Re: [hlds_linux] Server crash on every _restart?

2012-08-21 Thread ics
Been like that for years. 

-ics

- Alkuperäinen viesti -
> I just set up two new TF2 servers...
> 
> It seems that every time I run a _restart command via the console, the 
> server crashes and restarts after 10 seconds. While I don't really mind 
> as the end result is the same, does anyone know why this happens?
> 
> -- 
> Steven Haigh
> 
> Email: net...@crc.id.au
> Web: http://www.crc.id.au
> Phone: (03) 9001 6090 - 0412 935 897
> Fax: (03) 8338 0299
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Server crash on every _restart?

2012-08-21 Thread Grognak
This happens to me as well. Drives me crazy since it prevents 
-autoupdate from working.


On 8/21/2012 10:56 PM, Steven Haigh wrote:

I just set up two new TF2 servers...

It seems that every time I run a _restart command via the console, the 
server crashes and restarts after 10 seconds. While I don't really 
mind as the end result is the same, does anyone know why this happens?





___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Server crash on every _restart?

2012-08-21 Thread Steven Haigh

I just set up two new TF2 servers...

It seems that every time I run a _restart command via the console, the 
server crashes and restarts after 10 seconds. While I don't really mind 
as the end result is the same, does anyone know why this happens?


--
Steven Haigh

Email: net...@crc.id.au
Web: http://www.crc.id.au
Phone: (03) 9001 6090 - 0412 935 897
Fax: (03) 8338 0299

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread ics
I experienced this bug when MvM came out but after the first fix patch, 
i haven't been able to make it happen again. Right now the system works 
as you said - once password is set, tf_mm_servermode will be changed to 
0 automatically.


-ics

21.8.2012 23:58, Fletcher Dunn kirjoitti:

I could really use some help understanding how to reproduce this problem.

What *should* be happening, and what I reproduced when I tested it, was if you 
have sv_password set, it would immediately set tf_mm_servermode 0.

Can anybody explain how a server is in the matchmaking pool with a password set?



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
Sent: Tuesday, August 21, 2012 1:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MvM server browser player counts and improtant note 
regarding replay


Fletch,

I wanted to bring a bug to your attention. You guys probably already know about 
this, but I thought I'd make you aware of it.

Boot Camp matchmaking has the capability to connect to servers who have 
passwords set. This results in a rather frustrating 20 minute wait, followed by 
a Bad Password error and the need to re-queue.

Please ignore this if it has been fixed.
On Aug 21, 2012 1:56 PM, "Fletcher Dunn" 
mailto:fletch...@valvesoftware.com>> wrote:
We made some changes in today's update to make MvM player counts in the server 
browser make as much sense as possible within the current framework.

Here's how it works:

Bots should do not show at all in any client-visible way.  (Although, they still show in 
the "status" output.)

sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

In this scheme, your server appears to have space if a player can join and play 
on the defending team, it appears to be full if this is not the case.  The 
existing server browser framework does not make it straightforward to clients 
connected as spectator from the player count.  This logic was the best 
compromise.

One final note: We discovered a small problem with today's update.  If you have replay 
enabled, the above logic will think replay is a "spectator" and your server 
will show 7 max players.  We'll fix this in an upcoming update.

- Fletch

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD crash - clean install

2012-08-21 Thread Steve Dudenhoeffer
This seems to be happening to me on the machines I have with a CentOS
install of 5.4 and below, 5.5+ work fine.  It's probably related to
some old library setups.  Instead of trying to figure out what it is,
I'm just upgrading my older machines, so I'm afraid I can't be much
more help than that.

On Tue, Aug 21, 2012 at 11:40 PM, Jonah Hirsch  wrote:
> I'm attempting to run steamcmd for the first time. After downloading and
> running steam.sh, it crashes after downloading Steam, with the following
> error:
>
> terminate called after throwing an instance of
> 'Grid::CBadCallerErrorStructPtrException'
>>   what():  App provided invalid TSteamError pointer to Steam API
>>
>> Thoughts?
> ---
> Jonah Hirsch
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] SteamCMD crash - clean install

2012-08-21 Thread Jonah Hirsch
I'm attempting to run steamcmd for the first time. After downloading and
running steam.sh, it crashes after downloading Steam, with the following
error:

terminate called after throwing an instance of
'Grid::CBadCallerErrorStructPtrException'
>   what():  App provided invalid TSteamError pointer to Steam API
>
> Thoughts?
---
Jonah Hirsch
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Server dump contains nothing?

2012-08-21 Thread Bruno Garcia
Hello,

I added -debug and -allowdebug as well.
but my server has been crashing during map changes and now it doesn't
generate any dumps. This is odd!

Does anyone thing maybe it doesn't get to generate a server dump because
it's OS related?

On Tue, Aug 21, 2012 at 11:55 PM, DontWannaName! wrote:

> There is a way to turn on larger dumps, I think its -debug in the
> command line...
>
> On Tue, Aug 21, 2012 at 7:51 PM, Bruno Garcia 
> wrote:
> > Hello,
> >
> > I've been having several crashes during map changes on my Counter-Strike:
> > Source server. and I'm trying to pinpoint the cause of this problem.
> > I've looked at the server dumps that are generated upon a crash, but the
> > stack information only contains the modules loaded when the server
> crashed.
> >
> > I find this pretty useless. Isn't there another way of debugging a server
> > crash?
> >
> > Any help is appreciated!
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Server dump contains nothing?

2012-08-21 Thread DontWannaName!
There is a way to turn on larger dumps, I think its -debug in the
command line...

On Tue, Aug 21, 2012 at 7:51 PM, Bruno Garcia  wrote:
> Hello,
>
> I've been having several crashes during map changes on my Counter-Strike:
> Source server. and I'm trying to pinpoint the cause of this problem.
> I've looked at the server dumps that are generated upon a crash, but the
> stack information only contains the modules loaded when the server crashed.
>
> I find this pretty useless. Isn't there another way of debugging a server
> crash?
>
> Any help is appreciated!
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Server dump contains nothing?

2012-08-21 Thread Bruno Garcia
Hello,

I've been having several crashes during map changes on my Counter-Strike:
Source server. and I'm trying to pinpoint the cause of this problem.
I've looked at the server dumps that are generated upon a crash, but the
stack information only contains the modules loaded when the server crashed.

I find this pretty useless. Isn't there another way of debugging a server
crash?

Any help is appreciated!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] TF2 clean install missing steam_appid.txt ?

2012-08-21 Thread Marco Padovan
Doing a clean install with:

./steam -command update -game tf -dir .

results in a "not working" installation ( * Unable to load Steam support
library.* / * This server will operate in LAN mode only.* errors) due to
missing steam_appid.txt

that file is also missing from css (cs1.6 instead appears to have it
properly)

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Cameron Munroe
Well I for one would, as stated before, love to use it. If there is 
already an option for tf2 please email me valve. =)


On 8/21/2012 6:12 PM, Necavi wrote:

But at the same time, it IS the early days of SteamCmd, which is the perfect
time for the community to voice their opinions, before there's a massive
amount of legacy support and that kind of thing, it is...in development
still.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: Tuesday, August 21, 2012 18:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] SteamCMD, etc.

People calm down. It's very early days of SteamCmd/Steam Pipe. Few games
use it, but as CSGO becomes more popular it will become vital to add
anonymous game server logins that allow concurrent users. It will be
implemented, just wait.

On Wednesday, August 22, 2012, Nicholas Hastings wrote:


1 is planned, 2 has already been done for everything but CS:GO for a
while, and CS:GO as well as of a few days ago.

On 8/21/2012 8:50 PM, Michael Ojeda wrote:

If I'm not mistaken they were planning on either 1. removing the need to
login to steam servers for F2P dedicated server files, 2. allow any steam
account (second account) or am I wrong?

On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings <
psycho...@alliedmods.net

wrote:
"Or, maybe allow ANY Steam account - even a Free-to-Play account from a
different game to be used to install/update any game "

That is already the case for most or all dedicated servers on the new
system. CS:GO dedicated /was/ locked down until late last week only

because

the beta itself was locked down. Now, any Steam account has access to
download the dedicated server, even if it does not own any games.



On 8/21/2012 8:32 PM, Weasel wrote:

  On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings

 wrote:

  SteamCMD is still just as scriptable, and anonymous login is planned,
though
not available yet.

  I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.



  It second that.  I don't run ND. But, the whole idea that you have to use
a Steam account that can't simultaneously be used elsewhere is ludicrous.
   At the very least, "Dedicated Server" installs/updates should be

excluded

from the authentication requirement somehow.  Or, maybe allow ANY Steam
account - even a Free-to-Play account from a different game to be used to
install/update any game.

I tried no to be a whiner, and not to complain too much about stuff;
because I do all this just for fun - not a living.  But, the whole
logon/authentication idea on a server-side update function is one of the
most wasteful and stupid things I have ever heard of.  The only reason I
can even think to have something like that is legal/content-control/DRM
crap.  Otherwise, I don't see it bringing any "benefit" to the players or
the server operator "community".

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially
having to "own" another copy of the game just for the purpose of hosting
(and maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game
servers simultaneously? Do you need a separate Steam account on each, so
that they can run concurrently?  What if they aren't even just multiple
instances on the same host/IP, but on different hosts/IPs?
4) "work-around's" to "script" the password into the update command-line,
etc? OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real "community-killer" functionality.
   Meaning killing-off the "community" of people hosting dedicated servers

-

particularly those of us NOT doing so for any fee/charge/subscription/
membership,
etc.  IMH(f)O, what makes many titles successful, and what keeps some
viable - is all the volunteers hosting dedicated servers for them.  If we
had to depend on Valve/WON/Sierra hosting the only decent game servers for
HL1 death-match back in the day - Valve probably would probably be a
little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
Counter-Strike into the mix (which STILL on many days has more peak

players

than any other Valve title - including the "Source" sequel to it!), and

...

well , you get my point.  "community" dedicated servers also add variety-
   with all their wonderful weirdness: custom maps (some of which

eventually

get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated
servers ("Alfred") work for Valve now?

Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Necavi
But at the same time, it IS the early days of SteamCmd, which is the perfect
time for the community to voice their opinions, before there's a massive
amount of legacy support and that kind of thing, it is...in development
still.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: Tuesday, August 21, 2012 18:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] SteamCMD, etc.

People calm down. It's very early days of SteamCmd/Steam Pipe. Few games
use it, but as CSGO becomes more popular it will become vital to add
anonymous game server logins that allow concurrent users. It will be
implemented, just wait.

On Wednesday, August 22, 2012, Nicholas Hastings wrote:

> 1 is planned, 2 has already been done for everything but CS:GO for a
> while, and CS:GO as well as of a few days ago.
>
> On 8/21/2012 8:50 PM, Michael Ojeda wrote:
>
> If I'm not mistaken they were planning on either 1. removing the need to
> login to steam servers for F2P dedicated server files, 2. allow any steam
> account (second account) or am I wrong?
>
> On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings <
> psycho...@alliedmods.net
>
> wrote:
> "Or, maybe allow ANY Steam account - even a Free-to-Play account from a
> different game to be used to install/update any game "
>
> That is already the case for most or all dedicated servers on the new
> system. CS:GO dedicated /was/ locked down until late last week only
because
> the beta itself was locked down. Now, any Steam account has access to
> download the dedicated server, even if it does not own any games.
>
>
>
> On 8/21/2012 8:32 PM, Weasel wrote:
>
>  On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
>
>  wrote:
>
>  SteamCMD is still just as scriptable, and anonymous login is planned,
> though
> not available yet.
>
>  I'll wait for the anonymous login feature to become available before
> switching to steamCMD then, since my server isn't running ND at the
> moment but a TF2 MvM game. The main issue I'm having with steamCMD is
> indeed that I need to log in with my steam account, which will
> disconnect the Steam client on my game PC.
>
> 
>
>  It second that.  I don't run ND. But, the whole idea that you have to use
> a Steam account that can't simultaneously be used elsewhere is ludicrous.
>   At the very least, "Dedicated Server" installs/updates should be
excluded
> from the authentication requirement somehow.  Or, maybe allow ANY Steam
> account - even a Free-to-Play account from a different game to be used to
> install/update any game.
>
> I tried no to be a whiner, and not to complain too much about stuff;
> because I do all this just for fun - not a living.  But, the whole
> logon/authentication idea on a server-side update function is one of the
> most wasteful and stupid things I have ever heard of.  The only reason I
> can even think to have something like that is legal/content-control/DRM
> crap.  Otherwise, I don't see it bringing any "benefit" to the players or
> the server operator "community".
>
> I can see this having all sorts of issues/complications:
> 1) As mentioned, can't play using an account while using it to install or
> update a server.
> 2) In the case of non-F2P (Free-to-Play) games, consequently potentially
> having to "own" another copy of the game just for the purpose of hosting
> (and maintaining) a dedicated server for it.
> 3) Even if ALL games were F2P, what if you need to update multiple game
> servers simultaneously? Do you need a separate Steam account on each, so
> that they can run concurrently?  What if they aren't even just multiple
> instances on the same host/IP, but on different hosts/IPs?
> 4) "work-around's" to "script" the password into the update command-line,
> etc? OMG more stuff to have - just because of the logon junk.
>
> IMH(f)O, all that stuff is real "community-killer" functionality.
>   Meaning killing-off the "community" of people hosting dedicated servers
-
> particularly those of us NOT doing so for any fee/charge/subscription/
> membership,
> etc.  IMH(f)O, what makes many titles successful, and what keeps some
> viable - is all the volunteers hosting dedicated servers for them.  If we
> had to depend on Valve/WON/Sierra hosting the only decent game servers for
> HL1 death-match back in the day - Valve probably would probably be a
> little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
> Counter-Strike into the mix (which STILL on many days has more peak
players
> than any other Valve title - including the "Source" sequel to it!), and
...
> well , you get my point.  "community" dedicated servers also add variety-
>   with all their wonderful weirdness: custom maps (some of which
eventually
> get picked-up as official), 3rd party mods, etc.
>
> Heck, doesn't the guy who wrote the original AdminMod for dedicated
> servers ("Alfred") work for Valve now? (I could be confused abou

Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Saul Rennison
People calm down. It's very early days of SteamCmd/Steam Pipe. Few games
use it, but as CSGO becomes more popular it will become vital to add
anonymous game server logins that allow concurrent users. It will be
implemented, just wait.

On Wednesday, August 22, 2012, Nicholas Hastings wrote:

> 1 is planned, 2 has already been done for everything but CS:GO for a
> while, and CS:GO as well as of a few days ago.
>
> On 8/21/2012 8:50 PM, Michael Ojeda wrote:
>
> If I'm not mistaken they were planning on either 1. removing the need to
> login to steam servers for F2P dedicated server files, 2. allow any steam
> account (second account) or am I wrong?
>
> On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings <
> psycho...@alliedmods.net
>
> wrote:
> "Or, maybe allow ANY Steam account - even a Free-to-Play account from a
> different game to be used to install/update any game "
>
> That is already the case for most or all dedicated servers on the new
> system. CS:GO dedicated /was/ locked down until late last week only because
> the beta itself was locked down. Now, any Steam account has access to
> download the dedicated server, even if it does not own any games.
>
>
>
> On 8/21/2012 8:32 PM, Weasel wrote:
>
>  On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
>
>  wrote:
>
>  SteamCMD is still just as scriptable, and anonymous login is planned,
> though
> not available yet.
>
>  I'll wait for the anonymous login feature to become available before
> switching to steamCMD then, since my server isn't running ND at the
> moment but a TF2 MvM game. The main issue I'm having with steamCMD is
> indeed that I need to log in with my steam account, which will
> disconnect the Steam client on my game PC.
>
> 
>
>  It second that.  I don't run ND. But, the whole idea that you have to use
> a Steam account that can't simultaneously be used elsewhere is ludicrous.
>   At the very least, "Dedicated Server" installs/updates should be excluded
> from the authentication requirement somehow.  Or, maybe allow ANY Steam
> account - even a Free-to-Play account from a different game to be used to
> install/update any game.
>
> I tried no to be a whiner, and not to complain too much about stuff;
> because I do all this just for fun - not a living.  But, the whole
> logon/authentication idea on a server-side update function is one of the
> most wasteful and stupid things I have ever heard of.  The only reason I
> can even think to have something like that is legal/content-control/DRM
> crap.  Otherwise, I don't see it bringing any "benefit" to the players or
> the server operator "community".
>
> I can see this having all sorts of issues/complications:
> 1) As mentioned, can't play using an account while using it to install or
> update a server.
> 2) In the case of non-F2P (Free-to-Play) games, consequently potentially
> having to "own" another copy of the game just for the purpose of hosting
> (and maintaining) a dedicated server for it.
> 3) Even if ALL games were F2P, what if you need to update multiple game
> servers simultaneously? Do you need a separate Steam account on each, so
> that they can run concurrently?  What if they aren't even just multiple
> instances on the same host/IP, but on different hosts/IPs?
> 4) "work-around's" to "script" the password into the update command-line,
> etc? OMG more stuff to have - just because of the logon junk.
>
> IMH(f)O, all that stuff is real "community-killer" functionality.
>   Meaning killing-off the "community" of people hosting dedicated servers -
> particularly those of us NOT doing so for any fee/charge/subscription/
> membership,
> etc.  IMH(f)O, what makes many titles successful, and what keeps some
> viable - is all the volunteers hosting dedicated servers for them.  If we
> had to depend on Valve/WON/Sierra hosting the only decent game servers for
> HL1 death-match back in the day - Valve probably would probably be a
> little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
> Counter-Strike into the mix (which STILL on many days has more peak players
> than any other Valve title - including the "Source" sequel to it!), and ...
> well , you get my point.  "community" dedicated servers also add variety-
>   with all their wonderful weirdness: custom maps (some of which eventually
> get picked-up as official), 3rd party mods, etc.
>
> Heck, doesn't the guy who wrote the original AdminMod for dedicated
> servers ("Alfred") work for Valve now? (I could be confused about that).
>   That type of functionality is CORE to almost every dedicated server for
> almost
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>


-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or

Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Nicholas Hastings
1 is planned, 2 has already been done for everything but CS:GO for a 
while, and CS:GO as well as of a few days ago.


On 8/21/2012 8:50 PM, Michael Ojeda wrote:

If I'm not mistaken they were planning on either 1. removing the need to
login to steam servers for F2P dedicated server files, 2. allow any steam
account (second account) or am I wrong?

On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings 
wrote:
"Or, maybe allow ANY Steam account - even a Free-to-Play account from a
different game to be used to install/update any game "

That is already the case for most or all dedicated servers on the new
system. CS:GO dedicated /was/ locked down until late last week only because
the beta itself was locked down. Now, any Steam account has access to
download the dedicated server, even if it does not own any games.



On 8/21/2012 8:32 PM, Weasel wrote:


On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings

 wrote:


SteamCMD is still just as scriptable, and anonymous login is planned,
though
not available yet.


I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.




It second that.  I don't run ND. But, the whole idea that you have to use
a Steam account that can't simultaneously be used elsewhere is ludicrous.
  At the very least, "Dedicated Server" installs/updates should be excluded
from the authentication requirement somehow.  Or, maybe allow ANY Steam
account - even a Free-to-Play account from a different game to be used to
install/update any game.

I tried no to be a whiner, and not to complain too much about stuff;
because I do all this just for fun - not a living.  But, the whole
logon/authentication idea on a server-side update function is one of the
most wasteful and stupid things I have ever heard of.  The only reason I
can even think to have something like that is legal/content-control/DRM
crap.  Otherwise, I don't see it bringing any "benefit" to the players or
the server operator "community".

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially
having to "own" another copy of the game just for the purpose of hosting
(and maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game
servers simultaneously? Do you need a separate Steam account on each, so
that they can run concurrently?  What if they aren't even just multiple
instances on the same host/IP, but on different hosts/IPs?
4) "work-around's" to "script" the password into the update command-line,
etc? OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real "community-killer" functionality.
  Meaning killing-off the "community" of people hosting dedicated servers -
particularly those of us NOT doing so for any 
fee/charge/subscription/**membership,
etc.  IMH(f)O, what makes many titles successful, and what keeps some
viable - is all the volunteers hosting dedicated servers for them.  If we
had to depend on Valve/WON/Sierra hosting the only decent game servers for
HL1 death-match back in the day - Valve probably would probably be a
little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
Counter-Strike into the mix (which STILL on many days has more peak players
than any other Valve title - including the "Source" sequel to it!), and ...
well , you get my point.  "community" dedicated servers also add variety-
  with all their wonderful weirdness: custom maps (some of which eventually
get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated
servers ("Alfred") work for Valve now? (I could be confused about that).
  That type of functionality is CORE to almost every dedicated server for
almost every Valve title or mod for a Valve title - and it started with a
3rd party server-side mod, running on 3rd party dedicated servers.  Alfred!
if you ARE there, help us out bother! Can we give you a "Sword of a
Thousand Truth's" or something so you can go slay whatever [censored]
decided that logon/auth for server-side installations/updates was
"necessary"?



__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux


--
Nicholas Hastings
AlliedMods.net 

__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo

Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Michael Ojeda
If I'm not mistaken they were planning on either 1. removing the need to
login to steam servers for F2P dedicated server files, 2. allow any steam
account (second account) or am I wrong?

On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings  wrote:

> "Or, maybe allow ANY Steam account - even a Free-to-Play account from a
> different game to be used to install/update any game "
>
> That is already the case for most or all dedicated servers on the new
> system. CS:GO dedicated /was/ locked down until late last week only because
> the beta itself was locked down. Now, any Steam account has access to
> download the dedicated server, even if it does not own any games.
>
>
>
> On 8/21/2012 8:32 PM, Weasel wrote:
>
>> On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
>>>  wrote:
>>>
 SteamCMD is still just as scriptable, and anonymous login is planned,
 though
 not available yet.

>>> I'll wait for the anonymous login feature to become available before
>>> switching to steamCMD then, since my server isn't running ND at the
>>> moment but a TF2 MvM game. The main issue I'm having with steamCMD is
>>> indeed that I need to log in with my steam account, which will
>>> disconnect the Steam client on my game PC.
>>>
>>> 
>>>
>> It second that.  I don't run ND. But, the whole idea that you have to use
>> a Steam account that can't simultaneously be used elsewhere is ludicrous.
>>  At the very least, "Dedicated Server" installs/updates should be excluded
>> from the authentication requirement somehow.  Or, maybe allow ANY Steam
>> account - even a Free-to-Play account from a different game to be used to
>> install/update any game.
>>
>> I tried no to be a whiner, and not to complain too much about stuff;
>> because I do all this just for fun - not a living.  But, the whole
>> logon/authentication idea on a server-side update function is one of the
>> most wasteful and stupid things I have ever heard of.  The only reason I
>> can even think to have something like that is legal/content-control/DRM
>> crap.  Otherwise, I don't see it bringing any "benefit" to the players or
>> the server operator "community".
>>
>> I can see this having all sorts of issues/complications:
>> 1) As mentioned, can't play using an account while using it to install or
>> update a server.
>> 2) In the case of non-F2P (Free-to-Play) games, consequently potentially
>> having to "own" another copy of the game just for the purpose of hosting
>> (and maintaining) a dedicated server for it.
>> 3) Even if ALL games were F2P, what if you need to update multiple game
>> servers simultaneously? Do you need a separate Steam account on each, so
>> that they can run concurrently?  What if they aren't even just multiple
>> instances on the same host/IP, but on different hosts/IPs?
>> 4) "work-around's" to "script" the password into the update command-line,
>> etc? OMG more stuff to have - just because of the logon junk.
>>
>> IMH(f)O, all that stuff is real "community-killer" functionality.
>>  Meaning killing-off the "community" of people hosting dedicated servers -
>> particularly those of us NOT doing so for any 
>> fee/charge/subscription/**membership,
>> etc.  IMH(f)O, what makes many titles successful, and what keeps some
>> viable - is all the volunteers hosting dedicated servers for them.  If we
>> had to depend on Valve/WON/Sierra hosting the only decent game servers for
>> HL1 death-match back in the day - Valve probably would probably be a
>> little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
>> Counter-Strike into the mix (which STILL on many days has more peak players
>> than any other Valve title - including the "Source" sequel to it!), and ...
>> well , you get my point.  "community" dedicated servers also add variety-
>>  with all their wonderful weirdness: custom maps (some of which eventually
>> get picked-up as official), 3rd party mods, etc.
>>
>> Heck, doesn't the guy who wrote the original AdminMod for dedicated
>> servers ("Alfred") work for Valve now? (I could be confused about that).
>>  That type of functionality is CORE to almost every dedicated server for
>> almost every Valve title or mod for a Valve title - and it started with a
>> 3rd party server-side mod, running on 3rd party dedicated servers.  Alfred!
>> if you ARE there, help us out bother! Can we give you a "Sword of a
>> Thousand Truth's" or something so you can go slay whatever [censored]
>> decided that logon/auth for server-side installations/updates was
>> "necessary"?
>>
>> 
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
> __**_
> To unsubscribe, edit your list preferences, or vie

Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Cameron Munroe
Actually I would love to use it as I'm intent on using a proxy. Sorry, 
but valve your servers are slw.


On 8/21/2012 5:01 PM, pilger wrote:

I'm more wondering if it's possible than intenting to use it. It might come
in handy.

On 21 August 2012 20:56, Russell Smith  wrote:


I think you're the first person I've seen who willingly wants to use it. :)


On 21.08.2012 16:52, pilger wrote:


Is it possible to use the SteamCMD for TF2, though? As an alternative?

On 21 August 2012 20:41, Fletcher Dunn 
wrote:

  TF2 still uses the old hldsupdate tool.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of Rudy Bleeker
Sent: Tuesday, August 21, 2012 4:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

On Tue, Aug 21, 2012 at 11:51 PM, Weasel  wrote:

PS: I saw some stuff in various threads about SteamCMD -vs-

HLDSUpdateTool.  Is SteamCMD mandatory on TF2 now? If so, must have
missed
that.  I kinda thought that was limited in scope to certain 3rd party
mods
distributed through Steam.

As far as I know steamCMD isn't mandatory for TF2 yet.


--
Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux

__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux

  __**_

To unsubscribe, edit your list preferences, or view the list
archives, please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux



__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Nicholas Hastings
"Or, maybe allow ANY Steam account - even a Free-to-Play account from a 
different game to be used to install/update any game "


That is already the case for most or all dedicated servers on the new 
system. CS:GO dedicated /was/ locked down until late last week only 
because the beta itself was locked down. Now, any Steam account has 
access to download the dedicated server, even if it does not own any games.



On 8/21/2012 8:32 PM, Weasel wrote:

On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
 wrote:

SteamCMD is still just as scriptable, and anonymous login is planned, though
not available yet.

I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.



It second that.  I don't run ND. But, the whole idea that you have to use a Steam account 
that can't simultaneously be used elsewhere is ludicrous.  At the very least, 
"Dedicated Server" installs/updates should be excluded from the authentication 
requirement somehow.  Or, maybe allow ANY Steam account - even a Free-to-Play account 
from a different game to be used to install/update any game.

I tried no to be a whiner, and not to complain too much about stuff; because I do all this just for 
fun - not a living.  But, the whole logon/authentication idea on a server-side update function is 
one of the most wasteful and stupid things I have ever heard of.  The only reason I can even think 
to have something like that is legal/content-control/DRM crap.  Otherwise, I don't see it bringing 
any "benefit" to the players or the server operator "community".

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or 
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially having to 
"own" another copy of the game just for the purpose of hosting (and 
maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game servers 
simultaneously? Do you need a separate Steam account on each, so that they can 
run concurrently?  What if they aren't even just multiple instances on the same 
host/IP, but on different hosts/IPs?
4) "work-around's" to "script" the password into the update command-line, etc? 
OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real "community-killer" functionality.  Meaning killing-off the 
"community" of people hosting dedicated servers - particularly those of us NOT doing so for any 
fee/charge/subscription/membership, etc.  IMH(f)O, what makes many titles successful, and what keeps some viable - is 
all the volunteers hosting dedicated servers for them.  If we had to depend on Valve/WON/Sierra hosting the only decent 
game servers for HL1 death-match back in the day - Valve probably would probably be a little-known subsidiary of 
Sierra, a footnote on Wikipedia.  Add Counter-Strike into the mix (which STILL on many days has more peak players than 
any other Valve title - including the "Source" sequel to it!), and ... well , you get my point.  
"community" dedicated servers also add variety-  with all their wonderful weirdness: custom maps (some of 
which eventually get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated servers ("Alfred") work for 
Valve now? (I could be confused about that).  That type of functionality is CORE to almost every dedicated 
server for almost every Valve title or mod for a Valve title - and it started with a 3rd party server-side 
mod, running on 3rd party dedicated servers.  Alfred! if you ARE there, help us out bother! Can we give you a 
"Sword of a Thousand Truth's" or something so you can go slay whatever [censored] decided that 
logon/auth for server-side installations/updates was "necessary"?



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


--
Nicholas Hastings
AlliedMods.net 
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
For what it's worth, you do not have to use a Steam account that owns 
the game to download the dedicated server. You can have a Steam account 
created, not owning any games, just for downloading/updating on the 
server if you wish.


On 8/21/2012 7:03 PM, Rudy Bleeker wrote:

On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
 wrote:

SteamCMD is still just as scriptable, and anonymous login is planned, though
not available yet.

I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.



Sorry Nicholas, I know this is out of your hands, I'll wait for Valve
to add this feature.



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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] SteamCMD, etc.

2012-08-21 Thread Weasel
> On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
>  wrote:
> > SteamCMD is still just as scriptable, and anonymous login is planned, though
> > not available yet.
> 
> I'll wait for the anonymous login feature to become available before
> switching to steamCMD then, since my server isn't running ND at the
> moment but a TF2 MvM game. The main issue I'm having with steamCMD is
> indeed that I need to log in with my steam account, which will
> disconnect the Steam client on my game PC.
> 
> 

It second that.  I don't run ND. But, the whole idea that you have to use a 
Steam account that can't simultaneously be used elsewhere is ludicrous.  At the 
very least, "Dedicated Server" installs/updates should be excluded from the 
authentication requirement somehow.  Or, maybe allow ANY Steam account - even a 
Free-to-Play account from a different game to be used to install/update any 
game.

I tried no to be a whiner, and not to complain too much about stuff; because I 
do all this just for fun - not a living.  But, the whole logon/authentication 
idea on a server-side update function is one of the most wasteful and stupid 
things I have ever heard of.  The only reason I can even think to have 
something like that is legal/content-control/DRM crap.  Otherwise, I don't see 
it bringing any "benefit" to the players or the server operator "community".

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or 
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially having 
to "own" another copy of the game just for the purpose of hosting (and 
maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game servers 
simultaneously? Do you need a separate Steam account on each, so that they can 
run concurrently?  What if they aren't even just multiple instances on the same 
host/IP, but on different hosts/IPs?
4) "work-around's" to "script" the password into the update command-line, etc? 
OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real "community-killer" functionality.  Meaning 
killing-off the "community" of people hosting dedicated servers - particularly 
those of us NOT doing so for any fee/charge/subscription/membership, etc.  
IMH(f)O, what makes many titles successful, and what keeps some viable - is all 
the volunteers hosting dedicated servers for them.  If we had to depend on 
Valve/WON/Sierra hosting the only decent game servers for HL1 death-match back 
in the day - Valve probably would probably be a little-known subsidiary of 
Sierra, a footnote on Wikipedia.  Add Counter-Strike into the mix (which STILL 
on many days has more peak players than any other Valve title - including the 
"Source" sequel to it!), and ... well , you get my point.  "community" 
dedicated servers also add variety-  with all their wonderful weirdness: custom 
maps (some of which eventually get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated servers 
("Alfred") work for Valve now? (I could be confused about that).  That type of 
functionality is CORE to almost every dedicated server for almost every Valve 
title or mod for a Valve title - and it started with a 3rd party server-side 
mod, running on 3rd party dedicated servers.  Alfred! if you ARE there, help us 
out bother! Can we give you a "Sword of a Thousand Truth's" or something so you 
can go slay whatever [censored] decided that logon/auth for server-side 
installations/updates was "necessary"?



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread pilger
I'm more wondering if it's possible than intenting to use it. It might come
in handy.

On 21 August 2012 20:56, Russell Smith  wrote:

> I think you're the first person I've seen who willingly wants to use it. :)
>
>
> On 21.08.2012 16:52, pilger wrote:
>
>> Is it possible to use the SteamCMD for TF2, though? As an alternative?
>>
>> On 21 August 2012 20:41, Fletcher Dunn 
>> wrote:
>>
>>  TF2 still uses the old hldsupdate tool.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@list.**valvesoftware.com]
>>> On Behalf Of Rudy Bleeker
>>> Sent: Tuesday, August 21, 2012 4:11 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Mandatory TF2 update released
>>>
>>> On Tue, Aug 21, 2012 at 11:51 PM, Weasel  wrote:
>>> > PS: I saw some stuff in various threads about SteamCMD -vs-
>>> HLDSUpdateTool.  Is SteamCMD mandatory on TF2 now? If so, must have
>>> missed
>>> that.  I kinda thought that was limited in scope to certain 3rd party
>>> mods
>>> distributed through Steam.
>>>
>>> As far as I know steamCMD isn't mandatory for TF2 yet.
>>>
>>>
>>> --
>>> Idleness is not doing nothing. Idleness is being free to do anything.
>>>   - Floyd Dell
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>>  __**_
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Half-Life 1 dedicated server update released

2012-08-21 Thread Alfred Reynolds
We have released an update to Half-Life 1 dedicated servers. This update fixes 
performance problems when under very high packet load from connectionless 
packets (things like pings, rules and players queries). 

- Alfred


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Russell Smith
I think you're the first person I've seen who willingly wants to use 
it. :)


On 21.08.2012 16:52, pilger wrote:
Is it possible to use the SteamCMD for TF2, though? As an 
alternative?


On 21 August 2012 20:41, Fletcher Dunn  
wrote:



TF2 still uses the old hldsupdate tool.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
Sent: Tuesday, August 21, 2012 4:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

On Tue, Aug 21, 2012 at 11:51 PM, Weasel  
wrote:

> PS: I saw some stuff in various threads about SteamCMD -vs-
HLDSUpdateTool.  Is SteamCMD mandatory on TF2 now? If so, must have 
missed
that.  I kinda thought that was limited in scope to certain 3rd 
party mods

distributed through Steam.

As far as I know steamCMD isn't mandatory for TF2 yet.


--
Idleness is not doing nothing. Idleness is being free to do 
anything.

  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list 
archives,

please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list 
archives,

please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread pilger
Is it possible to use the SteamCMD for TF2, though? As an alternative?

On 21 August 2012 20:41, Fletcher Dunn  wrote:

> TF2 still uses the old hldsupdate tool.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
> Sent: Tuesday, August 21, 2012 4:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> On Tue, Aug 21, 2012 at 11:51 PM, Weasel  wrote:
> > PS: I saw some stuff in various threads about SteamCMD -vs-
> HLDSUpdateTool.  Is SteamCMD mandatory on TF2 now? If so, must have missed
> that.  I kinda thought that was limited in scope to certain 3rd party mods
> distributed through Steam.
>
> As far as I know steamCMD isn't mandatory for TF2 yet.
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Fletcher Dunn
TF2 still uses the old hldsupdate tool.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
Sent: Tuesday, August 21, 2012 4:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

On Tue, Aug 21, 2012 at 11:51 PM, Weasel  wrote:
> PS: I saw some stuff in various threads about SteamCMD -vs- HLDSUpdateTool.  
> Is SteamCMD mandatory on TF2 now? If so, must have missed that.  I kinda 
> thought that was limited in scope to certain 3rd party mods distributed 
> through Steam.

As far as I know steamCMD isn't mandatory for TF2 yet.


-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Register a server?

2012-08-21 Thread dreamde...@dsrclan.com


Thanks Rudy, it helped to an extent.

Valve,

So I see from the dev page listing id's, NuclearDawn is not on the list and it
was last updated 3 days ago.
https://developer.valvesoftware.com/wiki/Steam_Application_IDs

Is there going to be an effort to make documentation more consistent in the
immediate future?





On August 21, 2012 at 7:07 PM Rudy Bleeker  wrote:

> On Wed, Aug 22, 2012 at 12:57 AM, dreamde...@dsrclan.com
>  wrote:
> > The obvious question comes up on if I want to make our groups servers
> > 'registered' to that admin account, is there anything special I need to do
> > to
> > accomplish this.  Also, if I run more then one server, is it going to puke
> > if I
> > use the same account?
>
> The answer to your first question can be found here I think:
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Questions: Replays and MvM

2012-08-21 Thread Steven Sumichrast
Here's a rendered video from my server a couple nights ago. This was me playing 
saving a replay to my client. Nothing different than a regular server. I enjoy 
the video. Poor sentry. 

http://youtube.com/watch?v=lDibRsAkLt8&sns=em

Steven J. Sumichrast

On Aug 21, 2012, at 5:28 PM, doc  wrote:

> I'll take your word that they work but has anyone saved a MvM replay? How
> does the replay system handle all the bots? I've never tried a replay with
> bots before I assume it works just dandy but I wanna double check before I
> tell people to go hog wild.
> 
> On Tue, Aug 21, 2012 at 3:16 PM, Steven Sumichrast wrote:
> 
>> I have replay running on three regular servers and 9 MvM servers all
>> recording to one FTP/http server. I've hardly seen an increase -- the
>> increase was more of me adding 10 additional servers than it being MvM
>> exclusively.
>> 
>> I need to run clean up on it actually, but point I usage isn't that crazy.
>> 
>> 
>> 
>> 
>> Steven J. Sumichrast
>> 
>> On Aug 21, 2012, at 5:02 PM, doc  wrote:
>> 
>>> I want to turn replays on for our MvM server, but because of the amount
>> of
>>> disk usage it takes (and that I already have a 24 PvP server going with
>>> replay) I'm a bit wary to turn it on and start letting people keep/record
>>> things such as Ironman waves, which someone could be alive for a very
>> long
>>> time. Is there any significant impact of turning on replay for MvM?
>>> 
>>> Does replay even work in MvM?
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Rudy Bleeker
On Tue, Aug 21, 2012 at 11:51 PM, Weasel  wrote:
> PS: I saw some stuff in various threads about SteamCMD -vs- HLDSUpdateTool.  
> Is SteamCMD mandatory on TF2 now? If so, must have missed that.  I kinda 
> thought that was limited in scope to certain 3rd party mods distributed 
> through Steam.

As far as I know steamCMD isn't mandatory for TF2 yet.


-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Register a server?

2012-08-21 Thread Rudy Bleeker
On Wed, Aug 22, 2012 at 12:57 AM, dreamde...@dsrclan.com
 wrote:
> The obvious question comes up on if I want to make our groups servers
> 'registered' to that admin account, is there anything special I need to do to
> accomplish this.  Also, if I run more then one server, is it going to puke if 
> I
> use the same account?

The answer to your first question can be found here I think:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513


-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Rudy Bleeker
On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
 wrote:
> SteamCMD is still just as scriptable, and anonymous login is planned, though
> not available yet.

I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.



Sorry Nicholas, I know this is out of your hands, I'll wait for Valve
to add this feature.


-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Erik-jan Riemers
Amount of crashes since +- 21:00 till now 01:00...  0 crashes.. (and this
is including saxton/dodgeball/custom/whatever) just making a note of it.
Usually I would have at least 2 crashes per hour. (taken from +- 30 tf2
servers)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
HyperionGaming.org Admin
Sent: dinsdag 21 augustus 2012 23:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

It's nice to dream about exclusive hats, but as many have previously said,
it won't happen. There aren't a lot of good multiplayer games that have
dedicated servers support with this level of flexibility and freedom these
days. Valve is great in that regard. If I had one wish after this
weekend's incident, it would be maybe having a bit more communication from
Valve and some pre-release builds. They could tell us (like they do now)
about a big update coming soon, and release a preview build for us to test
on our servers a day or two ahead of public release. They wouldn't have to
do this for every single update, just for the major ones. I'm sure a lot
of people on this list will gladly test these updates and report potential
issues and problems. Then again, I'm not a programmer, so maybe what I'm
saying isn't practical/possible.

On topic, it seems that this morning's update did fix the crashes. I
haven't had any problems so far.
Thanks Valve.

P.


On Tue, Aug 21, 2012 at 1:17 PM, Michael Ojeda  wrote:

> For only $20, in the Mann Co. Store.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>



--
*Plasma*
HyperionGaming.org Admin 
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Register a server?

2012-08-21 Thread dreamde...@dsrclan.com


So I'm working on updating our ND server still and already have an admin account
thanks to Duke3D requiring one to run a server.

The obvious question comes up on if I want to make our groups servers
'registered' to that admin account, is there anything special I need to do to
accomplish this.  Also, if I run more then one server, is it going to puke if I
use the same account?

Also,

Is there a list somewhere of the app id's since your are moving to this delivery
method and obviously you cant rely on the id listed on the games shortcut on
your desktop as they do not match.  Example: Nuclear Dawn Desktop Icon is app id
steam://rungameid/17710 while server is

+app_update 111710

Thanks.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] CS:GO Server Crashing

2012-08-21 Thread Tom McClellan
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

On Tue, Aug 21, 2012 at 3:47 PM, tsuehpsyde  wrote:
> I have a server setup about as vanilla as you can get. At random times, it
> will crash. The only error it presents is the following:
>
> ./srcds_run: line 367:  4517 Alarm clock $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log to
> help with solving this problem
>
> Now, I can add -debug to help, but I was curious if this was a known issue
> or a new one. The server is a 64-bit Gentoo Linux server with all of the
> latest, stable updates and pretty boring CFLAGS set.
>
> Thanks,
>
> -Jim
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] CS:GO Server Crashing

2012-08-21 Thread tsuehpsyde
I have a server setup about as vanilla as you can get. At random times, it
will crash. The only error it presents is the following:

./srcds_run: line 367:  4517 Alarm clock $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to
help with solving this problem

Now, I can add -debug to help, but I was curious if this was a known issue
or a new one. The server is a 64-bit Gentoo Linux server with all of the
latest, stable updates and pretty boring CFLAGS set.

Thanks,

-Jim
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Questions: Replays and MvM

2012-08-21 Thread doc
I'll take your word that they work but has anyone saved a MvM replay? How
does the replay system handle all the bots? I've never tried a replay with
bots before I assume it works just dandy but I wanna double check before I
tell people to go hog wild.

On Tue, Aug 21, 2012 at 3:16 PM, Steven Sumichrast wrote:

> I have replay running on three regular servers and 9 MvM servers all
> recording to one FTP/http server. I've hardly seen an increase -- the
> increase was more of me adding 10 additional servers than it being MvM
> exclusively.
>
> I need to run clean up on it actually, but point I usage isn't that crazy.
>
>
>
>
> Steven J. Sumichrast
>
> On Aug 21, 2012, at 5:02 PM, doc  wrote:
>
> > I want to turn replays on for our MvM server, but because of the amount
> of
> > disk usage it takes (and that I already have a 24 PvP server going with
> > replay) I'm a bit wary to turn it on and start letting people keep/record
> > things such as Ironman waves, which someone could be alive for a very
> long
> > time. Is there any significant impact of turning on replay for MvM?
> >
> > Does replay even work in MvM?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Getting a server identity for a CS:GO server, when I don't own the game

2012-08-21 Thread bRAINKILLA
Thats the wrong mailinglist - there's a seperate list for csgo

Am 21.08.2012 23:25, schrieb Peter Reinhold:
> As subject, is this at all possible?
>
> I've never been much of a CS player, and I'd rather not have to
> purchase the game, just so I can run the server properly, is there a
> way to create an identity without having to log in to the server?
>
>
> /Peter
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Questions: Replays and MvM

2012-08-21 Thread Steven Sumichrast
I have replay running on three regular servers and 9 MvM servers all recording 
to one FTP/http server. I've hardly seen an increase -- the increase was more 
of me adding 10 additional servers than it being MvM exclusively. 

I need to run clean up on it actually, but point I usage isn't that crazy. 



Steven J. Sumichrast

On Aug 21, 2012, at 5:02 PM, doc  wrote:

> I want to turn replays on for our MvM server, but because of the amount of
> disk usage it takes (and that I already have a 24 PvP server going with
> replay) I'm a bit wary to turn it on and start letting people keep/record
> things such as Ironman waves, which someone could be alive for a very long
> time. Is there any significant impact of turning on replay for MvM?
> 
> Does replay even work in MvM?
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Fletcher Dunn
You should see spew about "reservations" before they connect.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, August 21, 2012 2:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] MvM server browser player counts and improtant 
note regarding replay

Is there something we will see in console when it tries to send players to our 
passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc  wrote:
> Did any of you set mp_allowspectate to 0 ?
>
> On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
> wrote:
>
>> I know my server @ 66.212.17.44:27016 has a password, is that one on 
>> the list?
>>
>>
>>
>> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>>
>>> I could really use some help understanding how to reproduce this problem.
>>>
>>> What *should* be happening, and what I reproduced when I tested it, 
>>> was if you have sv_password set, it would immediately set tf_mm_servermode 
>>> 0.
>>>
>>> Can anybody explain how a server is in the matchmaking pool with a 
>>> password set?
>>>
>>>
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com>> e.com>]
>>> On Behalf Of Alastor Raynes
>>> Sent: Tuesday, August 21, 2012 1:20 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] MvM server browser player counts and improtant 
>>> note regarding replay
>>>
>>>
>>> Fletch,
>>>
>>> I wanted to bring a bug to your attention. You guys probably already 
>>> know about this, but I thought I'd make you aware of it.
>>>
>>> Boot Camp matchmaking has the capability to connect to servers who 
>>> have passwords set. This results in a rather frustrating 20 minute 
>>> wait, followed by a Bad Password error and the need to re-queue.
>>>
>>> Please ignore this if it has been fixed.
>>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" 
>>> mailto:fletcherd@**valvesoftware.com 
>>> >>
>>> wrote:
>>> We made some changes in today's update to make MvM player counts in 
>>> the server browser make as much sense as possible within the current 
>>> framework.
>>>
>>> Here's how it works:
>>>
>>> Bots should do not show at all in any client-visible way.  
>>> (Although, they still show in the "status" output.)
>>>
>>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>>
>>> In this scheme, your server appears to have space if a player can 
>>> join and play on the defending team, it appears to be full if this 
>>> is not the case.  The existing server browser framework does not 
>>> make it straightforward to clients connected as spectator from the player 
>>> count.
>>>  This logic was the best compromise.
>>>
>>> One final note: We discovered a small problem with today's update.  
>>> If you have replay enabled, the above logic will think replay is a 
>>> "spectator"
>>> and your server will show 7 max players.  We'll fix this in an 
>>> upcoming update.
>>>
>>> - Fletch
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives, please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds>> ps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives, please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
>>> ux>> x>
>>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linu
>> x
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Questions: Replays and MvM

2012-08-21 Thread doc
I want to turn replays on for our MvM server, but because of the amount of
disk usage it takes (and that I already have a 24 PvP server going with
replay) I'm a bit wary to turn it on and start letting people keep/record
things such as Ironman waves, which someone could be alive for a very long
time. Is there any significant impact of turning on replay for MvM?

Does replay even work in MvM?
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Red X'es

2012-08-21 Thread Christian Briggs
It wasn't a Sourcemod plugin or anything like that, if that's what you mean, 
just a simple clientside mod in tf/particles to change the muzzle flash, along 
with a few other particle effects. Whenever I hosted a listen server on any MVM 
map, everyone saw the red X's. Wasn't too fun of a game. removing those 
clientside effects fixed the problem for both me, and everyone else playing on 
my server, oddly enough.




 From: frog 
To: Half-Life dedicated Linux server mailing list 
 
Sent: Tuesday, August 21, 2012 2:48 PM
Subject: Re: [hlds_linux] Red X'es
 
How did you remove the muzzle_flash particle effect? With stripper? If so could 
you share the config entry for it?

Tuesday, August 21, 2012, 6:24:00 PM, you wrote:

> Christian Briggs 
> I was getting this problem since the MVM update came up. any
> shotguns or pistols fired on the mvm maps created a cloud of of X's
> around my character. Any other map was fine. Removing the custom
> particle effect 'muzzle_flash' is what fixed it for me, so if you've
> got any custom particles, you might want to look into them.



> 
>  From: ics 
> To: Half-Life dedicated Linux server mailing list
>  
> Sent: Tuesday, August 21, 2012 10:18 AM
> Subject: Re: [hlds_linux] Red X'es
>  
> Sounds like some missing effect or unsupported (that was previouslu
> supported damage type. Updating map trigger_hurt damage type will fix it.

> -ics
> - Alkuperäinen viesti -
>> i see red X'es on saxton servers where hale jumps in the water with hurt.
>> vsh_aperture map... dont know a sollution for it. But i would say it
>> might be map related.

>> 2012/8/21 Michael Johansen 

>> > 
>> > Hi
>> > Wondering if Valve knows about this, whenever you shoot a hitscan
>> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
>> > far this has only happened on my Surf servers, and the only way to fix
>> > it is to restart the server (changing map does not work). And is there
>> > a way to fix it? I have tried removing all my plugins, unloading
>> > MetaMod and Stripper but no change.
>> > 
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Frank
I don't see anything aside from a few messages about a large update coming
thru this list until after some sorta page is placed up much like the MvM
page was thrown up on the www.teamfortress.com page. Basically why is due to
everyone again having access to this mailing list and that will mean a ton
of "secrets" getting leaked and so on with what is coming down the pipe
which will cause SPUF to implode from speculation posts. You lose that
secret surprise method of releasing these updates and you lose the
speculation, the excitement and days of discussions of what is this and what
is that, you lose SALES of items in the Mann Co store which are basically
the driving force behind keeping the game free and still supported to start
with.

So nope, I don't see anything like this of preview builds, test builds
nothing like that to ever be released in the current channels. The only way
you can really allow this is to let a select few Server
Owners/Administrators sign an NDA with Valve for test purposes under certain
conditions which will again require no leaked information of any kind to the
general TF2 public.

I'd gladly join this but it should require a ton of information such as
mailing address, contact phone number or whatever to validate someone is
really serious about being involved.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
HyperionGaming.org Admin
Sent: Tuesday, August 21, 2012 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

It's nice to dream about exclusive hats, but as many have previously said,
it won't happen. There aren't a lot of good multiplayer games that have
dedicated servers support with this level of flexibility and freedom these
days. Valve is great in that regard. If I had one wish after this weekend's
incident, it would be maybe having a bit more communication from Valve and
some pre-release builds. They could tell us (like they do now) about a big
update coming soon, and release a preview build for us to test on our
servers a day or two ahead of public release. They wouldn't have to do this
for every single update, just for the major ones. I'm sure a lot of people
on this list will gladly test these updates and report potential issues and
problems. Then again, I'm not a programmer, so maybe what I'm saying isn't
practical/possible.

On topic, it seems that this morning's update did fix the crashes. I haven't
had any problems so far.
Thanks Valve.

P.




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Weasel
Alas, I see at least 5 crash-dumps on my server since remotely applying the 
update this afternoon.  I will troubleshoot when I get home from the office 
later to ensure it's not any server-side mod's contributing, etc. (all the 
usual stuff).  Where I am at right now I can't do that.

PS: I saw some stuff in various threads about SteamCMD -vs- HLDSUpdateTool.  Is 
SteamCMD mandatory on TF2 now? If so, must have missed that.  I kinda thought 
that was limited in scope to certain 3rd party mods distributed through Steam.

PPS: Think I just accidentally did a reply to the digest without editing a bit 
ago.  My apologies for the spam.

> Message: 6
> Date: Tue, 21 Aug 2012 14:39:57 -0700
> From: "HyperionGaming.org Admin" 
> To: Half-Life dedicated Linux server mailing list
>   
> Subject: Re: [hlds_linux] Mandatory TF2 update released
> Message-ID:
>   
> Content-Type: text/plain; charset=ISO-8859-1
> 
> It's nice to dream about exclusive hats, but as many have previously said,
> it won't happen. There aren't a lot of good multiplayer games that have
> dedicated servers support with this level of flexibility and freedom these
> days. Valve is great in that regard. If I had one wish after this weekend's
> incident, it would be maybe having a bit more communication from Valve and
> some pre-release builds. They could tell us (like they do now) about a big
> update coming soon, and release a preview build for us to test on our
> servers a day or two ahead of public release. They wouldn't have to do this
> for every single update, just for the major ones. I'm sure a lot of people
> on this list will gladly test these updates and report potential issues and
> problems. Then again, I'm not a programmer, so maybe what I'm saying isn't
> practical/possible.
> 
> On topic, it seems that this morning's update did fix the crashes. I
> haven't had any problems so far.
> Thanks Valve.
> 
> P.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] set up cs go server ?

2012-08-21 Thread Cameron Munroe
Steamcmd is the new way for downloading and updating servers/clients as 
it has proxy functionality and will lower the load on valve servers 
which is high at the moment. All valve supported games will be going to 
steamcmd.


On 8/21/2012 2:41 PM, LouLouBizou wrote:

there is no way to install a csgo server without steamcmd ? why cant we
install the game by hldsupdatetool ???
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] hlds_linux Digest, Vol 54, Issue 106

2012-08-21 Thread Weasel



On Tue, 2012/08/21 02:40 PM, hlds_linux-requ...@list.valvesoftware.com wrote:
> Send hlds_linux mailing list submissions to
>   hlds_linux@list.valvesoftware.com
> 
> To subscribe or unsubscribe via the World Wide Web, visit
>   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> or, via email, send a message with subject or body 'help' to
>   hlds_linux-requ...@list.valvesoftware.com
> 
> You can reach the person managing the list at
>   hlds_linux-ow...@list.valvesoftware.com
> 
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds_linux digest..."
> 
> 
> Today's Topics:
> 
>1. Re: MvM - too many players connected (Necavi)
>2. Re: MvM server browser player counts and improtant note
>   regarding replay (Eric G. Wolfe)
>3. Getting a server identity for a CS:GO server, when I don't
>   own the game (Peter Reinhold)
>4. Re: [hlds] MvM server browser player counts and improtant
>   note regarding replay (Cameron Munroe)
>5. Re: [hlds] MvM server browser player counts and improtant
>   note regarding replay (doc)
>6. Re: Mandatory TF2 update released (HyperionGaming.org Admin)
>7. Re: [hlds] MvM server browser player counts and improtant
>   note regarding replay (DontWannaName!)
> 
> 
> --
> 
> Message: 1
> Date: Tue, 21 Aug 2012 14:00:12 -0700
> From: "Necavi" 
> To: "'Half-Life dedicated Linux server mailing list'"
>   
> Subject: Re: [hlds_linux] MvM - too many players connected
> Message-ID: <00e001cd7fdf$f6528490$e2f78db0$@org>
> Content-Type: text/plain; charset="us-ascii"
> 
> If I remember correctly it saves a "snapshot" of your character (same as it
> does between waves) that it will set you back as upon rejoining the server.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
> Sent: Tuesday, August 21, 2012 13:59
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] MvM - too many players connected
> 
> Here's my understanding:
> 
> If you allow ad-hoc connections then people can rejoin a game
> immediately if they drop for any reason, such as a temporary loss of
> connection or client crash*. If you do, however, then more than 6
> humans can join the game. Yes, every person after the 6th will be
> spectating, but they'll be connected regardless.
> 
> --bp takes this opportunity to beg server owners to not set map time
> limits on MvM servers. 30 minutes is normally not enough to complete a
> game!
> 
> *This probably opens the venue for cheating, however - a successful
> "retry" might be the simple way to "respec" during a game.
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
> 
> 
> 
> --
> 
> Message: 2
> Date: Tue, 21 Aug 2012 17:04:26 -0400
> From: "Eric G. Wolfe" 
> To: Half-Life dedicated Linux server mailing list
>   
> Cc: "Half-Life dedicated Win32 server mailing list
>   \(h...@list.valvesoftware.com\)" 
> Subject: Re: [hlds_linux] MvM server browser player counts and
>   improtant note regarding replay
> Message-ID: <5033f7da.3060...@marshall.edu>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> > There are (currently) 4 slots reserved for spectators.
> 
> Yet there are 6 players on my server, and cannot connect as a 
> spectator.  Also can't change sv_visiblemaxplayers to 10, without it 
> being forced to 6.  Can you elaborate on how to allow up to 4 spectators 
> to join if visiblemaxplayers is locked at 6?
> 
> Eric G. Wolfe
> Senior Linux Administrator
> 
> On 08/21/2012 04:19 PM, Fletcher Dunn wrote:
> 
> > There are (currently) 4 slots reserved for spectators.  The game currently 
> > never spawns more than 22 bots at a time.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com 
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> > Sent: Tuesday, August 21, 2012 12:00 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] MvM server browser player counts and improtant 
> > note regarding replay
> >
> > Wait you can have spectators in MvM? I was under the impression 26 slots 
> > needed to be free for bot generation.
> >
> > On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn  >> wrote:
> >> We made some changes in today's update to make MvM player counts in
> >> the server browser make as much sense as possible within the current 
> >> framework.
> >>
> >> Here's how it works:
> >>
> >> Bots should do not show at all in any client-visible way.  (Although,
> >> they still show in the "status" output.)
> >>
> >> sv_maxvisibleplayers is slammed to 6 + {num

Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread martin v
But it was worth to try :D

2012/8/21 Eric Smith 

> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Fixed matchmaking sending players to out-of-date servers
> - Fixed the server browser showing an incorrect player count in MvM games
> - Fixed a crash that could occur on map change if another player was being
> healed by the dispenser or payload cart
> - Fixed a rare server crash when firing hitscan weapons
> - Fixed MvM intro video not playing on some Macs
> - Fixed the sound precache string table being nearly full in non-MvM games
>- This was causing the "error writing string table baseline" and
> "failed reading message net_SetConVar" errors
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] set up cs go server ?

2012-08-21 Thread LouLouBizou
there is no way to install a csgo server without steamcmd ? why cant we
install the game by hldsupdatetool ???
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread DontWannaName!
Is there something we will see in console when it tries to send
players to our passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc  wrote:
> Did any of you set mp_allowspectate to 0 ?
>
> On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
> wrote:
>
>> I know my server @ 66.212.17.44:27016 has a password, is that one on the
>> list?
>>
>>
>>
>> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>>
>>> I could really use some help understanding how to reproduce this problem.
>>>
>>> What *should* be happening, and what I reproduced when I tested it, was
>>> if you have sv_password set, it would immediately set tf_mm_servermode 0.
>>>
>>> Can anybody explain how a server is in the matchmaking pool with a
>>> password set?
>>>
>>>
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of Alastor Raynes
>>> Sent: Tuesday, August 21, 2012 1:20 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] MvM server browser player counts and improtant note
>>> regarding replay
>>>
>>>
>>> Fletch,
>>>
>>> I wanted to bring a bug to your attention. You guys probably already know
>>> about this, but I thought I'd make you aware of it.
>>>
>>> Boot Camp matchmaking has the capability to connect to servers who have
>>> passwords set. This results in a rather frustrating 20 minute wait,
>>> followed by a Bad Password error and the need to re-queue.
>>>
>>> Please ignore this if it has been fixed.
>>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" >> mailto:fletcherd@**valvesoftware.com >>
>>> wrote:
>>> We made some changes in today's update to make MvM player counts in the
>>> server browser make as much sense as possible within the current framework.
>>>
>>> Here's how it works:
>>>
>>> Bots should do not show at all in any client-visible way.  (Although,
>>> they still show in the "status" output.)
>>>
>>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>>
>>> In this scheme, your server appears to have space if a player can join
>>> and play on the defending team, it appears to be full if this is not the
>>> case.  The existing server browser framework does not make it
>>> straightforward to clients connected as spectator from the player count.
>>>  This logic was the best compromise.
>>>
>>> One final note: We discovered a small problem with today's update.  If
>>> you have replay enabled, the above logic will think replay is a "spectator"
>>> and your server will show 7 max players.  We'll fix this in an upcoming
>>> update.
>>>
>>> - Fletch
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread HyperionGaming.org Admin
It's nice to dream about exclusive hats, but as many have previously said,
it won't happen. There aren't a lot of good multiplayer games that have
dedicated servers support with this level of flexibility and freedom these
days. Valve is great in that regard. If I had one wish after this weekend's
incident, it would be maybe having a bit more communication from Valve and
some pre-release builds. They could tell us (like they do now) about a big
update coming soon, and release a preview build for us to test on our
servers a day or two ahead of public release. They wouldn't have to do this
for every single update, just for the major ones. I'm sure a lot of people
on this list will gladly test these updates and report potential issues and
problems. Then again, I'm not a programmer, so maybe what I'm saying isn't
practical/possible.

On topic, it seems that this morning's update did fix the crashes. I
haven't had any problems so far.
Thanks Valve.

P.


On Tue, Aug 21, 2012 at 1:17 PM, Michael Ojeda  wrote:

> For only $20, in the Mann Co. Store.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>



-- 
*Plasma*
HyperionGaming.org Admin 
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread doc
Did any of you set mp_allowspectate to 0 ?

On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
wrote:

> I know my server @ 66.212.17.44:27016 has a password, is that one on the
> list?
>
>
>
> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>
>> I could really use some help understanding how to reproduce this problem.
>>
>> What *should* be happening, and what I reproduced when I tested it, was
>> if you have sv_password set, it would immediately set tf_mm_servermode 0.
>>
>> Can anybody explain how a server is in the matchmaking pool with a
>> password set?
>>
>>
>>
>> From: 
>> hlds-bounces@list.**valvesoftware.com[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> On Behalf Of Alastor Raynes
>> Sent: Tuesday, August 21, 2012 1:20 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] MvM server browser player counts and improtant note
>> regarding replay
>>
>>
>> Fletch,
>>
>> I wanted to bring a bug to your attention. You guys probably already know
>> about this, but I thought I'd make you aware of it.
>>
>> Boot Camp matchmaking has the capability to connect to servers who have
>> passwords set. This results in a rather frustrating 20 minute wait,
>> followed by a Bad Password error and the need to re-queue.
>>
>> Please ignore this if it has been fixed.
>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" > mailto:fletcherd@**valvesoftware.com >>
>> wrote:
>> We made some changes in today's update to make MvM player counts in the
>> server browser make as much sense as possible within the current framework.
>>
>> Here's how it works:
>>
>> Bots should do not show at all in any client-visible way.  (Although,
>> they still show in the "status" output.)
>>
>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>
>> In this scheme, your server appears to have space if a player can join
>> and play on the defending team, it appears to be full if this is not the
>> case.  The existing server browser framework does not make it
>> straightforward to clients connected as spectator from the player count.
>>  This logic was the best compromise.
>>
>> One final note: We discovered a small problem with today's update.  If
>> you have replay enabled, the above logic will think replay is a "spectator"
>> and your server will show 7 max players.  We'll fix this in an upcoming
>> update.
>>
>> - Fletch
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Cameron Munroe
I know my server @ 66.212.17.44:27016 has a password, is that one on the 
list?



On 8/21/2012 1:58 PM, Fletcher Dunn wrote:

I could really use some help understanding how to reproduce this problem.

What *should* be happening, and what I reproduced when I tested it, was if you 
have sv_password set, it would immediately set tf_mm_servermode 0.

Can anybody explain how a server is in the matchmaking pool with a password set?



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
Sent: Tuesday, August 21, 2012 1:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MvM server browser player counts and improtant note 
regarding replay


Fletch,

I wanted to bring a bug to your attention. You guys probably already know about 
this, but I thought I'd make you aware of it.

Boot Camp matchmaking has the capability to connect to servers who have 
passwords set. This results in a rather frustrating 20 minute wait, followed by 
a Bad Password error and the need to re-queue.

Please ignore this if it has been fixed.
On Aug 21, 2012 1:56 PM, "Fletcher Dunn" 
mailto:fletch...@valvesoftware.com>> wrote:
We made some changes in today's update to make MvM player counts in the server 
browser make as much sense as possible within the current framework.

Here's how it works:

Bots should do not show at all in any client-visible way.  (Although, they still show in 
the "status" output.)

sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

In this scheme, your server appears to have space if a player can join and play 
on the defending team, it appears to be full if this is not the case.  The 
existing server browser framework does not make it straightforward to clients 
connected as spectator from the player count.  This logic was the best 
compromise.

One final note: We discovered a small problem with today's update.  If you have replay 
enabled, the above logic will think replay is a "spectator" and your server 
will show 7 max players.  We'll fix this in an upcoming update.

- Fletch

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Getting a server identity for a CS:GO server, when I don't own the game

2012-08-21 Thread Peter Reinhold

As subject, is this at all possible?

I've never been much of a CS player, and I'd rather not have to 
purchase the game, just so I can run the server properly, is there a way 
to create an identity without having to log in to the server?



/Peter

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Eric G. Wolfe

There are (currently) 4 slots reserved for spectators.


Yet there are 6 players on my server, and cannot connect as a 
spectator.  Also can't change sv_visiblemaxplayers to 10, without it 
being forced to 6.  Can you elaborate on how to allow up to 4 spectators 
to join if visiblemaxplayers is locked at 6?


Eric G. Wolfe
Senior Linux Administrator

On 08/21/2012 04:19 PM, Fletcher Dunn wrote:


There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn 
wrote:
We made some changes in today's update to make MvM player counts in
the server browser make as much sense as possible within the current framework.

Here's how it works:

Bots should do not show at all in any client-visible way.  (Although,
they still show in the "status" output.)

sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

In this scheme, your server appears to have space if a player can join
and play on the defending team, it appears to be full if this is not the case.
  The existing server browser framework does not make it
straightforward to clients connected as spectator from the player
count.  This logic was the best compromise.

One final note: We discovered a small problem with today's update.  If
you have replay enabled, the above logic will think replay is a
"spectator" and your server will show 7 max players.  We'll fix this in an 
upcoming update.

- Fletch
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM - too many players connected

2012-08-21 Thread Necavi
If I remember correctly it saves a "snapshot" of your character (same as it
does between waves) that it will set you back as upon rejoining the server.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
Sent: Tuesday, August 21, 2012 13:59
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM - too many players connected

Here's my understanding:

If you allow ad-hoc connections then people can rejoin a game
immediately if they drop for any reason, such as a temporary loss of
connection or client crash*. If you do, however, then more than 6
humans can join the game. Yes, every person after the 6th will be
spectating, but they'll be connected regardless.

--bp takes this opportunity to beg server owners to not set map time
limits on MvM servers. 30 minutes is normally not enough to complete a
game!

*This probably opens the venue for cheating, however - a successful
"retry" might be the simple way to "respec" during a game.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM - too many players connected

2012-08-21 Thread bp
Here's my understanding:

If you allow ad-hoc connections then people can rejoin a game
immediately if they drop for any reason, such as a temporary loss of
connection or client crash*. If you do, however, then more than 6
humans can join the game. Yes, every person after the 6th will be
spectating, but they'll be connected regardless.

--bp takes this opportunity to beg server owners to not set map time
limits on MvM servers. 30 minutes is normally not enough to complete a
game!

*This probably opens the venue for cheating, however - a successful
"retry" might be the simple way to "respec" during a game.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Fletcher Dunn
I could really use some help understanding how to reproduce this problem.

What *should* be happening, and what I reproduced when I tested it, was if you 
have sv_password set, it would immediately set tf_mm_servermode 0.

Can anybody explain how a server is in the matchmaking pool with a password set?



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
Sent: Tuesday, August 21, 2012 1:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MvM server browser player counts and improtant note 
regarding replay


Fletch,

I wanted to bring a bug to your attention. You guys probably already know about 
this, but I thought I'd make you aware of it.

Boot Camp matchmaking has the capability to connect to servers who have 
passwords set. This results in a rather frustrating 20 minute wait, followed by 
a Bad Password error and the need to re-queue.

Please ignore this if it has been fixed.
On Aug 21, 2012 1:56 PM, "Fletcher Dunn" 
mailto:fletch...@valvesoftware.com>> wrote:
We made some changes in today's update to make MvM player counts in the server 
browser make as much sense as possible within the current framework.

Here's how it works:

Bots should do not show at all in any client-visible way.  (Although, they 
still show in the "status" output.)

sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

In this scheme, your server appears to have space if a player can join and play 
on the defending team, it appears to be full if this is not the case.  The 
existing server browser framework does not make it straightforward to clients 
connected as spectator from the player count.  This logic was the best 
compromise.

One final note: We discovered a small problem with today's update.  If you have 
replay enabled, the above logic will think replay is a "spectator" and your 
server will show 7 max players.  We'll fix this in an upcoming update.

- Fletch

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Saint K .
Ah, that figures. Disregard my last mail.

Any chance we can get a CVAR for that, so we can close the spec slots? I don't 
really see why we should allow spec's to join.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 21 August 2012 22:19
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list (h...@list.valvesoftware.com)
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn  wrote:

> We made some changes in today's update to make MvM player counts in
> the server browser make as much sense as possible within the current 
> framework.
>
> Here's how it works:
>
> Bots should do not show at all in any client-visible way.  (Although,
> they still show in the "status" output.)
>
> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>
> In this scheme, your server appears to have space if a player can join
> and play on the defending team, it appears to be full if this is not the case.
>  The existing server browser framework does not make it
> straightforward to clients connected as spectator from the player
> count.  This logic was the best compromise.
>
> One final note: We discovered a small problem with today's update.  If
> you have replay enabled, the above logic will think replay is a
> "spectator" and your server will show 7 max players.  We'll fix this in an 
> upcoming update.
>
> - Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Fletcher Dunn
There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn  wrote:

> We made some changes in today's update to make MvM player counts in 
> the server browser make as much sense as possible within the current 
> framework.
>
> Here's how it works:
>
> Bots should do not show at all in any client-visible way.  (Although, 
> they still show in the "status" output.)
>
> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>
> In this scheme, your server appears to have space if a player can join 
> and play on the defending team, it appears to be full if this is not the case.
>  The existing server browser framework does not make it 
> straightforward to clients connected as spectator from the player 
> count.  This logic was the best compromise.
>
> One final note: We discovered a small problem with today's update.  If 
> you have replay enabled, the above logic will think replay is a 
> "spectator" and your server will show 7 max players.  We'll fix this in an 
> upcoming update.
>
> - Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] MvM - too many players connected

2012-08-21 Thread Saint K .
We still observe this behaviour on our MvM servers;

22:22:37 hostname: Specialattack.net :: Machines, they're after us! :: MvM
 version : 1.2.2.6/22 5028 secure
 udp/ip  : 85.17.60.102:27045  (public ip: 85.17.60.102)
 account : logged in
 map : mvm_mannworks at: 0 x, 0 y, 0 z
 replay  :  recording
 players : 19 (32 max)
 
 # userid nameuniqueidconnected ping loss 
state  adr
 #175 "kingyoyo"  STEAM_0:0:36179607  05:07  2270 
active 98.244.24.80:27005
 #176 "Rallymonkey"   STEAM_0:0:3142608   04:20   570 
active 62.194.97.101:27005
 #177 "Zaphoidx"  STEAM_0:1:46869135  03:23   670 
active 90.193.246.141:27005
 #178 "Pyro"  BOT 
active
 #179 "Pyro"  BOT 
active
 #180 "Pyro"  BOT 
active
 # 37 "Replay"BOT 
active
 #181 "Pyro"  BOT 
active
 #182 "Giant Soldier" BOT 
active
 #183 "Pyro"  BOT 
active
 #184 "Pyro"  BOT 
active
 #185 "Pyro"  BOT 
active
 #154 "odin"  STEAM_0:0:23725173  19:58  2920 
active 95.150.69.52:27005
 #186 "Giant Soldier" BOT 
active
 #187 "KardZ_Viper"   STEAM_0:0:45878084  01:29  984   73 
spawning 86.149.74.12:27005
 #167 "?242Marcin242?" STEAM_0:0:20649510 17:43   950 active 
87.207.39.203:27005
 #172 "Invalid"   STEAM_0:0:39713273  16:48  2260 
active 98.238.212.153:27005
 #120 "opal"  STEAM_0:1:46106248  35:16   950 
active 31.209.253.138:56624
 #144 "jelle98-0320"  STEAM_0:1:54765523  30:01   360 
active 86.84.63.6:27005


This server has 9 clients connected.

Any idea what's causing that?

Saint K.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
As I noted, the advantages at the moment are mostly on our end with 
regard to update deployment. In addition, the update downloads are 
typically much smaller than before as well as downloading faster via 
HTTP cdn, rather than the old Steam content servers.


SteamCMD is still just as scriptable, and anonymous login is planned, 
though not available yet.


On 8/21/2012 4:01 PM, dreamde...@dsrclan.com wrote:


So what are the advantages of SteamCMD for linux? Does InterWave's site have the
necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
re-setup my server? I ask because I've already checked and there is zero
documentation on the changes.

I'm glad the environment I have here locally doesn't require change management
or dedicated maintenance windows because Valve seems to be jacking everyone
these days.  I feel bad for the GSP's with the additional overhead they are
having to incur with all the pushes as of late.



As a side note, SteamCMD leaves a lot to be desired for a command line
perspective.  Registering a server is one thing but if you do it from your main
account, every time the server updates you will be knocked off of steam.  It's
either that or create multiple accounts and multiple scriptlets to manage your
servers.  This is NOT efficient.


With the amount of money that I've spent with Valve personally, it's tempting to
tell them to take a flying leap and close my account.  Their reliability for
item servers, cloud and now servers has diminished over the last year to an
unreliable level.  Daily patching which breaks servers consistently is not
acceptable.  unpublished changes are not acceptable.  Thats as bad as not doing
input validation when writing a program or website! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.





Today's Topics:

1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings)
4. Re: Mandatory TF2 update released (doc)
5. Re: Mandatory TF2 update released (Essay Tew Phaun)
6. Re: Mandatory TF2 update released (Frank)
7. Re: Mandatory TF2 update released (Michael Ojeda)


--

Message: 2
Date: Tue, 21 Aug 2012 21:12:11 +0200
From: Rudy Bleeker 
To: Half-Life dedicated Linux server mailing list
 
Subject: Re: [hlds_linux] Nuclear Dawn Issue
Message-ID:
 
Content-Type: text/plain; charset=UTF-8

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
 wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe 
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings

I gave that link in one of my responses.

On 8/21/2012 4:03 PM, dreamde...@dsrclan.com wrote:

I'll retract my bit about not being able to find it as the continued search
found it listed under the wiki but absent in other places.



http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



So others don't have to waste time looking for the link and information.




On August 21, 2012 at 4:01 PM "dreamde...@dsrclan.com" 
wrote:



So what are the advantages of SteamCMD for linux? Does InterWave's site have
the
necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
re-setup my server? I ask because I've already checked and there is zero
documentation on the changes.

I'm glad the environment I have here locally doesn't require change management
or dedicated maintenance windows because Valve seems to be jacking everyone
these days.  I feel bad for the GSP's with the additional overhead they are
having to incur with all the pushes as of late.



As a side note, SteamCMD leaves a lot to be desired for a command line
perspective.  Registering a server is one thing but if you do it from your
main
account, every time the server updates you will be knocked off of steam.  It's
either that or create multiple accounts and multiple scriptlets to manage your
servers.  This is NOT efficient.


With the amount of money that I've spent with Valve personally, it's tempting
to
tell them to take a flying leap and close my account.  Their reliability for
item servers, cloud and now servers has diminished over the last year to an
unreliable level.  Daily patching which breaks servers consistently is not
acceptable.  unpublished changes are not acceptable.  Thats as bad as not
doing
input validation when writing a program or website! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.





Today's Topics:

1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings)
4. Re: Mandatory TF2 update released (doc)
5. Re: Mandatory TF2 update released (Essay Tew Phaun)
6. Re: Mandatory TF2 update released (Frank)
7. Re: Mandatory TF2 update released (Michael Ojeda)


--

Message: 2
Date: Tue, 21 Aug 2012 21:12:11 +0200
From: Rudy Bleeker 
To: Half-Life dedicated Linux server mailing list
 
Subject: Re: [hlds_linux] Nuclear Dawn Issue
Message-ID:
 
Content-Type: text/plain; charset=UTF-8

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
 wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will
have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces
a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe 
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


--
Nicholas Hastings
AlliedMods.net 
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Asher Baker
That link was in Nick's first reply to you.

On Tue, Aug 21, 2012 at 9:03 PM, dreamde...@dsrclan.com
 wrote:
> I'll retract my bit about not being able to find it as the continued search
> found it listed under the wiki but absent in other places.
>
>
>
> http://forums.interwavestudios.com/topic/4529-dedicated-server-change/
>
>
>
> So others don't have to waste time looking for the link and information.
>
>
>
>
> On August 21, 2012 at 4:01 PM "dreamde...@dsrclan.com" 
> 
> wrote:
>
>>
>>
>> So what are the advantages of SteamCMD for linux? Does InterWave's site have
>> the
>> necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
>> re-setup my server? I ask because I've already checked and there is zero
>> documentation on the changes.
>>
>> I'm glad the environment I have here locally doesn't require change 
>> management
>> or dedicated maintenance windows because Valve seems to be jacking everyone
>> these days.  I feel bad for the GSP's with the additional overhead they are
>> having to incur with all the pushes as of late.
>>
>>
>>
>> As a side note, SteamCMD leaves a lot to be desired for a command line
>> perspective.  Registering a server is one thing but if you do it from your
>> main
>> account, every time the server updates you will be knocked off of steam.  
>> It's
>> either that or create multiple accounts and multiple scriptlets to manage 
>> your
>> servers.  This is NOT efficient.
>>
>>
>> With the amount of money that I've spent with Valve personally, it's tempting
>> to
>> tell them to take a flying leap and close my account.  Their reliability for
>> item servers, cloud and now servers has diminished over the last year to an
>> unreliable level.  Daily patching which breaks servers consistently is not
>> acceptable.  unpublished changes are not acceptable.  Thats as bad as not
>> doing
>> input validation when writing a program or website! It's also as bad as lazy
>> programming where the mentality of not writing streamlined, efficient, 
>> modular
>> code used to be prevalent.
>>
>>
>>
>>
>> >
>> > Today's Topics:
>> >
>> >1. Re: Mandatory TF2 update released (martin v)
>> >2. Re: Nuclear Dawn Issue (Rudy Bleeker)
>> >3. Re: Nuclear Dawn Issue (Nicholas Hastings)
>> >4. Re: Mandatory TF2 update released (doc)
>> >5. Re: Mandatory TF2 update released (Essay Tew Phaun)
>> >6. Re: Mandatory TF2 update released (Frank)
>> >7. Re: Mandatory TF2 update released (Michael Ojeda)
>> >
>> >
>> > --
>> >
>> > Message: 2
>> > Date: Tue, 21 Aug 2012 21:12:11 +0200
>> > From: Rudy Bleeker 
>> > To: Half-Life dedicated Linux server mailing list
>> > 
>> > Subject: Re: [hlds_linux] Nuclear Dawn Issue
>> > Message-ID:
>> > 
>> > 
>> > Content-Type: text/plain; charset=UTF-8
>> >
>> > Nicholas, do you mean to say Nuclear Dawn will be removed from the
>> > hldsupdatetool, and on Linux too? It would be a shame since I'm
>> > running a Nuclear Dawn server but still don't like steamcmd very much.
>> >
>> >
>> > On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
>> >  wrote:
>> > > We've contacted Valve. It should be removed from the hldsupdatetool list
>> > > shortly to avoid future confusion.
>> > >
>> > >
>> > > On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
>> > >>
>> > >> That is the issue.
>> > >>
>> > >> -verify_all and -autoupdate are still using hldsupdatetool until you
>> > >> download the newer server version with steamcmd. After that, you will
>> > >> have
>> > >> the updated srcds_run script that utilizes steamcmd for future updating.
>> > >>
>> > >> On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:
>> > >>>
>> > >>>
>> > >>> Even if that is the issue, -verify_all combined with -autoupdate forces
>> > >>> a
>> > >>> check
>> > >>> of all files on the server which shows return codes of being fully up 
>> > >>> to
>> > >>> date.
>> > >>>   So either way, it's something valve needs to look at and resolve 
>> > >>> since
>> > >>> it's
>> > >>> their master servers complaining about it not being up to date.
>> > >>>
>> > >>>
>> > >>>
>> > >>>
>> > >>> On August 21, 2012 at 2:04 PM Cameron Munroe 
>> > >>> 
>> > >>> wrote:
>> > >>>
>> >  Sometimes the patch doesn't get applied.
>> > 
>> >  Sent from my android device.
>> > 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Michael Ojeda
For only $20, in the Mann Co. Store.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread dreamde...@dsrclan.com
I'll retract my bit about not being able to find it as the continued search
found it listed under the wiki but absent in other places.



http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



So others don't have to waste time looking for the link and information.




On August 21, 2012 at 4:01 PM "dreamde...@dsrclan.com" 
wrote:

>
>
> So what are the advantages of SteamCMD for linux? Does InterWave's site have
> the
> necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
> re-setup my server? I ask because I've already checked and there is zero
> documentation on the changes.
>
> I'm glad the environment I have here locally doesn't require change management
> or dedicated maintenance windows because Valve seems to be jacking everyone
> these days.  I feel bad for the GSP's with the additional overhead they are
> having to incur with all the pushes as of late.
>
>
>
> As a side note, SteamCMD leaves a lot to be desired for a command line
> perspective.  Registering a server is one thing but if you do it from your
> main
> account, every time the server updates you will be knocked off of steam.  It's
> either that or create multiple accounts and multiple scriptlets to manage your
> servers.  This is NOT efficient.
>
>
> With the amount of money that I've spent with Valve personally, it's tempting
> to
> tell them to take a flying leap and close my account.  Their reliability for
> item servers, cloud and now servers has diminished over the last year to an
> unreliable level.  Daily patching which breaks servers consistently is not
> acceptable.  unpublished changes are not acceptable.  Thats as bad as not
> doing
> input validation when writing a program or website! It's also as bad as lazy
> programming where the mentality of not writing streamlined, efficient, modular
> code used to be prevalent.
>
>
>
>
> >
> > Today's Topics:
> >
> >1. Re: Mandatory TF2 update released (martin v)
> >2. Re: Nuclear Dawn Issue (Rudy Bleeker)
> >3. Re: Nuclear Dawn Issue (Nicholas Hastings)
> >4. Re: Mandatory TF2 update released (doc)
> >5. Re: Mandatory TF2 update released (Essay Tew Phaun)
> >6. Re: Mandatory TF2 update released (Frank)
> >7. Re: Mandatory TF2 update released (Michael Ojeda)
> >
> >
> > --
> >
> > Message: 2
> > Date: Tue, 21 Aug 2012 21:12:11 +0200
> > From: Rudy Bleeker 
> > To: Half-Life dedicated Linux server mailing list
> > 
> > Subject: Re: [hlds_linux] Nuclear Dawn Issue
> > Message-ID:
> > 
> > Content-Type: text/plain; charset=UTF-8
> >
> > Nicholas, do you mean to say Nuclear Dawn will be removed from the
> > hldsupdatetool, and on Linux too? It would be a shame since I'm
> > running a Nuclear Dawn server but still don't like steamcmd very much.
> >
> >
> > On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
> >  wrote:
> > > We've contacted Valve. It should be removed from the hldsupdatetool list
> > > shortly to avoid future confusion.
> > >
> > >
> > > On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
> > >>
> > >> That is the issue.
> > >>
> > >> -verify_all and -autoupdate are still using hldsupdatetool until you
> > >> download the newer server version with steamcmd. After that, you will
> > >> have
> > >> the updated srcds_run script that utilizes steamcmd for future updating.
> > >>
> > >> On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:
> > >>>
> > >>>
> > >>> Even if that is the issue, -verify_all combined with -autoupdate forces
> > >>> a
> > >>> check
> > >>> of all files on the server which shows return codes of being fully up to
> > >>> date.
> > >>>   So either way, it's something valve needs to look at and resolve since
> > >>> it's
> > >>> their master servers complaining about it not being up to date.
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> On August 21, 2012 at 2:04 PM Cameron Munroe 
> > >>> wrote:
> > >>>
> >  Sometimes the patch doesn't get applied.
> > 
> >  Sent from my android device.
> > 
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread dreamde...@dsrclan.com


So what are the advantages of SteamCMD for linux? Does InterWave's site have the
necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
re-setup my server? I ask because I've already checked and there is zero
documentation on the changes.

I'm glad the environment I have here locally doesn't require change management
or dedicated maintenance windows because Valve seems to be jacking everyone
these days.  I feel bad for the GSP's with the additional overhead they are
having to incur with all the pushes as of late.



As a side note, SteamCMD leaves a lot to be desired for a command line
perspective.  Registering a server is one thing but if you do it from your main
account, every time the server updates you will be knocked off of steam.  It's
either that or create multiple accounts and multiple scriptlets to manage your
servers.  This is NOT efficient.


With the amount of money that I've spent with Valve personally, it's tempting to
tell them to take a flying leap and close my account.  Their reliability for
item servers, cloud and now servers has diminished over the last year to an
unreliable level.  Daily patching which breaks servers consistently is not
acceptable.  unpublished changes are not acceptable.  Thats as bad as not doing
input validation when writing a program or website! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.




>
> Today's Topics:
>
>1. Re: Mandatory TF2 update released (martin v)
>2. Re: Nuclear Dawn Issue (Rudy Bleeker)
>3. Re: Nuclear Dawn Issue (Nicholas Hastings)
>4. Re: Mandatory TF2 update released (doc)
>5. Re: Mandatory TF2 update released (Essay Tew Phaun)
>6. Re: Mandatory TF2 update released (Frank)
>7. Re: Mandatory TF2 update released (Michael Ojeda)
>
>
> --
>
> Message: 2
> Date: Tue, 21 Aug 2012 21:12:11 +0200
> From: Rudy Bleeker 
> To: Half-Life dedicated Linux server mailing list
> 
> Subject: Re: [hlds_linux] Nuclear Dawn Issue
> Message-ID:
> 
> Content-Type: text/plain; charset=UTF-8
>
> Nicholas, do you mean to say Nuclear Dawn will be removed from the
> hldsupdatetool, and on Linux too? It would be a shame since I'm
> running a Nuclear Dawn server but still don't like steamcmd very much.
>
>
> On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
>  wrote:
> > We've contacted Valve. It should be removed from the hldsupdatetool list
> > shortly to avoid future confusion.
> >
> >
> > On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
> >>
> >> That is the issue.
> >>
> >> -verify_all and -autoupdate are still using hldsupdatetool until you
> >> download the newer server version with steamcmd. After that, you will have
> >> the updated srcds_run script that utilizes steamcmd for future updating.
> >>
> >> On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:
> >>>
> >>>
> >>> Even if that is the issue, -verify_all combined with -autoupdate forces a
> >>> check
> >>> of all files on the server which shows return codes of being fully up to
> >>> date.
> >>>   So either way, it's something valve needs to look at and resolve since
> >>> it's
> >>> their master servers complaining about it not being up to date.
> >>>
> >>>
> >>>
> >>>
> >>> On August 21, 2012 at 2:04 PM Cameron Munroe 
> >>> wrote:
> >>>
>  Sometimes the patch doesn't get applied.
> 
>  Sent from my android device.
> 
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Eric Augustyn
Remember folks. Our official reward is a "warm feeling". Call it The
Good Citizen, make it strange and count the number of servers you have
registered, and equip it as a misc item, then call it a day.

"Be a good citizen. You'll get a nice, warm feeling that comes with
helping us gather the data we need to make the game better."

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Red X'es

2012-08-21 Thread frog
How did you remove the muzzle_flash particle effect? With stripper? If so could 
you share the config entry for it?

Tuesday, August 21, 2012, 6:24:00 PM, you wrote:

> Christian Briggs 
> I was getting this problem since the MVM update came up. any
> shotguns or pistols fired on the mvm maps created a cloud of of X's
> around my character. Any other map was fine. Removing the custom
> particle effect 'muzzle_flash' is what fixed it for me, so if you've
> got any custom particles, you might want to look into them.



> 
>  From: ics 
> To: Half-Life dedicated Linux server mailing list
>  
> Sent: Tuesday, August 21, 2012 10:18 AM
> Subject: Re: [hlds_linux] Red X'es
>  
> Sounds like some missing effect or unsupported (that was previouslu
> supported damage type. Updating map trigger_hurt damage type will fix it.

> -ics
> - Alkuperäinen viesti -
>> i see red X'es on saxton servers where hale jumps in the water with hurt.
>> vsh_aperture map... dont know a sollution for it. But i would say it
>> might be map related.

>> 2012/8/21 Michael Johansen 

>> > 
>> > Hi
>> > Wondering if Valve knows about this, whenever you shoot a hitscan
>> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
>> > far this has only happened on my Surf servers, and the only way to fix
>> > it is to restart the server (changing map does not work). And is there
>> > a way to fix it? I have tried removing all my plugins, unloading
>> > MetaMod and Stripper but no change.
>> > 
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread ics
Just so you know, having a server tied to steam account isn't the only way how 
valve could see if the server owner is having a fake just registered for item 
or real one. Theres reputation count and other measurements that cannot just 
frmed and raised up just like that. If valve would want to give an item, they 
could do it but as i said i don't see it happening.

-ics

- Alkuperäinen viesti -
> Keep in mind again there is no way to reward server owners   as you don't
> know who runs them or not - reason I repeat this is cause not everyone
> runs a TF2 server that is tied to a Steam Account (ie: modded servers,
> trade servers etc).
> 
> Also as mentioned everyone that seems to have an email addy that knows
> of it is signed up to this mailing list so that would be pointless.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
> Ojeda
> Sent: Tuesday, August 21, 2012 3:28 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
> 
> Although getting an item is highly unlikely don't forget if you
> registered your server, it's tied to your steam account that you were
> logged into steam at the time.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread ics
You can forget those item dreams. Only way to get some is contributing aka 
making an item and get it selected or editing wiki enough or participating in 
some mapping contest and ranking as top3 and similiar ways. Running servers - 
anyone can do it and it isn't contributing. What we get is "thanks for running 
servers" occasionally.

Theres many ways to know which servers are "good" but they do not want to rank 
servers like that and thats also a good thing. I'm sure many people have 
suggested item for server owners but i don't see it happening.

-ics

- Alkuperäinen viesti -
> May as well stop asking - won't happen and wasn't funny beyond the first
> message asking.
> 
> You do realize that they have no way to confirm who owns a server since
> everyone in their brother has access to this mailing list now (proof on
> spuf when update releases).
> 
> Just be thankful things are fixed
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
> Sent: Tuesday, August 21, 2012 3:06 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
> 
> You should give server supervisors the community item for our patience :D
> 
> 2012/8/21 Eric Smith 
> 
> > We've released a mandatory update to TF2. The notes for the update are 
> > below.
> > 
> > -Eric
> > 
> > --
> > 
> > Team Fortress 2
> > - Fixed matchmaking sending players to out-of-date servers
> > - Fixed the server browser showing an incorrect player count in MvM 
> > games
> > - Fixed a crash that could occur on map change if another player was 
> > being healed by the dispenser or payload cart
> > - Fixed a rare server crash when firing hitscan weapons
> > - Fixed MvM intro video not playing on some Macs
> > - Fixed the sound precache string table being nearly full in non-MvM
> > games - This was causing the "error writing string table baseline" and 
> > "failed reading message net_SetConVar" errors
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Daniel
I don't really care if we as server ops get a reward or not. I'm just happy
that this is hopefully over. And we can't really blame anybody for the
issues, that stuff just happens and there is not much someone can do about
that, except start testing every patch for moths and never release anything
new, if the current stuff is stable. But i'm sure that this is not a
solution.

So just be happy that this mess is over and relax.


Happy fragging!

2012/8/21 Cameron Munroe 

> I still like the fact that the award should be for server admins who have
> "patients" yet most of you have just been yelling at valve stating whens
> the update, when are you going to fix it. LOL you have no patients.
>
>
> On 8/21/2012 12:29 PM, Andrew DeMerse wrote:
>
>> They mentioned potentially providing rewards to people who run servers a
>> while ago. Haven't heard anything since.
>>
>> On Tue, Aug 21, 2012 at 3:28 PM, Michael Ojeda 
>> wrote:
>>
>>  Although getting an item is highly unlikely don't forget if you
>>> registered
>>> your server, it's tied to your steam account that you were logged into
>>> steam at the time.
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>>  __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Frank
Keep in mind again there is no way to reward server owners  as you don't
know who runs them or not - reason I repeat this is cause not everyone runs
a TF2 server that is tied to a Steam Account (ie: modded servers, trade
servers etc).

Also as mentioned everyone that seems to have an email addy that knows of it
is signed up to this mailing list so that would be pointless.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Ojeda
Sent: Tuesday, August 21, 2012 3:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Although getting an item is highly unlikely don't forget if you registered
your server, it's tied to your steam account that you were logged into steam
at the time.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Cameron Munroe
I still like the fact that the award should be for server admins who 
have "patients" yet most of you have just been yelling at valve stating 
whens the update, when are you going to fix it. LOL you have no patients.


On 8/21/2012 12:29 PM, Andrew DeMerse wrote:

They mentioned potentially providing rewards to people who run servers a
while ago. Haven't heard anything since.

On Tue, Aug 21, 2012 at 3:28 PM, Michael Ojeda  wrote:


Although getting an item is highly unlikely don't forget if you registered
your server, it's tied to your steam account that you were logged into
steam at the time.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Andrew DeMerse
They mentioned potentially providing rewards to people who run servers a
while ago. Haven't heard anything since.

On Tue, Aug 21, 2012 at 3:28 PM, Michael Ojeda  wrote:

> Although getting an item is highly unlikely don't forget if you registered
> your server, it's tied to your steam account that you were logged into
> steam at the time.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Michael Ojeda
Although getting an item is highly unlikely don't forget if you registered
your server, it's tied to your steam account that you were logged into
steam at the time.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Frank
May as well stop asking - won't happen and wasn't funny beyond the first
message asking.

You do realize that they have no way to confirm who owns a server since
everyone in their brother has access to this mailing list now (proof on spuf
when update releases).

Just be thankful things are fixed

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Tuesday, August 21, 2012 3:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

You should give server supervisors the community item for our patience :D

2012/8/21 Eric Smith 

> We've released a mandatory update to TF2. The notes for the update are 
> below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Fixed matchmaking sending players to out-of-date servers
> - Fixed the server browser showing an incorrect player count in MvM 
> games
> - Fixed a crash that could occur on map change if another player was 
> being healed by the dispenser or payload cart
> - Fixed a rare server crash when firing hitscan weapons
> - Fixed MvM intro video not playing on some Macs
> - Fixed the sound precache string table being nearly full in non-MvM games
>- This was causing the "error writing string table baseline" and 
> "failed reading message net_SetConVar" errors
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Essay Tew Phaun
Word and agreed.

On Tue, Aug 21, 2012 at 3:05 PM, martin v  wrote:

> You should give server supervisors the community item for our patience :D
>
> 2012/8/21 Eric Smith 
>
> > We've released a mandatory update to TF2. The notes for the update are
> > below.
> >
> > -Eric
> >
> > --
> >
> > Team Fortress 2
> > - Fixed matchmaking sending players to out-of-date servers
> > - Fixed the server browser showing an incorrect player count in MvM games
> > - Fixed a crash that could occur on map change if another player was
> being
> > healed by the dispenser or payload cart
> > - Fixed a rare server crash when firing hitscan weapons
> > - Fixed MvM intro video not playing on some Macs
> > - Fixed the sound precache string table being nearly full in non-MvM
> games
> >- This was causing the "error writing string table baseline" and
> > "failed reading message net_SetConVar" errors
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread doc
Someone else asked for this before, would be cool, but then again I would
do with some features instead of hats. Steamgroup exclusivity for starters.

On Tue, Aug 21, 2012 at 12:05 PM, martin v  wrote:

> You should give server supervisors the community item for our patience :D
>
> 2012/8/21 Eric Smith 
>
> > We've released a mandatory update to TF2. The notes for the update are
> > below.
> >
> > -Eric
> >
> > --
> >
> > Team Fortress 2
> > - Fixed matchmaking sending players to out-of-date servers
> > - Fixed the server browser showing an incorrect player count in MvM games
> > - Fixed a crash that could occur on map change if another player was
> being
> > healed by the dispenser or payload cart
> > - Fixed a rare server crash when firing hitscan weapons
> > - Fixed MvM intro video not playing on some Macs
> > - Fixed the sound precache string table being nearly full in non-MvM
> games
> >- This was causing the "error writing string table baseline" and
> > "failed reading message net_SetConVar" errors
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
The version on hldsupdatetool hasn't allowed clients to join since the 
middle of last month anyway.


Since then, both Windows and Linux servers have had to use steamcmd to 
update.


The new content system allows us more flexibility with updating and also 
makes update download sizes smaller for both clients and servers. While 
it's still a bit rough around the edges in regard to servers, it's 
getting better.


On 8/21/2012 3:12 PM, Rudy Bleeker wrote:

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
 wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe 
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: "dreamde...@dsrclan.com" 
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had
a
restart!
___
To unsubscribe, edit your list preferences, or view the list archives,
please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux




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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Rudy Bleeker
Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
 wrote:
> We've contacted Valve. It should be removed from the hldsupdatetool list
> shortly to avoid future confusion.
>
>
> On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
>>
>> That is the issue.
>>
>> -verify_all and -autoupdate are still using hldsupdatetool until you
>> download the newer server version with steamcmd. After that, you will have
>> the updated srcds_run script that utilizes steamcmd for future updating.
>>
>> On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:
>>>
>>>
>>> Even if that is the issue, -verify_all combined with -autoupdate forces a
>>> check
>>> of all files on the server which shows return codes of being fully up to
>>> date.
>>>   So either way, it's something valve needs to look at and resolve since
>>> it's
>>> their master servers complaining about it not being up to date.
>>>
>>>
>>>
>>>
>>> On August 21, 2012 at 2:04 PM Cameron Munroe 
>>> wrote:
>>>
 Sometimes the patch doesn't get applied.

 Sent from my android device.



 -Original Message-
 From: "dreamde...@dsrclan.com" 
 To: hlds_linux@list.valvesoftware.com
 Sent: Tue, 21 Aug 2012 11:01 AM
 Subject: [hlds_linux] Nuclear Dawn Issue



 WTF!

 MasterRequestRestart
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.

 This is with the server running with -autoupdate -verify_all and has had
 a
 restart!
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>> --
>>> Nicholas Hastings
>>> Developer
>>> InterWave Studios
>>> www.interwavestudios.com 
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>> --
>> Nicholas Hastings
>> Developer
>> InterWave Studios
>> www.interwavestudios.com 
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread martin v
You should give server supervisors the community item for our patience :D

2012/8/21 Eric Smith 

> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Fixed matchmaking sending players to out-of-date servers
> - Fixed the server browser showing an incorrect player count in MvM games
> - Fixed a crash that could occur on map change if another player was being
> healed by the dispenser or payload cart
> - Fixed a rare server crash when firing hitscan weapons
> - Fixed MvM intro video not playing on some Macs
> - Fixed the sound precache string table being nearly full in non-MvM games
>- This was causing the "error writing string table baseline" and
> "failed reading message net_SetConVar" errors
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread doc
Wait you can have spectators in MvM? I was under the impression 26 slots
needed to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn  wrote:

> We made some changes in today's update to make MvM player counts in the
> server browser make as much sense as possible within the current framework.
>
> Here's how it works:
>
> Bots should do not show at all in any client-visible way.  (Although, they
> still show in the "status" output.)
>
> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>
> In this scheme, your server appears to have space if a player can join and
> play on the defending team, it appears to be full if this is not the case.
>  The existing server browser framework does not make it straightforward to
> clients connected as spectator from the player count.  This logic was the
> best compromise.
>
> One final note: We discovered a small problem with today's update.  If you
> have replay enabled, the above logic will think replay is a "spectator" and
> your server will show 7 max players.  We'll fix this in an upcoming update.
>
> - Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Fletcher Dunn
We made some changes in today's update to make MvM player counts in the server 
browser make as much sense as possible within the current framework.

Here's how it works:

Bots should do not show at all in any client-visible way.  (Although, they 
still show in the "status" output.)

sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

In this scheme, your server appears to have space if a player can join and play 
on the defending team, it appears to be full if this is not the case.  The 
existing server browser framework does not make it straightforward to clients 
connected as spectator from the player count.  This logic was the best 
compromise.

One final note: We discovered a small problem with today's update.  If you have 
replay enabled, the above logic will think replay is a "spectator" and your 
server will show 7 max players.  We'll fix this in an upcoming update.

- Fletch
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Insane increase of CPU usage.

2012-08-21 Thread Russell Smith
Just a followup on this.  I talked to John from NFO about this a while 
back and he mentioned if the machine hosting your VPS were overloaded 
then you would see an overall increase in CPU utilization, not spiking.  
Is your CPU utilization the same on average as before, besides the 
spiking?


On 20.08.2012 18:35, doc wrote:
I'm always worried when I add a "me too" to these CPU spike threads 
because
I'm running off a VPS - and I know that's some magic red flag or 
something.
I have been running fine up until around the Pyromania update, now 
the
server seems to run fine but we will get a good stutter every few 
hours or

so.

(Also xsplit doesn't play nice with hl2.exe after Pyromania)

On Mon, Aug 20, 2012 at 2:42 PM, Russell Smith
wrote:

I started having CPU spikes with the Pyromania update.  Started 
several
threads on here about them, and other admins are having similar 
issues.


Valve hasn't given word on whether or not they're even looking into 
it.



On 20.08.2012 14:23, Paweł Jastrzębski wrote:


Hi,

Anybody experienced insane load spikes on Linux PvP servers
after last update?
Before MvM patch I could host without problem 3x24
servers and have load ~2.0-3.0.
Now when servers are full load 4.0 is a
minimum and it sometimes spike to 10.0.

That is not Sourcemod fault.
Tested servers without it.




__**_
To unsubscribe, edit your list preferences, or view the list 
archives,

please visit:

https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux


___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
We've contacted Valve. It should be removed from the hldsupdatetool list 
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you 
download the newer server version with steamcmd. After that, you will 
have the updated srcds_run script that utilizes steamcmd for future 
updating.


On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate 
forces a check
of all files on the server which shows return codes of being fully up 
to date.
  So either way, it's something valve needs to look at and resolve 
since it's

their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe 
 wrote:



Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: "dreamde...@dsrclan.com" 
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has 
had a

restart!
___
To unsubscribe, edit your list preferences, or view the list 
archives, please

visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list 
archives, please visit:

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Inyección de código en el archivo modt.txt / Inject code into the file motd.txt

2012-08-21 Thread Michał (JabLuszko) Karwowski

On 2012-08-21 20:24, gam...@watafa.com.ar wrote:

Hi folks, I have a problem with my server. It injects code into the file
motd.txt.

  The server runs on CentOS 5.7 (64-bit), use the HL-BETA.

  Is there any way around this?


There was an exploit allowing to download some files within the game 
(let's say server.cfg) and then rewriting motd.txt with the 
rcon_password from the config file.
Please check if you are running the latest build of hlds (5758), 
*change* your rcon password and restart server. If you didn't change the 
rcon after the first successful attack but updated the hlds binary you 
are still "vulnerable" :(



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread A. Eijkhoudt

Servers are busy, it wil solve itself.

On 21-08-12 20:37, Erik-jan Riemers wrote:

Getting the:

   2:28 Checking local files and building download list for depot 208
'Source Sounds' version 4
   2:28 Connecting content server session for version 4
   2:28 [77.67.56.162:27030] Disconnecting
   2:28 [74.209.135.131:27030] Connecting...
   2:31 [74.209.135.131:27030] Failed.  Failed to connect to
74.209.135.131:27030, errno 115 "Operation now in progress"
   2:31 [77.67.60.154:27030] Connecting...
   2:34 [77.67.60.154:27030] Failed.  Failed to connect to
77.67.60.154:27030, errno 115 "Operation now in progress"
   2:34 [80.239.194.134:27030] Connecting...
   2:37 [80.239.194.134:27030] Failed.  Failed to connect to
80.239.194.134:27030, errno 115 "Operation now in progress"
   2:37 [212.162.25.34:27030] Connecting...

Dont know if thats new ;p

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: dinsdag 21 augustus 2012 20:27
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update to TF2. The notes for the update are
below.

-Eric

--

Team Fortress 2
- Fixed matchmaking sending players to out-of-date servers
- Fixed the server browser showing an incorrect player count in MvM games
- Fixed a crash that could occur on map change if another player was being
healed by the dispenser or payload cart
- Fixed a rare server crash when firing hitscan weapons
- Fixed MvM intro video not playing on some Macs
- Fixed the sound precache string table being nearly full in non-MvM games
- This was causing the "error writing string table baseline" and
"failed reading message net_SetConVar" errors

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Erik-jan Riemers
Getting the:

  2:28 Checking local files and building download list for depot 208
'Source Sounds' version 4
  2:28 Connecting content server session for version 4
  2:28 [77.67.56.162:27030] Disconnecting
  2:28 [74.209.135.131:27030] Connecting...
  2:31 [74.209.135.131:27030] Failed.  Failed to connect to
74.209.135.131:27030, errno 115 "Operation now in progress"
  2:31 [77.67.60.154:27030] Connecting...
  2:34 [77.67.60.154:27030] Failed.  Failed to connect to
77.67.60.154:27030, errno 115 "Operation now in progress"
  2:34 [80.239.194.134:27030] Connecting...
  2:37 [80.239.194.134:27030] Failed.  Failed to connect to
80.239.194.134:27030, errno 115 "Operation now in progress"
  2:37 [212.162.25.34:27030] Connecting...

Dont know if thats new ;p

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: dinsdag 21 augustus 2012 20:27
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update to TF2. The notes for the update are
below.

-Eric

--

Team Fortress 2
- Fixed matchmaking sending players to out-of-date servers
- Fixed the server browser showing an incorrect player count in MvM games
- Fixed a crash that could occur on map change if another player was being
healed by the dispenser or payload cart
- Fixed a rare server crash when firing hitscan weapons
- Fixed MvM intro video not playing on some Macs
- Fixed the sound precache string table being nearly full in non-MvM games
   - This was causing the "error writing string table baseline" and
"failed reading message net_SetConVar" errors

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Inyección de código en el archivo modt.txt / Inject code into the file motd.txt

2012-08-21 Thread Bruno Garcia
Hello,

There's no possible way to "inject code" into motd.txt
This file corresponds to an HTML format file that will get printed upon a
player's connection in their in-game browser.
However, there's the possiblity someone might try to upload such file to
your server (Very un-common though).

Try setting sv_allow_upload to 0, this will also disable server side sprays.
And next time take notice of two things.

- The mailing list language is English. For support in other languages, you
can check the Steam Forums.
- Your problem lacks of description, please expand in this terms.

Take care.

2012/8/21 

> Hola a todos, tengo un pequeño inconveniente con mi Servidor. Utilizan un
> Exploit para inyectar código en el archivo motd.txt de mi Server de
> Counter Strike 1.6.
>
> Se puede evitar esto? el Server se encuentra instalado en Centos (5.7) 64
> Bits, utilizo el HL-BETA.
>
> //
>
> Hi folks, I have a problem with my server. It injects code into the file
> motd.txt.
>
>  The server runs on CentOS 5.7 (64-bit), use the HL-BETA.
>
>  Is there any way around this?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Eric Smith
We've released a mandatory update to TF2. The notes for the update are below.

-Eric

--

Team Fortress 2
- Fixed matchmaking sending players to out-of-date servers
- Fixed the server browser showing an incorrect player count in MvM games
- Fixed a crash that could occur on map change if another player was being 
healed by the dispenser or payload cart
- Fixed a rare server crash when firing hitscan weapons
- Fixed MvM intro video not playing on some Macs
- Fixed the sound precache string table being nearly full in non-MvM games
   - This was causing the "error writing string table baseline" and "failed 
reading message net_SetConVar" errors

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Inyección de código en el archivo modt.txt / Inject code into the file motd.txt

2012-08-21 Thread gaming
Hola a todos, tengo un pequeño inconveniente con mi Servidor. Utilizan un
Exploit para inyectar código en el archivo motd.txt de mi Server de
Counter Strike 1.6.

Se puede evitar esto? el Server se encuentra instalado en Centos (5.7) 64
Bits, utilizo el HL-BETA.

//

Hi folks, I have a problem with my server. It injects code into the file
motd.txt.

 The server runs on CentOS 5.7 (64-bit), use the HL-BETA.

 Is there any way around this?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory TF2 update coming

2012-08-21 Thread Russell Smith
Thanks for the heads up Eric.  Did you ever find out if anyone is 
looking into the CPU spike issues that started with the Pyromania 
update?


On 21.08.2012 11:05, Eric Smith wrote:

We're working on a mandatory update for TF2. We should have it ready
very soon.

-Eric


___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you 
download the newer server version with steamcmd. After that, you will 
have the updated srcds_run script that utilizes steamcmd for future 
updating.


On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a check
of all files on the server which shows return codes of being fully up to date.
  So either way, it's something valve needs to look at and resolve since it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe  wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: "dreamde...@dsrclan.com" 
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread dreamde...@dsrclan.com


Even if that is the issue, -verify_all combined with -autoupdate forces a check
of all files on the server which shows return codes of being fully up to date.
 So either way, it's something valve needs to look at and resolve since it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe  wrote:

> Sometimes the patch doesn't get applied.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: "dreamde...@dsrclan.com" 
> To: hlds_linux@list.valvesoftware.com
> Sent: Tue, 21 Aug 2012 11:01 AM
> Subject: [hlds_linux] Nuclear Dawn Issue
>
>
>
> WTF!
>
> MasterRequestRestart
> Your server will be restarted on map change.
> MasterRequestRestart
> Your server will be restarted on map change.
> MasterRequestRestart
> Your server will be restarted on map change.
> MasterRequestRestart
> Your server will be restarted on map change.
>
> This is with the server running with -autoupdate -verify_all and has had a
> restart!
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
Valve has yet to remove it from hldsupdatetool so it's still serving an 
old version.


Since July 16th, you need to use steamcmd to download the latest 
version. Similar method as downloading CS:GO, but with app 111710.


More info here
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



On 8/21/2012 2:01 PM, dreamde...@dsrclan.com wrote:


WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Mandatory TF2 update coming

2012-08-21 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready very soon. 

-Eric


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Cameron Munroe
Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: "dreamde...@dsrclan.com" 
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread dreamde...@dsrclan.com


WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Red X'es

2012-08-21 Thread Christian Briggs
I was getting this problem since the MVM update came up. any shotguns or 
pistols fired on the mvm maps created a cloud of of X's around my character. 
Any other map was fine. Removing the custom particle effect 'muzzle_flash' is 
what fixed it for me, so if you've got any custom particles, you might want to 
look into them.




 From: ics 
To: Half-Life dedicated Linux server mailing list 
 
Sent: Tuesday, August 21, 2012 10:18 AM
Subject: Re: [hlds_linux] Red X'es
 
Sounds like some missing effect or unsupported (that was previouslu supported 
damage type. Updating map trigger_hurt damage type will fix it.

-ics
- Alkuperäinen viesti -
> i see red X'es on saxton servers where hale jumps in the water with hurt.
> vsh_aperture map... dont know a sollution for it. But i would say it
> might be map related.
> 
> 2012/8/21 Michael Johansen 
> 
> > 
> > Hi
> > Wondering if Valve knows about this, whenever you shoot a hitscan
> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
> > far this has only happened on my Surf servers, and the only way to fix
> > it is to restart the server (changing map does not work). And is there
> > a way to fix it? I have tried removing all my plugins, unloading
> > MetaMod and Stripper but no change.
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD alternative

2012-08-21 Thread Didrole
Actually the password itself isn't stored, only a cookie in the file
config.vdf

2012/8/21 Daniel . 

> Where is the password stored with the -remember_password flag?
>
> 2012/8/21 Didrole 
>
> > >
> > > Just to inform that I found a problem with your too. When I was testing
> > > it, got the following error:
> > >
> > > UpdateTool: pthread_mutex_lock.c:87: __pthread_mutex_lock: Assertion
> > > `mutex->__data.__owner == 0' failed.
> > >
> > > ./UpdateTool.sh: line 3: 22509 Aborted ./UpdateTool $*
> > >
> >
> > I've updated the linux archive with a script that should solve this error
> > (at least it does on my servers).
> >
> >
> > > Does this have the ability to use gpg passwords?
> >
> >
> > No, but if your goal is to not have your password in the cmdline try the
> > -remember_password flag so you only have to put it once.
> >
> > 2012/8/21 Michael Johansen 
> >
> > >
> > > I love this, will try it!
> > >
> > > > Date: Tue, 21 Aug 2012 08:42:53 -0500
> > > > From: mosqu...@team-vipers.com
> > > > To: hlds_linux@list.valvesoftware.com
> > > > Subject: Re: [hlds_linux] SteamCMD alternative
> > > >
> > > > Does this have the ability to use gpg passwords?
> > > >
> > > > On Mon, Aug 20, 2012 at 4:49 PM, Didrole  wrote:
> > > >
> > > > > Hi guys, I wasn't happy with how SteamCMD works and made an
> > alternative
> > > > > tool to it.
> > > > > I think some of you might be interested by it so here is its URL:
> > > > > http://didrole.com/UpdateTool/
> > > > > I haven't tested it that much, so it may have bugs.
> > > > >
> > > > > Sincerely,
> > > > > Didrole
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD alternative

2012-08-21 Thread Daniel .
Where is the password stored with the -remember_password flag?

2012/8/21 Didrole 

> >
> > Just to inform that I found a problem with your too. When I was testing
> > it, got the following error:
> >
> > UpdateTool: pthread_mutex_lock.c:87: __pthread_mutex_lock: Assertion
> > `mutex->__data.__owner == 0' failed.
> >
> > ./UpdateTool.sh: line 3: 22509 Aborted ./UpdateTool $*
> >
>
> I've updated the linux archive with a script that should solve this error
> (at least it does on my servers).
>
>
> > Does this have the ability to use gpg passwords?
>
>
> No, but if your goal is to not have your password in the cmdline try the
> -remember_password flag so you only have to put it once.
>
> 2012/8/21 Michael Johansen 
>
> >
> > I love this, will try it!
> >
> > > Date: Tue, 21 Aug 2012 08:42:53 -0500
> > > From: mosqu...@team-vipers.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] SteamCMD alternative
> > >
> > > Does this have the ability to use gpg passwords?
> > >
> > > On Mon, Aug 20, 2012 at 4:49 PM, Didrole  wrote:
> > >
> > > > Hi guys, I wasn't happy with how SteamCMD works and made an
> alternative
> > > > tool to it.
> > > > I think some of you might be interested by it so here is its URL:
> > > > http://didrole.com/UpdateTool/
> > > > I haven't tested it that much, so it may have bugs.
> > > >
> > > > Sincerely,
> > > > Didrole
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD alternative

2012-08-21 Thread Didrole
>
> Just to inform that I found a problem with your too. When I was testing
> it, got the following error:
>
> UpdateTool: pthread_mutex_lock.c:87: __pthread_mutex_lock: Assertion
> `mutex->__data.__owner == 0' failed.
>
> ./UpdateTool.sh: line 3: 22509 Aborted ./UpdateTool $*
>

I've updated the linux archive with a script that should solve this error
(at least it does on my servers).


> Does this have the ability to use gpg passwords?


No, but if your goal is to not have your password in the cmdline try the
-remember_password flag so you only have to put it once.

2012/8/21 Michael Johansen 

>
> I love this, will try it!
>
> > Date: Tue, 21 Aug 2012 08:42:53 -0500
> > From: mosqu...@team-vipers.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] SteamCMD alternative
> >
> > Does this have the ability to use gpg passwords?
> >
> > On Mon, Aug 20, 2012 at 4:49 PM, Didrole  wrote:
> >
> > > Hi guys, I wasn't happy with how SteamCMD works and made an alternative
> > > tool to it.
> > > I think some of you might be interested by it so here is its URL:
> > > http://didrole.com/UpdateTool/
> > > I haven't tested it that much, so it may have bugs.
> > >
> > > Sincerely,
> > > Didrole
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Red X'es

2012-08-21 Thread ics
Sounds like some missing effect or unsupported (that was previouslu supported 
damage type. Updating map trigger_hurt damage type will fix it.

-ics
- Alkuperäinen viesti -
> i see red X'es on saxton servers where hale jumps in the water with hurt.
> vsh_aperture map... dont know a sollution for it. But i would say it
> might be map related.
> 
> 2012/8/21 Michael Johansen 
> 
> > 
> > Hi
> > Wondering if Valve knows about this, whenever you shoot a hitscan
> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
> > far this has only happened on my Surf servers, and the only way to fix
> > it is to restart the server (changing map does not work). And is there
> > a way to fix it? I have tried removing all my plugins, unloading
> > MetaMod and Stripper but no change.
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


  1   2   >