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

2017-03-14 Thread Oscar
Is the steam runtime as buggy for servers as it is for clients? Never had
it work out the box for me, praise the AUR

On Tue, 14 Mar 2017, 00:41 Rowedahelicon, 
wrote:

> Do you have a rough day in mind this week? I'm worried about the winter
> storm taking down my power this week and need to know if I have to make
> accommodations
>
> On Mon, Mar 13, 2017 at 7:48 PM, Weasels Lair 
> wrote:
>
> Yep, sorry got that posted before trying disabling SMAC.  Disabled SMAC
> and it worked better!
> Will try Ryan's "smac_validate_auth 0"
>
> On Mon, Mar 13, 2017 at 4:41 PM, Ryan Stecker 
> wrote:
>
> smac_validate_auth 0
>
>
> On Mon, Mar 13, 2017 at 6:35 PM, Weasels Lair 
> wrote:
>
> PS: More specifically, on a non-BETA TF2 client, trying to connect to the
> current BETA TF2 server, the client connects, seems to work for a few
> seconds, then throws a dialog with the error:
>
> "Disconnected" (Title)
> "Disconnected: Your client has failed to authorized in time.
> Please reconnect or restart your game."
>
> Restarting the game does not help.  Playing on non-BETA TF2 servers seems
> to work fine.
>
>
> On Mon, Mar 13, 2017 at 4:26 PM, Weasels Lair 
> wrote:
>
> Lately I have not been able to successfully connect from a plain
> (non-Beta) TF2 client to my BETA TF2 server.  Has that functionality been
> broken by a non-beta TF2 client update?
>
> On Mon, Mar 13, 2017 at 3:36 PM, John Schoenick 
> wrote:
>
> There have been no significant changes after the few fixes mentioned here
> on Day 1 (namely, removing libstdc++ from the install)
>
> On 03/13/2017 02:58 PM, A Fearts wrote:
>
> Hey John quick question. Have there been any changes to the toolchainbeta
> since you first posted it that we might need to recheck stuff or it is all
> the same?
>
> On Mon, Mar 13, 2017 at 5:47 PM, John Schoenick 
> wrote:
>
> Reminder, we plan on releasing a normal update with this change this
> week.  Server operators are encouraged to double-check that their setup
> works against the toolchainbeta branch to avoid ugly surprises!
>
> - John
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbe

Re: [hlds] Mandatory Team Fortress 2 update released

2016-08-30 Thread Oscar
I hate Delfy so much...

On Tue, Aug 30, 2016 at 2:17 AM A Fearts  wrote:

> Thanks for the fix on the Short Circuit. This weekend was hell cause some
> idiot made a Youtube video showing it off.
>
> On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3591277.
>>
>> -Eric
>>
>> 
>>
>> - Fixed the Short Circuit causing lag compensation problems on the server
>> - Fixed sappers sometimes only being applied to one Engineer teleporter
>> - Weapons can no longer be juggled to bypass the weapon's re-fire rate
>> - Fixed a server crash related to sending an invalid client command
>> - Fixed players being able to teleport out of the spawn room using the
>> Eureka Effect at the beginning of a round
>> - Fixed Mann vs. Machine players receiving abandon penalties after
>> playing at least one wave
>> - Fixed Refill Ammo canteens not refilling the ammo for all weapons in
>> Mann vs. Machine
>> - Fixed mini-sentries not having full health when they are built quickly
>> during the setup time on Mann vs. Machine maps
>> - Fixed the scoreboard badge panels not updating properly when teams
>> would change sides on attack/defend maps
>> - Fixed Casual and Competitive mode badges incorrectly displaying the
>> level 1 badge when at max level
>> - Updated the materials for the Mistaken Movember to fix a transparency
>> problem
>> - Updated the model for the Pretty Boy's Pocket Pistol to fix a problem
>> with shading
>> - Updated the Frontier Justice so the "Revenge crits are lost on death"
>> attribute is displayed as a negative
>> - Strange Part: Allies Extinguished can now be applied to Strange Sydney
>> Sleeper rifles
>> - Added the Tip of the Hats 2016 community event medals
>> - Updated the Salty Dog to hide the Scout's headphones
>> - Fixed the Borneo map stamp using the incorrect image in the Mann Co.
>> Store
>> - Fixed the game not properly honoring the steam per-game language setting
>> - Fixed a bug with the Cow Mangler 5000 reload speed
>> - Updated the localization files
>>
>>
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