Re: [hlds_linux] My server is still crashing
/home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #302 0xb3f861de in CBasePlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #303 0xb4191419 in CTFPlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so ---Type return to continue, or q return to quit---q ETC ETC ETC ETC On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.comwrote: What do you mean holding in return and force return? Like literally holding down the return key? Why are you doing that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 9:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing I see a bunch more output now.. I have done logging on with a file but i've been holding in return for about an hour. Is there an easier way to force return instead of just holding it in? On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote: Might not be the right way of running it. I use Nemrun, which saves my cores in a seperate cores folder, so this is how I run gdb: gdb srcds_linux cores/tf2_20110711155904.core From the orangebox directory. If you use srcd_run by itself, just run gdb srcds_linux corefile also from the orangebox directory. On 7/17/2011 10:13 PM, E3pO wrote: Yeah sorry I tried sending like 8 times. I CD into /orangebox/ and then type gdb. When it is open I type sym tf On Jul 17, 2011 7:07 PM, SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org wrote: I asked you before how you're running gdb but never got an answer. On 7/17/2011 9:18 PM, E3pO wrote: For some reason i can not post to this list, keeps saying my message is so big so i'm starting a new thread. 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 CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () (gdb) thread apply all bt Thread 11 (Thread 8007): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7631b86 in ?? () #2 0x1388 in ?? () #3 0x0001 in ?? () #4 0xae6baff4 in ?? () #5 0xae6b2718 in ?? () #6 0xafaba304 in ?? () #7 0xae6b08a3 in ?? () #8 0xb76cab60 in ?? () #9 0xae6b0e8b in ?? () #10 0xb76cab60 in ?? () #11 0xae6b12b5 in ?? () #12 0x in ?? () Thread 10 (Thread 8008): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 9 (Thread 8251): #0 0xb7824430 in __kernel_vsyscall () ---Typereturn to continue, or qreturn to quit--- #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 8 (Thread 9686): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6015 in ?? () #2 0x in ?? () Thread 7 (Thread 8024): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7638971 in ?? () #2 0xb059bd9c in ?? () #3 0xafcd68b6 in ?? () #4 0xafbe354e in ?? () #5 0xafbe3722 in ?? () #6 0xafbe3769 in ?? () #7 0xafcd2a1e in ?? () #8 0xafbe5a9c in ?? () #9 0xb76d196e in ?? () #10 0x0d3b4a50 in ?? () #11 0xb763fa4e in ?? () Thread 6 (Thread 8026): ---Typereturn to continue, or qreturn to quit--- #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 5 (Thread 8015): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 4 (Thread 8014): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 3 (Thread 8013): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 2 (Thread 8012): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () ---Typereturn to continue, or qreturn to quit--- Thread 1 (Thread 8011): #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () #1 0xafb1a64c in ?? () #2signal handler called #3 0xafaba384 in ?? () #4 0x003c6f28 in CKothLogic::InputRoundSpawn(**inputdata_t) () Cannot access memory at address 0xb75e1e04 (gdb) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://l ist.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
It's doing my head in by now because it's too random for words. No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 servers, which runs of the exact same directory, thus files, as the other servers. Go figure. I have given up researching it, quickplay will fill the crashed server anyway again. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 10:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Absolutely sure that the crashes aren't plugin related? I haven't had a cash in any server for over a month. -ics - Alkuperäinen viesti - I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Steam servers IP's
Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Never can be absolutely sure, however we run just stock stuff from sourcemod, and gScramble. Nothing out of the ordinary. Could always be it, but without srcds providing any debug information there is not much more to look at. Out of 8 servers just 2 show this problem, same machine, same files, same configs. Only difference is the used ports. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net] Sent: 18 July 2011 12:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes Absolutely sure that the crashes aren't plugin related? I haven't had a cash in any server for over a month. -ics - Alkuperäinen viesti - I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Afraid I don't have a server handy (on vacation), but you can find it on your own if its there: *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie \.com|\.net|\.org' \; *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** ... which I hope would list any/all matches and pretty-print them in yellow for your convenience. -TheG On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote: Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Confirm - No crashes. 14-24 slots + Replay + QuickPlay and Metamod+Sourcemod 1.3.8 2011/7/18 hlds_linux-requ...@list.valvesoftware.com: Message: 5 Date: Mon, 18 Jul 2011 13:07:43 +0300 From: ics i...@ics-base.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] TF2 server crashes Message-ID: 1310983663.7808.5.camel@mizuho Content-Type: text/plain; charset=utf-8 Absolutely sure that the crashes aren't plugin related? I haven't had a cash in any server for over a month. -ics - Alkuper?inen viesti - -- С уважением и пожеланием хорошего настроения, Никита Булаев ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait 1.3.8. On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net wrote: It's doing my head in by now because it's too random for words. No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 servers, which runs of the exact same directory, thus files, as the other servers. Go figure. I have given up researching it, quickplay will fill the crashed server anyway again. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 10:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
useful, also no need for the warnings, its fairly obvious what it can do. 2011/7/18 Björn Rohlén bjorn.roh...@gmail.com Afraid I don't have a server handy (on vacation), but you can find it on your own if its there: *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie \.com|\.net|\.org' \; *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** ... which I hope would list any/all matches and pretty-print them in yellow for your convenience. -TheG On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote: Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Woops sorry about that.. On Mon, 18 Jul 2011 13:51:57 +0200, Eric Riemers riem...@binkey.nl wrote: Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait 1.3.8. On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net wrote: It's doing my head in by now because it's too random for words. No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 servers, which runs of the exact same directory, thus files, as the other servers. Go figure. I have given up researching it, quickplay will fill the crashed server anyway again. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 10:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Wij draaien 1.3.8 stable Snap dr geen kut van :P From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 13:51 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait 1.3.8. On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net wrote: It's doing my head in by now because it's too random for words. No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 servers, which runs of the exact same directory, thus files, as the other servers. Go figure. I have given up researching it, quickplay will fill the crashed server anyway again. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 10:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crashes
Yea sorry about that one as well lol. Thought we engaged a private conversation there :) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [sai...@specialattack.net] Sent: 18 July 2011 14:02 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes Wij draaien 1.3.8 stable Snap dr geen kut van :P From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 13:51 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait 1.3.8. On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net wrote: It's doing my head in by now because it's too random for words. No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 servers, which runs of the exact same directory, thus files, as the other servers. Go figure. I have given up researching it, quickplay will fill the crashed server anyway again. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers [riem...@binkey.nl] Sent: 18 July 2011 10:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server crashes I also see still a more then normal amount of crashes. Compared to a box we have with windows, 0 crashes on it. On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net wrote: The crashes on our servers are still ongoing, while having -debug enabled no coredumps are being created. Interesting observation, one of the servers just crashed again, with seconds after it steamfriends going down. Could this somehow be in relation with each other? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My server is still crashing
Select the thread that is giving you this output, and run bt -20. That'll give you the first 20 recorded frames of the core dump for that thread. See if that contains the infinite loop. If it doesn't decrease the number to -30, -40, etc. On 7/18/2011 2:00 AM, E3pO wrote: /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #302 0xb3f861de in CBasePlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #303 0xb4191419 in CTFPlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so ---Typereturn to continue, or qreturn to quit---q ETC ETC ETC ETC On Mon, Jul 18, 2011 at 1:26 AM, Tony Palomadrunkenf...@hotmail.comwrote: What do you mean holding in return and force return? Like literally holding down the return key? Why are you doing that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 9:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing I see a bunch more output now.. I have done logging on with a file but i've been holding in return for about an hour. Is there an easier way to force return instead of just holding it in? On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimonsazpai...@x-cult.org wrote: Might not be the right way of running it. I use Nemrun, which saves my cores in a seperate cores folder, so this is how I run gdb: gdb srcds_linux cores/tf2_20110711155904.core From the orangebox directory. If you use srcd_run by itself, just run gdb srcds_linux corefile also from the orangebox directory. On 7/17/2011 10:13 PM, E3pO wrote: Yeah sorry I tried sending like 8 times. I CD into /orangebox/ and then type gdb. When it is open I type sym tf On Jul 17, 2011 7:07 PM, SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org wrote: I asked you before how you're running gdb but never got an answer. On 7/17/2011 9:18 PM, E3pO wrote: For some reason i can not post to this list, keeps saying my message is so big so i'm starting a new thread. 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 CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () (gdb) thread apply all bt Thread 11 (Thread 8007): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7631b86 in ?? () #2 0x1388 in ?? () #3 0x0001 in ?? () #4 0xae6baff4 in ?? () #5 0xae6b2718 in ?? () #6 0xafaba304 in ?? () #7 0xae6b08a3 in ?? () #8 0xb76cab60 in ?? () #9 0xae6b0e8b in ?? () #10 0xb76cab60 in ?? () #11 0xae6b12b5 in ?? () #12 0x in ?? () Thread 10 (Thread 8008): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 9 (Thread 8251): #0 0xb7824430 in __kernel_vsyscall () ---Typereturn to continue, or qreturn to quit--- #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 8 (Thread 9686): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6015 in ?? () #2 0x in ?? () Thread 7 (Thread 8024): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7638971 in ?? () #2 0xb059bd9c in ?? () #3 0xafcd68b6 in ?? () #4 0xafbe354e in ?? () #5 0xafbe3722 in ?? () #6 0xafbe3769 in ?? () #7 0xafcd2a1e in ?? () #8 0xafbe5a9c in ?? () #9 0xb76d196e in ?? () #10 0x0d3b4a50 in ?? () #11 0xb763fa4e in ?? () Thread 6 (Thread 8026): ---Typereturn to continue, or qreturn to quit--- #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 5 (Thread 8015): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 4 (Thread 8014): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 3 (Thread 8013): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 2 (Thread 8012): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () ---Typereturn to continue, or qreturn to quit--- Thread 1 (Thread 8011): #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () #1 0xafb1a64c in ?? () #2signal handler called #3 0xafaba384 in ?? () #4 0x003c6f28 in CKothLogic::InputRoundSpawn(**inputdata_t) () Cannot access memory at address 0xb75e1e04 (gdb) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://l
Re: [hlds_linux] Steam servers IP's
Hi, Thanks, maybe a stupid question, but which files exactly you refer too with /path/to/steam/dist/files Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [bjorn.roh...@gmail.com] Sent: 18 July 2011 13:23 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Afraid I don't have a server handy (on vacation), but you can find it on your own if its there: *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie \.com|\.net|\.org' \; *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** ... which I hope would list any/all matches and pretty-print them in yellow for your convenience. -TheG On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote: Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Where steam store all its files. -Gryzor On Mon, Jul 18, 2011 at 3:15 PM, Saint K. sai...@specialattack.net wrote: Hi, Thanks, maybe a stupid question, but which files exactly you refer too with /path/to/steam/dist/files Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 13:23 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Afraid I don't have a server handy (on vacation), but you can find it on your own if its there: *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie \.com|\.net|\.org' \; *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** ... which I hope would list any/all matches and pretty-print them in yellow for your convenience. -TheG On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote: Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Oh yes that wasn't too clever from me. I need to grep the client files, not the Linux server files ^^ From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [bjorn.roh...@gmail.com] Sent: 18 July 2011 15:35 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Where steam store all its files. -Gryzor On Mon, Jul 18, 2011 at 3:15 PM, Saint K. sai...@specialattack.net wrote: Hi, Thanks, maybe a stupid question, but which files exactly you refer too with /path/to/steam/dist/files Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 13:23 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Afraid I don't have a server handy (on vacation), but you can find it on your own if its there: *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie \.com|\.net|\.org' \; *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES -- _NEVER_ COPY PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU KNOW WHAT IS GOING ON *** ... which I hope would list any/all matches and pretty-print them in yellow for your convenience. -TheG On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote: Yes, I am expecting round-robbin, however, they can't possibly have an unlimited amount of IP's, I'm guessing it should be able to group them together in a few subnets? It's an external firewall, not locally on the machine. So scripting gets a bit more challenging. Any idea's which fqdn's are being used so I can check them? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [ bjorn.roh...@gmail.com] Sent: 18 July 2011 12:21 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Considering how bad this works from time to time, my bet is on a round-robbin dns record. Using a bunch of static IP:s makes no sense. Just string the distfiles, grep out the fqdns and make a little script to remove all previous / open up all resolved IPs from those records every night or whatever interval you deem fitting. Doing it any other way would seem very flaky. On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote: Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My server is still crashing
So you're 300 frames deep? Can you post the first few frames right before it starts to repeat? Also, if you make your shell window taller before starting gdb, you won't have to page thru as much. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 11:01 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #302 0xb3f861de in CBasePlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #303 0xb4191419 in CTFPlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so ---Type return to continue, or q return to quit---q ETC ETC ETC ETC On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.comwrote: What do you mean holding in return and force return? Like literally holding down the return key? Why are you doing that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 9:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing I see a bunch more output now.. I have done logging on with a file but i've been holding in return for about an hour. Is there an easier way to force return instead of just holding it in? On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote: Might not be the right way of running it. I use Nemrun, which saves my cores in a seperate cores folder, so this is how I run gdb: gdb srcds_linux cores/tf2_20110711155904.core From the orangebox directory. If you use srcd_run by itself, just run gdb srcds_linux corefile also from the orangebox directory. On 7/17/2011 10:13 PM, E3pO wrote: Yeah sorry I tried sending like 8 times. I CD into /orangebox/ and then type gdb. When it is open I type sym tf On Jul 17, 2011 7:07 PM, SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org wrote: I asked you before how you're running gdb but never got an answer. On 7/17/2011 9:18 PM, E3pO wrote: For some reason i can not post to this list, keeps saying my message is so big so i'm starting a new thread. 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 CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () (gdb) thread apply all bt Thread 11 (Thread 8007): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7631b86 in ?? () #2 0x1388 in ?? () #3 0x0001 in ?? () #4 0xae6baff4 in ?? () #5 0xae6b2718 in ?? () #6 0xafaba304 in ?? () #7 0xae6b08a3 in ?? () #8 0xb76cab60 in ?? () #9 0xae6b0e8b in ?? () #10 0xb76cab60 in ?? () #11 0xae6b12b5 in ?? () #12 0x in ?? () Thread 10 (Thread 8008): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 9 (Thread 8251): #0 0xb7824430 in __kernel_vsyscall () ---Typereturn to continue, or qreturn to quit--- #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 8 (Thread 9686): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6015 in ?? () #2 0x in ?? () Thread 7 (Thread 8024): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7638971 in ?? () #2 0xb059bd9c in ?? () #3 0xafcd68b6 in ?? () #4 0xafbe354e in ?? () #5 0xafbe3722 in ?? () #6 0xafbe3769 in ?? () #7 0xafcd2a1e in ?? () #8 0xafbe5a9c in ?? () #9 0xb76d196e in ?? () #10 0x0d3b4a50 in ?? () #11 0xb763fa4e in ?? () Thread 6 (Thread 8026): ---Typereturn to continue, or qreturn to quit--- #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 5 (Thread 8015): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 4 (Thread 8014): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 3 (Thread 8013): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 2 (Thread 8012): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () ---Typereturn to continue, or qreturn to quit--- Thread 1 (Thread 8011): #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*,
Re: [hlds_linux] Steam servers IP's
I would not recommend this. We are constantly changing the IP addresses of our services as we grow. As someone who helps maintain our firewall rules, I appreciate what you are trying to do, but it is a lot of work to keep up with all the changes. More so for you since there is no DNS to query or registry to look up that will tell you what you need to know. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 3:05 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Steam servers IP's Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Attn: Whiners
On 16.07.2011 21:43, Harry Strongburg wrote: On Sat, Jul 16, 2011 at 10:33:58AM +0100, Chris Boot wrote: AIUI their downloaders use both P2P (BitTorrent) and HTTP download simultaneously so even folks who are on crappy shaped connections can download the updates, but for those for whom P2P works well things go a lot quicker. I think this would be a great idea, particularly if more folks could become content servers as well - I'd be happy to run a rate-limited content server to help out with updates for example. P2P updates sound cool, but they really aren't, especially in places where bandwidth is limited. If there's an option to disable it in the Steam settings (including upload bandwidth limiting), and as long as Valve doesn't use some garbage Pando Media Booster, then it could be a useful feature. I honestly get not too bad speeds from Steam, even during large updates. You guys need to be more patient... Client should upload ONLY when you are downloading, this is best scenario w/o hurting you much. Having content server and P2P when doing massive release will helps a lot. Nobody like having app stealing their bandwidth. And this is what Blizzard already do in their client. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Attn: Whiners
P2p actually helps also countries with censorship. I remember doing update on debian in UAE via apt-get and http server and most of time it failing because their transparent proxies always doing something to files and md5sum fails after download. So not sure if changing content server only to HTTP is good news. On 16.07.2011 13:33, Chris Boot wrote: Hi, Blizzard can make P2P work for WoW and Starcraft 2, why couldn't anyone else? AIUI their downloaders use both P2P (BitTorrent) and HTTP download simultaneously so even folks who are on crappy shaped connections can download the updates, but for those for whom P2P works well things go a lot quicker. I think this would be a great idea, particularly if more folks could become content servers as well - I'd be happy to run a rate-limited content server to help out with updates for example. Chris On 16/07/2011 09:34, Steven Hartland wrote: P2P is crap from sysadmin point of view, and even worse from a high speed perspective on anything more than a single user to line case. 90% of connections are async with much less bandwidth up than they have done meaning p2p causes serious issues. Sounds like the proposed solution has been well thought out with none of the pitfalls of p2p rubbish and I look forward to it :) Regards Steve - Original Message - From: Carl aidsf...@gmail.com A P2P system would propagate the updates faster. I'd surrender some of my bandwidth if everyone else did too. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
Any idea's on what would be a good way then? I can't just open ports, I need destination addresses with it. Can we (as suggested) grep out some files to get the addresses from? Another question comes to mind. With the announcement of the new network, will that change anything in how steam logs on and how friends signs in etc? Will that remain the same? Cheers, Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan [mil...@valvesoftware.com] Sent: 18 July 2011 18:14 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's I would not recommend this. We are constantly changing the IP addresses of our services as we grow. As someone who helps maintain our firewall rules, I appreciate what you are trying to do, but it is a lot of work to keep up with all the changes. More so for you since there is no DNS to query or registry to look up that will tell you what you need to know. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 3:05 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Steam servers IP's Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32
Hi Valve, We love playing Half-Life 2 Deathmatch Source but we can only play as 16 players. Can you upgrade the limit to 32 please ? Please answer. Best regards. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 engine beta update released
I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Attn: Whiners
- Original Message - From: Nikolay Shopik sho...@inblock.ru Client should upload ONLY when you are downloading, this is best scenario w/o hurting you much. Having content server and P2P when doing massive release will helps a lot. Nobody like having app stealing their bandwidth. But what about anyone else on the network? Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 engine beta update released
I'm really glad that you are taking the time for this. It means a lot for us and I talked to some members in our community and they wanted to say thx to.. :) Many players has the buy-exploit in their configs from shady servers and they are crashing all the warservers when they are playing without even knowing it. Publicservers has a fix for this via a amxplugin, but some publicservers dont. And the serverprovider dont want to update to a beta, but its better if you fix ALL problems that you can before sending out the update, but its starting to be a big problem. Ive seen people complaining more and more the last few days about servers crashing. Are you sure that the beta really blocks the buy-exploit? Thats the most annoying exploit that is out right now. From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Date: Mon, 18 Jul 2011 17:36:59 + Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe,
Re: [hlds_linux] Attn: Whiners
On 18.07.2011 21:44, Steven Hartland wrote: But what about anyone else on the network? If I understood correctly. Content servers is covering everything else when there low demand for some content and no p2p peers around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 engine beta update released
Autobuy was fixed long time ago in the beta release. -Ursprüngliche Nachricht- From: C Szabo Sent: Monday, July 18, 2011 7:53 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I'm really glad that you are taking the time for this. It means a lot for us and I talked to some members in our community and they wanted to say thx to.. :) Many players has the buy-exploit in their configs from shady servers and they are crashing all the warservers when they are playing without even knowing it. Publicservers has a fix for this via a amxplugin, but some publicservers dont. And the serverprovider dont want to update to a beta, but its better if you fix ALL problems that you can before sending out the update, but its starting to be a big problem. Ive seen people complaining more and more the last few days about servers crashing. Are you sure that the beta really blocks the buy-exploit? Thats the most annoying exploit that is out right now. From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Date: Mon, 18 Jul 2011 17:36:59 + Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32
Do want On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY louloubi...@gmail.com wrote: Hi Valve, We love playing Half-Life 2 Deathmatch Source but we can only play as 16 players. Can you upgrade the limit to 32 please ? Please answer. Best regards. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Can replay be used by admins to check for cheaters?
Hi All, Seeing that F2P have given my server a large boost in popularity (both F2P players, and also a growing group of regulars), being a more active admin is a necessity. But, the server is filled almost 24/7, and we haven't got staff to be on call all day round (this is a non-profit server), so I was wondering if its possible for me to use replay (which is setup and working on the server), to check for suspicious activity, based on chatlogs and reports from players? If not, have anyone got any good ideas on how I could achieve some sort of after-the-fact factchecking/banning? Thanks in advance, /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
normal demo recording? On 18 Jul 2011 21:07, Peter Reinhold peter_va...@reinhold.dk wrote: Hi All, Seeing that F2P have given my server a large boost in popularity (both F2P players, and also a growing group of regulars), being a more active admin is a necessity. But, the server is filled almost 24/7, and we haven't got staff to be on call all day round (this is a non-profit server), so I was wondering if its possible for me to use replay (which is setup and working on the server), to check for suspicious activity, based on chatlogs and reports from players? If not, have anyone got any good ideas on how I could achieve some sort of after-the-fact factchecking/banning? Thanks in advance, /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
Combining the block files for any replay stored on your server should result in a playable demo of the whole round the replay was generated on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Monday, July 18, 2011 1:07 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Can replay be used by admins to check for cheaters? Hi All, Seeing that F2P have given my server a large boost in popularity (both F2P players, and also a growing group of regulars), being a more active admin is a necessity. But, the server is filled almost 24/7, and we haven't got staff to be on call all day round (this is a non-profit server), so I was wondering if its possible for me to use replay (which is setup and working on the server), to check for suspicious activity, based on chatlogs and reports from players? If not, have anyone got any good ideas on how I could achieve some sort of after-the-fact factchecking/banning? Thanks in advance, /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My server is still crashing
Okay i set logging on again and this time the crash was a bit less mangled (didn't repeat).. http://www.lowlagfrag.com/gdb.txt On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma drunkenf...@hotmail.comwrote: So you're 300 frames deep? Can you post the first few frames right before it starts to repeat? Also, if you make your shell window taller before starting gdb, you won't have to page thru as much. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 11:01 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #302 0xb3f861de in CBasePlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #303 0xb4191419 in CTFPlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so ---Type return to continue, or q return to quit---q ETC ETC ETC ETC On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.com wrote: What do you mean holding in return and force return? Like literally holding down the return key? Why are you doing that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 9:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing I see a bunch more output now.. I have done logging on with a file but i've been holding in return for about an hour. Is there an easier way to force return instead of just holding it in? On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote: Might not be the right way of running it. I use Nemrun, which saves my cores in a seperate cores folder, so this is how I run gdb: gdb srcds_linux cores/tf2_20110711155904.core From the orangebox directory. If you use srcd_run by itself, just run gdb srcds_linux corefile also from the orangebox directory. On 7/17/2011 10:13 PM, E3pO wrote: Yeah sorry I tried sending like 8 times. I CD into /orangebox/ and then type gdb. When it is open I type sym tf On Jul 17, 2011 7:07 PM, SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org wrote: I asked you before how you're running gdb but never got an answer. On 7/17/2011 9:18 PM, E3pO wrote: For some reason i can not post to this list, keeps saying my message is so big so i'm starting a new thread. 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 CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () (gdb) thread apply all bt Thread 11 (Thread 8007): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7631b86 in ?? () #2 0x1388 in ?? () #3 0x0001 in ?? () #4 0xae6baff4 in ?? () #5 0xae6b2718 in ?? () #6 0xafaba304 in ?? () #7 0xae6b08a3 in ?? () #8 0xb76cab60 in ?? () #9 0xae6b0e8b in ?? () #10 0xb76cab60 in ?? () #11 0xae6b12b5 in ?? () #12 0x in ?? () Thread 10 (Thread 8008): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 9 (Thread 8251): #0 0xb7824430 in __kernel_vsyscall () ---Typereturn to continue, or qreturn to quit--- #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 8 (Thread 9686): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6015 in ?? () #2 0x in ?? () Thread 7 (Thread 8024): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7638971 in ?? () #2 0xb059bd9c in ?? () #3 0xafcd68b6 in ?? () #4 0xafbe354e in ?? () #5 0xafbe3722 in ?? () #6 0xafbe3769 in ?? () #7 0xafcd2a1e in ?? () #8 0xafbe5a9c in ?? () #9 0xb76d196e in ?? () #10 0x0d3b4a50 in ?? () #11 0xb763fa4e in ?? () Thread 6 (Thread 8026): ---Typereturn to continue, or qreturn to quit--- #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 5 (Thread 8015): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 4 (Thread 8014): #0 0xb7824430 in __kernel_vsyscall () #1 0xb76d6342 in ?? () #2 0x in ?? () Thread 3 (Thread 8013): #0
Re: [hlds_linux] My server is still crashing
You crashed in vphysics. I've also had hangs/crashes in vphysics on my servers since about a month ago. I've told Valve about it before, but I'm not sure they've made any progress. Check the console for any error message. I was getting something like this before the crashes: Infinite origin from vphysics! (entity tf_ammo_pack) Infinite angles from vphysics! (entity tf_ammo_pack) Infinite origin from vphysics! (entity tf_ammo_pack) models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq = 770495132652453366284468427199241500061299959747319934521807 8991130326129448151154688.00 models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq = 770495132652453366284468427199241500061299959747319934521807 8991130326129448151154688.00 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Monday, July 18, 2011 2:12 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing Okay i set logging on again and this time the crash was a bit less mangled (didn't repeat).. http://www.lowlagfrag.com/gdb.txt On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma drunkenf...@hotmail.comwrote: So you're 300 frames deep? Can you post the first few frames right before it starts to repeat? Also, if you make your shell window taller before starting gdb, you won't have to page thru as much. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 11:01 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #302 0xb3f861de in CBasePlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #303 0xb4191419 in CTFPlayer::CheckObserverSettings() () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) () from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so ---Type return to continue, or q return to quit---q ETC ETC ETC ETC On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.com wrote: What do you mean holding in return and force return? Like literally holding down the return key? Why are you doing that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Sunday, July 17, 2011 9:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My server is still crashing I see a bunch more output now.. I have done logging on with a file but i've been holding in return for about an hour. Is there an easier way to force return instead of just holding it in? On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote: Might not be the right way of running it. I use Nemrun, which saves my cores in a seperate cores folder, so this is how I run gdb: gdb srcds_linux cores/tf2_20110711155904.core From the orangebox directory. If you use srcd_run by itself, just run gdb srcds_linux corefile also from the orangebox directory. On 7/17/2011 10:13 PM, E3pO wrote: Yeah sorry I tried sending like 8 times. I CD into /orangebox/ and then type gdb. When it is open I type sym tf On Jul 17, 2011 7:07 PM, SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org wrote: I asked you before how you're running gdb but never got an answer. On 7/17/2011 9:18 PM, E3pO wrote: For some reason i can not post to this list, keeps saying my message is so big so i'm starting a new thread. 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 CPointTemplate::AddTemplate(**CBaseEntity*, char const*, int) () (gdb) thread apply all bt Thread 11 (Thread 8007): #0 0xb7824430 in __kernel_vsyscall () #1 0xb7631b86 in ?? () #2 0x1388 in ?? () #3 0x0001 in ?? () #4 0xae6baff4 in ?? () #5 0xae6b2718 in ?? () #6 0xafaba304 in ?? () #7 0xae6b08a3 in ?? () #8 0xb76cab60 in ?? () #9 0xae6b0e8b in ?? () #10 0xb76cab60 in ?? () #11 0xae6b12b5 in ?? () #12 0x in ?? () Thread 10
Re: [hlds_linux] 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: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the
Re: [hlds_linux] Half-Life 1 engine beta update released
What is sv_logsecret? From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Date: Mon, 18 Jul 2011 22:43:13 + Subject: Re: [hlds_linux] 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: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
Can anything be done about the fake servers? I notice alot of the redirect servers do not work anyways, and some redirect to servers that unbindall,infinite screenshot etc for no appearent reason. On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
If the fake servers aren't maintained, I'm assuming your client won't see/connect to them anyway. On Mon, Jul 18, 2011 at 7:22 PM, Michelle Sleeper mslee...@gmail.com wrote: If the fake servers aren't maintained, I'm assuming your client won't see/connect to them anyway. On Mon, Jul 18, 2011 at 7:20 PM, James Puckett jamesrichardpuck...@gmail.com wrote: Can anything be done about the fake servers? I notice alot of the redirect servers do not work anyways, and some redirect to servers that unbindall,infinite screenshot etc for no appearent reason. On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
We are working on a solution to fake servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Monday, July 18, 2011 4:24 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released Yes, it would be really nice if something could be done about this. I can see hundred of them by just opening the server browser. 2011/7/19 James Puckett jamesrichardpuck...@gmail.com Can anything be done about the fake servers? I notice alot of the redirect servers do not work anyways, and some redirect to servers that unbindall,infinite screenshot etc for no appearent reason. On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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-
[hlds_linux] Team Fortress 2 Update Released
A required update for Team Fortress 2 is now available. The specific changes include: - Added a music clip from Meet the Medic to the menu startup music list. - Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall. - Updated duels to apply a short duel ban to the loser if they team switched or disconnected during the duel. - Updated The Private Eye so it can be equipped by the Medic and Demoman. - Updated Crafting: - Added a new Custom Blueprint option to the Special blueprints - Made these items craftable: Copper's Hard Top, Security Shades, Tam O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie Heel Biters, and The Big Steel Jaw of Summer Fun - Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints. - Updated Matchmaking: - Added a progress bar and server count during the matchmaking search - Added more filtering on the master server to avoid pinging non-matching servers - Community Requests: - Mod makers: - Added inputs to the player: - SetCustomModelRotation: Parameter is a string that specifies the angle rotation (Pitch, Yaw, Roll) - ClearCustomModelRotation. No parameter. Will return the model rotation to following the player view yaw. - Restarted the player's animation cycle whenever the custom model changes. - Movie makers: - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF players automatic clientside pupil focusing on nearby players. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
Thats really good news. :) From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Date: Mon, 18 Jul 2011 23:28:11 + Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released We are working on a solution to fake servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Monday, July 18, 2011 4:24 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released Yes, it would be really nice if something could be done about this. I can see hundred of them by just opening the server browser. 2011/7/19 James Puckett jamesrichardpuck...@gmail.com Can anything be done about the fake servers? I notice alot of the redirect servers do not work anyways, and some redirect to servers that unbindall,infinite screenshot etc for no appearent reason. On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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
Re: [hlds_linux] Team Fortress 2 Update Released
- Added more filtering on the master server to avoid pinging non-matching servers Thanks! Hope this will help users having their connection flooded with packets from all around the world when opening the browser :) Il 19/07/2011 01:36, Jason Ruymen ha scritto: A required update for Team Fortress 2 is now available. The specific changes include: - Added a music clip from Meet the Medic to the menu startup music list. - Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall. - Updated duels to apply a short duel ban to the loser if they team switched or disconnected during the duel. - Updated The Private Eye so it can be equipped by the Medic and Demoman. - Updated Crafting: - Added a new Custom Blueprint option to the Special blueprints - Made these items craftable: Copper's Hard Top, Security Shades, Tam O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie Heel Biters, and The Big Steel Jaw of Summer Fun - Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints. - Updated Matchmaking: - Added a progress bar and server count during the matchmaking search - Added more filtering on the master server to avoid pinging non-matching servers - Community Requests: - Mod makers: - Added inputs to the player: - SetCustomModelRotation: Parameter is a string that specifies the angle rotation (Pitch, Yaw, Roll) - ClearCustomModelRotation. No parameter. Will return the model rotation to following the player view yaw. - Restarted the player's animation cycle whenever the custom model changes. - Movie makers: - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF players automatic clientside pupil focusing on nearby players. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
What are the rockets outside of the map in 2fort, barnblitz and badwater for? :) 2011/7/19 Jason Ruymen jas...@valvesoftware.com A required update for Team Fortress 2 is now available. The specific changes include: - Added a music clip from Meet the Medic to the menu startup music list. - Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall. - Updated duels to apply a short duel ban to the loser if they team switched or disconnected during the duel. - Updated The Private Eye so it can be equipped by the Medic and Demoman. - Updated Crafting: - Added a new Custom Blueprint option to the Special blueprints - Made these items craftable: Copper's Hard Top, Security Shades, Tam O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie Heel Biters, and The Big Steel Jaw of Summer Fun - Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints. - Updated Matchmaking: - Added a progress bar and server count during the matchmaking search - Added more filtering on the master server to avoid pinging non-matching servers - Community Requests: - Mod makers: - Added inputs to the player: - SetCustomModelRotation: Parameter is a string that specifies the angle rotation (Pitch, Yaw, Roll) - ClearCustomModelRotation. No parameter. Will return the model rotation to following the player view yaw. - Restarted the player's animation cycle whenever the custom model changes. - Movie makers: - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF players automatic clientside pupil focusing on nearby players. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
It looks like A2S_INFO now started reporting cvars correctly after this update on Linux servers. STV still isn't reported though. 2011/7/19 Marco Padovan e...@evcz.tk - Added more filtering on the master server to avoid pinging non-matching servers Thanks! Hope this will help users having their connection flooded with packets from all around the world when opening the browser :) Il 19/07/2011 01:36, Jason Ruymen ha scritto: A required update for Team Fortress 2 is now available. The specific changes include: - Added a music clip from Meet the Medic to the menu startup music list. - Fixed a case where stickybombs could sometimes damage enemies on the other side of a wall. - Updated duels to apply a short duel ban to the loser if they team switched or disconnected during the duel. - Updated The Private Eye so it can be equipped by the Medic and Demoman. - Updated Crafting: - Added a new Custom Blueprint option to the Special blueprints - Made these items craftable: Copper's Hard Top, Security Shades, Tam O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie Heel Biters, and The Big Steel Jaw of Summer Fun - Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints. - Updated Matchmaking: - Added a progress bar and server count during the matchmaking search - Added more filtering on the master server to avoid pinging non-matching servers - Community Requests: - Mod makers: - Added inputs to the player: - SetCustomModelRotation: Parameter is a string that specifies the angle rotation (Pitch, Yaw, Roll) - ClearCustomModelRotation. No parameter. Will return the model rotation to following the player view yaw. - Restarted the player's animation cycle whenever the custom model changes. - Movie makers: - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF players automatic clientside pupil focusing on nearby players. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
Install hlxce for instance, you can at least see the chat logs of people then. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: maandag 18 juli 2011 22:22 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Can replay be used by admins to check for cheaters? Combining the block files for any replay stored on your server should result in a playable demo of the whole round the replay was generated on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Monday, July 18, 2011 1:07 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Can replay be used by admins to check for cheaters? Hi All, Seeing that F2P have given my server a large boost in popularity (both F2P players, and also a growing group of regulars), being a more active admin is a necessity. But, the server is filled almost 24/7, and we haven't got staff to be on call all day round (this is a non-profit server), so I was wondering if its possible for me to use replay (which is setup and working on the server), to check for suspicious activity, based on chatlogs and reports from players? If not, have anyone got any good ideas on how I could achieve some sort of after-the-fact factchecking/banning? Thanks in advance, /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released
Thats really good news, good to know :D To any doubters, this goes on FOREVER and is even worse in CS 1.6 then it is in DOD. http://cloud.steampowered.com/ugc/560914400156038854/51BD908B59A1DE905D02C2FA1A1B8A06F3E2D889/ On Mon, Jul 18, 2011 at 4:42 PM, C Szabo sza...@hotmail.com wrote: Thats really good news. :) From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Date: Mon, 18 Jul 2011 23:28:11 + Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released We are working on a solution to fake servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Monday, July 18, 2011 4:24 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released Yes, it would be really nice if something could be done about this. I can see hundred of them by just opening the server browser. 2011/7/19 James Puckett jamesrichardpuck...@gmail.com Can anything be done about the fake servers? I notice alot of the redirect servers do not work anyways, and some redirect to servers that unbindall,infinite screenshot etc for no appearent reason. On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Not at this time, running 1000fps is a good way to cause your server to hurt when it shouldn't but if you want to run that way then fine. -Original Message- From: William Balkcom [mailto:w.balk...@griffinrun.net] Sent: Monday, July 18, 2011 3:50 PM To: Alfred Reynolds Cc: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_announce] Half-Life 1 engine beta update released Does Valve also plan to limit and eventually remove the FPS cvar from the Half-Life 1 engine? Based on your last email I'm assuming valve does not recommend running 1000FPS servers on the HL1 engine either. Thanks On 7/18/2011 6:43 PM, Alfred Reynolds wrote: We have released an update to the beta, run the hldsupdatetool with -beta hlbeta to get this update. Changes for this update are: - rolled back previous sv_downloadurl and dlfile changes, added some more checks to prevent inappropriate dlfile calls at other times - Increased sv_filetransfermaxsize back to 10mbytes by default - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all (useful safe valve if getting hit by this attack) - Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), for some 3rd party games - Added sv_logsecret support, same implementation as on Source engine - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 18, 2011 10:37 AM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] Half-Life 1 engine beta update released I received a couple bug reports over the weekend so I am going to take the time to dig into those, expect another beta release or two before a full release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Friday, July 15, 2011 1:29 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds_linux] 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: - more input checking on some MSG_X functions There were no known exploits this is fixing but better safe than sorry. My plan is to release this publically on Monday, so make sure you try these new binaries over the weekend. - Alfred -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
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
On 07/18/2011 13:21, Tony Paloma wrote: Combining the block files for any replay stored on your server should result in a playable demo of the whole round the replay was generated on. Have the issues with SourceTV discussed here been resolved? That would make more sense to me since you have far more complete flight data for a given game. Of course, use the appropriate SourceMod plugins to keep the system from recording demos when the server is otherwise unoccupied. --Ian. -- Ian R. Justman UNIX hacker. Anime fan. Any questions? ianj (at) ian-justman.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam servers IP's
We don't store the IP's in files since they are too static and get out of date too easily. We would be pushing out updates a lot more often for no good reason if we did it that way. The servers are not recorded in DNS since that is generally too slow to update. Steam uses its own directory service, but this isn't publically accessible. The majority of traffic goes through a bunch of connection end point servers. These are distributed all over the internet hosted by various providers. So you can't even query an AS number and get all of our networks. It might get you some of the way though. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 10:19 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Any idea's on what would be a good way then? I can't just open ports, I need destination addresses with it. Can we (as suggested) grep out some files to get the addresses from? Another question comes to mind. With the announcement of the new network, will that change anything in how steam logs on and how friends signs in etc? Will that remain the same? Cheers, Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan [mil...@valvesoftware.com] Sent: 18 July 2011 18:14 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's I would not recommend this. We are constantly changing the IP addresses of our services as we grow. As someone who helps maintain our firewall rules, I appreciate what you are trying to do, but it is a lot of work to keep up with all the changes. More so for you since there is no DNS to query or registry to look up that will tell you what you need to know. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 3:05 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Steam servers IP's Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32
How about raising the limit for tf2? On Mon, Jul 18, 2011 at 1:00 PM, James Puckett jamesrichardpuck...@gmail.com wrote: Do want On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY louloubi...@gmail.com wrote: Hi Valve, We love playing Half-Life 2 Deathmatch Source but we can only play as 16 players. Can you upgrade the limit to 32 please ? Please answer. Best regards. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Half-Life 1 engine beta update released
=) Well, in fact, that would be really fine, if you limit FPS to 500 as in Orange box. 2011/7/19 hlds_linux-requ...@list.valvesoftware.com: - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Half-Life 1 engine beta update released
No thanks. On 19.7.2011 г. 08:20 ч., Никита Булаев [Nikita Bulaev] wrote: =) Well, in fact, that would be really fine, if you limit FPS to 500 as in Orange box. 2011/7/19hlds_linux-requ...@list.valvesoftware.com: - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. If you run 1000FPS server and still have a problem, stop running a 1000FPS server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
On Tue, 19 Jul 2011 01:54:27 +0200, Eric Riemers wrote: Install hlxce for instance, you can at least see the chat logs of people then. I have that, and SourceIRC running, but, taking the players words for gospel, when we are talking about a possible permanent ban is not enough. :) /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
On Mon, 18 Jul 2011 13:21:35 -0700, Tony Paloma wrote: Combining the block files for any replay stored on your server should result in a playable demo of the whole round the replay was generated on. Should, or will? I haven't tried, and my question more or less was if anyone else had experience with it :) /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can replay be used by admins to check for cheaters?
On Mon, 18 Jul 2011 22:17:14 +0200, daniel jokiaho wrote: normal demo recording? Demo recording alongside replay recording just seems redundant, which is why I asked in the first place. /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux