Re: [hlds_linux] Update coming for SteamID change [OFFTOPIC]

2009-02-17 Thread ravnox
On Wed, 18 Feb 2009 15:54:36 +0900
Ben  wrote:

> The reason why Valve don't reply with information all the time is all 
> about managing expectations.  Its often much better to say nothing at 
> all until the problem is resolved, so then you're not having to deal 
> with the expectations that saying something brings with it.  If Valve 
> were to say "yes, we're currently working on it", most people would 
> assume the fix would be out in days, whereas there could be 
> complications that arise that may mean a fix takes weeks (or longer)
> due to issues that are only known to Valve, whereas the public
> assumption would be that it was a simple fix.
> 
> Its pretty much a situation of damned if you do, and damned if you
> don't.

I understand the point you are trying to make but I just don't buy into
that.  I believe that most admins on this list are smart enough to know
that fixes don't magically appear.  Even more so since this is the
hlds_LINUX list!  Do people who use bugzilla or any other means to
report bugs on other projects expect a fix in the next hour?  I doubt
it.  We're smart, if they explain to us, we'll understand.

Regardless, Valve's lack of bidirectional communication with the admin
community is more likely a result of a lack of resources or time than
a conscious effort to ignore and annoys us in the hope of not crushing
our dreams regarding the next patch.

-- 
Ravnox

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[hlds_linux] ticrate, pingboost, rates - need help

2009-02-17 Thread Christopher Szabo

Hello!

Problem #1
I need some information about HLDS Counter-Strike 1.6 servers. I'm not certain 
what i should use in the start-command regarding the ticrate, pingboost and 
what is tos? I'm running two publicservers on each dedicated server. Both 
servers has 1000Hz in kernel.

Machine #1
Dell Power Edge R300

Dell Intel X5000 Chipset

Quadcore Intel Xeon X5470 3.33Ghz 1333Mhz FSB

Hynix 2x2GB Dual Rank-RAM

2x  Seagate 73GB SAS 15K rpm (Raid-1)

Broadcom Netxtreme II


./hlds_run -game cstrike +ip ** +map de_inferno +maxplayers 24 
+sys_ticrate 1000 -zone 8192 -pingboost 2 -tos
./hlds_run -game cstrike +ip ** +map fy_simpsons +maxplayers 24 
+sys_ticrate 1000 -zone 8192 -pingboost 2 -tos

Machine #2
Dell Power Edge R300


Dell Intel X5000 Chipset


Quadcore Intel Xeon X5470 3.33Ghz 1333Mhz FSB


Hynix 2x2GB Dual Rank-RAM


2x  Seagate 73GB SAS 15K rpm (Raid-1)


Broadcom Netxtreme II

./hlds_run -game cstrike +ip ** +map de_dust2 +maxplayers 32 
+sys_ticrate 1000 -zone 8192 -pingboost 2 -tos
./hlds_run -game cstrike +ip ** +map de_aztec +maxplayers 32 
+sys_ticrate 1000 -zone 8192 -pingboost 2 -tos



Problem #2

On the same servers as i mentioned above, i have some rate problems too. I get 
choke on all the servers, but i don't know why.. The machines are good, and the 
connection is very good (co-location in Sweden, Pionen - the newest datacenter 
i Sweden, very high tech). Anyhow, why cant i use high rates? And what rates 
should i use for the publicservers?

Working good:
sv_maxupdaterate "70"
sv_minupdaterate "13"
sv_maxrate "2"
sv_maxspeed "900"
sv_minrate "2000"

Not working (choke):
sv_maxupdaterate "100"
sv_minupdaterate "30"
sv_maxrate "25000"
sv_maxspeed "900"
sv_minrate "1"




_
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread valvesoftware . com
You know they changed it back to STEAM_0, right? At least for now
anyways.


--
Andy


On Wed, 18 Feb 2009 16:55:11 +1100, "AusNet Servers Server
Administrators"  said:
...
> I'm fortunate enough to have all my bans located on a notepad document
> so it was fairly simple to swap all bans over... and well, I have a
> total of 4 admins (of which 2 are in MySQL with ID's)
>
> I feel sorry for those US hosting companies which have 1000 admins,
> and 1+ bans... it would be quite painful.
...

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Re: [hlds_linux] Orange Box Engine Update Released

2009-02-17 Thread Saint K.
Thanks for removing the hardcoded rate limit. It was giving huge problems at
our TF2 servers before.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, February 18, 2009 12:44 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Orange Box Engine Update Released

Updates to the Orange Box Engine have been released.  The updates are
optional for Team Fortress 2 and Day of Defeat: Source.  The specific
changes include:

- Updated the engine to report SteamIDs using the Steam_0 format instead of
Steam_1
- Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods
running the current Orange Box engine
- Reverted the change that capped rate at 3

Jason

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.0.237 / Virus Database: 270.10.25/1957 - Release Date: 02/17/09
07:07:00


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Re: [hlds_linux] Orange Box Engine Update Released

2009-02-17 Thread Saint K.
Thanks for removing the hardcoded rate limit. It was giving huge problems at
our TF2 servers before.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, February 18, 2009 12:44 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Orange Box Engine Update Released

Updates to the Orange Box Engine have been released.  The updates are
optional for Team Fortress 2 and Day of Defeat: Source.  The specific
changes include:

- Updated the engine to report SteamIDs using the Steam_0 format instead of
Steam_1
- Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods
running the current Orange Box engine
- Reverted the change that capped rate at 3

Jason

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Checked by AVG - www.avg.com 
Version: 8.0.237 / Virus Database: 270.10.25/1957 - Release Date: 02/17/09
07:07:00


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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Ben
The reason why Valve don't reply with information all the time is all 
about managing expectations.  Its often much better to say nothing at 
all until the problem is resolved, so then you're not having to deal 
with the expectations that saying something brings with it.  If Valve 
were to say "yes, we're currently working on it", most people would 
assume the fix would be out in days, whereas there could be 
complications that arise that may mean a fix takes weeks (or longer) due 
to issues that are only known to Valve, whereas the public assumption 
would be that it was a simple fix.

Its pretty much a situation of damned if you do, and damned if you don't.

When it comes down to it, this problem with the server segfaulting on 
start-up isn't a total show stopper as the server does eventually start, 
its more of an annoyance for server admins if anything right now.


valvesoftware@dynamicbits.com wrote:
> If you were subscribed to the hlds (non linux) list you'd see the
> disproportionate number of complaints there.
>
> I'm not saying all of the posts are good; just that there are a lot of
> them. The posts on this list are far more relevant and on-topic.
>
> I think it is just a matter of the squeaky wheel gets the grease.
>
> Regardless of Windows or Linux, they do need to work on communication a
> little more. If nothing else, hire 1 person to handle reading/replying
> to the lists - even part time. You know... actually support the people
> who run servers. We're the ones paying for hardware and bandwidth, not
> them.
>
>
> --
> Andy
>   


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[hlds_linux] Arena Mode - Not spawning anyone

2009-02-17 Thread Jordan Toor
So far on a LAN server I have set up, along with an internet server, I've
had this problem.

When the server switches to arena mode, everyone can pick "Fight" and then
pick a class. However, it never spawns anyone or starts the round, so
everyone sits there on spectator.

Maybe I'm missing something, but I don't have this problem when I host a
listen server.

Jordan Toor
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread AusNet Servers Server Administrators
I have to agree with this... especially the bandwidth and hardware points...
if no-one hosts Steam servers, Valve would be in the crapper..

I'm fortunate enough to have all my bans located on a notepad document so it
was fairly simple to swap all bans over... and well, I have a total of 4
admins (of which 2 are in MySQL with ID's) 

I feel sorry for those US hosting companies which have 1000 admins, and
1+ bans... it would be quite painful.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
valvesoftware@dynamicbits.com
Sent: Wednesday, 18 February 2009 2:20 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Update coming for SteamID change

If you were subscribed to the hlds (non linux) list you'd see the
disproportionate number of complaints there.

I'm not saying all of the posts are good; just that there are a lot of
them. The posts on this list are far more relevant and on-topic.

I think it is just a matter of the squeaky wheel gets the grease.

Regardless of Windows or Linux, they do need to work on communication a
little more. If nothing else, hire 1 person to handle reading/replying
to the lists - even part time. You know... actually support the people
who run servers. We're the ones paying for hardware and bandwidth, not
them.


--
Andy


On Tue, 17 Feb 2009 17:53:18 -0800, "The Universes"
 said:
> Chris Green emailed me about it and I gave him SSH info to a server,
> but have never heard back from him since the initial email.
>
> So I don't think its a lack of reproducibility of the error. Its just
> they are in Washington, the land of Microsoft, so Linux takes a back
> seat. ;-)
>
> Wobak wrote:
> > I find this even more annoying since they were asking for straces /
> > dump logs, and once it's been given, no sign...

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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread DontWannaName!
I'll take the job :D Only 15 minutes away from Valve HQ. They would still
have to communicate to the person though...
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread valvesoftware . com
If you were subscribed to the hlds (non linux) list you'd see the
disproportionate number of complaints there.

I'm not saying all of the posts are good; just that there are a lot of
them. The posts on this list are far more relevant and on-topic.

I think it is just a matter of the squeaky wheel gets the grease.

Regardless of Windows or Linux, they do need to work on communication a
little more. If nothing else, hire 1 person to handle reading/replying
to the lists - even part time. You know... actually support the people
who run servers. We're the ones paying for hardware and bandwidth, not
them.


--
Andy


On Tue, 17 Feb 2009 17:53:18 -0800, "The Universes"
 said:
> Chris Green emailed me about it and I gave him SSH info to a server,
> but have never heard back from him since the initial email.
>
> So I don't think its a lack of reproducibility of the error. Its just
> they are in Washington, the land of Microsoft, so Linux takes a back
> seat. ;-)
>
> Wobak wrote:
> > I find this even more annoying since they were asking for straces /
> > dump logs, and once it's been given, no sign...

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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Andrew Armstrong
You may be able to get more info if you start the server under gdb?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, 18 February 2009 12:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Update coming for SteamID change

Perhaps they should hire an experienced Linux developer?

On Tue, Feb 17, 2009 at 8:14 PM, Wobak  wrote:

> I find this even more annoying since they were asking for straces / dump
> logs, and once it's been given, no sign...
>
> On Wed, Feb 18, 2009 at 1:25 AM, The Universes  >wrote:
>
> > Seriously, thats a huge annoyance for those of us affected by it.
> >
> > It still starts up, but only after a few seg faults.
> >
> >
> > On Feb 17, 2009, at 4:03 PM, Flubber  wrote:
> >
> > > Not everyone i guess since there is still the seg fault, report 1
> > > month ago.
> > >
> > > 2009/2/18 Ryan Devonshire 
> > >
> > >> Did Valve actually *listen* to the requests of the community?
> > >>
> > >> I can't believe it.
> > >>
> > >> A. Eijkhoudt wrote:
> > >>> Andrew Armstrong wrote:
> > >>>
> >  This update was just released.
> >  Thanks Valve!
> > 
> > >>>
> > >>> Yes, thank you Valve!
> > >>>
> > >>> ___
> > >>> 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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> >
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread The Universes
Chris Green emailed me about it and I gave him SSH info to a server, but 
have never heard back from him since the initial email.

So I don't think its a lack of reproducibility of the error. Its just 
they are in Washington, the land of Microsoft, so Linux takes a back 
seat. ;-)

Wobak wrote:
> I find this even more annoying since they were asking for straces / dump
> logs, and once it's been given, no sign...
> 
> On Wed, Feb 18, 2009 at 1:25 AM, The Universes wrote:
> 
>> Seriously, thats a huge annoyance for those of us affected by it.
>>
>> It still starts up, but only after a few seg faults.
>>
>>
>> On Feb 17, 2009, at 4:03 PM, Flubber  wrote:
>>
>>> Not everyone i guess since there is still the seg fault, report 1
>>> month ago.
>>>
>>> 2009/2/18 Ryan Devonshire 
>>>
 Did Valve actually *listen* to the requests of the community?

 I can't believe it.

 A. Eijkhoudt wrote:
> Andrew Armstrong wrote:
>
>> This update was just released.
>> Thanks Valve!
>>
> Yes, thank you Valve!
>
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>
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[hlds_linux] Group Banning And You

2009-02-17 Thread Donnie Newlove
Having updated SourceBans to the latest version I wonder what I would
ever need to ban groups from the web interface, but after looking
around for an hour at the steamcommunity I found that it was quite
useful for proactive banning since I now have over 1000 new bans of
known cheaters (and I am also quite astounded, I would not dare to
dream about people being this dumb).

I started off simply by searching for "hacking" and such and checking
admins at the groups, random members, friends of the most active ones,
groups with many VAC banned members, members that were part of many
suspect groups, etc. Here are most groups I found with admitted
cheaters and troublemakers. It appears as if there were mostly CS:S
players but also a lot of CS, TF2 and L4D. Please post more useful
links if you find any. Peace out.


http://steamcommunity.com/groups/gangster-strike
http://steamcommunity.com/groups/dasdwasdwa
http://steamcommunity.com/groups/103582791430166586
http://steamcommunity.com/groups/g0ts
http://steamcommunity.com/groups/phoenix-hacks
http://steamcommunity.com/groups/Project-7
http://steamcommunity.com/groups/ELITESAUCE
http://steamcommunity.com/groups/omegacheaters
http://steamcommunity.com/groups/rolexfailshardlol
http://steamcommunity.com/groups/furyon-hackers
http://steamcommunity.com/groups/cheat_project
http://steamcommunity.com/groups/haxorzzz
http://steamcommunity.com/groups/udown
http://steamcommunity.com/groups/x22shop
http://steamcommunity.com/groups/360-hacks
http://steamcommunity.com/groups/vip-master
http://steamcommunity.com/groups/unlimitedhackers
http://steamcommunity.com/groups/theg0t
http://steamcommunity.com/groups/Hack-Sector
http://steamcommunity.com/groups/ethug
http://steamcommunity.com/groups/Angel-Hacker
http://steamcommunity.com/groups/hardcorehackers
http://steamcommunity.com/groups/4567319757432567564347
http://steamcommunity.com/groups/elextronic-hackers
http://steamcommunity.com/groups/GodlikeHackers
http://steamcommunity.com/groups/Infinity-Hackers
http://steamcommunity.com/groups/hardcore-hackers
http://steamcommunity.com/groups/Deutscheprohackers

And this guy selling exploits and... yeah, you already know. He got a
fan club, but I can't view the members. Anyway, hurry up before these
maggets understand what is going on, this is just to easy to last.
http://steamcommunity.com/groups/103582791430217890

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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread 1nsane
Perhaps they should hire an experienced Linux developer?

On Tue, Feb 17, 2009 at 8:14 PM, Wobak  wrote:

> I find this even more annoying since they were asking for straces / dump
> logs, and once it's been given, no sign...
>
> On Wed, Feb 18, 2009 at 1:25 AM, The Universes  >wrote:
>
> > Seriously, thats a huge annoyance for those of us affected by it.
> >
> > It still starts up, but only after a few seg faults.
> >
> >
> > On Feb 17, 2009, at 4:03 PM, Flubber  wrote:
> >
> > > Not everyone i guess since there is still the seg fault, report 1
> > > month ago.
> > >
> > > 2009/2/18 Ryan Devonshire 
> > >
> > >> Did Valve actually *listen* to the requests of the community?
> > >>
> > >> I can't believe it.
> > >>
> > >> A. Eijkhoudt wrote:
> > >>> Andrew Armstrong wrote:
> > >>>
> >  This update was just released.
> >  Thanks Valve!
> > 
> > >>>
> > >>> Yes, thank you Valve!
> > >>>
> > >>> ___
> > >>> 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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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Wobak
I find this even more annoying since they were asking for straces / dump
logs, and once it's been given, no sign...

On Wed, Feb 18, 2009 at 1:25 AM, The Universes wrote:

> Seriously, thats a huge annoyance for those of us affected by it.
>
> It still starts up, but only after a few seg faults.
>
>
> On Feb 17, 2009, at 4:03 PM, Flubber  wrote:
>
> > Not everyone i guess since there is still the seg fault, report 1
> > month ago.
> >
> > 2009/2/18 Ryan Devonshire 
> >
> >> Did Valve actually *listen* to the requests of the community?
> >>
> >> I can't believe it.
> >>
> >> A. Eijkhoudt wrote:
> >>> Andrew Armstrong wrote:
> >>>
>  This update was just released.
>  Thanks Valve!
> 
> >>>
> >>> Yes, thank you Valve!
> >>>
> >>> ___
> >>> 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] Update coming for SteamID change

2009-02-17 Thread The Universes
Seriously, thats a huge annoyance for those of us affected by it.

It still starts up, but only after a few seg faults.


On Feb 17, 2009, at 4:03 PM, Flubber  wrote:

> Not everyone i guess since there is still the seg fault, report 1  
> month ago.
>
> 2009/2/18 Ryan Devonshire 
>
>> Did Valve actually *listen* to the requests of the community?
>>
>> I can't believe it.
>>
>> A. Eijkhoudt wrote:
>>> Andrew Armstrong wrote:
>>>
 This update was just released.
 Thanks Valve!

>>>
>>> Yes, thank you Valve!
>>>
>>> ___
>>> 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] Orange Box Engine Update Released

2009-02-17 Thread Mark Chandler
Jsaon im still getting this on my ob srcds (windows):

*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*

:(

Mark


Jason Ruymen wrote:
> Updates to the Orange Box Engine have been released.  The updates are 
> optional for Team Fortress 2 and Day of Defeat: Source.  The specific changes 
> include:
>
> - Updated the engine to report SteamIDs using the Steam_0 format instead of 
> Steam_1
> - Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods running 
> the current Orange Box engine
> - Reverted the change that capped rate at 3
>
> Jason
>
> ___
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> visit:
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>   


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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Flubber
Not everyone i guess since there is still the seg fault, report 1 month ago.

2009/2/18 Ryan Devonshire 

> Did Valve actually *listen* to the requests of the community?
>
> I can't believe it.
>
> A. Eijkhoudt wrote:
> > Andrew Armstrong wrote:
> >
> >> This update was just released.
> >> Thanks Valve!
> >>
> >
> > Yes, thank you Valve!
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
> >
>
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Ryan Devonshire
Did Valve actually *listen* to the requests of the community?

I can't believe it.

A. Eijkhoudt wrote:
> Andrew Armstrong wrote:
>   
>> This update was just released.
>> Thanks Valve!
>> 
>
> Yes, thank you Valve!
>
> ___
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread A. Eijkhoudt
Andrew Armstrong wrote:
> This update was just released.
> Thanks Valve!

Yes, thank you Valve!

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[hlds_linux] Orange Box Engine Update Released

2009-02-17 Thread Jason Ruymen
Updates to the Orange Box Engine have been released.  The updates are optional 
for Team Fortress 2 and Day of Defeat: Source.  The specific changes include:

- Updated the engine to report SteamIDs using the Steam_0 format instead of 
Steam_1
- Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods running 
the current Orange Box engine
- Reverted the change that capped rate at 3

Jason

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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Donnie Newlove
How is it a feature? It doesn't do anything but mess things up. But
I'm not sure it's a bug either. It just is.

On Tue, Feb 17, 2009 at 7:50 PM, Saint K.  wrote:
> Erm...
>
> So the STEAM_1: is a bug rather then intended feature???
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Tuesday, February 17, 2009 7:36 PM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Update coming for SteamID change
>
> We're hoping to have a fix for the SteamID change live within about an hour.
> This will be an optional update.
>
> Jason
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Andrew Armstrong
This update was just released.

Updates to the Orange Box Engine have been released. The updates will be
applied automatically when your Steam client is restarted. The specific
changes include:

Orange Box Engine

* Updated the engine to report SteamIDs using the Steam_0 format instead
of Steam_1
* Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods
running the current Orange Box engine
* Reverted the change that capped rate at 3

http://store.steampowered.com/news/

Thanks Valve!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Wednesday, 18 February 2009 9:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Update coming for SteamID change

Ya im guessing they decided to release it later today with some more fixes
that were done today. Thus making it required.
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread DontWannaName!
Ya im guessing they decided to release it later today with some more fixes
that were done today. Thus making it required.
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread DontWannaName!
I already started adding it, Im just waiting for the actual time :P
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Tony Paloma
Or, I'm worried that the optional update will be "required" in the sense
that if you don't update people can't connect because of differing steam
ticket (same thing that happens if you try to connect to an unupdated server
now).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marc.B
Sent: Tuesday, February 17, 2009 12:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Update coming for SteamID change

Jason, the main problem with what you at Valve call "optional update" is
that if the update is not done, servers are not listed anymore in the client
server list. This problem only affect the Orangebox Engine.

Cheers,

Marc.

On Tue, Feb 17, 2009 at 7:35 PM, Jason Ruymen
wrote:

> We're hoping to have a fix for the SteamID change live within about an
> hour.  This will be an optional update.
>
> Jason
>
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread AnAkIn .
Wasn't the update supposed to come in 1h? It's been more than 3 hours now :D
VALVe time I guess.

2009/2/17 Marc.B 

> Jason, the main problem with what you at Valve call "optional update" is
> that if the update is not done, servers are not listed anymore in the
> client
> server list. This problem only affect the Orangebox Engine.
>
> Cheers,
>
> Marc.
>
> On Tue, Feb 17, 2009 at 7:35 PM, Jason Ruymen  >wrote:
>
> > We're hoping to have a fix for the SteamID change live within about an
> > hour.  This will be an optional update.
> >
> > Jason
> >
> > ___
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Marc.B
Jason, the main problem with what you at Valve call "optional update" is
that if the update is not done, servers are not listed anymore in the client
server list. This problem only affect the Orangebox Engine.

Cheers,

Marc.

On Tue, Feb 17, 2009 at 7:35 PM, Jason Ruymen wrote:

> We're hoping to have a fix for the SteamID change live within about an
> hour.  This will be an optional update.
>
> Jason
>
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Re: [hlds_linux] Serverlag question

2009-02-17 Thread Nephyrin Zey
Don't confuse this with the rate 30K bug. See the "something is
limiting client<->server bandwidth" for more and contribute there so
the info is one place :-P

- Neph

On Tue, Feb 17, 2009 at 10:50 AM, 1nsane <1nsane...@gmail.com> wrote:
> I can has my lag fix? Please! :D
>
> On Tue, Feb 17, 2009 at 5:29 AM, Tony Paloma wrote:
>
>> Yes, this is irritating me as well. I was really hoping for a patch for
>> this in today's update.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ServerAlex
>> Sent: Tuesday, February 17, 2009 2:27 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Serverlag question
>>
>> not fixed. its the rate 30k limit your talking about. it just makes me
>> crazy seing how valve kills all high-performance servers.
>>
>> 2009/2/17 Björn Rohlén :
>> > Will this serverlag that has been around for the past month be fixed
>> > any time soon? As soon as a server (any server, it seems) hits 18+
>> > players, the server drops down to 25-50 ticks and everything gets
>> > really choppy. Seems odd that this still is unfixed, considering it's
>> > quite major.
>> >
>> > ___
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>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Crazy Canucks
Thanks for the info.

Nicholas Hastings wrote:
> It doesn't even apply to all hl2 games. Only orangebox (including 3rd 
> party mods)
>
> Ronny Schedel wrote:
>   
>> Does the update apply to Half-Life 1 games?
>>
>>
>>   
>> 
>>> Does this change apply to Half-Life 1 games?
>>>
>>> AnAkIn . wrote:
>>> 
>>>   
 The change was in the last Orange Box engine update.

 2009/2/17 Sipi 


   
 
> What? Are they going to change the already exsisting Steam_ID's? Any
> sources
> for this?
> - Original Message -
> From: "Mark Chandler" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Tuesday, February 17, 2009 1:22 PM
> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
>
>
> 
>   
>> What is the big deal? They are still the same player just one id has
>> STEAM_1 and the other STEAM_0
>>
>> All you have to do is remove the first 8 chars and you will be fine.
>>
>>
>> AnAkIn . wrote:
>>
>>   
>> 
>>> Please, don't change again the SteamIDs just because of the 
>>> complainers.
>>> Some plugin authors already started fixing their plugin to support the
>>> new
>>> SteamIDs, and some leagues with huge database of SteamIDs also started
>>> changing them to the new format.
>>>
>>> I don't think they'll be happy to change it again to STEAM_0 if you
>>> change
>>> it back just because of some people complaining.
>>>
>>>
>>> Thanks
>>>
>>> AnAkIn
>>> ___
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>>> please visit:
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>>>
>>> 
>>>   
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>>
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>>
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>>
>>   
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Saint K.
Erm...

So the STEAM_1: is a bug rather then intended feature???



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Tuesday, February 17, 2009 7:36 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Update coming for SteamID change

We're hoping to have a fix for the SteamID change live within about an hour.
This will be an optional update.

Jason

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[hlds_linux] steam_appid.txt not updated correctly (caused "STEAM validation rejected")

2009-02-17 Thread Marcel
Hi,

After today's update I got the error "STEAM validation rejected" right 
after I've tried to connect to my server.
All my orangebox servers were affected to this. It took a while to find 
out that the steam update tool didn't update the file "steam_appid.txt" 
correctly.

I've downloaded a server again and checked each file's md5sum and the 
only error was steam_appid.txt.

I just wanted to let u know this if you have a smiliar problem.


And yes: I'm alway updating with verify_all, but the update tool does 
not really care about the steam_appid.txt.


cheers

marcel

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Re: [hlds_linux] Serverlag question

2009-02-17 Thread 1nsane
I can has my lag fix? Please! :D

On Tue, Feb 17, 2009 at 5:29 AM, Tony Paloma wrote:

> Yes, this is irritating me as well. I was really hoping for a patch for
> this in today's update.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ServerAlex
> Sent: Tuesday, February 17, 2009 2:27 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Serverlag question
>
> not fixed. its the rate 30k limit your talking about. it just makes me
> crazy seing how valve kills all high-performance servers.
>
> 2009/2/17 Björn Rohlén :
> > Will this serverlag that has been around for the past month be fixed
> > any time soon? As soon as a server (any server, it seems) hits 18+
> > players, the server drops down to 25-50 ticks and everything gets
> > really choppy. Seems odd that this still is unfixed, considering it's
> > quite major.
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Saint K.
Erm...

So the STEAM_1: is a bug rather then intended feature???



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Tuesday, February 17, 2009 7:36 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Update coming for SteamID change

We're hoping to have a fix for the SteamID change live within about an hour.
This will be an optional update.

Jason

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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Kevin J. Anderson
what does the update do?

Kevin

Jason Ruymen wrote:
> We're hoping to have a fix for the SteamID change live within about an hour.  
> This will be an optional update.
> 
> Jason
> 
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[hlds_linux] Update coming for SteamID change

2009-02-17 Thread Jason Ruymen
We're hoping to have a fix for the SteamID change live within about an hour.  
This will be an optional update.

Jason

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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Carl
You should seriously consider moving towards a different admin plugin.  
Mani has many exploits and vulnerabilities that allow clients to crash 
your server.  (and yes, this has happened to my server)


J.Miribel wrote:
> Crap, it broke many Mani installs and I forgot to backup... Any way I 
> can roll back untill fixes for mani are released ?
>
> (talking about DoD Source here;) )
>
> Best regards
>
>
> Evaldas Žilinskas a écrit :
>   
>> Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail says:
>>
>> “along with an optional update for Day of Defeat: Source has been released“
>>
>> I understand, that optional part means, that you can update today or you can 
>> update your server tomorrow. People will be able to play. But today I’ve 
>> opened my steam, browsed the server list and on ~70% of servers I get the 
>> killing
>>
>> “Invalid Steam key size.”
>>
>> error. Then checked the “Build: 3751” servers. Everything is OK with them. 
>> But how about custom OrangeBox mods? This new engine release kills most of 
>> the mods. It was an TF2 update, not entire OrangeBox update…
>>
>> “Client.dll Init()…”
>>
>> error? Is it so hard to check it the community part is ready for the new 
>> update, or how about the part, that would inform about the update few days 
>> before going public?
>>
>> Anyway, sad to say, Valve F.A.I.L. again :-)
>>
>> Evaldas
>>
>>
>> - Original Message - 
>> From: "Jason Ruymen" 
>> To: "Half-Life dedicated Win32 server mailing list" 
>> ; ; 
>> 
>> Sent: Tuesday, February 17, 2009 2:30 AM
>> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source 
>> UpdateAvailable
>>
>>
>>   
>> 
>>> A required update for Team Fortress 2, along with an optional update for 
>>> Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>>> receive the update.  The specific changes include:
>>>
>>> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
>>> Launcher & Syringe Gun)
>>>- Ultimately reduces damage done by pipebombs to enemies <512 units 
>>> from the Demoman
>>> - Moved the unlockable system over to the new item backend:
>>>- Added a warning dialog to the loadout screen telling clients when 
>>> the server they're on could not get their loadout
>>> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
>>> the value of it on the server they're connected to
>>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
>>> better explain its function now that stalemate is optional
>>> - Protected several more commands from client exploitation
>>> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
>>> hidden
>>> - Server tags can now be used to include or exclude servers from the list
>>>
>>> Jason
>>>
>>> ___
>>> 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:
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>>   
>> 
>
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread 1nsane
No. Don't use mani. Update to Sourcemod. Or even beetlesmod.

On Tue, Feb 17, 2009 at 12:16 PM, J.Miribel  wrote:

> Crap, it broke many Mani installs and I forgot to backup... Any way I
> can roll back untill fixes for mani are released ?
>
> (talking about DoD Source here;) )
>
> Best regards
>
>
> Evaldas Žilinskas a écrit :
> > Don't get me wrong, but arrogant coding isn't popular anymore... Mail
> says:
> >
> > "along with an optional update for Day of Defeat: Source has been
> released"
> >
> > I understand, that optional part means, that you can update today or you
> can
> > update your server tomorrow. People will be able to play. But today I've
> > opened my steam, browsed the server list and on ~70% of servers I get the
> > killing
> >
> > "Invalid Steam key size."
> >
> > error. Then checked the "Build: 3751" servers. Everything is OK with
> them.
> > But how about custom OrangeBox mods? This new engine release kills most
> of
> > the mods. It was an TF2 update, not entire OrangeBox update…
> >
> > "Client.dll Init()…"
> >
> > error? Is it so hard to check it the community part is ready for the new
> > update, or how about the part, that would inform about the update few
> days
> > before going public?
> >
> > Anyway, sad to say, Valve F.A.I.L. again :-)
> >
> > Evaldas
> >
> >
> > - Original Message -
> > From: "Jason Ruymen" 
> > To: "Half-Life dedicated Win32 server mailing list"
> > ; ;
> > 
> > Sent: Tuesday, February 17, 2009 2:30 AM
> > Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
> > UpdateAvailable
> >
> >
> >
> >> A required update for Team Fortress 2, along with an optional update for
> >> Day of Defeat: Source has been released.  Please run hldsupdatetool to
> >> receive the update.  The specific changes include:
> >>
> >> - Pipebombs now get a reduced close range damage ramp up (like Rocket
> >> Launcher & Syringe Gun)
> >>- Ultimately reduces damage done by pipebombs to enemies <512
> units
> >> from the Demoman
> >> - Moved the unlockable system over to the new item backend:
> >>- Added a warning dialog to the loadout screen telling clients
> when
> >> the server they're on could not get their loadout
> >> - Made "tf_damage_disablespread" a replicated convar, so clients can see
> >> the value of it on the server they're connected to
> >> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> >> better explain its function now that stalemate is optional
> >> - Protected several more commands from client exploitation
> >> - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are
> >> hidden
> >> - Server tags can now be used to include or exclude servers from the
> list
> >>
> >> Jason
> >>
> >> ___
> >> 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] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread J.Miribel
Crap, it broke many Mani installs and I forgot to backup... Any way I 
can roll back untill fixes for mani are released ?

(talking about DoD Source here;) )

Best regards


Evaldas Žilinskas a écrit :
> Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail says:
>
> “along with an optional update for Day of Defeat: Source has been released“
>
> I understand, that optional part means, that you can update today or you can 
> update your server tomorrow. People will be able to play. But today I’ve 
> opened my steam, browsed the server list and on ~70% of servers I get the 
> killing
>
> “Invalid Steam key size.”
>
> error. Then checked the “Build: 3751” servers. Everything is OK with them. 
> But how about custom OrangeBox mods? This new engine release kills most of 
> the mods. It was an TF2 update, not entire OrangeBox update…
>
> “Client.dll Init()…”
>
> error? Is it so hard to check it the community part is ready for the new 
> update, or how about the part, that would inform about the update few days 
> before going public?
>
> Anyway, sad to say, Valve F.A.I.L. again :-)
>
> Evaldas
>
>
> - Original Message - 
> From: "Jason Ruymen" 
> To: "Half-Life dedicated Win32 server mailing list" 
> ; ; 
> 
> Sent: Tuesday, February 17, 2009 2:30 AM
> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source 
> UpdateAvailable
>
>
>   
>> A required update for Team Fortress 2, along with an optional update for 
>> Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>> receive the update.  The specific changes include:
>>
>> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
>> Launcher & Syringe Gun)
>>- Ultimately reduces damage done by pipebombs to enemies <512 units 
>> from the Demoman
>> - Moved the unlockable system over to the new item backend:
>>- Added a warning dialog to the loadout screen telling clients when 
>> the server they're on could not get their loadout
>> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
>> the value of it on the server they're connected to
>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
>> better explain its function now that stalemate is optional
>> - Protected several more commands from client exploitation
>> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
>> hidden
>> - Server tags can now be used to include or exclude servers from the list
>>
>> Jason
>>
>> ___
>> 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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> visit:
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>   


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Pawel
only orangebox

On Tue, Feb 17, 2009 at 4:59 PM, Ronny Schedel wrote:

>
> Does the update apply to Half-Life 1 games?
>
>
> > Does this change apply to Half-Life 1 games?
> >
> > AnAkIn . wrote:
> >> The change was in the last Orange Box engine update.
> >>
> >> 2009/2/17 Sipi 
> >>
> >>
> >>> What? Are they going to change the already exsisting Steam_ID's? Any
> >>> sources
> >>> for this?
> >>> - Original Message -
> >>> From: "Mark Chandler" 
> >>> To: "Half-Life dedicated Linux server mailing list"
> >>> 
> >>> Sent: Tuesday, February 17, 2009 1:22 PM
> >>> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
> >>>
> >>>
> >>>
>  What is the big deal? They are still the same player just one id has
>  STEAM_1 and the other STEAM_0
> 
>  All you have to do is remove the first 8 chars and you will be fine.
> 
> 
>  AnAkIn . wrote:
> 
> > Please, don't change again the SteamIDs just because of the
> > complainers.
> > Some plugin authors already started fixing their plugin to support
> the
> > new
> > SteamIDs, and some leagues with huge database of SteamIDs also
> started
> > changing them to the new format.
> >
> > I don't think they'll be happy to change it again to STEAM_0 if you
> > change
> > it back just because of some people complaining.
> >
> >
> > Thanks
> >
> > AnAkIn
> > ___
> > 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
> 
>  __ NOD32 3852 (20090213) Information __
> 
>  This message was checked by NOD32 antivirus system.
>  http://www.eset.com
> 
> 
> 
> >>> ___
> >>> 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:
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> >
>
>
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>



-- 
Pozdrawiam,

Paweł Majewski
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Nicholas Hastings
It doesn't even apply to all hl2 games. Only orangebox (including 3rd 
party mods)

Ronny Schedel wrote:
> Does the update apply to Half-Life 1 games?
>
>
>   
>> Does this change apply to Half-Life 1 games?
>>
>> AnAkIn . wrote:
>> 
>>> The change was in the last Orange Box engine update.
>>>
>>> 2009/2/17 Sipi 
>>>
>>>
>>>   
 What? Are they going to change the already exsisting Steam_ID's? Any
 sources
 for this?
 - Original Message -
 From: "Mark Chandler" 
 To: "Half-Life dedicated Linux server mailing list"
 
 Sent: Tuesday, February 17, 2009 1:22 PM
 Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now



 
> What is the big deal? They are still the same player just one id has
> STEAM_1 and the other STEAM_0
>
> All you have to do is remove the first 8 chars and you will be fine.
>
>
> AnAkIn . wrote:
>
>   
>> Please, don't change again the SteamIDs just because of the 
>> complainers.
>> Some plugin authors already started fixing their plugin to support the
>> new
>> SteamIDs, and some leagues with huge database of SteamIDs also started
>> changing them to the new format.
>>
>> I don't think they'll be happy to change it again to STEAM_0 if you
>> change
>> it back just because of some people complaining.
>>
>>
>> Thanks
>>
>> AnAkIn
>> ___
>> 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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>
> __ NOD32 3852 (20090213) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
>   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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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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>> please visit:
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>>
>> 
>
>
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Ronny Schedel

Does the update apply to Half-Life 1 games?


> Does this change apply to Half-Life 1 games?
>
> AnAkIn . wrote:
>> The change was in the last Orange Box engine update.
>>
>> 2009/2/17 Sipi 
>>
>>
>>> What? Are they going to change the already exsisting Steam_ID's? Any
>>> sources
>>> for this?
>>> - Original Message -
>>> From: "Mark Chandler" 
>>> To: "Half-Life dedicated Linux server mailing list"
>>> 
>>> Sent: Tuesday, February 17, 2009 1:22 PM
>>> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>>>
>>>
>>>
 What is the big deal? They are still the same player just one id has
 STEAM_1 and the other STEAM_0

 All you have to do is remove the first 8 chars and you will be fine.


 AnAkIn . wrote:

> Please, don't change again the SteamIDs just because of the 
> complainers.
> Some plugin authors already started fixing their plugin to support the
> new
> SteamIDs, and some leagues with huge database of SteamIDs also started
> changing them to the new format.
>
> I don't think they'll be happy to change it again to STEAM_0 if you
> change
> it back just because of some people complaining.
>
>
> Thanks
>
> AnAkIn
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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 __ NOD32 3852 (20090213) Information __

 This message was checked by NOD32 antivirus system.
 http://www.eset.com



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>>> please visit:
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>>>
>>>
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>>
>
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Crazy Canucks
Does this change apply to Half-Life 1 games?

AnAkIn . wrote:
> The change was in the last Orange Box engine update.
>
> 2009/2/17 Sipi 
>
>   
>> What? Are they going to change the already exsisting Steam_ID's? Any
>> sources
>> for this?
>> - Original Message -
>> From: "Mark Chandler" 
>> To: "Half-Life dedicated Linux server mailing list"
>> 
>> Sent: Tuesday, February 17, 2009 1:22 PM
>> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>>
>>
>> 
>>> What is the big deal? They are still the same player just one id has
>>> STEAM_1 and the other STEAM_0
>>>
>>> All you have to do is remove the first 8 chars and you will be fine.
>>>
>>>
>>> AnAkIn . wrote:
>>>   
 Please, don't change again the SteamIDs just because of the complainers.
 Some plugin authors already started fixing their plugin to support the
 new
 SteamIDs, and some leagues with huge database of SteamIDs also started
 changing them to the new format.

 I don't think they'll be happy to change it again to STEAM_0 if you
 change
 it back just because of some people complaining.


 Thanks

 AnAkIn
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 
>>> ___
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>>> please visit:
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>>>
>>> This message was checked by NOD32 antivirus system.
>>> http://www.eset.com
>>>
>>>
>>>   
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>> please visit:
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-17 Thread Miano, Steven M.
Update was seamless, thanks for the update.

Hardware:
Dell PowerEdge 2650 (2x 2.4ghz dual core xeons, 4.8Gb RAM, Ubuntu 8.04.2 32 Bit 
w/PAE). 24 slot with Beetlesmod.
Dell PowerEdge 2850 (2x 3.0ghz dual core xeons, 6.0Gb RAM, Ubuntu 8.04.2 32 Bit 
w/PAE). 24 slot with Beetlesmod.
Dell PowerEdge 1950 (2x 2.6ghz dual core xeons, 8.0Gb RAM, Ubuntu 8.04.2 32 Bit 
w/PAE). 24 slot with Beetlesmod.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Monday, February 16, 2009 7:31 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source Update Available

A required update for Team Fortress 2, along with an optional update for Day of 
Defeat: Source has been released.  Please run hldsupdatetool to receive the 
update.  The specific changes include:

- Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher 
& Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies <512 units 
from the Demoman
- Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when the 
server they're on could not get their loadout
- Made "tf_damage_disablespread" a replicated convar, so clients can see the 
value of it on the server they're connected to
- Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better 
explain its function now that stalemate is optional
- Protected several more commands from client exploitation
- Fixed muzzle flashes & shell ejections still playing when viewmodels are 
hidden
- Server tags can now be used to include or exclude servers from the list

Jason

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Re: [hlds_linux] Yet another Server Browser Problem

2009-02-17 Thread Philipp Reddigau
Yes, originally we havent set anything.
Only for testing...to get the servers in the server browser.
But thanks to clean the first questions we did not set anything now again.

So what about our iptables and how we can check the packets wich coming 
from the masterservers come back correct and to the right ip:port?

thanks to all.

best regards,
philipp
Jeff Sugar schrieb:
> I meant to mention the other two things too (sv_massreport and -setmaster).
> Same deal for those. If you also didn't originally have those set,t hen I'm
> really not sure and I'll leave it to others who know more. the sv_region and
> sv_lan are proper though.
>  -Atreus
>
>
> On Tue, Feb 17, 2009 at 5:41 AM, Philipp Reddigau wrote:
>
>   
>> hello,
>> the cvars wasnt set at first. we set it to test.
>> if we didn't set it we have the same.
>>
>> Jeff Sugar schrieb:
>> 
>>>  sv_master_share_game_socket 0
>>> sv_master_legacy_mode 1
>>>
>>> Both these cvars do not need to be set. Try just not setting them.
>>>
>>>
>>> On Tue, Feb 17, 2009 at 4:47 AM, Philipp Reddigau >> wrote:
>>>
>>>
>>>   
 Hi my girls and boys,

 We are wondering about our servers because sometimes they are in the
 list an someti,es they are not in the list...
 We think we have some trouble with our settings or something block the
 connection.

 But we havent any idea to solve that.
 If i start a server at home. It is in the list 5 minutes later. if we
 start it on a linux machine maybe we have luck and we can find it or we
 cant... (same settings)

 In the cvarlist we have find the following: (Counter Strike Source)

 - sv_master_share_game_socket 0 // we changed it allready to 1 an 0 no
 change. // What have you set? Or how to choose the best setting?
 - sv_master_legacy_mode 1 // we changed it allready to 1 an 0 no change.
 // What have you set? Or how to choose the best setting?
 - sv_massreport 0 // What is this?? Something for the Masterlist? //
 What have you set? Or how to choose the best setting?
 - setmaster // We have something to add? // What have you set? Or how to
 choose the best setting?
 Current:
   1:  69.28.140.247:27011
   2:  72.165.61.189:27011
 - sv_region 3
 - sv_lan 0

 Console says on start "adding master.." "Connection successfull"

 Other ways... we read something about that the masterservers are
 requesting the server after start and then contiously. To prevent dont
 show Offline servers.

 How can we check on debian that the packets come back correctly (correct
 ip, port) ?  Are their any tools to find that out?

 Whats about iptables? We have the following setting.
 Chain INPUT (policy ACCEPT)
 target prot opt source   destination
 fail2ban-ssh  tcp  --  anywhere anywheretcp
 
>> dpt:ssh
>> 
 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination

 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination

 Chain fail2ban-ssh (1 references)
 target prot opt source   destination
 RETURN 0--  anywhere anywhere

 Correct or something to add? We are using 4 Ipadresses on the Server.
 We have to Route something? If yes please write how :>

 Thanks for your answers.

 best regards,
 Philipp




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Re: [hlds_linux] Yet another Server Browser Problem

2009-02-17 Thread Jeff Sugar
I meant to mention the other two things too (sv_massreport and -setmaster).
Same deal for those. If you also didn't originally have those set,t hen I'm
really not sure and I'll leave it to others who know more. the sv_region and
sv_lan are proper though.
 -Atreus


On Tue, Feb 17, 2009 at 5:41 AM, Philipp Reddigau wrote:

> hello,
> the cvars wasnt set at first. we set it to test.
> if we didn't set it we have the same.
>
> Jeff Sugar schrieb:
> >  sv_master_share_game_socket 0
> > sv_master_legacy_mode 1
> >
> > Both these cvars do not need to be set. Try just not setting them.
> >
> >
> > On Tue, Feb 17, 2009 at 4:47 AM, Philipp Reddigau  >wrote:
> >
> >
> >> Hi my girls and boys,
> >>
> >> We are wondering about our servers because sometimes they are in the
> >> list an someti,es they are not in the list...
> >> We think we have some trouble with our settings or something block the
> >> connection.
> >>
> >> But we havent any idea to solve that.
> >> If i start a server at home. It is in the list 5 minutes later. if we
> >> start it on a linux machine maybe we have luck and we can find it or we
> >> cant... (same settings)
> >>
> >> In the cvarlist we have find the following: (Counter Strike Source)
> >>
> >> - sv_master_share_game_socket 0 // we changed it allready to 1 an 0 no
> >> change. // What have you set? Or how to choose the best setting?
> >> - sv_master_legacy_mode 1 // we changed it allready to 1 an 0 no change.
> >> // What have you set? Or how to choose the best setting?
> >> - sv_massreport 0 // What is this?? Something for the Masterlist? //
> >> What have you set? Or how to choose the best setting?
> >> - setmaster // We have something to add? // What have you set? Or how to
> >> choose the best setting?
> >> Current:
> >>   1:  69.28.140.247:27011
> >>   2:  72.165.61.189:27011
> >> - sv_region 3
> >> - sv_lan 0
> >>
> >> Console says on start "adding master.." "Connection successfull"
> >>
> >> Other ways... we read something about that the masterservers are
> >> requesting the server after start and then contiously. To prevent dont
> >> show Offline servers.
> >>
> >> How can we check on debian that the packets come back correctly (correct
> >> ip, port) ?  Are their any tools to find that out?
> >>
> >> Whats about iptables? We have the following setting.
> >> Chain INPUT (policy ACCEPT)
> >> target prot opt source   destination
> >> fail2ban-ssh  tcp  --  anywhere anywheretcp
> dpt:ssh
> >>
> >> Chain FORWARD (policy ACCEPT)
> >> target prot opt source   destination
> >>
> >> Chain OUTPUT (policy ACCEPT)
> >> target prot opt source   destination
> >>
> >> Chain fail2ban-ssh (1 references)
> >> target prot opt source   destination
> >> RETURN 0--  anywhere anywhere
> >>
> >> Correct or something to add? We are using 4 Ipadresses on the Server.
> >> We have to Route something? If yes please write how :>
> >>
> >> Thanks for your answers.
> >>
> >> best regards,
> >> Philipp
> >>
> >>
> >>
> >>
> >> ___
> >> 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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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Yet another Server Browser Problem

2009-02-17 Thread Philipp Reddigau
hello,
the cvars wasnt set at first. we set it to test.
if we didn't set it we have the same.

Jeff Sugar schrieb:
>  sv_master_share_game_socket 0
> sv_master_legacy_mode 1
>
> Both these cvars do not need to be set. Try just not setting them.
>
>
> On Tue, Feb 17, 2009 at 4:47 AM, Philipp Reddigau wrote:
>
>   
>> Hi my girls and boys,
>>
>> We are wondering about our servers because sometimes they are in the
>> list an someti,es they are not in the list...
>> We think we have some trouble with our settings or something block the
>> connection.
>>
>> But we havent any idea to solve that.
>> If i start a server at home. It is in the list 5 minutes later. if we
>> start it on a linux machine maybe we have luck and we can find it or we
>> cant... (same settings)
>>
>> In the cvarlist we have find the following: (Counter Strike Source)
>>
>> - sv_master_share_game_socket 0 // we changed it allready to 1 an 0 no
>> change. // What have you set? Or how to choose the best setting?
>> - sv_master_legacy_mode 1 // we changed it allready to 1 an 0 no change.
>> // What have you set? Or how to choose the best setting?
>> - sv_massreport 0 // What is this?? Something for the Masterlist? //
>> What have you set? Or how to choose the best setting?
>> - setmaster // We have something to add? // What have you set? Or how to
>> choose the best setting?
>> Current:
>>   1:  69.28.140.247:27011
>>   2:  72.165.61.189:27011
>> - sv_region 3
>> - sv_lan 0
>>
>> Console says on start "adding master.." "Connection successfull"
>>
>> Other ways... we read something about that the masterservers are
>> requesting the server after start and then contiously. To prevent dont
>> show Offline servers.
>>
>> How can we check on debian that the packets come back correctly (correct
>> ip, port) ?  Are their any tools to find that out?
>>
>> Whats about iptables? We have the following setting.
>> Chain INPUT (policy ACCEPT)
>> target prot opt source   destination
>> fail2ban-ssh  tcp  --  anywhere anywheretcp dpt:ssh
>>
>> Chain FORWARD (policy ACCEPT)
>> target prot opt source   destination
>>
>> Chain OUTPUT (policy ACCEPT)
>> target prot opt source   destination
>>
>> Chain fail2ban-ssh (1 references)
>> target prot opt source   destination
>> RETURN 0--  anywhere anywhere
>>
>> Correct or something to add? We are using 4 Ipadresses on the Server.
>> We have to Route something? If yes please write how :>
>>
>> Thanks for your answers.
>>
>> best regards,
>> Philipp
>>
>>
>>
>>
>> ___
>> 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] Yet another Server Browser Problem

2009-02-17 Thread Jeff Sugar
 sv_master_share_game_socket 0
sv_master_legacy_mode 1

Both these cvars do not need to be set. Try just not setting them.


On Tue, Feb 17, 2009 at 4:47 AM, Philipp Reddigau wrote:

> Hi my girls and boys,
>
> We are wondering about our servers because sometimes they are in the
> list an someti,es they are not in the list...
> We think we have some trouble with our settings or something block the
> connection.
>
> But we havent any idea to solve that.
> If i start a server at home. It is in the list 5 minutes later. if we
> start it on a linux machine maybe we have luck and we can find it or we
> cant... (same settings)
>
> In the cvarlist we have find the following: (Counter Strike Source)
>
> - sv_master_share_game_socket 0 // we changed it allready to 1 an 0 no
> change. // What have you set? Or how to choose the best setting?
> - sv_master_legacy_mode 1 // we changed it allready to 1 an 0 no change.
> // What have you set? Or how to choose the best setting?
> - sv_massreport 0 // What is this?? Something for the Masterlist? //
> What have you set? Or how to choose the best setting?
> - setmaster // We have something to add? // What have you set? Or how to
> choose the best setting?
> Current:
>   1:  69.28.140.247:27011
>   2:  72.165.61.189:27011
> - sv_region 3
> - sv_lan 0
>
> Console says on start "adding master.." "Connection successfull"
>
> Other ways... we read something about that the masterservers are
> requesting the server after start and then contiously. To prevent dont
> show Offline servers.
>
> How can we check on debian that the packets come back correctly (correct
> ip, port) ?  Are their any tools to find that out?
>
> Whats about iptables? We have the following setting.
> Chain INPUT (policy ACCEPT)
> target prot opt source   destination
> fail2ban-ssh  tcp  --  anywhere anywheretcp dpt:ssh
>
> Chain FORWARD (policy ACCEPT)
> target prot opt source   destination
>
> Chain OUTPUT (policy ACCEPT)
> target prot opt source   destination
>
> Chain fail2ban-ssh (1 references)
> target prot opt source   destination
> RETURN 0--  anywhere anywhere
>
> Correct or something to add? We are using 4 Ipadresses on the Server.
> We have to Route something? If yes please write how :>
>
> Thanks for your answers.
>
> best regards,
> Philipp
>
>
>
>
> ___
> 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] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Saint K.
Correct, that will break non-OB games if connected to the same DB. Sourcemod
has an internal 'fix' for this so you are not required to change your DB if
you use version 1.2.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steffen
Tronstad
Sent: Tuesday, February 17, 2009 1:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

So we have to update all our databases, replacing STEAM_0 with STEAM_1 ?

Or will this break non-OB games / auths?



-Opprinnelig melding-
Fra: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av A. Eijkhoudt
Sendt: 17. februar 2009 13:50
Til: Sipi; Half-Life dedicated Linux server mailing list
Emne: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

Sipi wrote:
> What was your old Steam_ID, and what is your new?

The last part is still the same, it looks like Valve has pretty much 
search & replaced STEAM_0: with STEAM_1: ...

The problem is that nearly all software uses full SteamIDs, not just the 
last part. That means that all software that has not been updated, 
doesn't recognize the players properly :S

-- AE

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.0.237 / Virus Database: 270.10.25/1955 - Release Date: 02/16/09
18:31:00


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Mark Chandler
It would be better just to store the last part of the steam id (for 
example STEAM_X:A:BCDEFG you would store A:BCDEFG) and update the needed 
software. That way it doesnt matter what game the player is playing, 
they will be unique.




Steffen Tronstad wrote:
> So we have to update all our databases, replacing STEAM_0 with STEAM_1 ?
>
> Or will this break non-OB games / auths?
>
>
>
> -Opprinnelig melding-
> Fra: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av A. Eijkhoudt
> Sendt: 17. februar 2009 13:50
> Til: Sipi; Half-Life dedicated Linux server mailing list
> Emne: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
> Sipi wrote:
>   
>> What was your old Steam_ID, and what is your new?
>> 
>
> The last part is still the same, it looks like Valve has pretty much 
> search & replaced STEAM_0: with STEAM_1: ...
>
> The problem is that nearly all software uses full SteamIDs, not just the 
> last part. That means that all software that has not been updated, 
> doesn't recognize the players properly :S
>
> -- AE
>
> ___
> 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] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Saint K.
Correct, that will break non-OB games if connected to the same DB. Sourcemod
has an internal 'fix' for this so you are not required to change your DB if
you use version 1.2.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steffen
Tronstad
Sent: Tuesday, February 17, 2009 1:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

So we have to update all our databases, replacing STEAM_0 with STEAM_1 ?

Or will this break non-OB games / auths?



-Opprinnelig melding-
Fra: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av A. Eijkhoudt
Sendt: 17. februar 2009 13:50
Til: Sipi; Half-Life dedicated Linux server mailing list
Emne: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

Sipi wrote:
> What was your old Steam_ID, and what is your new?

The last part is still the same, it looks like Valve has pretty much 
search & replaced STEAM_0: with STEAM_1: ...

The problem is that nearly all software uses full SteamIDs, not just the 
last part. That means that all software that has not been updated, 
doesn't recognize the players properly :S

-- AE

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.0.237 / Virus Database: 270.10.25/1955 - Release Date: 02/16/09
18:31:00


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Ferenc Kovacs
On Tue, Feb 17, 2009 at 1:42 PM, Mark Chandler  wrote:

> Calm down.
>
> The unique part of the id (the auth server and the player id) will
> allways stay the same. Just the first part (STEAM_X) may change
> depending on what valve uses it for. Atm it is guessed at that STEAM_0
> is non cloud (noramal) and STEAM_1 is cloud. Just all the stats and
> plugins used the whole thing as a unique id which it is not any more.
>
>
> Sipi wrote:
> > What? Are they going to change the already exsisting Steam_ID's? Any
> sources
> > for this?
> > - Original Message -
> > From: "Mark Chandler" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Tuesday, February 17, 2009 1:22 PM
> > Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
> >
> >
> >
> >> What is the big deal? They are still the same player just one id has
> >> STEAM_1 and the other STEAM_0
> >>
> >> All you have to do is remove the first 8 chars and you will be fine.
> >>
> >>
> >> AnAkIn . wrote:
> >>
> >>> Please, don't change again the SteamIDs just because of the
> complainers.
> >>> Some plugin authors already started fixing their plugin to support the
> >>> new
> >>> SteamIDs, and some leagues with huge database of SteamIDs also started
> >>> changing them to the new format.
> >>>
> >>> I don't think they'll be happy to change it again to STEAM_0 if you
> >>> change
> >>> it back just because of some people complaining.
> >>>
> >>>
> >>> Thanks
> >>>
> >>> AnAkIn
> >>> ___
> >>> 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
> >>
> >> __ NOD32 3852 (20090213) Information __
> >>
> >> This message was checked by NOD32 antivirus system.
> >> http://www.eset.com
> >>
> >>
> >>
> >
> >
> > ___
> > 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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>
It is unique, but you stats will be split up, if you use the whole string.
Tyrael
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Sipi
Do you know if it's planned to change this for CS/CS:S too?
- Original Message - 
From: "AnAkIn ." 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, February 17, 2009 1:48 PM
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now


> Yes, L4D uses Steam_1:Y:Z since release, so if it's now in OB engine, it's
> probably not a bug, it's intended.
>
> 2009/2/17 Ferenc Kovacs 
>
>> On Tue, Feb 17, 2009 at 1:31 PM, Sipi  wrote:
>>
>> > What? Are they going to change the already exsisting Steam_ID's? Any
>> > sources
>> > for this?
>> > - Original Message -
>> > From: "Mark Chandler" 
>> > To: "Half-Life dedicated Linux server mailing list"
>> > 
>> > Sent: Tuesday, February 17, 2009 1:22 PM
>> > Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>> >
>> >
>> > > What is the big deal? They are still the same player just one id has
>> > > STEAM_1 and the other STEAM_0
>> > >
>> > > All you have to do is remove the first 8 chars and you will be fine.
>> > >
>> > >
>> > > AnAkIn . wrote:
>> > >> Please, don't change again the SteamIDs just because of the
>> complainers.
>> > >> Some plugin authors already started fixing their plugin to support 
>> > >> the
>> > >> new
>> > >> SteamIDs, and some leagues with huge database of SteamIDs also 
>> > >> started
>> > >> changing them to the new format.
>> > >>
>> > >> I don't think they'll be happy to change it again to STEAM_0 if you
>> > >> change
>> > >> it back just because of some people complaining.
>> > >>
>> > >>
>> > >> Thanks
>> > >>
>> > >> AnAkIn
>> > >> ___
>> > >> 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
>> > >
>> > > __ NOD32 3852 (20090213) Information __
>> > >
>> > > This message was checked by NOD32 antivirus system.
>> > > http://www.eset.com
>> > >
>> > >
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> search the mailing list, some users reported this issue, mostly for L4D.
>> Tyrael
>> ___
>> 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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>
> __ NOD32 3852 (20090213) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
> 


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread AnAkIn .
STEAM_0: changes to STEAM_1:

2009/2/17 Sipi 

> What was your old Steam_ID, and what is your new?
>
> - Original Message -
> From: "A. Eijkhoudt" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Tuesday, February 17, 2009 1:35 PM
> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
>
> > Sipi wrote:
> >> What? Are they going to change the already exsisting Steam_ID's? Any
> >> sources
> >> for this?
> >
> > Yes, the change has already been made. My SteamID has been changed and
> > I'm royally p'd off about it, to be honest.
>
>
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Saint K.
We also think it was intended so we converted our databases from STEAM_0:x:x
to STEAM_1:x:x . Wasn't too much of an issue to do so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Tuesday, February 17, 2009 1:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

Yes, L4D uses Steam_1:Y:Z since release, so if it's now in OB engine, it's
probably not a bug, it's intended.

2009/2/17 Ferenc Kovacs 

> On Tue, Feb 17, 2009 at 1:31 PM, Sipi  wrote:
>
> > What? Are they going to change the already exsisting Steam_ID's? Any
> > sources
> > for this?
> > - Original Message -
> > From: "Mark Chandler" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Tuesday, February 17, 2009 1:22 PM
> > Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
> >
> >
> > > What is the big deal? They are still the same player just one id has
> > > STEAM_1 and the other STEAM_0
> > >
> > > All you have to do is remove the first 8 chars and you will be fine.
> > >
> > >
> > > AnAkIn . wrote:
> > >> Please, don't change again the SteamIDs just because of the
> complainers.
> > >> Some plugin authors already started fixing their plugin to support
the
> > >> new
> > >> SteamIDs, and some leagues with huge database of SteamIDs also
started
> > >> changing them to the new format.
> > >>
> > >> I don't think they'll be happy to change it again to STEAM_0 if you
> > >> change
> > >> it back just because of some people complaining.
> > >>
> > >>
> > >> Thanks
> > >>
> > >> AnAkIn
> > >> ___
> > >> 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
> > >
> > > __ NOD32 3852 (20090213) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> search the mailing list, some users reported this issue, mostly for L4D.
> Tyrael
> ___
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> please visit:
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Steffen Tronstad
So we have to update all our databases, replacing STEAM_0 with STEAM_1 ?

Or will this break non-OB games / auths?



-Opprinnelig melding-
Fra: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av A. Eijkhoudt
Sendt: 17. februar 2009 13:50
Til: Sipi; Half-Life dedicated Linux server mailing list
Emne: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

Sipi wrote:
> What was your old Steam_ID, and what is your new?

The last part is still the same, it looks like Valve has pretty much 
search & replaced STEAM_0: with STEAM_1: ...

The problem is that nearly all software uses full SteamIDs, not just the 
last part. That means that all software that has not been updated, 
doesn't recognize the players properly :S

-- AE

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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Saint K.
We also think it was intended so we converted our databases from STEAM_0:x:x
to STEAM_1:x:x . Wasn't too much of an issue to do so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Tuesday, February 17, 2009 1:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

Yes, L4D uses Steam_1:Y:Z since release, so if it's now in OB engine, it's
probably not a bug, it's intended.

2009/2/17 Ferenc Kovacs 

> On Tue, Feb 17, 2009 at 1:31 PM, Sipi  wrote:
>
> > What? Are they going to change the already exsisting Steam_ID's? Any
> > sources
> > for this?
> > - Original Message -
> > From: "Mark Chandler" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Tuesday, February 17, 2009 1:22 PM
> > Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
> >
> >
> > > What is the big deal? They are still the same player just one id has
> > > STEAM_1 and the other STEAM_0
> > >
> > > All you have to do is remove the first 8 chars and you will be fine.
> > >
> > >
> > > AnAkIn . wrote:
> > >> Please, don't change again the SteamIDs just because of the
> complainers.
> > >> Some plugin authors already started fixing their plugin to support
the
> > >> new
> > >> SteamIDs, and some leagues with huge database of SteamIDs also
started
> > >> changing them to the new format.
> > >>
> > >> I don't think they'll be happy to change it again to STEAM_0 if you
> > >> change
> > >> it back just because of some people complaining.
> > >>
> > >>
> > >> Thanks
> > >>
> > >> AnAkIn
> > >> ___
> > >> 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
> > >
> > > __ NOD32 3852 (20090213) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> search the mailing list, some users reported this issue, mostly for L4D.
> Tyrael
> ___
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> please visit:
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.0.237 / Virus Database: 270.10.25/1955 - Release Date: 02/16/09
18:31:00


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread A. Eijkhoudt
Sipi wrote:
> What was your old Steam_ID, and what is your new?

The last part is still the same, it looks like Valve has pretty much 
search & replaced STEAM_0: with STEAM_1: ...

The problem is that nearly all software uses full SteamIDs, not just the 
last part. That means that all software that has not been updated, 
doesn't recognize the players properly :S

-- AE

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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread AnAkIn .
Yes, L4D uses Steam_1:Y:Z since release, so if it's now in OB engine, it's
probably not a bug, it's intended.

2009/2/17 Ferenc Kovacs 

> On Tue, Feb 17, 2009 at 1:31 PM, Sipi  wrote:
>
> > What? Are they going to change the already exsisting Steam_ID's? Any
> > sources
> > for this?
> > - Original Message -
> > From: "Mark Chandler" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Tuesday, February 17, 2009 1:22 PM
> > Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
> >
> >
> > > What is the big deal? They are still the same player just one id has
> > > STEAM_1 and the other STEAM_0
> > >
> > > All you have to do is remove the first 8 chars and you will be fine.
> > >
> > >
> > > AnAkIn . wrote:
> > >> Please, don't change again the SteamIDs just because of the
> complainers.
> > >> Some plugin authors already started fixing their plugin to support the
> > >> new
> > >> SteamIDs, and some leagues with huge database of SteamIDs also started
> > >> changing them to the new format.
> > >>
> > >> I don't think they'll be happy to change it again to STEAM_0 if you
> > >> change
> > >> it back just because of some people complaining.
> > >>
> > >>
> > >> Thanks
> > >>
> > >> AnAkIn
> > >> ___
> > >> 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
> > >
> > > __ NOD32 3852 (20090213) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> search the mailing list, some users reported this issue, mostly for L4D.
> Tyrael
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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[hlds_linux] Yet another Server Browser Problem

2009-02-17 Thread Philipp Reddigau
Hi my girls and boys,

We are wondering about our servers because sometimes they are in the 
list an someti,es they are not in the list...
We think we have some trouble with our settings or something block the 
connection.

But we havent any idea to solve that.
If i start a server at home. It is in the list 5 minutes later. if we 
start it on a linux machine maybe we have luck and we can find it or we 
cant... (same settings)

In the cvarlist we have find the following: (Counter Strike Source)

- sv_master_share_game_socket 0 // we changed it allready to 1 an 0 no 
change. // What have you set? Or how to choose the best setting?
- sv_master_legacy_mode 1 // we changed it allready to 1 an 0 no change. 
// What have you set? Or how to choose the best setting?
- sv_massreport 0 // What is this?? Something for the Masterlist? // 
What have you set? Or how to choose the best setting?
- setmaster // We have something to add? // What have you set? Or how to 
choose the best setting?
 Current:
   1:  69.28.140.247:27011
   2:  72.165.61.189:27011
- sv_region 3
- sv_lan 0

Console says on start "adding master.." "Connection successfull"

Other ways... we read something about that the masterservers are 
requesting the server after start and then contiously. To prevent dont 
show Offline servers.

How can we check on debian that the packets come back correctly (correct 
ip, port) ?  Are their any tools to find that out?

Whats about iptables? We have the following setting.
Chain INPUT (policy ACCEPT)
target prot opt source   destination
fail2ban-ssh  tcp  --  anywhere anywheretcp dpt:ssh

Chain FORWARD (policy ACCEPT)
target prot opt source   destination

Chain OUTPUT (policy ACCEPT)
target prot opt source   destination

Chain fail2ban-ssh (1 references)
target prot opt source   destination
RETURN 0--  anywhere anywhere

Correct or something to add? We are using 4 Ipadresses on the Server.
We have to Route something? If yes please write how :>

Thanks for your answers.

best regards,
Philipp




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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Sipi
What was your old Steam_ID, and what is your new?

- Original Message - 
From: "A. Eijkhoudt" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, February 17, 2009 1:35 PM
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now


> Sipi wrote:
>> What? Are they going to change the already exsisting Steam_ID's? Any 
>> sources
>> for this?
>
> Yes, the change has already been made. My SteamID has been changed and
> I'm royally p'd off about it, to be honest.


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Mark Chandler
Calm down.

The unique part of the id (the auth server and the player id) will 
allways stay the same. Just the first part (STEAM_X) may change 
depending on what valve uses it for. Atm it is guessed at that STEAM_0 
is non cloud (noramal) and STEAM_1 is cloud. Just all the stats and 
plugins used the whole thing as a unique id which it is not any more.


Sipi wrote:
> What? Are they going to change the already exsisting Steam_ID's? Any sources 
> for this?
> - Original Message - 
> From: "Mark Chandler" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Sent: Tuesday, February 17, 2009 1:22 PM
> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
>
>   
>> What is the big deal? They are still the same player just one id has
>> STEAM_1 and the other STEAM_0
>>
>> All you have to do is remove the first 8 chars and you will be fine.
>>
>>
>> AnAkIn . wrote:
>> 
>>> Please, don't change again the SteamIDs just because of the complainers.
>>> Some plugin authors already started fixing their plugin to support the 
>>> new
>>> SteamIDs, and some leagues with huge database of SteamIDs also started
>>> changing them to the new format.
>>>
>>> I don't think they'll be happy to change it again to STEAM_0 if you 
>>> change
>>> it back just because of some people complaining.
>>>
>>>
>>> Thanks
>>>
>>> AnAkIn
>>> ___
>>> 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
>>
>> __ NOD32 3852 (20090213) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>> 
>
>
> ___
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> visit:
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Ferenc Kovacs
On Tue, Feb 17, 2009 at 1:31 PM, Sipi  wrote:

> What? Are they going to change the already exsisting Steam_ID's? Any
> sources
> for this?
> - Original Message -
> From: "Mark Chandler" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Tuesday, February 17, 2009 1:22 PM
> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
>
> > What is the big deal? They are still the same player just one id has
> > STEAM_1 and the other STEAM_0
> >
> > All you have to do is remove the first 8 chars and you will be fine.
> >
> >
> > AnAkIn . wrote:
> >> Please, don't change again the SteamIDs just because of the complainers.
> >> Some plugin authors already started fixing their plugin to support the
> >> new
> >> SteamIDs, and some leagues with huge database of SteamIDs also started
> >> changing them to the new format.
> >>
> >> I don't think they'll be happy to change it again to STEAM_0 if you
> >> change
> >> it back just because of some people complaining.
> >>
> >>
> >> Thanks
> >>
> >> AnAkIn
> >> ___
> >> 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
> >
> > __ NOD32 3852 (20090213) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
search the mailing list, some users reported this issue, mostly for L4D.
Tyrael
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Garry Newman
My gut is telling me to leave it.
I'm sure if this was intended they would have given us more of a headsup
about it, and my scoreboard avatar isn't working in GMod.

I'll give it a couple of days before I make any harsh decisions.

garry
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread AnAkIn .
The change was in the last Orange Box engine update.

2009/2/17 Sipi 

> What? Are they going to change the already exsisting Steam_ID's? Any
> sources
> for this?
> - Original Message -
> From: "Mark Chandler" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Tuesday, February 17, 2009 1:22 PM
> Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
>
>
> > What is the big deal? They are still the same player just one id has
> > STEAM_1 and the other STEAM_0
> >
> > All you have to do is remove the first 8 chars and you will be fine.
> >
> >
> > AnAkIn . wrote:
> >> Please, don't change again the SteamIDs just because of the complainers.
> >> Some plugin authors already started fixing their plugin to support the
> >> new
> >> SteamIDs, and some leagues with huge database of SteamIDs also started
> >> changing them to the new format.
> >>
> >> I don't think they'll be happy to change it again to STEAM_0 if you
> >> change
> >> it back just because of some people complaining.
> >>
> >>
> >> Thanks
> >>
> >> AnAkIn
> >> ___
> >> 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
> >
> > __ NOD32 3852 (20090213) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
>
>
> ___
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread A. Eijkhoudt
Sipi wrote:
> What? Are they going to change the already exsisting Steam_ID's? Any sources 
> for this?

Yes, the change has already been made. My SteamID has been changed and 
I'm royally p'd off about it, to be honest.

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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Sipi
What? Are they going to change the already exsisting Steam_ID's? Any sources 
for this?
- Original Message - 
From: "Mark Chandler" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, February 17, 2009 1:22 PM
Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now


> What is the big deal? They are still the same player just one id has
> STEAM_1 and the other STEAM_0
>
> All you have to do is remove the first 8 chars and you will be fine.
>
>
> AnAkIn . wrote:
>> Please, don't change again the SteamIDs just because of the complainers.
>> Some plugin authors already started fixing their plugin to support the 
>> new
>> SteamIDs, and some leagues with huge database of SteamIDs also started
>> changing them to the new format.
>>
>> I don't think they'll be happy to change it again to STEAM_0 if you 
>> change
>> it back just because of some people complaining.
>>
>>
>> Thanks
>>
>> AnAkIn
>> ___
>> 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
>
> __ NOD32 3852 (20090213) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
> 


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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Mark Chandler
What is the big deal? They are still the same player just one id has 
STEAM_1 and the other STEAM_0

All you have to do is remove the first 8 chars and you will be fine.


AnAkIn . wrote:
> Please, don't change again the SteamIDs just because of the complainers.
> Some plugin authors already started fixing their plugin to support the new
> SteamIDs, and some leagues with huge database of SteamIDs also started
> changing them to the new format.
>
> I don't think they'll be happy to change it again to STEAM_0 if you change
> it back just because of some people complaining.
>
>
> Thanks
>
> AnAkIn
> ___
> 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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[hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread AnAkIn .
Please, don't change again the SteamIDs just because of the complainers.
Some plugin authors already started fixing their plugin to support the new
SteamIDs, and some leagues with huge database of SteamIDs also started
changing them to the new format.

I don't think they'll be happy to change it again to STEAM_0 if you change
it back just because of some people complaining.


Thanks

AnAkIn
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Wobak
For all who get the segfault everytime, we found out with Flubb3r that the
server was starting OK after a reboot.

Check the other post for all the details about the segfault / core dump
thing...

2009/2/17 Pawel 

> .I hade the same /srcds_run: line 352:  2948 Segmentation fault
>  $HL_CMD
> Update with -verify_all helped me.
>
> On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas <
> hlds_li...@gameconnect.lt> wrote:
>
> > Don't get me wrong, but arrogant coding isn't popular anymore... Mail
> says:
> >
> > "along with an optional update for Day of Defeat: Source has been
> released"
> >
> > I understand, that optional part means, that you can update today or you
> > can
> > update your server tomorrow. People will be able to play. But today I've
> > opened my steam, browsed the server list and on ~70% of servers I get the
> > killing
> >
> > "Invalid Steam key size."
> >
> > error. Then checked the "Build: 3751" servers. Everything is OK with
> them.
> > But how about custom OrangeBox mods? This new engine release kills most
> of
> > the mods. It was an TF2 update, not entire OrangeBox update...
> >
> > "Client.dll Init()..."
> >
> > error? Is it so hard to check it the community part is ready for the new
> > update, or how about the part, that would inform about the update few
> days
> > before going public?
> >
> > Anyway, sad to say, Valve F.A.I.L. again :-)
> >
> > Evaldas
> >
> >
> > - Original Message -
> > From: "Jason Ruymen" 
> > To: "Half-Life dedicated Win32 server mailing list"
> > ; ;
> > 
> > Sent: Tuesday, February 17, 2009 2:30 AM
> > Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
> > UpdateAvailable
> >
> >
> > >A required update for Team Fortress 2, along with an optional update for
> > >Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > >receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > > Launcher & Syringe Gun)
> > >- Ultimately reduces damage done by pipebombs to enemies <512
> > units
> > > from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > >- Added a warning dialog to the loadout screen telling clients
> > when
> > > the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are
> > > hidden
> > > - Server tags can now be used to include or exclude servers from the
> list
> > >
> > > Jason
> > >
> > > ___
> > > 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
> >
>
>
>
> --
> Pozdrawiam,
>
> Paweł Majewski
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread AnAkIn .
Yes, the SteamID for everybody changed and is now in the L4D format. Just
the first digit changed from 0 to 1. This has probably to do with Steam
Cloud.

2009/2/17 Pawel 

> lol after update my STEAM ID in TF2 is different 0_o
> Why?
>
> For 6 years i had:
>
> STEAM_0:0:3104xxx
>
> Now i have
>
> STEAM_1:0:3104xxx
>
> O_o
>
> On Tue, Feb 17, 2009 at 11:31 AM, ServerAlex  wrote:
>
> > Valve please fix this lag issue! Clients limits rate to 3, AND it
> > doesn't even allow that limit. Starts lagging at input data rate
> > 20kb/s, which cant be exceeded.
> >
> > 2009/2/17 Pawel :
> > > .I hade the same /srcds_run: line 352:  2948 Segmentation fault
> >  $HL_CMD
> > > Update with -verify_all helped me.
> > >
> > > On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas <
> > > hlds_li...@gameconnect.lt> wrote:
> > >
> > >> Don't get me wrong, but arrogant coding isn't popular anymore... Mail
> > says:
> > >>
> > >> "along with an optional update for Day of Defeat: Source has been
> > released"
> > >>
> > >> I understand, that optional part means, that you can update today or
> you
> > >> can
> > >> update your server tomorrow. People will be able to play. But today
> I've
> > >> opened my steam, browsed the server list and on ~70% of servers I get
> > the
> > >> killing
> > >>
> > >> "Invalid Steam key size."
> > >>
> > >> error. Then checked the "Build: 3751" servers. Everything is OK with
> > them.
> > >> But how about custom OrangeBox mods? This new engine release kills
> most
> > of
> > >> the mods. It was an TF2 update, not entire OrangeBox update...
> > >>
> > >> "Client.dll Init()..."
> > >>
> > >> error? Is it so hard to check it the community part is ready for the
> new
> > >> update, or how about the part, that would inform about the update few
> > days
> > >> before going public?
> > >>
> > >> Anyway, sad to say, Valve F.A.I.L. again :-)
> > >>
> > >> Evaldas
> > >>
> > >>
> > >> - Original Message -
> > >> From: "Jason Ruymen" 
> > >> To: "Half-Life dedicated Win32 server mailing list"
> > >> ; ;
> > >> 
> > >> Sent: Tuesday, February 17, 2009 2:30 AM
> > >> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
> > >> UpdateAvailable
> > >>
> > >>
> > >> >A required update for Team Fortress 2, along with an optional update
> > for
> > >> >Day of Defeat: Source has been released.  Please run hldsupdatetool
> to
> > >> >receive the update.  The specific changes include:
> > >> >
> > >> > - Pipebombs now get a reduced close range damage ramp up (like
> Rocket
> > >> > Launcher & Syringe Gun)
> > >> >- Ultimately reduces damage done by pipebombs to enemies <512
> > >> units
> > >> > from the Demoman
> > >> > - Moved the unlockable system over to the new item backend:
> > >> >- Added a warning dialog to the loadout screen telling
> clients
> > >> when
> > >> > the server they're on could not get their loadout
> > >> > - Made "tf_damage_disablespread" a replicated convar, so clients can
> > see
> > >> > the value of it on the server they're connected to
> > >> > - Renamed "mp_stalemate_at_timelimit" to
> "mp_match_end_at_timelimit",
> > to
> > >> > better explain its function now that stalemate is optional
> > >> > - Protected several more commands from client exploitation
> > >> > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
> > >> are
> > >> > hidden
> > >> > - Server tags can now be used to include or exclude servers from the
> > list
> > >> >
> > >> > Jason
> > >> >
> > >> > ___
> > >> > 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
> > >>
> > >
> > >
> > >
> > > --
> > > Pozdrawiam,
> > >
> > > Paweł Majewski
> > > ___
> > > 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
> >
>
>
>
> --
> Pozdrawiam,
>
> Paweł Majewski
> ___
> 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] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Pawel
lol after update my STEAM ID in TF2 is different 0_o
Why?

For 6 years i had:

STEAM_0:0:3104xxx

Now i have

STEAM_1:0:3104xxx

O_o

On Tue, Feb 17, 2009 at 11:31 AM, ServerAlex  wrote:

> Valve please fix this lag issue! Clients limits rate to 3, AND it
> doesn't even allow that limit. Starts lagging at input data rate
> 20kb/s, which cant be exceeded.
>
> 2009/2/17 Pawel :
> > .I hade the same /srcds_run: line 352:  2948 Segmentation fault
>  $HL_CMD
> > Update with -verify_all helped me.
> >
> > On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas <
> > hlds_li...@gameconnect.lt> wrote:
> >
> >> Don't get me wrong, but arrogant coding isn't popular anymore... Mail
> says:
> >>
> >> "along with an optional update for Day of Defeat: Source has been
> released"
> >>
> >> I understand, that optional part means, that you can update today or you
> >> can
> >> update your server tomorrow. People will be able to play. But today I've
> >> opened my steam, browsed the server list and on ~70% of servers I get
> the
> >> killing
> >>
> >> "Invalid Steam key size."
> >>
> >> error. Then checked the "Build: 3751" servers. Everything is OK with
> them.
> >> But how about custom OrangeBox mods? This new engine release kills most
> of
> >> the mods. It was an TF2 update, not entire OrangeBox update...
> >>
> >> "Client.dll Init()..."
> >>
> >> error? Is it so hard to check it the community part is ready for the new
> >> update, or how about the part, that would inform about the update few
> days
> >> before going public?
> >>
> >> Anyway, sad to say, Valve F.A.I.L. again :-)
> >>
> >> Evaldas
> >>
> >>
> >> - Original Message -
> >> From: "Jason Ruymen" 
> >> To: "Half-Life dedicated Win32 server mailing list"
> >> ; ;
> >> 
> >> Sent: Tuesday, February 17, 2009 2:30 AM
> >> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
> >> UpdateAvailable
> >>
> >>
> >> >A required update for Team Fortress 2, along with an optional update
> for
> >> >Day of Defeat: Source has been released.  Please run hldsupdatetool to
> >> >receive the update.  The specific changes include:
> >> >
> >> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> >> > Launcher & Syringe Gun)
> >> >- Ultimately reduces damage done by pipebombs to enemies <512
> >> units
> >> > from the Demoman
> >> > - Moved the unlockable system over to the new item backend:
> >> >- Added a warning dialog to the loadout screen telling clients
> >> when
> >> > the server they're on could not get their loadout
> >> > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> >> > the value of it on the server they're connected to
> >> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> >> > better explain its function now that stalemate is optional
> >> > - Protected several more commands from client exploitation
> >> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> >> are
> >> > hidden
> >> > - Server tags can now be used to include or exclude servers from the
> list
> >> >
> >> > Jason
> >> >
> >> > ___
> >> > 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
> >>
> >
> >
> >
> > --
> > Pozdrawiam,
> >
> > Paweł Majewski
> > ___
> > 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
>



-- 
Pozdrawiam,

Paweł Majewski
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread ServerAlex
Valve please fix this lag issue! Clients limits rate to 3, AND it
doesn't even allow that limit. Starts lagging at input data rate
20kb/s, which cant be exceeded.

2009/2/17 Pawel :
> .I hade the same /srcds_run: line 352:  2948 Segmentation fault  $HL_CMD
> Update with -verify_all helped me.
>
> On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas <
> hlds_li...@gameconnect.lt> wrote:
>
>> Don't get me wrong, but arrogant coding isn't popular anymore... Mail says:
>>
>> "along with an optional update for Day of Defeat: Source has been released"
>>
>> I understand, that optional part means, that you can update today or you
>> can
>> update your server tomorrow. People will be able to play. But today I've
>> opened my steam, browsed the server list and on ~70% of servers I get the
>> killing
>>
>> "Invalid Steam key size."
>>
>> error. Then checked the "Build: 3751" servers. Everything is OK with them.
>> But how about custom OrangeBox mods? This new engine release kills most of
>> the mods. It was an TF2 update, not entire OrangeBox update...
>>
>> "Client.dll Init()..."
>>
>> error? Is it so hard to check it the community part is ready for the new
>> update, or how about the part, that would inform about the update few days
>> before going public?
>>
>> Anyway, sad to say, Valve F.A.I.L. again :-)
>>
>> Evaldas
>>
>>
>> - Original Message -
>> From: "Jason Ruymen" 
>> To: "Half-Life dedicated Win32 server mailing list"
>> ; ;
>> 
>> Sent: Tuesday, February 17, 2009 2:30 AM
>> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
>> UpdateAvailable
>>
>>
>> >A required update for Team Fortress 2, along with an optional update for
>> >Day of Defeat: Source has been released.  Please run hldsupdatetool to
>> >receive the update.  The specific changes include:
>> >
>> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> >- Ultimately reduces damage done by pipebombs to enemies <512
>> units
>> > from the Demoman
>> > - Moved the unlockable system over to the new item backend:
>> >- Added a warning dialog to the loadout screen telling clients
>> when
>> > the server they're on could not get their loadout
>> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
>> > the value of it on the server they're connected to
>> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
>> > better explain its function now that stalemate is optional
>> > - Protected several more commands from client exploitation
>> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
>> are
>> > hidden
>> > - Server tags can now be used to include or exclude servers from the list
>> >
>> > Jason
>> >
>> > ___
>> > 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
>>
>
>
>
> --
> Pozdrawiam,
>
> Paweł Majewski
> ___
> 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] Serverlag question

2009-02-17 Thread Tony Paloma
Yes, this is irritating me as well. I was really hoping for a patch for this in 
today's update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ServerAlex
Sent: Tuesday, February 17, 2009 2:27 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Serverlag question

not fixed. its the rate 30k limit your talking about. it just makes me
crazy seing how valve kills all high-performance servers.

2009/2/17 Björn Rohlén :
> Will this serverlag that has been around for the past month be fixed
> any time soon? As soon as a server (any server, it seems) hits 18+
> players, the server drops down to 25-50 ticks and everything gets
> really choppy. Seems odd that this still is unfixed, considering it's
> quite major.
>
> ___
> 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] Team Fortress 2 and Day of Defeat: Sourc e UpdateAvailable

2009-02-17 Thread Eric Riemers

Valve doesn't check mods, i think they do communicate to some mods
(sourcemod) with upcoming changes that could break functionality. But thats
about it, they have no reason to take the mods into account since its 3rth
party.

You cant honoustly ask valve to check every plugin when there is a new
update, thats just too much.
As for updates, make sure your servers are automaticly updated.. then at
least your server is up.

And since they fixed some exploits and kept the mailinglist, there off the
hook for now :p

But i have to agree with you, a "heads up" when the update is coming would
be greatly appreciated.

On Tue, 17 Feb 2009 11:55:14 +0200, Evaldas Žilinskas
 wrote:
> Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail
> says:
> 
> “along with an optional update for Day of Defeat: Source has been
> released“
> 
> I understand, that optional part means, that you can update today or you
> can 
> update your server tomorrow. People will be able to play. But today
I’ve
> 
> opened my steam, browsed the server list and on ~70% of servers I get the

> killing
> 
> “Invalid Steam key size.”
> 
> error. Then checked the “Build: 3751” servers. Everything is OK with
> them. 
> But how about custom OrangeBox mods? This new engine release kills most
of
> 
> the mods. It was an TF2 update, not entire OrangeBox update…
> 
> “Client.dll Init()…”
> 
> error? Is it so hard to check it the community part is ready for the new 
> update, or how about the part, that would inform about the update few
days
> 
> before going public?
> 
> Anyway, sad to say, Valve F.A.I.L. again :-)
> 
> Evaldas
> 
> 
> - Original Message --


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Re: [hlds_linux] Serverlag question

2009-02-17 Thread bob dolet
Im not holding my breath much longer, these issues have generated so much
public negative feedback that im on the brink of refunding all of my
existing tf2 customers and dropping support for the game entirely. These
bugs are literally killing small business.

On Tue, Feb 17, 2009 at 1:36 AM, Björn Rohlén  wrote:

> Will this serverlag that has been around for the past month be fixed
> any time soon? As soon as a server (any server, it seems) hits 18+
> players, the server drops down to 25-50 ticks and everything gets
> really choppy. Seems odd that this still is unfixed, considering it's
> quite major.
>
> ___
> 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] Serverlag question

2009-02-17 Thread ServerAlex
not fixed. its the rate 30k limit your talking about. it just makes me
crazy seing how valve kills all high-performance servers.

2009/2/17 Björn Rohlén :
> Will this serverlag that has been around for the past month be fixed
> any time soon? As soon as a server (any server, it seems) hits 18+
> players, the server drops down to 25-50 ticks and everything gets
> really choppy. Seems odd that this still is unfixed, considering it's
> quite major.
>
> ___
> 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] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Pawel
.I hade the same /srcds_run: line 352:  2948 Segmentation fault  $HL_CMD
Update with -verify_all helped me.

On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas <
hlds_li...@gameconnect.lt> wrote:

> Don't get me wrong, but arrogant coding isn't popular anymore... Mail says:
>
> "along with an optional update for Day of Defeat: Source has been released"
>
> I understand, that optional part means, that you can update today or you
> can
> update your server tomorrow. People will be able to play. But today I've
> opened my steam, browsed the server list and on ~70% of servers I get the
> killing
>
> "Invalid Steam key size."
>
> error. Then checked the "Build: 3751" servers. Everything is OK with them.
> But how about custom OrangeBox mods? This new engine release kills most of
> the mods. It was an TF2 update, not entire OrangeBox update...
>
> "Client.dll Init()..."
>
> error? Is it so hard to check it the community part is ready for the new
> update, or how about the part, that would inform about the update few days
> before going public?
>
> Anyway, sad to say, Valve F.A.I.L. again :-)
>
> Evaldas
>
>
> - Original Message -
> From: "Jason Ruymen" 
> To: "Half-Life dedicated Win32 server mailing list"
> ; ;
> 
> Sent: Tuesday, February 17, 2009 2:30 AM
> Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
> UpdateAvailable
>
>
> >A required update for Team Fortress 2, along with an optional update for
> >Day of Defeat: Source has been released.  Please run hldsupdatetool to
> >receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> >- Ultimately reduces damage done by pipebombs to enemies <512
> units
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> >- Added a warning dialog to the loadout screen telling clients
> when
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > Jason
> >
> > ___
> > 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
>



-- 
Pozdrawiam,

Paweł Majewski
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Evaldas Žilinskas
Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail says:

“along with an optional update for Day of Defeat: Source has been released“

I understand, that optional part means, that you can update today or you can 
update your server tomorrow. People will be able to play. But today I’ve 
opened my steam, browsed the server list and on ~70% of servers I get the 
killing

“Invalid Steam key size.”

error. Then checked the “Build: 3751” servers. Everything is OK with them. 
But how about custom OrangeBox mods? This new engine release kills most of 
the mods. It was an TF2 update, not entire OrangeBox update…

“Client.dll Init()…”

error? Is it so hard to check it the community part is ready for the new 
update, or how about the part, that would inform about the update few days 
before going public?

Anyway, sad to say, Valve F.A.I.L. again :-)

Evaldas


- Original Message - 
From: "Jason Ruymen" 
To: "Half-Life dedicated Win32 server mailing list" 
; ; 

Sent: Tuesday, February 17, 2009 2:30 AM
Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source 
UpdateAvailable


>A required update for Team Fortress 2, along with an optional update for 
>Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>receive the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
>- Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
>- Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
> the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> 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] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread AnAkIn .
It is the stickybombs. It said the same thing on Steam Site, but then they
fixed it. They couldn't really fix it on the HLDS mailing list, email was
already sent.

2009/2/17 Ronny Schedel 

>
> Did you changed the pipe bombs or the sticky bombs? Please compare your
> announce with the web site announce:
> http://store.steampowered.com/news/2246/
>
> So, what is the truth?
>
>
> >A required update for Team Fortress 2, along with an optional update for
> >Day of Defeat: Source has been released.  Please run hldsupdatetool to
> >receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> >- Ultimately reduces damage done by pipebombs to enemies <512
> units
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> >- Added a warning dialog to the loadout screen telling clients
> when
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > Jason
> >
> > ___
> > 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:
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Ronny Schedel

Did you changed the pipe bombs or the sticky bombs? Please compare your 
announce with the web site announce:
http://store.steampowered.com/news/2246/

So, what is the truth?


>A required update for Team Fortress 2, along with an optional update for 
>Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>receive the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
>- Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
>- Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
> the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> 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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[hlds_linux] Serverlag question

2009-02-17 Thread Björn Rohlén
Will this serverlag that has been around for the past month be fixed
any time soon? As soon as a server (any server, it seems) hits 18+
players, the server drops down to 25-50 ticks and everything gets
really choppy. Seems odd that this still is unfixed, considering it's
quite major.

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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Flubber
./srcds_run: line 352:  2948 Segmentation fault  $HL_CMD

Here we go again, Can't valve fix the actual bug instead of adding useless
functions to Cvar.

2009/2/17 Ronny Schedel 

> Does this update fix the lag issue in TF2?
>
> >A required update for Team Fortress 2, along with an optional update for
> >Day of Defeat: Source has been released.  Please run hldsupdatetool to
> >receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> >- Ultimately reduces damage done by pipebombs to enemies <512
> units
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> >- Added a warning dialog to the loadout screen telling clients
> when
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > Jason
> >
> > ___
> > 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:
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Ronny Schedel
In the orangebox directory of TF2 there is a new strange directory called ~ 
after the update. The contents:

config (directory) -> MasterServers.vdf ->

"MasterServers"
{
}

Can we delete this?

>A required update for Team Fortress 2, along with an optional update for 
>Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>receive the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
>- Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
>- Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
> the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> 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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