Re: [hlds_linux] New quickplay is in the real Team Fortress, not TF beta

2012-07-20 Thread ics
255 = world. It's propably set due to new quickplay improvement, just to 
make sure every server can potentionally receive any client from anywhere.


-ics

21.7.2012 8:59, Russell Smith kirjoitti:

What's with this message?

"Setting 'sv_region 255 ' due to tf_mm_servermode"

Happens on servers with tf_mm_servermode enabled and disabled.


On 7/20/2012 6:46 PM, Fletcher Dunn wrote:
Just to be clear, the this new feature is in beta status, but it has 
shipped in the regular game.


It is not in the TF beta.



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Re: [hlds_linux] New quickplay is in the real Team Fortress, not TF beta

2012-07-20 Thread Russell Smith

What's with this message?

"Setting 'sv_region 255 ' due to tf_mm_servermode"

Happens on servers with tf_mm_servermode enabled and disabled.


On 7/20/2012 6:46 PM, Fletcher Dunn wrote:

Just to be clear, the this new feature is in beta status, but it has shipped in 
the regular game.

It is not in the TF beta.



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[hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

2012-07-20 Thread Tony Paloma
We've released a Source Engine update for TF2, DoD:S, and HL2:DM. Clients will 
get the update when they restart. Servers may optionally apply this update, but 
are not required to. The notes for the update are below.

- Tony

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed Unicode characters getting stripped from player names
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Re: [hlds_linux] Linux Dedicated for ... "Half-Life: Deathmatch"?

2012-07-20 Thread Ook

"valve" is Half-Life Deathmatch, but not the source version.

Half-Life Deathmatch Source is the Source version of HLDM, and it is 
beautiful. Absolutely gorgeous. You have to see crossfire via 
hldm:source, it is just lovely. I ran a server for it for a while, but 
it was never "officially" released by valve, and you can't download it 
by hldsupdatetool or the linux equivalent, steam. I remember when it 
came out there was a brief promotion of some sort, and a few custom maps 
were made for it, it never became very popular. Valve never bothered to 
work out all of the bugs or update it and so it has slowly dwindled into 
obscurity. There are about a dozen servers still running it, and a 
handful of players that still come and go.


You might want to join an existing server and run around a bit before 
you invest time getting your own server going. It is listed on Steam 
server browser, you can still select Half-Life Deathmatch: Source as the 
game.


You have to do a bit of hacking to get a server up and running for it. 
Look here for what should be usable instructions:


http://forums.srcds.com/viewtopic/3367


On 07/20/2012 08:09 PM, Ross Bemrose wrote:
Isn't that for Half-Life: Deathmatch, not Half-Life: Deathmatch 
Source?  "valve" is listed in the GldSrc games in -command list


On 7/20/2012 10:45 PM, StevoTVR wrote:

The string  is "valve".

On 7/20/2012 4:58 PM, Weasel wrote:

Thought I would inquire here about this too 

I added "Half-Life: Deathmatch" (the version ported to Source) to my 
library the other day and was messing around with it. I am thinking 
about setting-up a dedicated server for it.


But, on my Linux server (where I host several other existing valve 
games, port conflicts worked-out already, etc.) ... I noticed that 
the "game" code for it doesn't show-up in the list of Source 
Dedicated Server games. "[path]/steam -command list" doesn't show 
what code to use to install a dedicated server for it.


I don't see why Valve would port it over, and not make a dedicated 
server build available for it. I assume it's just not added to the 
list that the HLDSUpdateTool/Steam lists (which I assume is actually 
hard-coded into that tool by the way).


I tried various strings myself, to try to guess what it is, 
including using various folder names used on the client-side, as 
well as various strings from the client-side "GameInfo.txt" file, 
etc. - all with no luck so far:


"hl1"
"hl1mp"
"HALF-LIFE: Deathmatch"
"HALF-LIFE"
"half-life deathmatch source"
"half-life deathmatch: source"

Anybody know what "game" code/string to enter into 
HLDSUpdateTool/Steam to get the SourceDS content for this?


PS: Yes, I have a fetish for old games and mod's. I have had a HL1DM 
server on/off the Internet since pre-Y2k. This might be an 
"interesting" sequel to it.


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Re: [hlds_linux] Linux Dedicated for ... "Half-Life: Deathmatch"?

2012-07-20 Thread Ross Bemrose
Isn't that for Half-Life: Deathmatch, not Half-Life: Deathmatch Source?  
"valve" is listed in the GldSrc games in -command list


On 7/20/2012 10:45 PM, StevoTVR wrote:

The string  is "valve".

On 7/20/2012 4:58 PM, Weasel wrote:

Thought I would inquire here about this too 

I added "Half-Life: Deathmatch" (the version ported to Source) to my 
library the other day and was messing around with it. I am thinking 
about setting-up a dedicated server for it.


But, on my Linux server (where I host several other existing valve 
games, port conflicts worked-out already, etc.) ... I noticed that 
the "game" code for it doesn't show-up in the list of Source 
Dedicated Server games. "[path]/steam -command list" doesn't show 
what code to use to install a dedicated server for it.


I don't see why Valve would port it over, and not make a dedicated 
server build available for it. I assume it's just not added to the 
list that the HLDSUpdateTool/Steam lists (which I assume is actually 
hard-coded into that tool by the way).


I tried various strings myself, to try to guess what it is, including 
using various folder names used on the client-side, as well as 
various strings from the client-side "GameInfo.txt" file, etc. - all 
with no luck so far:


"hl1"
"hl1mp"
"HALF-LIFE: Deathmatch"
"HALF-LIFE"
"half-life deathmatch source"
"half-life deathmatch: source"

Anybody know what "game" code/string to enter into 
HLDSUpdateTool/Steam to get the SourceDS content for this?


PS: Yes, I have a fetish for old games and mod's. I have had a HL1DM 
server on/off the Internet since pre-Y2k. This might be an 
"interesting" sequel to it.


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Re: [hlds_linux] Linux Dedicated for ... "Half-Life: Deathmatch"?

2012-07-20 Thread StevoTVR

The string  is "valve".

On 7/20/2012 4:58 PM, Weasel wrote:

Thought I would inquire here about this too 

I added "Half-Life: Deathmatch" (the version ported to Source) to my library 
the other day and was messing around with it. I am thinking about setting-up a dedicated 
server for it.

But, on my Linux server (where I host several other existing valve games, port conflicts worked-out 
already, etc.) ... I noticed that the "game" code for it doesn't show-up in the list of 
Source Dedicated Server games. "[path]/steam -command list" doesn't show what code to use 
to install a dedicated server for it.

I don't see why Valve would port it over, and not make a dedicated server build 
available for it. I assume it's just not added to the list that the 
HLDSUpdateTool/Steam lists (which I assume is actually hard-coded into that 
tool by the way).

I tried various strings myself, to try to guess what it is, including using various 
folder names used on the client-side, as well as various strings from the client-side 
"GameInfo.txt" file, etc. - all with no luck so far:

"hl1"
"hl1mp"
"HALF-LIFE: Deathmatch"
"HALF-LIFE"
"half-life deathmatch source"
"half-life deathmatch: source"

Anybody know what "game" code/string to enter into HLDSUpdateTool/Steam to get 
the SourceDS content for this?

PS: Yes, I have a fetish for old games and mod's. I have had a HL1DM server on/off the 
Internet since pre-Y2k. This might be an "interesting" sequel to it.

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[hlds_linux] New quickplay is in the real Team Fortress, not TF beta

2012-07-20 Thread Fletcher Dunn
Just to be clear, the this new feature is in beta status, but it has shipped in 
the regular game.

It is not in the TF beta.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, July 20, 2012 6:35 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com)
Subject: [hlds_linux] New TF quickplay in beta

Today's update introduced a new version of quickplay.  It is currently in beta. 
 A small percentage of players will be asked if they want to try out the beta, 
when they press the "Start playing" button.

Here's what you need to know as a server operator:

* Eligibility rules, maps, etc. have not changed

* The new system does not utilize the server browser.

* You might see some extra console spam.

* Your server must opt into this potential stream of traffic by setting 
"tf_mm_servermode 1"

* Regular joins through through other means can coexist with joins 
through quickplay beta, with one significant shortcoming:  If the first person 
to join your server joins outside of the new matchmaking system, the system 
will treat your server is "full".  If the first person to join your server 
comes in through the matchmaking system, your server will accept players from 
either source.  This shortcoming will be addressed soon.

So, basically:

* Set "tf_mm_servermode 1" to avoid missing out on any traffic from the 
beta matchmaking system.

* If it causes any problems, then opt out!  That's why it's called 
"beta!"

>From a player perspective, the new system offers two main features:

* Form a search party with friends and find a server together.

* Never get matched into an empty server by yourself.  A server will 
always be seeded with at least N players.  (Currently N = 2 since there will 
not be many players using the system, but we will increase that over time.)

Thank you!

Your humble servant,
Fletch
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[hlds_linux] New TF quickplay in beta

2012-07-20 Thread Fletcher Dunn
Today's update introduced a new version of quickplay.  It is currently in beta. 
 A small percentage of players will be asked if they want to try out the beta, 
when they press the "Start playing" button.

Here's what you need to know as a server operator:

* Eligibility rules, maps, etc. have not changed

* The new system does not utilize the server browser.

* You might see some extra console spam.

* Your server must opt into this potential stream of traffic by setting 
"tf_mm_servermode 1"

* Regular joins through through other means can coexist with joins 
through quickplay beta, with one significant shortcoming:  If the first person 
to join your server joins outside of the new matchmaking system, the system 
will treat your server is "full".  If the first person to join your server 
comes in through the matchmaking system, your server will accept players from 
either source.  This shortcoming will be addressed soon.

So, basically:

* Set "tf_mm_servermode 1" to avoid missing out on any traffic from the 
beta matchmaking system.

* If it causes any problems, then opt out!  That's why it's called 
"beta!"

>From a player perspective, the new system offers two main features:

* Form a search party with friends and find a server together.

* Never get matched into an empty server by yourself.  A server will 
always be seeded with at least N players.  (Currently N = 2 since there will 
not be many players using the system, but we will increase that over time.)

Thank you!

Your humble servant,
Fletch
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Re: [hlds_linux] Tf2 SteamCMD

2012-07-20 Thread Erik-jan Riemers
I would say replace cs:go with tf2 here
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_
Dedicated_Servers

Only thing I would want to know is when they will remove the userid/pwd
requirement, since adding userid/pwd to the steam command will make it
visible via 'ps -ef' for instance.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: zaterdag 21 juli 2012 3:24
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Tf2 SteamCMD

Hey valve, could you role out some info about steamcmd and tf2 so that we
can take a premptive strike at understanding it and using it.

Please and thank you.

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[hlds_linux] Tf2 SteamCMD

2012-07-20 Thread Cameron Munroe
Hey valve, could you role out some info about steamcmd and tf2 so that 
we can take a premptive strike at understanding it and using it.


Please and thank you.

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Re: [hlds_linux] Linux Dedicated for ... "Half-Life: Deathmatch"?

2012-07-20 Thread 1nsane
It's not included with the update tool. Instead you need to extract the
files from the gcfs.

On Fri, Jul 20, 2012 at 7:58 PM, Weasel  wrote:

> Thought I would inquire here about this too 
>
> I added "Half-Life: Deathmatch" (the version ported to Source) to my
> library the other day and was messing around with it. I am thinking about
> setting-up a dedicated server for it.
>
> But, on my Linux server (where I host several other existing valve games,
> port conflicts worked-out already, etc.) ... I noticed that the "game" code
> for it doesn't show-up in the list of Source Dedicated Server games.
> "[path]/steam -command list" doesn't show what code to use to install a
> dedicated server for it.
>
> I don't see why Valve would port it over, and not make a dedicated server
> build available for it. I assume it's just not added to the list that the
> HLDSUpdateTool/Steam lists (which I assume is actually hard-coded into that
> tool by the way).
>
> I tried various strings myself, to try to guess what it is, including
> using various folder names used on the client-side, as well as various
> strings from the client-side "GameInfo.txt" file, etc. - all with no luck
> so far:
>
> "hl1"
> "hl1mp"
> "HALF-LIFE: Deathmatch"
> "HALF-LIFE"
> "half-life deathmatch source"
> "half-life deathmatch: source"
>
> Anybody know what "game" code/string to enter into HLDSUpdateTool/Steam to
> get the SourceDS content for this?
>
> PS: Yes, I have a fetish for old games and mod's. I have had a HL1DM
> server on/off the Internet since pre-Y2k. This might be an "interesting"
> sequel to it.
>
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> please visit:
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Re: [hlds_linux] New Exploit?

2012-07-20 Thread wickedplayer494 .
In that case, try Russel's suggestion of monitoring CPU usage first. If it
happens and there is no ~10s+ spike, then further investigation's going to
be needed.

On Fri, Jul 20, 2012 at 7:38 PM, Cameron Munroe
wrote:

> After.
>
>
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Re: [hlds_linux] New Exploit?

2012-07-20 Thread Cameron Munroe

After.

On 7/20/2012 5:37 PM, wickedplayer494 . wrote:

Did this happen before or after tonight's update?

On Fri, Jul 20, 2012 at 7:36 PM, Cameron Munroe
wrote:


not sure, wasn't looking at cpu at the time.


On 7/20/2012 5:31 PM, Russell Smith wrote:


What was your CPU usage like at the time?  The CPU spike issue I've been
having for the last few weeks result in the whole server disconnecting with
steamauth error 6 codes if the spikes happen for a prolonged amount of time
(10 sec or so).

On 20.07.2012 17:14, Cameron Munroe wrote:


I have heard of reports on my servers that people are able to kick
all players. Was watching the server and just saw a bunch of error 6
codes.

Just starting the conversation, might be nothing.

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Re: [hlds_linux] New Exploit?

2012-07-20 Thread wickedplayer494 .
Did this happen before or after tonight's update?

On Fri, Jul 20, 2012 at 7:36 PM, Cameron Munroe
wrote:

> not sure, wasn't looking at cpu at the time.
>
>
> On 7/20/2012 5:31 PM, Russell Smith wrote:
>
>> What was your CPU usage like at the time?  The CPU spike issue I've been
>> having for the last few weeks result in the whole server disconnecting with
>> steamauth error 6 codes if the spikes happen for a prolonged amount of time
>> (10 sec or so).
>>
>> On 20.07.2012 17:14, Cameron Munroe wrote:
>>
>>> I have heard of reports on my servers that people are able to kick
>>> all players. Was watching the server and just saw a bunch of error 6
>>> codes.
>>>
>>> Just starting the conversation, might be nothing.
>>>
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>>>
>>
>>
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>
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Re: [hlds_linux] New Exploit?

2012-07-20 Thread Cameron Munroe

not sure, wasn't looking at cpu at the time.

On 7/20/2012 5:31 PM, Russell Smith wrote:
What was your CPU usage like at the time?  The CPU spike issue I've 
been having for the last few weeks result in the whole server 
disconnecting with steamauth error 6 codes if the spikes happen for a 
prolonged amount of time (10 sec or so).


On 20.07.2012 17:14, Cameron Munroe wrote:

I have heard of reports on my servers that people are able to kick
all players. Was watching the server and just saw a bunch of error 6
codes.

Just starting the conversation, might be nothing.

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Re: [hlds_linux] New Exploit?

2012-07-20 Thread Russell Smith
What was your CPU usage like at the time?  The CPU spike issue I've 
been having for the last few weeks result in the whole server 
disconnecting with steamauth error 6 codes if the spikes happen for a 
prolonged amount of time (10 sec or so).


On 20.07.2012 17:14, Cameron Munroe wrote:

I have heard of reports on my servers that people are able to kick
all players. Was watching the server and just saw a bunch of error 6
codes.

Just starting the conversation, might be nothing.

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Re: [hlds_linux] New Exploit?

2012-07-20 Thread Cameron Munroe

TF2

On 7/20/2012 5:17 PM, wickedplayer494 . wrote:

What game(s) does this involve? Hard to tell if it's a Source or a GoldSrc
exploit if we don't know.

On Fri, Jul 20, 2012 at 7:14 PM, Cameron Munroe
wrote:


I have heard of reports on my servers that people are able to kick all
players. Was watching the server and just saw a bunch of error 6 codes.

Just starting the conversation, might be nothing.

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Re: [hlds_linux] New Exploit?

2012-07-20 Thread wickedplayer494 .
What game(s) does this involve? Hard to tell if it's a Source or a GoldSrc
exploit if we don't know.

On Fri, Jul 20, 2012 at 7:14 PM, Cameron Munroe
wrote:

> I have heard of reports on my servers that people are able to kick all
> players. Was watching the server and just saw a bunch of error 6 codes.
>
> Just starting the conversation, might be nothing.
>
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[hlds_linux] New Exploit?

2012-07-20 Thread Cameron Munroe
I have heard of reports on my servers that people are able to kick all 
players. Was watching the server and just saw a bunch of error 6 codes.


Just starting the conversation, might be nothing.

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[hlds_linux] Linux Dedicated for ... "Half-Life: Deathmatch"?

2012-07-20 Thread Weasel
Thought I would inquire here about this too 

I added "Half-Life: Deathmatch" (the version ported to Source) to my library 
the other day and was messing around with it. I am thinking about setting-up a 
dedicated server for it.

But, on my Linux server (where I host several other existing valve games, port 
conflicts worked-out already, etc.) ... I noticed that the "game" code for it 
doesn't show-up in the list of Source Dedicated Server games. "[path]/steam 
-command list" doesn't show what code to use to install a dedicated server for 
it.

I don't see why Valve would port it over, and not make a dedicated server build 
available for it. I assume it's just not added to the list that the 
HLDSUpdateTool/Steam lists (which I assume is actually hard-coded into that 
tool by the way).

I tried various strings myself, to try to guess what it is, including using 
various folder names used on the client-side, as well as various strings from 
the client-side "GameInfo.txt" file, etc. - all with no luck so far:

"hl1"
"hl1mp"
"HALF-LIFE: Deathmatch"
"HALF-LIFE"
"half-life deathmatch source"
"half-life deathmatch: source"

Anybody know what "game" code/string to enter into HLDSUpdateTool/Steam to get 
the SourceDS content for this?

PS: Yes, I have a fetish for old games and mod's. I have had a HL1DM server 
on/off the Internet since pre-Y2k. This might be an "interesting" sequel to it.

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Re: [hlds_linux] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-07-20 Thread Jonah Hirsch
>
> - Fix a bug that caused gameservers to not properly receive client
> inventory updates. (Frequent cause of the "The server you are playing on
> has lost connection to the item server" error message.)

Is this the issue that makes it seem as if it's the game server's fault,
when it's actually the item server's fault?
---
Jonah Hirsch



On Fri, Jul 20, 2012 at 4:09 PM, Eric Smith  wrote:

> We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for
> the updates are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Added sv_namechange_cooldown_seconds, to throttle clients from changing
> their name too rapidly. (Defaults to 20 seconds)
> - Added sv_netspike_on_reliable_snapshot_overflow to selectively enable
> the automatic dumping of netspike file if a client drops due to "reliable
> snapshot overflow" (defaults to 0, which disables the debugging)
> - Added check to prevent player names from containing color codes
> - setinfo console command will now reject attempts to set / change convars
> with any unusual characters
>
> Team Fortress 2
> - Fix a bug that caused gameservers to not properly receive client
> inventory updates. (Frequent cause of the "The server you are playing on
> has lost connection to the item server" error message.)
> - Fixed not being able to equip all-class items properly
> - Fixed the DX8 water effect
> - Fixed the Beggar's Bazooka misfiring with 100% crits after firing a crit
> rocket
> - Fixed the Sandman not allowing after death kills strange part
>
>
> ___
> hlds_announce mailing list
> hlds_annou...@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
>
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[hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-07-20 Thread Eric Smith
We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for the 
updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Added sv_namechange_cooldown_seconds, to throttle clients from changing their 
name too rapidly. (Defaults to 20 seconds)
- Added sv_netspike_on_reliable_snapshot_overflow to selectively enable the 
automatic dumping of netspike file if a client drops due to "reliable snapshot 
overflow" (defaults to 0, which disables the debugging)
- Added check to prevent player names from containing color codes
- setinfo console command will now reject attempts to set / change convars with 
any unusual characters

Team Fortress 2
- Fix a bug that caused gameservers to not properly receive client inventory 
updates. (Frequent cause of the "The server you are playing on has lost 
connection to the item server" error message.)
- Fixed not being able to equip all-class items properly
- Fixed the DX8 water effect
- Fixed the Beggar's Bazooka misfiring with 100% crits after firing a crit 
rocket
- Fixed the Sandman not allowing after death kills strange part


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[hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates coming

2012-07-20 Thread Eric Smith
There are mandatory TF2, DoD:S, and HL2:DM updates coming. We should have them 
ready in about 15 minutes. 

-Eric


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Re: [hlds_linux] hlds_linux Digest, Vol 53, Issue 46

2012-07-20 Thread doc
help you what? Figure out how to trim fat from your email client?

On Fri, Jul 20, 2012 at 12:33 PM,  wrote:

> help
>
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Re: [hlds_linux] hlds_linux Digest, Vol 53, Issue 46

2012-07-20 Thread peloye . je
help
-Original Message-
From: hlds_linux-requ...@list.valvesoftware.com
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Fri, 20 Jul 2012 12:00:01 
To: 
Reply-To: hlds_linux@list.valvesoftware.com
Subject: hlds_linux Digest, Vol 53, Issue 46

Send hlds_linux mailing list submissions to
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of hlds_linux digest..."


Today's Topics:

   1. Mandatory Nuclear Dawn update released (Nicholas Hastings)
   2. Re: Mini update? (Erik-jan Riemers)
   3. Lone ubered players on a server (ics)
   4. Re: Lone ubered players on a server (Ken Bateman)


--

Message: 1
Date: Thu, 19 Jul 2012 16:44:43 -0400
From: Nicholas Hastings 
To: Half-Life dedicated Win32 server mailing list
,  Half-Life dedicated Linux server
mailing list
Subject: [hlds_linux] Mandatory Nuclear Dawn update released
Message-ID: <500871bb.80...@interwavestudios.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

We've released a mandatory update to Nuclear Dawn. The notes are below.

As a reminder, the new steamcmd tool is now required for updates, rather 
than hldsupdatetool. More information can be found here, 
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/

Enhancements
- Commander building placement now remembers rotation used for last 
placed building when placing another.
- Customizations of radialmenu.txt will no longer be overwritten on updates.
- Added mapping support for nd_info_sonic_turret_ct.

Fixes
- Fixed sniper no-rezoom-after-shot option only working on local servers.
- Fixed firstperson in-hand weapon model not displaying to Source TV 
viewers.
- Fixed choppiness when using noclip or spectator free cam mode.
- Fixed commander building placement sometimes unintentionally rotating 
buildings on click.

Server changes
- Updated srcds_run linux server script autoupdate to work with new 
steamcmd tool.

-- 
Nicholas "psychonic" Hastings
Developer
InterWave Studios
www.interwavestudios.com 


--

Message: 2
Date: Fri, 20 Jul 2012 16:19:43 +0200
From: Erik-jan Riemers 
To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Mini update?
Message-ID: 
Content-Type: text/plain; charset=ISO-8859-1

The client crashes, this was only happening on modded servers. Although i
rather not.. but setting it to sv_pure 0 resolved the issue. If I keep the
server at sv_pure 1 it will crash the server, so there is really an issue
somewhere. But that's not something I know how to find/debug.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mikael
Pedersen
Sent: woensdag 18 juli 2012 21:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mini update?

On Sat, 14 Jul 2012 22:50:53 +0200, you wrote:

>Dont know if it happens to others, but i am getting reports on map
>change that the client will crash. I actually have this issue too. Just
>had a full server go empty on map change, and it wasn't the server.
>Maybe bad luck, so I am just checking :)

Yep, I see this as well. Server isn't going totally empty, but losing
about half of the players.

The last two days I've noticed that my client can hang unresponsive for
maybe 10-12 seconds, whenever I leave a server. It doesn't crash, but when
it recovers, I get this message in the console:

CAsyncWavDataCache:  1283 .wavs total 0 bytes, 0.00 % of capacity

Or the other day:
CAsyncWavDataCache:  1465 .wavs total 0 bytes, 0.00 % of capacity

Perhaps this is related?

-Mikael

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--

Message: 3
Date: Fri, 20 Jul 2012 19:22:38 +0300
From: ics 
To: Half-Life dedicated Linux server mailing list

Subject: [hlds_linux] Lone ubered players on a server
Message-ID: <500985ce.8000...@ics-base.net>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I have now 2 reported cases where a player has seen a lone ubered player 
on a server. The first report was hazy about lone ubered medic (those of 
you have been around remember the old glitch that was fixed ages ago) 
but yesterday one of my admins reported that he saw an ubered pyro 
running around 30 seconds alone and killing everyone. I'm s

Re: [hlds_linux] Lone ubered players on a server

2012-07-20 Thread Ken Bateman

On 7/20/2012 12:22 PM, ics wrote:
I have now 2 reported cases where a player has seen a lone ubered 
player on a server. The first report was hazy about lone ubered medic 
(those of you have been around remember the old glitch that was fixed 
ages ago) 


This is legitimately possible if he's getting ubersaw hits.  Ubers can 
be popped without a patient.


but yesterday one of my admins reported that he saw an ubered pyro 
running around 30 seconds alone and killing everyone. I'm still not 
sure if this was just a graphical glitch or was the player really 
ubered. Wondering if the old glitch has returned in some condition and 
if anyone else have seen or heard similiar?

This sounds like a sv_cheats hack.

-Ken


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[hlds_linux] Lone ubered players on a server

2012-07-20 Thread ics
I have now 2 reported cases where a player has seen a lone ubered player 
on a server. The first report was hazy about lone ubered medic (those of 
you have been around remember the old glitch that was fixed ages ago) 
but yesterday one of my admins reported that he saw an ubered pyro 
running around 30 seconds alone and killing everyone. I'm still not sure 
if this was just a graphical glitch or was the player really ubered. 
Wondering if the old glitch has returned in some condition and if anyone 
else have seen or heard similiar?


-ics

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Re: [hlds_linux] Mini update?

2012-07-20 Thread Erik-jan Riemers
The client crashes, this was only happening on modded servers. Although i
rather not.. but setting it to sv_pure 0 resolved the issue. If I keep the
server at sv_pure 1 it will crash the server, so there is really an issue
somewhere. But that's not something I know how to find/debug.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mikael
Pedersen
Sent: woensdag 18 juli 2012 21:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mini update?

On Sat, 14 Jul 2012 22:50:53 +0200, you wrote:

>Dont know if it happens to others, but i am getting reports on map
>change that the client will crash. I actually have this issue too. Just
>had a full server go empty on map change, and it wasn't the server.
>Maybe bad luck, so I am just checking :)

Yep, I see this as well. Server isn't going totally empty, but losing
about half of the players.

The last two days I've noticed that my client can hang unresponsive for
maybe 10-12 seconds, whenever I leave a server. It doesn't crash, but when
it recovers, I get this message in the console:

CAsyncWavDataCache:  1283 .wavs total 0 bytes, 0.00 % of capacity

Or the other day:
CAsyncWavDataCache:  1465 .wavs total 0 bytes, 0.00 % of capacity

Perhaps this is related?

-Mikael

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