Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Kyle Sanderson
Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source Updates
Released
Product Update - Valve
Updates to Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source
have been released. The updates will be applied automatically when your
Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2)

Disabled signature checking to determine if it's the source of some reported
launch issues


One step forward, one step back.
Kyle.

On Wed, Sep 8, 2010 at 5:52 PM, Keeper  wrote:

> You cannot join a server that is secure with an unsigned plugin.
>
> It will not force unload, it will kick you.  This is not VAC bannable.
> Plugins cannot be unloaded.
>
> Bypassing the signature process will get you VAC banned, which should
> eventually help eliminate the abusers.  VALVe is serious about getting rid
> of this problem, and it may require updates in the future.  For now it is a
> great first step for server owners.
>
> And for the record, the signature process is not an open one.  Only certain
> plugins will receive the signature.
>
> -Original Message-
> From: Harry Strongburg [mailto:harry.h...@harry.lu]
> Sent: Wednesday, September 08, 2010 8:17 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of
> Defeat: Source Updates Released
>
> On Wed, Sep 08, 2010 at 02:31:32PM -0700, Craig H wrote:
> > Using non-approved plugins from this point forward will get you hit
> > with a VAC ban.
>
> Haha, no. If I am understanding correct... if you bypass the unloading, you
> could get VAC banned. Having
> them loaded - as long as the game isn't modified to prevent unloading
> - you shouldn't get VAC banned.
>
> Example: if I have LSS loaded (for the record, I never would), and I
> join a VAC secured server, the plguin will be forced unloaded, and I do
> not risk a VAC ban. Now, if I modify the game to bypass the forced
> unloading (sv_pure bypasser programs as an exaple), then I will probably
> get VAC banned. Having these plugins loaded on an otherwise unmodified
> client should NOT trigger a VAC ban.
>
>
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[hlds_linux] Counter-Strike: Source Update Released

2010-09-08 Thread Jason Ruymen
An optional update to Counter-Strike: Source is now available.  The specific 
changes include:

- Fixed a crash that could occur if a player disconnected shortly after 
attacking a bot

Jason


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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Keeper
You cannot join a server that is secure with an unsigned plugin.

It will not force unload, it will kick you.  This is not VAC bannable.
Plugins cannot be unloaded. 

Bypassing the signature process will get you VAC banned, which should
eventually help eliminate the abusers.  VALVe is serious about getting rid
of this problem, and it may require updates in the future.  For now it is a
great first step for server owners.

And for the record, the signature process is not an open one.  Only certain
plugins will receive the signature.

-Original Message-
From: Harry Strongburg [mailto:harry.h...@harry.lu] 
Sent: Wednesday, September 08, 2010 8:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of
Defeat: Source Updates Released

On Wed, Sep 08, 2010 at 02:31:32PM -0700, Craig H wrote:
> Using non-approved plugins from this point forward will get you hit 
> with a VAC ban.

Haha, no. If I am understanding correct... if you bypass the unloading, you
could get VAC banned. Having 
them loaded - as long as the game isn't modified to prevent unloading 
- you shouldn't get VAC banned.

Example: if I have LSS loaded (for the record, I never would), and I 
join a VAC secured server, the plguin will be forced unloaded, and I do 
not risk a VAC ban. Now, if I modify the game to bypass the forced 
unloading (sv_pure bypasser programs as an exaple), then I will probably 
get VAC banned. Having these plugins loaded on an otherwise unmodified 
client should NOT trigger a VAC ban.


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Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-08 Thread Nicolas 'NykO18' Grevet

Here is the server.cfg


hostname "Usajii's Land of Despair and Left 4 Dead People"
rcon_password "***"

// Server Cvars
mp_disable_autokick 1
sv_alltalk 0
sv_cheats 0
sv_pausable 0
sv_clearhinthistory 0
sv_consistency 1

// Région
sv_lan 0
sv_region 3

// Server Logging
sv_log_onefile 0
sv_logbans 1
sv_logecho 0
sv_logfile 1
sv_logflush 0
sv_logsdir logs

// allow players to use a microphone. 0 is off 1 is on
sv_voiceenable 1
-

As you can see, there's nothing in there (almost). I don't think the 
server.cfg is the issue since the problem arise even when launching the 
server through a simple ./srcds_run.


Regards,
-- Nicolas "NykO18" Grevet

Le 09/09/2010 01:34, Richard Eid a écrit :

Post your server.cfg.

Also, use -ip, not +.  And +map should be the last argument in your launch
line.

  -Richard Eid


On Wed, Sep 8, 2010 at 9:35 AM, Nicolas 'NykO18' Grevet<
nico...@ihatemountains.com>  wrote:


How did you solve it? I tried to reinstall L4D2 on the server but it didn't
help at all. Also, when I try to launch the server using the following
command line, I can't join it (time out):

./srcds_run -console +ip  -port 27015 +map c1m1_hotel -autoupdate +exec
server.cfg

But when I just use ./srcds_run, I can join it fine, but the speed is still
like 5 times the normal speed except for the human players. This is killing
me, I don't understand what's going on and I can't find help.

Regards,
-- Nicolas "NykO18" Grevet


Le 07/09/2010 19:55, clad iron a écrit :

  i seen this happen also on 4 new servers i was setting up.

locked servers, no players.

i thought it was a DOS.


On Tue, Sep 7, 2010 at 12:59 PM, Nicolas 'NykO18' Grevet<
nico...@ihatemountains.com>   wrote:

  OK, now I think I understand what's going on, this problem seems to be

related to the Timeout issue I had and that just came back. I bet the
server
is making players time out because he sees them idling 10 time longer
than
they really are. Damn, I wish I could understand why the game thinks time
flows 10 times faster. Both console commands didn't seem to help.

Regards,
-- Nicolas "NykO18" Grevet

Le 07/09/2010 18:36, Tony Paloma a écrit :

  Check host_timescale make sure it's 1. Also, check fps_max. If it's 0,
try


a
non-zero value like 300.

I've seen something similar before when fps_max was 0 and sleep calls
removed, but I don't know how you would've done that unintentionally and
don't know of another way to reproduce it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicolas
'NykO18' Grevet
Sent: Tuesday, September 07, 2010 8:00 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Connection timing out on a L4D2 dedicated
server

Hey guys,

Somehow I managed to work around the timeout issue with my Left 4 Dead 2
dedicated linux server but... another issue popped up and I must confess
I
have no idea what's going on.

Everything in-game is simulated way too fast, bots, infected,
animations,
everything is running like 5 times the normal speed.
Everything excepted the player who still acts at normal speed. Is there
some
config I may have missed?

Regards,
-- Nicolas "NykO18" Grevet


Le 02/09/2010 15:15, Nicolas 'NykO18' Grevet a écrit :

  Hi everyone,


Just installed a L4D2 instance on my linux server to try and test our
own custom campaign in a real environment, but for some reason, the
connection just times out after what seems like 5 seconds.

I create a lobby, I force it to connect to our server, I see the
reservation beeing made in the server console and the map being
loaded, but in the middle of the process, players are being dropped
with the 'Timed Out' message.

It happens regarless of the state of the firewall and the campaign
being loaded. Any idea why? It works like a charm on the same server
with L4D1 or other games.

Regards,
-- Nicolas 'NykO18' Grevet

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_

Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Harry Strongburg
On Wed, Sep 08, 2010 at 02:31:32PM -0700, Craig H wrote:
> Using non-approved plugins from this point forward will get you hit 
> with a VAC ban.

Haha, no. If I am understanding correct... if you bypass the unloading, you 
could get VAC banned. Having 
them loaded - as long as the game isn't modified to prevent unloading 
- you shouldn't get VAC banned.

Example: if I have LSS loaded (for the record, I never would), and I 
join a VAC secured server, the plguin will be forced unloaded, and I do 
not risk a VAC ban. Now, if I modify the game to bypass the forced 
unloading (sv_pure bypasser programs as an exaple), then I will probably 
get VAC banned. Having these plugins loaded on an otherwise unmodified 
client should NOT trigger a VAC ban.

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Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-08 Thread Richard Eid
Post your server.cfg.

Also, use -ip, not +.  And +map should be the last argument in your launch
line.

 -Richard Eid


On Wed, Sep 8, 2010 at 9:35 AM, Nicolas 'NykO18' Grevet <
nico...@ihatemountains.com> wrote:

> How did you solve it? I tried to reinstall L4D2 on the server but it didn't
> help at all. Also, when I try to launch the server using the following
> command line, I can't join it (time out):
>
> ./srcds_run -console +ip  -port 27015 +map c1m1_hotel -autoupdate +exec
> server.cfg
>
> But when I just use ./srcds_run, I can join it fine, but the speed is still
> like 5 times the normal speed except for the human players. This is killing
> me, I don't understand what's going on and I can't find help.
>
> Regards,
> -- Nicolas "NykO18" Grevet
>
>
> Le 07/09/2010 19:55, clad iron a écrit :
>
>  i seen this happen also on 4 new servers i was setting up.
>> locked servers, no players.
>>
>> i thought it was a DOS.
>>
>>
>> On Tue, Sep 7, 2010 at 12:59 PM, Nicolas 'NykO18' Grevet<
>> nico...@ihatemountains.com>  wrote:
>>
>>  OK, now I think I understand what's going on, this problem seems to be
>>> related to the Timeout issue I had and that just came back. I bet the
>>> server
>>> is making players time out because he sees them idling 10 time longer
>>> than
>>> they really are. Damn, I wish I could understand why the game thinks time
>>> flows 10 times faster. Both console commands didn't seem to help.
>>>
>>> Regards,
>>> -- Nicolas "NykO18" Grevet
>>>
>>> Le 07/09/2010 18:36, Tony Paloma a écrit :
>>>
>>>  Check host_timescale make sure it's 1. Also, check fps_max. If it's 0,
>>> try
>>>
 a
 non-zero value like 300.

 I've seen something similar before when fps_max was 0 and sleep calls
 removed, but I don't know how you would've done that unintentionally and
 don't know of another way to reproduce it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicolas
 'NykO18' Grevet
 Sent: Tuesday, September 07, 2010 8:00 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Connection timing out on a L4D2 dedicated
 server

 Hey guys,

 Somehow I managed to work around the timeout issue with my Left 4 Dead 2
 dedicated linux server but... another issue popped up and I must confess
 I
 have no idea what's going on.

 Everything in-game is simulated way too fast, bots, infected,
 animations,
 everything is running like 5 times the normal speed.
 Everything excepted the player who still acts at normal speed. Is there
 some
 config I may have missed?

 Regards,
 -- Nicolas "NykO18" Grevet


 Le 02/09/2010 15:15, Nicolas 'NykO18' Grevet a écrit :

  Hi everyone,
>
> Just installed a L4D2 instance on my linux server to try and test our
> own custom campaign in a real environment, but for some reason, the
> connection just times out after what seems like 5 seconds.
>
> I create a lobby, I force it to connect to our server, I see the
> reservation beeing made in the server console and the map being
> loaded, but in the middle of the process, players are being dropped
> with the '   Timed Out' message.
>
> It happens regarless of the state of the firewall and the campaign
> being loaded. Any idea why? It works like a charm on the same server
> with L4D1 or other games.
>
> Regards,
> -- Nicolas 'NykO18' Grevet
>
> ___
> 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/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Keeper
To my knowledge, no details have been released yet.  I've asked, and hope to
get a reply soon.

-Original Message-
From: Kamil Kwitkowski [mailto:kawman...@gmail.com] 
Sent: Wednesday, September 08, 2010 7:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of
Defeat: Source Updates Released

Hi,
is there any list of approved plugins?



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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Kamil Kwitkowski
Hi,
is there any list of approved plugins?

2010/9/8, Jason Ruymen :
> Required updates to Team Fortress 2, Counter-Strike: Source and Day of
> Defeat: Source are now available.  Please run hldsupdatetool to receive the
> updates.  The specific changes include:
>
> Source Engine Changes (CS:S, DoD:S, TF2)
> - Disabled clients loading server plug-ins unless the plug-ins are signed by
> Steam or the client is running in insecure mode.
> - Added a checkbox to the Options->Audio dialog to control muting the audio
> when the game window is in the background.
>
> Counter-Strike: Source
> - Fixed crash in custom maps using the trigger_camera entity.
>
> Team Fortress 2
> - Fixed another bug in the Steamworks internal stats reporting.
> - Updated the localization files.
>
> Jason
>
>
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Re: [hlds_linux] Counter-strike source srctv mem leak

2010-09-08 Thread Steven Hartland

Yes reported many times, still yet to have any fix unfortunately :(

   Regards
   Steve

- Original Message - 
From: "Rodrigo Peña" 



+1

Got 1.5+ GB mem usage on one server with sourceTV if I don't restart it.

-Rodrigo

El 08-09-2010 17:40, Fehér Bálint escribió:
Hi there guys! I have approx 100 counter-strike source gameservers based on gentoo linux! And i have a huge memleak when the 
sourcetv is active! As i saw valve resolved the memleak problem but when i activate the sourcetv every mapchange gives me more 
and more mem usage! I saw 1.5-2 GB mem usage etc.

THIS IS NOT GOOD:(
I hope there is a solution for this because i had to deactivate the tv on all 
of my servers.
thanks:Balint

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Re: [hlds_linux] [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Kyle Sanderson
As HL-SDK has stated, unless if something has drastically changed since the
beta... There are already multiple public work arounds, one of which was
just returning 1 (true) for the boolean which seems like a joke in itself.

Thanks for the heads up though, at least we know something is in the works.
Kyle.

On Wed, Sep 8, 2010 at 2:33 PM, HL-SDK Synths  wrote:

> This protection has been defeated for weeks since it was introduced in CSS.
>
> On Wed, Sep 8, 2010 at 4:30 PM, Jonah Hirsch 
> wrote:
>
> > On Wed, Sep 8, 2010 at 1:13 PM, Jason Ruymen 
> >  wrote:
> >
> > > Disabled clients loading server plug-ins unless the plug-ins are signed
> > by
> > > Steam or the client is running in insecure mode.
> >
> >
> > Well, aren't some people going to be happy.
> > ---
> > Jonah Hirsch
> > ___
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Re: [hlds_linux] Counter-strike source srctv mem leak

2010-09-08 Thread Rodrigo Peña

+1

Got 1.5+ GB mem usage on one server with sourceTV if I don't restart it.

-Rodrigo

El 08-09-2010 17:40, Fehér Bálint escribió:
Hi there guys! I have approx 100 counter-strike source gameservers 
based on gentoo linux! And i have a huge memleak when the sourcetv is 
active! As i saw valve resolved the memleak problem but when i 
activate the sourcetv every mapchange gives me more and more mem 
usage! I saw 1.5-2 GB mem usage etc.

THIS IS NOT GOOD:(
I hope there is a solution for this because i had to deactivate the tv 
on all of my servers.

thanks:Balint

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[hlds_linux] Counter-strike source srctv mem leak

2010-09-08 Thread Fehér Bálint
Hi there guys! I have approx 100 counter-strike source gameservers based on 
gentoo linux! And i have a huge memleak when the sourcetv is active! As i 
saw valve resolved the memleak problem but when i activate the sourcetv 
every mapchange gives me more and more mem usage! I saw 1.5-2 GB mem usage 
etc.

THIS IS NOT GOOD:(
I hope there is a solution for this because i had to deactivate the tv on 
all of my servers.
thanks:Balint 



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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Craig H
I spoke to Robin Walker about clientside plugins a while ago. One of the
reasons it took so long to get that update out was because while there are a
ton of plugins used to cheat, there are a few genuinely useful ones that
sadly get drowned out by all the bad ones. The example he gave me was P-REC,
which auto-records demos and is highly regarded by the competitive
community. They wanted to make sure they could stop things like LSS, but
allow those useful plugins to exist. Using non-approved plugins from this
point forward will get you hit with a VAC ban.

On Wed, Sep 8, 2010 at 2:19 PM, Kevin b er  wrote:

> The check used was already found, documented, and bypassed.  I wouldn't
> count cheats like that out for very long.
>
> On Wed, Sep 8, 2010 at 4:11 PM, Oleg Koshmeliuk  >wrote:
>
> > RIP LSS http://3rdera.com/
> >
> > 2010/9/9 
> >
> > > Could it be? Nomore SourceMod on clients???
> > >
> > > Am 8 Sep 2010 um 20:13 hat Jason Ruymen geschrieben:
> > >
> > > > Required updates to Team Fortress 2, Counter-Strike: Source and Day
> of
> > > Defeat: Source are now available.  Please run hldsupdatetool to receive
> > the
> > > updates.  The specific changes include:
> > > >
> > > > Source Engine Changes (CS:S, DoD:S, TF2)
> > > > - Disabled clients loading server plug-ins unless the plug-ins are
> > signed
> > > by Steam or the client is running in insecure mode.
> > > > - Added a checkbox to the Options->Audio dialog to control muting the
> > > audio when the game window is in the background.
> > > >
> > > > Counter-Strike: Source
> > > > - Fixed crash in custom maps using the trigger_camera entity.
> > > >
> > > > Team Fortress 2
> > > > - Fixed another bug in the Steamworks internal stats reporting.
> > > > - Updated the localization files.
> > > >
> > > > Jason
> > > >
> > > >
> > > > ___
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> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> > >
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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Harry Strongburg
On Thu, Sep 09, 2010 at 12:11:22AM +0300, Oleg Koshmeliuk wrote:
> RIP LSS

And good riddance to it!

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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Kevin b er
The check used was already found, documented, and bypassed.  I wouldn't
count cheats like that out for very long.

On Wed, Sep 8, 2010 at 4:11 PM, Oleg Koshmeliuk wrote:

> RIP LSS http://3rdera.com/
>
> 2010/9/9 
>
> > Could it be? Nomore SourceMod on clients???
> >
> > Am 8 Sep 2010 um 20:13 hat Jason Ruymen geschrieben:
> >
> > > Required updates to Team Fortress 2, Counter-Strike: Source and Day of
> > Defeat: Source are now available.  Please run hldsupdatetool to receive
> the
> > updates.  The specific changes include:
> > >
> > > Source Engine Changes (CS:S, DoD:S, TF2)
> > > - Disabled clients loading server plug-ins unless the plug-ins are
> signed
> > by Steam or the client is running in insecure mode.
> > > - Added a checkbox to the Options->Audio dialog to control muting the
> > audio when the game window is in the background.
> > >
> > > Counter-Strike: Source
> > > - Fixed crash in custom maps using the trigger_camera entity.
> > >
> > > Team Fortress 2
> > > - Fixed another bug in the Steamworks internal stats reporting.
> > > - Updated the localization files.
> > >
> > > 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/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Oleg Koshmeliuk
RIP LSS http://3rdera.com/

2010/9/9 

> Could it be? Nomore SourceMod on clients???
>
> Am 8 Sep 2010 um 20:13 hat Jason Ruymen geschrieben:
>
> > Required updates to Team Fortress 2, Counter-Strike: Source and Day of
> Defeat: Source are now available.  Please run hldsupdatetool to receive the
> updates.  The specific changes include:
> >
> > Source Engine Changes (CS:S, DoD:S, TF2)
> > - Disabled clients loading server plug-ins unless the plug-ins are signed
> by Steam or the client is running in insecure mode.
> > - Added a checkbox to the Options->Audio dialog to control muting the
> audio when the game window is in the background.
> >
> > Counter-Strike: Source
> > - Fixed crash in custom maps using the trigger_camera entity.
> >
> > Team Fortress 2
> > - Fixed another bug in the Steamworks internal stats reporting.
> > - Updated the localization files.
> >
> > 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/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread hyphon
Could it be? Nomore SourceMod on clients???

Am 8 Sep 2010 um 20:13 hat Jason Ruymen geschrieben:

> Required updates to Team Fortress 2, Counter-Strike: Source and Day of 
> Defeat: Source are now available.  Please run hldsupdatetool to receive the 
> updates.  The specific changes include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2)
> - Disabled clients loading server plug-ins unless the plug-ins are signed by 
> Steam or the client is running in insecure mode.
> - Added a checkbox to the Options->Audio dialog to control muting the audio 
> when the game window is in the background.
> 
> Counter-Strike: Source
> - Fixed crash in custom maps using the trigger_camera entity.
> 
> Team Fortress 2
> - Fixed another bug in the Steamworks internal stats reporting.
> - Updated the localization files.
> 
> Jason
> 
> 
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Re: [hlds_linux] [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Keeper
None of the plugins I write are intended for client use.  I was just
interested in the methodology they are going to introduce to get the plugins
signed.

That being said, some of the admin plugins are popular with listen servers.
That might come into play.

-Original Message-
From: ics [mailto:i...@ics-base.net] 
Sent: Wednesday, September 08, 2010 4:44 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Team Fortress 2/Counter-Strike: Source/Day
of Defeat: Source Updates Released

  It's something that does not need to be worried about, if the plugins 
you create are for servers only.  Hopefully now clients cannot load them 
and cheat with them on a server with their own game. Supposedly this 
means that sm_cvar sv_cheats 1 does not work on the client anymore and 
thus the player cannot gain advantage over others or  free 
r_drawothermodels 2 or similiar setting on. Assuming if this works like 
it should.

-ics


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Re: [hlds_linux] [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread ics
 It's something that does not need to be worried about, if the plugins 
you create are for servers only.  Hopefully now clients cannot load them 
and cheat with them on a server with their own game. Supposedly this 
means that sm_cvar sv_cheats 1 does not work on the client anymore and 
thus the player cannot gain advantage over others or  free 
r_drawothermodels 2 or similiar setting on. Assuming if this works like 
it should.


-ics

8.9.2010 23:36, Keeper kirjoitti:

Ok, I have to ask ... signed by steam?  How will this process work?

-Original Message-
From: Jason Ruymen [mailto:jas...@valvesoftware.com]
Sent: Wednesday, September 08, 2010 4:14 PM
To: 'Half-Life dedicated Linux server mailing list';
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source
Updates Released

Required updates to Team Fortress 2, Counter-Strike: Source and Day of
Defeat: Source are now available.  Please run hldsupdatetool to receive the
updates.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
- Disabled clients loading server plug-ins unless the plug-ins are signed by
Steam or the client is running in insecure mode.
- Added a checkbox to the Options->Audio dialog to control muting the audio
when the game window is in the background.

Counter-Strike: Source
- Fixed crash in custom maps using the trigger_camera entity.

Team Fortress 2
- Fixed another bug in the Steamworks internal stats reporting.
- Updated the localization files.

Jason


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Re: [hlds_linux] [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Keeper
Ok, I have to ask ... signed by steam?  How will this process work?

-Original Message-
From: Jason Ruymen [mailto:jas...@valvesoftware.com] 
Sent: Wednesday, September 08, 2010 4:14 PM
To: 'Half-Life dedicated Linux server mailing list';
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source
Updates Released

Required updates to Team Fortress 2, Counter-Strike: Source and Day of
Defeat: Source are now available.  Please run hldsupdatetool to receive the
updates.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
- Disabled clients loading server plug-ins unless the plug-ins are signed by
Steam or the client is running in insecure mode.
- Added a checkbox to the Options->Audio dialog to control muting the audio
when the game window is in the background.

Counter-Strike: Source
- Fixed crash in custom maps using the trigger_camera entity.

Team Fortress 2
- Fixed another bug in the Steamworks internal stats reporting.
- Updated the localization files.

Jason


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[hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Jason Ruymen
Required updates to Team Fortress 2, Counter-Strike: Source and Day of Defeat: 
Source are now available.  Please run hldsupdatetool to receive the updates.  
The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
- Disabled clients loading server plug-ins unless the plug-ins are signed by 
Steam or the client is running in insecure mode.
- Added a checkbox to the Options->Audio dialog to control muting the audio 
when the game window is in the background.

Counter-Strike: Source
- Fixed crash in custom maps using the trigger_camera entity.

Team Fortress 2
- Fixed another bug in the Steamworks internal stats reporting.
- Updated the localization files.

Jason


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[hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Update Coming

2010-09-08 Thread Jason Ruymen
Required updates to Team Fortress 2, Counter-Strike: Source and Day of Defeat: 
Source are on the way.  We hope to have them live in about 45 minutes.

Jason


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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Harry Strongburg
On Wed, Sep 08, 2010 at 01:37:13PM +0200, AnAkIn . wrote:
> Using that plugin and using tickrate 100 will just causes you more issues
> than it solves. It's pointless to have a tick100 server.

QFT. It makes your server sound good (because bigger numbers always 
sound better than smaller ones!), but it doesn't make the reg any better 
(in fact, it often makes it worse). 66 tick works fine, and the servers 
and clients have all been configured to run at this rate. 66 tick will, 
the majority of the time, give the best game.

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Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-08 Thread Nicolas 'NykO18' Grevet
How did you solve it? I tried to reinstall L4D2 on the server but it 
didn't help at all. Also, when I try to launch the server using the 
following command line, I can't join it (time out):


./srcds_run -console +ip  -port 27015 +map c1m1_hotel -autoupdate 
+exec server.cfg


But when I just use ./srcds_run, I can join it fine, but the speed is 
still like 5 times the normal speed except for the human players. This 
is killing me, I don't understand what's going on and I can't find help.


Regards,
-- Nicolas "NykO18" Grevet


Le 07/09/2010 19:55, clad iron a écrit :

i seen this happen also on 4 new servers i was setting up.
locked servers, no players.

i thought it was a DOS.


On Tue, Sep 7, 2010 at 12:59 PM, Nicolas 'NykO18' Grevet<
nico...@ihatemountains.com>  wrote:


OK, now I think I understand what's going on, this problem seems to be
related to the Timeout issue I had and that just came back. I bet the server
is making players time out because he sees them idling 10 time longer than
they really are. Damn, I wish I could understand why the game thinks time
flows 10 times faster. Both console commands didn't seem to help.

Regards,
-- Nicolas "NykO18" Grevet

Le 07/09/2010 18:36, Tony Paloma a écrit :

  Check host_timescale make sure it's 1. Also, check fps_max. If it's 0, try

a
non-zero value like 300.

I've seen something similar before when fps_max was 0 and sleep calls
removed, but I don't know how you would've done that unintentionally and
don't know of another way to reproduce it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicolas
'NykO18' Grevet
Sent: Tuesday, September 07, 2010 8:00 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

Hey guys,

Somehow I managed to work around the timeout issue with my Left 4 Dead 2
dedicated linux server but... another issue popped up and I must confess I
have no idea what's going on.

Everything in-game is simulated way too fast, bots, infected, animations,
everything is running like 5 times the normal speed.
Everything excepted the player who still acts at normal speed. Is there
some
config I may have missed?

Regards,
-- Nicolas "NykO18" Grevet


Le 02/09/2010 15:15, Nicolas 'NykO18' Grevet a écrit :


Hi everyone,

Just installed a L4D2 instance on my linux server to try and test our
own custom campaign in a real environment, but for some reason, the
connection just times out after what seems like 5 seconds.

I create a lobby, I force it to connect to our server, I see the
reservation beeing made in the server console and the map being
loaded, but in the middle of the process, players are being dropped
with the '   Timed Out' message.

It happens regarless of the state of the firewall and the campaign
being loaded. Any idea why? It works like a charm on the same server
with L4D1 or other games.

Regards,
-- Nicolas 'NykO18' Grevet

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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread ics
 What server exactly you are trying to run, for which game? CS Source 
for example used to have tickrate 100, but that changed around 2 months 
ago when it got a major engine update. All servers on it turned to max 
tick 66. No more 100, except with the tickrate plugin thing but i've 
heard it makes things worse as game runs fine on 66. I used to have tick 
100 public server, which is now 66 and i notice no difference on the 
game itself. However, it consumes same mount of cpu as before on the 
lower tickrate. So if you remember seeing 100 updates on net_graph, 
perhaps that was a while ago.


-ics


8.9.2010 15:39, Kacper Nowak kirjoitti:
 Thanks for Your answeres, unfortunately, customers dont understand 
that,  You can see many servers with tickrate 100 (update rate is 
100p/s in netgraph) and they say gameing is better. What can You say 
about that update rate? How to achieve 100p/s ?



 Thanks for that post. I was about going to write that.

Am 08.09.2010 13:37, schrieb AnAkIn .:
Unlike what both said above, the tickrate has nothing to do with the 
Engine.

It's per game. DoD S still has the -tickrate option.

Using that plugin and using tickrate 100 will just causes you more 
issues

than it solves. It's pointless to have a tick100 server.

2010/9/8 Andreas Grimm


66 is engine maximum

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
Sent: Wednesday, September 08, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tickrate 100

  Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added 
-tickrate

100 to command line
sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround
100. What else I`have to do to make it work ?

regards,
KN

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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Kacper Nowak
 Thanks for Your answeres, unfortunately, customers dont understand 
that,  You can see many servers with tickrate 100 (update rate is 100p/s 
in netgraph) and they say gameing is better. What can You say about that 
update rate? How to achieve 100p/s ?



 Thanks for that post. I was about going to write that.

Am 08.09.2010 13:37, schrieb AnAkIn .:
Unlike what both said above, the tickrate has nothing to do with the 
Engine.

It's per game. DoD S still has the -tickrate option.

Using that plugin and using tickrate 100 will just causes you more 
issues

than it solves. It's pointless to have a tick100 server.

2010/9/8 Andreas Grimm


66 is engine maximum

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
Sent: Wednesday, September 08, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tickrate 100

  Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added 
-tickrate

100 to command line
sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround
100. What else I`have to do to make it work ?

regards,
KN

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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Ulrich Block

 Thanks for that post. I was about going to write that.

Am 08.09.2010 13:37, schrieb AnAkIn .:

Unlike what both said above, the tickrate has nothing to do with the Engine.
It's per game. DoD S still has the -tickrate option.

Using that plugin and using tickrate 100 will just causes you more issues
than it solves. It's pointless to have a tick100 server.

2010/9/8 Andreas Grimm


66 is engine maximum

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
Sent: Wednesday, September 08, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tickrate 100

  Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate
100 to command line
sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround
100. What else I`have to do to make it work ?

regards,
KN

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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread AnAkIn .
Unlike what both said above, the tickrate has nothing to do with the Engine.
It's per game. DoD S still has the -tickrate option.

Using that plugin and using tickrate 100 will just causes you more issues
than it solves. It's pointless to have a tick100 server.

2010/9/8 Andreas Grimm 

> 66 is engine maximum
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
> Sent: Wednesday, September 08, 2010 1:22 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] srcds tickrate 100
>
>  Hi,
>
> I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate
> 100 to command line
> sv_maxrate 3
> sv_maxupdaterate 100
> sv_maxcmdrate 100
> fps_max 1200
>
> but in netgraph 3 i still get 67 updates/s , which should be arround
> 100. What else I`have to do to make it work ?
>
> regards,
> KN
>
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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Oleg Koshmeliuk
http://didrole.com/tickrate_enabler/

2010/9/8 Andreas Grimm 

> 66 is engine maximum
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
> Sent: Wednesday, September 08, 2010 1:22 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] srcds tickrate 100
>
>  Hi,
>
> I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate
> 100 to command line
> sv_maxrate 3
> sv_maxupdaterate 100
> sv_maxcmdrate 100
> fps_max 1200
>
> but in netgraph 3 i still get 67 updates/s , which should be arround
> 100. What else I`have to do to make it work ?
>
> regards,
> KN
>
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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread AnAkIn .
-tickrate doesn't exist on CSS, TF2, L4D, L4D2 and AS.

2010/9/8 Kacper Nowak 

>  Hi,
>
> I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate
> 100 to command line
> sv_maxrate 3
> sv_maxupdaterate 100
> sv_maxcmdrate 100
> fps_max 1200
>
> but in netgraph 3 i still get 67 updates/s , which should be arround 100.
> What else I`have to do to make it work ?
>
> regards,
> KN
>
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-- 
Best regards,
AnAkIn,
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ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Andreas Grimm
66 is engine maximum

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
Sent: Wednesday, September 08, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tickrate 100

  Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate 
100 to command line
sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround 
100. What else I`have to do to make it work ?

regards,
KN

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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread RTL-Servers | Lee

Hello,

The new engines built around 66tick, you can use: 
http://didrole.com/tickrate_enabler/ if you wish to force 100tickrate.


Hope this helps, however the 66tickrate seems fine :-)

Also with rates use the highest you can for your connection.

Kind Regards
Lee Gardiner
RTL-Servers

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[hlds_linux] srcds tickrate 100

2010-09-08 Thread Kacper Nowak

 Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate 
100 to command line

sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround 
100. What else I`have to do to make it work ?


regards,
KN

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