Re: [hlds_linux] html on mapload

2013-04-06 Thread Tay Smi
Pinion has stated that they've already asked valve about this and
valve's response was that it was not possible.
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Re: [hlds_linux] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-04-06 Thread Jim Fountain
I just installed a vanilla steampipe CZ server (beta) but it's not
connecting to steam servers. All ports have been forwarded. Any
ideas? Here's the server console spew:

Auto-restarting the server on crash
Could not locate steam binary:steamcmd/steam.sh, ignoring.

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 80
Forcing breakpad minidump interfaces to load
dlopen failed trying to load:
/home/ncb/.steam/sdk32/steamclient.so
with error:
/home/ncb/.steam/sdk32/steamclient.so: cannot open shared object file: No
such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.0.0.3/Stdio (czero)
Exe build: 14:59:14 Feb 13 2013 (5956)
STEAM Auth Server
Server IP address 127.0.1.1:27028
Navigation map loaded.
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
/home/ncb/.steam/sdk32/steamclient.so
with error:
/home/ncb/.steam/sdk32/steamclient.so: cannot open shared object file: No
such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit

couldn't exec listip.cfg
couldn't exec banned.cfg
Could not establish connection to Steam servers.


On Tue, Apr 2, 2013 at 4:58 PM, Alfred Reynolds wrote:

> I just released an update for the hltv crash, run
> steamcmd +logon anonymous +force_install_dir ../hlds +app_update "90 -beta
> beta" +quit
>
> To get it
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bRAINKILLA
> Sent: Tuesday, April 02, 2013 11:47 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Counter-Strike, Counter-Strike: Condition Zero
> and Half-Life beta server update
>
> Thx for the Update!
>
> But hltv segfaults for me on Linux :(
>
> Am 02.04.2013 18:46, schrieb Alfred Reynolds:
> > We have released an update for these 3 games, the changes include:
> > - Report bomb position more frequently to T team members when dropped,
> fixes it appearing at the wrong location on the radar
> > -Improved firing behavior in Counter-Strike, Counter-Strike:Condition
> Zero and Half-Life Deathmatch, it is no longer dependant on client or
> server frame rate. This change needs both your client and server updates to
> see the improvements.
> > -Added logging of developer messages when using -condebug
> > -Strip trailing and leading whitespace on player names, and strip all
> styles of whitespace now unicode is supported
> > -Don't keep playing the door open sound if it is blocked
> > -Force cl_bobcycle to be a minimum of 0.1 to prevent game exploits
> > - Fixed defuse bar staying up across round restart if you died while
> defusing without the defuse kit
> > - Fixed crash if you picked up a grenade in non-standard game styles
> >
> > You can get a dedicated install for it by using the following command
> line:
> > steamcmd +logon anonymous +force_install_dir ..\hlds +app_update "90
> -beta beta" +quit
> >
> > Note you will need to use "+app_set_config 90 mod czero" before the
> +app_update command if you want to update condition zero.
> >
> > This is an optional, but strongly encouraged due to the game fixes,
> update.
> >
> > - Alfred
> >
> >
> >
> > ___
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Re: [hlds_linux] motd during map load

2013-04-06 Thread Doctor McKay
Why not? It worked fine for Garry's Mod.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


On Sat, Apr 6, 2013 at 4:48 PM, Flubber Flubber  wrote:

> You ll be shock but some people actually use motd for message of the
> day and server info. I can t imagine HTML here when you can t do
> anything to stop or go back to menu.
>
> Le 6 avr. 2013 à 21:47, Ryan Walmsley  a écrit :
>
> > Why no HTML if there is? How else am I meant to put an advert there?
> >
> >
> > On 5 April 2013 15:33, Nikolay Shopik  wrote:
> >
> >> So I always wonder when any source game will be able to show motd when
> >> map loading, it so much better. At least text version (no html bs). motd
> >> after map load most people ignore by smashing enter quickly.
> >>
> >>
> >> ___
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> >> please visit:
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> >
> >
> >
> > --
> > Thanks -
> >
> > Ryan Walmsley
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Robert Paulson
This has been suggested multiple times on this mailing list for many years.

I doubt this time will be different since Valve is on their yearly company
retreat, and they still have SteamPipe and Linux to deal with.

The last I heard of it was that the server registration token was supposed
to solve the problem, but it doesn't.


On Sat, Apr 6, 2013 at 3:00 PM, Asher Baker  wrote:

> Hence the point about SRV records, which eliminate anyone apart from the
> host having to care what port the server is on.
>
> On Sat, Apr 6, 2013 at 10:46 PM, Ruben Lopes  >wrote:
>
> > > The best (and much easier than re-purposing the server id's) solution
> > here
> > > would be for the server browser to save hostnames instead of IP
> > addresses,
> > > it would also be handy if the client made use of SRV records.
> > > This way it's making use of standards, rather than fighting against
> them.
> >
> > Just remember that the port should be saved somehow, in case it port
> > changes too. Otherwise the job would be left half-done and this would be
> > useless again if one had to change port's.
> > ___
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> >
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Asher Baker
Hence the point about SRV records, which eliminate anyone apart from the
host having to care what port the server is on.

On Sat, Apr 6, 2013 at 10:46 PM, Ruben Lopes wrote:

> > The best (and much easier than re-purposing the server id's) solution
> here
> > would be for the server browser to save hostnames instead of IP
> addresses,
> > it would also be handy if the client made use of SRV records.
> > This way it's making use of standards, rather than fighting against them.
>
> Just remember that the port should be saved somehow, in case it port
> changes too. Otherwise the job would be left half-done and this would be
> useless again if one had to change port's.
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Ruben Lopes
> The best (and much easier than re-purposing the server id's) solution here
> would be for the server browser to save hostnames instead of IP addresses,
> it would also be handy if the client made use of SRV records.
> This way it's making use of standards, rather than fighting against them.

Just remember that the port should be saved somehow, in case it port changes 
too. Otherwise the job would be left half-done and this would be useless again 
if one had to change port's.  
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Frank
This X1000 - I just changed IP#'s of two of my servers and the player count
has dropped by 70% and is slowly going back up cause its taking players a
while to find the change. I had no choice but to change the IP#'s or
location of those two servers but now its hurting and its time Valve done
something with regards to having it save in the server browser.

Instead of taking things away like the MOTD changes that so many if not the
majority of server owners are against how about adding something like this
to help us.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ruben Lopes
Sent: Saturday, April 06, 2013 5:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] More reliable support for server IP changes

I would like to leave my opinion here for Valve to consider.Probably all of
us server admins know the frustration with having to change our servers IP's
either because of a migration, changing from a unreliable hosting,
datacenter change, etc...We also know that even though we can connect and
add a hostname to favorites ir doesn't update if the IP changes (at least
the last time I checked) and it should, for the obvious reasons mentioned
above. So that change I think it's been overdue and I can see no good reason
for it not being like that since day one. That way, players who connect
through the hostname wouldn't even notice that the IP changed. But even with
that, the people who added "Current server to favorites" only added the
current IP of the server. 
So, even better than that would be to have a aditional server id system that
could be used to keep track of servers, so that a specific serverID would
always point to the server IP:Port of the server that has that specific
tf_server_identity_account_id in the config. Then, players could connect to
that serverID that would also be automatically be updated in the favorites
if the IP:Port changed. With that, when a server has to change IP, no player
would lose track of that great server that mysteriously disapeared from
their favorites and server administrators wouldn't have to flood every of
their players that they can reach telling that the IP of their server(s)
changed while seeing that effort in vain while losing part of the players
that never came back.I've been through that, and other probably have too. So
this would be a favorable update for everyone. Hope I can see something done
about this soon.  
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Asher Baker
The best (and much easier than re-purposing the server id's) solution here
would be for the server browser to save hostnames instead of IP addresses,
it would also be handy if the client made use of SRV records.
This way it's making use of standards, rather than fighting against them.

On Sat, Apr 6, 2013 at 10:26 PM, Ruben Lopes wrote:

> I would like to leave my opinion here for Valve to consider.Probably all
> of us server admins know the frustration with having to change our servers
> IP's either because of a migration, changing from a unreliable hosting,
> datacenter change, etc...We also know that even though we can connect and
> add a hostname to favorites ir doesn't update if the IP changes (at least
> the last time I checked) and it should, for the obvious reasons mentioned
> above. So that change I think it's been overdue and I can see no good
> reason for it not being like that since day one. That way, players who
> connect through the hostname wouldn't even notice that the IP changed. But
> even with that, the people who added "Current server to favorites" only
> added the current IP of the server.
> So, even better than that would be to have a aditional server id system
> that could be used to keep track of servers, so that a specific serverID
> would always point to the server IP:Port of the server that has that
> specific tf_server_identity_account_id in the config. Then, players could
> connect to that serverID that would also be automatically be updated in the
> favorites if the IP:Port changed. With that, when a server has to change
> IP, no player would lose track of that great server that mysteriously
> disapeared from their favorites and server administrators wouldn't have to
> flood every of their players that they can reach telling that the IP of
> their server(s) changed while seeing that effort in vain while losing part
> of the players that never came back.I've been through that, and other
> probably have too. So this would be a favorable update for everyone. Hope I
> can see something done about this soon.
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> please visit:
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[hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Ruben Lopes
I would like to leave my opinion here for Valve to consider.Probably all of us 
server admins know the frustration with having to change our servers IP's 
either because of a migration, changing from a unreliable hosting, datacenter 
change, etc...We also know that even though we can connect and add a hostname 
to favorites ir doesn't update if the IP changes (at least the last time I 
checked) and it should, for the obvious reasons mentioned above. So that change 
I think it's been overdue and I can see no good reason for it not being like 
that since day one. That way, players who connect through the hostname wouldn't 
even notice that the IP changed. But even with that, the people who added 
"Current server to favorites" only added the current IP of the server. 
So, even better than that would be to have a aditional server id system that 
could be used to keep track of servers, so that a specific serverID would 
always point to the server IP:Port of the server that has that specific 
tf_server_identity_account_id in the config. Then, players could connect to 
that serverID that would also be automatically be updated in the favorites if 
the IP:Port changed. With that, when a server has to change IP, no player would 
lose track of that great server that mysteriously disapeared from their 
favorites and server administrators wouldn't have to flood every of their 
players that they can reach telling that the IP of their server(s) changed 
while seeing that effort in vain while losing part of the players that never 
came back.I've been through that, and other probably have too. So this would be 
a favorable update for everyone. Hope I can see something done about this soon. 
   
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Re: [hlds_linux] motd during map load

2013-04-06 Thread Flubber Flubber
You ll be shock but some people actually use motd for message of the
day and server info. I can t imagine HTML here when you can t do
anything to stop or go back to menu.

Le 6 avr. 2013 à 21:47, Ryan Walmsley  a écrit :

> Why no HTML if there is? How else am I meant to put an advert there?
>
>
> On 5 April 2013 15:33, Nikolay Shopik  wrote:
>
>> So I always wonder when any source game will be able to show motd when
>> map loading, it so much better. At least text version (no html bs). motd
>> after map load most people ignore by smashing enter quickly.
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
>
> --
> Thanks -
>
> Ryan Walmsley
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Re: [hlds_linux] motd during map load

2013-04-06 Thread Ruben Lopes
Definately! But with HTML. Valve comes up with so many stuff sometimes very 
arguable. But having the option to show motd during map load would really be 
one of the most valuable changes ever. This proposal should be taken into 
account and considered with seriousness for a future update, specially for TF2.
> > So I always wonder when any source game will be able to show motd when
> > map loading, it so much better. At least text version (no html bs). motd
> > after map load most people ignore by smashing enter quickly.

  
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Re: [hlds_linux] motd during map load

2013-04-06 Thread Ryan Walmsley
Why no HTML if there is? How else am I meant to put an advert there?


On 5 April 2013 15:33, Nikolay Shopik  wrote:

> So I always wonder when any source game will be able to show motd when
> map loading, it so much better. At least text version (no html bs). motd
> after map load most people ignore by smashing enter quickly.
>
>
> ___
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>



-- 
Thanks -

Ryan Walmsley
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[hlds_linux] motd during map load

2013-04-06 Thread Nikolay Shopik
So I always wonder when any source game will be able to show motd when
map loading, it so much better. At least text version (no html bs). motd
after map load most people ignore by smashing enter quickly.


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Re: [hlds_linux] cs1.6 new rates

2013-04-06 Thread Collin Howard
ah ok, thank you.





 From: AnAkIn 
To: Collin Howard ; Half-Life dedicated Linux server 
mailing list  
Sent: Saturday, April 6, 2013 10:47:07 AM
Subject: Re: [hlds_linux] cs1.6 new rates
 

The max rate was previously 2, and it's now 10, that's the only change 
in the engine limits.



2013/4/6 Collin Howard 

So what are the new allowed values now for those rates?
>
>
>
>
>
>
> From: Valentin G. 
>To: Collin Howard ; Half-Life dedicated Linux server 
>mailing list 
>Sent: Saturday, April 6, 2013 7:09:20 AM
>Subject: Re: [hlds_linux] cs1.6 new rates
>
>
>
>I don't remember there being new rates to configure, just that the defaults 
>are a little more sane for todays standards (so most of it has been corrected 
>upwards).
>
>
>
>On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard  wrote:
>
>I was trying to find some information on the new rates that were enabled with 
>the new update, can i get a list of what new rate changes were made. referring 
>to server side rates, such as sv_maxrate and sv_maxupdaterate etc.
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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Michael Johansen
Probably is. Reason I asked was because I was running my own servers in a path 
containing a uppercase letter, and when HL2MP got converted to SteamPipe it 
wouldn't start because of it. Same goes for CSGO.

> Date: Sat, 6 Apr 2013 18:56:22 +0100
> From: peter_va...@reinhold.dk
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Crash upon starting TF2 beta
> 
> On 06.04.2013 18:53, Peter Reinhold wrote:
> 
> >> Do you have any upper case letters in the path for the TF2-server 
> >> install?
> > No, its installed under /opt/srcds/tf2.test.vpk
> >
> > Could it be the punctuation?  My current TF2 setups running from
> > folders with dots in them without a problem.
> 
> And, i'll just answer my own question, that apparantly was it, . are 
> not allowed in the server install path.
> 
> I'm not sure, but aren't there a bugtracker for the TF2 beta server 
> somewhere?
> 
> 
> /Peter
> 
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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

On 06.04.2013 18:53, Peter Reinhold wrote:

Do you have any upper case letters in the path for the TF2-server 
install?

No, its installed under /opt/srcds/tf2.test.vpk

Could it be the punctuation?  My current TF2 setups running from
folders with dots in them without a problem.


And, i'll just answer my own question, that apparantly was it, . are 
not allowed in the server install path.


I'm not sure, but aren't there a bugtracker for the TF2 beta server 
somewhere?



/Peter

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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

On 06.04.2013 18:45, Michael Johansen wrote:

Do you have any upper case letters in the path for the TF2-server 
install?


No, its installed under /opt/srcds/tf2.test.vpk

Could it be the punctuation?  My current TF2 setups running from 
folders with dots in them without a problem.



/Peter

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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Michael Johansen
Do you have any upper case letters in the path for the TF2-server install?

> Date: Sat, 6 Apr 2013 17:29:57 +0100
> From: peter_va...@reinhold.dk
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Crash upon starting TF2 beta
> 
> Hi all,
> 
> I have begun to get ready for the TF2 migration in the near future, but 
> I am not even able to start a stock TF2 beta server, it simply segfaults 
> right after it starts, looks like this
> 
> -- BEGIN
> [srcds@gaming-2 tf2.base.vpk]# ./srcds_run -game tf +map itemtest
> Auto detecting CPU
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> Using breakpad minidump system
> Using breakpad crash handler
> 
> Console initialized.
> ./srcds_run: line 324: 16513 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log to 
> help with solving this problem
> Sat Apr  6 18:25:26 CEST 2013: Server restart in 10 seconds
> Sat Apr  6 18:25:28 CEST 2013: Server Quit
> -- END
> 
> This is a clean install fresh out of store, nothing have been done 
> other than trying and starting it, have anyone seen this behaviour, and 
> maybe found a solution?  (This happens on both a 32 bit Centos 5.9 and a 
> 64 bit 6.3
> 
> 
> /Peter
> 
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[hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

Hi all,

I have begun to get ready for the TF2 migration in the near future, but 
I am not even able to start a stock TF2 beta server, it simply segfaults 
right after it starts, looks like this


-- BEGIN
[srcds@gaming-2 tf2.base.vpk]# ./srcds_run -game tf +map itemtest
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
./srcds_run: line 324: 16513 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to 
help with solving this problem

Sat Apr  6 18:25:26 CEST 2013: Server restart in 10 seconds
Sat Apr  6 18:25:28 CEST 2013: Server Quit
-- END

This is a clean install fresh out of store, nothing have been done 
other than trying and starting it, have anyone seen this behaviour, and 
maybe found a solution?  (This happens on both a 32 bit Centos 5.9 and a 
64 bit 6.3



/Peter

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Re: [hlds_linux] cs1.6 new rates

2013-04-06 Thread AnAkIn
The max rate was previously 2, and it's now 10, that's the only
change in the engine limits.


2013/4/6 Collin Howard 

> So what are the new allowed values now for those rates?
>
>
>
>
> 
>  From: Valentin G. 
> To: Collin Howard ; Half-Life dedicated Linux server
> mailing list 
> Sent: Saturday, April 6, 2013 7:09:20 AM
> Subject: Re: [hlds_linux] cs1.6 new rates
>
>
> I don't remember there being new rates to configure, just that the
> defaults are a little more sane for todays standards (so most of it has
> been corrected upwards).
>
>
>
> On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard  wrote:
>
> I was trying to find some information on the new rates that were enabled
> with the new update, can i get a list of what new rate changes were made.
> referring to server side rates, such as sv_maxrate and sv_maxupdaterate etc.
> >___
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Re: [hlds_linux] cs1.6 new rates

2013-04-06 Thread Collin Howard
So what are the new allowed values now for those rates?





 From: Valentin G. 
To: Collin Howard ; Half-Life dedicated Linux server 
mailing list  
Sent: Saturday, April 6, 2013 7:09:20 AM
Subject: Re: [hlds_linux] cs1.6 new rates
 

I don't remember there being new rates to configure, just that the defaults are 
a little more sane for todays standards (so most of it has been corrected 
upwards).



On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard  wrote:

I was trying to find some information on the new rates that were enabled with 
the new update, can i get a list of what new rate changes were made. referring 
to server side rates, such as sv_maxrate and sv_maxupdaterate etc.
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Re: [hlds_linux] cs1.6 new rates

2013-04-06 Thread Valentin G.
I don't remember there being new rates to configure, just that the defaults
are a little more sane for todays standards (so most of it has been
corrected upwards).


On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard  wrote:

> I was trying to find some information on the new rates that were enabled
> with the new update, can i get a list of what new rate changes were made.
> referring to server side rates, such as sv_maxrate and sv_maxupdaterate etc.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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