[hlds_linux] Auto-Update Inquiry/Suggestion
Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. A suggestion of mine would be to make auto-update 1.) aware when updates are released and 2.) know when the server has players in it or not. Therefore, when auto-update knows there is an update available and realizes the server is empty, it could automatically issue the exit command to restart the server so that auto-update will run. In the meantime while Valve considers my suggestion, does anyone know some sort of practical way to have the server restart itself when an update is available? For someone who runs many servers, it is a slight hassle to restart each server manually so that auto-update can run. My apologies if something relative to this has already been discussed; I just re-joined the mailing list after many years of being unsubscribed. -Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
Something like this could be done with some scripting, but finding a trigger would be the tough. Without looking into this at all, What i would do is make a script and use qstat to check if the server is empty and if it is have it restart the server, just set a cronjob to whatever script you made. Thats one solution for automated updates, triggering it right when an update comes out would be harder since well, you need a trigger. Thats my quick take on it atleast. If you need and help lemme know. On Sun, Dec 13, 2009 at 1:44 AM, Nathan D. nathan...@cox.net wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. A suggestion of mine would be to make auto-update 1.) aware when updates are released and 2.) know when the server has players in it or not. Therefore, when auto-update knows there is an update available and realizes the server is empty, it could automatically issue the exit command to restart the server so that auto-update will run. In the meantime while Valve considers my suggestion, does anyone know some sort of practical way to have the server restart itself when an update is available? For someone who runs many servers, it is a slight hassle to restart each server manually so that auto-update can run. My apologies if something relative to this has already been discussed; I just re-joined the mailing list after many years of being unsubscribed. -Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Stephen Leacockhttp://www.brainyquote.com/quotes/authors/s/stephen_leacock.html - I detest life-insurance agents: they always argue that I shall some day die, which is not so. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Where does hlds gets it $HOME from?
Hi all I tried setting $HOME in a number of ways... latest was adding an export HOME=$(pwd) in the beginning of hlds_run, but it still goes with the users regular $HOME, which means that all the server started with the same user is fighting about the same $HOME/.steam folder. Any ideas to set $HOME correctly or force hlds_run to use a specific homedir? Regards Thomas Hjorth DSRack.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Where does hlds gets it $HOME from?
STEAMHOME = `pwd` = current working directory STEAMHOME = /path/to/home echo '$STEAMHOME is the current path' On 13/12/2009 9:20 PM, Thomas Hjorth wrote: Hi all I tried setting $HOME in a number of ways... latest was adding an export HOME=$(pwd) in the beginning of hlds_run, but it still goes with the users regular $HOME, which means that all the server started with the same user is fighting about the same $HOME/.steam folder. Any ideas to set $HOME correctly or force hlds_run to use a specific homedir? Regards Thomas Hjorth DSRack.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
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
On 13.12.2009 12:44, Nathan D. wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. When update released master servers send requestrestart for server and it will automatically restart when change level occur, and start update itself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Where does hlds gets it $HOME from?
Sorry no spaces in those two lines (was for ease of reference). On 13/12/2009 10:02 PM, Shane Arnold wrote: STEAMHOME = `pwd`= current working directory STEAMHOME = /path/to/home echo '$STEAMHOME is the current path' On 13/12/2009 9:20 PM, Thomas Hjorth wrote: Hi all I tried setting $HOME in a number of ways... latest was adding an export HOME=$(pwd) in the beginning of hlds_run, but it still goes with the users regular $HOME, which means that all the server started with the same user is fighting about the same $HOME/.steam folder. Any ideas to set $HOME correctly or force hlds_run to use a specific homedir? Regards Thomas Hjorth DSRack.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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Where does hlds gets it $HOME from?
Thanks, but it doesnt work either... in hlds_run i have added - export HOME=$(pwd) export STEAMHOME=$(pwd) echo $HOME echo $STEAMHOME Using hlds_rnu + args gives me this - /home/gamesrv1 /home/gamesrv1 Auto detecting CPU Using Pentium II Optimised binary. Auto-restarting the server on crash Updating server using Steam. Checking bootstrapper version ... Failed to create directory /home/hldsuser/.steam Sun Dec 13 17:06:03 CET 2009: Steam Update failed, ignoring. So hlds_run doesnt care for $HOME nor $STEAMHOME Its still looking into /home/hldsuser which I removed for the purpose of debugging... So, and other ideas about setting a users homedir, which hlds_run will honor? ./Thomas On Sun, 2009-12-13 at 22:02 +0800, Shane Arnold wrote: STEAMHOME = `pwd` = current working directory STEAMHOME = /path/to/home echo '$STEAMHOME is the current path' On 13/12/2009 9:20 PM, Thomas Hjorth wrote: Hi all I tried setting $HOME in a number of ways... latest was adding an export HOME=$(pwd) in the beginning of hlds_run, but it still goes with the users regular $HOME, which means that all the server started with the same user is fighting about the same $HOME/.steam folder. Any ideas to set $HOME correctly or force hlds_run to use a specific homedir? Regards Thomas Hjorth DSRack.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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] HLDS content server?
Hello. Im trying to download dystopia mod server for more than one week. the speed is horribly slow, and the download proccess always stuck. I have also tried to update yestarday my Killing Floor server for 4 hours. My question is, can I change the content server while using HLDS (linux), like the pc steam version? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS content server?
Stop the update and delete the ClientRegistry.blob file: rm -f $HOME/.steam/ClientRegistry.blob The run the update again. - Dave - Original Message - From: zeev...@bezeqint.net Date: Sunday, December 13, 2009 11:39 am Subject: [hlds_linux] HLDS content server? To: hlds_linux@list.valvesoftware.com Hello. Im trying to download dystopia mod server for more than one week. the speed is horribly slow, and the download proccess always stuck. I have also tried to update yestarday my Killing Floor server for 4 hours. My question is, can I change the content server while using HLDS (linux), like the pc steam version? ___ 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
Re: [hlds_linux] HLDS content server?
Sort of. Create file named Steam.cfg next to your steam binary (same folder) and in that file, put this line: PreferredContentServerIDs = 150 97 98 113 114 80 94 Those are the numbers of content servers listed here http://store.steampowered.com/stats/content/ (click the link down there to see servers closest to you). -ics zeev...@bezeqint.net kirjoitti: Hello. Im trying to download dystopia mod server for more than one week. the speed is horribly slow, and the download proccess always stuck. I have also tried to update yestarday my Killing Floor server for 4 hours. My question is, can I change the content server while using HLDS (linux), like the pc steam version? ___ 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
[hlds_linux] Masterservers forces restart of hlds server, why?
Hi all I have included the complete log in the bottom. Im starting a hlds using: ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke' +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate In hlds_run I have added a few lines to set, export and print $HOME and $STEAMHOME which are correct according to what is printed right before the server starts up. At first the server starts up just fine and no problems. Game version is 48/1.1.2.6/Stdio/4617, steam prints HLDS installation up to date and the server ends with this - (and is ready to go) Connection to Steam servers successful. VAC secure mode is activated. Then i do a quit to let hlds restart itself after 10 sec. everything is that same... same version, same up to date message, but NOW i get this: MasterRequestRestart Your server will be restarted on map change. L 12/13/2009 - 18:49:54: Your server will be restarted on map change. Connection to Steam servers successful. VAC secure mode is activated. MasterRequestRestart Your server will be restarted on map change. L 12/13/2009 - 18:49:55: Your server will be restarted on map change. L 12/13/2009 - 18:50:01: World triggered Round_Start Which means that the server will be forced to reboot when changing map, but why? Why is the masterserver forcing the gameserver to do this, when to server is up2date? and why doesnt it force it everytime if the problem is something else? Regards Thomas Hjorth DSRack.com LOG *** # ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke' +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate HOME=/home/gamesys/gameservers/hlds01 STEAMHOME=/home/gamesys/gameservers/hlds01 Auto detecting CPU Using Pentium II Optimised binary. Auto-restarting the server on crash Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Counter-Strike Base Content' version 35 Checking/Installing 'Linux Server Engine' version 53 Checking/Installing 'Half-Life Base Content' version 12 HLDS installation up to date Console initialized. Protocol version 48 Exe version 1.1.2.6/Stdio (cstrike) Exe build: 15:58:06 Jun 15 2009 (4617) STEAM Auth Server couldn't exec language.cfg Server logging data to file logs/L1213040.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213040.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Server cvar sv_password = ***PROTECTED*** L 12/13/2009 - 18:49:16: Log file closed Server logging data to file logs/L1213041.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213041.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Server cvar sv_aim = 0 L 12/13/2009 - 18:49:16: Server cvar sv_contact = *** L 12/13/2009 - 18:49:16: Server cvar sv_minrate = 2 L 12/13/2009 - 18:49:16: Server cvar sv_maxrate = 25000 L 12/13/2009 - 18:49:16: Server cvar sv_proxies = 2 L 12/13/2009 - 18:49:16: Server cvar sv_stopspeed = 75 Server IP address 10.10.0.102:32055 L 12/13/2009 - 18:49:16: Log file closed Server logging data to file logs/L1213042.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213042.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Loading map de_nuke L 12/13/2009 - 18:49:16: Server cvars start L 12/13/2009 - 18:49:16: Server cvar _tutor_bomb_viewable_check_interval = 0.5 L 12/13/2009 - 18:49:16: Server cvar _tutor_debug_level = 0 L 12/13/2009 - 18:49:16: Server cvar _tutor_examine_time = 0.5 L 12/13/2009 - 18:49:16: Server cvar _tutor_hint_interval_time = 10.0 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_angle = 10 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_distance = 200 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_character_display_time_coefficient = 0.07 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_minimum_display_time = 1 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_repeats = 5 L 12/13/2009 - 18:49:16: Server cvar _tutor_view_distance = 1000 L 12/13/2009 - 18:49:16: Server cvar allow_spectators = 1.0 L 12/13/2009 - 18:49:16: Server cvar coop = 0 L 12/13/2009 - 18:49:16: Server cvar deathmatch = 1 L 12/13/2009 - 18:49:16: Server cvar decalfrequency = 30 L 12/13/2009 - 18:49:16: Server cvar edgefriction = 2 L 12/13/2009 - 18:49:16: Server cvar hostage_debug = 0 L 12/13/2009 - 18:49:16: Server cvar hostage_stop = 0 L 12/13/2009 - 18:49:16: Server cvar humans_join_team = any L 12/13/2009 - 18:49:16: Server cvar max_queries_sec = 3.0 L 12/13/2009 - 18:49:16: Server cvar max_queries_sec_global = 30 L 12/13/2009 - 18:49:16: Server cvar max_queries_window = 60 L 12/13/2009 - 18:49:16: Server cvar mp_allowmonsters = 0 L 12/13/2009 - 18:49:16: Server cvar mp_autokick = 1 L 12/13/2009 - 18:49:16: Server cvar mp_autoteambalance = 1 L 12/13/2009 - 18:49:16: Server cvar mp_buytime = 1.5 L 12/13/2009 - 18:49:16: Server cvar mp_c4timer = 45 L
Re: [hlds_linux] Masterservers forces restart of hlds server, why?
Seems to be the same old problem that we had some days ago, read the archives. It's a broken master server. Hi all I have included the complete log in the bottom. Im starting a hlds using: ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke' +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate In hlds_run I have added a few lines to set, export and print $HOME and $STEAMHOME which are correct according to what is printed right before the server starts up. At first the server starts up just fine and no problems. Game version is 48/1.1.2.6/Stdio/4617, steam prints HLDS installation up to date and the server ends with this - (and is ready to go) Connection to Steam servers successful. VAC secure mode is activated. Then i do a quit to let hlds restart itself after 10 sec. everything is that same... same version, same up to date message, but NOW i get this: MasterRequestRestart Your server will be restarted on map change. L 12/13/2009 - 18:49:54: Your server will be restarted on map change. Connection to Steam servers successful. VAC secure mode is activated. MasterRequestRestart Your server will be restarted on map change. L 12/13/2009 - 18:49:55: Your server will be restarted on map change. L 12/13/2009 - 18:50:01: World triggered Round_Start Which means that the server will be forced to reboot when changing map, but why? Why is the masterserver forcing the gameserver to do this, when to server is up2date? and why doesnt it force it everytime if the problem is something else? Regards Thomas Hjorth DSRack.com LOG *** # ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke' +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate HOME=/home/gamesys/gameservers/hlds01 STEAMHOME=/home/gamesys/gameservers/hlds01 Auto detecting CPU Using Pentium II Optimised binary. Auto-restarting the server on crash Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Counter-Strike Base Content' version 35 Checking/Installing 'Linux Server Engine' version 53 Checking/Installing 'Half-Life Base Content' version 12 HLDS installation up to date Console initialized. Protocol version 48 Exe version 1.1.2.6/Stdio (cstrike) Exe build: 15:58:06 Jun 15 2009 (4617) STEAM Auth Server couldn't exec language.cfg Server logging data to file logs/L1213040.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213040.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Server cvar sv_password = ***PROTECTED*** L 12/13/2009 - 18:49:16: Log file closed Server logging data to file logs/L1213041.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213041.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Server cvar sv_aim = 0 L 12/13/2009 - 18:49:16: Server cvar sv_contact = *** L 12/13/2009 - 18:49:16: Server cvar sv_minrate = 2 L 12/13/2009 - 18:49:16: Server cvar sv_maxrate = 25000 L 12/13/2009 - 18:49:16: Server cvar sv_proxies = 2 L 12/13/2009 - 18:49:16: Server cvar sv_stopspeed = 75 Server IP address 10.10.0.102:32055 L 12/13/2009 - 18:49:16: Log file closed Server logging data to file logs/L1213042.log L 12/13/2009 - 18:49:16: Log file started (file logs/L1213042.log) (game cstrike) (version 48/1.1.2.6/Stdio/4617) L 12/13/2009 - 18:49:16: Loading map de_nuke L 12/13/2009 - 18:49:16: Server cvars start L 12/13/2009 - 18:49:16: Server cvar _tutor_bomb_viewable_check_interval = 0.5 L 12/13/2009 - 18:49:16: Server cvar _tutor_debug_level = 0 L 12/13/2009 - 18:49:16: Server cvar _tutor_examine_time = 0.5 L 12/13/2009 - 18:49:16: Server cvar _tutor_hint_interval_time = 10.0 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_angle = 10 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_distance = 200 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_character_display_time_coefficient = 0.07 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_minimum_display_time = 1 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_repeats = 5 L 12/13/2009 - 18:49:16: Server cvar _tutor_view_distance = 1000 L 12/13/2009 - 18:49:16: Server cvar allow_spectators = 1.0 L 12/13/2009 - 18:49:16: Server cvar coop = 0 L 12/13/2009 - 18:49:16: Server cvar deathmatch = 1 L 12/13/2009 - 18:49:16: Server cvar decalfrequency = 30 L 12/13/2009 - 18:49:16: Server cvar edgefriction = 2 L 12/13/2009 - 18:49:16: Server cvar hostage_debug = 0 L 12/13/2009 - 18:49:16: Server cvar hostage_stop = 0 L 12/13/2009 - 18:49:16: Server cvar humans_join_team = any L 12/13/2009 - 18:49:16: Server cvar max_queries_sec = 3.0 L 12/13/2009 - 18:49:16: Server cvar max_queries_sec_global = 30 L 12/13/2009 - 18:49:16: Server cvar max_queries_window = 60 L 12/13/2009 - 18:49:16: Server cvar mp_allowmonsters = 0 L 12/13/2009 -
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
I have noticed this but with Left4Dead 2, sometimes the map doesn't change for a long time when the server is empty. I'm looking for a quicker resolution. As far as scripting something to do this, I know nothing about scripts so I wouldn't know where to begin. Nikolay Shopik wrote: On 13.12.2009 12:44, Nathan D. wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. When update released master servers send requestrestart for server and it will automatically restart when change level occur, and start update itself. ___ 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
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
Yep, if server is empty it may never be updated, but if update is pushed when game is going it works. On 14.12.2009 0:01, Nathan D. wrote: I have noticed this but with Left4Dead 2, sometimes the map doesn't change for a long time when the server is empty. I'm looking for a quicker resolution. As far as scripting something to do this, I know nothing about scripts so I wouldn't know where to begin. Nikolay Shopik wrote: On 13.12.2009 12:44, Nathan D. wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. When update released master servers send requestrestart for server and it will automatically restart when change level occur, and start update itself. ___ 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
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
You should use some plugin for example sourcemod plugin which manages empty servers and changes map even when they are empty (i know that there are bunch of them ar sourcemod.net)#160; Then your server will get updated anyway. Quoting Nikolay Shopik : Yep, if server is empty it may never be updated, but if update is pushed when game is going it works. On 14.12.2009 0:01, Nathan D. wrote: I have noticed this but with Left4Dead 2, sometimes the map doesn't change for a long time when the server is empty. I'm looking for a quicker resolution. As far as scripting something to do this, I know nothing about scripts so I wouldn't know where to begin. Nikolay Shopik wrote: On 13.12.2009 12:44, Nathan D. wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. When update released master servers send requestrestart for server and it will automatically restart when change level occur, and start update itself. ___ 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 Links: -- [1] mailto:sho...@inblock.ru ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
The problem is, how catch that masterserver restartrequest message with sourcemod...? 2009/12/13 Zover Mirklo izvrash...@inbox.lv: You should use some plugin for example sourcemod plugin which manages empty servers and changes map even when they are empty (i know that there are bunch of them ar sourcemod.net)#160; Then your server will get updated anyway. Quoting Nikolay Shopik : Yep, if server is empty it may never be updated, but if update is pushed when game is going it works. On 14.12.2009 0:01, Nathan D. wrote: I have noticed this but with Left4Dead 2, sometimes the map doesn't change for a long time when the server is empty. I'm looking for a quicker resolution. As far as scripting something to do this, I know nothing about scripts so I wouldn't know where to begin. Nikolay Shopik wrote: On 13.12.2009 12:44, Nathan D. wrote: Currently, when auto-update is turned on and updates to a game are released, we have to manually restart our server(s) so that auto-update will update the server during start up. Because we have to manually restart, there is X amount of time before our server(s) are updated and are usually empty since most of the clients have already updated. When update released master servers send requestrestart for server and it will automatically restart when change level occur, and start update itself. ___ 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 Links: -- [1] mailto:sho...@inblock.ru ___ 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
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
But, if we dont try to catch it but presume that server is empy and so it could start autoupdate mapchange is needed and if server has plugin which changes map even when its empty then it gets restarted and updated anyway: http://forums.alliedmods.net/showthread.php?p=501451 http://forums.alliedmods.net/showthread.php?p=570384 Quoting w4rezz : The problem is, how catch that masterserver restartrequest message with sourcemod...? 2009/12/13 Zover Mirklo : You should use some plugin for example sourcemod plugin which manages empty servers and changes map even when they are empty (i know that there are bunch of them ar sourcemod.net)#160; Then your server will get updated anyway. #160;Quoting Nikolay Shopik : Yep, if server is empty it may never be updated, but if update is pushed #160;when game is going it works. #160;On 14.12.2009 0:01, Nathan D. wrote: #160; I have noticed this but with Left4Dead 2, sometimes the map doesn't #160; change for a long time when the server is empty. I'm looking for a #160; quicker resolution. #160; #160; As far as scripting something to do this, I know nothing about scripts #160; so I wouldn't know where to begin. #160; #160; Nikolay Shopik wrote: #160; On 13.12.2009 12:44, Nathan D. wrote: #160; #160; Currently, when auto-update is turned on and updates to a game are #160; released, we have to manually restart our server(s) so that auto-update #160; will update the server during start up. Because we have to manually #160; restart, there is X amount of time before our server(s) are updated and #160; are usually empty since most of the clients have already updated. #160; #160; #160; When update released master servers send requestrestart for server and #160; it will automatically restart when change level occur, and start update #160; itself. #160; #160; #160; ___ #160; To unsubscribe, edit your list preferences, or view the list archives, please visit: #160; http://list.valvesoftware.com/mailman/listinfo/hlds_linux #160; #160; #160; #160;___ #160;To unsubscribe, edit your list preferences, or view the list archives, please visit: #160;http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:sho...@inblock.ru ___ 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 Links: -- [1] mailto:w4r...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux