Re: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Joachim Sehlstedt

That does not work

[EMAIL PROTECTED]:/cs_server_cs1# ls -al steam
lrwxrwxrwx  1 root root 15 2005-07-08 14:07 steam -> /usr/sbin/steam*

[EMAIL PROTECTED]:/cs_server_cs1# ./steam -command update -game
cstrike -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Unable to load test module "test1.so"
"steam" must be run from the directory it is installed in.
You can ensure this by running: "./steam" from its installation directory.

[EMAIL PROTECTED]:/cs_server_cs1# cd /usr/sbin
[EMAIL PROTECTED]:/usr/sbin# ./steam -command update -game cstrike
-dir /cs_server_cs1 -verify_all
no problem


Alfred Reynolds wrote:


Symlinking should work fine still, just symlink to your server directory
and run "./steam".

- Alfred

Joachim Sehlstedt wrote:



I do that, but when you have 4+ servers on a box it was more easy just
to symlink the binary in to the directory. Guess I have to change this
for all our installations now.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:




Enforcing you run it from the installation directory solves updating
problems with people running old versions without knowing. In general
you should run steam from your main hlds directory.

- Alfred

Joachim Sehlstedt wrote:





Why did valve remove the support for running the steambinary out of
it installation folder?

open("./test1.so", O_RDONLY)= -1 ENOENT (No such file
or directory) write(1, "Unable to load test module \"test"...,
38Unable to load test module "test1.so"

./steam -command update -game cstrike -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Unable to load test module "test1.so"
"steam" must be run from the directory it is installed in.
You can ensure this by running: "./steam" from its installation
directory.

I actually have to run it as ./steam in /usr/sbin now where it's
installed. This breaks the automatic update feature when a server
is restarted.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:






We have released an update to the Half-Life 1 Engine. If you run
any mod that uses the Half-Life 1 Engine you should get this
update. To get the update run the hldsupdatetool.

This update fixes the "-sport" parameter and makes Steam use the
same IP as your server (for multi-homed machines).

This update also increases the minimum OS requirements for Linux
users to GLIBC 2.3.2 (to match the current requirement for the
Source Engine). The hldsupdatetool will verify your OS version and
tell you if there is a problem.

For more details on the release go here:
http://steampowered.com/index.php?area=news&id=481




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Re: [hlds_linux] Half-Life 1 Engine update -> running the steam binaries out of its installation folder

2005-11-21 Thread J. Miribel

Actually, this will cause us to change how all our servers are updates...
Will this feature be back, or not?

Regards


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, November 22, 2005 7:31 AM
Subject: RE: [hlds_linux] Half-Life 1 Engine update



Enforcing you run it from the installation directory solves updating
problems with people running old versions without knowing. In general
you should run steam from your main hlds directory.

- Alfred

Joachim Sehlstedt wrote:

Why did valve remove the support for running the steambinary out of it
installation folder?

open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
directory)
write(1, "Unable to load test module \"test"..., 38Unable to load test
module "test1.so"

./steam -command update -game cstrike -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Unable to load test module "test1.so"
"steam" must be run from the directory it is installed in.
You can ensure this by running: "./steam" from its installation
directory.

I actually have to run it as ./steam in /usr/sbin now where it's
installed. This breaks the automatic update feature when a server is
restarted.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:


We have released an update to the Half-Life 1 Engine. If you run any
mod
that uses the Half-Life 1 Engine you should get this update. To get
the
update run the hldsupdatetool.

This update fixes the "-sport" parameter and makes Steam use the
same IP
as your server (for multi-homed machines).

This update also increases the minimum OS requirements for Linux
users
to GLIBC 2.3.2 (to match the current requirement for the Source
Engine).
The hldsupdatetool will verify your OS version and tell you if there
is
a problem.

For more details on the release go here:
http://steampowered.com/index.php?area=news&id=481




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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread doomed999
Actually I have more than 4 per also, but the binary is small enough to
transfer fast so it was never sym link'd...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joachim
Sehlstedt
Sent: Tuesday, November 22, 2005 12:48 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Half-Life 1 Engine update

I do that, but when you have 4+ servers on a box it was more easy just
to symlink the binary in to the directory. Guess I have to change this
for all our installations now.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:

>Enforcing you run it from the installation directory solves updating
>problems with people running old versions without knowing. In general
>you should run steam from your main hlds directory.
>
>- Alfred
>
>Joachim Sehlstedt wrote:
>
>
>>Why did valve remove the support for running the steambinary out of it
>>installation folder?
>>
>>open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
>>directory)
>>write(1, "Unable to load test module \"test"..., 38Unable to load test
>>module "test1.so"
>>
>>./steam -command update -game cstrike -dir . -verify_all
>>Checking bootstrapper version ...
>>Updating Installation
>>Unable to load test module "test1.so"
>>"steam" must be run from the directory it is installed in.
>>You can ensure this by running: "./steam" from its installation
>>directory.
>>
>>I actually have to run it as ./steam in /usr/sbin now where it's
>>installed. This breaks the automatic update feature when a server is
>>restarted.
>>
>>greetings
>>Joachim Sehlstedt
>>
>>Alfred Reynolds wrote:
>>
>>
>>
>>>We have released an update to the Half-Life 1 Engine. If you run any
>>>mod
>>>that uses the Half-Life 1 Engine you should get this update. To get
>>>the
>>>update run the hldsupdatetool.
>>>
>>>This update fixes the "-sport" parameter and makes Steam use the
>>>same IP
>>>as your server (for multi-homed machines).
>>>
>>>This update also increases the minimum OS requirements for Linux
>>>users
>>>to GLIBC 2.3.2 (to match the current requirement for the Source
>>>Engine).
>>>The hldsupdatetool will verify your OS version and tell you if there
>>>is
>>>a problem.
>>>
>>>For more details on the release go here:
>>>http://steampowered.com/index.php?area=news&id=481
>>>
>>>
>>>
>>>
>>>___
>>>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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>>archives, please visit:
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>>
>>
>
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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Alfred Reynolds
Symlinking should work fine still, just symlink to your server directory
and run "./steam".

- Alfred

Joachim Sehlstedt wrote:
> I do that, but when you have 4+ servers on a box it was more easy just
> to symlink the binary in to the directory. Guess I have to change this
> for all our installations now.
>
> greetings
> Joachim Sehlstedt
>
> Alfred Reynolds wrote:
>
>> Enforcing you run it from the installation directory solves updating
>> problems with people running old versions without knowing. In general
>> you should run steam from your main hlds directory.
>>
>> - Alfred
>>
>> Joachim Sehlstedt wrote:
>>
>>
>>> Why did valve remove the support for running the steambinary out of
>>> it installation folder?
>>>
>>> open("./test1.so", O_RDONLY)= -1 ENOENT (No such file
>>> or directory) write(1, "Unable to load test module \"test"...,
>>> 38Unable to load test module "test1.so"
>>>
>>> ./steam -command update -game cstrike -dir . -verify_all
>>> Checking bootstrapper version ...
>>> Updating Installation
>>> Unable to load test module "test1.so"
>>> "steam" must be run from the directory it is installed in.
>>> You can ensure this by running: "./steam" from its installation
>>> directory.
>>>
>>> I actually have to run it as ./steam in /usr/sbin now where it's
>>> installed. This breaks the automatic update feature when a server
>>> is restarted.
>>>
>>> greetings
>>> Joachim Sehlstedt
>>>
>>> Alfred Reynolds wrote:
>>>
>>>
>>>
 We have released an update to the Half-Life 1 Engine. If you run
 any mod that uses the Half-Life 1 Engine you should get this
 update. To get the update run the hldsupdatetool.

 This update fixes the "-sport" parameter and makes Steam use the
 same IP as your server (for multi-homed machines).

 This update also increases the minimum OS requirements for Linux
 users to GLIBC 2.3.2 (to match the current requirement for the
 Source Engine). The hldsupdatetool will verify your OS version and
 tell you if there is a problem.

 For more details on the release go here:
 http://steampowered.com/index.php?area=news&id=481




 ___
 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:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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>>>
>>
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>>
>
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Re: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Joachim Sehlstedt

I do that, but when you have 4+ servers on a box it was more easy just
to symlink the binary in to the directory. Guess I have to change this
for all our installations now.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:


Enforcing you run it from the installation directory solves updating
problems with people running old versions without knowing. In general
you should run steam from your main hlds directory.

- Alfred

Joachim Sehlstedt wrote:



Why did valve remove the support for running the steambinary out of it
installation folder?

open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
directory)
write(1, "Unable to load test module \"test"..., 38Unable to load test
module "test1.so"

./steam -command update -game cstrike -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Unable to load test module "test1.so"
"steam" must be run from the directory it is installed in.
You can ensure this by running: "./steam" from its installation
directory.

I actually have to run it as ./steam in /usr/sbin now where it's
installed. This breaks the automatic update feature when a server is
restarted.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:




We have released an update to the Half-Life 1 Engine. If you run any
mod
that uses the Half-Life 1 Engine you should get this update. To get
the
update run the hldsupdatetool.

This update fixes the "-sport" parameter and makes Steam use the
same IP
as your server (for multi-homed machines).

This update also increases the minimum OS requirements for Linux
users
to GLIBC 2.3.2 (to match the current requirement for the Source
Engine).
The hldsupdatetool will verify your OS version and tell you if there
is
a problem.

For more details on the release go here:
http://steampowered.com/index.php?area=news&id=481




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archives, please visit:
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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread doomed999
As I have not updated this yet, I don't know. But, is this going to affect
people that use shared installs with sym linked user directories?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, November 22, 2005 12:31 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Half-Life 1 Engine update

Enforcing you run it from the installation directory solves updating
problems with people running old versions without knowing. In general
you should run steam from your main hlds directory.

- Alfred

Joachim Sehlstedt wrote:
> Why did valve remove the support for running the steambinary out of it
> installation folder?
>
> open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
> directory)
> write(1, "Unable to load test module \"test"..., 38Unable to load test
> module "test1.so"
>
> ./steam -command update -game cstrike -dir . -verify_all
> Checking bootstrapper version ...
> Updating Installation
> Unable to load test module "test1.so"
> "steam" must be run from the directory it is installed in.
> You can ensure this by running: "./steam" from its installation
> directory.
>
> I actually have to run it as ./steam in /usr/sbin now where it's
> installed. This breaks the automatic update feature when a server is
> restarted.
>
> greetings
> Joachim Sehlstedt
>
> Alfred Reynolds wrote:
>
>> We have released an update to the Half-Life 1 Engine. If you run any
>> mod
>> that uses the Half-Life 1 Engine you should get this update. To get
>> the
>> update run the hldsupdatetool.
>>
>> This update fixes the "-sport" parameter and makes Steam use the
>> same IP
>> as your server (for multi-homed machines).
>>
>> This update also increases the minimum OS requirements for Linux
>> users
>> to GLIBC 2.3.2 (to match the current requirement for the Source
>> Engine).
>> The hldsupdatetool will verify your OS version and tell you if there
>> is
>> a problem.
>>
>> For more details on the release go here:
>> http://steampowered.com/index.php?area=news&id=481
>>
>>
>>
>>
>> ___
>> 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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> archives, please visit:
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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Alfred Reynolds
That should work fine.

- Alfred

doomed999 wrote:
> As I have not updated this yet, I don't know. But, is this going to
> affect
> people that use shared installs with sym linked user directories?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Tuesday, November 22, 2005 12:31 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Half-Life 1 Engine update
>
> Enforcing you run it from the installation directory solves updating
> problems with people running old versions without knowing. In general
> you should run steam from your main hlds directory.
>
> - Alfred
>
> Joachim Sehlstedt wrote:
>> Why did valve remove the support for running the steambinary out of
>> it installation folder?
>>
>> open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
>> directory) write(1, "Unable to load test module \"test"..., 38Unable
>> to load test module "test1.so"
>>
>> ./steam -command update -game cstrike -dir . -verify_all
>> Checking bootstrapper version ...
>> Updating Installation
>> Unable to load test module "test1.so"
>> "steam" must be run from the directory it is installed in.
>> You can ensure this by running: "./steam" from its installation
>> directory.
>>
>> I actually have to run it as ./steam in /usr/sbin now where it's
>> installed. This breaks the automatic update feature when a server is
>> restarted.
>>
>> greetings
>> Joachim Sehlstedt
>>
>> Alfred Reynolds wrote:
>>
>>> We have released an update to the Half-Life 1 Engine. If you run
>>> any mod that uses the Half-Life 1 Engine you should get this
>>> update. To get the update run the hldsupdatetool.
>>>
>>> This update fixes the "-sport" parameter and makes Steam use the
>>> same IP as your server (for multi-homed machines).
>>>
>>> This update also increases the minimum OS requirements for Linux
>>> users to GLIBC 2.3.2 (to match the current requirement for the
>>> Source Engine). The hldsupdatetool will verify your OS version and
>>> tell you if there is a problem.
>>>
>>> For more details on the release go here:
>>> http://steampowered.com/index.php?area=news&id=481
>>>
>>>
>>>
>>>
>>> ___
>>> 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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>
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>
>
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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread JoeSoap
We have run the update and it did that sucessfully and now it's showing as
insecure even though we've made no other changes.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, 22 November 2005 1:05 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Half-Life 1 Engine update

This update should be applied when convenient as it is backwards compatible
with existing clients. However, there will be an update in the near future
that will NOT be backwards compatible, so don't procrastinate.

- Alfred

Alfred Reynolds wrote:
> We have released an update to the Half-Life 1 Engine. If you run any
> mod that uses the Half-Life 1 Engine you should get this update. To
> get the update run the hldsupdatetool.
>
> This update fixes the "-sport" parameter and makes Steam use the same
> IP as your server (for multi-homed machines).
>
> This update also increases the minimum OS requirements for Linux users
> to GLIBC 2.3.2 (to match the current requirement for the Source
> Engine).
> The hldsupdatetool will verify your OS version and tell you if there
> is a problem.
>
> For more details on the release go here:
> http://steampowered.com/index.php?area=news&id=481
>
>
>
>
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> 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] Half-Life 1 Engine update

2005-11-21 Thread Alfred Reynolds
Enforcing you run it from the installation directory solves updating
problems with people running old versions without knowing. In general
you should run steam from your main hlds directory.

- Alfred

Joachim Sehlstedt wrote:
> Why did valve remove the support for running the steambinary out of it
> installation folder?
>
> open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
> directory)
> write(1, "Unable to load test module \"test"..., 38Unable to load test
> module "test1.so"
>
> ./steam -command update -game cstrike -dir . -verify_all
> Checking bootstrapper version ...
> Updating Installation
> Unable to load test module "test1.so"
> "steam" must be run from the directory it is installed in.
> You can ensure this by running: "./steam" from its installation
> directory.
>
> I actually have to run it as ./steam in /usr/sbin now where it's
> installed. This breaks the automatic update feature when a server is
> restarted.
>
> greetings
> Joachim Sehlstedt
>
> Alfred Reynolds wrote:
>
>> We have released an update to the Half-Life 1 Engine. If you run any
>> mod
>> that uses the Half-Life 1 Engine you should get this update. To get
>> the
>> update run the hldsupdatetool.
>>
>> This update fixes the "-sport" parameter and makes Steam use the
>> same IP
>> as your server (for multi-homed machines).
>>
>> This update also increases the minimum OS requirements for Linux
>> users
>> to GLIBC 2.3.2 (to match the current requirement for the Source
>> Engine).
>> The hldsupdatetool will verify your OS version and tell you if there
>> is
>> a problem.
>>
>> For more details on the release go here:
>> http://steampowered.com/index.php?area=news&id=481
>>
>>
>>
>>
>> ___
>> 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] Half-Life 1 Engine update

2005-11-21 Thread Joachim Sehlstedt

Why did valve remove the support for running the steambinary out of it
installation folder?

open("./test1.so", O_RDONLY)= -1 ENOENT (No such file or
directory)
write(1, "Unable to load test module \"test"..., 38Unable to load test
module "test1.so"

./steam -command update -game cstrike -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Unable to load test module "test1.so"
"steam" must be run from the directory it is installed in.
You can ensure this by running: "./steam" from its installation directory.

I actually have to run it as ./steam in /usr/sbin now where it's
installed. This breaks the automatic update feature when a server is
restarted.

greetings
Joachim Sehlstedt

Alfred Reynolds wrote:


We have released an update to the Half-Life 1 Engine. If you run any mod
that uses the Half-Life 1 Engine you should get this update. To get the
update run the hldsupdatetool.

This update fixes the "-sport" parameter and makes Steam use the same IP
as your server (for multi-homed machines).

This update also increases the minimum OS requirements for Linux users
to GLIBC 2.3.2 (to match the current requirement for the Source Engine).
The hldsupdatetool will verify your OS version and tell you if there is
a problem.

For more details on the release go here:
http://steampowered.com/index.php?area=news&id=481




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[hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Dan Sorenson
At 05:40 PM 11/21/2005 -0800, Dagok wrote:

>There is always someone who thinks something else is more important. Go
>discuss them in their appropriate threads.

To tie that into the next posting, doesn't that someone
tend to be a member of manglement who makes the decisions while
the People Who Make Things Happen follow their priority lists
as handed down by that same manglement?

I merely mention this to defend Alfred -- he's our
Valve contact here so we pressure him for information.  For all
we know Gabe hasn't met him, let alone given him all the privy
details of Valve's marketing strategy at a 0500 meeting each
morning.

We can complain about Valve's priorities, sure, but
let's leave the people on the front lines of tech support out.
It's not their decisions we're working under, they merely
explain how it was told to them.

- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Derek Evan Mart
* Craig Moore ([EMAIL PROTECTED]) [051121 21:53]:
> clients that aren't connected to the local server. Either way, I'm not
> satisfied with people leeching from my sv_downloadurl. I thought of

You might want to try setting chmod o-x on all of your directories. This
will prevent them from browsing the files. They need to know what files
to get before they can get them. It may not be perfect, but it is better
than nothing.

As for the built in web server idea, this probably isn't the best thing
since the idea behind sv_downloadurl is to redirect people to another
web server without hindering the bandwidth of the game server.

yada yada yada
-Marticus
--
"An investment in knowledge always pays the best interest"
- Benjamin Franklin (1706-1790)
Derek Evan Mart
Systems Administrator
U of L - Electrical & Computer Engineering
The Marticus Project - http://www.marticus.org/
1514 3659 D057 D10C 6BE6  3E68 15BE B181 2F1F 510B
AA C4 72 14 97 6F 14 14  B3 9C BB 6E D8 71 9A 67

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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread Eric (Deacon)

In a bold display of creativity, m0gely wrote:

All it takes is a single person on this list to get some viral piece of
code to look for email addy's.  And unfortunatly, that's pretty likely.


Dammit!  Outlook Express keeps crashing!

--
Eric (the Deacon remix)


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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Craig Moore
Yeah, I'd like to see the banner.gif implemented, too. Or perhaps have
it run its own webserver, that way the webserver would be able to deny
clients that aren't connected to the local server. Either way, I'm not
satisfied with people leeching from my sv_downloadurl. I thought of
creating a small access list based on the sockets to the server. If
they're not connected to the source server, it just plain denies them.
Then again, I'm not _that_ desperate for custom content. I'd just like
to be able to have it without throwing away another 1mbit of bandwidth
when people start using my sv_downloadurl.

On 11/21/05, Ben Kennish <[EMAIL PROTECTED]> wrote:
> Craig Moore wrote:
> > On another note, we'd also like to see lots of more pressing things
> > fixed such as the memory leaks. But, why bother when people still buy
> > the game, regardless?
>
> You have a point.  However, although I am not a hardcore C/C++
> programmer myself, I do know that memory leaks can be real bitches to
> find whereas implementing something that is already implemented in the
> HL1 games, whilst not exactly a copy and paste job, is likely to be
> somewhat easier.
>
> Also, I would suggest that the longetivity of a game (and so the length
> of time that Valve are going to receive sales for the game) depends on
> community support and things like custom maps, etc etc.
>
> IMO, banner.gif support would serve to increase the distribution of
> custom content as people would be happy to provide bandwidth in exchange
> for advertising.  I also think that Valve would be less likely to be
> pressured into investing time and money into making additional maps for
> DoD:S for example, if high quality custom maps became widely available.
>
> I just wish Alfred or someone else from Valve would explain the logic
> behind the decision.  :(
>
> --
> Ben
> www.benkennish.co.uk
>
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RE: [hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Alfred Reynolds
This update should be applied when convenient as it is backwards
compatible with existing clients. However, there will be an update in
the near future that will NOT be backwards compatible, so don't
procrastinate.

- Alfred

Alfred Reynolds wrote:
> We have released an update to the Half-Life 1 Engine. If you run any
> mod
> that uses the Half-Life 1 Engine you should get this update. To get
> the
> update run the hldsupdatetool.
>
> This update fixes the "-sport" parameter and makes Steam use the same
> IP
> as your server (for multi-homed machines).
>
> This update also increases the minimum OS requirements for Linux users
> to GLIBC 2.3.2 (to match the current requirement for the Source
> Engine).
> The hldsupdatetool will verify your OS version and tell you if there
> is
> a problem.
>
> For more details on the release go here:
> http://steampowered.com/index.php?area=news&id=481
>
>
>
>
> ___
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> archives, please visit:
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[hlds_linux] Half-Life 1 Engine update

2005-11-21 Thread Alfred Reynolds
We have released an update to the Half-Life 1 Engine. If you run any mod
that uses the Half-Life 1 Engine you should get this update. To get the
update run the hldsupdatetool.

This update fixes the "-sport" parameter and makes Steam use the same IP
as your server (for multi-homed machines).

This update also increases the minimum OS requirements for Linux users
to GLIBC 2.3.2 (to match the current requirement for the Source Engine).
The hldsupdatetool will verify your OS version and tell you if there is
a problem.

For more details on the release go here:
http://steampowered.com/index.php?area=news&id=481




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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread m0gely

Ook wrote:


True, but in all the years I've been on this list, no one has lifted my
email before :(


All it takes is a single person on this list to get some viral piece of
 code to look for email addy's.  And unfortunatly, that's pretty likely.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread Ook

True, but in all the years I've been on this list, no one has lifted my
email before :(

- Original Message -
From: "Stan Bubrouski" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 20, 2005 7:13 PM
Subject: Re: [hlds_linux] Spammers harvesting from this list?



Spammers pretty much harvest from every single mail list with public
archives.  Its the very known you risk you take posting to public
mailing lists, but you know this *poke poke* ;-)

-sb




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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Ben Kennish

Craig Moore wrote:

On another note, we'd also like to see lots of more pressing things
fixed such as the memory leaks. But, why bother when people still buy
the game, regardless?


You have a point.  However, although I am not a hardcore C/C++
programmer myself, I do know that memory leaks can be real bitches to
find whereas implementing something that is already implemented in the
HL1 games, whilst not exactly a copy and paste job, is likely to be
somewhat easier.

Also, I would suggest that the longetivity of a game (and so the length
of time that Valve are going to receive sales for the game) depends on
community support and things like custom maps, etc etc.

IMO, banner.gif support would serve to increase the distribution of
custom content as people would be happy to provide bandwidth in exchange
for advertising.  I also think that Valve would be less likely to be
pressured into investing time and money into making additional maps for
DoD:S for example, if high quality custom maps became widely available.

I just wish Alfred or someone else from Valve would explain the logic
behind the decision.  :(

--
Ben
www.benkennish.co.uk

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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread ScratchMonkey

--On Monday, November 21, 2005 4:07 PM -0500 Craig Moore <[EMAIL PROTECTED]>
wrote:


my address is [EMAIL PROTECTED], but I can create a label
named "HLDS". Then I can give out the address [EMAIL PROTECTED],
and it automatically goes in the HLDS label (basically its own
folder).


This is a standard feature of sendmail. If your ISP uses sendmail, you've
got this capability. Sendmail ignores the plus sign and everything after it
when comparing for a username. It then hands the message to a "delivery
agent" to put it in the mailbox. On Red Hat systems (including Fedora) this
is typically procmail, and procmail can deliver to folders based on what
comes after the "+".

So just try sending yourself a message with a plus sign and something after
your name and see if it works. Chances are, your ISP runs sendmail and
Bob's your uncle.



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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Dagok

And you pointing out technical bugs do not belong in this discussion
thread...period.

There is always someone who thinks something else is more important. Go
discuss them in their appropriate threads.

We are discussing the download banner here.

Dagok



- Original Message -
From: "Craig Moore" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 1:47 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)



All I'm saying is I doubt that's high on their priority list. Don't
turn this in to a flame war. I wasn't attacking you or your idea, as I
wouldn't mind seeing it myself. I'm simply saying there are other more
pressing issues than a simple banner to help advertise. If you'd like
to call me a troll or anything else, please do so directly to my
e-mail address.

On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:

Or how about you not be a troll and derail discussions with something
that
has no relation to what is being discussed?

If you want to complain about memory leaks or other such problems, do it
through the proper channels.

Dagok


- Original Message -
From: "Craig Moore" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 1:10 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)


> On another note, we'd also like to see lots of more pressing things
> fixed such as the memory leaks. But, why bother when people still buy
> the game, regardless?
>
> --Craig (ping)
>
> On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:
>> Would also like to see the download box be updated with dynamic
>> Estimated
>> Download Times and Download Speed displays.
>>
>> Dagok
>>
>>
>> - Original Message -
>> From: <[EMAIL PROTECTED]>
>> To: 
>> Sent: Monday, November 21, 2005 12:43 PM
>> Subject: Re: [hlds_linux] Re: banner.gif support (was: A public
>> place...)
>>
>>
>> >
>> >   EVIL INCARNATE
>> >
>> > c'mon give it back to us good guys that provide community servers
>> >
>> >
>> > T
>> > - Original Message -
>> > From: "Ben Kennish" <[EMAIL PROTECTED]>
>> > To: 
>> > Sent: Monday, November 21, 2005 8:26 PM
>> > Subject: Re: [hlds_linux] Re: banner.gif support (was: A public
>> > place...)
>> >
>> >
>> >> Derek Evan Mart wrote:
>> >>> So this explains why my banner doesn't appear during map
>> >>> downloads. I
>> >>> was beginning to wonder if I changed something on my end. What are
>> >>> the
>> >>> details on this issue? Was it really disabled/broke? Will it be
>> >>> reenabled/fixed?
>> >>
>> >> Apparently it will never be re-enabled!!
>> >>
>> >> BOO HISS!! :'( :'( :'( :'(
>> >>
>> >> --
>> >> Ben
>> >> www.benkennish.co.uk
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list
>> >> archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >>
>> >>
>> >>
>> >> --
>> >> No virus found in this incoming message.
>> >> Checked by AVG Free Edition.
>> >> Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date:
>> >> 20/11/2005
>> >>
>> >>
>> >
>> >
>> >
>> > ___
>> > 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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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
> ___
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> please visit:
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>
>
>


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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Craig Moore
All I'm saying is I doubt that's high on their priority list. Don't
turn this in to a flame war. I wasn't attacking you or your idea, as I
wouldn't mind seeing it myself. I'm simply saying there are other more
pressing issues than a simple banner to help advertise. If you'd like
to call me a troll or anything else, please do so directly to my
e-mail address.

On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:
> Or how about you not be a troll and derail discussions with something that
> has no relation to what is being discussed?
>
> If you want to complain about memory leaks or other such problems, do it
> through the proper channels.
>
> Dagok
>
>
> - Original Message -
> From: "Craig Moore" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, November 21, 2005 1:10 PM
> Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)
>
>
> > On another note, we'd also like to see lots of more pressing things
> > fixed such as the memory leaks. But, why bother when people still buy
> > the game, regardless?
> >
> > --Craig (ping)
> >
> > On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:
> >> Would also like to see the download box be updated with dynamic Estimated
> >> Download Times and Download Speed displays.
> >>
> >> Dagok
> >>
> >>
> >> - Original Message -
> >> From: <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Monday, November 21, 2005 12:43 PM
> >> Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)
> >>
> >>
> >> >
> >> >   EVIL INCARNATE
> >> >
> >> > c'mon give it back to us good guys that provide community servers
> >> >
> >> >
> >> > T
> >> > - Original Message -
> >> > From: "Ben Kennish" <[EMAIL PROTECTED]>
> >> > To: 
> >> > Sent: Monday, November 21, 2005 8:26 PM
> >> > Subject: Re: [hlds_linux] Re: banner.gif support (was: A public
> >> > place...)
> >> >
> >> >
> >> >> Derek Evan Mart wrote:
> >> >>> So this explains why my banner doesn't appear during map downloads. I
> >> >>> was beginning to wonder if I changed something on my end. What are
> >> >>> the
> >> >>> details on this issue? Was it really disabled/broke? Will it be
> >> >>> reenabled/fixed?
> >> >>
> >> >> Apparently it will never be re-enabled!!
> >> >>
> >> >> BOO HISS!! :'( :'( :'( :'(
> >> >>
> >> >> --
> >> >> Ben
> >> >> www.benkennish.co.uk
> >> >>
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >>
> >> >>
> >> >>
> >> >> --
> >> >> No virus found in this incoming message.
> >> >> Checked by AVG Free Edition.
> >> >> Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date:
> >> >> 20/11/2005
> >> >>
> >> >>
> >> >
> >> >
> >> >
> >> > ___
> >> > 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:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > ___
> > 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] Re: hlds_linux digest, Vol 1 #4756 - 16 msgs

2005-11-21 Thread Craig Moore
Do they change the URL every once in a while? If not, there are
probably several other servers out there leeching from it. I had a
redirect server for sounds, and I saw a lot of clients requesting maps
and such that I didn't have on my server on a regular basis. Of
course, I just removed the vhost for the redirect, but there are
probably all kinds of people leeching from your GSP. If I were to do
it again, I'd create a script to automatically change the vhost in
Apache ([random-combination].redirect.domain.com) and setup another
script to change the sv_downloadurl on all of the local servers. Given
this isn't a "central" place, I'm sure even some GSP's leech from
other GSP's by simply creating a CNAME or A directing the clients to
the other provider.

Most of these 12-year-olds that do this only do it because they don't
have a credit card or a job and can't afford to buy their own
webhosting for a few dollars a month. Doesn't make it right, but I
don't see it as a huge problem right now; that is-- I don't see too
many complaints about others leeching.

Craig (ping)

On 11/18/05, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> Our GSP provides a central web server for its customers to use as their
> sv_downloadurl.
>
> I'm not any one host could provide enough bandwidth to cope with having one
> global resource.
>
> But from their perspective it is a good sales tool for attracting new
> customers, particularly with Source servers given the increase in map sizes,
> especially with maps say ported from CS:S to run on DoD:S running at up to
> 130MB in size, couple fast downloads with bzip2 on the fly decompression and
> it makes maps like this viable.
>
> The other issue specific to DoD:S is as it was only released with 4 maps and
> to date still has only four official maps, most server admins have added
> some custom maps so the demand is even higher for a webserved repository for
> these files.
>
>
> Message: 7
> Date: Fri, 18 Nov 2005 10:18:58 +
> From: Ben Kennish <[EMAIL PROTECTED]>
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] A public place for sv_downloadurl
> Reply-To: hlds_linux@list.valvesoftware.com
>
> m0gely wrote:
> > A standard place to set the cvar?  Or a standard place to set the value
> > of the cvar?  Set it in the autoexec.cfg file.  For the latter, set the
> > value to any valid url you want to put your cache on.  There is no one
> > out there providing *the one* authoritative place to get maps from though.
>
> Yeah I meant an authoritative place to get maps from.  Hmmm... do you
> reckon a project like this (if executed correctly) would be successful?
>
> --
> Ben
> www.benkennish.co.uk
>
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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Dagok

Or how about you not be a troll and derail discussions with something that
has no relation to what is being discussed?

If you want to complain about memory leaks or other such problems, do it
through the proper channels.

Dagok


- Original Message -
From: "Craig Moore" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 1:10 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)



On another note, we'd also like to see lots of more pressing things
fixed such as the memory leaks. But, why bother when people still buy
the game, regardless?

--Craig (ping)

On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:

Would also like to see the download box be updated with dynamic Estimated
Download Times and Download Speed displays.

Dagok


- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 12:43 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)


>
>   EVIL INCARNATE
>
> c'mon give it back to us good guys that provide community servers
>
>
> T
> - Original Message -
> From: "Ben Kennish" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, November 21, 2005 8:26 PM
> Subject: Re: [hlds_linux] Re: banner.gif support (was: A public
> place...)
>
>
>> Derek Evan Mart wrote:
>>> So this explains why my banner doesn't appear during map downloads. I
>>> was beginning to wonder if I changed something on my end. What are
>>> the
>>> details on this issue? Was it really disabled/broke? Will it be
>>> reenabled/fixed?
>>
>> Apparently it will never be re-enabled!!
>>
>> BOO HISS!! :'( :'( :'( :'(
>>
>> --
>> Ben
>> www.benkennish.co.uk
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
>> --
>> No virus found in this incoming message.
>> Checked by AVG Free Edition.
>> Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date:
>> 20/11/2005
>>
>>
>
>
>
> ___
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> please visit:
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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread Oezguen Goecer
[ Converted text/html to text/plain ]
Craig Moore schrieb:

If you're a gmail user, you can set up a label and track that way. For
instance, my address is [EMAIL PROTECTED], but I can create a label
named "HLDS". Then I can give out the address [EMAIL PROTECTED],
and it automatically goes in the HLDS label (basically its own
folder). If I get mail from anyone other than the list, I'll know
where they got their information from. I'm sure there's a way to setup
some sort of filter, too, but I'm too lazy to even change my address
for the HLDS label.

--Craig (ping)

On 11/20/05, ScratchMonkey <[EMAIL PROTECTED]>[3] wrote:


--On Sunday, November 20, 2005 6:39 PM -0800 Ook <[EMAIL PROTECTED]>[4]
wrote:



I have SpamAssassin also, but it's not reliable enough - it misses a lot
of spam, and every now and then tags a legit email. Because of that I
have to review all the spam tags to make sure it didn't miss anything.


Make sure you use the latest version. Fighting spam is like fighting
viruses. The target is constantly moving so you have to keep the system up
to date. I'm using 3.1.0 and 3.1.1 is pretty close to coming out. You can
also add custom rules. Follow the user mailing list so you can keep abreast
of the trends.

I'd recommend that Valve run SA on its mailing list server. I have it on
the MA server to cover posts to the lists I run (server admin stuff for
Tribes and BF2). If you run it from within MIMEDefang, it will reject the
really bad spam (I use a threshold of 10) while the spammer is on the line.
I've never seen a false positive with a score of 10. (Between 5 and 10 goes
in my spam folder for manual checking, sorted by score so I really only
look closely at the low-scoring stuff.)

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Jeah Thanks ;) n1 idea

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===References:===
  1. mailto:[EMAIL PROTECTED]
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  4. mailto:[EMAIL PROTECTED]
  5. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  6. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Spammers harvesting from this list?

2005-11-21 Thread Craig Moore
If you're a gmail user, you can set up a label and track that way. For
instance, my address is [EMAIL PROTECTED], but I can create a label
named "HLDS". Then I can give out the address [EMAIL PROTECTED],
and it automatically goes in the HLDS label (basically its own
folder). If I get mail from anyone other than the list, I'll know
where they got their information from. I'm sure there's a way to setup
some sort of filter, too, but I'm too lazy to even change my address
for the HLDS label.

--Craig (ping)

On 11/20/05, ScratchMonkey <[EMAIL PROTECTED]> wrote:
> --On Sunday, November 20, 2005 6:39 PM -0800 Ook <[EMAIL PROTECTED]>
> wrote:
>
> > I have SpamAssassin also, but it's not reliable enough - it misses a lot
> > of spam, and every now and then tags a legit email. Because of that I
> > have to review all the spam tags to make sure it didn't miss anything.
>
> Make sure you use the latest version. Fighting spam is like fighting
> viruses. The target is constantly moving so you have to keep the system up
> to date. I'm using 3.1.0 and 3.1.1 is pretty close to coming out. You can
> also add custom rules. Follow the user mailing list so you can keep abreast
> of the trends.
>
> I'd recommend that Valve run SA on its mailing list server. I have it on
> the MA server to cover posts to the lists I run (server admin stuff for
> Tribes and BF2). If you run it from within MIMEDefang, it will reject the
> really bad spam (I use a threshold of 10) while the spammer is on the line.
> I've never seen a false positive with a score of 10. (Between 5 and 10 goes
> in my spam folder for manual checking, sorted by score so I really only
> look closely at the low-scoring stuff.)
>
> ___
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> visit:
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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Craig Moore
On another note, we'd also like to see lots of more pressing things
fixed such as the memory leaks. But, why bother when people still buy
the game, regardless?

--Craig (ping)

On 11/21/05, Dagok <[EMAIL PROTECTED]> wrote:
> Would also like to see the download box be updated with dynamic Estimated
> Download Times and Download Speed displays.
>
> Dagok
>
>
> - Original Message -
> From: <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, November 21, 2005 12:43 PM
> Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)
>
>
> >
> >   EVIL INCARNATE
> >
> > c'mon give it back to us good guys that provide community servers
> >
> >
> > T
> > - Original Message -
> > From: "Ben Kennish" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, November 21, 2005 8:26 PM
> > Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)
> >
> >
> >> Derek Evan Mart wrote:
> >>> So this explains why my banner doesn't appear during map downloads. I
> >>> was beginning to wonder if I changed something on my end. What are the
> >>> details on this issue? Was it really disabled/broke? Will it be
> >>> reenabled/fixed?
> >>
> >> Apparently it will never be re-enabled!!
> >>
> >> BOO HISS!! :'( :'( :'( :'(
> >>
> >> --
> >> Ben
> >> www.benkennish.co.uk
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >> --
> >> No virus found in this incoming message.
> >> Checked by AVG Free Edition.
> >> Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date:
> >> 20/11/2005
> >>
> >>
> >
> >
> >
> > ___
> > 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] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Dagok

Would also like to see the download box be updated with dynamic Estimated
Download Times and Download Speed displays.

Dagok


- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 12:43 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)




  EVIL INCARNATE

c'mon give it back to us good guys that provide community servers


T
- Original Message -
From: "Ben Kennish" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 8:26 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)



Derek Evan Mart wrote:

So this explains why my banner doesn't appear during map downloads. I
was beginning to wonder if I changed something on my end. What are the
details on this issue? Was it really disabled/broke? Will it be
reenabled/fixed?


Apparently it will never be re-enabled!!

BOO HISS!! :'( :'( :'( :'(

--
Ben
www.benkennish.co.uk

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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date:
20/11/2005






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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread trunky


  EVIL INCARNATE

c'mon give it back to us good guys that provide community servers


T
- Original Message -
From: "Ben Kennish" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 21, 2005 8:26 PM
Subject: Re: [hlds_linux] Re: banner.gif support (was: A public place...)



Derek Evan Mart wrote:

So this explains why my banner doesn't appear during map downloads. I
was beginning to wonder if I changed something on my end. What are the
details on this issue? Was it really disabled/broke? Will it be
reenabled/fixed?


Apparently it will never be re-enabled!!

BOO HISS!! :'( :'( :'( :'(

--
Ben
www.benkennish.co.uk

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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.362 / Virus Database: 267.13.4/176 - Release Date: 20/11/2005






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Re: [hlds_linux] Host_Error! Couldn't get DLL API from ./tfc/dlls/tfc_amd64.so

2005-11-21 Thread Stan Bubrouski
On 11/19/05, devin812 <[EMAIL PROTECTED]> wrote:
> Hey,
>
> What does this error mean? this is the same system I am trying to run the
> HL2dm server on and when i try to run a hlds TFC server i get this error,
> basically fresh install of TFC and there is no tfc_amd64.so file in
> /tfc/dlls/.  Dual opteron AMD 64 on SUse 9.3.
>
> The server won't run, all i get is this error before it restarts.. at the
> beginning it says:
> scandir failde /hl2dm/./valve/SAVE
> scandir failde /hl2dm/./platform/SAVE
>

These two errors are always present, they can be safely ignored and
simply a vestige of the client-side code that cares about saved games.

> Then
> LoadLibrary failed on ./tfc/dlls/tfc_amd64.so
>

As far as I know TFC was never updated for any 64-bit platforms, I'd
recommend emailing Alfred directly and inquiring about what to do in
your situation.  I'd assume the solution would be to use the 32-bit
binaries if you want to run a TFC server.

> Then at the end it says the error in subject line and then it rebots after
> 10 seconds
> Running update over and over does not install this file.
>
>
> Thanks
> -Some Llama
>
>
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-sb

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Re: [hlds_linux] facts about demos

2005-11-21 Thread Derek Evan Mart
* James Tucker ([EMAIL PROTECTED]) [051121 14:57]:
> The other possibility is that the bullet did not fire in a straight
> line - they don't always in Source.

Forgot to mention this is 1.6

> Actually, it's UDP, and yes, packet loss can affect a client recorded demo.

egads... I forgot this was udp lol

--
"An investment in knowledge always pays the best interest"
- Benjamin Franklin (1706-1790)
Derek Evan Mart
Systems Administrator
U of L - Electrical & Computer Engineering
The Marticus Project - http://www.marticus.org/
1514 3659 D057 D10C 6BE6  3E68 15BE B181 2F1F 510B
AA C4 72 14 97 6F 14 14  B3 9C BB 6E D8 71 9A 67

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Re: [hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Ben Kennish

Derek Evan Mart wrote:

So this explains why my banner doesn't appear during map downloads. I
was beginning to wonder if I changed something on my end. What are the
details on this issue? Was it really disabled/broke? Will it be
reenabled/fixed?


Apparently it will never be re-enabled!!

BOO HISS!! :'( :'( :'( :'(

--
Ben
www.benkennish.co.uk

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RE: [hlds_linux] facts about demos

2005-11-21 Thread James Tucker
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Derek Evan Mart
> Sent: 21 November 2005 15:36
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] facts about demos
>
> I apologize that this is not having to do with the
> development of hlds_l or really anything that has been
> discussed on this list up to this point. I need factual
> information about how the client receives game packets from
> the server, how the client records them into a demo, and then
> how lag might affect a demo, giving the appearance of cheating.

I will see what I can do.

> Someone posted a demo on my forums of someone that might have
> been cheating. The question has come up that lag may have
> caused the demo to look like it did. What has happened is
> that while aiming at one player, a shot was fired, bullet
> sound made, the player next to the one being targeted is
> killed, then the shooter's crosshair moves to the player that
> just died (with a delay) and back again. It is more obvious
> when using the slow play feature of viewdemo to spot it and
> then again in regular time.

Set cl_interpolate 0, cl_interp 0.01, cl_smooth 0, cl_smoothtime 0.01 and view 
again.
It is entirely possible that you are seeing a screw up with the prediction 
system, along with a slight oddity of the
netcode.
The other possibility is that the bullet did not fire in a straight line - they 
don't always in Source.

> Here is how I think it works; I would like confirmation on
> this. Demo's aren't actually real time video recordings of
> what the client sees.

No, they are recordings of what the server sends the client, but they are 
played in the same way the client would play
it normally, i.e. with interpolation, prediction and so on, AFAIK. (tests did 
seem to verify this too, although that was
a while ago).

> They are in fact a recording of event
> information that is used by the client to reconstruct the
> events as they unfold. My evidence is that one can't view a
> demo that has maps and models that aren't already on the
> client's machine.

This is indeed true, although the content is addressed by name, so it _can_ be 
added to another client.

> Therefore, there is no video recording
> going on at all,

Correct.

> and due to the nature of TCP sending data to
> the application layer in the order they were intended to be
> received, I conclude that packet loss does not affect a demo
> recording.

Actually, it's UDP, and yes, packet loss can affect a client recorded demo.
Source has it's own handler for dealing with UDP datagrams, their reliability 
and ordering, based on "ticks".

> Is this correct? Will the server send this event
> information out of order?

It can, but it should be re-ordered by the client. Certain effects are client 
side, and certain effects are server side.
Some effects are also rendered irrespective of your cl_interp settings (e.g. 
scores and death messages).

> Am I way off base here?

No, not way off, I'd suggest reading this: 
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

> I really need closure on this because this player has been a
> regular for a long time.

Irregularities in timing are unlikely to be cheats, most of the Source cheats 
out there at the moment are aimbots, not
lagbots.

> Again, I know this isn't an anti-cheating discussion group. I
> don't want to know if they player is cheating. I want to know
> if lag can affect the demo in this manner.

It is my belief that it is possible yes.

> I can provide the demo for reference per request.

Please, just for interests sake.

>
> Best,
> -Marticus
>
> --
> "An investment in knowledge always pays the best interest"
> - Benjamin Franklin
> (1706-1790) Derek Evan Mart Systems Administrator U of L -
> Electrical & Computer Engineering The Marticus Project -
> http://www.marticus.org/
> 1514 3659 D057 D10C 6BE6  3E68 15BE B181 2F1F 510B AA C4 72
> 14 97 6F 14 14  B3 9C BB 6E D8 71 9A 67
>
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[hlds_linux] Re: banner.gif support (was: A public place...)

2005-11-21 Thread Derek Evan Mart
* Ben Kennish ([EMAIL PROTECTED]) [051117 15:32]:
> service as the company I work for would consider providing this.  This
> would be particularly true if Valve re-enabled support for banner.gif!

So this explains why my banner doesn't appear during map downloads. I
was beginning to wonder if I changed something on my end. What are the
details on this issue? Was it really disabled/broke? Will it be
reenabled/fixed?

best,
-Marticus

--
"An investment in knowledge always pays the best interest"
- Benjamin Franklin (1706-1790)
Derek Evan Mart
Systems Administrator
U of L - Electrical & Computer Engineering
The Marticus Project - http://www.marticus.org/
1514 3659 D057 D10C 6BE6  3E68 15BE B181 2F1F 510B
AA C4 72 14 97 6F 14 14  B3 9C BB 6E D8 71 9A 67


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[hlds_linux] facts about demos

2005-11-21 Thread Derek Evan Mart
I apologize that this is not having to do with the development of hlds_l
or really anything that has been discussed on this list up to this
point. I need factual information about how the client receives game
packets from the server, how the client records them into a demo, and
then how lag might affect a demo, giving the appearance of cheating.

Someone posted a demo on my forums of someone that might have been
cheating. The question has come up that lag may have caused the demo
to look like it did. What has happened is that while aiming at one
player, a shot was fired, bullet sound made, the player next to the one
being targeted is killed, then the shooter's crosshair moves to the
player that just died (with a delay) and back again. It is more obvious
when using the slow play feature of viewdemo to spot it and then again
in regular time.

Here is how I think it works; I would like confirmation on this. Demo's
aren't actually real time video recordings of what the client sees. They
are in fact a recording of event information that is used by the client to
reconstruct the events as they unfold. My evidence is that one can't
view a demo that has maps and models that aren't already on the client's
machine. Therefore, there is no video recording going on at all, and due
to the nature of TCP sending data to the application layer in the order
they were intended to be received, I conclude that packet loss does not
affect a demo recording. Is this correct? Will the server send this
event information out of order? Am I way off base here?

I really need closure on this because this player has been a regular for
a long time.

Again, I know this isn't an anti-cheating discussion group. I don't want
to know if they player is cheating. I want to know if lag can affect the
demo in this manner.

I can provide the demo for reference per request.

Best,
-Marticus

--
"An investment in knowledge always pays the best interest"
- Benjamin Franklin (1706-1790)
Derek Evan Mart
Systems Administrator
U of L - Electrical & Computer Engineering
The Marticus Project - http://www.marticus.org/
1514 3659 D057 D10C 6BE6  3E68 15BE B181 2F1F 510B
AA C4 72 14 97 6F 14 14  B3 9C BB 6E D8 71 9A 67

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