Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
My MvM server starts lagging badly the moment the first wave starts. I had no issue running my MvM before on our dedicated server. Does anyone else have this issue? 2012/10/27 Rob Nelson nexisentertainm...@gmail.com Same here. After restarting the server on Debian Linux (i686 on Linode), the game updated, went through the normal loading sequence (oddly, without replay, even though it worked prior to the update), and after loading the popfile (as indicated by a few warnings), the process hangs. Linux mine 2.6.39.1-linode34 #1 SMP Tue Jun 21 10:29:24 EDT 2011 i686 GNU/Linux Startup commandline: ./srcds_run -console -steambin /home/gmod/hlds/steam -game tf +map mvm_mannworks +maxplayers 32 -autoupdate -replay Log is attached. Same result every time. Server worked fine up until the update was out. All of our other Linux srcds servers are out of commission, either due to srcds crashing the entire server, or just hanging. On Friday, October 26, 2012 7:31:24 PM, gamead...@127001.org wrote: MVM freezing at 100% of a core for me on Linux around a second after the first person chooses a class. No error messages, no metamod, sourcemod or any other plugins -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Todd Pettit Sent: 27 October 2012 03:19 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released Here is the issue: https://forums.alliedmods.net/showthread.php?t=199068 - Original Message - From: T Marler bloodyi...@shaw.ca To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, October 26, 2012 8:15:43 PM Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released I updated my servers (with verify all) twice, as soon ass the queueing system kicks in, my server blurts out: Invalid wave number Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. And now my servers are not responsive. Wtf? - Original Message - From: Eric Smith er...@valvesoftware.com 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: Friday, October 26, 2012 5:16:39 PM Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes for the updates are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. (mat_viewportupscale 1 and mat_viewportscale 0.5 will downscale world rendering by 50%.) - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a changelevel when the server is empty - Fixed a bug that prevented consecutive clicks on scrollbar buttons - Performance and stability improvements - Added positional audio support for Mumble clients Team Fortress 2 - Scream Fortress Event 2012 - Fixed a bug where buildings would be invisible during their setup time - Mann vs. Machine - Added the map Mvm_coaltown_event with a special Halloween mission - Fixed a bug where players money would not be set properly when restoring a checkpoint - Fixed server crash on vote to restart mission ___ 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 ___ 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 ___ 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
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
Seems my server starts lagging when specific types of MvM bots appear, pyros or scouts or something. Because the lag stopped when there was a whole train of big robots coming for us. 2012/10/27 cockroach i...@cockroachnet.com I have a rented linux server for the occasion and had to fix/reinstall metamod it was broken. also I had to disable many sourcemod plugings before I stoped a crash at team join. anyway maybe meta mod broke on more linux boxes. *From:* Joeri van der Velden joerivdvel...@gmail.com *Sent:* Saturday, October 27, 2012 2:06 PM *To:* Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com *Subject:* Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released My MvM server starts lagging badly the moment the first wave starts. I had no issue running my MvM before on our dedicated server. Does anyone else have this issue? 2012/10/27 Rob Nelson nexisentertainm...@gmail.com Same here. After restarting the server on Debian Linux (i686 on Linode), the game updated, went through the normal loading sequence (oddly, without replay, even though it worked prior to the update), and after loading the popfile (as indicated by a few warnings), the process hangs. Linux mine 2.6.39.1-linode34 #1 SMP Tue Jun 21 10:29:24 EDT 2011 i686 GNU/Linux Startup commandline: ./srcds_run -console -steambin /home/gmod/hlds/steam -game tf +map mvm_mannworks +maxplayers 32 -autoupdate -replay Log is attached. Same result every time. Server worked fine up until the update was out. All of our other Linux srcds servers are out of commission, either due to srcds crashing the entire server, or just hanging. On Friday, October 26, 2012 7:31:24 PM, gamead...@127001.org wrote: MVM freezing at 100% of a core for me on Linux around a second after the first person chooses a class. No error messages, no metamod, sourcemod or any other plugins -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Todd Pettit Sent: 27 October 2012 03:19 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released Here is the issue: https://forums.alliedmods.net/showthread.php?t=199068 - Original Message - From: T Marler bloodyi...@shaw.ca To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, October 26, 2012 8:15:43 PM Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released I updated my servers (with verify all) twice, as soon ass the queueing system kicks in, my server blurts out: Invalid wave number Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. And now my servers are not responsive. Wtf? - Original Message - From: Eric Smith er...@valvesoftware.com 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: Friday, October 26, 2012 5:16:39 PM Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes for the updates are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. (mat_viewportupscale 1 and mat_viewportscale 0.5 will downscale world rendering by 50%.) - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a changelevel when the server is empty - Fixed a bug that prevented consecutive clicks on scrollbar buttons - Performance and stability improvements - Added positional audio support for Mumble clients Team Fortress 2 - Scream Fortress Event 2012 - Fixed a bug where buildings would be invisible during their setup time - Mann vs. Machine - Added the map Mvm_coaltown_event with a special Halloween mission - Fixed a bug where players money would not be set properly when restoring a checkpoint - Fixed server crash on vote to restart mission ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
[hlds] CS:GO voting for mapgroup
I just set up my community's new CS:GO server. The new SteamCMD system is well documented on the Source SDK wiki luckily, so it wasn't too hard. One thing I noticed that you have to set a mapgroup in the launch parameter of your server, replacing the old mapcycle system. But what if players want to change the mapgroup, can they vote for that? I want my players to be able to play both the bomb defusal and hostage map rotation. I know you can make custom mapgroups, but these probably exclude you from the quickplay pool? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 map vote not working properly since around Halloween update?
Yes I am using the nextmap plugin. That didn't give me any trouble before though. 2011/11/8 Austin austi.ta...@gmail.com Are you using the nextmap plugin for SM? On 9 November 2011 06:12, Joeri van der Velden joerivdvel...@gmail.comwrote: One of my TF2 servers is using the ingame map vote system that was added some time last year. sv_allow_votes 1 sv_vote_issue_nextlevel_allowed 1 sv_vote_issue_nextlevel_allowextend 1 The vote does take place, but the server doesn't honour it and instead just moves to the next map in the cycle. I'm also running Sourcemod but I don't see where that could cause incompatibilities (I'm not using SM's nominations / mapchooser plugins). Can anyone else confirm it's broken? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 map vote not working properly since around Halloween update?
One of my TF2 servers is using the ingame map vote system that was added some time last year. sv_allow_votes 1 sv_vote_issue_nextlevel_allowed 1 sv_vote_issue_nextlevel_allowextend 1 The vote does take place, but the server doesn't honour it and instead just moves to the next map in the cycle. I'm also running Sourcemod but I don't see where that could cause incompatibilities (I'm not using SM's nominations / mapchooser plugins). Can anyone else confirm it's broken? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Is your TF2 standing trending downward fast?
I noticed it too (somehow the trend was downwards fast for months but the server status always good). Seems I didn't care enough to submit a bug report though :p 2011/10/26 Spencer 'Voogru' MacDonald voo...@voogru.com ** Who cares if people do that? You can already do such a thing with the game server monitor sites. On 10/26/2011 11:04 AM, James Botting wrote: I think it's deliberately not shown as a number to prevent the inevitable 'my server is better than yours because I have a higher number' when this system isn't meant to be interpreted like that. On 26 Oct 2011, at 08:05, Spencer 'Voogru' MacDonald voo...@voogru.com wrote: Why not just report it as a number? Positive number = good, Negative number = bad. The higher the number the better, the lower the number the worse. - Spencer. On 10/25/2011 9:51 PM, Fletcher Dunn wrote: There has been a bug in the TF2 server reputation trend calculation. Previously, it would only report that the reputation was either slightly upward or downward fast. It will be fixed in the next update, to properly show five different levels: up fast, up slow, steady, down slow, and down fast. I'm sure that this news comes as a **complete shock** to everybody. none of us had the SLIGHTEST INKLING that something was amiss, since it seemed to make such perfect sense. No seriously, thanks to those who reported this issue. And I apologize if anybody lost sleep over their server's reputation as a result of this bug. And just to be clear: the bug was not in the calculation of the reputation data and had no effect on quickplay, etc. It only affects the reporting of the trend message. Your humble servant, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
My Counter-Strike Source surf server instant-crashes when starting. My Team Fortress 2 servers on the same machine (Windows Server 2008 R2) are running just fine with the new update. I tried disabling Metamod / Sourcemod but the crash still occurs. Anyone else have this problem? 2011/10/14 Claudio Beretta beretta.clau...@gmail.com all the CSS and TF2 servers on my debian 6.0.1 box refuse to start. What can I do to troubleshoot it? thanks debug.log -- CRASH: Fri Oct 14 00:45:29 CEST 2011 Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055 -maxplayers 26 -tickrate 66 +tv_port 27056 +clientport 27057 +replay_port 27058 +map arena_granary +servercfgfile server.cfg +exec server.cfg -threads 3 -debug -condebug End of Source crash report -- console window: L 10/14/2011 - 00:45:20: sv_tags = gov,ita,italia,prophunt L 10/14/2011 - 00:45:20: server cvars end L 10/14/2011 - 00:45:20: Started map arena_granary (CRC 8148a7720eaff67dac9153f8368f8dfe) ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file L 10/14/2011 - 00:45:23: server_cvar: tf_gamemode_arena 1 Executing server arena config file Initializing Steam libraries for secure Internet server Failed to load Steam Service ServiceStart: failed to start terminate called after throwing an instance of 'common::CRuntimeError' what(): Failed to open logfile /home/tf2_27055/Steam/steam.log PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20111014004523_1.dmp success = yes response: CrashID=bp-eaf14efe-1051-429a-952f-b75f02111013 cat: hlds.28655.pid: No such file or directory email debug.log to li...@valvesoftware.com Fri Oct 14 00:45:29 CEST 2011: Server restart in 10 seconds console.log Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' maxplayers set to 26 No '-replayserverdir' parameter found - using default replay folder. Replay: Creating thread pool...succeeded. Replay: Starting thread pool with 4 threads...succeeded. Cleaning files from temp dir, /home/tf2_27055/orangebox/tf/replay/server/tmp/ ...no files removed. Unknown command r_decal_cullsize Server logging enabled. Server logging data to file logs/L1014032.log L 10/14/2011 - 00:45:20: Log file started (file logs/L1014032.log) (game /home/tf2_27055/orangebox/tf) (version 4720) logaddress_delall: no addresses in the list logaddress_add: 94.23.68.246:27500 Unknown command replay_port L 10/14/2011 - 00:45:20: server_cvar: decalfrequency 60 sv_pure value unchanged (current value is 0). Unknown command sv_unlag L 10/14/2011 - 00:45:20: server_cvar: sv_alltalk 1 L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt L 10/14/2011 - 00:45:20: server_cvar: mp_respawnwavetime 1.0 L 10/14/2011 - 00:45:20: server_cvar: mp_teams_unbalance_limit 0 L 10/14/2011 - 00:45:20: server_cvar: tf_weapon_criticals 0 L 10/14/2011 - 00:45:20: server_cvar: tf_damage_disablespread 1 L 10/14/2011 - 00:45:20: server_cvar: tf_use_fixed_weaponspreads 1 L 10/14/2011 - 00:45:20: server_cvar: tv_password ***PROTECTED*** Unknown command neph_nostats Unknown command sm_reserved_slots Unknown command sm_hide_slots Unknown command hlx_block_commands Unknown command sm_unlock_block Unknown command sm_unlock_block Network: IP 94.23.68.246, mode MP, dedicated Yes, ports 27055 SV / 27057 CL L 10/14/2011 - 00:45:20: Log file closed Server logging data to file logs/L1014033.log L 10/14/2011 - 00:45:20: Log file started (file logs/L1014033.log) (game /home/tf2_27055/orangebox/tf) (version 4720) L 10/14/2011 - 00:45:20: Loading map arena_granary L 10/14/2011 - 00:45:20: server cvars start L 10/14/2011 - 00:45:20: tf_playergib = 1 L 10/14/2011 - 00:45:20: tf_allow_player_use = 0 L 10/14/2011 - 00:45:20: mp_teamplay = 0 L 10/14/2011 - 00:45:20: mp_falldamage = 0 L 10/14/2011 - 00:45:20: mp_weaponstay = 0 L 10/14/2011 - 00:45:20: mp_forcerespawn = 1 L 10/14/2011 - 00:45:20: mp_footsteps = 1 L 10/14/2011 - 00:45:20: mp_flashlight = 0 L 10/14/2011 - 00:45:20: mp_autocrosshair = 1 L 10/14/2011 - 00:45:20: decalfrequency = 60 L 10/14/2011 - 00:45:20: mp_teamlist = hgrunt;scientist L 10/14/2011 - 00:45:20: mp_allowNPCs = 1 L 10/14/2011 - 00:45:20: sv_alltalk = 1 L 10/14/2011 - 00:45:20: tf_weapon_criticals = 0 L 10/14/2011 - 00:45:20: tf_damage_disablespread = 1 L 10/14/2011 - 00:45:20: tf_force_holidays_off = 0 L 10/14/2011 - 00:45:20: tf_birthday = 0 L 10/14/2011 - 00:45:20: mp_tournament_stopwatch = 1 L 10/14/2011 - 00:45:20: mp_windifference = 0 L 10/14/2011 - 00:45:20: mp_windifference_min = 0 L 10/14/2011 - 00:45:20: tf_medieval = 0 L
Re: [hlds] TF2 server memory usage - need some answers
Since I didn't mention it in my original email: our servers (one Arena, one Payload / CP and one KotH) are running under Windows Server 2008 R2. I usually have to restart our servers at least every day, if they don't crash themselves. There's some really dodgy memory management going on. 2011/8/15 hlds h...@gmx.com I have a busy server restarted 11 days ago (with more than 15835 minutes uptime) and which uses 2060MB (1310MB RES) according to htop. The server is a classic one, running only stock maps, with replay enabled. The OS is Debian, 32 bits. - Original Message - From: Joeri van der Velden Sent: 08/14/11 02:46 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 server memory usage - need some answers Ever since around the replay update I've noticed a very annoying trend with my TF2 servers. When they start and are fully running, they take up about 400MB of RAM. However, over several hours with lots of activity, the memory use steadily grows over 700MB, some even reach 900MB before I forcefully shut them down because they affect overal server performance. Our Garry's Mod and Counter-Strike: Source servers (both on the same engine, and running the same versions of Sourcemod) do not have this issue. Is this memory use a common problem for TF2 servers? Can anyone else share some numbers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 server memory usage - need some answers
We have that issue too, but I have a server management app that periodically pings every gameserver and restarts it if it doesn't respond for some time. Maybe I should alter it to also restart a server if it exceeds a set amount of memory... 2011/8/15 E. Olsen ceo.eol...@gmail.com I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers. No crash, no crash dump, the server just hangs and needs a manual restart. On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden joerivdvel...@gmail.com wrote: Since I didn't mention it in my original email: our servers (one Arena, one Payload / CP and one KotH) are running under Windows Server 2008 R2. I usually have to restart our servers at least every day, if they don't crash themselves. There's some really dodgy memory management going on. 2011/8/15 hlds h...@gmx.com I have a busy server restarted 11 days ago (with more than 15835 minutes uptime) and which uses 2060MB (1310MB RES) according to htop. The server is a classic one, running only stock maps, with replay enabled. The OS is Debian, 32 bits. - Original Message - From: Joeri van der Velden Sent: 08/14/11 02:46 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 server memory usage - need some answers Ever since around the replay update I've noticed a very annoying trend with my TF2 servers. When they start and are fully running, they take up about 400MB of RAM. However, over several hours with lots of activity, the memory use steadily grows over 700MB, some even reach 900MB before I forcefully shut them down because they affect overal server performance. Our Garry's Mod and Counter-Strike: Source servers (both on the same engine, and running the same versions of Sourcemod) do not have this issue. Is this memory use a common problem for TF2 servers? Can anyone else share some numbers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 server memory usage - need some answers
I'm running Sourcemod and gameMe too. Your setup is very similar (although much for powerful) to what we have, yet our TF2 servers keep on claiming RAM until there's so little left that it affects performance. Do your servers have replay enabled? Our CSS surf server goes up to 400MB btw so I wonder how you keep it all under 200MB. This is very annoying. What could even cause such varying performance experiences? I'm going to do a new test run with Sourcemod and replay disabled, but I'm not expecting any miracles. 2011/8/15 Team BOOM! teamb...@comcast.net ** We’re running seven (7) 24-slot TF2 servers and 2 CSS servers on a Windows 2008 RS SP1 dual Quad Core Xeon box with 16 GB of RAM. We use RAID 5 for disk management with 3 drives. The TF2 servers are busy and many remain full most of the day, the CSS ones are not so much any more. ** ** On rare occasions, an instance of SRCDS for TF2 will climb to right around 500 MB of RAM, but I haven’t monitored things very closely to see why one server might have done that. Most of the time I check them, the TF2 instances are around 320 for an empty sever to about 390 - 400 MB on a full one. The CSS instances usually hover well below 200 MB. Our servers never hang or need a manual restart. They will run without a hitch for over as week without a crash until I restart the box after I do an occasional Windows update. We’re running Metamod and SourceMod with a few plugins, no Eventscripts. We also use gameMe stats and SourceBans. The SourceBans MySql and website are both hosted on the game server box. ** ** It sounds like I’m bragging but I don’t mean to. I’m honestly very, very surprised at how stable everything has been for the past few months on our end. After nearly 7 years of running SRCDS servers, this is one of the few times I really can’t complain about their stability. With that said, I’ll continue to monitor them a little more closely and if I find something useful that explains the occasional memory increases you are seeing, I’ll report back. Feel free to email me directly (support@ support@ vailenterprises.com) if I can provide more specifics on this issue without driving everyone crazy on the email list. ** ** Good luck, Mike V. ** ** -- *From:* **hlds-boun...@list.valvesoftware.com** [mailto:** hlds-boun...@list.valvesoftware.com**] *On Behalf Of *E. Olsen *Sent:* Monday, August 15, 2011 9:23 AM *To:* **Half-Life dedicated Win32 server mailing list** *Subject:* Re: [hlds] TF2 server memory usage - need some answers ** ** I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers. No crash, no crash dump, the server just hangs and needs a manual restart. On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden joerivdvel...@gmail.com wrote: Since I didn't mention it in my original email: our servers (one Arena, one Payload / CP and one KotH) are running under Windows Server 2008 R2. I usually have to restart our servers at least every day, if they don't crash themselves. There's some really dodgy memory management going on. 2011/8/15 hlds h...@gmx.com I have a busy server restarted 11 days ago (with more than 15835 minutes uptime) and which uses 2060MB (1310MB RES) according to htop. The server is a classic one, running only stock maps, with replay enabled. The OS is Debian, 32 bits. - Original Message - From: Joeri van der Velden Sent: 08/14/11 02:46 PM To: **Half-Life dedicated Win32 server mailing list** Subject: [hlds] TF2 server memory usage - need some answers Ever since around the replay update I've noticed a very annoying trend with my TF2 servers. When they start and are fully running, they take up about 400MB of RAM. However, over several hours with lots of activity, the memory use steadily grows over 700MB, some even reach 900MB before I forcefully shut them down because they affect overal server performance. Our Garry's Mod and Counter-Strike: Source servers (both on the same engine, and running the same versions of Sourcemod) do not have this issue. Is this memory use a common problem for TF2 servers? Can anyone else share some numbers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please
[hlds] TF2 server memory usage - need some answers
Ever since around the replay update I've noticed a very annoying trend with my TF2 servers. When they start and are fully running, they take up about 400MB of RAM. However, over several hours with lots of activity, the memory use steadily grows over 700MB, some even reach 900MB before I forcefully shut them down because they affect overal server performance. Our Garry's Mod and Counter-Strike: Source servers (both on the same engine, and running the same versions of Sourcemod) do not have this issue. Is this memory use a common problem for TF2 servers? Can anyone else share some numbers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 replay system, a few issues
Three of my TF2 servers are using the replay system, which is quite a wonderful tool for clients but not so much for servers right now. There's two issues, one quite clear, the other which I only suspect: * The file cleanup is horrible. If you don't clean up the old replay data yourself you could end up with millions of files totalling a terabyte of data after a month or so. I have a cronjob doing cleanup every morning around 3:00AM but before that it was a horror. This needs to be fixed. I suspect a server loses track of replay data when it crashes, so my guess is it needs to know what to clean up when the server is restarting. * Memory usage. For some reason, ever since the replay update, my 3 (24-slot) TF2 servers seems to leak memory, claiming up to 800MB of RAM before I forcefully restart them because they affect server performance. I can't say for sure the replay system is the cause of this, so I'd like others to share their experiences to either confirm or challenge my claim. Hope I'll get some informative feedback. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Dear Valve, Please stop overwriting CSS game.cfg in the cstrike/cfg folder every time. Sincerely, Everyone who puts their settings in game.cfg 2011/5/19 John Marbury barreltr...@gmail.com Awee YEAH! Another Required update that should have been optional! At least it's not at peak times... oh wait. On Wed, May 18, 2011 at 7:14 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: Important notes - If you were previously crashing on startup, please have Steam verify the integrity of your game cache - Update your game to the most current version - Right-click on the game and select Properties - Click on the Local Files tab - Click on the Verify Integrity of Game Cache button - If you were previously crashing when connecting to a server, please run once with -autoconfig to reset your graphics state - Update your game to the most current version - Right-click on the game and select Properties - Click on the General tab - Click on the Set Launch Options... button - Add -autoconfig to the launch options and click OK - Restart your game - After doing this, you should remove -autoconfig from your launch options Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed several client crashes on game startup, shutdown, and replay interaction - Updated the materials used on models to ignore the $ignorez flag, to make it harder to create wallhacks on sv_pure 0 servers Team Fortress 2 - Added an Advanced Options button to the main menu to allow tweaking of many gameplay options - Fixed server crashes related to replays and new items - Added per_class_loadout_slots and attribute_controlled_attached_particles sections to the GetSchema WebAPI call Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] New Heavy Exploit Incoming
Valve is taking its sweet time with fixing this. It's been around for 3 days now, and it's quite a game breaker. 2010/11/14 teenPSPjunkie teenpspjun...@gmail.com Valves fix will cause they heavy to explode when switching melee loadouts then wait 60sec until you can respawn and be useful to your team again. /sarcasm about valves lvl 3 mini sentry 'fix On Sun, Nov 14, 2010 at 4:20 PM, Michael Krasnow mnk...@gmail.com wrote: here's the fix: http://forums.alliedmods.net/showthread.php?t=143104 On Sun, Nov 14, 2010 at 4:18 PM, Adam Hastings a...@sonic.net wrote: On 11/14/2010 1:14 PM, Nephyrin Zey wrote: Step 1 : have fists equiped, minigun spinning Step 2 : HOLD RIGHT CLICK and press M Step 3 : Equip GRU Step 4 : Close equip menu (STILL HOLD RIGHT CLICK) Step 5 : RUN! RUN, I'M COMING FOR YOU! (run at full heavy speed shooting minigun, just keep holding right click) Step 6 : Profit From: http://www.reddit.com/r/tf2/comments/e5uqu/heavy_gru_glitch/ Just a heads up. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Holy shit. Running Heavy is back? I thought I'd seen the last of that little bugger way back before the Open Beta ended. Thanks for the heads up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Michael Krasnow http://mnkras.com mnk...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Our servers were running a few subtle mods that made use of that functionality, and it's sad to see it removed. I do hope Valve considers reversing those changes, servers like mine lose their uniqueness because of it. Why was the functionality removed anyway? - Clavus 2010/5/2 Spencer 'voogru' MacDonald voo...@voogru.com Are there any other mods/plugins that are effected by this other than the 2 listed on the petition. It breaks anything that wants to attach a model to a player. Not just hats or weapons. There is a variety of ways this can be used for creativity and this essentially breaks it, purposely. I usually don't ever complain when they make changes to the game and break plug-ins, usually those are side-effects of them making other changes, this changed was targeted and intentional. The petition was just an alternative use of my time, either I was going to spend time circumventing the existing restriction (which would probably get fixed if they kept this policy), or I could spend the time asking them nicely to reverse this policy and get the community involved. Also, this doesn't prevent server ops from issuing overpowered weapons or other things that drastically affect game play. All that happens is the client doesn't render the model. I wasn't going to post this petition to the list (prefer to do so on other community sites), but since it's here I figured I'd explain it a little. In the end, I hope valve reconsiders. - voogru. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alexander Baade Sent: Saturday, May 01, 2010 4:54 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available Are there any other mods/plugins that are effected by this other than the 2 listed on the petition. I personally don't care about these because a lot of server admins will use the hat mod and charge players for them. It angers me to no end that I have to download a boat load of custom content and then I cant use it unless I donate to the server. These servers typically go on my blacklist. I could over look this fact but I'm not going to because there are a lot of servers out there who have stolen custom maps/content from my clan and heavily rely on these plugins. On Sat, May 1, 2010 at 1:15 PM, Justin mysteriousjus...@gmail.com wrote: https://secure.voogru.com/petition/index.php On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com wrote: Any word on a fix for this yet? Sent from my iPod On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com wrote: Sounds like a client problem Sent from the best phone ever On Apr 30, 2010, at 9:24 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Yep, crashing on every server I connect to. (As a client obviously) On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin fortinj1...@gmail.com wrote: So you got everything serverwide working, but it seems like anyone Jo has updated the client will crash when they try to connect. Sent from my iPod On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote: My Windows servers are both up and running and joinable now. Updates seemed to take a minute or so longer than usual, but no problems with MM/ SM running. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Team Fortress 2 Update Available
The Source SDK is broken big time ever since the TF2 update. In Hammer the grid disappeared, functionality is buggy, and a lot more. Please release a fix for this soon. 2010/4/30 Jeff Sugar jeffsu...@gmail.com For what it's worth, a new snapshot of SM dropped 30-ish minutes ago that is working for everyone so far in #hlserveradmins ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Someone posted a fix for the problems in Hammer: http://www.facepunch.com/showpost.php?p=21647066postcount=15 Apparently the shaders were updated, and Hammer doesn't know how to deal with them. 2010/4/30 Joeri van der Velden joerivdvel...@gmail.com The Source SDK is broken big time ever since the TF2 update. In Hammer the grid disappeared, functionality is buggy, and a lot more. Please release a fix for this soon. 2010/4/30 Jeff Sugar jeffsu...@gmail.com For what it's worth, a new snapshot of SM dropped 30-ish minutes ago that is working for everyone so far in #hlserveradmins ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] File uploading exploit still possible in Garry's Mod
I noticed this today when someone managed to upload a Lua script to our autorun folder and screw our SQL database. Apparently the srcds engine.dll GMod uses is outdated and doesn't have the fix Valve applied to TF2. Please solve this quickly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
Update here yet? 2009/10/30 Phillip Vector t...@mostdeadlygame.com Well, you are deffently unhampered by players since you banned them all. Tell me, will you be banning people who farm the Halloween achievements as well? On Thu, Oct 29, 2009 at 4:32 PM, msleeper mslee...@ismsleeperwrong.com wrote: You are clearly doing something wrong because it runs like a cushioned dream on debian for me. On Thu, 2009-10-29 at 17:30 -0600, Ben B wrote: tf2 was running terribly on centos and debian for me on my server. swapped to windows out of desperation, now it's running like a champ On Thu, Oct 29, 2009 at 5:25 PM, Shane Arnold clontar...@iinet.net.au wrote: A lot of the functions contained in that script do not have native windows counterparts. Even more reason why you should all be using linux-based servers ;) Rick Payton wrote: wut, no windows port? :P --mauirixxx -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Thursday, October 29, 2009 1:03 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Coming I wrote this ages ago for linux servers, supports instant auto-update. http://nephyrin.net/tools/nemrun/latest/ On 10/29/2009 03:39 PM, Y Smith wrote: I could see this being scripted -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Friday, 30 October 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Coming oh god yes, i dont see why it hasn't happened yet. update comes out, srcds closes itself, runs update, and restarts itself. why not?! D: On Thu, Oct 29, 2009 at 4:27 PM, JäKë Tcan_kic...@hotmail.com wrote: A working autoupdate would fix that.. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] A few suggestions for Valve
I'm pretty annoyed now because I've been rallying my friends for the 3rd time, and again we're waiting for any sign of what's going to happen next. Valve could at least make a blog entry or something to keep us posted. Even if they just say they're playtesting we at least know what's going on. 2009/10/28 admin bob admin...@cox.net Freezing code for a few weeks would probably result in the final game being postponed for a few weeks. Is that really want you want? For a demo? Didn't think so. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt Sent: Wednesday, October 28, 2009 4:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] A few suggestions for Valve amen -Neil On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net wrote: Oh Valve, how you tease us with all these sneaky release time changes! Maybe learning about the concept of freezing your code a few weeks before you plan to release the demo content would be a good idea? Then we wouldn't need to sit through the pain of waiting and having to update for every single change (I believe the Left 4 Dead 2 demo server content is on revision 3 and it hasn't even been released yet)! I'm sure this would cause a lot less stress for server admins and for you. -TheGeekLord ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] A few suggestions for Valve
Even though it's just a demo, a lot of people are reserving time for this. It's like a date that doesn't show up :/ 2009/10/28 Joeri van der Velden joerivdvel...@gmail.com I'm pretty annoyed now because I've been rallying my friends for the 3rd time, and again we're waiting for any sign of what's going to happen next. Valve could at least make a blog entry or something to keep us posted. Even if they just say they're playtesting we at least know what's going on. 2009/10/28 admin bob admin...@cox.net Freezing code for a few weeks would probably result in the final game being postponed for a few weeks. Is that really want you want? For a demo? Didn't think so. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt Sent: Wednesday, October 28, 2009 4:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] A few suggestions for Valve amen -Neil On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net wrote: Oh Valve, how you tease us with all these sneaky release time changes! Maybe learning about the concept of freezing your code a few weeks before you plan to release the demo content would be a good idea? Then we wouldn't need to sit through the pain of waiting and having to update for every single change (I believe the Left 4 Dead 2 demo server content is on revision 3 and it hasn't even been released yet)! I'm sure this would cause a lot less stress for server admins and for you. -TheGeekLord ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] A few suggestions for Valve
Damn you Valve, washing away all my annoyances with that awesome demo. Really enjoyed it, can't wait for the full game! 2009/10/29 gulfy32 gulf...@gmail.com looks like the demo is out, decrypting files now. On Wed, Oct 28, 2009 at 6:37 PM, Richard Eid richard@gmail.com wrote: Fire up your server. It'll tell you when an update is available as long as Valve makes it a required update. -Richard Eid On Wed, Oct 28, 2009 at 7:30 PM, Nour El Saidi nelsa...@gmail.com wrote: I have one request, can we be sent an announcement regarding any server updates via the mailing list as soon as they happen? Thanks Nelsaidi On Wed, Oct 28, 2009 at 11:26 PM, gamead...@127001.org wrote: http://www.youtube.com/watch?v=6S9ecXWCBCc -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Sent: 28 October 2009 23:04 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] A few suggestions for Valve http://i37.tinypic.com/29blwgp.png On Wed, Oct 28, 2009 at 10:58 PM, Ook ooksser...@zootal.com wrote: In the real world, code freeze does not mean no changes to the code. It means no more features get added, and the only code changes are for bug fixes (this really varies from organization to organization, but everywhere I've worked during the last 20 years did it that way). The iterative testing/fixing cycle continues until they get to the point where they are willing to release it with the known bugs. Code freeze never really happens because something always comes up that requires a code change. You grab a snapshot, you call it a code freeze to make management happy, you test the snot out of it, and if you are happy you release it. If not, you change the code and freeze it again. In the Valve world, demo = beta = code freeze so they can do bug fixes. The fact that they are making last minute changes doesn't mean they did or did not have a code freeze. It simply means there are still bugs that they are working on, and the arbitrary deadline of demo release date doesn't change the fact that, hello, we still have a buttload of bugs that we are fervently fixing. It sucks to be a programmer at Valve right now because you are probalby sleeping at your cube - if you are even allowed to sleep. - Original Message - From: admin bob admin...@cox.net To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Sent: Wednesday, October 28, 2009 3:31 PM Subject: Re: [hlds] A few suggestions for Valve Freezing code for a few weeks would probably result in the final game being postponed for a few weeks. Is that really want you want? For a demo? Didn't think so. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt Sent: Wednesday, October 28, 2009 4:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] A few suggestions for Valve amen -Neil On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net wrote: Oh Valve, how you tease us with all these sneaky release time changes! Maybe learning about the concept of freezing your code a few weeks before you plan to release the demo content would be a good idea? Then we wouldn't need to sit through the pain of waiting and having to update for every single change (I believe the Left 4 Dead 2 demo server content is on revision 3 and it hasn't even been released yet)! I'm sure this would cause a lot less stress for server admins and for you. -TheGeekLord ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
SourceMod is borked yeah. Confirmed this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Our Payload server keeps crashing too. Host_error: Overflow error writing string table baseline Scenes The server command windows shows a lot of the Spy's .vcd files being listed/loaded/I dunno. 2009/2/25 Tony Paloma drunkenf...@hotmail.com Looks like you have it already. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Clyde cide Sent: Tuesday, February 24, 2009 10:57 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available i still havent gotten an update.. the game server... Game server has been started. The Steam update has completed. You may close this window. Starting the Steam Update... Don't close this window. If you close this window the update will still be executed on the server Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Logging in as 'dxgs' Checking/Installing 'Team Fortress 2 Content' version 78 Checking/Installing 'Team Fortress 2 Materials' version 26 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 Dedicated Server' version 0 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. btw it only took 3 hours to get this. reran the update same thing ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Orange Box Engine Update Released
Oh well, time to change the whole system to entirely ignore the STEAM_X: part. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Please VALVe, keep the STEAM_1 now
The main change is that the STEAM_0: is now STEAM_1:, and STEAM_ID_PENDING no longer exists (replaced by STEAM_0:0:0 I think). Because this changed and we have no clue how the UniqueID gets derived, me and Ywa have to convert all the text files. Nobody saw this coming, and probably shouldn't have happened in the first place (whoever at Valve got the bright idea to change the unique identifiers of all players without warning?). Anyway, it's fixable. Too bad it broke HLstatsX too because that's a pretty popular plugin. - Clavus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SeamID change
Apparently it's meant for Steam Cloud. Now stop complaining and making new mails about it. 2009/2/17 Maximilian L. mail...@ml86.de No one asked if we wanted a (useless) STeamID change :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update coming for SteamID change
Surely you can't be saying we've been fixing all these things and you're going to revert it? @_@ 2009/2/17 Tony Paloma drunkenf...@hotmail.com What. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, February 17, 2009 10:36 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.com Subject: [hlds] Update coming for SteamID change We're hoping to have a fix for the SteamID change live within about an hour. This will be an optional update. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update coming for SteamID change
I just love it when developers are very specific about what they're fixing 3 2009/2/17 Alec Sanger eclyp...@hotmail.com wait what fix? you mean it wasn't supposed to change all the IDs to 1? So is it going back to 0? Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 From: jas...@valvesoftware.com To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com Date: Tue, 17 Feb 2009 10:35:34 -0800 Subject: [hlds] Update coming for SteamID change We're hoping to have a fix for the SteamID change live within about an hour. This will be an optional update. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Want to do more with Windows Live? Learn 10 hidden secrets from Jamie. http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns%21550F681DAD532637%215295.entry?ocid=TXT_TAGLM_WL_domore_092008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bugs causing server admin headaches as of Feb 16th
I'd love to seen an end to the console command exploits. Now and then one pops up and wreaks havoc amongst our and other Garry's Mod servers. 2009/2/17 Patrick Shelley sidest...@gmail.com If this isnt limtied to TF2 and DOD - then the hunter exploit is still in L4D (jump thru doors and walls - especially safe room doors) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds