Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread Alexander Bienzeisler
Do you guys have replays enabled? Because my server ran fine until i 
decided to turn replays back on.

My beta server is full all the time. However, I think the beta is for testing 
the balance of items more servers and bugs.

Sent from my iPhone 4

On Jul 21, 2011, at 8:57 AM, DarthNinjahlds-...@darthninja.com  wrote:


For what its worth, I'm getting crashes on my windows servers every 1-3
hours



On Thu, Jul 21, 2011 at 11:16 AM, Anthony Stoyanova...@gaming.bg  wrote:


First freeze for me too. Got this at the end of the screen :)

eb40-eb4e1000 rwxp  00:00 0
eb4e1000-eb50 ---p  00:00 0
eb50-eb5b rwxp  00:00 0
eb5b-eb60 ---p  00:00 0
eb60-eb6fd000 rwxp  00:00 0
eb6fd000-eb70 ---p  00:00 0
eb70-eb7b6000 rwxp  00:00 0
eb7b6000-eb80 ---p  00:00 0
eb80-eb8b5000 rwxp  00:00 0
eb8b5000-eb90 ---p  00:00 0
eb90-eb9cc000 rwxp  00:00 0
eb9cc000-eba0 ---p  00:00 0
eba0-ebafc000 rwxp  00:00 0
ebafc000-ebb0 ---p  00:00 0
ebb0-ebbfb000 rwxp  00:00 0
ebbfb000-ebc0 ---p  00:00 0
ebc0-ebcaa000 rwxp  00:00 0
ebcaa000-ebd0 ---p  00:00 0
ebe2a000-ebe2b000 ---p  00:00 0
ebe2b000-ec62b000 rwxp  00:00 0
ec62b000-ec6f5000 r-xp  08:01 7135278 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/dbi.mysql.ext.so
ec6f5000-ec805000 rwxp 000c9000 08:01 7135278 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/dbi.mysql.ext.so
ec805000-ec806000 ---p  00:00 0
ec806000-ed006000 rwxp  00:00 0
ed006000-ed007000 ---p  00:00 0
ed007000-ed807000 rwxp  00:00 0
ed807000-ed808000 ---p  00:00 0
ed808000-ee008000 rwxp  00:00 0
ee00c000-ee1cd000 rwxp  00:00 0
ee1cd000-ee324000 r-xp  08:01 7135293 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/socket.ext.so
ee324000-ee327000 rwxp 00157000 08:01 7135293 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/socket.ext.so
ee327000-ee32d000 rwxp  00:00 0
ee32d000-ee378000 r-xp  08:01 7135286 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
ee378000-ee379000 rwxp 0004b000 08:01 7135286 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
ee379000-ee37c000 r-xp 0004c000 08:01 7135286 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
ee37c000-ee37e000 rwxp 0004e000 08:01 7135286 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
ee37e000-ee38e000 rwxp  00:00 0
ee38e000-ee3ff000 r-xp  08:01 7135279 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/dbi.sqlite.ext.so
ee3ff000-ee40 rwxp 00071000 08:01 7135279 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/dbi.sqlite.ext.so
ee40-ee50 rwxp  00:00 0
ee516000-ee529000 r-xp  08:01 2583654 /usr/lib32/libz.so.1.2.3.4
ee529000-ee52a000 rwxp 00013000 08:01 2583654 /usr/lib32/libz.so.1.2.3.4
ee532000-ee54a000 r-xp  08:01 7135283 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/regex.ext.so
ee54a000-ee54b000 rwxp 00017000 08:01 7135283 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/regex.ext.so
ee54b000-ee54c000 rwxp  00:00 0
ee54c000-ee558000 r-xp  08:01 7135294 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/topmenus.ext.so
ee558000-ee559000 rwxp b000 08:01 7135294 /usr/games/tf2server/**
orangebox/tf/addons/sourcemod/**extensions/topmenus.ext.**soPreMinidumpCallback:
updating dump comment



On 21.7.2011 г. 17:34 ч., Carl wrote:


Don't be so quick on the trigger, srcds is a big program that takes in a
tremendous amount of hard to guess data and has to run on a large variety of
hardware and OSs. Testing this stuff isn't exactly straightforward.

Also, does anyone have high use Tf2 beta servers running? Do customers
even pay for beta servers?



On 7/21/2011 7:08 AM, E3pO wrote:


Whoever has the final call on releasing updates needs to be fired. It is
illogical to release an update for such a widely used application without
testing and then just walk away from the update station and go to sleep.
Hell, i'm willing to bet it was about 85% done uploading to the content
servers about to release the update and the guy just called it a night.

And what the hell are they doing so different each time that breaks so
many
things?

Added the items for Dr. Grordbort's Victory Pack
- Fixed hatless hats not working correctly
- Fixed a display issue with team color paints
- Updated the localization files

So how many hats have they released now? You 

Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Alexander Bienzeisler

http://forums.alliedmods.net/showthread.php?t=72322

i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a) 
joins. i considered this the most satisfying solution.

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk  wrote:

I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com  wrote:


This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinholdpeter_va...@reinhold.dk

wrote:
Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P,
i've
started looking into reserving slots for our admins.

Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something illegal and risk my server

banned,

but is it possible to extend the playercount to, for instance, 28, and

still

only have 24 public slots visible?

So, when an admin joins, playercount will be 25, and pub players are

still

disallowed, then when someone leaves, we are at 24, and pubs are still
disallowed, but the admin is then moved to a public slot.

Is this possible in any way?


Kind Regards,

/Peter

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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Alexander Bienzeisler
Hey there,

as far as i noticed this is no longer necessary. My server transits from 
one gamemode to another without any problems. Can anyone confirm this?

Alex
 Unknown command mp_gamemode

 Maybe it works for Left 4 Dead, but it doesnt work for Left 4 Dead 2.

 - Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av Richard Eid
 Sendt: 23. november 2009 16:05
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 You just need to type mp_gamemode into the console and press Enter. It'll
 show you what the value for that CVar is currently set at.  Whatever is
 displayed is what mode the game is currently running.

 -Richard Eid


 On Mon, Nov 23, 2009 at 9:54 AM, Kerry Dorsey kdor...@dorseyinc.com wrote:

   
 That is a great question. The only way I can tell is as you
 mentioned...maxplayers goes to 8. Anyone know?

 --Kerry


 On Nov 23, 2009, at 9:48 AM, Steffen Tronstad wrote:

 
 How can I see what gamemode my server is running as?

 The only thing that changes trough the status command, is maxplayers
 (8 or 4)




 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
   
 hlds_linux-boun...@list.valvesoftware.com
 
 ] På vegne av Kerry Dorsey
 Sendt: 23. november 2009 15:25
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 To see the server when browsing Steam Group servers (of that game
 type), it must be already be running on that game type. If you're
 setting up a dedicated game type server, add that game type after the
 map parameter in the startup command, i.e.,  +map c1m1_hotel versus.
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only
 establishes the games that CAN be matched to your server, not the game
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:

   
 Has anyone gotten around to spawn a server in survival mode (or any
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I
 can play with normal ping (100 ms), but I cannot find these servers
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen

 
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Re: [hlds_linux] Left 4 Dead 2 Update Coming

2009-11-21 Thread Alexander Bienzeisler
nobody cares about your nices. holy shit this mailing list is for 
information not for amusement.
 Nice

 2009/11/21 Midnight mido...@gmail.com

   
 Nice.

 Jason Ruymen wrote:
 
 A required update for Left 4 Dead 2 is on the way.  It should be live in
   
 about 20 minutes.
 
 Jason

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Re: [hlds_linux] Left 4 Dead 2 Update Released

2009-11-21 Thread Alexander Bienzeisler
confirmed. removed -autoupdate
 my srcds_run now has DEPOT_NAME=left4dead2_demo;
 So -autoupdate is now broken as it will try to install the demo files

 Can anyone else confirm?

 On Sat, Nov 21, 2009 at 3:21 PM, Shlomi Turjeman shlomi@gmail.comwrote:

   
 or mp_gamemode =(


 On Sat, Nov 21, 2009 at 22:17, h...@gmx.de wrote:

 
 Hmmm,

 when comes the fix that I can use sv_password ? :(


  Original-Nachricht 
   
 Datum: Sat, 21 Nov 2009 12:04:33 -0800
 Von: Jason Ruymen jas...@valvesoftware.com
 An: \'h...@list.valvesoftware.com\' h...@list.valvesoftware.com,
 
 \'Half-Lifededicated Linux server mailing list\' 
 hlds_linux@list.valvesoftware.com, \'
 hlds_annou...@list.valvesoftware.com\' 
 hlds_annou...@list.valvesoftware.com
   
 Betreff: [hlds_linux] Left 4 Dead 2 Update Released
 
 A required update for Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed performance problem when rendering lots of decals, notably when
 fighting tanks with shotguns
 - Fixed rcon response not working on Linux dedicated servers
 - Fixed matchmaking problem matching into Advanced and Expert games
 - Fix bug that would cause other specials to try to pummel a player a
 Charger disconnects or reconnects
 - Fixed versus mode results panel being cut off in transition stats
 
 screen
   
 in non-english
 - Found games: fixed non-player entries drawing the wrong type of icon
 
 in
 
 the selected item name label
 - Game mode selector on main menu now takes keyboard input

 Jason


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 --
 GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
 Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01

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Re: [hlds_linux] Left 4 Dead Update Available

2009-11-10 Thread Alexander Bienzeisler
You'll team up with 3 of your mates and it finds you 4 others that did 
the same. :)
 Great!

 What is the difference between versus and team versus?

 Thanks

 El mar, 10-11-2009 a las 09:26 +0200, ics escribió:
   
 Just a note for everyone, this update brought up new gametype called 
 teamversus so now there is coop, versus, survival and teamversus.

 -ics

 Jason Ruymen kirjoitti:
 
 A required update for Left 4 Dead is now available.  Please run 
 hldsupdatetool to receive.  The specific changes include:

 - Fixed a crash related to a Crash Course achievement
 - Fixed an issue were bots and computer controlled special infected were 
 being reported via View Game Info
 - Added Team Versus 4 on 4 competitive matchmaking

 Linux:
 - Add warning if +map is not specified on the command line
 - Steam is located by searching .., . and $PATH
 - Added -steambin option to specify location steam, overrides search
 - Added -steamverify option to add -verify_all when updating with steam

 Jason


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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-27 Thread Alexander Bienzeisler
mine can't find gameinfo.txt though it's there. how do you start your 
linux servers?
 host.txt is overwritten by each update with verify_all. Master servers are 
 added with strange ports (27009, 27012, 27013, ...)


   
 As you've already seen, the dedicated server files for the Left 4 Dead 2 
 Demo are now available.  The game name is left4dead2_demo.  We're still 
 doing some final checks for the client, but that should be going live 
 soon.

 Jason


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[hlds_linux] L4D2 Demo Server files?

2009-10-20 Thread Alexander Bienzeisler
Hey there,

will there be server files for the demo or will it be localhost only?

Regards,
Alex

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Re: [hlds_linux] l4d issues with logging enabled?

2009-10-13 Thread Alexander Bienzeisler
Hello,

the only problem i experienced with hlstatsx is that the server crashes 
on certain rcon queries from the daemon. I had to disable rcon support 
in the hlxce backend. Haven't seen a crash since then.
Hope that helps.
 I have logging enabled on my L4D server running 6 forks, and I am not 
 seeing this problem.  Lobbies are able to connect and play with the 
 lobby settings just fine.  Server is running Debian Lenny x86_64.

  - Dave

 Jonah Hirsch wrote:
   
 Easiest way would be mm_dedicated_force_servers IP:PORT
 What happens is that when the lobby connects to the server, for WHATEVER
 reason, the server crashes, and recovers quickly, so the players connect to
 the default map as if they connected through the console.

 My servers won't create a debug log. Will anyone else's?

 Jonah Hirsch
 ---


 On Mon, Oct 12, 2009 at 9:24 PM, Ook ooksser...@zootal.com wrote:

 
 I went to try this on my server, but how do you, from a lobby, specify the
 server?


 - Original Message -
 From: Goerge brutalgoerge...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, October 12, 2009 8:46 PM
 Subject: [hlds_linux] l4d issues with logging enabled?


   
 I enabled logging on my l4d servers and restarted them.  After that,
 connecting lobbies were forced to play the default campaign.  The servers
 were not accepting the lobby settings.  I tried restarting again, same
 issue.  I disabled logging, restarted, and the servers worked normally
 again.

 All i can think is... seriously? enabling log fucks the server up lol
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Alexander Bienzeisler
I tried to sum up what I did to fix all this, hope it works for you. Oh, 
and hi! ;)

http://forums.steampowered.com/forums/forumdisplay.php?f=130

 I pretty sure it's still broken.

 I received another update this morning, but it was only dll files (on a
 linux server).

 Jonah Hirsch
 ---


 On Wed, Sep 30, 2009 at 9:17 AM, ics i...@ics-base.net wrote:

   
 mp_gamemode
 Unknown command mp_gamemode

 Are you sure it's made available? Fully updated server just now and
 still that command doesn't work. Also right now a server marked
 sv_gametypes coop,survival is running a versus game so is the lobby
 system really obeying gametypes properly?

 -ics

 Jason Ruymen kirjoitti:
 
 A new, highly recommended Left 4 Dead update is now available.  Please
   
 run hldsupdatetool to receive the update.  The specific changes include:
 
 - Made the variable mp_gamemode available again. Note that you can also
   
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
 
 - Added mm_dedicated_force_servers to allow specification of a list of
   
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
 
 - Updated shared libraries and DLLs preventing dedicated servers listing
   
 correctly, appearing on Steam groups, and being found via sv_search_key
 
 Jason


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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Alexander Bienzeisler
AFAIK the cvar is now existant but hidden.
 When I try to change the gamemode using mp_gamemode, it doesnt work and
 returns unknown command. However, I run a few plugins that use mp_gamemode
 to function, and they're all operating properly as far as I can see.


 On Wed, Sep 30, 2009 at 9:17 AM, ics i...@ics-base.net wrote:

   
 mp_gamemode
 Unknown command mp_gamemode

 Are you sure it's made available? Fully updated server just now and
 still that command doesn't work. Also right now a server marked
 sv_gametypes coop,survival is running a versus game so is the lobby
 system really obeying gametypes properly?

 -ics

 Jason Ruymen kirjoitti:
 
 A new, highly recommended Left 4 Dead update is now available.  Please
   
 run hldsupdatetool to receive the update.  The specific changes include:
 
 - Made the variable mp_gamemode available again. Note that you can also
   
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
 
 - Added mm_dedicated_force_servers to allow specification of a list of
   
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
 
 - Updated shared libraries and DLLs preventing dedicated servers listing
   
 correctly, appearing on Steam groups, and being found via sv_search_key
 
 Jason


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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Alexander Bienzeisler
Whoops, should have been this one 
http://forums.steampowered.com/forums/showthread.php?t=978127
sorry ;)
 So you want me to browse through all messages in Left 4 Dead game forums 
 before i find the answer? Gimme a direct link please.

 -ics

   

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Re: [hlds_linux] Alfreds return

2005-09-26 Thread Alexander Bienzeisler

Mahmoud Foda wrote:


--
[ Picked text/plain from multipart/alternative ]
Did you really have to start a new converstation to tell everyone on the
list what they already get?

On 9/26/05, sprout [EMAIL PROTECTED] wrote:



our prairs have been answered!!! Alfred has returned :) thanks... Kinda
been
lacking on information and help recently I think u very much...
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, September 26, 2005 1:36 AM
Subject: RE: [hlds_linux] DoD:S update, salivate or sleep?





Hey guys, I am just back from a week of lying on the proverbial beach,
it will take me a couple days to catch up with the recent goings on (so
if you mailed me any problems last week give me some time to respond).

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Britt
Priddy (PZ)
Sent: Sunday, September 25, 2005 9:47 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DoD:S update, salivate or sleep?

You forgot the high caffeine beverages :P
I don't think Alfred sleeps much! :)

They take the time to deal with allot of little things while at the same
time maintaining a huge work load.

Well put Dan!


- Original Message -
From: Dan Sorenson [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, September 25, 2005 11:01 PM
Subject: [hlds_linux] DoD:S update, salivate or sleep?





It's a quarter of 11pm Central Standard time right now,
yet hlds does not yet show a DoD:S game as an option. I know Valve
has a release date of Monday 5pm CST. I know, if Valve is anything
like the companies I've worked for, that developers are busy hammering
out bugs and new code and violating three laws of physics just to
come up with a miracle fix by release date and they'll patch it later,
managers are interrupting them every three to five minutes asking
for status reports and Gabe is probably chewing on his fingernails
at home while scribbling out revisions to a press release he hopes
he won't have to make.

It's crunch time, at Valve. Everybody knows what it's like.

For the server admins, we're standing by ready to update and
launch. Should we wait on pins and needles or grab some pillow
time and assume we'll have something to work with on Monday?

For that matter, can we get an update that at least allows
us to download the game content, even if the server isn't ready?
Valve won't release the clients until the server is ready, but why
not get the maps, sounds, models and such pre-downloaded by the
servers since that content is finalized? Yes, it's an extra
revision to the code, but given the content is in final it's a
lot of implementation time that can be moved ahead of the first
release, which thus allows bug reports to come in much faster.

Which reminds me, welcome back from vacation Alfred!
I hope you had a wonderful, relaxing time, because I don't
envy what you're returning to.

- Dan

* Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings? There ain't no vikings here. Just us honest farmers. *
* The town was burning, the villagers were dead. They didn't need *
* those sheep anyway. That's our story and we're sticking to it. *


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Some info on dod:s server files would be much appreciated some ETA or
stuff similar to that.

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