Re: [hlds_linux] Zombie player slots?

2011-07-14 Thread Kyle Sanderson
208.64.202.144:27017 (A Valve server afaik) has a negative Ghost Slot,
if this helps. The current test case (That I know of), cannot cause
this.

On Tue, Jul 5, 2011 at 4:46 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 Hi Fletch,

 If I can recall correctly from before, it's to do with clients timing
 out during a certain phase in the connection process. My guess is that
 it's either a kick for having a hacked client, or for VAC. I should
 probably note crafting our own A2S_INFO replies work.

 If anyone's interested in a short term fix, check out the now very
 polluted thread on AM.
 https://forums.alliedmods.net/showthread.php?t=134373

 Kyle.

 On Tue, Jul 5, 2011 at 11:04 AM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 Help!



 Can you please describe exactly what happened when you saw the zombie
 players in a bit more detail?

 Do you have any logs from that period?

 Have you observed any patterns in the types of players that leave zombie
 slots behind?

 Do you have any theories as to what triggers the bug?



 I want the player count to always be accurate.  And I really want to get
 this bug fixed.



 Any help you can provide is greatly appreciated.



 Thanks,

 - Fletch


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[hlds_linux] MPI possibility with srcds?

2011-07-14 Thread vrod
Hi there,

Im currently doing a little lab with MPICH2 (Linux clustering). The
cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All
commands are run from the master node, using mpiexec.

Does anyone here knows if srcds can run on this? Ive already tried to run
the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the
steam-file is extracted, but unfortunately, it's not.

Any help or suggestions are appreciated.

/Chris


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Re: [hlds_linux] MPI possibility with srcds?

2011-07-14 Thread Kacper Nowak
Srcds cant run on multiple cores and U want to run in cluster 
calculations ? :) Not a chance :D

Hi there,

Im currently doing a little lab with MPICH2 (Linux clustering). The
cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All
commands are run from the master node, using mpiexec.

Does anyone here knows if srcds can run on this? Ive already tried to run
the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the
steam-file is extracted, but unfortunately, it's not.

Any help or suggestions are appreciated.

/Chris


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[hlds_linux] Server Trend

2011-07-14 Thread steve grout
Our main community server has been almost constantly full since the 
matchmaking/F2P release so i would like to thank who ever thought up 
that idea at Valve..


now to the point.. Since registering our main community server our trend 
has always been 'good' standing Trend: slightly upwards.  It's been this 
way for weeks but today i noticed that our standing is still 'good' but 
the Trend is 'downwards fast'.  We've changed nothing on our server at 
all over this time and like i have mentioned it's been constantly full.


Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] Server Trend

2011-07-14 Thread Ulrich Block
Some mails ago someone from valve wrote that they are still working on 
the balance where to send the player when he is using matchmaking. So my 
guess is they are still playing around and you get a worse rate than before.
Also they wrote that more valve server are up which are most likely are 
prefered over yours.


This and that many players just tried out tf2 and now turned their back 
to it can be your reasons.


Am 14.07.2011 11:30, schrieb steve grout:
Our main community server has been almost constantly full since the 
matchmaking/F2P release so i would like to thank who ever thought up 
that idea at Valve..


now to the point.. Since registering our main community server our 
trend has always been 'good' standing Trend: slightly upwards.  It's 
been this way for weeks but today i noticed that our standing is still 
'good' but the Trend is 'downwards fast'.  We've changed nothing on 
our server at all over this time and like i have mentioned it's been 
constantly full.


Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] MPI possibility with srcds?

2011-07-14 Thread vrod
I already know that srcds isn't multithreaded, and this cluster does not
only do calculations, the idea about the whole thing is that the master
node can handle out the work to CPU's on the slave nodes, that will then
do the work. :)

So... If we had 10 servers, and 4 slave nodes, it would give each slave
node 2 servers, and balance the last 2 servers between the slave nodes.

/Chris

 Srcds cant run on multiple cores and U want to run in cluster
 calculations ? :) Not a chance :D
 Hi there,

 Im currently doing a little lab with MPICH2 (Linux clustering). The
 cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All
 commands are run from the master node, using mpiexec.

 Does anyone here knows if srcds can run on this? Ive already tried to
 run
 the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the
 steam-file is extracted, but unfortunately, it's not.

 Any help or suggestions are appreciated.

 /Chris


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Re: [hlds_linux] Server Trend

2011-07-14 Thread ics
Since the cvar was introduced, my 3 older servers have been downward fast and 
the new one has been slightly upward. Only if yours are empty, then there might 
be something wrong.

-ics

- Alkuperäinen viesti -
 Some mails ago someone from valve wrote that they are still working on 
 the balance where to send the player when he is using matchmaking. So my 
 guess is they are still playing around and you get a worse rate than
 before. Also they wrote that more valve server are up which are most
 likely are   prefered over yours.
 
 This and that many players just tried out tf2 and now turned their back 
 to it can be your reasons.
 
 Am 14.07.2011 11:30, schrieb steve grout:
  Our main community server has been almost constantly full since the 
  matchmaking/F2P release so i would like to thank who ever thought up 
  that idea at Valve..
  
  now to the point.. Since registering our main community server our 
  trend has always been 'good' standing Trend: slightly upwards.   It's 
  been this way for weeks but today i noticed that our standing is still 
  'good' but the Trend is 'downwards fast'.   We've changed nothing on 
  our server at all over this time and like i have mentioned it's been 
  constantly full.
  
  Anyone got any ideas as to why this might be?
  
  Thanks for your time
  
  ___
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  please visit:
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-14 Thread C Szabo

Oki, verry nice. More info about buybug. Its says something about replacing 
something in autobuy.txt for the exploit to work.
http://translate.google.com/translate?js=nprev=_thl=svie=UTF-8layout=2eotf=1sl=autotl=enu=http%3A%2F%2Ffpteam-cheats.com%2Fboard%2Fshowthread.php%3Ft%3D43191

And, maybe you could block HLbrute somehow? rcon hacker, its not a big problem, 
but if you dont use a good rcon maybe they can hack it will HLbrute.
http://www.hotstrike.kiev.ua/uploads/posts/2011-03/1299837827_1299700622_nati-hlbrute.jpg

THX! :)

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 14 Jul 2011 05:48:20 +
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
 This crash is fixed is you opt into the hlds beta, and will soon be fixed in 
 the public release.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of C Szabo
  Sent: Wednesday, July 13, 2011 4:47 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
  
  bind TAB +showscores;cl_setautobuy fuck
  123456789012345678901234567890 12
  
  This crashes the servers.
  
   From: alf...@valvesoftware.com
   To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
   Date: Wed, 13 Jul 2011 21:47:25 +
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   Seems like there are no problems with this update so I expect we will
  set it to be the public version soon, if you haven't already tested
  this update with your server do so now or forever hold your peace.
  
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Monday, July 11, 2011 4:04 PM
To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds] Half-Life 1 engine beta update released
   
We have released an update to the beta, run the hldsupdatetool with
  -
beta hlbeta to get this update. Changes for this update are:
   
- Changed sv_filetransfermaxsize to 1mbyte by default
- Disallow the dlfile command if the server is configured with a
sv_downloadurl
   
   
The dlfile command is used internally by the engine to allow users
  to
download custom maps using the in-game channel, unfortunately the
processing for large files is done inline and can stall the server.
  Re-
architecting this is beyond the scope for HL1 so the solution would
  be
to use the sv_downloadurl feature if you want to host custom
  content
(or increase the sv_filetransfermaxsize cvar but risk your server
  FPS
stuttering).
   
- Alfred
   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, July 07, 2011 6:20 PM
 To: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Half-Life 1 engine beta update released

 We have released a beta update for Half-Life 1 engine based games
 (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
 update run the hldsupdatetool with -beta hlbeta on the command
line.
 This update continues on some exploit fixes we have already
  shipped
 within this beta.

 Changes:
 - Added sv_filetransfermaxsize cvar to limit the size of a file a
 server will try to send to a client, by default 10mbytes.
 - Prevented halflife.wad from being downloaded from a server
  (fixes
 server hang/stall).


 There is also a couple client side fixes, if you run your Steam
client
 with -beta hlbeta on its command line and run Half-Life games
  you
 will have some fixes that prevent server redirection.



 - Alfred

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 To 

Re: [hlds_linux] Server Trend

2011-07-14 Thread Saint K .
One thing is for sure. The system does require a bit of serious debugging  
fixing.

Our main issue, servers dropping off the Quickplay system. Currently I have 5 
overloaded servers, and 2 sitting empty not being picked up by the Quickplay 
system. After several restarts and tries, it seems to rejoin the system and 
fills up in a matter of minutes. 

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 14 July 2011 12:53
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Trend

Since the cvar was introduced, my 3 older servers have been downward fast and 
the new one has been slightly upward. Only if yours are empty, then there might 
be something wrong.

-ics

- Alkuperäinen viesti -
 Some mails ago someone from valve wrote that they are still working on
 the balance where to send the player when he is using matchmaking. So my
 guess is they are still playing around and you get a worse rate than
 before. Also they wrote that more valve server are up which are most
 likely are   prefered over yours.

 This and that many players just tried out tf2 and now turned their back
 to it can be your reasons.

 Am 14.07.2011 11:30, schrieb steve grout:
  Our main community server has been almost constantly full since the
  matchmaking/F2P release so i would like to thank who ever thought up
  that idea at Valve..
 
  now to the point.. Since registering our main community server our
  trend has always been 'good' standing Trend: slightly upwards.   It's
  been this way for weeks but today i noticed that our standing is still
  'good' but the Trend is 'downwards fast'.   We've changed nothing on
  our server at all over this time and like i have mentioned it's been
  constantly full.
 
  Anyone got any ideas as to why this might be?
 
  Thanks for your time
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 


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Re: [hlds_linux] Server Trend

2011-07-14 Thread steve grout

thanks guys,

i know they said that they are still working on the system, i just 
wondered if i'd missed an email.


We are also getting our servers dropping off from the system but like 
you said Saint, a few kicks up the bum and they seem to re-join.


Thanks again all

On 14/07/2011 12:05, Saint K. wrote:

One thing is for sure. The system does require a bit of serious debugging  
fixing.

Our main issue, servers dropping off the Quickplay system. Currently I have 5 
overloaded servers, and 2 sitting empty not being picked up by the Quickplay system. 
After several restarts and tries, it seems to rejoin the system and fills up in a matter 
of minutes.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 14 July 2011 12:53
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Trend

Since the cvar was introduced, my 3 older servers have been downward fast and 
the new one has been slightly upward. Only if yours are empty, then there might 
be something wrong.

-ics

- Alkuperäinen viesti -

Some mails ago someone from valve wrote that they are still working on
the balance where to send the player when he is using matchmaking. So my
guess is they are still playing around and you get a worse rate than
before. Also they wrote that more valve server are up which are most
likely are   prefered over yours.

This and that many players just tried out tf2 and now turned their back
to it can be your reasons.

Am 14.07.2011 11:30, schrieb steve grout:

Our main community server has been almost constantly full since the
matchmaking/F2P release so i would like to thank who ever thought up
that idea at Valve..

now to the point.. Since registering our main community server our
trend has always been 'good' standing Trend: slightly upwards.   It's
been this way for weeks but today i noticed that our standing is still
'good' but the Trend is 'downwards fast'.   We've changed nothing on
our server at all over this time and like i have mentioned it's been
constantly full.

Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread clad iron
i have seen this on a Ubuntu server. it's happened 3 times with in about 3
weeks.
Ram is fine.  Each time i was messing with it,i was working on the relay
stuff.  ( thats not saying that the relay was the issue)

6 gig ram
2 - 3.6gig Xeon CPU
32bit Ubuntu 10

Is yours 32bit ?



On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote:

 Memory is fine, i ran memory tests before setting up the server. That
 shouldn't be the issue, :\.

 Just crashed again..

 --
 CRASH: Thu Jul 14 00:35:20 EDT 2011
 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port
 27015 +map surf_supersurf_v2 +maxplayers 32
 [New Thread 8713]
 [New Thread 8716]
 [New Thread 8723]
 [New Thread 8726]
 [New Thread 8749]
 [New Thread 8711]
 [New Thread 8717]
 [New Thread 8714]
 [New Thread 8715]
 [New Thread 8712]
 [New Thread 8724]
 #0  0x00811602 in ?? ()
 No symbol table info available.
 eax0xf0 240
 ecx0x0 0
 edx0x2 2
 ebx0xafb10acc -1347351860
 esp0xafa3ad20 0xafa3ad20
 ebp0xafa3ad58 0xafa3ad58
 esi0x0 0
 edi0x0 0
 eip0x811602 0x811602
 eflags 0x10202 [ IF RF ]
 cs 0x73 115
 ss 0x7b 123
 ds 0x7b 123
 es 0x7b 123
 fs 0x0 0
 gs 0x33 51
 End of Source crash report
 --

 (gdb) core core
 BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated:
 expected core file size = 496525312, found: 1040384.
 [New Thread 8713]
 [New Thread 8716]
 [New Thread 8723]
 [New Thread 8726]
 [New Thread 8749]
 [New Thread 8711]
 [New Thread 8717]
 [New Thread 8714]
 [New Thread 8715]
 [New Thread 8712]
 [New Thread 8724]
 Failed to read a valid object file image from memory.
 Core was generated by `./srcds_linux -debug -console -game tf +ip
 65.18.168.205 +port 27015 +map surf_'.
 Program terminated with signal 11, Segmentation fault.
 #0  0x00811602 in ?? ()
 (gdb) thread apply all bt

 Thread 11 (Thread 8724):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xab8d6e4c

 Thread 10 (Thread 8712):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xb7023214

 Thread 9 (Thread 8715):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf3f1214

 Thread 8 (Thread 8714):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf4f2214

 Thread 7 (Thread 8717):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf1ef214

 Thread 6 (Thread 8711):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xafa3b210

 Thread 5 (Thread 8749):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xae4270f4

 Thread 4 (Thread 8726):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaab35084

 Thread 3 (Thread 8723):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xad4252f0

 Thread 2 (Thread 8716):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf2f0214

 Thread 1 (Thread 8713):
 #0  0x00811602 in ?? ()
 Cannot access memory at address 0xafa3ad20
 (gdb)

 It would be great if someone can help me out with this. It's really killing
 the players... filling up to the top and then only having 20 or so come
 back.

 On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Hardware problem? Run a memory testing tool and let it go all day.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Wednesday, July 13, 2011 4:16 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] My Server keeps crashing non stop.
 
  Still is crashing randomly. It fills up to 32\32 and for hours and hours
  and
  then just crashes.
 
  Weirdly enough the last crash actually didn't crash the server.. It
 crashed
  all the clients in the server? every single person.
 
  On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
 
   (gdb) thread apply all bt
  
   Thread 11 (Thread 31279):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xab83de4c
  
   Thread 10 (Thread 31208):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf99c210
  
   Thread 9 (Thread 31243):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf251214
  
   Thread 8 (Thread 31209):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xb6f84214
  
   Thread 7 (Thread 4419):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xad38c2f0
  
   Thread 6 (Thread 31241):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf453214
  
   Thread 5 (Thread 2449):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xae38e0f4
  
   Thread 4 (Thread 31244):
   ---Type return to continue, or q return to quit---
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf150214
  
   Thread 3 (Thread 

Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread clad iron
grr typo'

CPU  is  2 of them at 3.06gig each.


On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote:

 i have seen this on a Ubuntu server. it's happened 3 times with in about 3
 weeks.
 Ram is fine.  Each time i was messing with it,i was working on the relay
 stuff.  ( thats not saying that the relay was the issue)

 6 gig ram
 2 - 3.6gig Xeon CPU
 32bit Ubuntu 10

 Is yours 32bit ?



 On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote:

 Memory is fine, i ran memory tests before setting up the server. That
 shouldn't be the issue, :\.

 Just crashed again..

 --
 CRASH: Thu Jul 14 00:35:20 EDT 2011
 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205+port
 27015 +map surf_supersurf_v2 +maxplayers 32
 [New Thread 8713]
 [New Thread 8716]
 [New Thread 8723]
 [New Thread 8726]
 [New Thread 8749]
 [New Thread 8711]
 [New Thread 8717]
 [New Thread 8714]
 [New Thread 8715]
 [New Thread 8712]
 [New Thread 8724]
 #0  0x00811602 in ?? ()
 No symbol table info available.
 eax0xf0 240
 ecx0x0 0
 edx0x2 2
 ebx0xafb10acc -1347351860
 esp0xafa3ad20 0xafa3ad20
 ebp0xafa3ad58 0xafa3ad58
 esi0x0 0
 edi0x0 0
 eip0x811602 0x811602
 eflags 0x10202 [ IF RF ]
 cs 0x73 115
 ss 0x7b 123
 ds 0x7b 123
 es 0x7b 123
 fs 0x0 0
 gs 0x33 51
 End of Source crash report
 --

 (gdb) core core
 BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated:
 expected core file size = 496525312, found: 1040384.
 [New Thread 8713]
 [New Thread 8716]
 [New Thread 8723]
 [New Thread 8726]
 [New Thread 8749]
 [New Thread 8711]
 [New Thread 8717]
 [New Thread 8714]
 [New Thread 8715]
 [New Thread 8712]
 [New Thread 8724]
 Failed to read a valid object file image from memory.
 Core was generated by `./srcds_linux -debug -console -game tf +ip
 65.18.168.205 +port 27015 +map surf_'.
 Program terminated with signal 11, Segmentation fault.
 #0  0x00811602 in ?? ()
 (gdb) thread apply all bt

 Thread 11 (Thread 8724):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xab8d6e4c

 Thread 10 (Thread 8712):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xb7023214

 Thread 9 (Thread 8715):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf3f1214

 Thread 8 (Thread 8714):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf4f2214

 Thread 7 (Thread 8717):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf1ef214

 Thread 6 (Thread 8711):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xafa3b210

 Thread 5 (Thread 8749):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xae4270f4

 Thread 4 (Thread 8726):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaab35084

 Thread 3 (Thread 8723):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xad4252f0

 Thread 2 (Thread 8716):
 #0  0xb77a5430 in ?? ()
 Cannot access memory at address 0xaf2f0214

 Thread 1 (Thread 8713):
 #0  0x00811602 in ?? ()
 Cannot access memory at address 0xafa3ad20
 (gdb)

 It would be great if someone can help me out with this. It's really
 killing
 the players... filling up to the top and then only having 20 or so come
 back.

 On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Hardware problem? Run a memory testing tool and let it go all day.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Wednesday, July 13, 2011 4:16 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] My Server keeps crashing non stop.
 
  Still is crashing randomly. It fills up to 32\32 and for hours and hours
  and
  then just crashes.
 
  Weirdly enough the last crash actually didn't crash the server.. It
 crashed
  all the clients in the server? every single person.
 
  On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
 
   (gdb) thread apply all bt
  
   Thread 11 (Thread 31279):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xab83de4c
  
   Thread 10 (Thread 31208):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf99c210
  
   Thread 9 (Thread 31243):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf251214
  
   Thread 8 (Thread 31209):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xb6f84214
  
   Thread 7 (Thread 4419):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xad38c2f0
  
   Thread 6 (Thread 31241):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xaf453214
  
   Thread 5 (Thread 2449):
   #0  0xb7706430 in ?? ()
   Cannot access memory at address 0xae38e0f4
  
   Thread 4 (Thread 31244):
   ---Type return to 

Re: [hlds_linux] TF2 sv_pure conflicts

2011-07-14 Thread Daniel G
Agreed but currently I rather run sv_pure 0 than annoying players by pure
kicks for files they probably haven't touched at all or are allowed to
modify like the .cfg files.
Worst thing is that a pure kick will also bring up the Add the server to
your blacklist? window.

2011/7/14 h...@gmx.com

 Yes, I also have this problem.

  sv_pure 1 is a must have because otherwise some players may use custom
 sounds for cloak and uncloak actions. Hilarious, in a month 12 kicks had as
 cause the spy_cloak.wav file, while 82 were caused by other files, like
 demoman.cfg, motd_entries.txt, mani_logo.vmt, heavyweapons.cfg etc...

 - Original Message -
 From: Daniel G
 Sent: 07/14/11 01:11 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] TF2 sv_pure conflicts

  Hi, I've noticed some problems with a TF2 server running sv_pure 1. If I
 play on others server running sv_pure 1 then diconnect and connect to my
 server which is also running sv_pure 1 I'll get disconnected with the
 following message: Disconnect: Pure server: client has loaded extra file
 [GAME]\cfg\autoexec.cfg. File must be removed to play on this server. If I
 set sv_pure_kick_clients to 0 I'll get the following warnings in my console
 Warning: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg.
 File must be removed to play on this server. Warning: Pure server: client
 has loaded extra file [GAME]\cfg\pyro.cfg. File must be removed to play on
 this server. Warning: Pure server: client has loaded extra file
 [GAME]\cfg\motd_entries.txt. File must be removed to play on this server.
 Warning: Pure server: client has loaded extra file
 [GAME]\cfg\server_blacklist.txt. File must be removed to play on this
 server. Warning: Pure server: client has loaded extra file
 [GAME]\cfg\myconf.cfg. File must be removed to play on this server. Warning:
 Pure server: client has loaded extra file [MOD]\cfg\config.cfg. File must be
 removed to play on this server. Also I'm using a welcome sound + mapvote
 sound, both get downloaded again but will result in a corrupted file. The
 only way to join my server again is by restarting TF2. Is anyone else having
 this problems? ___ To
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-14 Thread px
Hello

A  small  question:  when somebody ingame goes to spectators, and than
goes  back  to  one of the team, he looses his money, is this intended
behavior, or bug? Tested on clean server, even no metamod installed

 Seems like there are no problems with this update so I expect we
 will set it to be the public version soon, if you haven't already
 tested this update with your server do so now or forever hold your peace.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, July 11, 2011 4:04 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds] Half-Life 1 engine beta update released
 
 We have released an update to the beta, run the hldsupdatetool with -
 beta hlbeta to get this update. Changes for this update are:
 
 - Changed sv_filetransfermaxsize to 1mbyte by default
 - Disallow the dlfile command if the server is configured with a
 sv_downloadurl
 
 
 The dlfile command is used internally by the engine to allow users to
 download custom maps using the in-game channel, unfortunately the
 processing for large files is done inline and can stall the server. Re-
 architecting this is beyond the scope for HL1 so the solution would be
 to use the sv_downloadurl feature if you want to host custom content
 (or increase the sv_filetransfermaxsize cvar but risk your server FPS
 stuttering).
 
 - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Thursday, July 07, 2011 6:20 PM
  To: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Half-Life 1 engine beta update released
 
  We have released a beta update for Half-Life 1 engine based games
  (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
  update run the hldsupdatetool with -beta hlbeta on the command
 line.
  This update continues on some exploit fixes we have already shipped
  within this beta.
 
  Changes:
  - Added sv_filetransfermaxsize cvar to limit the size of a file a
  server will try to send to a client, by default 10mbytes.
  - Prevented halflife.wad from being downloaded from a server (fixes
  server hang/stall).
 
 
  There is also a couple client side fixes, if you run your Steam
 client
  with -beta hlbeta on its command line and run Half-Life games you
  will have some fixes that prevent server redirection.
 
 
 
  - Alfred
 
  ___
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 archives,
  please visit:
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-- 
С уважением,
 px  mailto:p...@i.kiev.ua


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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-14 Thread Saul Rennison
It's intentional so then people can't go spec-team to gain money for
joining.


Kind regards,
*Saul Rennison*


2011/7/14 px p...@i.kiev.ua

 Hello

 A  small  question:  when somebody ingame goes to spectators, and than
 goes  back  to  one of the team, he looses his money, is this intended
 behavior, or bug? Tested on clean server, even no metamod installed

  Seems like there are no problems with this update so I expect we
  will set it to be the public version soon, if you haven't already
  tested this update with your server do so now or forever hold your peace.

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with -
  beta hlbeta to get this update. Changes for this update are:
 
  - Changed sv_filetransfermaxsize to 1mbyte by default
  - Disallow the dlfile command if the server is configured with a
  sv_downloadurl
 
 
  The dlfile command is used internally by the engine to allow users to
  download custom maps using the in-game channel, unfortunately the
  processing for large files is done inline and can stall the server. Re-
  architecting this is beyond the scope for HL1 so the solution would be
  to use the sv_downloadurl feature if you want to host custom content
  (or increase the sv_filetransfermaxsize cvar but risk your server FPS
  stuttering).
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Half-Life 1 engine beta update released
  
   We have released a beta update for Half-Life 1 engine based games
   (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
   update run the hldsupdatetool with -beta hlbeta on the command
  line.
   This update continues on some exploit fixes we have already shipped
   within this beta.
  
   Changes:
   - Added sv_filetransfermaxsize cvar to limit the size of a file a
   server will try to send to a client, by default 10mbytes.
   - Prevented halflife.wad from being downloaded from a server (fixes
   server hang/stall).
  
  
   There is also a couple client side fixes, if you run your Steam
  client
   with -beta hlbeta on its command line and run Half-Life games you
   will have some fixes that prevent server redirection.
  
  
  
   - Alfred
  
   ___
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  archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
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  please visit:
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 please visit:
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 --
 С уважением,
  px  mailto:p...@i.kiev.ua


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Re: [hlds_linux] Server Trend

2011-07-14 Thread Tony Paloma
If your trend is measuring your rank against other servers, you can't be
going upwards forever.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Thursday, July 14, 2011 2:31 AM
To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated
Linux server mailing list'
Subject: [hlds_linux] Server Trend

Our main community server has been almost constantly full since the
matchmaking/F2P release so i would like to thank who ever thought up that
idea at Valve..

now to the point.. Since registering our main community server our trend has
always been 'good' standing Trend: slightly upwards.  It's been this way for
weeks but today i noticed that our standing is still 'good' but the Trend is
'downwards fast'.  We've changed nothing on our server at all over this time
and like i have mentioned it's been constantly full.

Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread ics
I've been watching this free players thing for couple of weeks now on 
actual servers. If Valve aims to keep these new players within their 
servers first, that's completely, 100%, absolutely just fine with me.


But the game needs to teach on the fly, not with coaching, tutorial or 
training. It needs to tell hints for the new players like you can 
extinguish teammates with right click when the player plays puro or 
You can use the ubercharge with rightclick while the player plays 
medic and also you shouldn't take engineer on CTF maps as there 
already is 2 in the team! or Don't pick scout because half of the team 
plays it already.


I mean seriously, after 2 weeks ,they are still dumb as bricks.

-ics

13.7.2011 18:30, Ryan Morrison kirjoitti:

Independent server admins can create and maintain a great server atmosphere.
Valve servers don't track stats and aren't administrated.

On Wed, Jul 13, 2011 at 5:17 AM, Jesse Molinaje...@opendreams.net  wrote:


Just something for thought here...  Invert the question.

What's the motivation for independent server admins to configure their
systems to rank optimally in the matchmaking system, so that they beat out
the Valve servers?




RDDT TF2 wrote:


What is the point of us server admins configuring our
servers to rank optimally in the matchmaking system, and adding them to
the
system, for them to be beaten out by Valve servers?


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/**jesse/http://www.opendreams.net/jesse/




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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread E3pO
Ubuntu 10.04 LTS
description: Computer
width: 32 bits
  *-core
   description: Motherboard
   physical id: 0
 *-memory
  description: System memory
  physical id: 0
  size: 2003MiB
 *-cpu
  product: Intel(R) Pentium(R) 4 CPU 3.20GHz
  vendor: Intel Corp.
  physical id: 1
  bus info: cpu@0
  version: 15.6.4
  serial: -0F64----
  size: 3200MHz
  capacity: 3200MHz
  width: 64 bits

Just crashed again, :'(

On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote:

 grr typo'

 CPU  is  2 of them at 3.06gig each.


 On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote:

  i have seen this on a Ubuntu server. it's happened 3 times with in about
 3
  weeks.
  Ram is fine.  Each time i was messing with it,i was working on the relay
  stuff.  ( thats not saying that the relay was the issue)
 
  6 gig ram
  2 - 3.6gig Xeon CPU
  32bit Ubuntu 10
 
  Is yours 32bit ?
 
 
 
  On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote:
 
  Memory is fine, i ran memory tests before setting up the server. That
  shouldn't be the issue, :\.
 
  Just crashed again..
 
  --
  CRASH: Thu Jul 14 00:35:20 EDT 2011
  Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205
 +port
  27015 +map surf_supersurf_v2 +maxplayers 32
  [New Thread 8713]
  [New Thread 8716]
  [New Thread 8723]
  [New Thread 8726]
  [New Thread 8749]
  [New Thread 8711]
  [New Thread 8717]
  [New Thread 8714]
  [New Thread 8715]
  [New Thread 8712]
  [New Thread 8724]
  #0  0x00811602 in ?? ()
  No symbol table info available.
  eax0xf0 240
  ecx0x0 0
  edx0x2 2
  ebx0xafb10acc -1347351860
  esp0xafa3ad20 0xafa3ad20
  ebp0xafa3ad58 0xafa3ad58
  esi0x0 0
  edi0x0 0
  eip0x811602 0x811602
  eflags 0x10202 [ IF RF ]
  cs 0x73 115
  ss 0x7b 123
  ds 0x7b 123
  es 0x7b 123
  fs 0x0 0
  gs 0x33 51
  End of Source crash report
  --
 
  (gdb) core core
  BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated:
  expected core file size = 496525312, found: 1040384.
  [New Thread 8713]
  [New Thread 8716]
  [New Thread 8723]
  [New Thread 8726]
  [New Thread 8749]
  [New Thread 8711]
  [New Thread 8717]
  [New Thread 8714]
  [New Thread 8715]
  [New Thread 8712]
  [New Thread 8724]
  Failed to read a valid object file image from memory.
  Core was generated by `./srcds_linux -debug -console -game tf +ip
  65.18.168.205 +port 27015 +map surf_'.
  Program terminated with signal 11, Segmentation fault.
  #0  0x00811602 in ?? ()
  (gdb) thread apply all bt
 
  Thread 11 (Thread 8724):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xab8d6e4c
 
  Thread 10 (Thread 8712):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xb7023214
 
  Thread 9 (Thread 8715):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf3f1214
 
  Thread 8 (Thread 8714):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf4f2214
 
  Thread 7 (Thread 8717):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf1ef214
 
  Thread 6 (Thread 8711):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xafa3b210
 
  Thread 5 (Thread 8749):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xae4270f4
 
  Thread 4 (Thread 8726):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xaab35084
 
  Thread 3 (Thread 8723):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xad4252f0
 
  Thread 2 (Thread 8716):
  #0  0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf2f0214
 
  Thread 1 (Thread 8713):
  #0  0x00811602 in ?? ()
  Cannot access memory at address 0xafa3ad20
  (gdb)
 
  It would be great if someone can help me out with this. It's really
  killing
  the players... filling up to the top and then only having 20 or so come
  back.
 
  On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com
  wrote:
 
   Hardware problem? Run a memory testing tool and let it go all day.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
   Sent: Wednesday, July 13, 2011 4:16 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] My Server keeps crashing non stop.
  
   Still is crashing randomly. It fills up to 32\32 and for hours and
 hours
   and
   then just crashes.
  
   Weirdly enough the last crash actually didn't crash the server.. It
  crashed
   all the clients in the server? every single person.
  
   On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
  
(gdb) thread apply all bt
   

Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread hlds
Edit the script used for starting the server and add ulimit -c 2097152 
(without quotes). Then wait for another crash, use thread apply all bt 
again...

- Original Message -
From: E3pO
Sent: 07/14/11 09:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My Server keeps crashing non stop.

 Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: 
Motherboard physical id: 0 *-memory description: System memory physical id: 0 
size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel 
Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: 
-0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits 
Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron 
cladi...@gmail.com wrote:  grr typo'   CPU is 2 of them at 3.06gig each.  
  On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote:   
 i have seen this on a Ubuntu server. it's happened 3 times with in about  3 
  weeks.   Ram is fine. Each time i was messing with it,i was working on 
the relay   stuff. ( thats not saying that the relay was the issue) 6 
gig ram   2 - 3.6gig Xeon CPU   32bit Ubuntu 10 Is yours 32bit ?  
   On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote:  
   Memory is fine, i ran memory tests before setting up the server. That  
 shouldn't be the issue, :\. Just crashed again.. 
--   CRASH: Thu Jul 14 00:35:20 
EDT 2011   Start Line: ./srcds_linux -debug -console -game tf +ip 
65.18.168.205  +port   27015 +map surf_supersurf_v2 +maxplayers 32   
[New Thread 8713]   [New Thread 8716]   [New Thread 8723]   [New 
Thread 8726]   [New Thread 8749]   [New Thread 8711]   [New Thread 
8717]   [New Thread 8714]   [New Thread 8715]   [New Thread 8712]   
[New Thread 8724]   #0 0x00811602 in ?? ()   No symbol table info 
available.   eax 0xf0 240   ecx 0x0 0   edx 0x2 2   ebx 0xafb10acc 
-1347351860   esp 0xafa3ad20 0xafa3ad20   ebp 0xafa3ad58 0xafa3ad58   
esi 0x0 0   edi 0x0 0   eip 0x811602 0x811602   eflags 0x10202 [ IF RF 
]   cs 0x73 115   ss 0x7b 123   ds 0x7b 123   es 0x7b 123   fs 
0x0 0   gs 0x33 51   End of Source crash report   
-- (gdb) core core   
BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated:   
expected core file size = 496525312, found: 1040384.   [New Thread 8713]  
 [New Thread 8716]   [New Thread 8723]   [New Thread 8726]   [New 
Thread 8749]   [New Thread 8711]   [New Thread 8717]   [New Thread 
8714]   [New Thread 8715]   [New Thread 8712]   [New Thread 8724]   
Failed to read a valid object file image from memory.   Core was generated 
by `./srcds_linux -debug -console -game tf +ip   65.18.168.205 +port 27015 
+map surf_'.   Program terminated with signal 11, Segmentation fault.   
#0 0x00811602 in ?? ()   (gdb) thread apply all bt Thread 11 
(Thread 8724):   #0 0xb77a5430 in ?? ()   Cannot access memory at address 
0xab8d6e4c Thread 10 (Thread 8712):   #0 0xb77a5430 in ?? ()   
Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715):  
 #0 0xb77a5430 in ?? ()   Cannot access memory at address 0xaf3f1214   
  Thread 8 (Thread 8714):   #0 0xb77a5430 in ?? ()   Cannot access 
memory at address 0xaf4f2214 Thread 7 (Thread 8717):   #0 
0xb77a5430 in ?? ()   Cannot access memory at address 0xaf1ef214 
Thread 6 (Thread 8711):   #0 0xb77a5430 in ?? ()   Cannot access memory 
at address 0xafa3b210 Thread 5 (Thread 8749):   #0 0xb77a5430 in 
?? ()   Cannot access memory at address 0xae4270f4 Thread 4 
(Thread 8726):   #0 0xb77a5430 in ?? ()   Cannot access memory at address 
0xaab35084 Thread 3 (Thread 8723):   #0 0xb77a5430 in ?? ()   
Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716):  
 #0 0xb77a5430 in ?? ()   Cannot access memory at address 0xaf2f0214   
  Thread 1 (Thread 8713):   #0 0x00811602 in ?? ()   Cannot access 
memory at address 0xafa3ad20   (gdb) It would be great if someone 
can help me out with this. It's really   killing   the players... filling 
up to the top and then only having 20 or so come   back. On Wed, 
Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com   wrote:   
   Hardware problem? Run a memory testing tool and let it go all day.   
-Original Message-From: 
hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Wednesday, July 13, 2011 4:16 PMTo: Half-Life dedicated Linux 
server mailing listSubject: Re: [hlds_linux] My Server keeps crashing 
non stop.   Still is crashing randomly. It fills up to 32\32 and 
for hours and  hoursandthen just crashes.   
Weirdly enough the last crash actually didn't crash the server.. It   
crashedall the clients in the server? every single person.  
 On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:   

Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread daniel jokiaho
how and how long did you test your momorys in that box?
On 14 Jul 2011 20:07, E3pO e...@wmclan.net wrote:
 Ubuntu 10.04 LTS
 description: Computer
 width: 32 bits
 *-core
 description: Motherboard
 physical id: 0
 *-memory
 description: System memory
 physical id: 0
 size: 2003MiB
 *-cpu
 product: Intel(R) Pentium(R) 4 CPU 3.20GHz
 vendor: Intel Corp.
 physical id: 1
 bus info: cpu@0
 version: 15.6.4
 serial: -0F64----
 size: 3200MHz
 capacity: 3200MHz
 width: 64 bits

 Just crashed again, :'(

 On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote:

 grr typo'

 CPU is 2 of them at 3.06gig each.


 On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote:

  i have seen this on a Ubuntu server. it's happened 3 times with in
about
 3
  weeks.
  Ram is fine. Each time i was messing with it,i was working on the relay
  stuff. ( thats not saying that the relay was the issue)
 
  6 gig ram
  2 - 3.6gig Xeon CPU
  32bit Ubuntu 10
 
  Is yours 32bit ?
 
 
 
  On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote:
 
  Memory is fine, i ran memory tests before setting up the server. That
  shouldn't be the issue, :\.
 
  Just crashed again..
 
  --
  CRASH: Thu Jul 14 00:35:20 EDT 2011
  Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205
 +port
  27015 +map surf_supersurf_v2 +maxplayers 32
  [New Thread 8713]
  [New Thread 8716]
  [New Thread 8723]
  [New Thread 8726]
  [New Thread 8749]
  [New Thread 8711]
  [New Thread 8717]
  [New Thread 8714]
  [New Thread 8715]
  [New Thread 8712]
  [New Thread 8724]
  #0 0x00811602 in ?? ()
  No symbol table info available.
  eax 0xf0 240
  ecx 0x0 0
  edx 0x2 2
  ebx 0xafb10acc -1347351860
  esp 0xafa3ad20 0xafa3ad20
  ebp 0xafa3ad58 0xafa3ad58
  esi 0x0 0
  edi 0x0 0
  eip 0x811602 0x811602
  eflags 0x10202 [ IF RF ]
  cs 0x73 115
  ss 0x7b 123
  ds 0x7b 123
  es 0x7b 123
  fs 0x0 0
  gs 0x33 51
  End of Source crash report
  --
 
  (gdb) core core
  BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated:
  expected core file size = 496525312, found: 1040384.
  [New Thread 8713]
  [New Thread 8716]
  [New Thread 8723]
  [New Thread 8726]
  [New Thread 8749]
  [New Thread 8711]
  [New Thread 8717]
  [New Thread 8714]
  [New Thread 8715]
  [New Thread 8712]
  [New Thread 8724]
  Failed to read a valid object file image from memory.
  Core was generated by `./srcds_linux -debug -console -game tf +ip
  65.18.168.205 +port 27015 +map surf_'.
  Program terminated with signal 11, Segmentation fault.
  #0 0x00811602 in ?? ()
  (gdb) thread apply all bt
 
  Thread 11 (Thread 8724):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xab8d6e4c
 
  Thread 10 (Thread 8712):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xb7023214
 
  Thread 9 (Thread 8715):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf3f1214
 
  Thread 8 (Thread 8714):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf4f2214
 
  Thread 7 (Thread 8717):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf1ef214
 
  Thread 6 (Thread 8711):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xafa3b210
 
  Thread 5 (Thread 8749):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xae4270f4
 
  Thread 4 (Thread 8726):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xaab35084
 
  Thread 3 (Thread 8723):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xad4252f0
 
  Thread 2 (Thread 8716):
  #0 0xb77a5430 in ?? ()
  Cannot access memory at address 0xaf2f0214
 
  Thread 1 (Thread 8713):
  #0 0x00811602 in ?? ()
  Cannot access memory at address 0xafa3ad20
  (gdb)
 
  It would be great if someone can help me out with this. It's really
  killing
  the players... filling up to the top and then only having 20 or so
come
  back.
 
  On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com
  wrote:
 
   Hardware problem? Run a memory testing tool and let it go all day.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
   Sent: Wednesday, July 13, 2011 4:16 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] My Server keeps crashing non stop.
  
   Still is crashing randomly. It fills up to 32\32 and for hours and
 hours
   and
   then just crashes.
  
   Weirdly enough the last crash actually didn't crash the server.. It
  crashed
   all the clients in the server? every single person.
  
   On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
  
(gdb) thread apply all bt
   
Thread 11 (Thread 31279):
#0 0xb7706430 in ?? ()
Cannot access memory at address 0xab83de4c
   
Thread 10 (Thread 31208):
#0 0xb7706430 in ?? ()
Cannot access memory at address 0xaf99c210
   
Thread 9 

Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread doc
They have had 2 weeks. We have had years. Imagine coming to TF2 for
the first time and you dont' have 9 classes with 3 weapons each to
learn, you have 9 classes each with 3 to 5 loadouts, each having the
possibility to VASTLY change how you play the class. During beta there
was only a handful of maps (that was one of the gripes I remember, so
few maps), so learning them all as they were added wasn't much of an
issue.

In making TF2 completely free you eliminate the credit-card problem of
a lot of potential players: either they don't have a credit card (or
more likely, Mom won't buy the game for them). By eliminating this
problem you introduce a wide variety of players to the TF2 userbase,
people who remember TFC, people who played Quake, people who were born
after Half-Life 2 was made. Just think about that last one for a
moment and feel terrible.

I'd love to see more teaching in TF2 but the game is harder to
recommend to new players just because if they don't want to learn a
bunch of mechanics or caveats then they are kind of out of luck - TF2
is fun in part because of the controlled chaos the battlefield can
feel like it has certain days.

A lot of good teaching comes from the players themselves though, if
you run a fun server and have people that like to use their mics (I
run an All-talk server so that helps in making it feel more casual),
then just get on the mic and let them know rightclick helpimonfire
rightclickrightclick and after enough time they will catch on. The
new players are good and bad - in one respect hunting spies has never
been easier (remember when we would decloak RIGHT behind someone,
mashing M1 to stab at the earliest convenience?), but getting a
coordinated push has gotten much more difficult.

Team Fortress 2 is a very team-based game, a lone wolf can only do so
much. This means any skill disparity on your team is felt in full -
but do not lament, for not ALL new players are terrible unteachable
messes.

On Thu, Jul 14, 2011 at 11:36 AM, ics i...@ics-base.net wrote:
 I mean seriously, after 2 weeks ,they are still dumb as bricks.

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Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread ics
I ment to say 3 weeks but 3 became 2 in earlier post. You really don't 
have to lecture me or teach me how they learn. Fact is that there is too 
much to learn and the game teaches too little. It was back in the days 
much easier and more boring in the first place. This game has too much 
to do for new players. That was my point. Onscreen messages on certain 
events (only for new players and through option for others too) would 
teach a lot more than few hints on map load or someone talking to mic.


I play with new people mostly because they need to learn and the old 
farts on the same old maps are just not something that i want to see. 
New folks bring new things and there isn't always a sentry, tele, 
heavymedic waiting on fixed position. However, after watching these new 
folks for some time, they need more help. Something that i cannot give. 
Language barrier is bad enough for some, others just can't take the 
hint. Others don't even want to learn, they are just there to troll out.


PS: using sv_alltalk 1 is counter-productive for successfull teamplay.

-ics

14.7.2011 23:07, doc kirjoitti:

They have had 2 weeks. We have had years. Imagine coming to TF2 for
the first time and you dont' have 9 classes with 3 weapons each to
learn, you have 9 classes each with 3 to 5 loadouts, each having the
possibility to VASTLY change how you play the class. During beta there
was only a handful of maps (that was one of the gripes I remember, so
few maps), so learning them all as they were added wasn't much of an
issue.

In making TF2 completely free you eliminate the credit-card problem of
a lot of potential players: either they don't have a credit card (or
more likely, Mom won't buy the game for them). By eliminating this
problem you introduce a wide variety of players to the TF2 userbase,
people who remember TFC, people who played Quake, people who were born
after Half-Life 2 was made. Just think about that last one for a
moment and feel terrible.

I'd love to see more teaching in TF2 but the game is harder to
recommend to new players just because if they don't want to learn a
bunch of mechanics or caveats then they are kind of out of luck - TF2
is fun in part because of the controlled chaos the battlefield can
feel like it has certain days.

A lot of good teaching comes from the players themselves though, if
you run a fun server and have people that like to use their mics (I
run an All-talk server so that helps in making it feel more casual),
then just get on the mic and let them know rightclick helpimonfire
rightclickrightclick and after enough time they will catch on. The
new players are good and bad - in one respect hunting spies has never
been easier (remember when we would decloak RIGHT behind someone,
mashing M1 to stab at the earliest convenience?), but getting a
coordinated push has gotten much more difficult.

Team Fortress 2 is a very team-based game, a lone wolf can only do so
much. This means any skill disparity on your team is felt in full -
but do not lament, for not ALL new players are terrible unteachable
messes.

On Thu, Jul 14, 2011 at 11:36 AM, icsi...@ics-base.net  wrote:

I mean seriously, after 2 weeks ,they are still dumb as bricks.

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Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread James Puckett
I want to say this, do you know how hard it is to setup a community and get
a server populated? You people act as if its your right to have a populated
server from the second you start it. It takes time, maybe if some of you
newcomers actually bothered to play the game, make friends and gradually
grow a steady population you would have a decent community. Hosting a server
and putting no effort into it gets you nowhere you idiots.

On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote:

 I ment to say 3 weeks but 3 became 2 in earlier post. You really don't have
 to lecture me or teach me how they learn. Fact is that there is too much to
 learn and the game teaches too little. It was back in the days much easier
 and more boring in the first place. This game has too much to do for new
 players. That was my point. Onscreen messages on certain events (only for
 new players and through option for others too) would teach a lot more than
 few hints on map load or someone talking to mic.

 I play with new people mostly because they need to learn and the old farts
 on the same old maps are just not something that i want to see. New folks
 bring new things and there isn't always a sentry, tele, heavymedic waiting
 on fixed position. However, after watching these new folks for some time,
 they need more help. Something that i cannot give. Language barrier is bad
 enough for some, others just can't take the hint. Others don't even want to
 learn, they are just there to troll out.

 PS: using sv_alltalk 1 is counter-productive for successfull teamplay.

 -ics

 14.7.2011 23:07, doc kirjoitti:

  They have had 2 weeks. We have had years. Imagine coming to TF2 for
 the first time and you dont' have 9 classes with 3 weapons each to
 learn, you have 9 classes each with 3 to 5 loadouts, each having the
 possibility to VASTLY change how you play the class. During beta there
 was only a handful of maps (that was one of the gripes I remember, so
 few maps), so learning them all as they were added wasn't much of an
 issue.

 In making TF2 completely free you eliminate the credit-card problem of
 a lot of potential players: either they don't have a credit card (or
 more likely, Mom won't buy the game for them). By eliminating this
 problem you introduce a wide variety of players to the TF2 userbase,
 people who remember TFC, people who played Quake, people who were born
 after Half-Life 2 was made. Just think about that last one for a
 moment and feel terrible.

 I'd love to see more teaching in TF2 but the game is harder to
 recommend to new players just because if they don't want to learn a
 bunch of mechanics or caveats then they are kind of out of luck - TF2
 is fun in part because of the controlled chaos the battlefield can
 feel like it has certain days.

 A lot of good teaching comes from the players themselves though, if
 you run a fun server and have people that like to use their mics (I
 run an All-talk server so that helps in making it feel more casual),
 then just get on the mic and let them know rightclick helpimonfire
 rightclickrightclick and after enough time they will catch on. The
 new players are good and bad - in one respect hunting spies has never
 been easier (remember when we would decloak RIGHT behind someone,
 mashing M1 to stab at the earliest convenience?), but getting a
 coordinated push has gotten much more difficult.

 Team Fortress 2 is a very team-based game, a lone wolf can only do so
 much. This means any skill disparity on your team is felt in full -
 but do not lament, for not ALL new players are terrible unteachable
 messes.

 On Thu, Jul 14, 2011 at 11:36 AM, icsi...@ics-base.net  wrote:

 I mean seriously, after 2 weeks ,they are still dumb as bricks.

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Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread ravnox
I think the QuickPlay system is quite new and I find it a little harsh
to criticize Valve for giving us a new way to gain extra players, even
if it's not optimal at this point. However, I totally agree with others
that it suck that so many new players are reaching Valve servers
instead of ours.  I don't think it sucks because we don't want to put
any effort into it, I think it sucks exactly because we put so much
effort into running our servers and trying to build communities. It's
not cool to be in competition with Valve.

We all know how hard it can be to run a dedicated server.  Between the
bugs, the random updates and the players complaining of latency,
spikes or having to stop playing to moderate players and create a good
environment, I think most people on this lists are putting plenty of
effort into creating a fun place to play.  Why couldn't we enjoy our
effort a little more by having an easier access to a pool of new
players.  QuickPlay certainly isn't a substitute to working hard but it
could be a nice validation of our own effort, it could make our work
easier, which is always a good thing.

Speaking of making things easier.  Wouldn't it be a good time for Valve
to release a Vanilla switch and let all those new players learn the
game the way it used to be before moving on to all the unlocks and all
the new stuff?  I can't imagine how complex the game must be to new
players now.

--
Ravnox

On Thu, 14 Jul 2011 15:55:34 -0700
James Puckett jamesrichardpuck...@gmail.com wrote:

 I want to say this, do you know how hard it is to setup a community
 and get a server populated? You people act as if its your right to
 have a populated server from the second you start it. It takes time,
 maybe if some of you newcomers actually bothered to play the game,
 make friends and gradually grow a steady population you would have a
 decent community. Hosting a server and putting no effort into it gets
 you nowhere you idiots.
 
 On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote:
 
  I ment to say 3 weeks but 3 became 2 in earlier post. You really
  don't have to lecture me or teach me how they learn. Fact is that
  there is too much to learn and the game teaches too little. It was
  back in the days much easier and more boring in the first place.
  This game has too much to do for new players. That was my point.
  Onscreen messages on certain events (only for new players and
  through option for others too) would teach a lot more than few
  hints on map load or someone talking to mic.
 
  I play with new people mostly because they need to learn and the
  old farts on the same old maps are just not something that i want
  to see. New folks bring new things and there isn't always a sentry,
  tele, heavymedic waiting on fixed position. However, after watching
  these new folks for some time, they need more help. Something that
  i cannot give. Language barrier is bad enough for some, others just
  can't take the hint. Others don't even want to learn, they are just
  there to troll out.
 
  PS: using sv_alltalk 1 is counter-productive for successfull
  teamplay.
 
  -ics
 


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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-14 Thread Amer
On Sat, Jul 9, 2011 at 10:28 PM, AnAkIn . anakin...@gmail.com wrote:
 Is anything going to be done about the thousands fake servers that I can
 find in the server browser instead of the real ones?
 I live in France and can't find any french servers anymore, all I see are
 cracked and fake servers from eastern europe/russia.

 I have to use some sites such as game-monitor.com to find real servers.

 Best regards,
 AnAkIn,

Alfred, could you respond a bit on this issue? Are you going to do
something about fake servers? Master server is full of nothing but
fake servers these days.


Amer

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Re: [hlds_linux] TF2 servers staying empty

2011-07-14 Thread E3pO
I would like to see quickplay support tags. Join servers with these tags:
surf, alltalk, bunnyhop etc. That way they can quick play the stuff they
like!

On Thu, Jul 14, 2011 at 11:24 PM, rav...@arkanox.net wrote:

 I think the QuickPlay system is quite new and I find it a little harsh
 to criticize Valve for giving us a new way to gain extra players, even
 if it's not optimal at this point. However, I totally agree with others
 that it suck that so many new players are reaching Valve servers
 instead of ours.  I don't think it sucks because we don't want to put
 any effort into it, I think it sucks exactly because we put so much
 effort into running our servers and trying to build communities. It's
 not cool to be in competition with Valve.

 We all know how hard it can be to run a dedicated server.  Between the
 bugs, the random updates and the players complaining of latency,
 spikes or having to stop playing to moderate players and create a good
 environment, I think most people on this lists are putting plenty of
 effort into creating a fun place to play.  Why couldn't we enjoy our
 effort a little more by having an easier access to a pool of new
 players.  QuickPlay certainly isn't a substitute to working hard but it
 could be a nice validation of our own effort, it could make our work
 easier, which is always a good thing.

 Speaking of making things easier.  Wouldn't it be a good time for Valve
 to release a Vanilla switch and let all those new players learn the
 game the way it used to be before moving on to all the unlocks and all
 the new stuff?  I can't imagine how complex the game must be to new
 players now.

 --
 Ravnox

 On Thu, 14 Jul 2011 15:55:34 -0700
 James Puckett jamesrichardpuck...@gmail.com wrote:

  I want to say this, do you know how hard it is to setup a community
  and get a server populated? You people act as if its your right to
  have a populated server from the second you start it. It takes time,
  maybe if some of you newcomers actually bothered to play the game,
  make friends and gradually grow a steady population you would have a
  decent community. Hosting a server and putting no effort into it gets
  you nowhere you idiots.
 
  On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote:
 
   I ment to say 3 weeks but 3 became 2 in earlier post. You really
   don't have to lecture me or teach me how they learn. Fact is that
   there is too much to learn and the game teaches too little. It was
   back in the days much easier and more boring in the first place.
   This game has too much to do for new players. That was my point.
   Onscreen messages on certain events (only for new players and
   through option for others too) would teach a lot more than few
   hints on map load or someone talking to mic.
  
   I play with new people mostly because they need to learn and the
   old farts on the same old maps are just not something that i want
   to see. New folks bring new things and there isn't always a sentry,
   tele, heavymedic waiting on fixed position. However, after watching
   these new folks for some time, they need more help. Something that
   i cannot give. Language barrier is bad enough for some, others just
   can't take the hint. Others don't even want to learn, they are just
   there to troll out.
  
   PS: using sv_alltalk 1 is counter-productive for successfull
   teamplay.
  
   -ics
  


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