Re: [hlds_linux] Map structure/Building Cube maps

2014-01-04 Thread ics
They remain there unless the system writes them into the bsp. Check the 
bsp with a gcfscape or similiar software that can read bsp content.


-ics

Frank kirjoitti:

Ok that worked on where the data is stored, is there a way to make the data
last longer or the files to remain in place so I can obtain them?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, January 04, 2014 3:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Map structure/Building Cube maps

I think the cubemap data is stored in tf/materials/maps if i remember
correctly. After it's there and cubemaps are built, they are saved to the
bsp. I got some error on my old pc upon that event and it always failed. I
could have packed them manually with pakrat or similiar but i didn't trust
they would work from there. So i had friend build them for me and it worked
fine.

Now of course, it works as it should.

-ics


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Re: [hlds_linux] Map structure/Building Cube maps

2014-01-04 Thread Frank
Ok that worked on where the data is stored, is there a way to make the data
last longer or the files to remain in place so I can obtain them?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, January 04, 2014 3:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Map structure/Building Cube maps

I think the cubemap data is stored in tf/materials/maps if i remember
correctly. After it's there and cubemaps are built, they are saved to the
bsp. I got some error on my old pc upon that event and it always failed. I
could have packed them manually with pakrat or similiar but i didn't trust
they would work from there. So i had friend build them for me and it worked
fine.

Now of course, it works as it should.

-ics


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Re: [hlds_linux] Map structure/Building Cube maps

2014-01-04 Thread ics
I think the cubemap data is stored in tf/materials/maps if i remember 
correctly. After it's there and cubemaps are built, they are saved to 
the bsp. I got some error on my old pc upon that event and it always 
failed. I could have packed them manually with pakrat or similiar but i 
didn't trust they would work from there. So i had friend build them for 
me and it worked fine.


Now of course, it works as it should.

-ics

Frank kirjoitti:

Tried this on two different PC's of my own and another tried it still not
working. Now I did test against a few older style maps and they built just
fine. The issue appears to resolve around the map then. Would be some causes
as to why they won't write to the BSP and last is where to find them when
they are written by TF2 as where the cubemap data is stored till the write
is done? Perhaps we can pull it manually and add it manually to the map.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, January 04, 2014 12:03 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Map structure/Building Cube maps

I had issues building cubemaps on my old pc. They got built but the game
never saved them at the bsp file itself. Never could find a way to fix it.
New pc now, no problems.

-ics

Frank kirjoitti:

This didn't work, any other suggestions?

I even tried a few older maps but it just feels as if something with
steam/tf2 isn't working properly to build them?



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Re: [hlds_linux] Map structure/Building Cube maps

2014-01-04 Thread Frank
Tried this on two different PC's of my own and another tried it still not
working. Now I did test against a few older style maps and they built just
fine. The issue appears to resolve around the map then. Would be some causes
as to why they won't write to the BSP and last is where to find them when
they are written by TF2 as where the cubemap data is stored till the write
is done? Perhaps we can pull it manually and add it manually to the map.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, January 04, 2014 12:03 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Map structure/Building Cube maps

I had issues building cubemaps on my old pc. They got built but the game
never saved them at the bsp file itself. Never could find a way to fix it.
New pc now, no problems.

-ics

Frank kirjoitti:
> This didn't work, any other suggestions?
>
> I even tried a few older maps but it just feels as if something with
> steam/tf2 isn't working properly to build them?



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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2014-01-04 Thread Kyle Sanderson
Unfortunately, I haven't had the resources to hack on this. It's still
very much a problem with players reporting they're hitting it near
daily. What seemed to temporarily halt the reports is to disconnect
them with a custom message (printing slots). That doesn't fix the
queuing regression in the slightest, though.

Kyle.

On Fri, Jan 3, 2014 at 1:50 PM, ics  wrote:
> I have to pop in here and say that this doesn't work in CSGO so does it
> really work with TF2? Right now i have a CSGO server where there are 19/24
> players and every player gets "Failed to join session. Session is full" .
> Not even direct connect works.
>
> -ics
>
> Fletcher Dunn kirjoitti:
>
>> The server browser queries the server and then checks the numbers from the
>> ping against authenticated player counts from Steam.  If there is a
>> difference, then it performs a reconciliation according to some logic that
>> is not totally brain-dead.  For example, one of the heuristics it uses is
>> that if the server reports that it is full, then it will trust the server,
>> no matter what Steam says.  (Because of the exact problem you describe.)
>>
>> So I'm not sure that the problem is that Steam service is intermittent.  I
>> think the problem is that the server is not reporting itself as full?  When
>> you use a tool such as HLSW, which doesn't talk to Steam at all, does the
>> data in the ping show the server as full?
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
>> Sanderson
>> Sent: Thursday, December 26, 2013 3:33 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list
>> Cc: Eric Smith
>> Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from
>> Steam.
>>
>> So a few weeks (probably months now, actually) ago all of the in-game
>> client tabs were moved to rely on data from Steam, instead of querying the
>> actual server. Which is fine, this most likely hurt fake players users quite
>> significantly.
>>
>> However, from what started off as a few players incorrect (4~) has greatly
>> increased. We're up to 14~ phantom slots, as the players clients are broken,
>> or Steam is having trouble keeping up. This results in an actually full
>> server (64/64) showing as 50/64. Client's are now unable to externally queue
>> to join the server, it's actually pretty horrible. If servers are given an
>> unverified leeway of 15% of their verified players, it might be enough to
>> span the gap for those broken steam clients.
>>
>> We run some pretty large servers, so this doesn't impact us as much.
>> Well, besides an endless amount of player reports, which is starting to
>> take it's toll. However, if you're running a TF server with 24 slots, and 10
>> of them are empty... that's quite the thing.
>> Alternatively, if the max-player defines are increased, that would work as
>> an interim solution.
>>
>> A revert, or fix would be much appreciated. I don't believe this is easily
>> fixable, as Steam's actual up time is around 80%.
>>
>> Kyle.
>>
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>
>
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