RE: [hlds_linux] no representative texture for material ...

2004-12-15 Thread Alfred Reynolds
Bots are the next big feature we are working on, should be very early
next year.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Kirby Sent: Wednesday, December 15, 2004 11:16 PM To:
[EMAIL PROTECTED] Subject: RE: [hlds_linux] no
representative texture for material ...

> Thanks Alfred :)
>
> Also just a quick question before I go...
> Any news on when the bots are to be re enabled on CS:S ?
>
> Thanks in advance
> Paul
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Alfred Reynolds Sent: Thu 16 December 2004 05:52
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlds_linux] no representative texture for material ...
> >
> > The next update will remove that warning, its only a problem if you
> > are trying to render textures to the screen (which dedicated
> > servers do not).
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Elmer
> > Fudd Sent: Sunday, December 12, 2004 3:23 PM To:
> > [EMAIL PROTECTED] Subject: Re: [hlds_linux] no
> > representative texture for material ...
> >
> > > happens to everyone, doesnt affect anything, dont worry about it
> > >
> > >
> > > On Sun, 12 Dec 2004 21:44:35 -, Paul Kirby
> > > <[EMAIL PROTECTED]> wrote:
> > > > Hello All
> > > >
> > > > Just asking when the following bug will be fixed:
> > > >
> > > > Executing dedicated server config file
> > > > CMaterial::GetNumAnimationFrames:
> > > > no representative texture for material sprites/zerogxplode
> > > > CMaterial::GetNumAnimationFrames:
> > > > no representative texture for material sprites/wxplo1 ...
> > > > CMaterial::GetNumAnimationFrames:
> > > > no representative texture for material sprites/glow01
> > > > CMaterial::GetNumAnimationFrames:
> > > > no representative texture for material sprites/glow The
> > > > Navigation Mesh was built using a different version of this map.
> > > >
> > > > There was a lot more of the above lines.
> > > >
> > > > It's been like this for me since the CS:S Beta :( However these
> > > > files do exist but in the hl2/materials/sprites/...
> > > >
> > > > Is the hlds having problems mapping/linking to those files?
> > > >
> > > > Any help is welcome.
> > > > Thanks in advance
> > > > Paul Kirby
> > > >
> > > > ___
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> > > > archives, please visit:
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> >
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> >
>
>
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RE: [hlds_linux] no representative texture for material ...

2004-12-15 Thread Paul Kirby
Thanks Alfred :)

Also just a quick question before I go...
Any news on when the bots are to be re enabled on CS:S ?

Thanks in advance
Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Alfred Reynolds
> Sent: Thu 16 December 2004 05:52
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] no representative texture for material ...
>
> The next update will remove that warning, its only a problem
> if you are
> trying to render textures to the screen (which dedicated servers do
> not).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Elmer
> Fudd Sent: Sunday, December 12, 2004 3:23 PM To:
> [EMAIL PROTECTED] Subject: Re: [hlds_linux] no
> representative texture for material ...
>
> > happens to everyone, doesnt affect anything, dont worry about it
> >
> >
> > On Sun, 12 Dec 2004 21:44:35 -, Paul Kirby
> <[EMAIL PROTECTED]>
> > wrote:
> > > Hello All
> > >
> > > Just asking when the following bug will be fixed:
> > >
> > > Executing dedicated server config file
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/zerogxplode
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/wxplo1 ...
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/glow01
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/glow The Navigation
> > > Mesh was built using a different version of this map.
> > >
> > > There was a lot more of the above lines.
> > >
> > > It's been like this for me since the CS:S Beta :( However these
> > > files
> > > do exist but in the hl2/materials/sprites/...
> > >
> > > Is the hlds having problems mapping/linking to those files?
> > >
> > > Any help is welcome.
> > > Thanks in advance
> > > Paul Kirby
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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>


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RE: [hlds_linux] RCON Problems with CS:S

2004-12-15 Thread Alfred Reynolds
The RCON server has numerous warning messages on failure, if you turn
"developer 1" on in the console then check for any warning messages (the
message should begin with "RCON").

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kingsley
Foreman Sent: Tuesday, December 14, 2004 3:49 PM To:
[EMAIL PROTECTED] Subject: Re: [hlds_linux] RCON
Problems with CS:S

> there is a big difference betweeen it happening and it being
> reproduced.
>
> If someone can find what causes it..
> Im sure it can be fixed.
>
> and i don't mean it is caused by running a server for 5 days then it
> might happen, I mean you send this packet to rcon and it happens.
>
>
> - Original Message -
> From: "hondaman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, December 15, 2004 7:32 AM
> Subject: Re: [hlds_linux] RCON Problems with CS:S
>
>
> > The RCON bug is reproducible by the whole world.  All except Valve.
> > Alfred said they cant/wont fix it because they cant/wont find it.
> >
> > Andy Hill wrote:
> >
> > > Hi albert, any chance on an update to this ? As also my source
> > > servers keep losing the TCP connection, and only a restart will
> > > bring the rcon working again.
> > >
> > > Which as you must understand is very frustrating for my self, and
> > > the clans who have rented servers off me.
> > >
> > > Thanks
> > >
> > > Andy
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Luca Fabbro Sent: 02 December 2004 14:43
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlds_linux] RCON Problems with CS:S
> > >
> > > Seems that you're missing the rcon port
> > >
> > > rcon port now is TCP on port 27015 if you run the server on the
> > > standard port
> > >
> > > you have opened only udp on that port
> > >
> > > Once you''ll open it I think that it will work (except for the
> > > problem that sometimes it dies)
> > >
> > > At 04.34 02/12/2004, you wrote:
> > >
> > >
> > > > [ Converted text/html to text/plain ]
> > > >
> > > > My rcon commands were entered client side.   Also, I do use
> > > > iptables.   I think I have all of the right ports open.   Here
> > > > is my iptables file which defines the chains.   Does it look
> > > > right?  Do I have the right ports open? BTW, I apologize for
> > > > the ugly line wrapping my e-mail client seems to do.
> > > >
> > > > # Firewall configuration written by lokkit # Manual
> > > > customization of this file is not recommended. # Note:
> > > > ifup-post will punch the current nameservers through the #
> > > > firewall; such entries will *not* be listed here. *filter
> > > > > INPUT ACCEPT [0:0]
> > > > > FORWARD ACCEPT [0:0]
> > > > > OUTPUT ACCEPT [0:0]
> > > > > RH-Lokkit-0-50-INPUT - [0:0]
> > > > -A INPUT -j RH-Lokkit-0-50-INPUT
> > > > -A FORWARD -j RH-Lokkit-0-50-INPUT
> > > >
> > > > # SSH
> > > > -A RH-Lokkit-0-50-INPUT -p tcp -m tcp --dport 22 --syn -j ACCEPT
> > > >
> > > > # Valve stuff - Since I've never seen it specified as input or
> > > > output
> > > > I
> > > >
> > > >
> > > opened
> > >
> > >
> > > > it both ways
> > > > -A RH-Lokkit-0-50-INPUT -p udp -m udp --dport 1200 -d 0/0 -j
> > > > ACCEPT
> > > > -A RH-Lokkit-0-50-INPUT -p udp -m udp --sport 1200 -d 0/0 -j
> > > > ACCEPT
> > > >
> > > > # Valve Stuff - Same here, opening incoming and outgoing on all
> > > > of these;
> > > >
> > > >
> > > both
> > >
> > >
> > > > tcp and udp
> > > > -A RH-Lokkit-0-50-INPUT -p udp -m udp --dport 27000:27015 -d
> > > > 0/0 -j ACCEPT -A RH-Lokkit-0-50-INPUT -p udp -m udp --sport
> > > > 27000:27015 -d 0/0 -j ACCEPT -A RH-Lokkit-0-50-INPUT -p tcp -m
> > > > tcp --dport 27030:27039 --syn -j ACCEPT -A RH-Lokkit-0-50-INPUT
> > > > -p tcp -m tcp --sport 27030:27039 --syn -j ACCEPT
> > > >
> > > > # unknown
> > > > -A RH-Lokkit-0-50-INPUT -i lo -j ACCEPT
> > > >
> > > > # DNS PORT
> > > > -A RH-Lokkit-0-50-INPUT -p udp -m udp --sport 53 -d 0/0 -j
> > > > ACCEPT
> > > >
> > > > # I think this catches the rest and tosses it -A
> > > > RH-Lokkit-0-50-INPUT
> > > > -p tcp -m tcp --syn -j REJECT -A RH-Lokkit-0-50-INPUT -p udp -m
> > > > udp
> > > > -j REJECT COMMIT
> > > >
> > > >
> > > >
> > > > > Subject: RE: [hlds_linux] RCON Problems with CS:S
> > > > > Date: Wed, 1 Dec 2004 13:10:30 -0800
> > > > > From: "Alfred Reynolds"
> > > > > To:
> > > > > Reply-To: [EMAIL PROTECTED]
> > > > >
> > > > > Do you run iptables or similar on the machine? Looks like a
> > > > > firewall could be causing the problem (note that RCON is now
> > > > > sent via TCP). Also you can't run RCON commands from the
> > > > > server console directly (only from remote clients).
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > [EMAIL PROTECTED] Sent: Wednesday, December 01, 2004 10:35 AM To:
> > > > > [EMAIL PROTECTED] Subject: [hlds_linux] RCON
> > > > > Problems w

RE: [hlds_linux] no representative texture for material ...

2004-12-15 Thread Alfred Reynolds
The next update will remove that warning, its only a problem if you are
trying to render textures to the screen (which dedicated servers do
not).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Elmer
Fudd Sent: Sunday, December 12, 2004 3:23 PM To:
[EMAIL PROTECTED] Subject: Re: [hlds_linux] no
representative texture for material ...

> happens to everyone, doesnt affect anything, dont worry about it
>
>
> On Sun, 12 Dec 2004 21:44:35 -, Paul Kirby <[EMAIL PROTECTED]>
> wrote:
> > Hello All
> >
> > Just asking when the following bug will be fixed:
> >
> > Executing dedicated server config file
> > CMaterial::GetNumAnimationFrames:
> > no representative texture for material sprites/zerogxplode
> > CMaterial::GetNumAnimationFrames:
> > no representative texture for material sprites/wxplo1 ...
> > CMaterial::GetNumAnimationFrames:
> > no representative texture for material sprites/glow01
> > CMaterial::GetNumAnimationFrames:
> > no representative texture for material sprites/glow The Navigation
> > Mesh was built using a different version of this map.
> >
> > There was a lot more of the above lines.
> >
> > It's been like this for me since the CS:S Beta :( However these
> > files
> > do exist but in the hl2/materials/sprites/...
> >
> > Is the hlds having problems mapping/linking to those files?
> >
> > Any help is welcome.
> > Thanks in advance
> > Paul Kirby
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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RE: [hlds_linux] When will the "nosteam" hacks be fixed?

2004-12-15 Thread DaiTengu
PiTaGoRaS wrote:
> Your script is banning those ip's permanently, so obviously sometime
> in the future (read, 1 week, 1 month, etc) a legit user may come back
> with one of this ip's. That's why I said a one day ban would be fine
> to stop just the cheaters.
>

And then he comes back the next day, and the next day, and the next day 
Quite annoying without anything else that will auto-ban the user. Eventually
he'll watch and and only join when admins are not on the server ...

'tis easier to ban by IP ... If a legit user comes by to play and is banned,
so be it, there's 4800 other CS:S servers and/or 750 other HL2DM servers
they can go play on.




---
Mike "DaiTengu" Miller
Operations Director: United Admins Ltd.
http://www.unitedadmins.com

Operations Director: Clan War Ensemble
http://war-ensemble.com

Blog:
http://www.daitengu.com


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Re: [hlds_linux] When will the "nosteam" hacks be fixed?

2004-12-15 Thread hondaman
So fix the script to ban for 24 hours.  Easy to do.  I, however, will
ban them forever since they are hacking.  I have no patience or
tolerance for that.
PiTaGoRaS wrote:
Your script is banning those ip's permanently, so obviously sometime in the 
future (read, 1 week, 1 month, etc) a legit user may come back with one of this 
ip's. That's why I said a one day ban would be fine to stop just the cheaters.
--
PiTaGoRaS
hondaman escribió (Tue, 14 Dec 2004 12:13:56 -0600):

If you are paying attention to the origin of this thread, the
reason for this script is that banned users are returning again and
again with a different steamid on some peoples servers.  So the
likelyhood of "banned user returning to your server in a future
with the same IP he was banned before." is 100% for some people.
Including ours.
PiTaGoRaS wrote:

This chance is as remote as the chance of the banned user
returning to your server in a future with the same IP he was
banned before. You are more likely banning legit users trying to
connect with such bad luck to have one of this IP's instead of
the original cheater.
Temporal banning should be used in case of dynamic IP addresses,
not permanent. One day would be fine for example.
--
PiTaGoRaS


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Re: [hlds_linux] When will the "nosteam" hacks be fixed?

2004-12-15 Thread PiTaGoRaS
Your script is banning those ip's permanently, so obviously sometime in the 
future (read, 1 week, 1 month, etc) a legit user may come back with one of this 
ip's. That's why I said a one day ban would be fine to stop just the cheaters.

--
PiTaGoRaS

hondaman escribió (Tue, 14 Dec 2004 12:13:56 -0600):
> If you are paying attention to the origin of this thread, the
> reason for this script is that banned users are returning again and
> again with a different steamid on some peoples servers.  So the
> likelyhood of "banned user returning to your server in a future
> with the same IP he was banned before." is 100% for some people.
> Including ours.
>
>
> PiTaGoRaS wrote:
>
>> This chance is as remote as the chance of the banned user
>> returning to your server in a future with the same IP he was
>> banned before. You are more likely banning legit users trying to
>> connect with such bad luck to have one of this IP's instead of
>> the original cheater.
>>
>> Temporal banning should be used in case of dynamic IP addresses,
>> not permanent. One day would be fine for example.
>>
>> --
>> PiTaGoRaS


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