Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
i also noticed it is not showing on the master server list. another server
on the same ip different port is visible.

On Sat, Oct 29, 2011 at 12:17 AM, Mart-Jan Reeuwijk wrote:

> should be in the "status" command client side, a line saying "registered
> server" or so imo.
> then any client knows: registered server.
>
> as I read that there are future benefits for such servers, I guess that
> clients will want to know which servers ARE registered.
>
>
> >
> >From: clad iron 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Saturday, 29 October 2011, 5:56
> >Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> >
> >Keeping in mind of your last sentence, not everyone has access to see
> there
> >servers full console output. So they would never see the messages:
> >tf_server_identity_account_id not set; not logging into registered account
> >or
> >Received auth challenge; signing into gameserver account...
> >Steamworks Stats: Received SERVER session id: 1800277281
> >Game server authentication: SUCCESS! Standing: Good. Trend: Steady
> >
> >Not even the replay messages when the server starts.
> >
> >Can you have it so That stuff can be logged to the standard log files.
> >I don't think it does.
> >
> >On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn
> >wrote:
> >
> >> This should have been included in the release notes:
> >>
> >> * Added more verbose console output to help debug registration problems.
> >>
> >> Also, we typically don't put backend fixes in the release notes, but I
> did
> >> find a bug in the backend that would cause a server logging into
> registered
> >> account to fail.  I think it's probably been in for a long time, only
> nobody
> >> has paid very close attention to the registration status of their server
> >> before.
> >>
> >> - Fletch
> >>
> >> 
> >> From: hlds-boun...@list.valvesoftware.com [
> >> hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [
> >> j...@valvesoftware.com]
> >> Sent: Friday, October 28, 2011 5:27 PM
> >> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> >> Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
> >> Subject: [hlds] Team Fortress 2 Update Released
> >>
> >> An optional update for Team Fortress 2 is now available.  The specific
> >> changes include:
> >>
> >>   - Fixed the randommap command not working when used on the command
> line
> >>   - Fixed a client crash that could occur while loading the map if
> >> MONOCULUS! is killed or stunned
> >>
> >> -Jon
> >>
> >> ___
> >> 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
> >>
> >___
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> please visit:
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> >
> >
> >
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
Well here is the first message regarding an issue.
I posted in another mailing about this.

I had moved our servers to another colo-host (our hardware)
we did a fresh OS install and i lost the id's we had.
So i did cl_gameserver_list and got the id's and token's. Not knowing which
id went to which server. i just reset the one's i was unsure of, and added
the id and token to each server.
This is an error of one of those servers.

Received auth challenge; signing into gameserver account...
> Game server authentication: FAILURE!
>Incorrect identity token
>

On Fri, Oct 28, 2011 at 11:56 PM, clad iron  wrote:

> Keeping in mind of your last sentence, not everyone has access to see there
> servers full console output. So they would never see the messages:
> tf_server_identity_account_id not set; not logging into registered account
> or
> Received auth challenge; signing into gameserver account...
> Steamworks Stats: Received SERVER session id: 1800277281
> Game server authentication: SUCCESS! Standing: Good. Trend: Steady
>
> Not even the replay messages when the server starts.
>
> Can you have it so That stuff can be logged to the standard log files.
> I don't think it does.
>
>
> On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>> This should have been included in the release notes:
>>
>> * Added more verbose console output to help debug registration problems.
>>
>> Also, we typically don't put backend fixes in the release notes, but I did
>> find a bug in the backend that would cause a server logging into registered
>> account to fail.  I think it's probably been in for a long time, only nobody
>> has paid very close attention to the registration status of their server
>> before.
>>
>> - Fletch
>>
>> 
>> From: hlds-boun...@list.valvesoftware.com [
>> hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [
>> j...@valvesoftware.com]
>> Sent: Friday, October 28, 2011 5:27 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> An optional update for Team Fortress 2 is now available.  The specific
>> changes include:
>>
>>   - Fixed the randommap command not working when used on the command line
>>   - Fixed a client crash that could occur while loading the map if
>> MONOCULUS! is killed or stunned
>>
>> -Jon
>>
>> ___
>> 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
>>
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Mart-Jan Reeuwijk
should be in the "status" command client side, a line saying "registered 
server" or so imo.
then any client knows: registered server.

as I read that there are future benefits for such servers, I guess that clients 
will want to know which servers ARE registered.


>
>From: clad iron 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Saturday, 29 October 2011, 5:56
>Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
>Keeping in mind of your last sentence, not everyone has access to see there
>servers full console output. So they would never see the messages:
>tf_server_identity_account_id not set; not logging into registered account
>or
>Received auth challenge; signing into gameserver account...
>Steamworks Stats: Received SERVER session id: 1800277281
>Game server authentication: SUCCESS! Standing: Good. Trend: Steady
>
>Not even the replay messages when the server starts.
>
>Can you have it so That stuff can be logged to the standard log files.
>I don't think it does.
>
>On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn
>wrote:
>
>> This should have been included in the release notes:
>>
>> * Added more verbose console output to help debug registration problems.
>>
>> Also, we typically don't put backend fixes in the release notes, but I did
>> find a bug in the backend that would cause a server logging into registered
>> account to fail.  I think it's probably been in for a long time, only nobody
>> has paid very close attention to the registration status of their server
>> before.
>>
>> - Fletch
>>
>> 
>> From: hlds-boun...@list.valvesoftware.com [
>> hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [
>> j...@valvesoftware.com]
>> Sent: Friday, October 28, 2011 5:27 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> An optional update for Team Fortress 2 is now available.  The specific
>> changes include:
>>
>>   - Fixed the randommap command not working when used on the command line
>>   - Fixed a client crash that could occur while loading the map if
>> MONOCULUS! is killed or stunned
>>
>> -Jon
>>
>> ___
>> 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
>
>
>
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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Mart-Jan Reeuwijk
How bout providing a working api for them that they (SM, other plugins etc) can 
use, instead that they have to hackify it with offsets etc? Ppl still want to 
mod source games, ppl use SM for a load of stuff whats useful. Once having a 
API (or GPI*?  or SPI**? ) and SM can use that, any new functionality would 
only be a upgrade away for SM, but not break older versions.

I am always reminded by the phrase "source engine is mod friendly" vs "any 
update will break a load of stuff" 

Having a [A/G/S]PI, would cover some goals:
- stable plugins for the server owners, even if outdated.
- mod-support with a longer life, no problems with engine upgrades etc.
- easier maintenance for server owners, no need to start yelling at a plugin 
maker that things are broken.
- less crash reports regarding undocumented hooks and other "hacks" to get 
things working.
- better control on what is altered. altho this should not be very tight, just 
some stuff, mods still would need a lot of access to get things done.
- plugin makers happy, cos they dont have to run behind each and every update 
because stuff breaks by it.
- hell, i'm no programmer, you guys would prolly know a load more.

If done in a dialog in plugins-makers, then I think that would be a nice 
feature.

*GPI, Gaming Programming Interface
** SPI, Source Programming Interface, lol


>
>From: Saul Rennison 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Saturday, 29 October 2011, 1:35
>Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
>Here's what I've got so far msleeper:
>http://pastie.org/private/v7cygkomvwkh0eeprut1a
>
>
>Kind regards,
>*Saul Rennison*
>
>
>On 28 October 2011 22:08, msleeper  wrote:
>
>> Personally I'm staying away from "make things better for everyone by
>> exposing code" arguments since I doubt it will happen, and I'm
>> sticking to the "if you don't want SourceMod to be required, add in
>> what it does to the core game" argument for now.
>>
>> On Fri, Oct 28, 2011 at 4:31 PM, Saul Rennison 
>> wrote:
>> > Abstract your gamerules and game players into interfaces (IGameRules,
>> > ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
>> > and expose them, that removes any need for offsets. Also expose IClient
>> and
>> > IServer from the engine, why are they hidden?
>> >
>> > I'm currently in the process of doing the former part of my suggestion
>> for
>> > CSProMod (just one programmer) and I plan to have it done within 2 days.
>> > Minimal expense for Valve and a huge plus for plugin developers.
>> >
>> >
>> > Kind regards,
>> > *Saul Rennison*
>> >
>> >
>> > On 28 October 2011 21:21, Henry Goffin  wrote:
>> >
>> >> A very interesting question! No answer for you yet, unfortunately.
>> >>
>> >> We don't like the fact that managing a Source server requires third
>> party
>> >> software. We definitely appreciate everything that SM/MM do, and we
>> >> obviously don't have anything against them and we aren't breaking them
>> on
>> >> purpose. But we still aren't happy with the stability problems around
>> >> updates, even if they're often caused by admins who don't update
>> promptly
>> >> and not necessarily SM's fault. We are trying to find a better long-term
>> >> solution.
>> >>
>> >>
>> >> -Original Message-
>> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> >> Sent: Friday, October 28, 2011 1:11 PM
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>> >>
>> >> Henry -
>> >>
>> >> Should we expect Source to include an extensive set of administrative
>> >> tools in the near future then? SM / MM are third party software, yes,
>> >> but they're absolutely essential in "keeping the peace" as Source's
>> >> current administrative tools are nonexistent.
>> >>
>> >> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin > >
>> >> wrote:
>> >> > Just because we haven't put out one of these reminders in a while...
>> >> >
>> >> > Sourcemod hooks into undocumented engine code and generally doesn't
>> play
>> >> well with updates. Whenever we make an engine change, Sourcemod starts
>> >> calling the wrong functions. This can cause all kinds of issues ranging
>> from
>> >> server instability to client crashes to incorrect physics or gameplay.
>> >> Usually a new Sourcemod release comes out which has reverse-engineered
>> the
>> >> engine changes and makes everything "work" again, but we have nothing to
>> do
>> >> with it. We obviously can't promise that your server will be stable or
>> even
>> >> work properly if you choose to run this type of engine-hooking mod.
>> >> >
>> >> > Lately our updates have been including more engine changes as we work
>> to
>> >> support new features like misc slots, loadouts, replay, holiday game
>> modes,
>> >> etc. This does mean that recent updates are much more likely to br

Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
Keeping in mind of your last sentence, not everyone has access to see there
servers full console output. So they would never see the messages:
tf_server_identity_account_id not set; not logging into registered account
or
Received auth challenge; signing into gameserver account...
Steamworks Stats: Received SERVER session id: 1800277281
Game server authentication: SUCCESS! Standing: Good. Trend: Steady

Not even the replay messages when the server starts.

Can you have it so That stuff can be logged to the standard log files.
I don't think it does.

On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn
wrote:

> This should have been included in the release notes:
>
> * Added more verbose console output to help debug registration problems.
>
> Also, we typically don't put backend fixes in the release notes, but I did
> find a bug in the backend that would cause a server logging into registered
> account to fail.  I think it's probably been in for a long time, only nobody
> has paid very close attention to the registration status of their server
> before.
>
> - Fletch
>
> 
> From: hlds-boun...@list.valvesoftware.com [
> hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [
> j...@valvesoftware.com]
> Sent: Friday, October 28, 2011 5:27 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds] Team Fortress 2 Update Released
>
> An optional update for Team Fortress 2 is now available.  The specific
> changes include:
>
>   - Fixed the randommap command not working when used on the command line
>   - Fixed a client crash that could occur while loading the map if
> MONOCULUS! is killed or stunned
>
> -Jon
>
> ___
> 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
>
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Re: [hlds_linux] thoughts of how to release some stress off master servers

2011-10-28 Thread Michael Holmes
On 28 October 2011 20:32, msleeper  wrote:
> Well for starters, not everyone runs all of their servers off of the
> same physical hardware.

That's what NFS is for :)

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Fletcher Dunn
This should have been included in the release notes:

* Added more verbose console output to help debug registration problems.

Also, we typically don't put backend fixes in the release notes, but I did find 
a bug in the backend that would cause a server logging into registered account 
to fail.  I think it's probably been in for a long time, only nobody has paid 
very close attention to the registration status of their server before.

- Fletch


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Jon Lippincott [j...@valvesoftware.com]
Sent: Friday, October 28, 2011 5:27 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Released

An optional update for Team Fortress 2 is now available.  The specific changes 
include:

   - Fixed the randommap command not working when used on the command line
   - Fixed a client crash that could occur while loading the map if MONOCULUS! 
is killed or stunned

-Jon

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[hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Jon Lippincott
An optional update for Team Fortress 2 is now available.  The specific changes 
include:

   - Fixed the randommap command not working when used on the command line
   - Fixed a client crash that could occur while loading the map if MONOCULUS! 
is killed or stunned

-Jon

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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Saul Rennison
Ouch. I can only imagine your pain Nicholas, for having to persistently
reverse engineer the Source 2009 SDK, and thank you dearly for your work (I
have all the hl2sdk repos in my Code folder).


Kind regards,
*Saul Rennison*


On 29 October 2011 00:47, Nicholas Hastings wrote:

> I don't know why you would expect them to add more public interfaces when
> they don't even share the changes to the existing ones.
>
> When was the last Source 2009 SDK update? Oh wait, there is no (official)
> Source 2009 SDK.
>
>
> On 10/28/2011 7:35 PM, Saul Rennison wrote:
>
>> Here's what I've got so far msleeper:
>> http://pastie.org/private/**v7cygkomvwkh0eeprut1a
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>> On 28 October 2011 22:08, 
>> msleeper>
>>  wrote:
>>
>>  Personally I'm staying away from "make things better for everyone by
>>> exposing code" arguments since I doubt it will happen, and I'm
>>> sticking to the "if you don't want SourceMod to be required, add in
>>> what it does to the core game" argument for now.
>>>
>>> On Fri, Oct 28, 2011 at 4:31 PM, Saul 
>>> Rennison
>>> >
>>> wrote:
>>>
 Abstract your gamerules and game players into interfaces (IGameRules,
 ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer,
 etc)
 and expose them, that removes any need for offsets. Also expose IClient

>>> and
>>>
 IServer from the engine, why are they hidden?

 I'm currently in the process of doing the former part of my suggestion

>>> for
>>>
 CSProMod (just one programmer) and I plan to have it done within 2 days.
 Minimal expense for Valve and a huge plus for plugin developers.


 Kind regards,
 *Saul Rennison*


 On 28 October 2011 21:21, Henry 
 Goffin>
  wrote:

  A very interesting question! No answer for you yet, unfortunately.
>
> We don't like the fact that managing a Source server requires third
>
 party
>>>
 software. We definitely appreciate everything that SM/MM do, and we
> obviously don't have anything against them and we aren't breaking them
>
 on
>>>
 purpose. But we still aren't happy with the stability problems around
> updates, even if they're often caused by admins who don't update
>
 promptly
>>>
 and not necessarily SM's fault. We are trying to find a better long-term
> solution.
>
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of msleeper
> Sent: Friday, October 28, 2011 1:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> Henry -
>
> Should we expect Source to include an extensive set of administrative
> tools in the near future then? SM / MM are third party software, yes,
> but they're absolutely essential in "keeping the peace" as Source's
> current administrative tools are nonexistent.
>
> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin com 
> wrote:
>
>> Just because we haven't put out one of these reminders in a while...
>>
>> Sourcemod hooks into undocumented engine code and generally doesn't
>>
> play
>>>
 well with updates. Whenever we make an engine change, Sourcemod starts
> calling the wrong functions. This can cause all kinds of issues ranging
>
 from
>>>
 server instability to client crashes to incorrect physics or gameplay.
> Usually a new Sourcemod release comes out which has reverse-engineered
>
 the
>>>
 engine changes and makes everything "work" again, but we have nothing to
>
 do
>>>
 with it. We obviously can't promise that your server will be stable or
>
 even
>>>
 work properly if you choose to run this type of engine-hooking mod.
>
>> Lately our updates have been including more engine changes as we work
>>
> to
>>>
 support new features like misc slots, loadouts, replay, holiday game
>
 modes,
>>>
 etc. This does mean that recent updates are much more likely to break
> Sourcemod plugins than in the past.
>
>> We wouldn't say, "never use Sourcemod", but I'd personally caution
>>
> against it unless you absolutely rely on its functionality. Our
>
 automated
>>>
 crash report tools are always flooded by sourcemod and metamod crashes
> whenever we release an update, and this time has been no exception.
>
>>
>>
>>
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of Andrew
>
>> Sent: Friday, October 28, 2011 12:37 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_

Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Björn Rohlén
I can't believe Valve is taking such a stance on this.

ROBIN! Time to rally your troops, yet again.

-TheG

On Sat, Oct 29, 2011 at 1:47 AM, Nicholas Hastings  wrote:

> I don't know why you would expect them to add more public interfaces when
> they don't even share the changes to the existing ones.
>
> When was the last Source 2009 SDK update? Oh wait, there is no (official)
> Source 2009 SDK.
>
>
> On 10/28/2011 7:35 PM, Saul Rennison wrote:
>
>> Here's what I've got so far msleeper:
>> http://pastie.org/private/**v7cygkomvwkh0eeprut1a
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>> On 28 October 2011 22:08, 
>> msleeper>
>>  wrote:
>>
>>  Personally I'm staying away from "make things better for everyone by
>>> exposing code" arguments since I doubt it will happen, and I'm
>>> sticking to the "if you don't want SourceMod to be required, add in
>>> what it does to the core game" argument for now.
>>>
>>> On Fri, Oct 28, 2011 at 4:31 PM, Saul 
>>> Rennison
>>> >
>>> wrote:
>>>
 Abstract your gamerules and game players into interfaces (IGameRules,
 ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer,
 etc)
 and expose them, that removes any need for offsets. Also expose IClient

>>> and
>>>
 IServer from the engine, why are they hidden?

 I'm currently in the process of doing the former part of my suggestion

>>> for
>>>
 CSProMod (just one programmer) and I plan to have it done within 2 days.
 Minimal expense for Valve and a huge plus for plugin developers.


 Kind regards,
 *Saul Rennison*


 On 28 October 2011 21:21, Henry 
 Goffin>
  wrote:

  A very interesting question! No answer for you yet, unfortunately.
>
> We don't like the fact that managing a Source server requires third
>
 party
>>>
 software. We definitely appreciate everything that SM/MM do, and we
> obviously don't have anything against them and we aren't breaking them
>
 on
>>>
 purpose. But we still aren't happy with the stability problems around
> updates, even if they're often caused by admins who don't update
>
 promptly
>>>
 and not necessarily SM's fault. We are trying to find a better long-term
> solution.
>
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of msleeper
> Sent: Friday, October 28, 2011 1:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> Henry -
>
> Should we expect Source to include an extensive set of administrative
> tools in the near future then? SM / MM are third party software, yes,
> but they're absolutely essential in "keeping the peace" as Source's
> current administrative tools are nonexistent.
>
> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin com 
> wrote:
>
>> Just because we haven't put out one of these reminders in a while...
>>
>> Sourcemod hooks into undocumented engine code and generally doesn't
>>
> play
>>>
 well with updates. Whenever we make an engine change, Sourcemod starts
> calling the wrong functions. This can cause all kinds of issues ranging
>
 from
>>>
 server instability to client crashes to incorrect physics or gameplay.
> Usually a new Sourcemod release comes out which has reverse-engineered
>
 the
>>>
 engine changes and makes everything "work" again, but we have nothing to
>
 do
>>>
 with it. We obviously can't promise that your server will be stable or
>
 even
>>>
 work properly if you choose to run this type of engine-hooking mod.
>
>> Lately our updates have been including more engine changes as we work
>>
> to
>>>
 support new features like misc slots, loadouts, replay, holiday game
>
 modes,
>>>
 etc. This does mean that recent updates are much more likely to break
> Sourcemod plugins than in the past.
>
>> We wouldn't say, "never use Sourcemod", but I'd personally caution
>>
> against it unless you absolutely rely on its functionality. Our
>
 automated
>>>
 crash report tools are always flooded by sourcemod and metamod crashes
> whenever we release an update, and this time has been no exception.
>
>>
>>
>>
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of Andrew
>
>> Sent: Friday, October 28, 2011 12:37 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>>
>> EHG,
>>
>> Huge thanks for that find! I

Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Nicholas Hastings
I don't know why you would expect them to add more public interfaces 
when they don't even share the changes to the existing ones.


When was the last Source 2009 SDK update? Oh wait, there is no 
(official) Source 2009 SDK.


On 10/28/2011 7:35 PM, Saul Rennison wrote:

Here's what I've got so far msleeper:
http://pastie.org/private/v7cygkomvwkh0eeprut1a


Kind regards,
*Saul Rennison*


On 28 October 2011 22:08, msleeper  wrote:


Personally I'm staying away from "make things better for everyone by
exposing code" arguments since I doubt it will happen, and I'm
sticking to the "if you don't want SourceMod to be required, add in
what it does to the core game" argument for now.

On Fri, Oct 28, 2011 at 4:31 PM, Saul Rennison
wrote:

Abstract your gamerules and game players into interfaces (IGameRules,
ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
and expose them, that removes any need for offsets. Also expose IClient

and

IServer from the engine, why are they hidden?

I'm currently in the process of doing the former part of my suggestion

for

CSProMod (just one programmer) and I plan to have it done within 2 days.
Minimal expense for Valve and a huge plus for plugin developers.


Kind regards,
*Saul Rennison*


On 28 October 2011 21:21, Henry Goffin  wrote:


A very interesting question! No answer for you yet, unfortunately.

We don't like the fact that managing a Source server requires third

party

software. We definitely appreciate everything that SM/MM do, and we
obviously don't have anything against them and we aren't breaking them

on

purpose. But we still aren't happy with the stability problems around
updates, even if they're often caused by admins who don't update

promptly

and not necessarily SM's fault. We are trying to find a better long-term
solution.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, October 28, 2011 1:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Players cannot taunt or call for medic

Henry -

Should we expect Source to include an extensive set of administrative
tools in the near future then? SM / MM are third party software, yes,
but they're absolutely essential in "keeping the peace" as Source's
current administrative tools are nonexistent.

On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin
Just because we haven't put out one of these reminders in a while...

Sourcemod hooks into undocumented engine code and generally doesn't

play

well with updates. Whenever we make an engine change, Sourcemod starts
calling the wrong functions. This can cause all kinds of issues ranging

from

server instability to client crashes to incorrect physics or gameplay.
Usually a new Sourcemod release comes out which has reverse-engineered

the

engine changes and makes everything "work" again, but we have nothing to

do

with it. We obviously can't promise that your server will be stable or

even

work properly if you choose to run this type of engine-hooking mod.

Lately our updates have been including more engine changes as we work

to

support new features like misc slots, loadouts, replay, holiday game

modes,

etc. This does mean that recent updates are much more likely to break
Sourcemod plugins than in the past.

We wouldn't say, "never use Sourcemod", but I'd personally caution

against it unless you absolutely rely on its functionality. Our

automated

crash report tools are always flooded by sourcemod and metamod crashes
whenever we release an update, and this time has been no exception.





-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:

hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew

Sent: Friday, October 28, 2011 12:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Players cannot taunt or call for medic

EHG,

Huge thanks for that find! I believe it did the trick.

May I ask where you got your updated offset values? I checked my usual
location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
they appear to be out of date. (Last updated on Oct 21).

If you have a better source I would greatly appreciate it!

Thanks
-Andrew

On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:

I ran into this same problem. It turned out to be incorrect offsets

for

the

team balance forward.

"CanBeAutobalanced"
{
  "windows""449"
  "linux""450"
}

-EHG

On 10/28/2011 11:05 AM, Andrew wrote:

Since the halloween update last night, every now and then I get a
player complaining that they cannot taunt or call for a medic on
koth_viaduct_event. Has anyone else seen this?

I cannot tell if there is a real issue here, or if I have some

players

with screwed up keybindings who keep coming back.

Thanks
-Andrew





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arc

Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Saul Rennison
Here's what I've got so far msleeper:
http://pastie.org/private/v7cygkomvwkh0eeprut1a


Kind regards,
*Saul Rennison*


On 28 October 2011 22:08, msleeper  wrote:

> Personally I'm staying away from "make things better for everyone by
> exposing code" arguments since I doubt it will happen, and I'm
> sticking to the "if you don't want SourceMod to be required, add in
> what it does to the core game" argument for now.
>
> On Fri, Oct 28, 2011 at 4:31 PM, Saul Rennison 
> wrote:
> > Abstract your gamerules and game players into interfaces (IGameRules,
> > ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
> > and expose them, that removes any need for offsets. Also expose IClient
> and
> > IServer from the engine, why are they hidden?
> >
> > I'm currently in the process of doing the former part of my suggestion
> for
> > CSProMod (just one programmer) and I plan to have it done within 2 days.
> > Minimal expense for Valve and a huge plus for plugin developers.
> >
> >
> > Kind regards,
> > *Saul Rennison*
> >
> >
> > On 28 October 2011 21:21, Henry Goffin  wrote:
> >
> >> A very interesting question! No answer for you yet, unfortunately.
> >>
> >> We don't like the fact that managing a Source server requires third
> party
> >> software. We definitely appreciate everything that SM/MM do, and we
> >> obviously don't have anything against them and we aren't breaking them
> on
> >> purpose. But we still aren't happy with the stability problems around
> >> updates, even if they're often caused by admins who don't update
> promptly
> >> and not necessarily SM's fault. We are trying to find a better long-term
> >> solution.
> >>
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> >> Sent: Friday, October 28, 2011 1:11 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
> >>
> >> Henry -
> >>
> >> Should we expect Source to include an extensive set of administrative
> >> tools in the near future then? SM / MM are third party software, yes,
> >> but they're absolutely essential in "keeping the peace" as Source's
> >> current administrative tools are nonexistent.
> >>
> >> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin  >
> >> wrote:
> >> > Just because we haven't put out one of these reminders in a while...
> >> >
> >> > Sourcemod hooks into undocumented engine code and generally doesn't
> play
> >> well with updates. Whenever we make an engine change, Sourcemod starts
> >> calling the wrong functions. This can cause all kinds of issues ranging
> from
> >> server instability to client crashes to incorrect physics or gameplay.
> >> Usually a new Sourcemod release comes out which has reverse-engineered
> the
> >> engine changes and makes everything "work" again, but we have nothing to
> do
> >> with it. We obviously can't promise that your server will be stable or
> even
> >> work properly if you choose to run this type of engine-hooking mod.
> >> >
> >> > Lately our updates have been including more engine changes as we work
> to
> >> support new features like misc slots, loadouts, replay, holiday game
> modes,
> >> etc. This does mean that recent updates are much more likely to break
> >> Sourcemod plugins than in the past.
> >> >
> >> > We wouldn't say, "never use Sourcemod", but I'd personally caution
> >> against it unless you absolutely rely on its functionality. Our
> automated
> >> crash report tools are always flooded by sourcemod and metamod crashes
> >> whenever we release an update, and this time has been no exception.
> >> >
> >> >
> >> >
> >> >
> >> >
> >> > -Original Message-
> >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
> >> > Sent: Friday, October 28, 2011 12:37 PM
> >> > To: Half-Life dedicated Linux server mailing list
> >> > Subject: Re: [hlds_linux] Players cannot taunt or call for medic
> >> >
> >> > EHG,
> >> >
> >> > Huge thanks for that find! I believe it did the trick.
> >> >
> >> > May I ask where you got your updated offset values? I checked my usual
> >> > location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
> >> > they appear to be out of date. (Last updated on Oct 21).
> >> >
> >> > If you have a better source I would greatly appreciate it!
> >> >
> >> > Thanks
> >> > -Andrew
> >> >
> >> > On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
> >> >> I ran into this same problem. It turned out to be incorrect offsets
> for
> >> the
> >> >> team balance forward.
> >> >>
> >> >> "CanBeAutobalanced"
> >> >> {
> >> >>  "windows""449"
> >> >>  "linux""450"
> >> >> }
> >> >>
> >> >> -EHG
> >> >>
> >> >> On 10/28/2011 11:05 AM, Andrew wrote:
> >> >>>
> >> >>> Since the halloween update last night, every now and then I get a
> >> >>> player complaining that they cannot t

Re: [hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Eric Riemers
On a side note, make sure you actually capture the point and start the timer
at least once, otherwise presents don't drop. At least that was in our case
when regulars joined the server all waiting for them to appear ;p (they
actually didn't cap)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: vrijdag 28 oktober 2011 22:38
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] TF2 registered servers: check for rogue '=' in the
convar settings

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

Also,  make sure you put the identity token in quotes.

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

Your humble servant,
Fletch
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Re: [hlds_linux] [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Kyle Sanderson
NAZU|GZr8]97""_a

I've changed the string a bit. I've left the quotes as is, though.

SteamID is 76561197995629557 if you want to look into it.
Kyle.

On Fri, Oct 28, 2011 at 2:58 PM, Tony Paloma wrote:

> But it’s only a single quote, right? You still surround the string with
> double quotes when putting it in your server.cfg. The token should never
> contain a double quote character.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Axl
> *Sent:* Friday, October 28, 2011 2:44 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2 registered servers: check for rogue '=' in the
> convar settings
>
> ** **
>
>  
>
> My identity token actually starts with a quote.  Will putting quotes around
> that cause a problem?
>
>  
>
> >** **
>
> > Also,  make sure you put the identity token in quotes.
>
> >** **
>
>  
>
> ___
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> please visit:
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>
>
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread ics
This sentence started the confusion: "This isn't the update for the 
Halloween event nor is it the update that will require your server to be 
registered in order to receive gift drops on Halloween maps"


So others like me assumed that it might have drops now (harvest_event).

-ics

29.10.2011 1:00, Tony Paloma kirjoitti:

koth_harvest_event does not have and never did have any gift drops.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Friday, October 28, 2011 2:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Are gifts supposed to drop on koth_harvest_event?  My server has them drop on 
cp_manor_event and koth_viaduct_event but not harvest.  I assumed this was 
because it is an older map and didn't have that feature when it was released in 
2009.

On 10/28/2011 12:51 AM, Jesse Molina wrote:

I am having the same issue.  Two servers on the same host, same IP,
different ports.

One of the two was verified dropping gifts yesterday on
koth_harvest_event.

However, today post-update, it is not dropping items on
koth_harvest_event or the new koth_viaduct_event.

Both are registered and in good standing, as far as I know.  The
admins of this host have not attempted any cheating or done anything
that I would suspect have gotten us blacklisted.



ics wrote:

Is there a reason why no halloween gifts would not drop? I've regged
the servers months ago. Servers do show up on server browser too.

-ics

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Re: [hlds_linux] [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread ics
Everyone who's not getting gift drops on halloween map 
koth_viaduct_event, check that your server.cfg has these lines as they are:


tf_server_identity_account_id XX
tf_server_identity_token "12345678901232"

So XX is your ID, and you need to have the token in quotes.
Also make sure that when you see your token and account id within your 
game account that you registered your servers with, that the final DOT 
on the output is NOT part of the token! If you include that in 
tf_server_identity_token, your auth will fail.


Other than that, it's like Fletcher said, do not add the equal sign if 
you are old timer who registered server long ago.


-ics


29.10.2011 0:11, Fletcher Dunn kirjoitti:

I think there may be more than one problem.

I'll add the registration status to the status display so it can be checked at 
any time.

- Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, October 28, 2011 2:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the convar 
settings

Fletcher - Would it be possible to add in a command to make the server
give us the on-boot authentication string at will? It doesn't seem to
report that on map change, only when the server is first starting up,
and if your server happens to be populated at the time, it's a death
sentence to ask us to reboot the server just to check if we're
authenticating correctly.

Also: my server's identity token didn't have quote marks in it, so I
added that and I'm testing now. But, my other 3 servers don't have
quote marks either, so it's strange that just the one server would be
having the problem.  There was no = sign in the token string.

On Fri, Oct 28, 2011 at 4:59 PM, Tres  wrote:

Same here. Gifts drop for a while then stop, with a full server. Have to
restart to get them back. Rinse, repeat. Love the event, though. Glad you
guys are running it as long as you are. :)

On Fri, Oct 28, 2011 at 3:53 PM, Andreas Grimm  wrote:

My gameservers run halloween maps 24/7 without any mapchanges.



This morning they dropped gifts without any problems, but a few hours
later they stopped dropping the gifts.

I changed nothing during the runtime and all servers are successfully
registered. Only a complete server restart solved the problem.



After the restart the gift drops were back.



Atm it seems that they stopped dropping gifts again. 30 players on it,
registered, get gifts earlier this day and now - nothing.

Is there any "registration timeout" or something like that active?



From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 10:42 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the
convar settings



One last thing.



You *should* see either this line:



 Game server authentication: SUCCESS! Standing: %s. Trend:
%s



or this line:



 Game server authentication: FAILURE!



Pretty soon upon boot.  If you don't that means your server is not even
attempting to sign on, and there's probably something wrong with the
convars.



If you see the SUCCESS! message, but are still not getting Halloween
drops, please post that fact on this list.



Your humble servant,

Fletch



From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the convar
settings



If your server is not getting Halloween drops, check if your config file
has an '=' in the lines to set the registration convars.



Also,  make sure you put the identity token in quotes.



If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.



In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.



Your humble servant,

Fletch

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Loïc PERY
thanks

2011/10/28 Russell Smith 

> There's a thread on SPUF about it:
> http://forums.steampowered.**com/forums/showthread.php?t=**2199895
>
> I haven't had any crashes since using the Steam beta client.
>
> On 10/28/2011 2:32 PM, Loïc PERY wrote:
>
>> Client crash sometimes when we look at tab panel (score, etc ...)
>>
>> got crash 1/4 times.
>>
>> did you know this client crash valve ?
>>
>> 2011/10/28 Jason Ruymen
>> >
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>>> changes include:
>>>
>>> - Halloween 2011 Event
>>>   - Viaduct has been haunted and is now... Eyeaduct!
>>>   - One full multi-piece costume set has been added for each class
>>>   - Random gifts containing costume pieces drop in Eyeaduct on registered
>>> servers
>>>   - 2 new Halloween 2011 achievements
>>>   - Any unusual hats uncrated during the event will be Halloween-themed
>>>   - New Halloween-themed items are available in the Mann Co. store, but
>>> only for a limited time!
>>> - Updated effects for The Cow Mangler 5000
>>> - Updated in-game abuse reporting tool to include option for reporting
>>> abusive game servers
>>> - Added mapcycle_halloween containing all Halloween event maps
>>> - Fixed team colors and styles not updating properly in store previews
>>> - Fixed bug in reputation trend status display for registered servers
>>> - Fixed a problem that could cause repeated stutters after joining a
>>> server
>>> - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
>>> - New Halloween-themed community-created items submitted to the Workshop
>>> are now available in the Mann Co. store!
>>>
>>> Jason
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>>
>>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Tony Paloma
koth_harvest_event does not have and never did have any gift drops.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Friday, October 28, 2011 2:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Are gifts supposed to drop on koth_harvest_event?  My server has them drop on 
cp_manor_event and koth_viaduct_event but not harvest.  I assumed this was 
because it is an older map and didn't have that feature when it was released in 
2009.

On 10/28/2011 12:51 AM, Jesse Molina wrote:
>
> I am having the same issue.  Two servers on the same host, same IP, 
> different ports.
>
> One of the two was verified dropping gifts yesterday on 
> koth_harvest_event.
>
> However, today post-update, it is not dropping items on 
> koth_harvest_event or the new koth_viaduct_event.
>
> Both are registered and in good standing, as far as I know.  The 
> admins of this host have not attempted any cheating or done anything 
> that I would suspect have gotten us blacklisted.
>
>
>
> ics wrote:
>> Is there a reason why no halloween gifts would not drop? I've regged 
>> the servers months ago. Servers do show up on server browser too.
>>
>> -ics
>>
>> ___
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>> archives, please visit:
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>


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Re: [hlds_linux] [hlds] TF2 registered servers: check for rogue '='in the convar settings

2011-10-28 Thread Jon cooney
Just to add to my previous post Fletch

im assuming this is the same issue weve had before with the steam backend 
timezone and server system times for events

my cmos battery has failed and im waiting to replace it to get the system clock 
working again

i assumed this was why the event wasnt working as the date offset wasnt 
matching up with you guys?

im probably totally wrong though i wont know till i change it tommorrow but 
just a thought.


Carnage.
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Jon cooney
Im running two servers on the same master ip of the machine two diff ports

both have the correct quickplay convar settings

both servers have been registered for a long time, both are in good standing 
and reporting authentication success with quickplay

both are reporting registered correctly with sv_tags

both have no gift drops

one runs replay, one doesnt, both totally vanilla


Carnage
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Russell Smith

There's a thread on SPUF about it:
http://forums.steampowered.com/forums/showthread.php?t=2199895

I haven't had any crashes since using the Steam beta client.

On 10/28/2011 2:32 PM, Loïc PERY wrote:

Client crash sometimes when we look at tab panel (score, etc ...)

got crash 1/4 times.

did you know this client crash valve ?

2011/10/28 Jason Ruymen


Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Halloween 2011 Event
   - Viaduct has been haunted and is now... Eyeaduct!
   - One full multi-piece costume set has been added for each class
   - Random gifts containing costume pieces drop in Eyeaduct on registered
servers
   - 2 new Halloween 2011 achievements
   - Any unusual hats uncrated during the event will be Halloween-themed
   - New Halloween-themed items are available in the Mann Co. store, but
only for a limited time!
- Updated effects for The Cow Mangler 5000
- Updated in-game abuse reporting tool to include option for reporting
abusive game servers
- Added mapcycle_halloween containing all Halloween event maps
- Fixed team colors and styles not updating properly in store previews
- Fixed bug in reputation trend status display for registered servers
- Fixed a problem that could cause repeated stutters after joining a server
- Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
- New Halloween-themed community-created items submitted to the Workshop
are now available in the Mann Co. store!

Jason


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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Russell Smith
Are gifts supposed to drop on koth_harvest_event?  My server has them 
drop on cp_manor_event and koth_viaduct_event but not harvest.  I 
assumed this was because it is an older map and didn't have that feature 
when it was released in 2009.


On 10/28/2011 12:51 AM, Jesse Molina wrote:


I am having the same issue.  Two servers on the same host, same IP, 
different ports.


One of the two was verified dropping gifts yesterday on 
koth_harvest_event.


However, today post-update, it is not dropping items on 
koth_harvest_event or the new koth_viaduct_event.


Both are registered and in good standing, as far as I know.  The 
admins of this host have not attempted any cheating or done anything 
that I would suspect have gotten us blacklisted.




ics wrote:

Is there a reason why no halloween gifts would not drop? I've regged the
servers months ago. Servers do show up on server browser too.

-ics

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Loïc PERY
Client crash sometimes when we look at tab panel (score, etc ...)

got crash 1/4 times.

did you know this client crash valve ?

2011/10/28 Jason Ruymen 

> Required updates for Team Fortress 2 are now available.  The specific
> changes include:
>
> - Halloween 2011 Event
>   - Viaduct has been haunted and is now... Eyeaduct!
>   - One full multi-piece costume set has been added for each class
>   - Random gifts containing costume pieces drop in Eyeaduct on registered
> servers
>   - 2 new Halloween 2011 achievements
>   - Any unusual hats uncrated during the event will be Halloween-themed
>   - New Halloween-themed items are available in the Mann Co. store, but
> only for a limited time!
> - Updated effects for The Cow Mangler 5000
> - Updated in-game abuse reporting tool to include option for reporting
> abusive game servers
> - Added mapcycle_halloween containing all Halloween event maps
> - Fixed team colors and styles not updating properly in store previews
> - Fixed bug in reputation trend status display for registered servers
> - Fixed a problem that could cause repeated stutters after joining a server
> - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
> - New Halloween-themed community-created items submitted to the Workshop
> are now available in the Mann Co. store!
>
> Jason
>
>
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Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Fletcher Dunn
I think the best answer there is that we would probably use the abuse reporting 
mechanism as one tool to try to measure what sort of impact this sort of thing 
has on our community.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
Sent: Friday, October 28, 2011 2:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

On Fri, Oct 28, 2011 at 22:31, Benedict Glover
 asked:
> I'm not personally going to report these but what about servers that offer 
> over powered weapons if you pay real money? (Premium Servers (Nightteam))

I don't think it's fair to name names in such a discussion, especially
when Valve can't answer lacking data on how many people elect to
report such servers over a fairly long period of time - the main
metric being looked at right now.

--bp is not affiliated with any such server

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Re: [hlds_linux] [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Fletcher Dunn
I think there may be more than one problem.

I'll add the registration status to the status display so it can be checked at 
any time.

- Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, October 28, 2011 2:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the convar 
settings

Fletcher - Would it be possible to add in a command to make the server
give us the on-boot authentication string at will? It doesn't seem to
report that on map change, only when the server is first starting up,
and if your server happens to be populated at the time, it's a death
sentence to ask us to reboot the server just to check if we're
authenticating correctly.

Also: my server's identity token didn't have quote marks in it, so I
added that and I'm testing now. But, my other 3 servers don't have
quote marks either, so it's strange that just the one server would be
having the problem.  There was no = sign in the token string.

On Fri, Oct 28, 2011 at 4:59 PM, Tres  wrote:
> Same here. Gifts drop for a while then stop, with a full server. Have to
> restart to get them back. Rinse, repeat. Love the event, though. Glad you
> guys are running it as long as you are. :)
>
> On Fri, Oct 28, 2011 at 3:53 PM, Andreas Grimm  wrote:
>>
>> My gameservers run halloween maps 24/7 without any mapchanges.
>>
>>
>>
>> This morning they dropped gifts without any problems, but a few hours
>> later they stopped dropping the gifts.
>>
>> I changed nothing during the runtime and all servers are successfully
>> registered. Only a complete server restart solved the problem.
>>
>>
>>
>> After the restart the gift drops were back.
>>
>>
>>
>> Atm it seems that they stopped dropping gifts again. 30 players on it,
>> registered, get gifts earlier this day and now - nothing.
>>
>> Is there any "registration timeout" or something like that active?
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Friday, October 28, 2011 10:42 PM
>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux server mailing list
>> Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the
>> convar settings
>>
>>
>>
>> One last thing.
>>
>>
>>
>> You *should* see either this line:
>>
>>
>>
>>     Game server authentication: SUCCESS! Standing: %s. Trend:
>> %s
>>
>>
>>
>> or this line:
>>
>>
>>
>>     Game server authentication: FAILURE!
>>
>>
>>
>> Pretty soon upon boot.  If you don't that means your server is not even
>> attempting to sign on, and there's probably something wrong with the
>> convars.
>>
>>
>>
>> If you see the SUCCESS! message, but are still not getting Halloween
>> drops, please post that fact on this list.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Friday, October 28, 2011 1:38 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list
>> Subject: [hlds] TF2 registered servers: check for rogue '=' in the convar
>> settings
>>
>>
>>
>> If your server is not getting Halloween drops, check if your config file
>> has an '=' in the lines to set the registration convars.
>>
>>
>>
>> Also,  make sure you put the identity token in quotes.
>>
>>
>>
>> If you have these two problems, you probably (quite reasonably) cut and
>> paste the two config file lines from the client console when you registered
>> your server.  That output erroneously had the ='s in them, and did not quote
>> the identity token.  We fixed the output soon after we shipped the
>> registered server feature, which explains why a lot of people not getting
>> the drops are also saying that they have been registered for a long time.
>>
>>
>>
>> In case that does not fix the problem, the next update will provide more
>> verbose logging so such errors will not go undetected for so long.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
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Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread bp
On Fri, Oct 28, 2011 at 22:31, Benedict Glover
 asked:
> I'm not personally going to report these but what about servers that offer 
> over powered weapons if you pay real money? (Premium Servers (Nightteam))

I don't think it's fair to name names in such a discussion, especially
when Valve can't answer lacking data on how many people elect to
report such servers over a fairly long period of time - the main
metric being looked at right now.

--bp is not affiliated with any such server

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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread msleeper
Personally I'm staying away from "make things better for everyone by
exposing code" arguments since I doubt it will happen, and I'm
sticking to the "if you don't want SourceMod to be required, add in
what it does to the core game" argument for now.

On Fri, Oct 28, 2011 at 4:31 PM, Saul Rennison  wrote:
> Abstract your gamerules and game players into interfaces (IGameRules,
> ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
> and expose them, that removes any need for offsets. Also expose IClient and
> IServer from the engine, why are they hidden?
>
> I'm currently in the process of doing the former part of my suggestion for
> CSProMod (just one programmer) and I plan to have it done within 2 days.
> Minimal expense for Valve and a huge plus for plugin developers.
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 28 October 2011 21:21, Henry Goffin  wrote:
>
>> A very interesting question! No answer for you yet, unfortunately.
>>
>> We don't like the fact that managing a Source server requires third party
>> software. We definitely appreciate everything that SM/MM do, and we
>> obviously don't have anything against them and we aren't breaking them on
>> purpose. But we still aren't happy with the stability problems around
>> updates, even if they're often caused by admins who don't update promptly
>> and not necessarily SM's fault. We are trying to find a better long-term
>> solution.
>>
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> Sent: Friday, October 28, 2011 1:11 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>>
>> Henry -
>>
>> Should we expect Source to include an extensive set of administrative
>> tools in the near future then? SM / MM are third party software, yes,
>> but they're absolutely essential in "keeping the peace" as Source's
>> current administrative tools are nonexistent.
>>
>> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin 
>> wrote:
>> > Just because we haven't put out one of these reminders in a while...
>> >
>> > Sourcemod hooks into undocumented engine code and generally doesn't play
>> well with updates. Whenever we make an engine change, Sourcemod starts
>> calling the wrong functions. This can cause all kinds of issues ranging from
>> server instability to client crashes to incorrect physics or gameplay.
>> Usually a new Sourcemod release comes out which has reverse-engineered the
>> engine changes and makes everything "work" again, but we have nothing to do
>> with it. We obviously can't promise that your server will be stable or even
>> work properly if you choose to run this type of engine-hooking mod.
>> >
>> > Lately our updates have been including more engine changes as we work to
>> support new features like misc slots, loadouts, replay, holiday game modes,
>> etc. This does mean that recent updates are much more likely to break
>> Sourcemod plugins than in the past.
>> >
>> > We wouldn't say, "never use Sourcemod", but I'd personally caution
>> against it unless you absolutely rely on its functionality. Our automated
>> crash report tools are always flooded by sourcemod and metamod crashes
>> whenever we release an update, and this time has been no exception.
>> >
>> >
>> >
>> >
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
>> > Sent: Friday, October 28, 2011 12:37 PM
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>> >
>> > EHG,
>> >
>> > Huge thanks for that find! I believe it did the trick.
>> >
>> > May I ask where you got your updated offset values? I checked my usual
>> > location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
>> > they appear to be out of date. (Last updated on Oct 21).
>> >
>> > If you have a better source I would greatly appreciate it!
>> >
>> > Thanks
>> > -Andrew
>> >
>> > On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
>> >> I ran into this same problem. It turned out to be incorrect offsets for
>> the
>> >> team balance forward.
>> >>
>> >> "CanBeAutobalanced"
>> >> {
>> >>  "windows"    "449"
>> >>  "linux"        "450"
>> >> }
>> >>
>> >> -EHG
>> >>
>> >> On 10/28/2011 11:05 AM, Andrew wrote:
>> >>>
>> >>> Since the halloween update last night, every now and then I get a
>> >>> player complaining that they cannot taunt or call for a medic on
>> >>> koth_viaduct_event. Has anyone else seen this?
>> >>>
>> >>> I cannot tell if there is a real issue here, or if I have some players
>> >>> with screwed up keybindings who keep coming back.
>> >>>
>> >>> Thanks
>> >>> -Andrew
>> >>>
>> >>>
>> >>>
>> >>>
>> >>
>> >> ___
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Re: [hlds_linux] So Valve you fucked up the LAN play

2011-10-28 Thread Benedict Glover


Is swearing really needed here? Calm down, Valve has a lot on their hands 
already.

> Date: Fri, 28 Oct 2011 23:01:39 +0200
> From: vir...@freemail.hu
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] So Valve you fucked up the LAN play
> 
> In short theese are the thing that aren't working anymore:
> 
> mp_fadetoblack (it faeds but you can choose another player adn the fading 
> goes away
> 
> steam ID-s disapeared when sv_lan is set to 1. It was good at the end of the 
> summer but now it's fucked up.
> 
> So pls correct it.
> 
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[hlds_linux] So Valve you fucked up the LAN play

2011-10-28 Thread molnár lászló
In short theese are the thing that aren't working anymore:

mp_fadetoblack (it faeds but you can choose another player adn the fading goes 
away

steam ID-s disapeared when sv_lan is set to 1. It was good at the end of the 
summer but now it's fucked up.

So pls correct it.

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Re: [hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Fletcher Dunn
One last thing.

You *should* see either this line:

Game server authentication: SUCCESS! Standing: %s. Trend: %s

or this line:

Game server authentication: FAILURE!

Pretty soon upon boot.  If you don't that means your server is not even 
attempting to sign on, and there's probably something wrong with the convars.

If you see the SUCCESS! message, but are still not getting Halloween drops, 
please post that fact on this list.

Your humble servant,
Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the convar 
settings

If your server is not getting Halloween drops, check if your config file has an 
'=' in the lines to set the registration convars.

Also,  make sure you put the identity token in quotes.

If you have these two problems, you probably (quite reasonably) cut and paste 
the two config file lines from the client console when you registered your 
server.  That output erroneously had the ='s in them, and did not quote the 
identity token.  We fixed the output soon after we shipped the registered 
server feature, which explains why a lot of people not getting the drops are 
also saying that they have been registered for a long time.

In case that does not fix the problem, the next update will provide more 
verbose logging so such errors will not go undetected for so long.

Your humble servant,
Fletch
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[hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Fletcher Dunn
If your server is not getting Halloween drops, check if your config file has an 
'=' in the lines to set the registration convars.

Also,  make sure you put the identity token in quotes.

If you have these two problems, you probably (quite reasonably) cut and paste 
the two config file lines from the client console when you registered your 
server.  That output erroneously had the ='s in them, and did not quote the 
identity token.  We fixed the output soon after we shipped the registered 
server feature, which explains why a lot of people not getting the drops are 
also saying that they have been registered for a long time.

In case that does not fix the problem, the next update will provide more 
verbose logging so such errors will not go undetected for so long.

Your humble servant,
Fletch
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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Saul Rennison
Abstract your gamerules and game players into interfaces (IGameRules,
ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
and expose them, that removes any need for offsets. Also expose IClient and
IServer from the engine, why are they hidden?

I'm currently in the process of doing the former part of my suggestion for
CSProMod (just one programmer) and I plan to have it done within 2 days.
Minimal expense for Valve and a huge plus for plugin developers.


Kind regards,
*Saul Rennison*


On 28 October 2011 21:21, Henry Goffin  wrote:

> A very interesting question! No answer for you yet, unfortunately.
>
> We don't like the fact that managing a Source server requires third party
> software. We definitely appreciate everything that SM/MM do, and we
> obviously don't have anything against them and we aren't breaking them on
> purpose. But we still aren't happy with the stability problems around
> updates, even if they're often caused by admins who don't update promptly
> and not necessarily SM's fault. We are trying to find a better long-term
> solution.
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Friday, October 28, 2011 1:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> Henry -
>
> Should we expect Source to include an extensive set of administrative
> tools in the near future then? SM / MM are third party software, yes,
> but they're absolutely essential in "keeping the peace" as Source's
> current administrative tools are nonexistent.
>
> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin 
> wrote:
> > Just because we haven't put out one of these reminders in a while...
> >
> > Sourcemod hooks into undocumented engine code and generally doesn't play
> well with updates. Whenever we make an engine change, Sourcemod starts
> calling the wrong functions. This can cause all kinds of issues ranging from
> server instability to client crashes to incorrect physics or gameplay.
> Usually a new Sourcemod release comes out which has reverse-engineered the
> engine changes and makes everything "work" again, but we have nothing to do
> with it. We obviously can't promise that your server will be stable or even
> work properly if you choose to run this type of engine-hooking mod.
> >
> > Lately our updates have been including more engine changes as we work to
> support new features like misc slots, loadouts, replay, holiday game modes,
> etc. This does mean that recent updates are much more likely to break
> Sourcemod plugins than in the past.
> >
> > We wouldn't say, "never use Sourcemod", but I'd personally caution
> against it unless you absolutely rely on its functionality. Our automated
> crash report tools are always flooded by sourcemod and metamod crashes
> whenever we release an update, and this time has been no exception.
> >
> >
> >
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
> > Sent: Friday, October 28, 2011 12:37 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Players cannot taunt or call for medic
> >
> > EHG,
> >
> > Huge thanks for that find! I believe it did the trick.
> >
> > May I ask where you got your updated offset values? I checked my usual
> > location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
> > they appear to be out of date. (Last updated on Oct 21).
> >
> > If you have a better source I would greatly appreciate it!
> >
> > Thanks
> > -Andrew
> >
> > On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
> >> I ran into this same problem. It turned out to be incorrect offsets for
> the
> >> team balance forward.
> >>
> >> "CanBeAutobalanced"
> >> {
> >>  "windows""449"
> >>  "linux""450"
> >> }
> >>
> >> -EHG
> >>
> >> On 10/28/2011 11:05 AM, Andrew wrote:
> >>>
> >>> Since the halloween update last night, every now and then I get a
> >>> player complaining that they cannot taunt or call for a medic on
> >>> koth_viaduct_event. Has anyone else seen this?
> >>>
> >>> I cannot tell if there is a real issue here, or if I have some players
> >>> with screwed up keybindings who keep coming back.
> >>>
> >>> Thanks
> >>> -Andrew
> >>>
> >>>
> >>>
> >>>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > --
> > Andrew (Wave Admin)
> > The Wave!
> > 24/7 CTF
> > 1/2 respawn times
> > http://thewaveserver.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] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread 1nsane
Clan tag protect + bots with tags + replay/sourcetv bot with tag =
autobanned name change hackers.

Though I think there's a plugin for that which might work better.

On Fri, Oct 28, 2011 at 4:28 PM, Fletcher Dunn
wrote:

> I don't think we would find that abusive.
>
> I also note that I cannot imagine that a normal player would have any
> reason to report abuse against that, either.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
> Sent: Friday, October 28, 2011 1:27 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool
>
> So if I use a plugin that renames bots but does not otherwise disguise them
> as real players (no ping, no steam ids in status) I should be fine?
>
> On Fri, Oct 28, 2011 at 2:51 PM, Fletcher Dunn
> wrote:
>
> > We are going to add a combo box to the abuse reporting tool and enumerate
> > some categories of abuse.  We hope that will help both players and agme
> > servers get an idea of what we consider abusive.  However, those are just
> > examples.  There will always be an "other" category, and there's a reason
> we
> > require the description field.  The system is purposefully fuzzy.
> >
> > The purpose of the in-game abuse reporter is to identify game servers
> where
> > players are not having fun, due to a game server atmosphere.  This
> > negatively affects our game as a whole.  We're not going to draw a bright
> > line and define precisely what is OK and what is not.  If your users are
> > reporting a high degree of abuse, we're going to read the descriptions of
> > what they are saying and decide if we think it's reasonable or not.
> >
> > As I said in the other post, if your players are having fun, I think you
> > have nothing to worry about.  The purpose of this tool is locate the
> worst
> > offenses.  We will not be straying into the gray area or punishing
> > well-intentioned game server operators who experimenting with rule
> changes,
> > or who get abuse reports just because some people don't like nocrits or
> > medieval mode.
> >
> > I think everybody here can understand that there is quite a difference
> > between purposefully concealing major rule changes (i.e. hacking the tags
> > that are designed to advertise those rule changes, purposefully making
> bots
> > look as if they are real players, etc), and customizing your server to
> > provide the experience your players want.  Or locking players in place
> while
> > certain players rush around to collect the gift drops, if those players
> > didn't opt in to that experience.
> >
> > We just want to locate game servers that are clearly abusing players.  We
> > don't need to draw a bright line because we don't plan to go near it,
> > wherever it may be.
> >
> > - Fletch
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> > Sent: Friday, October 28, 2011 11:34 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] About the TF2 in-game abuse reporting tool
> >
> > That's a valid question - an abuse reporting system has been put in
> place,
> > without telling the users what consittutes abuse (which I think would
> lead
> > to many more false reports than not). Some guidelines (both for users and
> > server operators) might be beneficial, both to keep down the number of
> > nuisance reports, AND help the server operators to stay in compliance.
> It's
> > all well and good to say that Valve reserves the right to ban
> servers/IP's
> > for abuse, but without knowing what the rules/guidelines are, it's giving
> > operators an invisible line and telling us "don't cross this".
> > On Fri, Oct 28, 2011 at 2:18 PM,  doctor...@web.de>>
> > wrote:
> > What is considered as abusive behaviour?
> > ___
> > SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> > kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
> >
> > ___
> > 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
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
___
To u

Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Benedict Glover

I'm not personally going to report these but what about servers that offer over 
powered weapons if you pay real money? (Premium Servers (Nightteam))
Ben

> From: fletch...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com
> Date: Fri, 28 Oct 2011 20:28:50 +
> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool
> 
> I don't think we would find that abusive.
> 
> I also note that I cannot imagine that a normal player would have any reason 
> to report abuse against that, either.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
> Sent: Friday, October 28, 2011 1:27 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool
> 
> So if I use a plugin that renames bots but does not otherwise disguise them
> as real players (no ping, no steam ids in status) I should be fine?
> 
> On Fri, Oct 28, 2011 at 2:51 PM, Fletcher Dunn
> wrote:
> 
> > We are going to add a combo box to the abuse reporting tool and enumerate
> > some categories of abuse.  We hope that will help both players and agme
> > servers get an idea of what we consider abusive.  However, those are just
> > examples.  There will always be an "other" category, and there's a reason we
> > require the description field.  The system is purposefully fuzzy.
> >
> > The purpose of the in-game abuse reporter is to identify game servers where
> > players are not having fun, due to a game server atmosphere.  This
> > negatively affects our game as a whole.  We're not going to draw a bright
> > line and define precisely what is OK and what is not.  If your users are
> > reporting a high degree of abuse, we're going to read the descriptions of
> > what they are saying and decide if we think it's reasonable or not.
> >
> > As I said in the other post, if your players are having fun, I think you
> > have nothing to worry about.  The purpose of this tool is locate the worst
> > offenses.  We will not be straying into the gray area or punishing
> > well-intentioned game server operators who experimenting with rule changes,
> > or who get abuse reports just because some people don't like nocrits or
> > medieval mode.
> >
> > I think everybody here can understand that there is quite a difference
> > between purposefully concealing major rule changes (i.e. hacking the tags
> > that are designed to advertise those rule changes, purposefully making bots
> > look as if they are real players, etc), and customizing your server to
> > provide the experience your players want.  Or locking players in place while
> > certain players rush around to collect the gift drops, if those players
> > didn't opt in to that experience.
> >
> > We just want to locate game servers that are clearly abusing players.  We
> > don't need to draw a bright line because we don't plan to go near it,
> > wherever it may be.
> >
> > - Fletch
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> > Sent: Friday, October 28, 2011 11:34 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] About the TF2 in-game abuse reporting tool
> >
> > That's a valid question - an abuse reporting system has been put in place,
> > without telling the users what consittutes abuse (which I think would lead
> > to many more false reports than not). Some guidelines (both for users and
> > server operators) might be beneficial, both to keep down the number of
> > nuisance reports, AND help the server operators to stay in compliance. It's
> > all well and good to say that Valve reserves the right to ban servers/IP's
> > for abuse, but without knowing what the rules/guidelines are, it's giving
> > operators an invisible line and telling us "don't cross this".
> > On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>>
> > wrote:
> > What is considered as abusive behaviour?
> > ___
> > SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> > kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
> >
> > ___
> > 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
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, pleas

Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Fletcher Dunn
I don't think we would find that abusive.

I also note that I cannot imagine that a normal player would have any reason to 
report abuse against that, either.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, October 28, 2011 1:27 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

So if I use a plugin that renames bots but does not otherwise disguise them
as real players (no ping, no steam ids in status) I should be fine?

On Fri, Oct 28, 2011 at 2:51 PM, Fletcher Dunn
wrote:

> We are going to add a combo box to the abuse reporting tool and enumerate
> some categories of abuse.  We hope that will help both players and agme
> servers get an idea of what we consider abusive.  However, those are just
> examples.  There will always be an "other" category, and there's a reason we
> require the description field.  The system is purposefully fuzzy.
>
> The purpose of the in-game abuse reporter is to identify game servers where
> players are not having fun, due to a game server atmosphere.  This
> negatively affects our game as a whole.  We're not going to draw a bright
> line and define precisely what is OK and what is not.  If your users are
> reporting a high degree of abuse, we're going to read the descriptions of
> what they are saying and decide if we think it's reasonable or not.
>
> As I said in the other post, if your players are having fun, I think you
> have nothing to worry about.  The purpose of this tool is locate the worst
> offenses.  We will not be straying into the gray area or punishing
> well-intentioned game server operators who experimenting with rule changes,
> or who get abuse reports just because some people don't like nocrits or
> medieval mode.
>
> I think everybody here can understand that there is quite a difference
> between purposefully concealing major rule changes (i.e. hacking the tags
> that are designed to advertise those rule changes, purposefully making bots
> look as if they are real players, etc), and customizing your server to
> provide the experience your players want.  Or locking players in place while
> certain players rush around to collect the gift drops, if those players
> didn't opt in to that experience.
>
> We just want to locate game servers that are clearly abusing players.  We
> don't need to draw a bright line because we don't plan to go near it,
> wherever it may be.
>
> - Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> Sent: Friday, October 28, 2011 11:34 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] About the TF2 in-game abuse reporting tool
>
> That's a valid question - an abuse reporting system has been put in place,
> without telling the users what consittutes abuse (which I think would lead
> to many more false reports than not). Some guidelines (both for users and
> server operators) might be beneficial, both to keep down the number of
> nuisance reports, AND help the server operators to stay in compliance. It's
> all well and good to say that Valve reserves the right to ban servers/IP's
> for abuse, but without knowing what the rules/guidelines are, it's giving
> operators an invisible line and telling us "don't cross this".
> On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>>
> wrote:
> What is considered as abusive behaviour?
> ___
> SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
>
> ___
> 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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread 1nsane
So if I use a plugin that renames bots but does not otherwise disguise them
as real players (no ping, no steam ids in status) I should be fine?

On Fri, Oct 28, 2011 at 2:51 PM, Fletcher Dunn
wrote:

> We are going to add a combo box to the abuse reporting tool and enumerate
> some categories of abuse.  We hope that will help both players and agme
> servers get an idea of what we consider abusive.  However, those are just
> examples.  There will always be an "other" category, and there's a reason we
> require the description field.  The system is purposefully fuzzy.
>
> The purpose of the in-game abuse reporter is to identify game servers where
> players are not having fun, due to a game server atmosphere.  This
> negatively affects our game as a whole.  We're not going to draw a bright
> line and define precisely what is OK and what is not.  If your users are
> reporting a high degree of abuse, we're going to read the descriptions of
> what they are saying and decide if we think it's reasonable or not.
>
> As I said in the other post, if your players are having fun, I think you
> have nothing to worry about.  The purpose of this tool is locate the worst
> offenses.  We will not be straying into the gray area or punishing
> well-intentioned game server operators who experimenting with rule changes,
> or who get abuse reports just because some people don't like nocrits or
> medieval mode.
>
> I think everybody here can understand that there is quite a difference
> between purposefully concealing major rule changes (i.e. hacking the tags
> that are designed to advertise those rule changes, purposefully making bots
> look as if they are real players, etc), and customizing your server to
> provide the experience your players want.  Or locking players in place while
> certain players rush around to collect the gift drops, if those players
> didn't opt in to that experience.
>
> We just want to locate game servers that are clearly abusing players.  We
> don't need to draw a bright line because we don't plan to go near it,
> wherever it may be.
>
> - Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> Sent: Friday, October 28, 2011 11:34 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] About the TF2 in-game abuse reporting tool
>
> That's a valid question - an abuse reporting system has been put in place,
> without telling the users what consittutes abuse (which I think would lead
> to many more false reports than not). Some guidelines (both for users and
> server operators) might be beneficial, both to keep down the number of
> nuisance reports, AND help the server operators to stay in compliance. It's
> all well and good to say that Valve reserves the right to ban servers/IP's
> for abuse, but without knowing what the rules/guidelines are, it's giving
> operators an invisible line and telling us "don't cross this".
> On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>>
> wrote:
> What is considered as abusive behaviour?
> ___
> SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
>
> ___
> 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:
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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread msleeper
Aside from the archaic "kick" and "banid" or "banip" commands, I can't
think of a single thing that Source can do to deal with unruly
players. At the absolute minimum, some sort of just basic
administrative ability included in Source would go a long way towards
"not requiring" SourceMod (completely ignoring fun plugins or gameplay
changing stuff). I don't expect Source to ever have anything as robust
as SourceMod's admin system (especially with SQL admins) though it
would be nice.

Also, I've mentioned this before - some sort of web admin panel like
Killing Floor and other Unreal engine games has would be pretty
awesome from an administrative standpoint.

On Fri, Oct 28, 2011 at 4:21 PM, Henry Goffin  wrote:
> A very interesting question! No answer for you yet, unfortunately.
>
> We don't like the fact that managing a Source server requires third party 
> software. We definitely appreciate everything that SM/MM do, and we obviously 
> don't have anything against them and we aren't breaking them on purpose. But 
> we still aren't happy with the stability problems around updates, even if 
> they're often caused by admins who don't update promptly and not necessarily 
> SM's fault. We are trying to find a better long-term solution.
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Friday, October 28, 2011 1:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> Henry -
>
> Should we expect Source to include an extensive set of administrative
> tools in the near future then? SM / MM are third party software, yes,
> but they're absolutely essential in "keeping the peace" as Source's
> current administrative tools are nonexistent.
>
> On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin  
> wrote:
>> Just because we haven't put out one of these reminders in a while...
>>
>> Sourcemod hooks into undocumented engine code and generally doesn't play 
>> well with updates. Whenever we make an engine change, Sourcemod starts 
>> calling the wrong functions. This can cause all kinds of issues ranging from 
>> server instability to client crashes to incorrect physics or gameplay. 
>> Usually a new Sourcemod release comes out which has reverse-engineered the 
>> engine changes and makes everything "work" again, but we have nothing to do 
>> with it. We obviously can't promise that your server will be stable or even 
>> work properly if you choose to run this type of engine-hooking mod.
>>
>> Lately our updates have been including more engine changes as we work to 
>> support new features like misc slots, loadouts, replay, holiday game modes, 
>> etc. This does mean that recent updates are much more likely to break 
>> Sourcemod plugins than in the past.
>>
>> We wouldn't say, "never use Sourcemod", but I'd personally caution against 
>> it unless you absolutely rely on its functionality. Our automated crash 
>> report tools are always flooded by sourcemod and metamod crashes whenever we 
>> release an update, and this time has been no exception.
>>
>>
>>
>>
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
>> Sent: Friday, October 28, 2011 12:37 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>>
>> EHG,
>>
>> Huge thanks for that find! I believe it did the trick.
>>
>> May I ask where you got your updated offset values? I checked my usual
>> location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
>> they appear to be out of date. (Last updated on Oct 21).
>>
>> If you have a better source I would greatly appreciate it!
>>
>> Thanks
>> -Andrew
>>
>> On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
>>> I ran into this same problem. It turned out to be incorrect offsets for the
>>> team balance forward.
>>>
>>> "CanBeAutobalanced"
>>> {
>>>  "windows"    "449"
>>>  "linux"        "450"
>>> }
>>>
>>> -EHG
>>>
>>> On 10/28/2011 11:05 AM, Andrew wrote:

 Since the halloween update last night, every now and then I get a
 player complaining that they cannot taunt or call for a medic on
 koth_viaduct_event. Has anyone else seen this?

 I cannot tell if there is a real issue here, or if I have some players
 with screwed up keybindings who keep coming back.

 Thanks
 -Andrew




>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>
>> --
>> Andrew (Wave Admin)
>> The Wave!
>> 24/7 CTF
>> 1/2 respawn times
>> http://thewaveserver.com
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the

Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Henry Goffin
A very interesting question! No answer for you yet, unfortunately.

We don't like the fact that managing a Source server requires third party 
software. We definitely appreciate everything that SM/MM do, and we obviously 
don't have anything against them and we aren't breaking them on purpose. But we 
still aren't happy with the stability problems around updates, even if they're 
often caused by admins who don't update promptly and not necessarily SM's 
fault. We are trying to find a better long-term solution.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, October 28, 2011 1:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Players cannot taunt or call for medic

Henry -

Should we expect Source to include an extensive set of administrative
tools in the near future then? SM / MM are third party software, yes,
but they're absolutely essential in "keeping the peace" as Source's
current administrative tools are nonexistent.

On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin  wrote:
> Just because we haven't put out one of these reminders in a while...
>
> Sourcemod hooks into undocumented engine code and generally doesn't play well 
> with updates. Whenever we make an engine change, Sourcemod starts calling the 
> wrong functions. This can cause all kinds of issues ranging from server 
> instability to client crashes to incorrect physics or gameplay. Usually a new 
> Sourcemod release comes out which has reverse-engineered the engine changes 
> and makes everything "work" again, but we have nothing to do with it. We 
> obviously can't promise that your server will be stable or even work properly 
> if you choose to run this type of engine-hooking mod.
>
> Lately our updates have been including more engine changes as we work to 
> support new features like misc slots, loadouts, replay, holiday game modes, 
> etc. This does mean that recent updates are much more likely to break 
> Sourcemod plugins than in the past.
>
> We wouldn't say, "never use Sourcemod", but I'd personally caution against it 
> unless you absolutely rely on its functionality. Our automated crash report 
> tools are always flooded by sourcemod and metamod crashes whenever we release 
> an update, and this time has been no exception.
>
>
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
> Sent: Friday, October 28, 2011 12:37 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> EHG,
>
> Huge thanks for that find! I believe it did the trick.
>
> May I ask where you got your updated offset values? I checked my usual
> location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
> they appear to be out of date. (Last updated on Oct 21).
>
> If you have a better source I would greatly appreciate it!
>
> Thanks
> -Andrew
>
> On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
>> I ran into this same problem. It turned out to be incorrect offsets for the
>> team balance forward.
>>
>> "CanBeAutobalanced"
>> {
>>  "windows"    "449"
>>  "linux"        "450"
>> }
>>
>> -EHG
>>
>> On 10/28/2011 11:05 AM, Andrew wrote:
>>>
>>> Since the halloween update last night, every now and then I get a
>>> player complaining that they cannot taunt or call for a medic on
>>> koth_viaduct_event. Has anyone else seen this?
>>>
>>> I cannot tell if there is a real issue here, or if I have some players
>>> with screwed up keybindings who keep coming back.
>>>
>>> Thanks
>>> -Andrew
>>>
>>>
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
> --
> Andrew (Wave Admin)
> The Wave!
> 24/7 CTF
> 1/2 respawn times
> http://thewaveserver.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>

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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Nicholas Hastings

Although, in addition,

SourceMod itself (can't speak for third-party SM plugins) is also 
generally updated pretty fast and has partial auto-update capability.


With last night's update, for example, we had the updater prepped an 
hour ahead of time, and many people had no crash issues except for the 
koth_viaduct_event map change one that people without plugins were also 
experiencing.


On 10/28/2011 4:05 PM, Henry Goffin wrote:

Just because we haven't put out one of these reminders in a while...

Sourcemod hooks into undocumented engine code and generally doesn't play well with 
updates. Whenever we make an engine change, Sourcemod starts calling the wrong functions. 
This can cause all kinds of issues ranging from server instability to client crashes to 
incorrect physics or gameplay. Usually a new Sourcemod release comes out which has 
reverse-engineered the engine changes and makes everything "work" again, but we 
have nothing to do with it. We obviously can't promise that your server will be stable or 
even work properly if you choose to run this type of engine-hooking mod.

Lately our updates have been including more engine changes as we work to 
support new features like misc slots, loadouts, replay, holiday game modes, 
etc. This does mean that recent updates are much more likely to break Sourcemod 
plugins than in the past.

We wouldn't say, "never use Sourcemod", but I'd personally caution against it 
unless you absolutely rely on its functionality. Our automated crash report tools are 
always flooded by sourcemod and metamod crashes whenever we release an update, and this 
time has been no exception.





-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Sent: Friday, October 28, 2011 12:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Players cannot taunt or call for medic

EHG,

Huge thanks for that find! I believe it did the trick.

May I ask where you got your updated offset values? I checked my usual
location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
they appear to be out of date. (Last updated on Oct 21).

If you have a better source I would greatly appreciate it!

Thanks
-Andrew

On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:

I ran into this same problem. It turned out to be incorrect offsets for the
team balance forward.

"CanBeAutobalanced"
{
  "windows""449"
  "linux""450"
}

-EHG

On 10/28/2011 11:05 AM, Andrew wrote:

Since the halloween update last night, every now and then I get a
player complaining that they cannot taunt or call for a medic on
koth_viaduct_event. Has anyone else seen this?

I cannot tell if there is a real issue here, or if I have some players
with screwed up keybindings who keep coming back.

Thanks
-Andrew





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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread msleeper
Henry -

Should we expect Source to include an extensive set of administrative
tools in the near future then? SM / MM are third party software, yes,
but they're absolutely essential in "keeping the peace" as Source's
current administrative tools are nonexistent.

On Fri, Oct 28, 2011 at 4:05 PM, Henry Goffin  wrote:
> Just because we haven't put out one of these reminders in a while...
>
> Sourcemod hooks into undocumented engine code and generally doesn't play well 
> with updates. Whenever we make an engine change, Sourcemod starts calling the 
> wrong functions. This can cause all kinds of issues ranging from server 
> instability to client crashes to incorrect physics or gameplay. Usually a new 
> Sourcemod release comes out which has reverse-engineered the engine changes 
> and makes everything "work" again, but we have nothing to do with it. We 
> obviously can't promise that your server will be stable or even work properly 
> if you choose to run this type of engine-hooking mod.
>
> Lately our updates have been including more engine changes as we work to 
> support new features like misc slots, loadouts, replay, holiday game modes, 
> etc. This does mean that recent updates are much more likely to break 
> Sourcemod plugins than in the past.
>
> We wouldn't say, "never use Sourcemod", but I'd personally caution against it 
> unless you absolutely rely on its functionality. Our automated crash report 
> tools are always flooded by sourcemod and metamod crashes whenever we release 
> an update, and this time has been no exception.
>
>
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
> Sent: Friday, October 28, 2011 12:37 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Players cannot taunt or call for medic
>
> EHG,
>
> Huge thanks for that find! I believe it did the trick.
>
> May I ask where you got your updated offset values? I checked my usual
> location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
> they appear to be out of date. (Last updated on Oct 21).
>
> If you have a better source I would greatly appreciate it!
>
> Thanks
> -Andrew
>
> On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
>> I ran into this same problem. It turned out to be incorrect offsets for the
>> team balance forward.
>>
>> "CanBeAutobalanced"
>> {
>>  "windows"    "449"
>>  "linux"        "450"
>> }
>>
>> -EHG
>>
>> On 10/28/2011 11:05 AM, Andrew wrote:
>>>
>>> Since the halloween update last night, every now and then I get a
>>> player complaining that they cannot taunt or call for a medic on
>>> koth_viaduct_event. Has anyone else seen this?
>>>
>>> I cannot tell if there is a real issue here, or if I have some players
>>> with screwed up keybindings who keep coming back.
>>>
>>> Thanks
>>> -Andrew
>>>
>>>
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
> --
> Andrew (Wave Admin)
> The Wave!
> 24/7 CTF
> 1/2 respawn times
> http://thewaveserver.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Henry Goffin
Just because we haven't put out one of these reminders in a while...

Sourcemod hooks into undocumented engine code and generally doesn't play well 
with updates. Whenever we make an engine change, Sourcemod starts calling the 
wrong functions. This can cause all kinds of issues ranging from server 
instability to client crashes to incorrect physics or gameplay. Usually a new 
Sourcemod release comes out which has reverse-engineered the engine changes and 
makes everything "work" again, but we have nothing to do with it. We obviously 
can't promise that your server will be stable or even work properly if you 
choose to run this type of engine-hooking mod.

Lately our updates have been including more engine changes as we work to 
support new features like misc slots, loadouts, replay, holiday game modes, 
etc. This does mean that recent updates are much more likely to break Sourcemod 
plugins than in the past.

We wouldn't say, "never use Sourcemod", but I'd personally caution against it 
unless you absolutely rely on its functionality. Our automated crash report 
tools are always flooded by sourcemod and metamod crashes whenever we release 
an update, and this time has been no exception.





-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Sent: Friday, October 28, 2011 12:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Players cannot taunt or call for medic

EHG,

Huge thanks for that find! I believe it did the trick.

May I ask where you got your updated offset values? I checked my usual
location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
they appear to be out of date. (Last updated on Oct 21).

If you have a better source I would greatly appreciate it!

Thanks
-Andrew

On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
> I ran into this same problem. It turned out to be incorrect offsets for the
> team balance forward.
>
> "CanBeAutobalanced"
> {
>  "windows"    "449"
>  "linux"        "450"
> }
>
> -EHG
>
> On 10/28/2011 11:05 AM, Andrew wrote:
>>
>> Since the halloween update last night, every now and then I get a
>> player complaining that they cannot taunt or call for a medic on
>> koth_viaduct_event. Has anyone else seen this?
>>
>> I cannot tell if there is a real issue here, or if I have some players
>> with screwed up keybindings who keep coming back.
>>
>> Thanks
>> -Andrew
>>
>>
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

-- 
Andrew (Wave Admin)
The Wave!
24/7 CTF
1/2 respawn times
http://thewaveserver.com

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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Benedict Glover

Of course, I'm making sure our admins don't noclip to farm gifts. I take it 10 
players is still required?
Ben

> Date: Fri, 28 Oct 2011 21:52:21 +0200
> From: ail...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> 
> They wouldn't stop gift-spawning directly, but unless you give it to
> everyone on the server, players might consider it unfair and report your
> server. (So I wouldn't recommend it really).
> 
> On Fri, Oct 28, 2011 at 9:46 PM, Benedict Glover
> wrote:
> 
> >
> > Would use of any sourcemod cheats such as godmode or noclip stop the
> > spawning of gifts or the eye?
> >
> > Ben
> >
> > > Date: Fri, 28 Oct 2011 15:24:59 -0400
> > > From: mslee...@ismsleeperwrong.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> > >
> > > My players are reporting not getting drops on our registered server,
> > > which was registered way back when server registration started.
> > >
> > > On Fri, Oct 28, 2011 at 1:42 PM, Fletcher Dunn
> > >  wrote:
> > > > Probably not.  Logon is not synchronous, nor does it really much work
> > (on the gameserver side, at least).
> > > >
> > > > - Fletch
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> > gamead...@127001.org
> > > > Sent: Friday, October 28, 2011 10:33 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> > > >
> > > > I've also had servers hang for up to a minute on startup, or need
> > killed and restarted, which I assume is them trying to log into the
> > registration system
> > > >
> > > > Fletcher Dunn  wrote:
> > > >
> > > > I'll be investigating this today.
> > > >
> > > > It's very important to us that if you register your server, you get the
> > benefits.
> > > >
> > > > Your humble servant,
> > > > - Fletch
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > > Sent: Friday, October 28, 2011 7:50 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> > > >
> > > > Nah, drops worked over night but it seems that 2-3 hours today while i
> > > > was at work, gifts were dropping but no more after that. I don't know
> > > > what is the situation now and i cannot test untill 1-2 hours from now.
> > > >
> > > > All servers are shown on server browser, all have different register
> > id,
> > > > all are standing good and i'm definitely not trying to abuse system,
> > > > just want to run 4 servers for players to play on and receive goodies.
> > > >
> > > > -ics
> > > >
> > > > 28.10.2011 16:56, Kyle Sanderson kirjoitti:
> > > >> My client, along with four servers have all lost connectivity to the
> > item
> > > >> server.
> > > >>
> > > >> I'm guessing it's been offline all night? I was getting drops/gifts
> > for a
> > > >> couple hours after the update hit.
> > > >> Kyle.
> > > >>
> > > >> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
> > > >>
> > > >>> So it seems that some of the servers regged long ago do not receive
> > any
> > > >>> gift packets while the others do. Anyone at valve looking into this
> > or is it
> > > >>> zzz time?
> > > >>>
> > > >>> I still have 4 servers without any packets dropping.
> > > >>>
> > > >>> -ics
> > > >>>
> > > >>> - Alkuperäinen viesti -
> > >  Same situation with me. I have a server that's been a quickplay for
> > >  quite some time now and it's not getting items. Yet another I just
> > had
> > >  registered the day before the event is working fine.
> > > 
> > >  On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
> > >  wrote:
> > > > I am having the same issue. Two servers on the same host, same IP,
> > > > different ports.
> > > >
> > > > One of the two was verified dropping gifts yesterday on
> > > > koth_harvest_event.
> > > >
> > > > However, today post-update, it is not dropping items on
> > > > koth_harvest_event or the new koth_viaduct_event.
> > > >
> > > > Both are registered and in good standing, as far as I know. The
> > > > admins of this host have not attempted any cheating or done
> > anything
> > > > that I would suspect have gotten us blacklisted.
> > > >
> > > >
> > > >
> > > > ics wrote:
> > > >> Is there a reason why no halloween gifts would not drop? I've
> > regged
> > > >> the servers months ago. Servers do show up on server browser too.
> > > >>
> > > >> -ics
> > > >>
> > > >>_
> > > >
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives, please visit:

Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Emil Larsson
They wouldn't stop gift-spawning directly, but unless you give it to
everyone on the server, players might consider it unfair and report your
server. (So I wouldn't recommend it really).

On Fri, Oct 28, 2011 at 9:46 PM, Benedict Glover
wrote:

>
> Would use of any sourcemod cheats such as godmode or noclip stop the
> spawning of gifts or the eye?
>
> Ben
>
> > Date: Fri, 28 Oct 2011 15:24:59 -0400
> > From: mslee...@ismsleeperwrong.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> >
> > My players are reporting not getting drops on our registered server,
> > which was registered way back when server registration started.
> >
> > On Fri, Oct 28, 2011 at 1:42 PM, Fletcher Dunn
> >  wrote:
> > > Probably not.  Logon is not synchronous, nor does it really much work
> (on the gameserver side, at least).
> > >
> > > - Fletch
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> gamead...@127001.org
> > > Sent: Friday, October 28, 2011 10:33 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> > >
> > > I've also had servers hang for up to a minute on startup, or need
> killed and restarted, which I assume is them trying to log into the
> registration system
> > >
> > > Fletcher Dunn  wrote:
> > >
> > > I'll be investigating this today.
> > >
> > > It's very important to us that if you register your server, you get the
> benefits.
> > >
> > > Your humble servant,
> > > - Fletch
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > Sent: Friday, October 28, 2011 7:50 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> > >
> > > Nah, drops worked over night but it seems that 2-3 hours today while i
> > > was at work, gifts were dropping but no more after that. I don't know
> > > what is the situation now and i cannot test untill 1-2 hours from now.
> > >
> > > All servers are shown on server browser, all have different register
> id,
> > > all are standing good and i'm definitely not trying to abuse system,
> > > just want to run 4 servers for players to play on and receive goodies.
> > >
> > > -ics
> > >
> > > 28.10.2011 16:56, Kyle Sanderson kirjoitti:
> > >> My client, along with four servers have all lost connectivity to the
> item
> > >> server.
> > >>
> > >> I'm guessing it's been offline all night? I was getting drops/gifts
> for a
> > >> couple hours after the update hit.
> > >> Kyle.
> > >>
> > >> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
> > >>
> > >>> So it seems that some of the servers regged long ago do not receive
> any
> > >>> gift packets while the others do. Anyone at valve looking into this
> or is it
> > >>> zzz time?
> > >>>
> > >>> I still have 4 servers without any packets dropping.
> > >>>
> > >>> -ics
> > >>>
> > >>> - Alkuperäinen viesti -
> >  Same situation with me. I have a server that's been a quickplay for
> >  quite some time now and it's not getting items. Yet another I just
> had
> >  registered the day before the event is working fine.
> > 
> >  On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
> >  wrote:
> > > I am having the same issue. Two servers on the same host, same IP,
> > > different ports.
> > >
> > > One of the two was verified dropping gifts yesterday on
> > > koth_harvest_event.
> > >
> > > However, today post-update, it is not dropping items on
> > > koth_harvest_event or the new koth_viaduct_event.
> > >
> > > Both are registered and in good standing, as far as I know. The
> > > admins of this host have not attempted any cheating or done
> anything
> > > that I would suspect have gotten us blacklisted.
> > >
> > >
> > >
> > > ics wrote:
> > >> Is there a reason why no halloween gifts would not drop? I've
> regged
> > >> the servers months ago. Servers do show up on server browser too.
> > >>
> > >> -ics
> > >>
> > >>_
> > >
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > --
> > > # Jesse Molina
> > > # Mail = je...@opendreams.net
> > > # Page = page-je...@opendreams.net
> > > # Cell = 1.602.323.7608
> > > # Web = http://www.opendreams.net/jesse/
> > >
> > >
> > >
> > >_
> > >
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_li

Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Benedict Glover

Would use of any sourcemod cheats such as godmode or noclip stop the spawning 
of gifts or the eye?

Ben

> Date: Fri, 28 Oct 2011 15:24:59 -0400
> From: mslee...@ismsleeperwrong.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> 
> My players are reporting not getting drops on our registered server,
> which was registered way back when server registration started.
> 
> On Fri, Oct 28, 2011 at 1:42 PM, Fletcher Dunn
>  wrote:
> > Probably not.  Logon is not synchronous, nor does it really much work (on 
> > the gameserver side, at least).
> >
> > - Fletch
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com 
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
> > gamead...@127001.org
> > Sent: Friday, October 28, 2011 10:33 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> >
> > I've also had servers hang for up to a minute on startup, or need killed 
> > and restarted, which I assume is them trying to log into the registration 
> > system
> >
> > Fletcher Dunn  wrote:
> >
> > I'll be investigating this today.
> >
> > It's very important to us that if you register your server, you get the 
> > benefits.
> >
> > Your humble servant,
> > - Fletch
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com 
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: Friday, October 28, 2011 7:50 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
> >
> > Nah, drops worked over night but it seems that 2-3 hours today while i
> > was at work, gifts were dropping but no more after that. I don't know
> > what is the situation now and i cannot test untill 1-2 hours from now.
> >
> > All servers are shown on server browser, all have different register id,
> > all are standing good and i'm definitely not trying to abuse system,
> > just want to run 4 servers for players to play on and receive goodies.
> >
> > -ics
> >
> > 28.10.2011 16:56, Kyle Sanderson kirjoitti:
> >> My client, along with four servers have all lost connectivity to the item
> >> server.
> >>
> >> I'm guessing it's been offline all night? I was getting drops/gifts for a
> >> couple hours after the update hit.
> >> Kyle.
> >>
> >> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
> >>
> >>> So it seems that some of the servers regged long ago do not receive any
> >>> gift packets while the others do. Anyone at valve looking into this or is 
> >>> it
> >>> zzz time?
> >>>
> >>> I still have 4 servers without any packets dropping.
> >>>
> >>> -ics
> >>>
> >>> - Alkuperäinen viesti -
>  Same situation with me. I have a server that's been a quickplay for
>  quite some time now and it's not getting items. Yet another I just had
>  registered the day before the event is working fine.
> 
>  On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
>  wrote:
> > I am having the same issue. Two servers on the same host, same IP,
> > different ports.
> >
> > One of the two was verified dropping gifts yesterday on
> > koth_harvest_event.
> >
> > However, today post-update, it is not dropping items on
> > koth_harvest_event or the new koth_viaduct_event.
> >
> > Both are registered and in good standing, as far as I know. The
> > admins of this host have not attempted any cheating or done anything
> > that I would suspect have gotten us blacklisted.
> >
> >
> >
> > ics wrote:
> >> Is there a reason why no halloween gifts would not drop? I've regged
> >> the servers months ago. Servers do show up on server browser too.
> >>
> >> -ics
> >>
> >>_
> >
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > --
> > # Jesse Molina
> > # Mail = je...@opendreams.net
> > # Page = page-je...@opendreams.net
> > # Cell = 1.602.323.7608
> > # Web = http://www.opendreams.net/jesse/
> >
> >
> >
> >_
> >
> > 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] Regarding TF2 random crashes

2011-10-28 Thread ics
I just had a case where a player chose spy and server crashed right away 
again, 5 times. I temp banned the guy and server stays up. Definitely up 
with certain player causing the crashes.


-ics

28.10.2011 22:26, Russell Smith kirjoitti:
Oddly enough, I only encountered the crash when doing a manual 
"changelevel koth_viaduct_event" in the console, with players on the 
server (an empty server never crashed when doing this).  No crashes if 
I let the map change to koth_viaduct_event based on the mapcycle or 
votes.


My servers have been running for ~14 hours without a crash now.

On 10/28/2011 12:21 PM, ics wrote:
Seen couple of weird crashes myself too. Round started, someone chose 
spy as class and server crashed. Perhaps some player loadount item is 
causing it or something.


-ics

28.10.2011 22:18, Valentin G. kirjoitti:

We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.

On Fri, Oct 28, 2011 at 8:27 PM, Alan 
Kennedy  wrote:

Same issue. ¿Could you fix it?

Segmentation fault (core dumped)
BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: 
expected core file size>= 404881408, found: 1044480.

Cannot access memory at address 0xf779c8f0
/home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced 
command file:

Cannot access memory at address 0xf779c8f0

Debug.log:

CRASH: Fri Oct 28 15:13:22 ART 2011
Start Line: ./srcds_linux -game tf -pidfile ogp_game_startup.pid 
+map cp_badlands +ip 200.51.203.239 -port 27015 +maxplayers 26 
-nohltv -restart +tickrate 66 +fps_max 800 -debug

[New Thread 9914]
[New Thread 9917]
[New Thread 9908]
[New Thread 9907]
[New Thread 9906]
[New Thread 9905]
[New Thread 9865]
[New Thread 9904]
[New Thread 9918]
[New Thread 9915]
[New Thread 9902]
[New Thread 9901]
[New Thread 9903]
#0  0xf75a3708 in ?? ()
No symbol table info available.
eax0x1  1
ecx0x0  0
edx0x0  0
ebx0xf7625ff4   -144547852
esp0xef27d12c   0xef27d12c
ebp0x0  0x0
esi0x0  0
edi0x1  1
eip0xf75a3708   0xf75a3708
eflags 0x10297  [ CF PF AF SF IF RF ]
cs 0x23 35
ss 0x2b 43
ds 0x2b 43
es 0x2b 43
fs 0x0  0
gs 0x63 99
End of Source crash report
--

Best Regards, Alan //

- Mensaje original -

De: "Bajdechi \"Nightbox\" Alexandru"
Para: "Half-Life dedicated Linux server mailing 
list"

Enviados: Viernes, 28 de Octubre 2011 5:42:26
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111028113700_1.dmp
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log
to help
with solving this problem
Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds


Same issue ?

2011/10/28 Alan Kennedy


By that you mean update to latest Sourcemod snapshot or just the
gamedata
contents of the latest snapshot?

Thx, Best Regards, Alan //

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: "Andrew DeMerse"
Para: "Half-Life dedicated Linux server mailing list"<

hlds_linux@list.valvesoftware.com>

Enviados: Viernes, 28 de Octubre 2011 1:33:44
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
If you're running Sourcemod, update to the latest gamedata. It
solved
the
crashes I was having.

On Fri, Oct 28, 2011 at 12:20 AM,  wrote:


Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for
the
highest... ie they haven't crashed since the update.

We aren't running metamod, sourcemod, or using the replay
system.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
Sent: 28 October 2011 05:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Regarding TF2 random crashes


Just updated 1 server out of 6. It was online for about 10
minutes
and
crashed. First time my servers crash...damn.

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: gamead...@127001.org
Para: "Half-Life dedicated Linux server mailing list"



Enviados: Jueves, 27 de Octubre 2011 23:00:23
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
Mine are fine, and have been rock-solid, but then I took off

sourcemod

after
the _LAST_ update and haven't stuck it back on yet. Uptime
on
our
idle/trade server (the only one that doesn't restart daily)
was
4

days

By contrast, our windows server was crashing constantly
until we
took
sourcemod off.


-Original Message-
From:

Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Andrew
EHG,

Huge thanks for that find! I believe it did the trick.

May I ask where you got your updated offset values? I checked my usual
location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
they appear to be out of date. (Last updated on Oct 21).

If you have a better source I would greatly appreciate it!

Thanks
-Andrew

On Fri, Oct 28, 2011 at 12:32 PM, EHG  wrote:
> I ran into this same problem. It turned out to be incorrect offsets for the
> team balance forward.
>
> "CanBeAutobalanced"
> {
>  "windows"    "449"
>  "linux"        "450"
> }
>
> -EHG
>
> On 10/28/2011 11:05 AM, Andrew wrote:
>>
>> Since the halloween update last night, every now and then I get a
>> player complaining that they cannot taunt or call for a medic on
>> koth_viaduct_event. Has anyone else seen this?
>>
>> I cannot tell if there is a real issue here, or if I have some players
>> with screwed up keybindings who keep coming back.
>>
>> Thanks
>> -Andrew
>>
>>
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

-- 
Andrew (Wave Admin)
The Wave!
24/7 CTF
1/2 respawn times
http://thewaveserver.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] thoughts of how to release some stress off master servers

2011-10-28 Thread msleeper
Well for starters, not everyone runs all of their servers off of the
same physical hardware.

2011/10/28 Björn Rohlén :
> Why would you even rsync when all you need is a different configurationfile?
>
>
> ln -s is your friend and will let you run 100+ servers if you please, and
> yet only update them on one place .
>
> ... unless this has stopped working for some reason in tf2, it worked well
> in cs -- so shouldn't sound too cocky :)
>
> -TheG
>
> On Fri, Oct 28, 2011 at 4:56 AM, Sir Jake  wrote:
>
>>
>> This would be a nice idea, having 6+ servers to update is never fun however
>> I've got a simple script thats half from nemrun which works pretty good for
>> updates making me only have to update twice not 6 times however it could be
>> better still.
>>
>> ___
>> 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] Regarding TF2 random crashes

2011-10-28 Thread Russell Smith
Oddly enough, I only encountered the crash when doing a manual 
"changelevel koth_viaduct_event" in the console, with players on the 
server (an empty server never crashed when doing this).  No crashes if I 
let the map change to koth_viaduct_event based on the mapcycle or votes.


My servers have been running for ~14 hours without a crash now.

On 10/28/2011 12:21 PM, ics wrote:
Seen couple of weird crashes myself too. Round started, someone chose 
spy as class and server crashed. Perhaps some player loadount item is 
causing it or something.


-ics

28.10.2011 22:18, Valentin G. kirjoitti:

We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.

On Fri, Oct 28, 2011 at 8:27 PM, Alan 
Kennedy  wrote:

Same issue. ¿Could you fix it?

Segmentation fault (core dumped)
BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: 
expected core file size>= 404881408, found: 1044480.

Cannot access memory at address 0xf779c8f0
/home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced command 
file:

Cannot access memory at address 0xf779c8f0

Debug.log:

CRASH: Fri Oct 28 15:13:22 ART 2011
Start Line: ./srcds_linux -game tf -pidfile ogp_game_startup.pid 
+map cp_badlands +ip 200.51.203.239 -port 27015 +maxplayers 26 
-nohltv -restart +tickrate 66 +fps_max 800 -debug

[New Thread 9914]
[New Thread 9917]
[New Thread 9908]
[New Thread 9907]
[New Thread 9906]
[New Thread 9905]
[New Thread 9865]
[New Thread 9904]
[New Thread 9918]
[New Thread 9915]
[New Thread 9902]
[New Thread 9901]
[New Thread 9903]
#0  0xf75a3708 in ?? ()
No symbol table info available.
eax0x1  1
ecx0x0  0
edx0x0  0
ebx0xf7625ff4   -144547852
esp0xef27d12c   0xef27d12c
ebp0x0  0x0
esi0x0  0
edi0x1  1
eip0xf75a3708   0xf75a3708
eflags 0x10297  [ CF PF AF SF IF RF ]
cs 0x23 35
ss 0x2b 43
ds 0x2b 43
es 0x2b 43
fs 0x0  0
gs 0x63 99
End of Source crash report
--

Best Regards, Alan //

- Mensaje original -

De: "Bajdechi \"Nightbox\" Alexandru"
Para: "Half-Life dedicated Linux server mailing 
list"

Enviados: Viernes, 28 de Octubre 2011 5:42:26
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111028113700_1.dmp
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log
to help
with solving this problem
Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds


Same issue ?

2011/10/28 Alan Kennedy


By that you mean update to latest Sourcemod snapshot or just the
gamedata
contents of the latest snapshot?

Thx, Best Regards, Alan //

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: "Andrew DeMerse"
Para: "Half-Life dedicated Linux server mailing list"<

hlds_linux@list.valvesoftware.com>

Enviados: Viernes, 28 de Octubre 2011 1:33:44
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
If you're running Sourcemod, update to the latest gamedata. It
solved
the
crashes I was having.

On Fri, Oct 28, 2011 at 12:20 AM,  wrote:


Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for
the
highest... ie they haven't crashed since the update.

We aren't running metamod, sourcemod, or using the replay
system.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
Sent: 28 October 2011 05:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Regarding TF2 random crashes


Just updated 1 server out of 6. It was online for about 10
minutes
and
crashed. First time my servers crash...damn.

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: gamead...@127001.org
Para: "Half-Life dedicated Linux server mailing list"



Enviados: Jueves, 27 de Octubre 2011 23:00:23
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
Mine are fine, and have been rock-solid, but then I took off

sourcemod

after
the _LAST_ update and haven't stuck it back on yet. Uptime
on
our
idle/trade server (the only one that doesn't restart daily)
was
4

days

By contrast, our windows server was crashing constantly
until we
took
sourcemod off.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of doc
Sent: 28 October 2011 02:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Regarding TF2 random cras

Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread msleeper
My players are reporting not getting drops on our registered server,
which was registered way back when server registration started.

On Fri, Oct 28, 2011 at 1:42 PM, Fletcher Dunn
 wrote:
> Probably not.  Logon is not synchronous, nor does it really much work (on the 
> gameserver side, at least).
>
> - Fletch
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
> gamead...@127001.org
> Sent: Friday, October 28, 2011 10:33 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
>
> I've also had servers hang for up to a minute on startup, or need killed and 
> restarted, which I assume is them trying to log into the registration system
>
> Fletcher Dunn  wrote:
>
> I'll be investigating this today.
>
> It's very important to us that if you register your server, you get the 
> benefits.
>
> Your humble servant,
> - Fletch
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Friday, October 28, 2011 7:50 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
>
> Nah, drops worked over night but it seems that 2-3 hours today while i
> was at work, gifts were dropping but no more after that. I don't know
> what is the situation now and i cannot test untill 1-2 hours from now.
>
> All servers are shown on server browser, all have different register id,
> all are standing good and i'm definitely not trying to abuse system,
> just want to run 4 servers for players to play on and receive goodies.
>
> -ics
>
> 28.10.2011 16:56, Kyle Sanderson kirjoitti:
>> My client, along with four servers have all lost connectivity to the item
>> server.
>>
>> I'm guessing it's been offline all night? I was getting drops/gifts for a
>> couple hours after the update hit.
>> Kyle.
>>
>> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
>>
>>> So it seems that some of the servers regged long ago do not receive any
>>> gift packets while the others do. Anyone at valve looking into this or is it
>>> zzz time?
>>>
>>> I still have 4 servers without any packets dropping.
>>>
>>> -ics
>>>
>>> - Alkuperäinen viesti -
 Same situation with me. I have a server that's been a quickplay for
 quite some time now and it's not getting items. Yet another I just had
 registered the day before the event is working fine.

 On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
 wrote:
> I am having the same issue. Two servers on the same host, same IP,
> different ports.
>
> One of the two was verified dropping gifts yesterday on
> koth_harvest_event.
>
> However, today post-update, it is not dropping items on
> koth_harvest_event or the new koth_viaduct_event.
>
> Both are registered and in good standing, as far as I know. The
> admins of this host have not attempted any cheating or done anything
> that I would suspect have gotten us blacklisted.
>
>
>
> ics wrote:
>> Is there a reason why no halloween gifts would not drop? I've regged
>> the servers months ago. Servers do show up on server browser too.
>>
>> -ics
>>
>>_
>
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web = http://www.opendreams.net/jesse/
>
>
>
>_
>
> 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.c

Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread ics
Seen couple of weird crashes myself too. Round started, someone chose 
spy as class and server crashed. Perhaps some player loadount item is 
causing it or something.


-ics

28.10.2011 22:18, Valentin G. kirjoitti:

We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.

On Fri, Oct 28, 2011 at 8:27 PM, Alan Kennedy  wrote:

Same issue. ¿Could you fix it?

Segmentation fault (core dumped)
BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: expected core file 
size>= 404881408, found: 1044480.
Cannot access memory at address 0xf779c8f0
/home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced command file:
Cannot access memory at address 0xf779c8f0

Debug.log:

CRASH: Fri Oct 28 15:13:22 ART 2011
Start Line: ./srcds_linux -game tf -pidfile ogp_game_startup.pid +map 
cp_badlands +ip 200.51.203.239 -port 27015 +maxplayers 26 -nohltv -restart 
+tickrate 66 +fps_max 800 -debug
[New Thread 9914]
[New Thread 9917]
[New Thread 9908]
[New Thread 9907]
[New Thread 9906]
[New Thread 9905]
[New Thread 9865]
[New Thread 9904]
[New Thread 9918]
[New Thread 9915]
[New Thread 9902]
[New Thread 9901]
[New Thread 9903]
#0  0xf75a3708 in ?? ()
No symbol table info available.
eax0x1  1
ecx0x0  0
edx0x0  0
ebx0xf7625ff4   -144547852
esp0xef27d12c   0xef27d12c
ebp0x0  0x0
esi0x0  0
edi0x1  1
eip0xf75a3708   0xf75a3708
eflags 0x10297  [ CF PF AF SF IF RF ]
cs 0x23 35
ss 0x2b 43
ds 0x2b 43
es 0x2b 43
fs 0x0  0
gs 0x63 99
End of Source crash report
--

Best Regards, Alan //

- Mensaje original -

De: "Bajdechi \"Nightbox\" Alexandru"
Para: "Half-Life dedicated Linux server mailing 
list"
Enviados: Viernes, 28 de Octubre 2011 5:42:26
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111028113700_1.dmp
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log
to help
with solving this problem
Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds


Same issue ?

2011/10/28 Alan Kennedy


By that you mean update to latest Sourcemod snapshot or just the
gamedata
contents of the latest snapshot?

Thx, Best Regards, Alan //

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: "Andrew DeMerse"
Para: "Half-Life dedicated Linux server mailing list"<

hlds_linux@list.valvesoftware.com>

Enviados: Viernes, 28 de Octubre 2011 1:33:44
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
If you're running Sourcemod, update to the latest gamedata. It
solved
the
crashes I was having.

On Fri, Oct 28, 2011 at 12:20 AM,  wrote:


Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for
the
highest... ie they haven't crashed since the update.

We aren't running metamod, sourcemod, or using the replay
system.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
Sent: 28 October 2011 05:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Regarding TF2 random crashes


Just updated 1 server out of 6. It was online for about 10
minutes
and
crashed. First time my servers crash...damn.

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: gamead...@127001.org
Para: "Half-Life dedicated Linux server mailing list"



Enviados: Jueves, 27 de Octubre 2011 23:00:23
Asunto: Re: [hlds_linux] Regarding TF2 random crashes
Mine are fine, and have been rock-solid, but then I took off

sourcemod

after
the _LAST_ update and haven't stuck it back on yet. Uptime
on
our
idle/trade server (the only one that doesn't restart daily)
was
4

days

By contrast, our windows server was crashing constantly
until we
took
sourcemod off.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of doc
Sent: 28 October 2011 02:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Regarding TF2 random crashes

Mine crashes on startup before it even loads metamod or
anything.
Might
be
that the update didn't finish?

On Thu, Oct 27, 2011 at 6:47 PM, clad iron

wrote:


I'm unsure if the update tonight will address my issue
or
not,

but

has

anyone else getting the random crashes still ?
This just started with in the past couple updates.
I have have 2 of our servers crash randomly, and bot

Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread Valentin G.
We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.

On Fri, Oct 28, 2011 at 8:27 PM, Alan Kennedy  wrote:
>
> Same issue. ¿Could you fix it?
>
> Segmentation fault (core dumped)
> BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: expected core 
> file size >= 404881408, found: 1044480.
> Cannot access memory at address 0xf779c8f0
> /home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced command file:
> Cannot access memory at address 0xf779c8f0
>
> Debug.log:
>
> CRASH: Fri Oct 28 15:13:22 ART 2011
> Start Line: ./srcds_linux -game tf -pidfile ogp_game_startup.pid +map 
> cp_badlands +ip 200.51.203.239 -port 27015 +maxplayers 26 -nohltv -restart 
> +tickrate 66 +fps_max 800 -debug
> [New Thread 9914]
> [New Thread 9917]
> [New Thread 9908]
> [New Thread 9907]
> [New Thread 9906]
> [New Thread 9905]
> [New Thread 9865]
> [New Thread 9904]
> [New Thread 9918]
> [New Thread 9915]
> [New Thread 9902]
> [New Thread 9901]
> [New Thread 9903]
> #0  0xf75a3708 in ?? ()
> No symbol table info available.
> eax            0x1      1
> ecx            0x0      0
> edx            0x0      0
> ebx            0xf7625ff4       -144547852
> esp            0xef27d12c       0xef27d12c
> ebp            0x0      0x0
> esi            0x0      0
> edi            0x1      1
> eip            0xf75a3708       0xf75a3708
> eflags         0x10297  [ CF PF AF SF IF RF ]
> cs             0x23     35
> ss             0x2b     43
> ds             0x2b     43
> es             0x2b     43
> fs             0x0      0
> gs             0x63     99
> End of Source crash report
> --
>
> Best Regards, Alan //
>
> - Mensaje original -
>> De: "Bajdechi \"Nightbox\" Alexandru" 
>> Para: "Half-Life dedicated Linux server mailing list" 
>> 
>> Enviados: Viernes, 28 de Octubre 2011 5:42:26
>> Asunto: Re: [hlds_linux] Regarding TF2 random crashes
>> PreMinidumpCallback: updating dump comment
>> Uploading dump (in-process) [proxy '']
>> /tmp/dumps/crash_20111028113700_1.dmp
>> Segmentation fault
>> Add "-debug" to the ./srcds_run command line to generate a debug.log
>> to help
>> with solving this problem
>> Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds
>>
>>
>> Same issue ?
>>
>> 2011/10/28 Alan Kennedy 
>>
>> >
>> > By that you mean update to latest Sourcemod snapshot or just the
>> > gamedata
>> > contents of the latest snapshot?
>> >
>> > Thx, Best Regards, Alan //
>> >
>> > --
>> > 3DGames Argentina
>> > http://www.3dgames.com.ar
>> > Libertad 41, 5to Piso - Capital Federal
>> > Tel: 4-332-4709
>> >
>> > - Mensaje original -
>> > > De: "Andrew DeMerse" 
>> > > Para: "Half-Life dedicated Linux server mailing list" <
>> > hlds_linux@list.valvesoftware.com>
>> > > Enviados: Viernes, 28 de Octubre 2011 1:33:44
>> > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
>> > > If you're running Sourcemod, update to the latest gamedata. It
>> > > solved
>> > > the
>> > > crashes I was having.
>> > >
>> > > On Fri, Oct 28, 2011 at 12:20 AM,  wrote:
>> > >
>> > > > Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for
>> > > > the
>> > > > highest... ie they haven't crashed since the update.
>> > > >
>> > > > We aren't running metamod, sourcemod, or using the replay
>> > > > system.
>> > > >
>> > > > > -Original Message-
>> > > > > From: hlds_linux-boun...@list.valvesoftware.com
>> > > > > [mailto:hlds_linux-
>> > > > > boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
>> > > > > Sent: 28 October 2011 05:20
>> > > > > To: Half-Life dedicated Linux server mailing list
>> > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
>> > > > >
>> > > > >
>> > > > > Just updated 1 server out of 6. It was online for about 10
>> > > > > minutes
>> > > > > and
>> > > > > crashed. First time my servers crash...damn.
>> > > > >
>> > > > > --
>> > > > > 3DGames Argentina
>> > > > > http://www.3dgames.com.ar
>> > > > > Libertad 41, 5to Piso - Capital Federal
>> > > > > Tel: 4-332-4709
>> > > > >
>> > > > > - Mensaje original -
>> > > > > > De: gamead...@127001.org
>> > > > > > Para: "Half-Life dedicated Linux server mailing list"
>> > > > > 
>> > > > > > Enviados: Jueves, 27 de Octubre 2011 23:00:23
>> > > > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
>> > > > > > Mine are fine, and have been rock-solid, but then I took off
>> > > > > sourcemod
>> > > > > > after
>> > > > > > the _LAST_ update and haven't stuck it back on yet. Uptime
>> > > > > > on
>> > > > > > our
>> > > > > > idle/trade server (the only one that doesn't restart daily)
>> > > > > > was
>> > > > > > 4
>> > > > > days
>> > > > > >
>> > > > > > By contrast, our windows server was crashing constantly
>> > > > > > until we
>> > > > > > took
>> > > > > > sourcemod off.
>> > > > > >
>> > > > > > > -Original Messa

Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Fletcher Dunn
Just one last comment.

Engaged game server administrators who police their community, experiment with 
rule changes and custom maps and modes, etc, add a tremendous amount of value 
to our game.  We would be making a huge mistake to alienate those guys (you 
guys) or stifle any experimentation.

We're hoping this tool will help to identify those servers who maliciously make 
a hostile experience for players who just want to play the game, thus doing 
damage to our community.

Now excuse me, I need to get back to figuring out why registered servers 
sometimes aren't getting the special gift drops!

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, October 28, 2011 11:54 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] About the TF2 in-game abuse reporting tool

Well, we have a set of rules and a lot of banned players who've tried hacking 
us, trolling us, etc to get us back.  What rules *WE* enforce should be our 
business, shouldn't it?  So we've got a large ban list of trolls, dicks, 
hackers, etc.  People often do not like us for actually enforcing our 
rulesand want to "hate" on us.  We have a decent player base who support us 
and like that we take an active and often hardline approach toward the "isms" 
(racism, sexism, ageism, etc.) as well as toward trolls/dicks in general.

Will valve "investigate" and actually consult with the server owner/community?  
Do I need to start doing demos, screenshots and recordings of folks spewing all 
of the hate speech and rule breaking just to cover my back?  I ask this because 
compared to some other servers, we *ARE* a little more strict than other 
servers.  So with this new subjective aspect, it has me wondering what's to 
come.

And why now?  Free to play was implemented, which allows even more anonymous 
trolls to make account after account (and even change their IP as well), and 
now I gotta answer for banishing groups of them off my server?  This may just 
be the end of our servers, as I never thought, as a server owner, I'd have to 
"answer" to Valve for the server I ran when I am not violating any terms of 
service in doing so.
On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen 
mailto:ceo.eol...@gmail.com>> wrote:
That's a valid question - an abuse reporting system has been put in place, 
without telling the users what consittutes abuse (which I think would lead to 
many more false reports than not). Some guidelines (both for users and server 
operators) might be beneficial, both to keep down the number of nuisance 
reports, AND help the server operators to stay in compliance. It's all well and 
good to say that Valve reserves the right to ban servers/IP's for abuse, but 
without knowing what the rules/guidelines are, it's giving operators an 
invisible line and telling us "don't cross this".
On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>> 
wrote:
What is considered as abusive behaviour?
___
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Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Fletcher Dunn
We are going to add a combo box to the abuse reporting tool and enumerate some 
categories of abuse.  We hope that will help both players and agme servers get 
an idea of what we consider abusive.  However, those are just examples.  There 
will always be an "other" category, and there's a reason we require the 
description field.  The system is purposefully fuzzy.

The purpose of the in-game abuse reporter is to identify game servers where 
players are not having fun, due to a game server atmosphere.  This negatively 
affects our game as a whole.  We're not going to draw a bright line and define 
precisely what is OK and what is not.  If your users are reporting a high 
degree of abuse, we're going to read the descriptions of what they are saying 
and decide if we think it's reasonable or not.

As I said in the other post, if your players are having fun, I think you have 
nothing to worry about.  The purpose of this tool is locate the worst offenses. 
 We will not be straying into the gray area or punishing well-intentioned game 
server operators who experimenting with rule changes, or who get abuse reports 
just because some people don't like nocrits or medieval mode.

I think everybody here can understand that there is quite a difference between 
purposefully concealing major rule changes (i.e. hacking the tags that are 
designed to advertise those rule changes, purposefully making bots look as if 
they are real players, etc), and customizing your server to provide the 
experience your players want.  Or locking players in place while certain 
players rush around to collect the gift drops, if those players didn't opt in 
to that experience.

We just want to locate game servers that are clearly abusing players.  We don't 
need to draw a bright line because we don't plan to go near it, wherever it may 
be.

- Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Friday, October 28, 2011 11:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] About the TF2 in-game abuse reporting tool

That's a valid question - an abuse reporting system has been put in place, 
without telling the users what consittutes abuse (which I think would lead to 
many more false reports than not). Some guidelines (both for users and server 
operators) might be beneficial, both to keep down the number of nuisance 
reports, AND help the server operators to stay in compliance. It's all well and 
good to say that Valve reserves the right to ban servers/IP's for abuse, but 
without knowing what the rules/guidelines are, it's giving operators an 
invisible line and telling us "don't cross this".
On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>> 
wrote:
What is considered as abusive behaviour?
___
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread Alan Kennedy

Same issue. ¿Could you fix it?

Segmentation fault (core dumped)
BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: expected core 
file size >= 404881408, found: 1044480.
Cannot access memory at address 0xf779c8f0
/home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced command file:
Cannot access memory at address 0xf779c8f0

Debug.log:

CRASH: Fri Oct 28 15:13:22 ART 2011
Start Line: ./srcds_linux -game tf -pidfile ogp_game_startup.pid +map 
cp_badlands +ip 200.51.203.239 -port 27015 +maxplayers 26 -nohltv -restart 
+tickrate 66 +fps_max 800 -debug
[New Thread 9914]
[New Thread 9917]
[New Thread 9908]
[New Thread 9907]
[New Thread 9906]
[New Thread 9905]
[New Thread 9865]
[New Thread 9904]
[New Thread 9918]
[New Thread 9915]
[New Thread 9902]
[New Thread 9901]
[New Thread 9903]
#0  0xf75a3708 in ?? ()
No symbol table info available.
eax0x1  1
ecx0x0  0
edx0x0  0
ebx0xf7625ff4   -144547852
esp0xef27d12c   0xef27d12c
ebp0x0  0x0
esi0x0  0
edi0x1  1
eip0xf75a3708   0xf75a3708
eflags 0x10297  [ CF PF AF SF IF RF ]
cs 0x23 35
ss 0x2b 43
ds 0x2b 43
es 0x2b 43
fs 0x0  0
gs 0x63 99
End of Source crash report
--

Best Regards, Alan //

- Mensaje original -
> De: "Bajdechi \"Nightbox\" Alexandru" 
> Para: "Half-Life dedicated Linux server mailing list" 
> 
> Enviados: Viernes, 28 de Octubre 2011 5:42:26
> Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20111028113700_1.dmp
> Segmentation fault
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help
> with solving this problem
> Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds
> 
> 
> Same issue ?
> 
> 2011/10/28 Alan Kennedy 
> 
> >
> > By that you mean update to latest Sourcemod snapshot or just the
> > gamedata
> > contents of the latest snapshot?
> >
> > Thx, Best Regards, Alan //
> >
> > --
> > 3DGames Argentina
> > http://www.3dgames.com.ar
> > Libertad 41, 5to Piso - Capital Federal
> > Tel: 4-332-4709
> >
> > - Mensaje original -
> > > De: "Andrew DeMerse" 
> > > Para: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> > > Enviados: Viernes, 28 de Octubre 2011 1:33:44
> > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > If you're running Sourcemod, update to the latest gamedata. It
> > > solved
> > > the
> > > crashes I was having.
> > >
> > > On Fri, Oct 28, 2011 at 12:20 AM,  wrote:
> > >
> > > > Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for
> > > > the
> > > > highest... ie they haven't crashed since the update.
> > > >
> > > > We aren't running metamod, sourcemod, or using the replay
> > > > system.
> > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > [mailto:hlds_linux-
> > > > > boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
> > > > > Sent: 28 October 2011 05:20
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > >
> > > > >
> > > > > Just updated 1 server out of 6. It was online for about 10
> > > > > minutes
> > > > > and
> > > > > crashed. First time my servers crash...damn.
> > > > >
> > > > > --
> > > > > 3DGames Argentina
> > > > > http://www.3dgames.com.ar
> > > > > Libertad 41, 5to Piso - Capital Federal
> > > > > Tel: 4-332-4709
> > > > >
> > > > > - Mensaje original -
> > > > > > De: gamead...@127001.org
> > > > > > Para: "Half-Life dedicated Linux server mailing list"
> > > > > 
> > > > > > Enviados: Jueves, 27 de Octubre 2011 23:00:23
> > > > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > Mine are fine, and have been rock-solid, but then I took off
> > > > > sourcemod
> > > > > > after
> > > > > > the _LAST_ update and haven't stuck it back on yet. Uptime
> > > > > > on
> > > > > > our
> > > > > > idle/trade server (the only one that doesn't restart daily)
> > > > > > was
> > > > > > 4
> > > > > days
> > > > > >
> > > > > > By contrast, our windows server was crashing constantly
> > > > > > until we
> > > > > > took
> > > > > > sourcemod off.
> > > > > >
> > > > > > > -Original Message-
> > > > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > > > [mailto:hlds_linux-
> > > > > > > boun...@list.valvesoftware.com] On Behalf Of doc
> > > > > > > Sent: 28 October 2011 02:48
> > > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > >
> > >

Re: [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread David Parker
Just out of curiosity, will there be a defined process to appeal a ban?  GSPs 
don't always have a good way to control what their customers do, and banning an 
entire IP address due to one bad server could cripple innocent servers if the 
GSP is sharing the IP.

This doesn't even apply to me.  I'm just wondering what kind of resolution 
processes are in place.

- Dave

- Original Message -
From: "Fletcher Dunn" 
To: "Half-Life dedicated Linux server mailing list" 
, "Half-Life dedicated Win32 server mailing 
list" 
Sent: Friday, October 28, 2011 2:10:21 PM
Subject: [hlds_linux] About the TF2 in-game abuse reporting tool

Wanted to clarify a few things about the new feature in the in-game abuse 
reporting tool to report game servers:

* Human judgment is always used before any action is taken based on abuse 
report data.

* The potential for malicious players (or competing game server operators) to 
abuse the reporting mechanism is an obvious problem that we have foreseen and 
taken basic measures to prevent.

* We only really care about servers who receive excessive reports of abuse 
relative to other gameservers.  This is pretty effective at canceling our the 
"noise" of uninformed or malicious users.

One last reminder: we are keeping the option open to apply any bans, etc to an 
*IP*, not just to a game account.  This is a warning to anybody setting up a 
"throw-away" server account created specifically to do malicious things.

- Fletch

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[hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Fletcher Dunn
Wanted to clarify a few things about the new feature in the in-game abuse 
reporting tool to report game servers:

* Human judgment is always used before any action is taken based on abuse 
report data.

* The potential for malicious players (or competing game server operators) to 
abuse the reporting mechanism is an obvious problem that we have foreseen and 
taken basic measures to prevent.

* We only really care about servers who receive excessive reports of abuse 
relative to other gameservers.  This is pretty effective at canceling our the 
"noise" of uninformed or malicious users.

One last reminder: we are keeping the option open to apply any bans, etc to an 
*IP*, not just to a game account.  This is a warning to anybody setting up a 
"throw-away" server account created specifically to do malicious things.

- Fletch

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Re: [hlds_linux] Is your TF2 standing trending downward fast?

2011-10-28 Thread Daniel G
It is a big problem if I get my server reputation destroyed because of
Steams fault.
I'm still having massive "No Steam logon" kicks, the server score is
negative now and states my server as banned, the reputation is Downward fast
now and soon it will show "standing bad".


2011/10/27 msleeper 

> Assuming it does affect the score, it shouldn't be a big problem since
> it affected everyone.
>
> On Thu, Oct 27, 2011 at 2:48 PM, Daniel G 
> wrote:
> > I wonder if the constant mass client kicks for "No Steam logon" will
> affect
> > a server reputation?
> > My server currently lost > 2000 server score just because of the
> unreliable
> > steam service and its "No Steam logon" kicks that are currently going on
> the
> > whole damn day.
> >
> > 2011/10/26 w4rezz 
> >
> >> Thanks god.
> >>
> >> ___
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> >>
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Fletcher Dunn
Probably not.  Logon is not synchronous, nor does it really much work (on the 
gameserver side, at least).

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
gamead...@127001.org
Sent: Friday, October 28, 2011 10:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

I've also had servers hang for up to a minute on startup, or need killed and 
restarted, which I assume is them trying to log into the registration system

Fletcher Dunn  wrote:

I'll be investigating this today.

It's very important to us that if you register your server, you get the 
benefits.

Your humble servant,
- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, October 28, 2011 7:50 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Nah, drops worked over night but it seems that 2-3 hours today while i 
was at work, gifts were dropping but no more after that. I don't know 
what is the situation now and i cannot test untill 1-2 hours from now.

All servers are shown on server browser, all have different register id, 
all are standing good and i'm definitely not trying to abuse system, 
just want to run 4 servers for players to play on and receive goodies.

-ics

28.10.2011 16:56, Kyle Sanderson kirjoitti:
> My client, along with four servers have all lost connectivity to the item
> server.
>
> I'm guessing it's been offline all night? I was getting drops/gifts for a
> couple hours after the update hit.
> Kyle.
>
> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
>
>> So it seems that some of the servers regged long ago do not receive any
>> gift packets while the others do. Anyone at valve looking into this or is it
>> zzz time?
>>
>> I still have 4 servers without any packets dropping.
>>
>> -ics
>>
>> - Alkuperäinen viesti -
>>> Same situation with me. I have a server that's been a quickplay for
>>> quite some time now and it's not getting items. Yet another I just had
>>> registered the day before the event is working fine.
>>>
>>> On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
>>> wrote:
 I am having the same issue. Two servers on the same host, same IP,
 different ports.

 One of the two was verified dropping gifts yesterday on
 koth_harvest_event.

 However, today post-update, it is not dropping items on
 koth_harvest_event or the new koth_viaduct_event.

 Both are registered and in good standing, as far as I know. The
 admins of this host have not attempted any cheating or done anything
 that I would suspect have gotten us blacklisted.



 ics wrote:
> Is there a reason why no halloween gifts would not drop? I've regged
> the servers months ago. Servers do show up on server browser too.
>
> -ics
>
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Re: [hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread EHG
I ran into this same problem. It turned out to be incorrect offsets for 
the team balance forward.


"CanBeAutobalanced"
{
 "windows""449"
 "linux""450"
}

-EHG

On 10/28/2011 11:05 AM, Andrew wrote:

Since the halloween update last night, every now and then I get a
player complaining that they cannot taunt or call for a medic on
koth_viaduct_event. Has anyone else seen this?

I cannot tell if there is a real issue here, or if I have some players
with screwed up keybindings who keep coming back.

Thanks
-Andrew






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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread gameadmin
I've also had servers hang for up to a minute on startup, or need killed and 
restarted, which I assume is them trying to log into the registration system

Fletcher Dunn  wrote:

I'll be investigating this today.

It's very important to us that if you register your server, you get the 
benefits.

Your humble servant,
- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, October 28, 2011 7:50 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Nah, drops worked over night but it seems that 2-3 hours today while i 
was at work, gifts were dropping but no more after that. I don't know 
what is the situation now and i cannot test untill 1-2 hours from now.

All servers are shown on server browser, all have different register id, 
all are standing good and i'm definitely not trying to abuse system, 
just want to run 4 servers for players to play on and receive goodies.

-ics

28.10.2011 16:56, Kyle Sanderson kirjoitti:
> My client, along with four servers have all lost connectivity to the item
> server.
>
> I'm guessing it's been offline all night? I was getting drops/gifts for a
> couple hours after the update hit.
> Kyle.
>
> On Fri, Oct 28, 2011 at 4:04 AM, ics wrote:
>
>> So it seems that some of the servers regged long ago do not receive any
>> gift packets while the others do. Anyone at valve looking into this or is it
>> zzz time?
>>
>> I still have 4 servers without any packets dropping.
>>
>> -ics
>>
>> - Alkuperäinen viesti -
>>> Same situation with me. I have a server that's been a quickplay for
>>> quite some time now and it's not getting items. Yet another I just had
>>> registered the day before the event is working fine.
>>>
>>> On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
>>> wrote:
 I am having the same issue. Two servers on the same host, same IP,
 different ports.

 One of the two was verified dropping gifts yesterday on
 koth_harvest_event.

 However, today post-update, it is not dropping items on
 koth_harvest_event or the new koth_viaduct_event.

 Both are registered and in good standing, as far as I know. The
 admins of this host have not attempted any cheating or done anything
 that I would suspect have gotten us blacklisted.



 ics wrote:
> Is there a reason why no halloween gifts would not drop? I've regged
> the servers months ago. Servers do show up on server browser too.
>
> -ics
>
>_

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> archives, please visit:
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 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web = http://www.opendreams.net/jesse/



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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Fletcher Dunn
I'll be investigating this today.

It's very important to us that if you register your server, you get the 
benefits.

Your humble servant,
- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, October 28, 2011 7:50 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Nah, drops worked over night but it seems that 2-3 hours today while i 
was at work, gifts were dropping but no more after that. I don't know  
what is the situation now and i cannot test untill 1-2 hours from now.

All servers are shown on server browser, all have different register id, 
all are standing good and i'm definitely not trying to abuse system, 
just want to run 4 servers for players to play on and receive goodies.

-ics

28.10.2011 16:56, Kyle Sanderson kirjoitti:
> My client, along with four servers have all lost connectivity to the item
> server.
>
> I'm guessing it's been offline all night? I was getting drops/gifts for a
> couple hours after the update hit.
> Kyle.
>
> On Fri, Oct 28, 2011 at 4:04 AM, ics  wrote:
>
>> So it seems that some of the servers regged long ago do not receive any
>> gift packets while the others do. Anyone at valve looking into this or is it
>> zzz time?
>>
>> I still have 4 servers without any packets dropping.
>>
>> -ics
>>
>> - Alkuperäinen viesti -
>>> Same situation with me. I have a server that's been a quickplay for
>>> quite some time now and it's not getting items. Yet another I just had
>>> registered the day before the event is working fine.
>>>
>>> On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
>>> wrote:
 I am having the same issue.  Two servers on the same host, same IP,
 different ports.

 One of the two was verified dropping gifts yesterday on
 koth_harvest_event.

 However, today post-update, it is not dropping items on
 koth_harvest_event or the new koth_viaduct_event.

 Both are registered and in good standing, as far as I know.  The
 admins of this host have not attempted any cheating or done anything
 that I would suspect have gotten us blacklisted.



 ics wrote:
> Is there a reason why no halloween gifts would not drop? I've regged
> the servers months ago. Servers do show up on server browser too.
>
> -ics
>
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 # Mail = je...@opendreams.net
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Re: [hlds_linux] TF2 Cvar to control how often Monoculus spawns?

2011-10-28 Thread Andrew DeMerse
There are 2 cvars, but they are protected by sv_cheats.

"tf_halloween_eyeball_boss_spawn_interval" = "180"
 game cheat
 - Average interval between boss spawns, in seconds
"tf_halloween_eyeball_boss_spawn_interval_variation" = "30"
 game cheat
 - Variation of spawn interval +/-

You could theoretically use a plugin to strip the cheats flag from them, but
I doubt Valve would like you doing that.

On Fri, Oct 28, 2011 at 12:39 PM, Ross Bemrose  wrote:

> Monoculus spawns way too often for my users' taste.  Is there a Cvar to
> control how often he spawns?
>
> If not, can the rate be ratcheted down a bit?  Twice a round is pretty
> obnoxious...
>
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[hlds_linux] TF2 Cvar to control how often Monoculus spawns?

2011-10-28 Thread Ross Bemrose
Monoculus spawns way too often for my users' taste.  Is there a Cvar to 
control how often he spawns?


If not, can the rate be ratcheted down a bit?  Twice a round is pretty 
obnoxious...


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[hlds_linux] Players cannot taunt or call for medic

2011-10-28 Thread Andrew
Since the halloween update last night, every now and then I get a
player complaining that they cannot taunt or call for a medic on
koth_viaduct_event. Has anyone else seen this?

I cannot tell if there is a real issue here, or if I have some players
with screwed up keybindings who keep coming back.

Thanks
-Andrew




-- 
Andrew (Wave Admin)
The Wave!
24/7 CTF
1/2 respawn times
http://thewaveserver.com

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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread ics
Nah, drops worked over night but it seems that 2-3 hours today while i 
was at work, gifts were dropping but no more after that. I don't know  
what is the situation now and i cannot test untill 1-2 hours from now.


All servers are shown on server browser, all have different register id, 
all are standing good and i'm definitely not trying to abuse system, 
just want to run 4 servers for players to play on and receive goodies.


-ics

28.10.2011 16:56, Kyle Sanderson kirjoitti:

My client, along with four servers have all lost connectivity to the item
server.

I'm guessing it's been offline all night? I was getting drops/gifts for a
couple hours after the update hit.
Kyle.

On Fri, Oct 28, 2011 at 4:04 AM, ics  wrote:


So it seems that some of the servers regged long ago do not receive any
gift packets while the others do. Anyone at valve looking into this or is it
zzz time?

I still have 4 servers without any packets dropping.

-ics

- Alkuperäinen viesti -

Same situation with me. I have a server that's been a quickplay for
quite some time now and it's not getting items. Yet another I just had
registered the day before the event is working fine.

On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina
wrote:

I am having the same issue.  Two servers on the same host, same IP,
different ports.

One of the two was verified dropping gifts yesterday on
koth_harvest_event.

However, today post-update, it is not dropping items on
koth_harvest_event or the new koth_viaduct_event.

Both are registered and in good standing, as far as I know.  The
admins of this host have not attempted any cheating or done anything
that I would suspect have gotten us blacklisted.



ics wrote:

Is there a reason why no halloween gifts would not drop? I've regged
the servers months ago. Servers do show up on server browser too.

-ics

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Re: [hlds_linux] DOD:S Issue since update ?

2011-10-28 Thread Marc.B
Found the bug. If you have the problem, remove the file
orangebox/dod/bin/server_i486.so which seem to have been removed from
the steam repository.

Marc.

On Fri, Oct 28, 2011 at 3:26 PM, Marc.B  wrote:
> Hey,
>
> Does anyone have any issue since the yesterday update with DOD:S servers ?
> Most if not all our DOD:S server give "Steam Validation Rejected" when
> you try to connect to them since the TF2 / Orangebox update was
> released. Updating the orangebox binarie do not fix the problem.
>
> Any idea ?
>
> Thanks,
>
> Marc.
>

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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Kyle Sanderson
My client, along with four servers have all lost connectivity to the item
server.

I'm guessing it's been offline all night? I was getting drops/gifts for a
couple hours after the update hit.
Kyle.

On Fri, Oct 28, 2011 at 4:04 AM, ics  wrote:

> So it seems that some of the servers regged long ago do not receive any
> gift packets while the others do. Anyone at valve looking into this or is it
> zzz time?
>
> I still have 4 servers without any packets dropping.
>
> -ics
>
> - Alkuperäinen viesti -
> > Same situation with me. I have a server that's been a quickplay for
> > quite some time now and it's not getting items. Yet another I just had
> > registered the day before the event is working fine.
> >
> > On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina 
> > wrote:
> > >
> > > I am having the same issue.  Two servers on the same host, same IP,
> > > different ports.
> > >
> > > One of the two was verified dropping gifts yesterday on
> > > koth_harvest_event.
> > >
> > > However, today post-update, it is not dropping items on
> > > koth_harvest_event or the new koth_viaduct_event.
> > >
> > > Both are registered and in good standing, as far as I know.  The
> > > admins of this host have not attempted any cheating or done anything
> > > that I would suspect have gotten us blacklisted.
> > >
> > >
> > >
> > > ics wrote:
> > > >
> > > > Is there a reason why no halloween gifts would not drop? I've regged
> > > > the servers months ago. Servers do show up on server browser too.
> > > >
> > > > -ics
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > --
> > > # Jesse Molina
> > > # Mail = je...@opendreams.net
> > > # Page = page-je...@opendreams.net
> > > # Cell = 1.602.323.7608
> > > # Web  = http://www.opendreams.net/jesse/
> > >
> > >
> > >
> > > ___
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> > > please visit:
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> > >
> >
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread Michael Johansen

Mine just freezes.. Its purely annoying.

> Date: Fri, 28 Oct 2011 13:30:27 +0200
> From: anakin...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Regarding TF2 random crashes
> 
> I setup an other linux server and it crashes too at some point on
> viaduct_event. The last line in the console was a player joining class
> scout.
> 
> 2011/10/28 Bajdechi "Nightbox" Alexandru 
> 
> > PreMinidumpCallback: updating dump comment
> > Uploading dump (in-process) [proxy '']
> > /tmp/dumps/crash_20111028113700_1.dmp
> > Segmentation fault
> > Add "-debug" to the ./srcds_run command line to generate a debug.log to
> > help
> > with solving this problem
> > Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds
> >
> >
> > Same issue ?
> >
> > 2011/10/28 Alan Kennedy 
> >
> > >
> > > By that you mean update to latest Sourcemod snapshot or just the gamedata
> > > contents of the latest snapshot?
> > >
> > > Thx, Best Regards, Alan //
> > >
> > > --
> > > 3DGames Argentina
> > > http://www.3dgames.com.ar
> > > Libertad 41, 5to Piso - Capital Federal
> > > Tel: 4-332-4709
> > >
> > > - Mensaje original -
> > > > De: "Andrew DeMerse" 
> > > > Para: "Half-Life dedicated Linux server mailing list" <
> > > hlds_linux@list.valvesoftware.com>
> > > > Enviados: Viernes, 28 de Octubre 2011 1:33:44
> > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > > If you're running Sourcemod, update to the latest gamedata. It solved
> > > > the
> > > > crashes I was having.
> > > >
> > > > On Fri, Oct 28, 2011 at 12:20 AM,  wrote:
> > > >
> > > > > Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for the
> > > > > highest... ie they haven't crashed since the update.
> > > > >
> > > > > We aren't running metamod, sourcemod, or using the replay system.
> > > > >
> > > > > > -Original Message-
> > > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > > [mailto:hlds_linux-
> > > > > > boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
> > > > > > Sent: 28 October 2011 05:20
> > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > >
> > > > > >
> > > > > > Just updated 1 server out of 6. It was online for about 10 minutes
> > > > > > and
> > > > > > crashed. First time my servers crash...damn.
> > > > > >
> > > > > > --
> > > > > > 3DGames Argentina
> > > > > > http://www.3dgames.com.ar
> > > > > > Libertad 41, 5to Piso - Capital Federal
> > > > > > Tel: 4-332-4709
> > > > > >
> > > > > > - Mensaje original -
> > > > > > > De: gamead...@127001.org
> > > > > > > Para: "Half-Life dedicated Linux server mailing list"
> > > > > > 
> > > > > > > Enviados: Jueves, 27 de Octubre 2011 23:00:23
> > > > > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > > Mine are fine, and have been rock-solid, but then I took off
> > > > > > sourcemod
> > > > > > > after
> > > > > > > the _LAST_ update and haven't stuck it back on yet. Uptime on
> > > > > > > our
> > > > > > > idle/trade server (the only one that doesn't restart daily) was
> > > > > > > 4
> > > > > > days
> > > > > > >
> > > > > > > By contrast, our windows server was crashing constantly until we
> > > > > > > took
> > > > > > > sourcemod off.
> > > > > > >
> > > > > > > > -Original Message-
> > > > > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > > > > [mailto:hlds_linux-
> > > > > > > > boun...@list.valvesoftware.com] On Behalf Of doc
> > > > > > > > Sent: 28 October 2011 02:48
> > > > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > > >
> > > > > > > > Mine crashes on startup before it even loads metamod or
> > > > > > > > anything.
> > > > > > > > Might
> > > > > > > > be
> > > > > > > > that the update didn't finish?
> > > > > > > >
> > > > > > > > On Thu, Oct 27, 2011 at 6:47 PM, clad iron
> > > > > > > > 
> > > > > > > > wrote:
> > > > > > > >
> > > > > > > > > I'm unsure if the update tonight will address my issue or
> > > > > > > > > not,
> > > > > > but
> > > > > > > > has
> > > > > > > > > anyone else getting the random crashes still ?
> > > > > > > > > This just started with in the past couple updates.
> > > > > > > > > I have have 2 of our servers crash randomly, and both are in
> > > > > > > > > separate
> > > > > > > > > locations.
> > > > > > > > > Both are on Ubuntu.
> > > > > > > > >
> > > > > > > > > 1 is 64bit, the other is not.
> > > > > > > > >
> > > > > > > > > -debug -debuglog custom_error.log
> > > > > > > > >
> > > > > > > > > reveals nothing, and sourcemod leaves no errors.
> > > > > > > > >
> > > > > > > > > What i have noticed is it's when someone randomly leaves.
> > > > > > > > > ___
> > > > > > > > > To unsubscribe, edit you

[hlds_linux] DOD:S Issue since update ?

2011-10-28 Thread Marc.B
Hey,

Does anyone have any issue since the yesterday update with DOD:S servers ?
Most if not all our DOD:S server give "Steam Validation Rejected" when
you try to connect to them since the TF2 / Orangebox update was
released. Updating the orangebox binarie do not fix the problem.

Any idea ?

Thanks,

Marc.

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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread AnAkIn .
I setup an other linux server and it crashes too at some point on
viaduct_event. The last line in the console was a player joining class
scout.

2011/10/28 Bajdechi "Nightbox" Alexandru 

> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20111028113700_1.dmp
> Segmentation fault
> Add "-debug" to the ./srcds_run command line to generate a debug.log to
> help
> with solving this problem
> Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds
>
>
> Same issue ?
>
> 2011/10/28 Alan Kennedy 
>
> >
> > By that you mean update to latest Sourcemod snapshot or just the gamedata
> > contents of the latest snapshot?
> >
> > Thx, Best Regards, Alan //
> >
> > --
> > 3DGames Argentina
> > http://www.3dgames.com.ar
> > Libertad 41, 5to Piso - Capital Federal
> > Tel: 4-332-4709
> >
> > - Mensaje original -
> > > De: "Andrew DeMerse" 
> > > Para: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> > > Enviados: Viernes, 28 de Octubre 2011 1:33:44
> > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > If you're running Sourcemod, update to the latest gamedata. It solved
> > > the
> > > crashes I was having.
> > >
> > > On Fri, Oct 28, 2011 at 12:20 AM,  wrote:
> > >
> > > > Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for the
> > > > highest... ie they haven't crashed since the update.
> > > >
> > > > We aren't running metamod, sourcemod, or using the replay system.
> > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > [mailto:hlds_linux-
> > > > > boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
> > > > > Sent: 28 October 2011 05:20
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > >
> > > > >
> > > > > Just updated 1 server out of 6. It was online for about 10 minutes
> > > > > and
> > > > > crashed. First time my servers crash...damn.
> > > > >
> > > > > --
> > > > > 3DGames Argentina
> > > > > http://www.3dgames.com.ar
> > > > > Libertad 41, 5to Piso - Capital Federal
> > > > > Tel: 4-332-4709
> > > > >
> > > > > - Mensaje original -
> > > > > > De: gamead...@127001.org
> > > > > > Para: "Half-Life dedicated Linux server mailing list"
> > > > > 
> > > > > > Enviados: Jueves, 27 de Octubre 2011 23:00:23
> > > > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > Mine are fine, and have been rock-solid, but then I took off
> > > > > sourcemod
> > > > > > after
> > > > > > the _LAST_ update and haven't stuck it back on yet. Uptime on
> > > > > > our
> > > > > > idle/trade server (the only one that doesn't restart daily) was
> > > > > > 4
> > > > > days
> > > > > >
> > > > > > By contrast, our windows server was crashing constantly until we
> > > > > > took
> > > > > > sourcemod off.
> > > > > >
> > > > > > > -Original Message-
> > > > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > > > [mailto:hlds_linux-
> > > > > > > boun...@list.valvesoftware.com] On Behalf Of doc
> > > > > > > Sent: 28 October 2011 02:48
> > > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > > >
> > > > > > > Mine crashes on startup before it even loads metamod or
> > > > > > > anything.
> > > > > > > Might
> > > > > > > be
> > > > > > > that the update didn't finish?
> > > > > > >
> > > > > > > On Thu, Oct 27, 2011 at 6:47 PM, clad iron
> > > > > > > 
> > > > > > > wrote:
> > > > > > >
> > > > > > > > I'm unsure if the update tonight will address my issue or
> > > > > > > > not,
> > > > > but
> > > > > > > has
> > > > > > > > anyone else getting the random crashes still ?
> > > > > > > > This just started with in the past couple updates.
> > > > > > > > I have have 2 of our servers crash randomly, and both are in
> > > > > > > > separate
> > > > > > > > locations.
> > > > > > > > Both are on Ubuntu.
> > > > > > > >
> > > > > > > > 1 is 64bit, the other is not.
> > > > > > > >
> > > > > > > > -debug -debuglog custom_error.log
> > > > > > > >
> > > > > > > > reveals nothing, and sourcemod leaves no errors.
> > > > > > > >
> > > > > > > > What i have noticed is it's when someone randomly leaves.
> > > > > > > > ___
> > > > > > > > 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] No halloween gift drops on viaduct_event

2011-10-28 Thread ics
So it seems that some of the servers regged long ago do not receive any gift 
packets while the others do. Anyone at valve looking into this or is it zzz 
time?

I still have 4 servers without any packets dropping. 

-ics

- Alkuperäinen viesti -
> Same situation with me. I have a server that's been a quickplay for
> quite some time now and it's not getting items. Yet another I just had
> registered the day before the event is working fine.
> 
> On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina 
> wrote:
> > 
> > I am having the same issue.  Two servers on the same host, same IP,
> > different ports.
> > 
> > One of the two was verified dropping gifts yesterday on
> > koth_harvest_event.
> > 
> > However, today post-update, it is not dropping items on
> > koth_harvest_event or the new koth_viaduct_event.
> > 
> > Both are registered and in good standing, as far as I know.  The
> > admins of this host have not attempted any cheating or done anything
> > that I would suspect have gotten us blacklisted.
> > 
> > 
> > 
> > ics wrote:
> > > 
> > > Is there a reason why no halloween gifts would not drop? I've regged
> > > the servers months ago. Servers do show up on server browser too.
> > > 
> > > -ics
> > > 
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> > --
> > # Jesse Molina
> > # Mail = je...@opendreams.net
> > # Page = page-je...@opendreams.net
> > # Cell = 1.602.323.7608
> > # Web  = http://www.opendreams.net/jesse/
> > 
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> 
> ___
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> please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread Bajdechi "Nightbox" Alexandru
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111028113700_1.dmp
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Fri Oct 28 11:37:00 EEST 2011: Server restart in 10 seconds


Same issue ?

2011/10/28 Alan Kennedy 

>
> By that you mean update to latest Sourcemod snapshot or just the gamedata
> contents of the latest snapshot?
>
> Thx, Best Regards, Alan //
>
> --
> 3DGames Argentina
> http://www.3dgames.com.ar
> Libertad 41, 5to Piso - Capital Federal
> Tel: 4-332-4709
>
> - Mensaje original -
> > De: "Andrew DeMerse" 
> > Para: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> > Enviados: Viernes, 28 de Octubre 2011 1:33:44
> > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > If you're running Sourcemod, update to the latest gamedata. It solved
> > the
> > crashes I was having.
> >
> > On Fri, Oct 28, 2011 at 12:20 AM,  wrote:
> >
> > > Uptime on ours is 2 hours 30 for the lowest, and 2 hours 48 for the
> > > highest... ie they haven't crashed since the update.
> > >
> > > We aren't running metamod, sourcemod, or using the replay system.
> > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-
> > > > boun...@list.valvesoftware.com] On Behalf Of Alan Kennedy
> > > > Sent: 28 October 2011 05:20
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > >
> > > >
> > > > Just updated 1 server out of 6. It was online for about 10 minutes
> > > > and
> > > > crashed. First time my servers crash...damn.
> > > >
> > > > --
> > > > 3DGames Argentina
> > > > http://www.3dgames.com.ar
> > > > Libertad 41, 5to Piso - Capital Federal
> > > > Tel: 4-332-4709
> > > >
> > > > - Mensaje original -
> > > > > De: gamead...@127001.org
> > > > > Para: "Half-Life dedicated Linux server mailing list"
> > > > 
> > > > > Enviados: Jueves, 27 de Octubre 2011 23:00:23
> > > > > Asunto: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > Mine are fine, and have been rock-solid, but then I took off
> > > > sourcemod
> > > > > after
> > > > > the _LAST_ update and haven't stuck it back on yet. Uptime on
> > > > > our
> > > > > idle/trade server (the only one that doesn't restart daily) was
> > > > > 4
> > > > days
> > > > >
> > > > > By contrast, our windows server was crashing constantly until we
> > > > > took
> > > > > sourcemod off.
> > > > >
> > > > > > -Original Message-
> > > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > > [mailto:hlds_linux-
> > > > > > boun...@list.valvesoftware.com] On Behalf Of doc
> > > > > > Sent: 28 October 2011 02:48
> > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> > > > > >
> > > > > > Mine crashes on startup before it even loads metamod or
> > > > > > anything.
> > > > > > Might
> > > > > > be
> > > > > > that the update didn't finish?
> > > > > >
> > > > > > On Thu, Oct 27, 2011 at 6:47 PM, clad iron
> > > > > > 
> > > > > > wrote:
> > > > > >
> > > > > > > I'm unsure if the update tonight will address my issue or
> > > > > > > not,
> > > > but
> > > > > > has
> > > > > > > anyone else getting the random crashes still ?
> > > > > > > This just started with in the past couple updates.
> > > > > > > I have have 2 of our servers crash randomly, and both are in
> > > > > > > separate
> > > > > > > locations.
> > > > > > > Both are on Ubuntu.
> > > > > > >
> > > > > > > 1 is 64bit, the other is not.
> > > > > > >
> > > > > > > -debug -debuglog custom_error.log
> > > > > > >
> > > > > > > reveals nothing, and sourcemod leaves no errors.
> > > > > > >
> > > > > > > What i have noticed is it's when someone randomly leaves.
> > > > > > > ___
> > > > > > > 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.valveso

Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Matt Baxter
Same situation with me. I have a server that's been a quickplay for
quite some time now and it's not getting items. Yet another I just had
registered the day before the event is working fine.

On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina  wrote:
>
> I am having the same issue.  Two servers on the same host, same IP,
> different ports.
>
> One of the two was verified dropping gifts yesterday on koth_harvest_event.
>
> However, today post-update, it is not dropping items on koth_harvest_event
> or the new koth_viaduct_event.
>
> Both are registered and in good standing, as far as I know.  The admins of
> this host have not attempted any cheating or done anything that I would
> suspect have gotten us blacklisted.
>
>
>
> ics wrote:
>>
>> Is there a reason why no halloween gifts would not drop? I've regged the
>> servers months ago. Servers do show up on server browser too.
>>
>> -ics
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

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Re: [hlds_linux] thoughts of how to release some stress off master servers

2011-10-28 Thread Björn Rohlén
Why would you even rsync when all you need is a different configurationfile?


ln -s is your friend and will let you run 100+ servers if you please, and
yet only update them on one place .

... unless this has stopped working for some reason in tf2, it worked well
in cs -- so shouldn't sound too cocky :)

-TheG

On Fri, Oct 28, 2011 at 4:56 AM, Sir Jake  wrote:

>
> This would be a nice idea, having 6+ servers to update is never fun however
> I've got a simple script thats half from nemrun which works pretty good for
> updates making me only have to update twice not 6 times however it could be
> better still.
>
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Jesse Molina


I am having the same issue.  Two servers on the same host, same IP, 
different ports.


One of the two was verified dropping gifts yesterday on koth_harvest_event.

However, today post-update, it is not dropping items on 
koth_harvest_event or the new koth_viaduct_event.


Both are registered and in good standing, as far as I know.  The admins 
of this host have not attempted any cheating or done anything that I 
would suspect have gotten us blacklisted.




ics wrote:

Is there a reason why no halloween gifts would not drop? I've regged the
servers months ago. Servers do show up on server browser too.

-ics

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



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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Eddy Tarantulo
Yeah its strange, I have 2 servers registered, diff ids, identical cfgs, but
in one gifts drops in the other one, they dont...

On Fri, Oct 28, 2011 at 10:03 AM, ics  wrote:

> Yes i do. Everything is pk my end. Nework too.
>
> -ics
>
> - Alkuperäinen viesti -
> > Just to verify, you have a different id and code set on each server?
> >
> > On 10/28/2011 2:45 AM, ics wrote:
> > > Tested random server before leaving to work, dropped there but not any
> > > of my 4.
> > >
> > > -ics
> > >
> > > - Alkuperäinen viesti -
> > > >
> > > > Also having this issue on my servers, all have been registered for
> > > > months now yet no drops :(
>
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
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> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> >
> >
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>
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