Re: [hlds] ToolChain fix just released?
Thank you for the heads up!!! I wish Valve would post the client notices here for us. Even though they aren't server related, they affect us significantly and we relate them to our players. Have a good week! On Wed, Apr 12, 2017 at 1:46 PM, Weasels Lairwrote: > Looks like Valve may have just released the ToolChain update for TF2, > which includes fixes for Mac OS-X? > > http://store.steampowered.com/news/28831/ > > > > ___ > 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] Optional Team Fortress 2 update later today (toolchain update)
Without a doubt there's huge number of TF2 players down right now. It would sure be great if Valve would take 30 seconds to post post an announcement on their *http://www.teamfortress.com <http://www.teamfortress.com>* page telling players the update has broken MAC clients. Right now I'm certain players everywhere are wasting their time and troubleshooting their own PCs thinking something with their PC is screwed up having know idea the update broke their client. On Tue, Mar 14, 2017 at 6:52 PM, A Fearts <joewatshis...@gmail.com> wrote: > Here is a three page thread about it: http://steamcommunity.com/app/ > 440/discussions/0/135511655650120722/ > > On Tue, Mar 14, 2017 at 9:36 PM, A Fearts <joewatshis...@gmail.com> wrote: > >> I can confirm E. Olsen's reply. Some Mac users have reported to me also >> they are getting that same disconnect message. >> >> With the Mac user I tested: >> >> 1. Having them try to connect to a server not using the optional update. >> >> 2. Having them try to connect to a server that is using the optional >> update. >> >> 3. Having them try to connect to a Valve server. >> >> >> None of the three tests allowed the user to connect. >> >> On Tue, Mar 14, 2017 at 9:14 PM, E. Olsen <ceo.eol...@gmail.com> wrote: >> >>> Hiya John, >>> >>> Just a heads-upa few of my users that are on Macs are getting the >>> following message when trying to connect after their clients updated: >>> >>> *Disconnect: Server uses different class tables* >>> >>> On Tue, Mar 14, 2017 at 4:58 PM, John Schoenick <jo...@valvesoftware.com >>> > wrote: >>> >>>> We're working on an optional update for Team Fortress 2. The notes for >>>> the update are below. We are tentatively aiming for 4PM PDT (23:00 UTC). >>>> >>>> This update will be making the toolchain beta branch live. This update >>>> is known to break numerous server mods, many of which have updates >>>> available. In order to reduce the pain with this transition, the update is >>>> optional for servers. However, the next mandatory TF update will >>>> necessarily end support for the pre-toolchain-update builds, so server >>>> administrators should seek to update as soon as possible. >>>> >>>> See the "Updated system requirements for TF2 dedicated servers" thread >>>> for more information on the toolchain update. >>>> >>>> - John >>>> >>>> >>>> >>>> - Internal updates to support future development >>>> >>>> ___ >>>> 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] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
I believe this is the same issue I reported here a few times many months ago on the list as Ghost Players that keep appearing in a couple of my TF2 servers. These two TF2 servers report anywhere from 1 to 4 empty player slots every day during a 24-hour period and the servers appear full even though there are only 20-24 real players in them. Neither of the servers have bots in them when the problem occurs. The issue only occurs on my servers that I run stock Valve maps on and have registered with Quick-play. The other servers I run with custom maps and are not registered never the problem. It's almost like players are attempting to connect to the server via Quick-play and if the connection fails to complete leaving their assigned slot un-usable by anyone else but them.. I suppose this could be either because of a problem with the player's TF2 client or they simply cancel their connection while they are getting the server info and the map is loading. The slot is taken and never released when they fail to connect completely. I did however learn that if the same player successful connects after retrying, they grab the empty slot that was originally created for them and the slot is cleared upon a graceful exit from the server. Currently, the only way to resolve it is by restarting the server and kicking all the players ever morning in order to clear the empty slots. Sure hope someone finally looks into this. Happy New Year. From: Doctor McKay [mailto:mc...@doctormckay.com] Sent: Thursday, December 26, 2013 5:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. Just for the record, I have not noticed any player count discrepancies in my TF servers, nor have any players reported any discrepancies to me. Dr. McKay www.doctormckay.com On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: I'd start my investigation by confirming that the raw ping from your server is correct and what you want it to be (using hlsw or something similar). Original message From: Kyle Sanderson Date:2013/12/26 5:25 PM (GMT-08:00) To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. and your server contains bots. No bots (not even STV). totally based on the visible max. Ah, so I'm presuming that's the case too with the GMS (the actual field is ignored)? I'll try gaming our queries to Steam and see if that declines in user reports. Thanks, Kyle. On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser doesn't know anything about the actual max, it is totally based on the visible max. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:19 PM To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. Is that the visible max, or the actual max? We only recently removed sv_visiblemaxplayers as a result from this about a week and a half ago; no improvement. Kyle. On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: full should mean that the player count in the ping = the max player count in the ping. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:14 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Fletcher Dunn Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. There may be logic missing from cstrike if being full is the case (or missing from the GMS, if it's implemented there). My C++ classes, CheckValve, and the collection of PHP querying classes from xPaw all show the server as being full from the old masters. It may also not be staying full (just under, from our AFK Manager), and players are thinking they shouldn't encounter it as the GMS is returning 10+ free slots. The human element may be wrecking the full implementation. Maybe we'd be better off faking being full if we've passed a threshold? Client's that return true from IsClientFullyAuthenticated should be part of the list; right? Kyle. On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it
Re: [hlds] Mandatory TF2 update released
We are also seeing crashes on Windows 2008. Some servers will run for hours while others only last about 10 minutes. Very frustrating. I also no longer see a dump folder on the server. Where are the dump files stored now? On a side note, I'm getting the following error every time I run the Steamcmd updater for any of my servers, not sure if it's related: Redirecting stderr to 'C:\Game_Servers\SteamCmd\logs\stderr.txt' Looks like steam didn't shutdown cleanly, scheduling immediate update check [ 0%] Checking for available updates... [] Verifying installation... Steam_: BugslayerUtil.DLL not found Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...net_misc.cpp (113) : Assertion Failed: g_cnIPThisBox k_nMaxIPThisBox Loading Steam2...OK. Connecting anonymously to Steam Public...Success. On 2013-10-30 20:37, E. Olsen wrote: Still seeing intermittent crashes on the new Halloween map - with and without Sourcemod running (24-slot servers, Windows 2008R2). On Wed, Oct 30, 2013 at 10:32 PM, Asher Baker asher...@gmail.com wrote: The crashes I've encountered/seen are in bool CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, ICollideable *, studiohdr_t *, trace_t * );. I see this crash come up semi-regularly over the last year or so in the crash reporting system I run, a fix would be handy. ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Thu, Oct 31, 2013 at 2:29 AM, Kyle Sanderson kyle.l...@gmail.com wrote: Were you guys able to fix the null model_t* trace-ray engine bug? I encountered it last week in cstrike where a solid didn't have a collision model, resulting in GetCollisionModel returning NULL. The initial generic call in cstrike came from the unducks in movement. The dumps I've seen (from TF pre-today update) have the same offset, so I'm largely assuming it's the same. Presumably High Tower has/had a similar problem? It also looks like guards are already present for a NULL vcollide_t *. The crashes I've encountered/seen are in bool CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, ICollideable *, studiohdr_t *, trace_t * );. Other functions that deal with solids appear to check for (and expect) a NULL model_t *. Thanks, Kyle. On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith er...@valvesoftware.com wrote: There was a typo in the last line of the notes. There was a missed note in yesterday's update. We're still investigating issues as they come up, so please report them as you find them. Thanks. -Eric -Original Message- From: Eric Smith Sent: Wednesday, October 30, 2013 6:33 PM 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) Subject: Mandatory TF2 update released We've released a mandatory TF2 update for Halloween. The notes for the update are below. The new version is 1979503. -Eric -- - Added new main menu character images for Scream Fortress 2013 - Fixed a server crash related to The High Five taunt - Fixed neutral pumpkin bombs exploding with blue particles - Fixed health on hit particle effect precache error - Fixed client nTextureFrame 0 warning spew in dev console - Updated the round restart event to remove spells after playing in hell - Updated plr_hightower_event to improve server stability - Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador or the Large Luchador - Re-enabled the crafting recipes for zombie costumes Notes missed from Monday's update: - Updated the Vaccinator to use the reload key to cycle through resist types ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] Links: -- [1] 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] Steam Content servers down (east coast)
This thread is where you can find the status of an maintenance going on with Steam's servers: http://forums.steampowered.com/forums/showthread.php?p=34886457#post34886457 Hopefully the link will go through in this email list. It appears they're working on stuff according to the last post. Take care.. From: Jason Tango [mailto:jtrun...@outlook.com] Sent: Tuesday, September 10, 2013 7:29 AM To: hlds@list.valvesoftware.com Subject: [hlds] Steam Content srvers down (east coast) Hello, I've been trying to install a new TF2 server all morning, and I keep getting the following message: Connecting anonymously to Steam Public...Success. ERROR! Timed out waiting for AppInfo update. Are the content servers down for some reason? ___ 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 update released
I'm just curious as to what happened to the warnings we finally started getting a while ago before these updates were released. It took years to get them going and was really nice to be prepared when the updates were being released. It's sad we've taken a step backward on this. Please return to warning us at least 30 minutes prior to an update being released so we can be prepared. It would be greatly appreciated and take so little work to do. Thank you. -Original Message- From: Eric Smith [mailto:er...@valvesoftware.com] Sent: Tuesday, September 03, 2013 4:01 PM 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) Subject: [hlds] Mandatory TF2 update released We've released a mandatory update for TF2. The notes for the update are below. The new version is 1893790. -Eric -- - Added the ability to double-click backpack items to use them in Chemistry Sets - Fixed clients not always seeing a warning about using not-tradable items in Chemistry Sets - Fixed not-tradable Strangifiers not applying the not-tradable status to the item they are used on - Fixed the Gunslinger's taunt kill not counting towards taunt kills on a Strange Gunslinger - Removed showing the Marked For Death icon over the head of the local player - Fixed seeing stretched polygons in the HUD 3D Character ___ 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 update released
Another bug I just found with the update. When playing MvM: At the end of a mission if you click OK to close the window that shows you the weapons drops you got, it completely closes the TF2 Client without leaving you in the game. It's almost like it crashes the client. From: Albert Davis [mailto:davis.alb...@gmail.com] Sent: Tuesday, August 27, 2013 7:48 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released He said it once, then when someone asked if a fix was coming, he had to throw it out again, I would say that is gloating. On Tue, Aug 27, 2013 at 10:45 PM, Calvin Judy evo...@gmail.com wrote: I don't think he was gloating, Debian based distros are working fine, it appears only CentOS is not working. - Original Message - From: Albert Davis mailto:davis.alb...@gmail.com To: Half-Life dedicated Win32 server mailing list mailto:hlds@list.valvesoftware.com Sent: Tuesday, August 27, 2013 10:41 PM Subject: Re: [hlds] Mandatory TF2 update released That's great for you, for everyone, we need a fix, and gloating about working, kind of lame. On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates dillbat...@gmail.com wrote: I'm on Linux and it works great Sent from my iPhone On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com wrote: Should we expect a hot fix for Linux startup fails. Eric? From: dillbat...@gmail.com Date: Tue, 27 Aug 2013 19:19:17 -0700 To: hlds@list.valvesoftware.com CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Mandatory TF2 update released Update worked great for me. Thanks Eric! Sent from my iPhone On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1884404. -Eric -- - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items that have varying inputs and varying outputs. You can complete a Chemistry Set by fulfilling all of its inputs, which will then give you the items it has listed in its outputs. - The in-game player status panel has been updated to show an animated image of your character with their current loadout - Can be disabled in Advanced Options - Added Romevision sharing: anyone playing Mann vs. Machine on the same server with an owner of the Hardy Laurel can now opt-in to Romevision - Manage your Romevision preference in the Advanced Options dialog - Fixed a bug that would prevent Jarate and Mad Milk from applying to all targets within range - Fixed a bug that would cause the Marked For Death icon to stay in the world after the owning player died - Fixed a bug that would allow Spies to exploit the Kunai's higher overheal limit - Fixed a bug that prevented the Medigun's Share Power Ups upgrade from working correctly in Mann vs. Machine mode - Fixed a bug that would cause the last few characters of text to be lost when copying text from input fields - Fixed a client sv_cheats exploit related to the commentary dialog - Fixed a problem that would cause the shotgun shell model to appear incorrectly third-person when using the Family Business - Improved bot pathing behavior around ramps - Bots can now reflect energy-based projectiles - Fixed incorrect alpha in the backpack images for the Valley Forge and the Founding Father - The Foppish Physician and the Distinguished Rogue are now paintable and are team-colored by default - Added server log entries for jarate_attack and milk_attack when using Jarate, Mad Milk, or the Sydney Sleeper - Fixed using an incorrect path for downloaded custom player sounds - Fixed duplicate support/mission icons in the Mann vs. Machine HUD - Don't allow players without admin access on the server to use the various entity-creating commands to create point_servercommand entities - Updated cp_egypt_final - Fixed players building inside of Blu's first spawn - Updated cp_manor_event - Fixed players building in rafters - Updated cp_mountainlab - Fixed clip brush exploit above hallway leading toward final cap - Fixed exploit where players could be trapped in small space near final cap using teleporters - Updated plr_hightower - Added nobuild to cliff bottom to prevent engineers building in the kill volume - Updated the localization files ___ 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
Re: [hlds] TF2 MOTD Browser
After running Valve game servers for 8 years and NEVER receiving enough donations to cover all my expenses, I started using Pinion 3 months ago. The ads now allow me to break even and save the $150.00/mo I've always paid out of pocket. When I saw that Pinion wanted to raise the minimum ad viewing time for players, I initially responded as many of you are and said That does it! I knew it wouldn't last. But this feeling ended up being very premature. The first thing I did was to announce to our community that this change was coming and that I needed their support to make it successful. I explained to them that by viewing 15 seconds of ads every time the map rotated (in essence about once about every 30-45 mins), they were in effect supporting their servers and their community in the form of a donation that they could otherwise not afford. In return, I did not receive a single negative response from anyone, in fact, the support and understanding of this was terrific. Many people actually told me that had they known a longer view of the ads draws more money for support, they would have viewed the entire ad to help even more, every time it's played. So in esssence, by putting ads on my servers, I was actually giving players a way to donate where they never could afford it before, I love that. I decided to give it a try and thankfully my servers have remained full just as they always have been. So asking people to view a 15-second ad is not big deal to your faithful players, especially if it helps relieve the finanical strain many of us burdon alone. Transient (Quickplay and the like) gamers have always been notoriously disloyal to servers. Would-be complainers aren't really important to me because they never do shit to help the community anyway, they just suck off the community and expect everything to be paid for by the money and sweat of other people like all of you Admins. So if they leave, who cares. Just my two cents, Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, December 19, 2012 2:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 MOTD Browser Yeah we had to drop Pinion with the recent changes. If you don't force your players to watch 85% of the ads you can bet your last dollar that they won't elect to watch them. I doubt many communities are going to meet that 60% requirement and won't be purchased at all. Would really suck to show ads and not even make a nickel off of it. Glad I bailed. On Wed, Dec 19, 2012 at 5:55 PM, ics i...@ics-base.net wrote: Been running servers 7+ years without getting paid for anything. Doing just fine without adds and donations too. To David: I'm perfectly calm. The message was supposed to cause a bit discussion as i was sure some will bite on it. But it's the same for me what others do and run on their servers. It was just a friendly warning that adds will cause players to leave if they are too noisy. -ics 20.12.2012 0:36, Essay Tew Phaun kirjoitti: Then expect to not get paid anything. Pick your poison. On Wed, Dec 19, 2012 at 5:35 PM, AeroliteGaming.com ad...@aerolitegaming.co.uk wrote: I am using Pinion but there is no way in hell I'll be using their plugin to do that. On 19/12/2012 22:34, [BT]Black V wrote: Agreed On Thu, Dec 20, 2012 at 11:25 AM, ics i...@ics-base.net wrote: Go ahead and put that advertisement crap running and see how your players flee to servers that do not force that thing to players screen. Leaves more players for the rest of us running servers. -ics 20.12.2012 0:04, David Unreal kirjoitti: Yeah I noticed that sometime it just takes a few sec to load. However, in terms of pinion ads, there will be a new system for them enforced that may cause server owners to force you to want the whole ad. The idea is that they will only pay for ads that have been completely watched. Anyways, what is the URL you are trying to McKay? Maybe its an error with the page? On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote: I might add that sometimes if you wait (several) seconds, it _might_ appear. I tend to click as fast as I can so as not to see the pinion ads. Client side issue for sure, though. On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote: Incredibly annoying. I get the same issue, please fix. ___ 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
[hlds] Valve Game Update Today?
Did anyone else just get a game update for HL2DM, DOD:S and TF2? I just saw the first 2 update and TF2 is updating at 0% right now? Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, December 06, 2012 9:58 AM To: 'Half-Life dedicated Win32 server mailing list'; 'hlds_li...@list.valvesoftware.com' Subject: Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released Just an update: We’re still working on getting CS:S updated with all of the recent changes. At this point, it’s going to be next week before the release is ready. -Eric From: Eric Smith Sent: Thursday, November 29, 2012 3:12 PM To: Half-Life dedicated Win32 server mailing list Subject: RE: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released Yes, there will be a CS:S sync soon…probably next week. -Eric From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, November 29, 2012 3:10 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released Any chance at a CS:S sync? Last one was in September. Thanks, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] sv_region ignored
John, I recently forwarded similar info to Eric Smith at Valve and hetold me he was forwarding the info to someone to resolve. Below is what I disocvered a while back about the sv_region setting and how it effects servers. I wanted to post it but was hoping Valve would send out something about it instead. Since that hasn't happened, I'll share my findings that were sent to Valve a couple weeks ago: I have discovered some strange behavior with the sv_region setting on my TF2 servers that I felt you should know about immediately. I didn't want to post it on the email list until you reviewed it and was hoping you could release a message via the hlds list about it today. I have always used sv_region 255 for my US West Coast TF2 servers because I wanted them to appear in the default ALL list. A while ago I found using sv_region 1 caused the servers not to list in ALL list. My experience is that most people use the default unfiltered ALL servers setting so my servers showing being in that list was very important to me. I was told that this issue was apparently resolved at some point but I didn't change my servers back to 1 until this morning. What I discovered after resetting my servers to Region 1 and testing them in the server list was as follows. The first thing I found was that a bunch of servers from the west coast were showing up in the east coast filtered server list. After seeing this, I started playing with one of my Windows TF2 servers and found the following: When choosing sv_region 0 (US-East) - This Region simply doesn't work on my servers. If I enter 'sv_region 0' into the server console, the region will not change from what it was previously set to. Even more interesting is that if the server is booted with sv_region set to 0, the sv_region value is completely ignored and the server's region remains at the setting it was at prior to the restart. If I change the region from 0 to anything else after booting it with 0, the setting will change in about 10 seconds and the server will show the correct region in the Steam WEB API. Other things I discovered with regard to the region settings after some testing: When choosing sv_region 1 (US-West) My server appears in ALL, US-WEST and also US-EAST When choosing sv_region 2 (SOUTH AMERICA) My server appears in ALL and US-EAST but NOT South America where it should When choosing sv_region 255 (ALL) My server appears in ALL, US-EAST not US-WEST I found that the above issues are also occuring on an NFO Linux VPS server my friend owns as well, however the NFO folks are employing some sort of workaround for their servers because no matter what region the NFO client uses for US East Coast servers, the server only shows in the US East Coast list and the WEB API reports a -1 region code. Example here: 70.42.74.155:27015 NFOservers.com Anyway, you get the idea. There's something wrong with the sv_region variable that needs a second look and I just wanted you to be aware. For now, I'm successfully using sv_region 1 for my west coast servers, but people on the east coast of the US using sv_region 0 are probably hosed and don't even know it. Regards, Mike Vail -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Sent: Wednesday, December 05, 2012 1:34 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] sv_region ignored I noticed today that setting sv_region 0 doesn't work to change the output of the tool at http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=x.x.x. x (it still shows a region value of whatever was previously specified, or -1). Using another number does change that value. I delved deeper and found that the location field in the Steam browser is also being ignored, as I see many region 3 servers (for instance) when I try to filter for US - East. Is this intentional? -John ___ 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] Potential fix for problems on multi-honed servers
Can we continue using the beta binaries after todays updates sir? Mike V. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Hello Fletcher, All my servers have remained connected and listed since running these binaries. They did not disconnect or delist yesterday or the week prior as they have during all previous prop releases days. I sent you an email regarding this and a few other things. Hopefully you received it last week. Thank you very much for this fix. It's great appreciated. Best Regards, Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
I just wanted to add that I've been using these new binaries since last Monday and for the first time in many months I've actually gone more than 48 hours without having to randomly restart my empty servers to get them to reconnect to Steam after they lost their connections and dropped from the Steam list. One minute they were full, and 15 minutes later they would be empty because of the issue this resovles. This fix is a God-send! Thank you so much for doing this. It's a relief knowing I don't have to restart my servers constantly to keep them full of players and my regulars won't search for other servers because mine randomly appear offline because of this issue. Have Holidays to everyone and thanks again Valve! Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Team Fortress 2 Update Today??? - 11/20/12
I just saw my servers were emptying out saw that the follow ing update was posted on the TF2 Website (http://www.teamfortress.com/?tab=updates) Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released http://www.teamfortress.com/post.php?id=9426 November 20, 2012 - TF2 Team Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Source Engine Changes (TF2, DoD:S, HL2:DM) * Fixed a client crash in the sound emitter Team Fortress 2 * Fixed a dedicated server hang in bot pathfinding * Fixed the tf_zombie entity crashing some servers Did I miss something? Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional Update?
Sorry Ross, I just sent a message too. Didn't mean to duplicate yours. Glad it wasn't just me.. This appears to be a mandatory update. My servers are draining. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Tuesday, November 20, 2012 5:09 PM To: Half-Life Linux dedicated server mailing list; Half-Life Windows dedicated server mailing Subject: [hlds] Optional Update? I just saw my TF2 client update and spotted these update notes on the TF2 blog: Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: - Source Engine Changes (TF2, DoD:S, HL2:DM) * Fixed a client crash in the sound emitter - Team Fortress 2 * Fixed a dedicated server hang in bot pathfinding * Fixed the tf_zombie entity crashing some servers I assume that this is an optional update, since my server didn't auto-update. ___ 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] [hlds_linux] Optional Update?
Thank you Tony... Don't know why my servers emptied out when the update was released. I guess it was just a coincidence. I miss Eric Smith Already -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Tuesday, November 20, 2012 5:45 PM To: Half-Life dedicated Linux server mailing list; hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Optional Update? Today's update is not required for dedicated servers. Yes, steam.inf was updated, but you'll notice there are two version in that file now. The server version was not changed. As with other optional updates, clients are not forced to get it, but will receive it next time they launch the game. Servers may download the update using the update tool, but are not required to do so. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Sent: Tuesday, November 20, 2012 5:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional Update? On 11/20/2012 5:08 PM, Ross Bemrose wrote: I just saw my TF2 client update and spotted these update notes on the TF2 blog: Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: - Source Engine Changes (TF2, DoD:S, HL2:DM) * Fixed a client crash in the sound emitter - Team Fortress 2 * Fixed a dedicated server hang in bot pathfinding * Fixed the tf_zombie entity crashing some servers I assume that this is an optional update, since my server didn't auto-update. This one appears to actually be a required update, as steam.inf was updated. Possibly Valve has made their delayed shutdown method the default for auto-updates, and this is why it hasn't been applied for you yet. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New Topic: Map Hosting Solutions
We can host the maps for you. for $5.00 p.c.m Would be simple FTP account to upload all your files to. Dedi has 100mbit full duplex line into and unlimited bandwidth. Free 10day trial to try and can import all your maps etc from your current host directly onto the server for $10 if you want. Can also have web hosting if you want but I suspect you already have that! Any questions just email sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk Kind Regards Ollie C. Frrsh Sales: Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk Support: Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk Jeff Sugar wrote: Don't forget good speeds :v Many cheap hosts, while providing more bandwidth than you could ever use in a month, will not do well with multiple concurrent downloads at high speeds. I'm lucky enough these days to have a 2x100mbit line on my dedicated server to serve the maps as well as the servers, but I remember the woes of some of the shared hosts we went with when an entire server full of people were downloading a map (and, of course, there's no way via svdownloadurl to get from multiple locations without doing something serverside with htaccess and a randomized redirect) -Atreus On Tue, Jan 13, 2009 at 8:06 PM, valvesoftware@dynamicbits.com wrote: Unless you are doing this professionally, you will find that organizing a group of people and keeping up with the money collection is too time consuming to be worth it. All one needs is a good $5-8/month shared hosting package. Search for highly rated hosts with good reviews. All you are looking for is uptime and bandwidth. You don't need any features aside from the ability to directly download files. ___ 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 Topic: Map Hosting Solutions
There would be a site but we've been far to busy doing sites for clients! I agree the colour scheme is horrible thus is the reason we aren't using now! Anyway if that is the response I'm going to get for offering a solutions to someone's problems I won't bother next time. Kind Regards Ollie C. Frrsh Sales: Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk Support: Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk Kitteny Berk wrote: I can't see anything that says it isn't, But as it's effectively spam as far as I'm concerned, and that their website lacks any content apart from a truely vile colour scheme. Well, they're on my list of hosts to avoid now. Cc2iscooL wrote: Is this kind of advertising even allowed here? On Wed, Jan 14, 2009 at 4:04 AM, Support - Frrsh supp...@frrsh.co.ukwrote: We can host the maps for you. for $5.00 p.c.m Would be simple FTP account to upload all your files to. Dedi has 100mbit full duplex line into and unlimited bandwidth. Free 10day trial to try and can import all your maps etc from your current host directly onto the server for $10 if you want. Can also have web hosting if you want but I suspect you already have that! Any questions just email sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk Kind Regards Ollie C. Frrsh Sales: Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk Support: Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk Jeff Sugar wrote: Don't forget good speeds :v Many cheap hosts, while providing more bandwidth than you could ever use in a month, will not do well with multiple concurrent downloads at high speeds. I'm lucky enough these days to have a 2x100mbit line on my dedicated server to serve the maps as well as the servers, but I remember the woes of some of the shared hosts we went with when an entire server full of people were downloading a map (and, of course, there's no way via svdownloadurl to get from multiple locations without doing something serverside with htaccess and a randomized redirect) -Atreus On Tue, Jan 13, 2009 at 8:06 PM, valvesoftware@dynamicbits.com wrote: Unless you are doing this professionally, you will find that organizing a group of people and keeping up with the money collection is too time consuming to be worth it. All one needs is a good $5-8/month shared hosting package. Search for highly rated hosts with good reviews. All you are looking for is uptime and bandwidth. You don't need any features aside from the ability to directly download files. ___ 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] Steam Community URLs and XML
Have you tired doing this to redirected pages.. http://steamcommunity.com/id/dave?xml=1 remove the last forward slash?? Kind Regards Ollie C. Frrsh Sales: Email: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Support: Email: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] David Kellaway wrote: I'm hoping someone from Valve can give me an answer about this, although if anyone else knows of a workaround I'd appreciate it. I'm working on developing a web-based remote server management program which interoperates with Steam Community for a number of features (like tracking player and group activity and recording gameplay stats). I'm using the XML profile feeds, since that's much easier to work with, but there's a bit of an issue with using the 64-bit ID to access someone's profile. Even with ?xml=1 on the end of the URL, going to a community page via http://steamcommunity.com/profiles/? will redirect to the non-XML version of that user's profile if they have assigned a friendly URL to their account. For example, my profile feed would be at http://steamcommunity.com/id/dave/?xml=1, and I'd expect http://steamcommunity.com/profiles/76561197972662865/?xml=1 to display the same page - but it doesn't. Detecting this redirect and compensating for it is a big pain and increases the amount of work the server has to do every time the player stats are refreshed. Would it be possible for the community pages to have some more consistent behaviour, ie redirecting to the page with the ?xml=1 parameter still present? (On an unrelated note, if anyone uses Windows to host their game servers and would be interested in beta testing my app, please get in touch! I plan to release this as an open-source application once it's finished, but so far my testing is limited to one Windows 03 machine.) -Dave ___ 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] Server crash when recording demo
Has anyone seen this before where if a client in a Half-Life 2 Deathmatch server types record demo1 in the console to record his POV in a match, the entire server crashes? Thanks. Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: hlds digest, Vol 1 #5365 - 1 msg
[ Converted text/html to text/plain ] I'm not sure, I think 2.14 - but thanks very much for that information. Chris [EMAIL PROTECTED] wrote: Send hlds mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds[3] or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. RE: Server crash when recording demo (Keeper) --__--__-- Message: 1 From: Keeper [EMAIL PROTECTED][6] To: hlds@list.valvesoftware.com[7] Subject: RE: [hlds] Server crash when recording demo Date: Tue, 1 May 2007 09:32:11 -0400 Reply-To: [EMAIL PROTECTED] I have had it before on all of our servers. It's was found to be a mani problem. We updated our Mani and the problem went away. What version are you running? -Original Message- From: Fatpipe Support Sent: Wednesday, May 02, 2007 8:50 AM To: [EMAIL PROTECTED] Subject: [hlds] Server crash when recording demo Has anyone seen this before where if a client in a Half-Life 2 Deathmatch server types record demo1 in the console to record his POV in a match, the entire server crashes? Thanks. Chris --__--__-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds[10] End of hlds Digest -- Chris | FatpipeServer.com Technical Support Staff ===References:=== 1. mailto:[EMAIL PROTECTED] 2. mailto:hlds@list.valvesoftware.com 3. http://list.valvesoftware.com/mailman/listinfo/hlds 4. mailto:[EMAIL PROTECTED] 5. mailto:[EMAIL PROTECTED] 6. mailto:[EMAIL PROTECTED] 7. mailto:hlds@list.valvesoftware.com 8. mailto:hlds@list.valvesoftware.com 9. mailto:hlds@list.valvesoftware.com 10. 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] svc_bad error
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What does this mean? How can we fix it? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Server lag on list
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey I was wondering how come like when you refresh the server list some servers show up at like 200 ping. When you refresh it goes down to like 30. How come it starts at 200? Any info on this subject would be great. -Sandy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server lag on list
Yeah but like theres always 1 server that goes on top and always 1 server that has 200 ping. -Sandy - Original Message - From: Alex Spencer [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 18, 2005 11:09 PM Subject: Re: [hlds] Server lag on list I'd expect because you're using a good deal of bandwidth to recieve the info of a few thousand servers? Edge-Gaming.com Support wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey I was wondering how come like when you refresh the server list some servers show up at like 200 ping. When you refresh it goes down to like 30. How come it starts at 200? Any info on this subject would be great. -Sandy -- ___ 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] End of Round pause time
I think chattime is the map change.. -SANDY - Original Message - From: Gavin Rodgers [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 2:46 AM Subject: RE: [hlds] End of Round pause time Try increasing the mp_chattime I think that's the 1 your after. Gavin Rodgers (BlueHawk^4u) 4u-servers.co.uk 4u-servers.net (forums) 4u-mobile.co.uk (ringtones logos ..) CONFIDENTIALITY NOTICE This mail contains information which is confidential and may also be privileged. It is for exclusive use of the intended recipient(s). If you are not the intended recipient(s), please note that any distribution, copying or use of this mail or the information in it is strictly prohibited. If you have received this mail in error, please notify us immediately and then destroy this mail and any copies of it. Thank you! WARNING: Although the company has taken reasonable precautions to ensure no viruses are present in this email, the company cannot accept responsibility for any loss or damage arising from the use of this email or attachments. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Dodd Sent: 11 September 2005 07:09 To: hlds@list.valvesoftware.com Subject: [hlds] End of Round pause time Is it possible to control the amount of time that CZero waits before starting the next round? I've searched the cvarlist and adminmod docs without success. The STATSME info displayed at the end of the round disappears before I can read it. I've set the hold time there (statsme) to 20 seconds, but the game restarts the new round in about two-three seconds after one team wins. Thanks. ___ 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] Some Server Commands
Sure. I put the sys_ticrate command in the cmd line then I went to autoexec.cfg put alias sys_ticrate then I made that config file hidden so people couldnt access it and that was that. :) - Original Message - From: blkraven [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 4:40 AM Subject: RE: [hlds] Some Server Commands Care to share it? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of INVGaming.NET Sent: zaterdag 10 september 2005 22:51 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Some Server Commands I found a way. Thanks. - Original Message - From: Graham Robinson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, September 10, 2005 2:16 AM Subject: Re: [hlds] Some Server Commands Are you sure that it doesn't work because it's not actually setting it to a tickrate of 100? http://forums.srcds.com/showthread.php?tid=822 Quote from link --- Post: #7RE: Setting up a 100 ticrate server inc0gs Senior Member yeah, you need a k in tickrate --- On 9/10/05, INVGaming.NET [EMAIL PROTECTED] wrote: Yeah, I just tested it too man. Doesn't work. Any other suggestions? -SANDY ___ 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] Some Server Commands
hmm well I havnt made it hidden yet, ive done that on a test server. Hmm, maybe just add the cmd and not make it hidden :O Thanks, EdgeGaming Staff [EMAIL PROTECTED] - Original Message - From: Graham Robinson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 2:41 PM Subject: Re: [hlds] Some Server Commands Eww, I wouldn't rent a server from a company that didn't give me access to my autoexec file. Does your terms and conditions say 'Server includes full FTP access for maps but no access to your autoexec file (but you didn't need that right?)' On 9/11/05, Edge-Gaming.com Support [EMAIL PROTECTED] wrote: Sure. I put the sys_ticrate command in the cmd line then I went to autoexec.cfg put alias sys_ticrate then I made that config file hidden so people couldnt access it and that was that. :) - Original Message - From: blkraven [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 4:40 AM Subject: RE: [hlds] Some Server Commands Care to share it? ___ 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] Pingboost
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Whats the pingboost command in the command line? -pingboost 1? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Pingboost
What do you mean neither is recommended? How do I raise the FPS so its more than the ticrate? and Yes HL - Original Message - From: James Tucker [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 7:21 PM Subject: Re: [hlds] Pingboost Neither is recommended. You should raise your fps above the tickrate. Are you running hl/src? Edge-Gaming.com Support wrote: Ah I see. Hey I have a question about ticrate.. Lets say I run a server at 60 FPS with 500 Ticrate...woudl that make a difference than a 60 fps server with 100 ticrate? - Original Message - From: Whisper [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 7:01 PM Subject: Re: [hlds] Pingboost -- [ Picked text/plain from multipart/alternative ] -pingboost is a Linux SRCDS/HLDS command, this is the Windows list From what I know anyway, you get greater performance enhancement by leaving it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel timer Cheers On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote: 1 through 3 for the built in ping booster (which may not be stellar). From: Edge-Gaming.com Support [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: [hlds] Pingboost Date: Sun, 11 Sep 2005 16:55:45 -0700 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Whats the pingboost command in the command line? -pingboost 1? -- ___ 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] Pingboost
Would pingboost raise the FPS? Because I heard its for windows also. - Original Message - From: Philipp G. [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 7:57 PM Subject: Re: [hlds] Pingboost actually, whisper, it seems to do stuff for my windows servers too... From: Whisper [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Pingboost Date: Mon, 12 Sep 2005 12:01:52 +1000 -- [ Picked text/plain from multipart/alternative ] -pingboost is a Linux SRCDS/HLDS command, this is the Windows list From what I know anyway, you get greater performance enhancement by leaving it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel timer Cheers On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote: 1 through 3 for the built in ping booster (which may not be stellar). From: Edge-Gaming.com Support [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: [hlds] Pingboost Date: Sun, 11 Sep 2005 16:55:45 -0700 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Whats the pingboost command in the command line? -pingboost 1? -- ___ 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] Pingboost
Yeah it didn't do much for me either but I heard its for windows ;O - Original Message - From: Whisper [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 11, 2005 8:16 PM Subject: Re: [hlds] Pingboost -- [ Picked text/plain from multipart/alternative ] Never seemned to do a damn thing for me. YMMV. On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote: actually, whisper, it seems to do stuff for my windows servers too... From: Whisper [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Pingboost Date: Mon, 12 Sep 2005 12:01:52 +1000 -- [ Picked text/plain from multipart/alternative ] -pingboost is a Linux SRCDS/HLDS command, this is the Windows list From what I know anyway, you get greater performance enhancement by leaving it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel timer Cheers On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote: 1 through 3 for the built in ping booster (which may not be stellar). From: Edge-Gaming.com Support [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: [hlds] Pingboost Date: Sun, 11 Sep 2005 16:55:45 -0700 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Whats the pingboost command in the command line? -pingboost 1? -- ___ 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
[hlds] Server List
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Guys. Thanks for the help with the cpanel. Now I was wondering why it takes so long for people to connect. Like my NFo server people would connect in seconds and on mine it takes a long time for people to connect. how come? how can I fix it? Thanks, Sandy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Some Server Commands
I mean rcon users. If you put it in the command line, they can't change it? - Original Message - From: Kevin [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 09, 2005 5:42 PM Subject: RE: [hlds] Some Server Commands Put it in the command line -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of INVGaming.NET Sent: Friday, September 09, 2005 8:26 PM To: hlds@list.valvesoftware.com Subject: [hlds] Some Server Commands This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a way to disable a server command so users can't change it? Example? sys_ticrate 1000 or whatever number. I don't want users changing that ticrate number. how can I make it so they cant change that command. -SANDY -- ___ 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] How to change mp_timelimit on a map by map basis
Hey I was just wondering like because before I used to have less logs on the server, now its making a log every like 30 seconds or so, is there anyway to make it less? - Original Message - From: m0gely [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 04, 2005 8:01 AM Subject: Re: [hlds] How to change mp_timelimit on a map by map basis Ook wrote: Ive seen this before, thought it was from a TFC server. I have not yet had time to try it out yet. Does anyone know of an admin mod plugin that will do this? Adminmod does this in the default config. You just create a mapname.cfg file, though I can't remember if it's placed in the maps folder or somewhere in the adminmod folder but it does do this. AMX and AMXx also do this. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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] Server Listing
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi I run a server off of this box: Dual Xeon 2.6 with 2 gigabytes of ram It's on InterNAP bandwidth and Im wondering why it's not showing up on the server list. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Anybody running SRCDS and 2GB of RAM?
Hey I have a server Dual xeons 2.66 with 2 gigabytes of ram and im running a server off of that box but it doesnt seem to show on the server list. It's updated and sv_region 1. Any help on this will be good [EMAIL PROTECTED] - Original Message - From: Clayton Macleod [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 02, 2005 10:36 PM Subject: Re: [hlds] Anybody running SRCDS and 2GB of RAM? you don't need to do anything, srcds itself isn't going to use more than 2GB *per process* anyways. *Per process* being the important piece of information. On 9/2/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you are running SRCDS on a server with 2GB or RAM what boot.ini changes (or any other changes) have you made (if any) to optimise for full use of physical RAM above 2GB? What are the options with Windows 2003? What are the options with Windows 2000? Thanks -- Clayton Macleod get ye flask You cannot get ye flask. ___ 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