Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-18 Thread Doctor McKay
I would imagine the memory usage increase might be due to the new VPK
filesystem. The server has to mount the VPK files.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


On Wed, Apr 17, 2013 at 10:00 PM, Nicholas Hastings <
psycho...@alliedmods.net> wrote:

> This list is no place for sane, helpful comments.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
>
>
>   Evourr 
>  Wednesday, April 17, 2013 9:57 PM
>  https://developer.valvesoftware.com/wiki/SteamPipe
>
> The majority of the gains are clientside, the major change server-side is
> the way files are downloaded. There's going to be issues with any update
> this size.
>
> Also, everyone could use SteamCMD for the games ahead of time to test and
> report issues.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>   Felipe Fujihara 
>  Wednesday, April 17, 2013 5:22 PM
>  For sure... My 10 slots CSS server has always ran using 100 MB, and now
> it's 200 MB... 100% of increase.
>
> Still can't see any gain with SteamPipe, untill now only problems...
>
>
>
>
> > To: hlds@list.valvesoftware.com
> > From: ad...@dogzgaming.com
> > Date: Wed, 17 Apr 2013 21:00:24 +
> > Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
> >
> > I can confirm about 200mb increase in memory usage on our 32 player
> servers. This is at startup on linux, compared to non steampipe CSS.
> >
> > CPU usage is the same. I can't see any performance gains from the
> steampipe update.
> >
> > TigerOx
> > www.dogzgaming.com
> > Sent wirelessly from my BlackBerry device.
> >
> > -Original Message-
> > From: ics  
> > Sender: hlds-boun...@list.valvesoftware.com
> > Date: Wed, 17 Apr 2013 23:35:33
> > To: Half-Life dedicated Win32 server mailing list
>  
> > Reply-To: Half-Life dedicated Win32 server mailing list
> >  
> > Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
> >
> > Those are known bugs and already reported. As for memory consumption, it
> > has always been around that mount with CSS.
> >
> > -ics
> >
> > Felipe Fujihara kirjoitti:
> > > A lot of messages like this... Do you know what is it?
> > >
> > > Also, 10 slots server is using 209 MB (omg!!!)
> > >
> > > Any help?
> > >
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_gign/ct_gign.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_gign/ct_gign_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_phoenix/t_phoenix.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_guerilla/t_guerilla.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_leet/t_leet.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_leet/t_leet_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_arctic/t_arctic.vmt)
> > > ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
> > > ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
> > > ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
> > > ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
> > > ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
> > > ForceModelBounds no longer supported. (models/player/t_leet.mdl)
> > > ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
> > > ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_urban/ct_urban.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_urban/ct_urban_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_sas/ct_sas.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_sas/ct_sas_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_gsg9/ct_gsg9.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_gign/ct_gign.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/ct_gign/ct_gign_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_phoenix/t_phoenix.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_guerilla/t_guerilla.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_leet/t_leet.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_leet/t_leet_glass.vmt)
> > > ForceSimpleMaterial no longer supported.
> > > (materials/models/player/t_arctic/t_arctic.vmt)
> > >
> > >
> > >
> > >
> > >
> 

Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-18 Thread Fletcher Dunn
I believe the main cost is a file read cache that's way too large.

It will be fixed soon, but probably not in today's update.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Thursday, April 18, 2013 11:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

I would imagine the memory usage increase might be due to the new VPK 
filesystem. The server has to mount the VPK files.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com

On Wed, Apr 17, 2013 at 10:00 PM, Nicholas Hastings 
mailto:psycho...@alliedmods.net>> wrote:
This list is no place for sane, helpful comments.
--
Nicholas Hastings
AlliedMods.net



[cid:image001.jpg@01CE3C27.C5DC18D0]
Evourr
Wednesday, April 17, 2013 9:57 PM
https://developer.valvesoftware.com/wiki/SteamPipe

The majority of the gains are clientside, the major change server-side is the 
way files are downloaded. There's going to be issues with any update this size.

Also, everyone could use SteamCMD for the games ahead of time to test and 
report issues.
___
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visit:
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[cid:image001.jpg@01CE3C27.C5DC18D0]
Felipe Fujihara
Wednesday, April 17, 2013 5:22 PM
For sure... My 10 slots CSS server has always ran using 100 MB, and now it's 
200 MB... 100% of increase.

Still can't see any gain with SteamPipe, untill now only problems...



> To: hlds@list.valvesoftware.com
> From: ad...@dogzgaming.com
> Date: Wed, 17 Apr 2013 21:00:24 +
> Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
>
> I can confirm about 200mb increase in memory usage on our 32 player servers. 
> This is at startup on linux, compared to non steampipe CSS.
>
> CPU usage is the same. I can't see any performance gains from the steampipe 
> update.
>
> TigerOx
> www.dogzgaming.com
> Sent wirelessly from my BlackBerry device.
>
> -Original Message-
> From: ics 
> Sender: 
> hlds-boun...@list.valvesoftware.com
> Date: Wed, 17 Apr 2013 23:35:33
> To: Half-Life dedicated Win32 server mailing 
> list
> Reply-To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
>
> Those are known bugs and already reported. As for memory consumption, it
> has always been around that mount with CSS.
>
> -ics
>
> Felipe Fujihara kirjoitti:
> > A lot of messages like this... Do you know what is it?
> >
> > Also, 10 slots server is using 209 MB (omg!!!)
> >
> > Any help?
> >
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_gign/ct_gign.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_gign/ct_gign_glass.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/t_phoenix/t_phoenix.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/t_guerilla/t_guerilla.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/t_leet/t_leet.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/t_leet/t_leet_glass.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/t_arctic/t_arctic.vmt)
> > ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
> > ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
> > ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
> > ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
> > ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
> > ForceModelBounds no longer supported. (models/player/t_leet.mdl)
> > ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
> > ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_urban/ct_urban.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_urban/ct_urban_glass.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_sas/ct_sas.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_sas/ct_sas_glass.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_gsg9/ct_gsg9.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_gign/ct_gign.vmt)
> > ForceSimpleMaterial no longer supported.
> > (materials/models/player/ct_gign/ct_gign_

[hlds] Mandatory Team Fortress 2 update coming

2013-04-18 Thread Eric Smith
We're working on a mandatory update for Team Fortress 2. We should have it 
ready soon. This is NOT the SteamPipe update.

-Eric


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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-18 Thread mailinglists
Yesterday we thought we'd finally found out how to update the CS:S 
servers. We tested this on 2 servers, and both of them started up 
correctly. However, when some of our clients try to update today, all 
they get is this:


# maxplayers set to 16
Unknown command "r_decal_cullsize"
maxplayers set to 16
WARNING: Port 27005 was unavailable - bound to port 27006 instead
Network: IP 46.4.79.137, mode MP, dedicated Yes, ports 27035 SV / 27006 
CL


Nothing more is happening. Why?


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[hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Eric Smith
We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.

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[hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Eric Smith
We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Daniel Barreiro
Would it be possible to make it so servers can force clients to use the
world model (mainly for custom gamemodes)
Thanks
-Daniel


On Thu, Apr 18, 2013 at 4:16 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added a new ConVar cl_first_person_uses_world_model to allow this mode
> to be used outside of VR mode
> - Disabled plug-ins that would allow users to connect to secure game
> servers even when -insecure is specified on the command line
>- Continued use of such plug-ins will risk your Steam account getting
> VAC banned
> - Added support for unloading the displayed URL when the user closes the
> info panel
>- Added ConVar sv_motd_unload_on_dismissal to allow server ops to
> control the default behavior of their MOTD
> - Fixed a client crash related to doing a changelevel while firing the
> Minigun
> - Fixed a bug where you could come out of a teleporter facing the wrong
> way in VR mode
> - Improved performance and stability for the Linux version
> - Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-04-18 Thread Robert Whelan
 I've been out of the hosting scene awhile though still try to keep up with 
what's new. Anyways, I was hoping to clarify 2 things. From the dev/faq 
pages... you know, the pages we're NOT supposed to read, lol.

Quote:
>>>There is no automated conversion process for the dedicated server.  It will 
>>>be a full re-download.

Am I to understand using the new SteamCMD w/ app_update WON'T update my 
existing hlds/srcds servers that were built using the old HldsUpdateTool?

Quote:
>>>The Source engine games do not use the "mod" feature of SteamCMD.  Each game 
>>>has its own AppID and is a seperate installation
with no shared content.

I used to rely on the HldsUpdateTool to create the install directories of all 
my hlds/srcds games, all I ever did was define a base directory ie; c:\hlds or 
c:\srcds. The old method created unique paths, ie;
 
C:\SRCDS\css\cstrike
C:\SRCDS\l4d\left4dead
C:\SRCDS\left4dead2\left4dead2
C:\SRCDS\orangebox\hl2mp
C:\SRCDS\orangebox\tf
C:\SRCDS\tf2beta\tf_beta
 
With that said, I started downloading files using the SteamCMD into a unique 
folder and noted that tf2 beta files would write over tf2 etc. being all I used 
was force_install_dir ../srcdsx

So, I was wondering whats the new "safe practice" if app_update WON'T update my 
existing hlds/srcds files? Can HldsUpdateTool and SteamCMD dl's safely be in 
the same base folder as long as newer app_id's being added are specified? OR 
will this just cause further headaches?

Example:-
force_install_dir ../srcdsx/css
force_install_dir ../srcdsx/hl2mp
force_install_dir ../srcdsx/tf2
force_install_dir ../srcdsx/tf2beta



Anyways, I'm just looking to update my testbox and convert over to SteamCMD and 
was wondering what others are doing. Thx.

  


From: Fletcher Dunn 
To: "Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com)" ; 
"Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)" 
; "hlds_annou...@list.valvesoftware.com" 
 
Sent: Tuesday, February 19, 2013 8:36 PM
Subject: [hlds] SteamPipe is coming.  Download the TF beta
  


 
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam’s 
new-and-improved content delivery system.  SteamPipe is currently used by most 
games on Steam. 
  
This change will impact server operators in at least two significant ways: 
  
· You will use steamcmd instead of the HLDSUpdateTool to install/update 
the server. 
· The conversion will entail significant changes to the way the files 
appear in the local filesystem on the server and client.  The client no longer 
uses GCF files.  Instead, most assets are packed up into VPK, and those VPKs 
are the same on the server and the client.  The server no longer uses 1000’s of 
loose files. 
  
We’re using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system. 
  
Everybody is encouraged to download the TF beta! 
  
We’ve prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate: 
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 
  
Please report gameserver related bugs in this mailing list. 
  
Client bugs can be reported through this mailing list, or in the TF beta forum. 
http://forums.steampowered.com/forums/forumdisplay.php?f=1038 
  
Thanks for your help, and happy testing! 
  
(And remember, playtime in the beta counts towards item drops in the release 
game.) 
  
- Fletch 
    
___
To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-04-18 Thread DontWannaName!
Delete everything but Addons cfg logs motd map cycle maps and maplist then 
retain folder structure and update with steam pipe. 

Sent from my iPhone 5

On Apr 18, 2013, at 1:30 PM, Robert Whelan  wrote:

>  
> I've been out of the hosting scene awhile though still try to keep up with 
> what's new. Anyways, I was hoping to clarify 2 things. From the dev/faq 
> pages... you know, the pages we're NOT supposed to read, lol.
> 
> Quote:
> >>>There is no automated conversion process for the dedicated server. It will 
> >>>be a full re-download.
> 
> Am I to understand using the new SteamCMD w/ app_update WON'T update my 
> existing hlds/srcds servers that were built using the old HldsUpdateTool?
> Quote:
> >>>The Source engine games do not use the "mod" feature of SteamCMD. Each 
> >>>game has its own AppID and is a seperate installation with no shared 
> >>>content.
> 
> I used to rely on the HldsUpdateTool to create the install directories of all 
> my hlds/srcds games, all I ever did was define a base directory ie; c:\hlds 
> or c:\srcds. The old method created unique paths, ie;
>  
> C:\SRCDS\css\cstrike
> C:\SRCDS\l4d\left4dead
> C:\SRCDS\left4dead2\left4dead2
> C:\SRCDS\orangebox\hl2mp
> C:\SRCDS\orangebox\tf
> C:\SRCDS\tf2beta\tf_beta
>  
> With that said, I started downloading files using the SteamCMD into a unique 
> folder and noted that tf2 beta files would write over tf2 etc. being all I 
> used was force_install_dir ../srcdsx
> 
> So, I was wondering whats the new "safe practice" if app_update WON'T update 
> my existing hlds/srcds files? Can HldsUpdateTool and SteamCMD dl's safely be 
> in the same base folder as long as newer app_id's being added are specified? 
> OR will this just cause further  headaches?
> 
> Example:-
> force_install_dir ../srcdsx/css
> force_install_dir ../srcdsx/hl2mp
> force_install_dir ../srcdsx/tf2
> force_install_dir ../srcdsx/tf2beta
> 
> 
> 
> Anyways, I'm just looking to update my testbox and convert over to SteamCMD 
> and was wondering what others are doing. Thx.
>   
> 
> 
> From: Fletcher Dunn 
> To: "Half-Life dedicated Linux server mailing list 
> (hlds_li...@list.valvesoftware.com)" ; 
> "Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)" 
> ; "hlds_annou...@list.valvesoftware.com" 
>  
> Sent: Tuesday, February 19, 2013 8:36 PM
> Subject: [hlds] SteamPipe is coming. Download the TF beta
> 
> The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
> Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam’s 
> new-and-improved content delivery system.  SteamPipe is currently used by 
> most games on Steam.
>  
> This change will impact server operators in at least two significant ways:
>  
> · You will use steamcmd instead of the HLDSUpdateTool to 
> install/update the server.
> · The conversion will entail significant changes to the way the files 
> appear in the local filesystem on the server and client.  The client no 
> longer uses GCF files.  Instead, most assets are packed up into VPK, and 
> those VPKs are the same on the server and the client.  The server no longer 
> uses 1000’s of loose files.
>  
> We’re using the TF beta to test these changes and identify the bugs, and give 
> everybody a chance to make sure their favorite mod or plugin will work in the 
> new system.
>  
> Everybody is encouraged to download the TF beta!
>  
> We’ve prepared an FAQ that discusses the details of the change and answers 
> the questions we anticipate:
> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>  
> Please report gameserver related bugs in this mailing list.
>  
> Client bugs can be reported through this mailing list, or in the TF beta 
> forum.
> http://forums.steampowered.com/forums/forumdisplay.php?f=1038
>  
> Thanks for your help, and happy testing!
>  
> (And remember, playtime in the beta counts towards item drops in the release 
> game.)
>  
> - Fletch
>  
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-04-18 Thread Ryan Stecker
>Am I to understand using the new SteamCMD w/ app_update WON'T update my
existing hlds/srcds servers that were built using the old HldsUpdateTool?

That's correct. Using SteamCMD on top of an existing HldsUpdateTool install
will essentially duplicate the files on your server.


On Thu, Apr 18, 2013 at 3:30 PM, Robert Whelan  wrote:

>
> I've been out of the hosting scene awhile though still try to keep up with
> what's new. Anyways, I was hoping to clarify 2 things. From the dev/faq
> pages... you know, the pages we're NOT supposed to read, lol.
>
> Quote:
> >>>There is no automated conversion process for the dedicated server. It
> will be a full re-download.
>
> Am I to understand using the new SteamCMD w/ app_update WON'T update my
> existing hlds/srcds servers that were built using the old HldsUpdateTool?
> Quote:
> >>>The Source engine games do not use the "mod" feature of SteamCMD. Each
> game has its own AppID and is a seperate installation with no shared
> content.
>
> I used to rely on the HldsUpdateTool to create the install directories of
> all my hlds/srcds games, all I ever did was define a base directory ie;
> c:\hlds or c:\srcds. The old method created unique paths, ie;
>
> C:\SRCDS\css\cstrike
> C:\SRCDS\l4d\left4dead
> C:\SRCDS\left4dead2\left4dead2
> C:\SRCDS\orangebox\hl2mp
> C:\SRCDS\orangebox\tf
> C:\SRCDS\tf2beta\tf_beta
>
> With that said, I started downloading files using the SteamCMD into a
> unique folder and noted that tf2 beta files would write over tf2 etc. being
> all I used was force_install_dir ../srcdsx
>
> So, I was wondering whats the new "safe practice" if app_update WON'T
> update my existing hlds/srcds files? Can HldsUpdateTool and SteamCMD dl's
> safely be in the same base folder as long as newer app_id's being added are
> specified? OR will this just cause further headaches?
>
> Example:-
> force_install_dir ../srcdsx/css
> force_install_dir ../srcdsx/hl2mp
> force_install_dir ../srcdsx/tf2
> force_install_dir ../srcdsx/tf2beta
>
>
>
> Anyways, I'm just looking to update my testbox and convert over to
> SteamCMD and was wondering what others are doing. Thx.
>
>
>
> *From:* Fletcher Dunn 
> *To:* "Half-Life dedicated Linux server mailing list (
> hlds_li...@list.valvesoftware.com)" ;
> "Half-Life dedicated Win32 server mailing list (
> hlds@list.valvesoftware.com)" ; "
> hlds_annou...@list.valvesoftware.com" <
> hlds_annou...@list.valvesoftware.com>
> *Sent:* Tuesday, February 19, 2013 8:36 PM
> *Subject:* [hlds] SteamPipe is coming. Download the TF beta
>
>  The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
> of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam’s
> new-and-improved content delivery system.  SteamPipe is currently used by
> most games on Steam.
>
> This change will impact server operators in at least two significant ways:
>
> · You will use steamcmd instead of the HLDSUpdateTool to
> install/update the server.
> · The conversion will entail significant changes to the way the
> files appear in the local filesystem on the server and client.  The client
> no longer uses GCF files.  Instead, most assets are packed up into VPK, and
> those VPKs are the same on the server and the client.  The server no longer
> uses 1000’s of loose files.
>
> We’re using the TF beta to test these changes and identify the bugs, and
> give everybody a chance to make sure their favorite mod or plugin will work
> in the new system.
>
> Everybody is encouraged to download the TF beta!
>
> We’ve prepared an FAQ that discusses the details of the change and answers
> the questions we anticipate:
> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>
> Please report gameserver related bugs in this mailing list.
>
> Client bugs can be reported through this mailing list, or in the TF beta
> forum.
> http://forums.steampowered.com/forums/forumdisplay.php?f=1038
>
> Thanks for your help, and happy testing!
>
> (And remember, playtime in the beta counts towards item drops in the
> release game.)
>
> - Fletch
>
>
> ___
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> please visit:
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>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
"Continued use of such plug-ins will risk your Steam account getting VAC 
banned."


I wasn't even aware of these plugins, but are these plugins now unable to be 
loaded without them being modified past this update? Or if users continue to 
run them after this update they will be banned?


If the plugins do not require an update to bypass the new system, do you 
feel this notice is sufficient enough to inform users these plugins will 
result in a ban?






- Original Message - 
From: "Eric Smith" 
To: "Half-Life dedicated Win32 server mailing list" 
; "Half-Life dedicated Linux server mailing 
list" 

Sent: Thursday, April 18, 2013 4:25 PM
Subject: [hlds] Mandatory Team Fortress 2 update released


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


-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode 
to be used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game 
servers even when -insecure is specified on the command line
  - Continued use of such plug-ins will risk your Steam account getting 
VAC banned
- Added support for unloading the displayed URL when the user closes the 
info panel
  - Added ConVar sv_motd_unload_on_dismissal to allow server ops to 
control the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the 
Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong 
way in VR mode

- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Ross Bemrose
They have apparently been widely used to increase players FOV in league
play, among other things.


On Thu, Apr 18, 2013 at 4:38 PM, Evourr  wrote:

> "Continued use of such plug-ins will risk your Steam account getting VAC
> banned."
>
> I wasn't even aware of these plugins, but are these plugins now unable to
> be loaded without them being modified past this update? Or if users
> continue to run them after this update they will be banned?
>
> If the plugins do not require an update to bypass the new system, do you
> feel this notice is sufficient enough to inform users these plugins will
> result in a ban?
>
>
>
>
>
> - Original Message - From: "Eric Smith" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>; "Half-Life dedicated Linux server mailing
> list" 
> >
> Sent: Thursday, April 18, 2013 4:25 PM
> Subject: [hlds] Mandatory Team Fortress 2 update released
>
>
>
>  We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below.
>>
>> -Eric
>>
>> --
>>
>> Team Fortress 2
>> - Added a new ConVar cl_first_person_uses_world_**model to allow this
>> mode to be used outside of VR mode
>> - Disabled plug-ins that would allow users to connect to secure game
>> servers even when -insecure is specified on the command line
>>   - Continued use of such plug-ins will risk your Steam account getting
>> VAC banned
>> - Added support for unloading the displayed URL when the user closes the
>> info panel
>>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to
>> control the default behavior of their MOTD
>> - Fixed a client crash related to doing a changelevel while firing the
>> Minigun
>> - Fixed a bug where you could come out of a teleporter facing the wrong
>> way in VR mode
>> - Improved performance and stability for the Linux version
>> - Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>



-- 
Ross Bemrose
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Brian
The plugin in question was used by players to increase their FOV beyond the
90 degree limit for the sake of *comfort* due to their being used to higher
values from other competitive games such as Quake. I do not believe that
this was any more of a player advantage than having greater FPS or using a
widescreen monitor.


On Thu, Apr 18, 2013 at 9:40 PM, Ross Bemrose  wrote:

> They have apparently been widely used to increase players FOV in league
> play, among other things.
>
>
> On Thu, Apr 18, 2013 at 4:38 PM, Evourr  wrote:
>
>> "Continued use of such plug-ins will risk your Steam account getting VAC
>> banned."
>>
>> I wasn't even aware of these plugins, but are these plugins now unable to
>> be loaded without them being modified past this update? Or if users
>> continue to run them after this update they will be banned?
>>
>> If the plugins do not require an update to bypass the new system, do you
>> feel this notice is sufficient enough to inform users these plugins will
>> result in a ban?
>>
>>
>>
>>
>>
>> - Original Message - From: "Eric Smith" 
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com>; "Half-Life dedicated Linux server mailing
>> list" 
>> >
>> Sent: Thursday, April 18, 2013 4:25 PM
>> Subject: [hlds] Mandatory Team Fortress 2 update released
>>
>>
>>
>>  We've released a mandatory update for Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> Team Fortress 2
>>> - Added a new ConVar cl_first_person_uses_world_**model to allow this
>>> mode to be used outside of VR mode
>>> - Disabled plug-ins that would allow users to connect to secure game
>>> servers even when -insecure is specified on the command line
>>>   - Continued use of such plug-ins will risk your Steam account getting
>>> VAC banned
>>> - Added support for unloading the displayed URL when the user closes the
>>> info panel
>>>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to
>>> control the default behavior of their MOTD
>>> - Fixed a client crash related to doing a changelevel while firing the
>>> Minigun
>>> - Fixed a bug where you could come out of a teleporter facing the wrong
>>> way in VR mode
>>> - Improved performance and stability for the Linux version
>>> - Fixed a bug with custom fonts not loading for third party HUDs on
>>> Linux.
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
>
> --
> Ross Bemrose
>
> ___
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> please visit:
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Kyle Sanderson
When is this anti-clientside plugin fix coming to the other source games?
If clients are getting VAC'd for it now, its only fair if they too get a
chance for it not to load.

Thanks,
Kyle.
On 18 Apr 2013 13:16, "Eric Smith"  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added a new ConVar cl_first_person_uses_world_model to allow this mode
> to be used outside of VR mode
> - Disabled plug-ins that would allow users to connect to secure game
> servers even when -insecure is specified on the command line
>- Continued use of such plug-ins will risk your Steam account getting
> VAC banned
> - Added support for unloading the displayed URL when the user closes the
> info panel
>- Added ConVar sv_motd_unload_on_dismissal to allow server ops to
> control the default behavior of their MOTD
> - Fixed a client crash related to doing a changelevel while firing the
> Minigun
> - Fixed a bug where you could come out of a teleporter facing the wrong
> way in VR mode
> - Improved performance and stability for the Linux version
> - Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
This was my point, even though I don't support unfair advantages, and wasn't 
aware of these plugins, I do feel players deserve a fair chance at removing 
them, which was why I asked if this new system valve put in place completely 
disables the old version of the plugin like you did with clients loading 
sourcemod in 2009, or if this simply results in a VAC ban if users don't remove 
it today?
  - Original Message - 
  From: Kyle Sanderson 
  To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux 
server mailing list ; er...@valvesoftware.com 
  Sent: Thursday, April 18, 2013 4:45 PM
  Subject: Re: [hlds] Mandatory Team Fortress 2 update released


  When is this anti-clientside plugin fix coming to the other source games? If 
clients are getting VAC'd for it now, its only fair if they too get a chance 
for it not to load.

  Thanks,
  Kyle.

  On 18 Apr 2013 13:16, "Eric Smith"  wrote:

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to 
be used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game 
servers even when -insecure is specified on the command line
   - Continued use of such plug-ins will risk your Steam account getting 
VAC banned
- Added support for unloading the displayed URL when the user closes the 
info panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to 
control the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the 
Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way 
in VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.

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--


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Doctor McKay
An increased FOV gives some players an advantage over spies, which rely on
stealth.

If leagues want to continue to allow increased FOVs, they can disable VAC
on their match servers.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


On Thu, Apr 18, 2013 at 4:43 PM, Brian  wrote:

> The plugin in question was used by players to increase their FOV beyond
> the 90 degree limit for the sake of *comfort* due to their being used to
> higher values from other competitive games such as Quake. I do not believe
> that this was any more of a player advantage than having greater FPS or
> using a widescreen monitor.
>
>
> On Thu, Apr 18, 2013 at 9:40 PM, Ross Bemrose  wrote:
>
>> They have apparently been widely used to increase players FOV in league
>> play, among other things.
>>
>>
>> On Thu, Apr 18, 2013 at 4:38 PM, Evourr  wrote:
>>
>>> "Continued use of such plug-ins will risk your Steam account getting VAC
>>> banned."
>>>
>>> I wasn't even aware of these plugins, but are these plugins now unable
>>> to be loaded without them being modified past this update? Or if users
>>> continue to run them after this update they will be banned?
>>>
>>> If the plugins do not require an update to bypass the new system, do you
>>> feel this notice is sufficient enough to inform users these plugins will
>>> result in a ban?
>>>
>>>
>>>
>>>
>>>
>>> - Original Message - From: "Eric Smith" >> >
>>> To: "Half-Life dedicated Win32 server mailing list" <
>>> hlds@list.valvesoftware.com>; "Half-Life dedicated Linux server mailing
>>> list" 
>>> 
>>> >
>>> Sent: Thursday, April 18, 2013 4:25 PM
>>> Subject: [hlds] Mandatory Team Fortress 2 update released
>>>
>>>
>>>
>>>  We've released a mandatory update for Team Fortress 2. The notes for
 the update are below.

 -Eric

 --

 Team Fortress 2
 - Added a new ConVar cl_first_person_uses_world_**model to allow this
 mode to be used outside of VR mode
 - Disabled plug-ins that would allow users to connect to secure game
 servers even when -insecure is specified on the command line
   - Continued use of such plug-ins will risk your Steam account getting
 VAC banned
 - Added support for unloading the displayed URL when the user closes
 the info panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to
 control the default behavior of their MOTD
 - Fixed a client crash related to doing a changelevel while firing the
 Minigun
 - Fixed a bug where you could come out of a teleporter facing the wrong
 way in VR mode
 - Improved performance and stability for the Linux version
 - Fixed a bug with custom fonts not loading for third party HUDs on
 Linux.


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds

>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>>
>>
>>
>>
>> --
>> Ross Bemrose
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread DontWannaName!
Haha I would love to see a match with vac turned off.

Sent from my iPhone 5

On Apr 18, 2013, at 1:51 PM, Doctor McKay  wrote:

> An increased FOV gives some players an advantage over spies, which rely on 
> stealth.
> 
> If leagues want to continue to allow increased FOVs, they can disable VAC on 
> their match servers.
> 
> 
> 
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
> 
> 
> On Thu, Apr 18, 2013 at 4:43 PM, Brian  wrote:
>> The plugin in question was used by players to increase their FOV beyond the 
>> 90 degree limit for the sake of comfort due to their being used to higher 
>> values from other competitive games such as Quake. I do not believe that 
>> this was any more of a player advantage than having greater FPS or using a 
>> widescreen monitor.
>> 
>> 
>> On Thu, Apr 18, 2013 at 9:40 PM, Ross Bemrose  wrote:
>>> They have apparently been widely used to increase players FOV in league 
>>> play, among other things.
>>> 
>>> 
>>> On Thu, Apr 18, 2013 at 4:38 PM, Evourr  wrote:
 "Continued use of such plug-ins will risk your Steam account getting VAC 
 banned."
 
 I wasn't even aware of these plugins, but are these plugins now unable to 
 be loaded without them being modified past this update? Or if users 
 continue to run them after this update they will be banned?
 
 If the plugins do not require an update to bypass the new system, do you 
 feel this notice is sufficient enough to inform users these plugins will 
 result in a ban?
 
 
 
 
 
 - Original Message - From: "Eric Smith" 
 To: "Half-Life dedicated Win32 server mailing list" 
 ; "Half-Life dedicated Linux server mailing 
 list" 
 Sent: Thursday, April 18, 2013 4:25 PM
 Subject: [hlds] Mandatory Team Fortress 2 update released
 
 
 
> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below.
> 
> -Eric
> 
> --
> 
> Team Fortress 2
> - Added a new ConVar cl_first_person_uses_world_model to allow this mode 
> to be used outside of VR mode
> - Disabled plug-ins that would allow users to connect to secure game 
> servers even when -insecure is specified on the command line
>   - Continued use of such plug-ins will risk your Steam account getting 
> VAC banned
> - Added support for unloading the displayed URL when the user closes the 
> info panel
>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to 
> control the default behavior of their MOTD
> - Fixed a client crash related to doing a changelevel while firing the 
> Minigun
> - Fixed a bug where you could come out of a teleporter facing the wrong 
> way in VR mode
> - Improved performance and stability for the Linux version
> - Fixed a bug with custom fonts not loading for third party HUDs on Linux.
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> 
>>> 
>>> 
>>> -- 
>>> Ross Bemrose
>>> 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> 
>> 
>> ___
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>> please visit:
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> 
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Crapware Wardon
I think they should have already been banned. If you don't agree you just don't 
have a sense of fair play and shouldn't have your server listed on the server 
list if you cant play without it. Why warn at all it's clearly a cheat? 
Perman-ban them all without a warning.
 Date: Thu, 18 Apr 2013 13:45:53 -0700
From: kyle.l...@gmail.com
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
er...@valvesoftware.com
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

When is this anti-clientside plugin fix coming to the other source games? If 
clients are getting VAC'd for it now, its only fair if they too get a chance 
for it not to load.
Thanks,

Kyle.
On 18 Apr 2013 13:16, "Eric Smith"  wrote:

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



-Eric



--



Team Fortress 2

- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode

- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line

   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned

- Added support for unloading the displayed URL when the user closes the info 
panel

   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD

- Fixed a client crash related to doing a changelevel while firing the Minigun

- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode

- Improved performance and stability for the Linux version

- Fixed a bug with custom fonts not loading for third party HUDs on Linux.



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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
It's a client side plugin.
  - Original Message - 
  From: Crapware Wardon 
  To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux 
server mailing list 
  Sent: Thursday, April 18, 2013 4:53 PM
  Subject: Re: [hlds] Mandatory Team Fortress 2 update released


  I think they should have already been banned. If you don't agree you just 
don't have a sense of fair play and shouldn't have your server listed on the 
server list if you cant play without it. Why warn at all it's clearly a cheat? 
Perman-ban them all without a warning.
   


--
  Date: Thu, 18 Apr 2013 13:45:53 -0700
  From: kyle.l...@gmail.com
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
er...@valvesoftware.com
  Subject: Re: [hlds] Mandatory Team Fortress 2 update released


  When is this anti-clientside plugin fix coming to the other source games? If 
clients are getting VAC'd for it now, its only fair if they too get a chance 
for it not to load.

  Thanks,
  Kyle.

  On 18 Apr 2013 13:16, "Eric Smith"  wrote:

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to 
be used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game 
servers even when -insecure is specified on the command line
   - Continued use of such plug-ins will risk your Steam account getting 
VAC banned
- Added support for unloading the displayed URL when the user closes the 
info panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to 
control the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the 
Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way 
in VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Crapware Wardon
even more reason to ban without warning, besides this is a server discussion 
mailing list.
 From: evo...@gmail.com
To: hlds@list.valvesoftware.com
Date: Thu, 18 Apr 2013 16:57:12 -0400
Subject: Re: [hlds] Mandatory Team Fortress 2 update released








It's a client side plugin.

  - Original Message - 
  From: 
  Crapware Wardon 
  To: Half-Life dedicated Win32 server 
  mailing list ; Half-Life dedicated Linux 
  server mailing list 
  Sent: Thursday, April 18, 2013 4:53 
  PM
  Subject: Re: [hlds] Mandatory Team 
  Fortress 2 update released
  

  I think they should have already been banned. If you don't agree 
  you just don't have a sense of fair play and shouldn't have your 
  server listed on the server list if you cant play without it. Why warn at 
  all it's clearly a cheat? Perman-ban them all without a warning.
 

  
  
  
  Date: Thu, 18 Apr 2013 13:45:53 -0700
From: kyle.l...@gmail.com
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
  er...@valvesoftware.com
Subject: 
  Re: [hlds] Mandatory Team Fortress 2 update released


  When is this anti-clientside plugin fix coming to the other source 
  games? If clients are getting VAC'd for it now, its only fair if they too get 
  a chance for it not to load.
  Thanks,
Kyle.
  On 18 Apr 2013 13:16, "Eric Smith"  
  wrote:

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

-Eric

--

Team 
Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow 
this mode to be used outside of VR mode
- Disabled plug-ins that would 
allow users to connect to secure game servers even when -insecure is 
specified on the command line
   - Continued use of such 
plug-ins will risk your Steam account getting VAC banned
- Added support 
for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow 
server ops to control the default behavior of their MOTD
- Fixed a client 
crash related to doing a changelevel while firing the Minigun
- Fixed a 
bug where you could come out of a teleporter facing the wrong way in VR 
mode
- Improved performance and stability for the Linux version
- 
Fixed a bug with custom fonts not loading for third party HUDs on 
Linux.

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
I don't agree with banning without some sort of indication that the plugin is 
not tolerated, the client used to load plugins the same way as the server 
before the late 2009 update which stopped that. You could literally load 
sourcemod on your client, and change convars like r_drawothermodels. 

Valve didn't ban people for that, they simply blocked the usage of the plugin 
by loading it clientside, what I'm wondering is if these bans are going to be 
fair or if they're simply going to be banned without much information being 
posted.

This is a mailing list for server discussions, but this will effect users who 
play on our servers, and I would like to know that they're actually being 
banned fairly. 

Also, your suggestion for banning without warning is just too harsh. (Anyone 
can still cheat by having admin in sourcemod, and they would never get banned.)

  - Original Message - 
  From: Crapware Wardon 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, April 18, 2013 4:58 PM
  Subject: Re: [hlds] Mandatory Team Fortress 2 update released


  even more reason to ban without warning, besides this is a server discussion 
mailing list.
   


--
  From: evo...@gmail.com
  To: hlds@list.valvesoftware.com
  Date: Thu, 18 Apr 2013 16:57:12 -0400
  Subject: Re: [hlds] Mandatory Team Fortress 2 update released


  It's a client side plugin.
- Original Message - 
From: Crapware Wardon 
To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated 
Linux server mailing list 
Sent: Thursday, April 18, 2013 4:53 PM
Subject: Re: [hlds] Mandatory Team Fortress 2 update released


I think they should have already been banned. If you don't agree you just 
don't have a sense of fair play and shouldn't have your server listed on the 
server list if you cant play without it. Why warn at all it's clearly a cheat? 
Perman-ban them all without a warning.
 



Date: Thu, 18 Apr 2013 13:45:53 -0700
From: kyle.l...@gmail.com
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
er...@valvesoftware.com
Subject: Re: [hlds] Mandatory Team Fortress 2 update released


When is this anti-clientside plugin fix coming to the other source games? 
If clients are getting VAC'd for it now, its only fair if they too get a chance 
for it not to load.

Thanks,
Kyle.

On 18 Apr 2013 13:16, "Eric Smith"  wrote:

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

  -Eric

  --

  Team Fortress 2
  - Added a new ConVar cl_first_person_uses_world_model to allow this mode 
to be used outside of VR mode
  - Disabled plug-ins that would allow users to connect to secure game 
servers even when -insecure is specified on the command line
 - Continued use of such plug-ins will risk your Steam account getting 
VAC banned
  - Added support for unloading the displayed URL when the user closes the 
info panel
 - Added ConVar sv_motd_unload_on_dismissal to allow server ops to 
control the default behavior of their MOTD
  - Fixed a client crash related to doing a changelevel while firing the 
Minigun
  - Fixed a bug where you could come out of a teleporter facing the wrong 
way in VR mode
  - Improved performance and stability for the Linux version
  - Fixed a bug with custom fonts not loading for third party HUDs on Linux.

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

2013-04-18 Thread Tony Paloma
Are you on hlds too? You probably got one there and one here.

Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
MOTD when the user closes it. Before we would just hide it, but the page would 
still be loaded and taking resources. This gives server operators the option to 
have it unloaded completely.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Thursday, April 18, 2013 2:06 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Ok this is the 2nd one of these I've gotten today. But while we are on the 
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Asher Baker
On Thu, Apr 18, 2013 at 10:11 PM, Evourr  wrote:

> Valve didn't ban people for that, they simply blocked the usage of the
> plugin by loading it clientside, what I'm wondering is if these bans are
> going to be fair or if they're simply going to be banned without much
> information being posted.


The plugins mentioned are *manipulating* that block to work around it,
*that* is why it's perfectly justifiable to punish clients using them.

I do think VAC is too harsh in this case, but if that's the only reasonable
tool available, then so be it.

The notes for the update say the plugin is blocked, so I presume people
won't be VAC banned unless it's *further* worked around - and then people
are just being idiots and they've had the only warning they deserve.
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Mart-Jan Reeuwijk

Strangely, why do I think the client would actually wants to be able to set it 
to default "unload"?



>
> From: Tony Paloma 
>To: 'Half-Life dedicated Linux server mailing list' 
>; "hlds@list.valvesoftware.com" 
> 
>Sent: Thursday, 18 April 2013, 23:12
>Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released
> 
>
>Are you on hlds too? You probably got one there and one here.
>
>Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
>MOTD when the user closes it. Before we would just hide it, but the page would 
>still be loaded and taking resources. This gives server operators the option 
>to have it unloaded completely.
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com 
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
>Sent: Thursday, April 18, 2013 2:06 PM
>To: 'Half-Life dedicated Linux server mailing list'
>Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>
>Ok this is the 2nd one of these I've gotten today. But while we are on the 
>subject can you explain this a little more?
>
>Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
>default behavior of their MOTD
>
>
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>Sent: Thursday, April 18, 2013 4:26 PM
>To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
>server mailing list
>Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>
>We've released a mandatory update for Team Fortress 2. The notes for the 
>update are below.
>
>-Eric
>
>--
>
>Team Fortress 2
>- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
>used outside of VR mode
>- Disabled plug-ins that would allow users to connect to secure game servers 
>even when -insecure is specified on the command line 
>   - Continued use of such plug-ins will risk your Steam account getting VAC 
>banned
>- Added support for unloading the displayed URL when the user closes the info 
>panel
>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
>the default behavior of their MOTD
>- Fixed a client crash related to doing a changelevel while firing the Minigun
>- Fixed a bug where you could come out of a teleporter facing the wrong way in 
>VR mode
>- Improved performance and stability for the Linux version
>- Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>
>
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>visit:
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>
>
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Tony Paloma
Some server ops have content in their MOTD that they'd prefer be unloaded when 
the user closes the dialog (videos, intro music). This also allows use of the 
onunload event in MOTDs.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Thursday, April 18, 2013 3:40 PM
To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated Linux 
server mailing list'
Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released


Strangely, why do I think the client would actually wants to be able to set it 
to default "unload"?

From: Tony Paloma mailto:to...@valvesoftware.com>>
To: 'Half-Life dedicated Linux server mailing list' 
mailto:hlds_li...@list.valvesoftware.com>>; 
"hlds@list.valvesoftware.com" 
mailto:hlds@list.valvesoftware.com>>
Sent: Thursday, 18 April 2013, 23:12
Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

Are you on hlds too? You probably got one there and one here.

Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
MOTD when the user closes it. Before we would just hide it, but the page would 
still be loaded and taking resources. This gives server operators the option to 
have it unloaded completely.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Frank
Sent: Thursday, April 18, 2013 2:06 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Ok this is the 2nd one of these I've gotten today. But while we are on the 
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD



-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line
  - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
  - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Mart-Jan Reeuwijk
The intentions I saw with those plugins was to be able to circumvent horizontal 
FOV and mat_picmip limitations, which some used to create somewhat different 
(high quality) video content.

My question is: can they still use it for that? (ie: not connecting to a 
server, just only create video content from recorded demo's / replays etc).

Personally never used it, but saw it pass along in those subjects.



>
> From: Kyle Sanderson 
>To: Half-Life dedicated Win32 server mailing list 
>; Half-Life dedicated Linux server mailing list 
>; er...@valvesoftware.com 
>Sent: Thursday, 18 April 2013, 22:45
>Subject: Re: [hlds] Mandatory Team Fortress 2 update released
> 
>
>
>When is this anti-clientside plugin fix coming to the other source games? If 
>clients are getting VAC'd for it now, its only fair if they too get a chance 
>for it not to load.
>Thanks,
>Kyle.
>On 18 Apr 2013 13:16, "Eric Smith"  wrote:
>
>We've released a mandatory update for Team Fortress 2. The notes for the 
>update are below.
>>
>>-Eric
>>
>>--
>>
>>Team Fortress 2
>>- Added a new ConVar cl_first_person_uses_world_model to allow this mode to 
>>be used outside of VR mode
>>- Disabled plug-ins that would allow users to connect to secure game servers 
>>even when -insecure is specified on the command line
>>   - Continued use of such plug-ins will risk your Steam account getting VAC 
>>banned
>>- Added support for unloading the displayed URL when the user closes the info 
>>panel
>>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
>>the default behavior of their MOTD
>>- Fixed a client crash related to doing a changelevel while firing the Minigun
>>- Fixed a bug where you could come out of a teleporter facing the wrong way 
>>in VR mode
>>- Improved performance and stability for the Linux version
>>- Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>>
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>>visit:
>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
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>
>
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Re: [hlds] [hlds_linux] Symlinked Server Setup

2013-04-18 Thread Fletcher Dunn
Updating files in place is definitely asking for problems.

Keep in mind that the use of VPK files add a new wrinkle.  If a VPK is updated 
and the files inside shift their offset, there's a good chance that if you try 
to load the file after updating, it won't just a valid but perhaps mismatched 
file, which is what would happen before.  It will essentially load random bytes.

If there is no map change, and it doesn't need to actually load any files, then 
there's a decent chance that will work.  I would expect that any map change 
that happens after the an in-place update begins has a high chance of crashing.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nikooo777
Sent: Thursday, April 18, 2013 4:45 PM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] Symlinked Server Setup

No idea, my servers never crashed when doing an update. I guess it's because of 
linux loading the binaries into memory. It once happened that i deleted the 
whole installation when running it and i can swear after all data was deleted 
the server was still up on hlsw (had some troubles joining it tho).


Sent from Samsung Mobile

 Original message 
From: Russell Smith 
Date:  
To: Half-Life dedicated Linux server mailing list 

Subject: Re: [hlds_linux] Symlinked Server Setup 
 
How would this not cause a crash?  You're overwriting the binaries that are 
currently running on your symlinked servers.

On 18.04.2013 15:30, Nikooo777 wrote:
> That's just a waste of space. Use one base installation and when 
> needed update it. Your game won't crash. If you have multiple 
> gameservers then symlink the binaries etc and for each installation 
> install mm and sm.
>
>
> Sent from Samsung Mobile
>
>  Original message 
> From: Bjorn Wielens 
> Date:
> To: Half-Life dedicated Linux server mailing list 
> 
> Subject: Re: [hlds_linux] Symlinked Server Setup
>
> What I plan to do is keep two copies of the full srcds install.
>
> First one of them is updated. Then all the servers are shut down, and 
> the new files are copied over to the second full install. The servers 
> are symlinked to the second install. Best of both worlds ;)
>
>
>
>
> 
> From: Russell Smith 
> To: Half-Life dedicated Linux server mailing list 
> 
> Sent: Thursday, April 18, 2013 1:41:33 PM
> Subject: Re: [hlds_linux] Symlinked Server Setup
>
>
> To piggy back on this thread, how are you guys handling srcds updates?
> The only disadvantage I can see with symlinking is you then cannot 
> launch with -autoupdate on each of your instances, but you can't 
> update the master copy either while the children are running.
>
> Are you guys then just manually shutting down all servers to update 
> the master copy every update?
>
> On 4/18/2013 4:34 AM, Bjorn Wielens wrote:
>> Thanks all for the insight. I've also been looking at the forked 
>> server thread on alliedmods where it's mentioned that MM can be 
>> symlinked, but sourcemod should not be.
>>
>> I've got a pretty good idea now what I want to do after hearing how 
>> other folks manage it. We use CPGS to manage the servers so it won't 
>> be necessary to actually start/stop/restart them from the script - 
>> what I'm looking to write is just some scripts for rapid updating of 
>> metamod, sourcemod, and tf2, along with a rapid way to deploy a new 
>> install with our standard plugin and config loadout.
>>
>> Cheers!
>>
>>
>>
>> 
>>   From: Erik-jan Riemers 
>> To: Half-Life dedicated Linux server mailing list  
>>
>> Sent: Thursday, April 18, 2013 4:54:58 AM
>> Subject: Re: [hlds_linux] Symlinked Server Setup
>> 
>>
>> Well i am no isp, so I don’t have to keep that in mind. Also we use 
>> updater.smx which removes any symbolic links if a new update is out 
>> on the plugins. Looks nice the gui Ulrich, might come in handy for 
>> less scriptfull people.
>>
>> Only thing that was left, was there now an option to tell server 
>> owners which custom content it is allowed to load? I think not right?
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
>> Ulrich Block
>> Sent: donderdag 18 april 2013 9:45
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Symlinked Server Setup
>>
>> I am also using a symlink setup. My system has a masteruser which 
>> owns the masterfiles/server. This user is within the same group as 
>> the users that own the actual gameservers. Linking serverplugins 
>> decreases the needed adminsitration. Update mms/sm once and all your 
>> servers can make use of updated binaries.
>>
>>
>> When I install a server or serverplugin like mms/sm I work in two 
>> passes.
>>
>> 1. pass is to copy files from master a user needs to edit  
>>(incomplete  extension list und wrote down from

[hlds] Fwd: SDK Steampipe Conversion?

2013-04-18 Thread hooky
Probably would help if I sent this to the main mailing list too.

-- Forwarded message --
From: hooky 
Date: Thu, Apr 18, 2013 at 11:01 PM
Subject: SDK Steampipe Conversion?
To: hlds_li...@list.valvesoftware.com


Is the Source SDK going to be converted to Steampipe any time soon? If so,
when? Ideally it should be the same day as TF2's switchover, as then every
game will be on Steampipe and there's little delay for map, item, etc.
creators.

Thanks.

hooky
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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-18 Thread Denis Eliseev
Maybe you forgot about "+map somemap"?

19.04.2013, 00:13, "mailingli...@game-desk.net" :
> Yesterday we thought we'd finally found out how to update the CS:S
> servers. We tested this on 2 servers, and both of them started up
> correctly. However, when some of our clients try to update today, all
> they get is this:
>
> # maxplayers set to 16
> Unknown command "r_decal_cullsize"
> maxplayers set to 16
> WARNING: Port 27005 was unavailable - bound to port 27006 instead
> Network: IP 46.4.79.137, mode MP, dedicated Yes, ports 27035 SV / 27006
> CL
>
> Nothing more is happening. Why?
>
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