? >> > >> > >> > 
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edit your list preferences, or view the list >> archives, >>  please visit: 
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http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> >> >> > >> > >> > 
>> > -- >> > Michelle Sleeper >> > http://www.ThinkingWithPortals.com/ >> > 
Portal 2 Mapping Community >> > >> >> 
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Re: [hlds_linux] Still freezin' babe!

2011-07-21 Thread hlds
Current TF2 version has a bug which cause an infinite loop.

Probably the server tries forever to re-attach a sapper to a sentry, but so far 
I've failed to reproduce this. Anyway Valve has some backtraces, maybe they 
will fix the bug...

- Original Message -
From: Saint K.
Sent: 07/21/11 04:45 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Still freezin' babe!

 Just for the heck of sounding like a broken record. Our servers are still 
freezing up at random. I've tested it without mods, same results. Interesting 
detail still is that it's just a couple of servers which, as said before, *all* 
run from the same directory and configs. The only difference is their port 
numbers. A few of em crash all the time, and a few of em don't crash at 
all. The server freezes up and we need to kill the process and then start 
up the server again. This pattern has been here from a few updates back, and I 
still think it has something to do in relation to the steam servers. Almost 
every time a server crashes there is either problems with friends, or loudouts 
not working etc. Each and every single time there is *something* wrong in the 
steam backend. *gives the record another spin* P.s. Yea, we killed replay ages 
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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread hlds
Edit the script used for starting the server and add "ulimit -c 2097152" 
(without quotes). Then wait for another crash, use "thread apply all bt" 
again...

- Original Message -
From: E3pO
Sent: 07/14/11 09:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My Server keeps crashing non stop.

 Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: 
Motherboard physical id: 0 *-memory description: System memory physical id: 0 
size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel 
Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: 
-0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits 
Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron 
 wrote: > grr typo' > > CPU is 2 of them at 3.06gig each. > 
> > On Thu, Jul 14, 2011 at 7:47 AM, clad iron  wrote: > > 
> i have seen this on a Ubuntu server. it's happened 3 times with in about > 3 
> > weeks. > > Ram is fine. Each time i was messing with it,i was working on 
the relay > > stuff. ( thats not saying that the relay was the issue) > > > > 6 
gig ram > > 2 - 3.6gig Xeon CPU > > 32bit Ubuntu 10 > > > > Is yours 32bit ? > 
> > > > > > > On Thu, Jul 14, 2011 at 12:26 AM, E3pO  wrote: > 
> > >> Memory is fine, i ran memory tests before setting up the server. That > 
>> shouldn't be the issue, :\. > >> > >> Just crashed again.. > >> > >> 
-- > >> CRASH: Thu Jul 14 00:35:20 
EDT 2011 > >> Start Line: ./srcds_linux -debug -console -game tf +ip 
65.18.168.205 > +port > >> 27015 +map surf_supersurf_v2 +maxplayers 32 > >> 
[New Thread 8713] > >> [New Thread 8716] > >> [New Thread 8723] > >> [New 
Thread 8726] > >> [New Thread 8749] > >> [New Thread 8711] > >> [New Thread 
8717] > >> [New Thread 8714] > >> [New Thread 8715] > >> [New Thread 8712] > >> 
[New Thread 8724] > >> #0 0x00811602 in ?? () > >> No symbol table info 
available. > >> eax 0xf0 240 > >> ecx 0x0 0 > >> edx 0x2 2 > >> ebx 0xafb10acc 
-1347351860 > >> esp 0xafa3ad20 0xafa3ad20 > >> ebp 0xafa3ad58 0xafa3ad58 > >> 
esi 0x0 0 > >> edi 0x0 0 > >> eip 0x811602 0x811602 > >> eflags 0x10202 [ IF RF 
] > >> cs 0x73 115 > >> ss 0x7b 123 > >> ds 0x7b 123 > >> es 0x7b 123 > >> fs 
0x0 0 > >> gs 0x33 51 > >> End of Source crash report > >> 
-- > >> > >> (gdb) core core > >> 
BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: > >> 
expected core file size >= 496525312, found: 1040384. > >> [New Thread 8713] > 
>> [New Thread 8716] > >> [New Thread 8723] > >> [New Thread 8726] > >> [New 
Thread 8749] > >> [New Thread 8711] > >> [New Thread 8717] > >> [New Thread 
8714] > >> [New Thread 8715] > >> [New Thread 8712] > >> [New Thread 8724] > >> 
Failed to read a valid object file image from memory. > >> Core was generated 
by `./srcds_linux -debug -console -game tf +ip > >> 65.18.168.205 +port 27015 
+map surf_'. > >> Program terminated with signal 11, Segmentation fault. > >> 
#0 0x00811602 in ?? () > >> (gdb) thread apply all bt > >> > >> Thread 11 
(Thread 8724): > >> #0 0xb77a5430 in ?? () > >> Cannot access memory at address 
0xab8d6e4c > >> > >> Thread 10 (Thread 8712): > >> #0 0xb77a5430 in ?? () > >> 
Cannot access memory at address 0xb7023214 > >> > >> Thread 9 (Thread 8715): > 
>> #0 0xb77a5430 in ?? () > >> Cannot access memory at address 0xaf3f1214 > >> 
> >> Thread 8 (Thread 8714): > >> #0 0xb77a5430 in ?? () > >> Cannot access 
memory at address 0xaf4f2214 > >> > >> Thread 7 (Thread 8717): > >> #0 
0xb77a5430 in ?? () > >> Cannot access memory at address 0xaf1ef214 > >> > >> 
Thread 6 (Thread 8711): > >> #0 0xb77a5430 in ?? () > >> Cannot access memory 
at address 0xafa3b210 > >> > >> Thread 5 (Thread 8749): > >> #0 0xb77a5430 in 
?? () > >> Cannot access memory at address 0xae4270f4 > >> > >> Thread 4 
(Thread 8726): > >> #0 0xb77a5430 in ?? () > >> Cannot access memory at address 
0xaab35084 > >> > >> Thread 3 (Thread 8723): > >> #0 0xb77a5430 in ?? () > >> 
Cannot access memory at address 0xad4252f0 > >> > >> Thread 2 (Thread 8716): > 
>> #0 0xb77a5430 in ?? () > >> Cannot access memory at address 0xaf2f0214 > >> 
> >> Thread 1 (Thread 8713): > >> #0 0x00811602 in ?? () > >> Cannot access 
memory at address 0xafa3ad20 > >> (gdb) > >> > >> It would be great if someone 
can help me out with this. It's really > >> killing > >> the players... filling 
up to the top and then only having 20 or so come > >> back. > >> > >> On Wed, 
Jul 13, 2011 at 7:33 PM, Tony Paloma  >> >wrote: > >> 
> >> > Hardware problem? Run a memory testing tool and let it go all day. > >> 
> > >> > -Original Message- > >> > From: 
hlds_linux-boun...@list.valvesoftware.com > >> > 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO > >> > 
Sent: Wednesday, July 13, 2011 4:16 PM > >> > To: Half-Life dedicated Linux 
server mailing list > >> > Subject: Re: [hlds_linux] My Server k

Re: [hlds_linux] TF2 sv_pure conflicts

2011-07-13 Thread hlds
Yes, I also have this problem.

 sv_pure 1 is a must have because otherwise some players may use custom sounds 
for cloak and uncloak actions. Hilarious, in a month 12 kicks had as cause the 
spy_cloak.wav file, while 82 were caused by other files, like demoman.cfg, 
motd_entries.txt, mani_logo.vmt, heavyweapons.cfg etc...

- Original Message -
From: Daniel G
Sent: 07/14/11 01:11 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 sv_pure conflicts

 Hi, I've noticed some problems with a TF2 server running sv_pure 1. If I play 
on others server running sv_pure 1 then diconnect and connect to my server 
which is also running sv_pure 1 I'll get disconnected with the following 
message: Disconnect: Pure server: client has loaded extra file 
[GAME]\cfg\autoexec.cfg. File must be removed to play on this server. If I set 
sv_pure_kick_clients to 0 I'll get the following warnings in my console 
Warning: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg. 
File must be removed to play on this server. Warning: Pure server: client has 
loaded extra file [GAME]\cfg\pyro.cfg. File must be removed to play on this 
server. Warning: Pure server: client has loaded extra file 
[GAME]\cfg\motd_entries.txt. File must be removed to play on this server. 
Warning: Pure server: client has loaded extra file 
[GAME]\cfg\server_blacklist.txt. File must be removed to play on this server. 
Warning: Pure server: client has loaded extra file [GAME]\cfg\myconf.cfg. File 
must be removed to play on this server. Warning: Pure server: client has loaded 
extra file [MOD]\cfg\config.cfg. File must be removed to play on this server. 
Also I'm using a welcome sound + mapvote sound, both get downloaded again but 
will result in a corrupted file. The only way to join my server again is by 
restarting TF2. Is anyone else having this problems? 
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Re: [hlds_linux] Server crashes are back?

2011-07-07 Thread hlds
You must provide a backtrace to get help.

 Add the "-debug" command line argument and set the maximum size of core files. 
For example I use a bash script which looks like this:

 ulimit -c 1048576
 export RDTSC_FREQUENCY="2666.00"
 ./srcds_run -game tf ...

 When the server crashes a core file will be created. Use gdb to get the 
backtrace:

 gdb ./srcds_linux 

 then type "bt"


- Original Message -
From: Saint K.
Sent: 07/07/11 10:34 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server crashes are back?

 Our servers keep on crashing atm. Noone else seeing the error below, or has 
any clue where it can originate from? Saint K. 
 From: 
hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net] Sent: 07 July 2011 14:00 To: Half-Life dedicated 
Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? 
I've caught an error; mrblonde:~# terminate called after throwing an instance 
of 'std::bad_alloc' what(): std::bad_alloc PreMinidumpCallback: updating dump 
comment Uploading dump (in-process) [proxy ''] 
/tmp/dumps/crash_20110707135954_1.dmp success = yes response:   500 Internal Server 
Error  Internal Server Error The server 
encountered an internal error or misconfiguration and was unable to complete 
your request. Please contact the server administrator, 
webmaster@localhost and inform them of the time the error occurred, and 
anything you might have done that may have caused the error. More 
information about this error may be available in the server error log.  
Apache/2.2.14 (Ubuntu) Server at crash.steampowered.com Port 
80  Using breakpad crash handler Setting breakpad 
minidump AppID = 440 Forcing breakpad minidump interfaces to load Looking up 
breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit 
Installing breakpad exception handler for appid(440)/version(4617) Looking up 
breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit 
terminate called after throwing an instance of 'std::bad_alloc' what(): 
std::bad_alloc PreMinidumpCallback: updating dump comment Uploading dump 
(in-process) [proxy ''] /tmp/dumps/crash_20110707140047_1.dmp success = yes 
response:   
500 Internal Server Error  Internal Server 
Error The server encountered an internal error or misconfiguration and 
was unable to complete your request. Please contact the server 
administrator, webmaster@localhost and inform them of the time the error 
occurred, and anything you might have done that may have caused the error. 
More information about this error may be available in the server error 
log.  Apache/2.2.14 (Ubuntu) Server at crash.steampowered.com 
Port 80  Any idea's what that is about? Saint K. 
 From: 
hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net] Sent: 07 July 2011 13:07 To: Half-Life dedicated 
Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? 
This doesn't make much sense. Servers are crashing now again, but at random and 
they run in the background so it's hard to catch a backtrace or anything. I'll 
get one server to the front, hope it crashes at some point when I'm looking at 
it. A thing I notice is that the servers also drop off the quickplay system at 
random. Related? Saint K.  From: 
hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net] Sent: 06 July 2011 23:38 To: Half-Life dedicated 
Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? 
I'll look out for them, however for some reason the crashing seems to have 
stopped somewhere during the afternoon. Saint K. 
 From: 
hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com 
[h...@gmx.com] Sent: 06 July 2011 23:20 To: Half-Life dedicated Linux server 
mailing list Subject: Re: [hlds_linux] Server crashes are back? Can you post a 
backtrace? - Original Message - From: Saint K. Sent: 07/06/11 04:33 PM 
To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Server 
crashes are back? After having ran a few day's completely stable (with replay 
off), our servers suddenly start to randomly crash again as of today, this time 
they don't freeze but get rebooted correctly again. Nothing has changed from 
our side, still running that old .so file because we haven't applied that 
optional update from last night. Anyone else seeing this? Saint K. 
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Re: [hlds_linux] Server crashes are back?

2011-07-06 Thread hlds
Can you post a backtrace?
- Original Message -
From: Saint K.
Sent: 07/06/11 04:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server crashes are back?

 After having ran a few day's completely stable (with replay off), our servers 
suddenly start to randomly crash again as of today, this time they don't freeze 
but get rebooted correctly again. Nothing has changed from our side, still 
running that old .so file because we haven't applied that optional update from 
last night. Anyone else seeing this? Saint K. 
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Re: [hlds_linux] Ghosts on server

2011-06-30 Thread hlds
Try these until Valve fixes the problem:

 sv_master_legacy_mode 1
 setmaster add 72.165.61.153:27015
 setmaster add 63.234.149.83:27011
 setmaster add 63.234.149.90:27011
- Original Message -
From: daniel jokiaho
Sent: 06/30/11 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Ghosts on server

 Today when i wake up to go to work i noticed i have two ghosts on my tf2 
server. I have no source tv. No replay. Server.cfg is almost default. How can i 
get rid of them, without restart. My server is almost always full. 
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Re: [hlds_linux] Replay issues

2011-05-23 Thread hlds
There are two methods to enable the replay system:

a) From server's command line (using -replay or +exec replay.cfg). The 
advantage is that the replay is enabled for the first map, but the disadvantage 
is that the bot is not visible to outside world (is not included into A2S_INFO 
response packets).
b) From server's config file. The disadvantage in this case is that the replay 
is not enabled for the first map (so you must reload the map after the server 
is started), but the bot is visible to outside world (is included into A2S_INFO 
response packets).

There are two problems with the first method:

a) The bot is connected to server, it is using a slot, but is not visible to 
outside world. This cause problems to any plugin which manage the reserved 
slots, because it adjusts the sv_visiblemaxplayers cvar thinking that the 
outside clients see X connected players, while in reality they see X-1 
connected players.

b) The bot is not visible to outside world, but the number of bots is reported 
correctly. So when there's a player + replay bot, from outside a TF2 client 
sees only the player, but knows that there's one bot => the player is a bot :D 
And in TF2 bots are not visible (a 24 slot server with 10 bots is displayed as 
having 0 players and 14 slots).

  - Original Message -
  From: Saint K.
  Sent: 05/23/11 07:29 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Replay issues
 
   
Hi,

I might have missed this, but I can't find the current status on the reported 
replay issues.

We still experience the issue when the replay bot is not recording, and a user 
joins, the user it placed in the replay slot and made invisible to the server 
browser. In effect, a server with 1 user not recording will show 0/0.

Also the slot doesn't hide properly, so we're currently unable to use our 
reserved slots properly(we have them hidden and have our users console connect, 
and non-reserved slot users can still use the auto join feature).

Anyone know what the status is on this, or did I miss a few work-arounds?

Cheers,

Saint K.

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread hlds
The local publish job is executed into server's main thread instead of being 
executed in a different one.

 This is not such a huge problem because the files are small, but the 
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which 
simply blocks the server for 0.5 seconds. This every 10-30 seconds.

 I have no idea why Valve did this (the sleep is called after a file is deleted 
and before is verified if the file still exists), but until they fix the 
problem you can patch the replay.so library.

 Use a hex editor (http://mh-nexus.de/en/hxd/  for example) and search for

 C7 04 24 F4 01 00 00 E8 45 EB FD FF

 Replace the bytes with

 90 90 90 90 90 90 90 90 90 90 90 90

 This should fix the lag problem for Linux servers. I don't guarantee that 
there are no side effects, but seems to work ok on my public server.

As I understood from SPUF they know that for Linux servers the job is executed 
into main thread and will provide a fix next week. But is Valve, next week is a 
relative term...

- Original Message -
From: Ronny Schedel
Sent: 05/07/11 10:44 AM
To:  hlds_linux@list.valvesoftware.com 
Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg  This is 
taken from an empty server, just me standing still and taking a replay. The 
replay is recorded locally, no FTP transfer. You can see the lag spike in the 
net graph clearly. Best regards Ronny Schedel 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Mark (HLDS)
Oh my god is there a cl_nohats command?  I could weep tears of joy, I'm so
sick of hats and the like in TF2.  The new weapons are fine, but the
cosmetic
stuff I'd love to be able to shut off.  I'll be in suspense until I can get
home to
try this out.



2011/2/22 Björn Rohlén 

> Oops! Seems someone yet again forgot the client-side command that we all
> have longed for since a certain update in the recent past.
>
> cl_nohats 1
>
> It is ridiculous you have to change a bunch client-side on every update to
> get rid of all the totally useless and GAME CHANGING (in a VERY NEGATIVE
> WAY) items, that are hats.
>
> Best would, of course, if we as server-operators could use sv_vanilla 1 too
> so we could make sure the players do not have a bunch of useless stuff on
> their screens -- but that, sadly, feels less likely :'(
>
> Oh well, perhaps next time!
>
> -The G
>
> On Tue, Feb 22, 2011 at 10:09 PM, Jason Ruymen  >wrote:
>
> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat: Source and Half-Life 2: Deathmatch are now available.  The
> specific
> > changes include:
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed a server crash exploit caused by malformed network packets.
> >
> > Counter-Strike: Source
> > - Updated De_Inferno.
> >   - Community fixes.
> >
> > Team Fortress 2
> > - Fixed the Amputator and the Crusader's Crossbow healing teammates that
> > have the Equalizer as their active weapon.
> > - Updated the Red team skin for the Fists of Steel.
> >
> > Jason
> >
> >
> > ___
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Re: [hlds_linux] servers crashed/rebooted at around 12:00 EST

2010-09-14 Thread hlds

No crashes here, fully loaded server with both meta and sm plugs. 


On Tue, 14 Sep 2010 06:11:50 +, Harry Strongburg 
wrote:
> On Tue, Sep 14, 2010 at 01:46:35AM -0400, clad iron wrote:
>> After looking into this, i have question for everyone that is having
this
>> same problem.   ( windows and linux )
>> We run sourcemod, can anyone else having these problems verify they run
>> sourcemod also ?
>> I found this in our logs which is timed the same time all the servers
>> went
>> down. Just so happens this server got stuck on the update.
> 
> I run Sourcemod 1.3.4 and MM:S 1.8.3. I don't any any vanilla TF2 
> servers. I could try running a vanilla one, but I think it happens on 
> vanilla too (RE: SourceOP "no mods" Arena server crashing; they do not 
> have SM or MM installed as far as I can see).
> 
> Oh, and it just happened to me again for the third time this week, 
> second time this day, woohoo! http://hlds.pastebin.com/QjwmtrZP (It just

> stopped printing at "529468 /li").
> 
> Really crappy.
> 
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Re: [hlds_linux] How to start Source TV on CSS

2010-08-15 Thread hlds
Ok, now a second Server with the same Slots is online. Is this correct ?

When I start now the Source TV Server, not the Game or Relay, it comes this:

Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
WARNING: NNET_OpenSocket: bind: Permission denied
Couldn't allocate dedicated SourceTV UDP port
Add "-debug" to the ./srcds_run command line to generate a debug.log to help 
with solving this problem
Sa 14. Aug 10:02:53 CEST 2010: Server restart in 10 seconds


In the autoexec.cfg I have this:

tv_port xx.xx.xx.xx:27060
tv_name "TORONTO-TV"
tv_relay xx.xxx.xx.xx:28215
tv_password esl""
tv_relaypassword ""
tv_autorecord 0
tv_delay 90
tv_dispatchmode 1
tv_maxrate 5000
tv_snapshotrate 16
tv_transmitall 1
 Original-Nachricht 
> Datum: Sat, 14 Aug 2010 10:45:44 +0300
> Von: Oleg Koshmeliuk 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] How to start Source TV on CSS

> +tv_port 28215 must be in commandline
> use tv_status to see stv port.
> 
> 2010/8/14 
> 
> > Hello,
> >
> > I want to have Source TV on a CSS Server.
> >
> > I have add in the server.cfg this:
> >
> > tv_enable 1
> > tv_port 28215
> > tv_autorecord 0
> > tv_debug 0
> > tv_delay 60
> > tv_dispatchmode 1
> > tv_maxclients 100
> > tv_maxrate 3500
> > tv_name "Toro.TV - Port: 28215"
> > tv_overrideroot 0
> > tv_password ""
> > tv_relaypassword ""
> > tv_snapshotrate 20
> >
> > The Port from the Relay is now 28215 or ?
> >
> > But when I start the Gameserver, on the Gameserver is a Client with the
> > Name Toro.TV. but no relay on port 28215
> >
> >
> >
> > How can I get an Source TV here ?
> >
> > Thanks for help
> > --
> > GMX DSL SOMMER-SPECIAL: Surf & Phone Flat 16.000 für nur 19,99
> ¿/mtl.!*
> > http://portal.gmx.net/de/go/dsl
> >
> > ___
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> > please visit:
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> >
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Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief!  
Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail

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Re: [hlds_linux] How to start Source TV on CSS

2010-08-14 Thread hlds
Ok, now a second Server with the same Slots is online. Is this correct ?

When I start now the Source TV Server, not the Game or Relay, it comes this:

Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
WARNING: NNET_OpenSocket: bind: Permission denied
Couldn't allocate dedicated SourceTV UDP port
Add "-debug" to the ./srcds_run command line to generate a debug.log to help 
with solving this problem
Sa 14. Aug 10:02:53 CEST 2010: Server restart in 10 seconds


In the autoexec.cfg I have this:

tv_port xx.xx.xx.xx:27060
tv_name "TORONTO-TV" 
tv_relay xx.xxx.xx.xx:28215
tv_password esl"" 
tv_relaypassword "" 
tv_autorecord 0 
tv_delay 90 
tv_dispatchmode 1
tv_maxrate 5000 
tv_snapshotrate 16
tv_transmitall 1



 Original-Nachricht 
> Datum: Sat, 14 Aug 2010 10:45:44 +0300
> Von: Oleg Koshmeliuk 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] How to start Source TV on CSS

> +tv_port 28215 must be in commandline
> use tv_status to see stv port.
> 
> 2010/8/14 
> 
> > Hello,
> >
> > I want to have Source TV on a CSS Server.
> >
> > I have add in the server.cfg this:
> >
> > tv_enable 1
> > tv_port 28215
> > tv_autorecord 0
> > tv_debug 0
> > tv_delay 60
> > tv_dispatchmode 1
> > tv_maxclients 100
> > tv_maxrate 3500
> > tv_name "Toro.TV - Port: 28215"
> > tv_overrideroot 0
> > tv_password ""
> > tv_relaypassword ""
> > tv_snapshotrate 20
> >
> > The Port from the Relay is now 28215 or ?
> >
> > But when I start the Gameserver, on the Gameserver is a Client with the
> > Name Toro.TV. but no relay on port 28215
> >
> >
> >
> > How can I get an Source TV here ?
> >
> > Thanks for help
> > --
> > GMX DSL SOMMER-SPECIAL: Surf & Phone Flat 16.000 für nur 19,99
> ¿/mtl.!*
> > http://portal.gmx.net/de/go/dsl
> >
> > ___
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> > please visit:
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> >
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[hlds_linux] How to start Source TV on CSS

2010-08-14 Thread hlds
Hello,

I want to have Source TV on a CSS Server. 

I have add in the server.cfg this:

tv_enable 1 
tv_port 28215
tv_autorecord 0 
tv_debug 0
tv_delay 60
tv_dispatchmode 1
tv_maxclients 100
tv_maxrate 3500
tv_name "Toro.TV - Port: 28215"
tv_overrideroot 0
tv_password ""
tv_relaypassword ""
tv_snapshotrate 20

The Port from the Relay is now 28215 or ?

But when I start the Gameserver, on the Gameserver is a Client with the Name 
Toro.TV. but no relay on port 28215



How can I get an Source TV here ? 

Thanks for help
-- 
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Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available

2010-07-07 Thread hlds
maybe... but -autoupdate doesnt work here 

Did anyone have the same problem with -autoupdate ? 



 Original-Nachricht 
> Datum: Wed, 7 Jul 2010 08:58:52 -0400
> Von: "Miano, Steven M." 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] Counter-Strike: Source and Team Fortress2   
> Update  Available

> I'm also seeing the client crash when using the flashlight. The server
> seems fine so far.
> 
> "h...@gmx.de"  wrote:
> 
> 
> -autoupdate dont work anymore..
> 
> 
>  Original-Nachricht 
> > Datum: Tue, 6 Jul 2010 20:11:01 -0700
> > Von: Jason Ruymen 
> > An: \'Half-Life dedicated Linux server mailing list\'
> , "\'h...@list.valvesoftware.com\'"
> , "\'hlds_annou...@list.valvesoftware.com\'"
> 
> > Betreff: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update 
>  Available
> 
> > A required update for Counter-Strike: Source is now available.  The
> > specific changes are:
> >
> > - Fixed incorrect stat collection by forcing all dedicated servers to
> > update to the new version
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> --
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Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available

2010-07-07 Thread hlds
-autoupdate dont work anymore.. 


 Original-Nachricht 
> Datum: Tue, 6 Jul 2010 20:11:01 -0700
> Von: Jason Ruymen 
> An: \'Half-Life dedicated Linux server mailing list\' 
> , "\'h...@list.valvesoftware.com\'" 
> , "\'hlds_annou...@list.valvesoftware.com\'" 
> 
> Betreff: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update   
> Available

> A required update for Counter-Strike: Source is now available.  The
> specific changes are:
> 
> - Fixed incorrect stat collection by forcing all dedicated servers to
> update to the new version
> 
> Jason
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Day of Defeat: Source Update

2010-05-26 Thread hlds
I have failures... many many failures since last update:


Attemped to precache unknown particle system "blood_impact_red_01"!
Attemped to precache unknown particle system "blood_impact_green_01"!
Attemped to precache unknown particle system "blood_impact_yellow_01"!
Attemped to precache unknown particle system "slime_splash_01"!
Attemped to precache unknown particle system "slime_splash_02"!
Attemped to precache unknown particle system "slime_splash_03"!
ConVarRef sm_vbac_sb doesn't point to an existing ConVar
SetConVar: No such cvar ( sm_vbac_sb set to 1), skipping
ConVarRef dog_bonus_round doesn't point to an existing ConVar
SetConVar: No such cvar ( dog_bonus_round set to 1.09SM), skipping
ConVarRef sourcemod_version doesn't point to an existing ConVar
SetConVar: No such cvar ( sourcemod_version set to Eisbaer-Version), skipping
No pure server whitelist. sv_pure = 0
SOLID_VPHYSICS static prop with no vphysics model! 
(models/props_crates/tnt_bunch2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! 
(models/props_crates/tnt_bunch2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! 
(models/props_crates/tnt_bunch1.mdl)
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : ground/flash_ground_blend
- Surface center : -71 -1234 -296
Warning: WorldTwoTextureBlend found on a non-displacement surface (material: 
ground/flash_ground_blend). This wastes perf for no benefit.
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : rubble/blend_donner_rubble1_dirtfloor013a
- Surface center : 2312 -328 -272
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : rubble/blend_muddyrubble001
- Surface center : 67 -617 -280
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : stone/blendcobbledirt001a_argentan
- Surface center : 1285 245 -336
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : stone/blendcobbledirt001a_avalanche
- Surface center : 212 -1655 -352
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : stone/blendcobbledirt001a_nodetail
- Surface center : -104 -2218 -392
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/dod_jagd/stone/blendcobbledirt002a_1280_-2032_-368
- Surface center : 2570 1093 -368
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/dod_jagd/stone/blendcobbledirt002a_2064_64_-288
- Surface center : 2344 -64 -312
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/dod_jagd/stone/blendstonedirt001a_376_-1376_-288
- Surface center : 426 -1290 -352



Attemped to precache unknown particle system "blood_impact_red_01"!
Attemped to precache unknown particle system "blood_impact_green_01"!
Attemped to precache unknown particle system "blood_impact_yellow_01"!
Attemped to precache unknown particle system "slime_splash_01"!
Attemped to precache unknown particle system "slime_splash_02"!
Attemped to precache unknown particle system "slime_splash_03"!
ConVarRef sm_vbac_sb doesn't point to an existing ConVar
SetConVar: No such cvar ( sm_vbac_sb set to 1), skipping
ConVarRef dog_bonus_round doesn't point to an existing ConVar
SetConVar: No such cvar ( dog_bonus_round set to 1.09SM), skipping
ConVarRef sourcemod_version doesn't point to an existing ConVar
SetConVar: No such cvar ( sourcemod_version set to Eisbaer-Version), skipping
No pure server whitelist. sv_pure = 0
SOLID_VPHYSICS static prop with no vphysics model! 
(models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! 
(models/props_debris/floor_rubble2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (mode

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Re: [hlds_linux] Team Fortress 2 Update Available

2010-05-20 Thread hlds
Hmm, why it dont work with this:

./srcds_run -console -game tf +ip xx.xxx.xxx.xxx -port 27015 +maxplayers 20 
+map ctf_2fort -tickrate 100 -tvmasteronly +exec server.cfg -autoupdate


With your command it works

 Original-Nachricht 
> Datum: Thu, 20 May 2010 22:13:31 -0700
> Von: Alexander Baade 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] Team Fortress 2 Update Available

> Am I missing something? There have been a number of people complaining
> about
> -autoupdate not working, it seems to be working fine for me.
> 
> Here is my startup line if it matters
> 
> chrt -r 20 ./srcds_run -console -game tf -autoupdate -port 27015
> -maxplayers
> 32 +map ctf_2fort
> 
> On Thu, May 20, 2010 at 10:05 PM,  wrote:
> 
> > Every Day an TF2 Update
> >
> > and WHEN will be fixed -autoupdate 
> >
> > This dont work ! :(
> >
> >
> >  Original-Nachricht 
> > > Datum: Thu, 20 May 2010 17:25:03 -0700
> > > Von: Jason Ruymen 
> > > An: \'Half-Life dedicated Linux server mailing list\' <
> > hlds_linux@list.valvesoftware.com>, "\'h...@list.valvesoftware.com\'" <
> > h...@list.valvesoftware.com>, "\'hlds_annou...@list.valvesoftware.com\'"
> <
> > hlds_annou...@list.valvesoftware.com>
> > > Betreff: [hlds_linux] Team Fortress 2 Update Available
> >
> > > A required update for Team Fortress 2 is now available.  Please run
> > > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > Added new community weapons and hats.
> > > Updated CP_Gorge
> > >- Added nobuilds to the awnings outside BLU's forward spawn to
> > > preventing players building up there.
> > >- More clip work and model collision work based on community
> feedback.
> > >- Fixed BLU forward spawn door appearing through roof.
> > > Updated PLR_Pipeline
> > >- Added new stairwell in Stage 1 and window access to both teams'
> > > platforms by main choke point to help alleviate stalemates.
> > >- Reverted the starting position for the cart in Stage 3 if a team
> had
> > > won the first 2 stages to where you no longer get a big
> > cart-start-position
> > > advantage.
> > >- Fixed rare cases where stage would break when cart had no nearby
> > > capper(s).
> > >- Fixed carts not always moving to their starting locations
> correctly.
> > >- Fixed respawn times in Stage 3 not being set to the proper
> values.
> > >- Fixed the map not finishing correctly in Stage 3 if the two teams
> > > capture the final point at the same time.
> > > Removed sv_showhitboxes to avoid players confusing it with the method
> by
> > > which we do hit detection (see
> > >
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networkingfor info)
> > >
> > > Jason
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > --
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> >
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> > please visit:
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> >
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-05-20 Thread hlds
Every Day an TF2 Update

and WHEN will be fixed -autoupdate 

This dont work ! :(


 Original-Nachricht 
> Datum: Thu, 20 May 2010 17:25:03 -0700
> Von: Jason Ruymen 
> An: \'Half-Life dedicated Linux server mailing list\' 
> , "\'h...@list.valvesoftware.com\'" 
> , "\'hlds_annou...@list.valvesoftware.com\'" 
> 
> Betreff: [hlds_linux] Team Fortress 2 Update Available

> A required update for Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive it.  The specific changes include:
> 
> Added new community weapons and hats.
> Updated CP_Gorge
>- Added nobuilds to the awnings outside BLU's forward spawn to
> preventing players building up there.
>- More clip work and model collision work based on community feedback.
>- Fixed BLU forward spawn door appearing through roof.
> Updated PLR_Pipeline
>- Added new stairwell in Stage 1 and window access to both teams'
> platforms by main choke point to help alleviate stalemates.
>- Reverted the starting position for the cart in Stage 3 if a team had
> won the first 2 stages to where you no longer get a big cart-start-position
> advantage.
>- Fixed rare cases where stage would break when cart had no nearby
> capper(s).
>- Fixed carts not always moving to their starting locations correctly.
>- Fixed respawn times in Stage 3 not being set to the proper values.
>- Fixed the map not finishing correctly in Stage 3 if the two teams
> capture the final point at the same time.
> Removed sv_showhitboxes to avoid players confusing it with the method by
> which we do hit detection (see
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for 
> info)
> 
> Jason
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Team Fortress 2 Update Available

2010-05-12 Thread hlds
And when will you fix it, that the Server will be automatically updated when I 
restart them ??

At the moment I must make this manually -autoupdate dont work :(


 Original-Nachricht 
> Datum: Wed, 12 May 2010 17:05:35 -0700
> Von: Jason Ruymen 
> An: \'Half-Life dedicated Linux server mailing list\' 
> , "\'h...@list.valvesoftware.com\'" 
> , "\'hlds_annou...@list.valvesoftware.com\'" 
> 
> Betreff: [hlds_linux] Team Fortress 2 Update Available

> A required update for Team Fortress 2, and an optional update for Day of
> Defeat: Source and the Counter-Strike: Source Beta is now available.  Please
> run hldsupdatetool to receive the update.  The specific changes include:
> 
> Linux Dedicated Server:
> - Fixed srcds_run to work properly with the Counter-Strike: Source beta
> dedicated server when autoupdating.
> 
> Engine:
> - Fixed the startmovie command not using the codec dialog.
> 
> Team Fortress 2:
> - Fixed dropped weapons and ammo kits not being affected by explosions.
> - Adding missing "+lookup" and "+lookdown" keybind options.
> - Added SetCTFCaptureBonusTime tf_gamerules input to allow map authors to
> set the length of crit bonus time (in seconds) for CTF captures.
> 
> Jason
> 
> 
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Re: [hlds_linux] Cant start Source TV

2010-05-12 Thread hlds
Now it works, I made an mapchange and then srctv was there... BUT

not with port 26020 

The Port is 27020

Why that ?
 Original-Nachricht 
> Datum: Wed, 12 May 2010 11:38:52 +0200
> Von: Florian AUROY 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] Cant start Source TV

> Change the map or add +tv_enable 1 to your launch script.
> 2010/5/12, h...@gmx.de :
> > Hello,
> >
> > my problem is, that I cant start Source TV on a CSS Server
> >
> > In my config is this:
> >
> > tv_enable 1 // SourceTV aktivieren. (1=an 0=aus) Mit status und
> tv_status
> > kann man den Port und die Verzögerung vom SourceTV-Server sehen.
> > tv_port 26020 // NICHT ABÄNDERN !!!
> > tv_name TV Server // Name des TV-Relay Servers
> >
> > But when I start the Gameserver, there is no Sourve TV Relay where I can
> > connect with an Source TV Server.
> >
> > My startscript is this:
> >
> > ./srcds_run -game cstrike +map de_dust -maxplayers 12 +sv_password
> password
> > -ip xx.xx.xxx.xxx -port 27050 -tickrate 100 +fps_max 600 -autoupdate
> >
> >
> >
> > And this says HLSW to me:
> >
> > 11:10:46 tv_status
> > 11:10:47 SourceTV not active.
> > 11:10:51 tv_enable
> > 11:10:51 "tv_enable" = "1" ( def. "0" )
> >   - Activates SourceTV on server.
> > --
> > GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
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> >
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> > please visit:
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> >
> 
> 
> -- 
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> 3 hameau de Meyretière,
> 38120 Le Fontanil
> 06.29.99.52.93
> 
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[hlds_linux] Cant start Source TV

2010-05-12 Thread hlds
Hello,

my problem is, that I cant start Source TV on a CSS Server

In my config is this:

tv_enable 1 // SourceTV aktivieren. (1=an 0=aus) Mit status und tv_status kann 
man den Port und die Verzögerung vom SourceTV-Server sehen. 
tv_port 26020 // NICHT ABÄNDERN !!! 
tv_name TV Server // Name des TV-Relay Servers

But when I start the Gameserver, there is no Sourve TV Relay where I can 
connect with an Source TV Server.

My startscript is this:

./srcds_run -game cstrike +map de_dust -maxplayers 12 +sv_password password -ip 
xx.xx.xxx.xxx -port 27050 -tickrate 100 +fps_max 600 -autoupdate



And this says HLSW to me:

11:10:46 tv_status
11:10:47 SourceTV not active.
11:10:51 tv_enable
11:10:51 "tv_enable" = "1" ( def. "0" )
  - Activates SourceTV on server.
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Re: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread hlds
If I use this startscript... it dont work:

./srcds_run -game cssbeta +map de_dust +maxplayers 20 +ip xx.xx.xxx.xxx +port 
27015 -tickrate 100 +exec server.cfg
ERROR: Invalid game type 'cssbeta' sepecified.
Di 11. Mai 23:28:42 CEST 2010: Server Failed

 Original-Nachricht 
> Datum: Tue, 11 May 2010 12:11:13 -0700
> Von: Eric Smith 
> An: "\'h...@list.valvesoftware.com\'" , 
> "\'hlds_li...@list.valvesoftware.com\'" , 
> "\'hlds_annou...@list.valvesoftware.com\'" 
> 
> Betreff: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

> COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA
> 
> Available immediately, Valve has launched an extensive update to
> Counter-Strike: Source, now in beta.
> 
> The update includes a host of new features and functionality developed in
> collaboration with Hidden Path Studios. These include 144 new achievements,
> a new domination and revenge system, player stats, and more.
> 
> This beta will run for a limited time, and once complete, the update will
> be deployed to all Counter-Strike: Source owners for free via Steam.
> 
> The dedicated server files are available via the HLDSUpdateTool using
> "-game cssbeta" in the command line.
> 
> For more information, please visit
> www.steamgames.com.
> 
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Re: [hlds_linux] No VAC on TF2 Server.....

2010-02-01 Thread hlds
On Port 27015 runs an CSS Server this works fine with VAC

I tryed an other port then 27040... no VAC

I reply... when the Root will be started, VAC runs. After 1 day, or an half day 
or sometimes 2 days... VAC dont run any more



 Original-Nachricht 
> Datum: Mon, 1 Feb 2010 09:42:49 + (GMT)
> Von: Andy Wallace 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> Why are you trying to use port 27040 as opposed the the standard 27015? 
> Maybe using that port number instead might sort things out.
> 
> --- On Mon, 1/2/10, h...@gmx.de  wrote:
> 
> From: h...@gmx.de 
> Subject: Re: [hlds_linux] No VAC on TF2 Server.
> To: "Half-Life dedicated Linux server mailing list"
> 
> Date: Monday, 1 February, 2010, 7:10
> 
> I have done it and it dont work too... 
> 
> 
>  Original-Nachricht 
> > Datum: Mon, 1 Feb 2010 00:34:49 + (GMT)
> > Von: Andy Wallace 
> > An: Half-Life dedicated Linux server mailing list
> 
> > Betreff: Re: [hlds_linux] No VAC on TF2 Server.
> 
> > You're still not specifying the ip.  Use +ip xx.xx.xx.xx in startup
> > command
> > 
> > --- On Fri, 29/1/10, Shane Arnold  wrote:
> > 
> > From: Shane Arnold 
> > Subject: Re: [hlds_linux] No VAC on TF2 Server.
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Date: Friday, 29 January, 2010, 13:27
> > 
> > Socket bind failed (Cannot assign requested address)
> > Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> 27005
> > CL
> > 
> > That's pretty self explanatory.
> > 
> > 
> > 
> > On 29/01/2010 9:22 PM, h...@gmx.de wrote:
> > > Can no one help me ? :(
> > > Thats the output when I start tf2 with putty, VAC isnt active :(
> > >
> > >
> > >
> > >
> > >
> > > ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> > +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> > > Auto detecting CPU
> > > Using default binary: ./srcds_i486
> > > Server will auto-restart if there is a crash.
> > > INFO: Located steam: ../steam
> > > Updating server using Steam.
> > > Checking bootstrapper version ...
> > > Updating Installation
> > > Checking/Installing 'Team Fortress 2 Content' version 130
> > >
> > >
> > > Checking/Installing 'Team Fortress 2 Materials' version 49
> > >
> > >
> > > Checking/Installing 'Base Source Shared Materials' version 8
> > >
> > >
> > > Checking/Installing 'Base Source Shared Models' version 4
> > >
> > >
> > > Checking/Installing 'Base Source Shared Sounds' version 4
> > >
> > >
> > > Checking/Installing 'OB Linux Dedicated Server' version 24
> > >
> > >
> > > HLDS installation up to date
> > >
> > > Console initialized.
> > > Game.dll loaded for "Team Fortress"
> > > Particles: Missing 'particles/error.pcf'
> > > [sbsrc] Plugin loaded successfully!
> > > maxplayers set to 22
> > > Unknown command "r_decal_cullsize"
> > > maxplayers set to 22
> > > Unknown command "r"
> > > Server logging enabled.
> > > Server logging data to file logs/L0129224.log
> > > L 01/29/2010 - 14:15:38: Log file started (file "logs/L0129224.log")
> > (game "/home/kd10002/server/tf2-27040/orangebox/tf") (version "4099")
> > > Unknown command "sm_bm_slotsfree"
> > > Unknown command "startupmenu"
> > > Socket bind failed (Cannot assign requested address)
> > > Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> > 27005 CL
> > > Server logging data to file logs/L0129225.log
> > > SOLID_VPHYSICS static prop with no vphysics model!
> > (models/props_foliage/grass_0                           
>                
> >                                                
>  
> >                                  2_cluster01.mdl)
> > > L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
> > > L 01/29/2010 - 14:15:40: [SDKHOOKS] "EndTouch" offset = 98
> > > L 01/29/2010 - 14:15:40: [SDKHOOKS] "FireBullets" offset = 110
> > > L 01/29/2010 - 14:15:40: [SDKHOOKS] "OnTakeDamage" offset = 61
> > &

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-31 Thread hlds
I have done it and it dont work too... 


 Original-Nachricht 
> Datum: Mon, 1 Feb 2010 00:34:49 + (GMT)
> Von: Andy Wallace 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> You're still not specifying the ip.  Use +ip xx.xx.xx.xx in startup
> command
> 
> --- On Fri, 29/1/10, Shane Arnold  wrote:
> 
> From: Shane Arnold 
> Subject: Re: [hlds_linux] No VAC on TF2 Server.
> To: "Half-Life dedicated Linux server mailing list"
> 
> Date: Friday, 29 January, 2010, 13:27
> 
> Socket bind failed (Cannot assign requested address)
> Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005
> CL
> 
> That's pretty self explanatory.
> 
> 
> 
> On 29/01/2010 9:22 PM, h...@gmx.de wrote:
> > Can no one help me ? :(
> > Thats the output when I start tf2 with putty, VAC isnt active :(
> >
> >
> >
> >
> >
> > ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> > Auto detecting CPU
> > Using default binary: ./srcds_i486
> > Server will auto-restart if there is a crash.
> > INFO: Located steam: ../steam
> > Updating server using Steam.
> > Checking bootstrapper version ...
> > Updating Installation
> > Checking/Installing 'Team Fortress 2 Content' version 130
> >
> >
> > Checking/Installing 'Team Fortress 2 Materials' version 49
> >
> >
> > Checking/Installing 'Base Source Shared Materials' version 8
> >
> >
> > Checking/Installing 'Base Source Shared Models' version 4
> >
> >
> > Checking/Installing 'Base Source Shared Sounds' version 4
> >
> >
> > Checking/Installing 'OB Linux Dedicated Server' version 24
> >
> >
> > HLDS installation up to date
> >
> > Console initialized.
> > Game.dll loaded for "Team Fortress"
> > Particles: Missing 'particles/error.pcf'
> > [sbsrc] Plugin loaded successfully!
> > maxplayers set to 22
> > Unknown command "r_decal_cullsize"
> > maxplayers set to 22
> > Unknown command "r"
> > Server logging enabled.
> > Server logging data to file logs/L0129224.log
> > L 01/29/2010 - 14:15:38: Log file started (file "logs/L0129224.log")
> (game "/home/kd10002/server/tf2-27040/orangebox/tf") (version "4099")
> > Unknown command "sm_bm_slotsfree"
> > Unknown command "startupmenu"
> > Socket bind failed (Cannot assign requested address)
> > Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> 27005 CL
> > Server logging data to file logs/L0129225.log
> > SOLID_VPHYSICS static prop with no vphysics model!
> (models/props_foliage/grass_0                                           
>                                                  
>                                  2_cluster01.mdl)
> > L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "EndTouch" offset = 98
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "FireBullets" offset = 110
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "OnTakeDamage" offset = 61
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PreThink" offset = 320
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PostThink" offset = 321
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "SetTransmit" offset = 20
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Spawn" offset = 22
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "StartTouch" offset = 96
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Think" offset = 46
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Touch" offset = 97
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "TraceAttack" offset = 59
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "UpdateOnRemove" offset = 103
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanSwitchTo" offset = 255
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanUse" offset = 249
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Drop" offset = 252
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Equip" offset = 250
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Switch" offset = 253
> > L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE
> 20091001 Build                                           
>                                                  
> 

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-30 Thread hlds
And -autoupdate dont work too ? ? 



 Original-Nachricht 
> Datum: Sat, 30 Jan 2010 14:06:22 +0100
> Von: h...@gmx.de
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> It dont work dont know what to do :-(
> 
> 
> 
>  Original-Nachricht 
> > Datum: Sat, 30 Jan 2010 09:57:17 + (GMT)
> > Von: Andy Wallace 
> > An: Half-Life dedicated Linux server mailing list
> 
> > Betreff: Re: [hlds_linux] No VAC on TF2 Server.
> 
> > ./srcds_run -console -game tf  + ip xx.xxx.xx.xx -port 27040
> +maxplayers
> > 22 -tickrate 100
> > +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> > 
> > make sure all ports are open in firewall for srcds to work properly.
> > 
> > --- On Fri, 29/1/10, h...@gmx.de  wrote:
> > 
> > From: h...@gmx.de 
> > Subject: Re: [hlds_linux] No VAC on TF2 Server.
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Date: Friday, 29 January, 2010, 13:22
> > 
> > Can no one help me ? :( 
> > Thats the output when I start tf2 with putty, VAC isnt active :( 
> > 
> > 
> > 
> > 
> > 
> > ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> > +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> > Auto detecting CPU
> > Using default binary: ./srcds_i486
> > Server will auto-restart if there is a crash.
> > INFO: Located steam: ../steam
> > Updating server using Steam.
> > Checking bootstrapper version ...
> > Updating Installation
> > Checking/Installing 'Team Fortress 2 Content' version 130
> > 
> > 
> > Checking/Installing 'Team Fortress 2 Materials' version 49
> > 
> > 
> > Checking/Installing 'Base Source Shared Materials' version 8
> > 
> > 
> > Checking/Installing 'Base Source Shared Models' version 4
> > 
> > 
> > Checking/Installing 'Base Source Shared Sounds' version 4
> > 
> > 
> > Checking/Installing 'OB Linux Dedicated Server' version 24
> > 
> > 
> > HLDS installation up to date
> > 
> > Console initialized.
> > Game.dll loaded for "Team Fortress"
> > Particles: Missing 'particles/error.pcf'
> > [sbsrc] Plugin loaded successfully!
> > maxplayers set to 22
> > Unknown command "r_decal_cullsize"
> > maxplayers set to 22
> > Unknown command "r"
> > Server logging enabled.
> > Server logging data to file logs/L0129224.log
> > L 01/29/2010 - 14:15:38: Log file started (file "logs/L0129224.log")
> (game
> > "/home/kd10002/server/tf2-27040/orangebox/tf") (version "4099")
> > Unknown command "sm_bm_slotsfree"
> > Unknown command "startupmenu"
> > Socket bind failed (Cannot assign requested address)
> > Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> 27005
> > CL
> > Server logging data to file logs/L0129225.log
> > SOLID_VPHYSICS static prop with no vphysics model!
> > (models/props_foliage/grass_0                           
>                  
> >                                                
>  
> >                                2_cluster01.mdl)
> > L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "EndTouch" offset = 98
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "FireBullets" offset = 110
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "OnTakeDamage" offset = 61
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PreThink" offset = 320
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PostThink" offset = 321
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "SetTransmit" offset = 20
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Spawn" offset = 22
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "StartTouch" offset = 96
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Think" offset = 46
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Touch" offset = 97
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "TraceAttack" offset = 59
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "UpdateOnRemove" offset = 103
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanSwitchTo" offset = 255
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanUse" offset = 249
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Drop" offset = 252
> &

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-30 Thread hlds
It dont work dont know what to do :-(



 Original-Nachricht 
> Datum: Sat, 30 Jan 2010 09:57:17 + (GMT)
> Von: Andy Wallace 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> ./srcds_run -console -game tf  + ip xx.xxx.xx.xx -port 27040 +maxplayers
> 22 -tickrate 100
> +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> 
> make sure all ports are open in firewall for srcds to work properly.
> 
> --- On Fri, 29/1/10, h...@gmx.de  wrote:
> 
> From: h...@gmx.de 
> Subject: Re: [hlds_linux] No VAC on TF2 Server.
> To: "Half-Life dedicated Linux server mailing list"
> 
> Date: Friday, 29 January, 2010, 13:22
> 
> Can no one help me ? :( 
> Thats the output when I start tf2 with putty, VAC isnt active :( 
> 
> 
> 
> 
> 
> ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> Auto detecting CPU
> Using default binary: ./srcds_i486
> Server will auto-restart if there is a crash.
> INFO: Located steam: ../steam
> Updating server using Steam.
> Checking bootstrapper version ...
> Updating Installation
> Checking/Installing 'Team Fortress 2 Content' version 130
> 
> 
> Checking/Installing 'Team Fortress 2 Materials' version 49
> 
> 
> Checking/Installing 'Base Source Shared Materials' version 8
> 
> 
> Checking/Installing 'Base Source Shared Models' version 4
> 
> 
> Checking/Installing 'Base Source Shared Sounds' version 4
> 
> 
> Checking/Installing 'OB Linux Dedicated Server' version 24
> 
> 
> HLDS installation up to date
> 
> Console initialized.
> Game.dll loaded for "Team Fortress"
> Particles: Missing 'particles/error.pcf'
> [sbsrc] Plugin loaded successfully!
> maxplayers set to 22
> Unknown command "r_decal_cullsize"
> maxplayers set to 22
> Unknown command "r"
> Server logging enabled.
> Server logging data to file logs/L0129224.log
> L 01/29/2010 - 14:15:38: Log file started (file "logs/L0129224.log") (game
> "/home/kd10002/server/tf2-27040/orangebox/tf") (version "4099")
> Unknown command "sm_bm_slotsfree"
> Unknown command "startupmenu"
> Socket bind failed (Cannot assign requested address)
> Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005
> CL
> Server logging data to file logs/L0129225.log
> SOLID_VPHYSICS static prop with no vphysics model!
> (models/props_foliage/grass_0                                             
>                                                  
>                                2_cluster01.mdl)
> L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "EndTouch" offset = 98
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "FireBullets" offset = 110
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "OnTakeDamage" offset = 61
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "PreThink" offset = 320
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "PostThink" offset = 321
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "SetTransmit" offset = 20
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Spawn" offset = 22
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "StartTouch" offset = 96
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Think" offset = 46
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Touch" offset = 97
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "TraceAttack" offset = 59
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "UpdateOnRemove" offset = 103
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanSwitchTo" offset = 255
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanUse" offset = 249
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Drop" offset = 252
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Equip" offset = 250
> L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Switch" offset = 253
> L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001
> Build                                             
>                                                  
>                                 1 Copyright (c) 2009
> MaxMind Inc All Rights Reserved
> L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with
> db co                                             
>                                                  
>                                nfig
> L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with
> db conf                  

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-29 Thread hlds
Hello,

the startline is:
./srcds_run -console -game tf +ip HEREIP -port 27040 +maxplayers 22 +map 
cp_dustbowl -tickrate 100 -tvmasteronly +exec server.cfg -autoupdate

Thats the startline in the Webinterface we use.

With netstat you mean I should test it when the server dont have VAC, then stop 
the Server and make netstat ? 
And when then is LISTEN thats the failure ?

Sorry for my bad english :-/



On the Root runs 2 more CSS Gameservers... They haven´t this problem :(
Its only at TF2 Server


 Original-Nachricht 
> Datum: Fri, 29 Jan 2010 09:56:30 -0500
> Von: Allan Button 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> If its not able to bind, make sure the port is available. It could be that
> srcds is not shutting down properly, and when you "restart" it, its just
> opening a new session.
> 
> When you restart the entire root, the port will not be in use, because you
> are starting srcds for the first time.
> 
> If you are Linux, you can do a 
> 
> netstat -an | grep 27040
> netstat -an | grep 27005
> 
> if either of them list something, then srcds is still running when you
> restart it.
> 
> Allan
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: Friday, January 29, 2010 9:21 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] No VAC on TF2 Server.
> 
> If a server can not bind to an address, than the chances of anything 
> network related (inluding VAC, let alone clients being able to join your 
> server) working, are slim to none. Check your startup line and ensure it 
> contains a +ip line to bind it to an address, or, that your local hosts 
> file correctly lists your dns against the correct IP. In my experience, 
> when an IP is not specified, srcds will bind to the ip corresponding to 
> the local DNS resolve.
> 
> On 29/01/2010 10:13 PM, h...@gmx.de wrote:
> > You mean that the IP cannot be binded ?
> >
> > But why do it work when I restart the whole Root ?
> >
> > Thats not normal :(
> >
> > What can I do ?
> >
> >
> >  Original-Nachricht 
> >
> >> Datum: Fri, 29 Jan 2010 21:27:21 +0800
> >> Von: Shane Arnold
> >> An: Half-Life dedicated Linux server mailing
> list
> >> Betreff: Re: [hlds_linux] No VAC on TF2 Server.
> >>  
> >
> >> Socket bind failed (Cannot assign requested address)
> >> Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> 27005
> >> CL
> >>
> >> That's pretty self explanatory.
> >>
> >>
> >>
> >> On 29/01/2010 9:22 PM, h...@gmx.de wrote:
> >>  
> >>> Can no one help me ? :(
> >>> Thats the output when I start tf2 with putty, VAC isnt active :(
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> >>>
> >> +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> >>  
> >>> Auto detecting CPU
> >>> Using default binary: ./srcds_i486
> >>> Server will auto-restart if there is a crash.
> >>> INFO: Located steam: ../steam
> >>> Updating server using Steam.
> >>> Checking bootstrapper version ...
> >>> Updating Installation
> >>> Checking/Installing 'Team Fortress 2 Content' version 130
> >>>
> >>>
> >>> Checking/Installing 'Team Fortress 2 Materials' version 49
> >>>
> >>>
> >>> Checking/Installing 'Base Source Shared Materials' version 8
> >>>
> >>>
> >>> Checking/Installing 'Base Source Shared Models' version 4
> >>>
> >>>
> >>> Checking/Installing 'Base Source Shared Sounds' version 4
> >>>
> >>>
> >>> Checking/Installing 'OB Linux Dedicated Server' version 24
> >>>
> >>>
> >>> HLDS installation up to date
> >>>
> >>> Console initialized.
> >>> Game.dll loaded for "Team Fortress"
> >>> Particles: Missing 'particles/error.pcf'
> >>> [sbsrc] Plugin loaded successfully!
> >>> maxplayers set to 22
> >>> Unknown command "r_decal_cullsize"
> >>> maxpl

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-29 Thread hlds
You mean that the IP cannot be binded ? 

But why do it work when I restart the whole Root ? 

Thats not normal :( 

What can I do ? 


 Original-Nachricht 
> Datum: Fri, 29 Jan 2010 21:27:21 +0800
> Von: Shane Arnold 
> An: Half-Life dedicated Linux server mailing list 
> 
> Betreff: Re: [hlds_linux] No VAC on TF2 Server.

> Socket bind failed (Cannot assign requested address)
> Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005
> CL
> 
> That's pretty self explanatory.
> 
> 
> 
> On 29/01/2010 9:22 PM, h...@gmx.de wrote:
> > Can no one help me ? :(
> > Thats the output when I start tf2 with putty, VAC isnt active :(
> >
> >
> >
> >
> >
> > ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100
> +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
> > Auto detecting CPU
> > Using default binary: ./srcds_i486
> > Server will auto-restart if there is a crash.
> > INFO: Located steam: ../steam
> > Updating server using Steam.
> > Checking bootstrapper version ...
> > Updating Installation
> > Checking/Installing 'Team Fortress 2 Content' version 130
> >
> >
> > Checking/Installing 'Team Fortress 2 Materials' version 49
> >
> >
> > Checking/Installing 'Base Source Shared Materials' version 8
> >
> >
> > Checking/Installing 'Base Source Shared Models' version 4
> >
> >
> > Checking/Installing 'Base Source Shared Sounds' version 4
> >
> >
> > Checking/Installing 'OB Linux Dedicated Server' version 24
> >
> >
> > HLDS installation up to date
> >
> > Console initialized.
> > Game.dll loaded for "Team Fortress"
> > Particles: Missing 'particles/error.pcf'
> > [sbsrc] Plugin loaded successfully!
> > maxplayers set to 22
> > Unknown command "r_decal_cullsize"
> > maxplayers set to 22
> > Unknown command "r"
> > Server logging enabled.
> > Server logging data to file logs/L0129224.log
> > L 01/29/2010 - 14:15:38: Log file started (file "logs/L0129224.log")
> (game "/home/kd10002/server/tf2-27040/orangebox/tf") (version "4099")
> > Unknown command "sm_bm_slotsfree"
> > Unknown command "startupmenu"
> > Socket bind failed (Cannot assign requested address)
> > Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /
> 27005 CL
> > Server logging data to file logs/L0129225.log
> > SOLID_VPHYSICS static prop with no vphysics model!
> (models/props_foliage/grass_0 
>   
>   
> 2_cluster01.mdl)
> > L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "EndTouch" offset = 98
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "FireBullets" offset = 110
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "OnTakeDamage" offset = 61
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PreThink" offset = 320
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "PostThink" offset = 321
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "SetTransmit" offset = 20
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Spawn" offset = 22
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "StartTouch" offset = 96
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Think" offset = 46
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Touch" offset = 97
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "TraceAttack" offset = 59
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "UpdateOnRemove" offset = 103
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanSwitchTo" offset = 255
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_CanUse" offset = 249
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Drop" offset = 252
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Equip" offset = 250
> > L 01/29/2010 - 14:15:40: [SDKHOOKS] "Weapon_Switch" offset = 253
> > L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE
> 20091001 Build
>
> 1 Copyright
> (c) 2009 MaxMind Inc All Rights Reserved
> > L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED)
> with db co   
> 

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