Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-03 Thread Asher Baker
Nemrun looks for the exact same packet that triggers the
MasterRequestRestart message in the console and the
Steam_RestartRequested forward in SteamTools.


On Sat, Sep 4, 2010 at 9:15 AM, Eric Riemers  wrote:
>
> http://forums.alliedmods.net/showthread.php?t=133651
>
> where one refers to spoofing of a master server request, and refers to
> nemrun as the correct sollution. (which i agree)
>
> On Thu, 2 Sep 2010 20:22:45 -0700, Kyle Sanderson 
> wrote:
> > There's a work around using the SourceMod Extension SteamTools
> > http://forums.alliedmods.net/showthread.php?t=129763
> >
> > Cheers,
> > Kyle.
> >
> > On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser  wrote:
> >
> >>  Every time Valve releases an update, I get a MasterRequestRestart but
> >>  hlds
> >> never restarts itself and updates. Is there any remedy for this?
> >>
> >> "MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change.
> >> MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change.
> >> MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change."
> >>
> >>
> >> -Peter
> >>
> >>> A required update to Team Fortress 2 is now available.  Please run
> >>> hldsupdatetool to receive the update.  The specific changes include:
> >>>
> >>> Engine (CS:S, DoD:S, TF2):
> >>> - Fixed a server crash caused by spamming the server with invalid rcon
> >>> passwords.
> >>>
> >>> Team Fortress 2:
> >>> - Fixed a bug in the Steamworks internal stats reporting.
> >>>
> >>> 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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> >>
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-03 Thread Kyle Sanderson
*Throws his SourcePawn plugin out*. Time to go back to Nemrun ;)

Thanks for the heads up,
Kyle.

On Fri, Sep 3, 2010 at 7:15 PM, Eric Riemers  wrote:

>
> http://forums.alliedmods.net/showthread.php?t=133651
>
> where one refers to spoofing of a master server request, and refers to
> nemrun as the correct sollution. (which i agree)
>
> On Thu, 2 Sep 2010 20:22:45 -0700, Kyle Sanderson 
> wrote:
> > There's a work around using the SourceMod Extension SteamTools
> > http://forums.alliedmods.net/showthread.php?t=129763
> >
> > Cheers,
> > Kyle.
> >
> > On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser  wrote:
> >
> >>  Every time Valve releases an update, I get a MasterRequestRestart but
> >>  hlds
> >> never restarts itself and updates. Is there any remedy for this?
> >>
> >> "MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change.
> >> MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change.
> >> MasterRequestRestart
> >> Your server will be restarted on map change.
> >> Your server will be restarted on map change."
> >>
> >>
> >> -Peter
> >>
> >>> A required update to Team Fortress 2 is now available.  Please run
> >>> hldsupdatetool to receive the update.  The specific changes include:
> >>>
> >>> Engine (CS:S, DoD:S, TF2):
> >>> - Fixed a server crash caused by spamming the server with invalid rcon
> >>> passwords.
> >>>
> >>> Team Fortress 2:
> >>> - Fixed a bug in the Steamworks internal stats reporting.
> >>>
> >>> 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
> >>
> > ___
> > 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 Update Released

2010-09-03 Thread Eric Riemers

http://forums.alliedmods.net/showthread.php?t=133651

where one refers to spoofing of a master server request, and refers to
nemrun as the correct sollution. (which i agree)

On Thu, 2 Sep 2010 20:22:45 -0700, Kyle Sanderson 
wrote:
> There's a work around using the SourceMod Extension SteamTools
> http://forums.alliedmods.net/showthread.php?t=129763
> 
> Cheers,
> Kyle.
> 
> On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser  wrote:
> 
>>  Every time Valve releases an update, I get a MasterRequestRestart but
>>  hlds
>> never restarts itself and updates. Is there any remedy for this?
>>
>> "MasterRequestRestart
>> Your server will be restarted on map change.
>> Your server will be restarted on map change.
>> MasterRequestRestart
>> Your server will be restarted on map change.
>> Your server will be restarted on map change.
>> MasterRequestRestart
>> Your server will be restarted on map change.
>> Your server will be restarted on map change."
>>
>>
>> -Peter
>>
>>> A required update to Team Fortress 2 is now available.  Please run
>>> hldsupdatetool to receive the update.  The specific changes include:
>>>
>>> Engine (CS:S, DoD:S, TF2):
>>> - Fixed a server crash caused by spamming the server with invalid rcon
>>> passwords.
>>>
>>> Team Fortress 2:
>>> - Fixed a bug in the Steamworks internal stats reporting.
>>>
>>> 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
>>
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> please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Gary Stanley

At 08:40 AM 9/3/2010, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...


Old games were faster because they were smaller. Sorry, but this is a 
fact. Small code usually always runs faster on the stack.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Gary Stanley

At 08:40 AM 9/3/2010, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...


Old games were faster because they were smaller. Sorry, but this is a 
fact. Small code usually always runs faster on the stack.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Nikolay Shopik

On 03.09.2010 16:40, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 ->  66 turbo processors again
so developers had to think more again about the performance...


It's kinda true because I still can't see what REAL difference in quake 
engine back then and current source engine in terms of performance. We 
still got Binary space partitioning maps, nothing like we got voxels or 
something like that for destructible maps.



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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Daniel Vogel
The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...

On 3 September 2010 02:55, Gary Stanley  wrote:
> At 08:16 PM 9/2/2010, f7 f0rkz wrote:
>>
>> Kyle,
>>
>> Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
>> any faster.  The CPU manufacturers are creating low cpu speeds with high
>> threaded cores.  Its about time we get a better server suite if TF is
>> going
>> to be continually bloated like it is.
>>
>> -f0rkz
>
>
> From a design point of view, I think it will be difficult to implement
> multithreaded gameserver code that is fully threaded (dispatcher threads)
> without adding more complexity and expensive userland locking. I think
> inter-thread latency may be the reason for it not being fully implimented.
>
> Personally, the older games are far more superior in terms of 'performance'
> because they are
>
> - Lightweight
> - Small
> - Easy to maintain
>
> Look at quake 3. It's old, over 10 years. The engine is simple and efficient
> and doesn't involve alot of expensive operations inside. You can run about
> 20+ 64 player quake 3 servers on modern hardware and not even suck up a
> large amount of CPU.
>
>
>
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-03 Thread Philip Bembridge
Sandwich exploit still out there then?
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-03 Thread Kyle Sanderson
Was -nobreakpad fixed? It did nothing the last time I had checked.

Thanks,
Kyle.

On Thu, Sep 2, 2010 at 11:27 PM, D3vilfish - Simiancage.org <
priv...@caterhamhill.net> wrote:

> Since the update previous to this one that fixed the locking up issue on
> win32 servers we have now been experiencing this problem on all our OB
> Linux
> servers, once again the only way to fix it is to add -nobreakpad to the
> start line, is anyone else experiencing this problem.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
> Ruymen
> Sent: 02 September 2010 23:05
> To: 'Half-Life dedicated Linux server mailing list';
> 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Team Fortress 2 Update Released
>
> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> Engine (CS:S, DoD:S, TF2):
> - Fixed a server crash caused by spamming the server with invalid rcon
> passwords.
>
> Team Fortress 2:
> - Fixed a bug in the Steamworks internal stats reporting.
>
> 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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