Re: [hlds_linux] Servers spamming ads

2013-10-28 Thread Andreas Grimm
Quickplay players don't need radios and DJs

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered
.
Sent: Monday, October 28, 2013 6:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers spamming ads

There are plugins that depend on the motd to run in the background. For
example : radio and dj plugins. I can go on and on. The servers that run
the plugin you speak of don't show the ad nor do they play sound, if coded
the right way. So your request of completely removing motd will upset the
community. Ads help communities pay the bills. If you hate ads so much,
just donate money to pay for all the servers and then come back and
complain about ads. gg.
 On Oct 28, 2013 12:39 PM, "1nsane" <1nsane...@gmail.com> wrote:

> Valve kinda tried to fix the ad spam before. But all they did was hide the
> other MOTD windows if you connect by using Start Playing. But simply
hiding
> them is kinda silly if nothing prevents them from loading.
> All it did was break legitimate plugins that showed rules or backpacks but
> did nothing to the ads or their plugins (
> https://forums.alliedmods.net/showthread.php?t=211842).
> Ads aren't exactly fobidden but faking tags is. I got tired of reporting
> the shitty servers personally. Sucks that the servers that fake tags get
> the traffic over our servers but sadly i have better things to do.
>
> -ics
>
> Nick F. kirjoitti:
>
> > Will anything be done about the servers that spam ads? Does anyone look
> at
> > in game reports anymore?
> >
> > How this works is that even if you join through quickplay a server can
> load
> > ads in the background (without you seeing them). Flash or video ads can
> > negatively affect FPS and latency.
> >
> > I see more and more of these popping up now when using quickplay. They
> tend
> > to use fakeplayers to fool quickplay into sending them players. Then
they
> > just make a quick buck by constantly loading ads at the expense of
> players.
> >
> > Quickplay is what new players use and this is a very bad first
experience
> > when the game doesn't perform as good as it should because it's
rendering
> > ads. Worst still some of these ads play sound in the background while
you
> > are trying to play
> > __**_
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Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread Andreas Grimm
You can add "-nohltv" to your start parameters if you don't use source tv.
Then the gameserver doesn't bind additional ports.

 - Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steve
Dudenhoeffer
Sent: Sunday, February 10, 2013 3:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Overlapping port usage when running multiple
servers on one machine

tv_port defaults to 27020

On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting <
chefeification...@gmail.com> wrote:

> There are some port that the game tries to bound automaticly, maybe there
> are some cvars to control that 
>
> For all command line specific, look here:
>
>
https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicat
ed_Server
>
>
> 2013/2/10 Landon Orr 
>
> > So that specified one of the ports, however when I run the server, it's
> > still trying to use 27020, which is in use. Is it possible to specify
> that
> > one as well?
> >
> >
> > On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang  > >wrote:
> >
> > > The parameter is "-port 27025", for example.
> > > On Feb 9, 2013 6:00 PM, "Landon Orr"  wrote:
> > >
> > > > Currently I'm trying to host multiple servers on one machine. It's a
> > very
> > > > beefy machine, two 16-core AMD processors and 64 gigs of memory, so
> I'd
> > > > like to run quite a bit of servers, 30+ if possible. However, I'm
> > running
> > > > into an issue when I spin up more than fiver servers or so. Right
now
> > I'm
> > > > having issues with ports overlapping, as in the servers try to
> request
> > a
> > > > port but it's already in use. For the first five they would just use
> > the
> > > > next port up. However, it seems that a server uses two ports
(correct
> > me
> > > if
> > > > I'm wrong) 27015 and 27020. After five servers, the next server
tries
> > to
> > > > use 27015, it's in use so it tries 27020 and then it gives up.
> > > >
> > > > I know when you use the srcds_run command, there is a way to specify
> > the
> > > > port to use, but I can't remember the command. Also, how many ports
> do
> > I
> > > > have to specify? Just two, or are there more than that?
> > > > ___
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Re: [hlds_linux] Whats the deal with old halloween event maps?

2012-10-24 Thread Andreas Grimm
Addition to this: If you want to run the other maps, then you have to
precache these files, too:

PrecacheModel("models/props_halloween/pumpkin_explode.mdl"); //maybe this
one is needed for manor, too ... can't remember anymore
PrecacheModel("models/props_halloween/ghost_no_hat.mdl");
PrecacheModel("models/props_halloween/halloween_demoeye.mdl");
PrecacheModel("models/props_halloween/eyeball_projectile.mdl");

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andreas
Grimm
Sent: Wednesday, October 24, 2012 6:31 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Whats the deal with old halloween event maps?

You just have to precache two models, then it's all fine. Is use this code
in a little plugin:

PrecacheModel("models/bots/headless_hatman.mdl");
PrecacheModel("models/weapons/c_models/c_bigaxe/c_bigaxe.mdl");

Gameservers don't precache them automatically when it's not really
halloween.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, October 24, 2012 6:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Whats the deal with old halloween event maps?

Last week i held and event for upcoming halloween. We played custom maps 
that had halloween monsters (aka the horseman) on and some others with 
just ghosts with tf_forced_holiday 2.

This week, i arranged to play cp_manor_event and cp_viaduct_event to 
prepare players for halloween time. However, with manor te map crashes 
as soon as setup gates are supposed to be open with following error:

L 10/24/2012 - 19:02:41: World triggered "Round_Setup_End"
967/ - headless_hatman:  UTIL_SetModel:  not precached: 
models/bots/headless_hatman.mdl
967/ - headless_hatman:  UTIL_SetModel:  not precached: 
models/bots/headless_hatman.mdl
L 10/24/2012 - 19:02:41: Engine error: 967/ - headless_hatman: 
UTIL_SetModel:  not precached: models/bots/headless_hatman.mdl
Boom.

On viaduct_event, the monoculus doesn't even spawn but the map works 
otherwise. Are these maps intentionally broken or if not, they should be 
fixed for halloween.

-ics



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Re: [hlds_linux] Whats the deal with old halloween event maps?

2012-10-24 Thread Andreas Grimm
You just have to precache two models, then it's all fine. Is use this code
in a little plugin:

PrecacheModel("models/bots/headless_hatman.mdl");
PrecacheModel("models/weapons/c_models/c_bigaxe/c_bigaxe.mdl");

Gameservers don't precache them automatically when it's not really
halloween.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, October 24, 2012 6:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Whats the deal with old halloween event maps?

Last week i held and event for upcoming halloween. We played custom maps 
that had halloween monsters (aka the horseman) on and some others with 
just ghosts with tf_forced_holiday 2.

This week, i arranged to play cp_manor_event and cp_viaduct_event to 
prepare players for halloween time. However, with manor te map crashes 
as soon as setup gates are supposed to be open with following error:

L 10/24/2012 - 19:02:41: World triggered "Round_Setup_End"
967/ - headless_hatman:  UTIL_SetModel:  not precached: 
models/bots/headless_hatman.mdl
967/ - headless_hatman:  UTIL_SetModel:  not precached: 
models/bots/headless_hatman.mdl
L 10/24/2012 - 19:02:41: Engine error: 967/ - headless_hatman: 
UTIL_SetModel:  not precached: models/bots/headless_hatman.mdl
Boom.

On viaduct_event, the monoculus doesn't even spawn but the map works 
otherwise. Are these maps intentionally broken or if not, they should be 
fixed for halloween.

-ics



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Re: [hlds_linux] MvM update imminent

2012-08-15 Thread Andreas Grimm
Fletcher,

is it a problem when sv_allow_votes is == 0 ?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Thursday, August 16, 2012 2:48 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com)
Subject: [hlds_linux] MvM update imminent

The update is going live any second now.

To host an MvM server:
* Make sure maxplayers is 32!
* No PvP maps in the MvM mission cycle file.  (More details on this file
will follow.)
* Set tf_mm_servermode 2 (or 0)
*  Boot the server on one of the MvM maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

* Use the default mission cycle file (attached) or edit as you prefer

* Convars:
Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest sv_minrate 3

To host a PvP server:
*   No MvM maps in the mapcycle file.
*   Set tf_mm_servermode 1 (or 0)
*   Boot the server on a PvP map in your map cycle.


A few last qestions:


We will host some "Boot Camp" (non Mann UP!) servers, but we are expecting
that the demand for servers of both kinds will be extremely high, so we are
moving most of our servers to Mann UP.

In summary: almost all of the "boot camp" players --- which is likely to be
a majority of players today --- will be hosted on community servers.




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Re: [hlds_linux] Mini update?

2012-07-13 Thread Andreas Grimm
Update didn't fix that bug. Already tested

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Saturday, July 14, 2012 1:28 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mini update?

Speaking of fixing sv_pure issues with clients, does anyone know if this 
update fixed players switching from sv_pure 1 or 2 servers to any other 
server not being able to see custom content on said servers?

On 7/13/2012 5:28 PM, ics wrote:
> Do take notice that it's impossible for us to guess what game are you 
> talking about if you do not mention it in your post. Also, Steam news 
> are good place to start. http://store.steampowered.com/news/
>
> It seems to be TF2 that you are talking about and a fix for client 
> crash.  No server update required.
>
> -ics
>
> 14.7.2012 0:26, Frank kirjoitti:
>> I just got a very small update on a client of only 5.3 MB , what was 
>> this
>> for?
>>
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Re: [hlds_linux] Custom content redownloads if going from a sv_pure 1 server to a sv_pure 0 server

2012-06-30 Thread Andreas Grimm
I have the same problem.

There is currently no way to fix it.
Clients have to restart their client to see custom content again.

- Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
alon.gub...@gmail.com
Sent: Sunday, July 01, 2012 7:47 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] Custom content redownloads if going from a sv_pure 1
server to a sv_pure 0 server

Hey,

Does anybody know a way to fix that bug where if you're on a sv_pure 1
server and you go to a sv_pure 0 server it redownloads all the content and
show errors instead of models?

I tried to change my server to be sv_pure 1 as well and changed the
whitelist but it still redownloads everything.

Thanks.
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Re: [hlds_linux] TF2: how to disable training weapons on a public server w/o plugin?

2012-06-30 Thread Andreas Grimm
In my eyes the Jumper weapons are no training weapons only.
I use them to get fast from one point to another and I use my secondary or
melee weapon to attack.

But you could use plugins to get rid of unwanted weapons.
Don't know any plugin URL atm, but I know that they exist.

 - Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Saturday, June 30, 2012 9:55 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2: how to disable training weapons on a public
server w/o plugin?

Hello,

we would like to disable the training weapons Sticky Jumper and Rocket 
Jumper on our public server, it would be nice if it could be done by a legal

config change or a cvar. Someone knows a way how to do it?

I understand the reason for the training weapons, but these weapons annoying

players on a non training server (FFA server). People are jumping around 
senselessly. It doesn't help for the game play.

Best regards

Ronny Schedel 


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Re: [hlds_linux] [CS:S] - how to allow +use

2012-06-16 Thread Andreas Grimm
give that a try:

sv_turbophysics 1

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Freddie
Sent: Sunday, June 17, 2012 3:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [CS:S] - how to allow +use

On 6/16/2012 8:08 PM, Andreas Grimm wrote:
> In CS:S it should be enabled by default without a cvar to disable it.
> Otherwise players couldn't defuse a bomb which would be "+use" for example
>
>

Ah, that clears something up and reminds me that I may have asked the 
wrong question.  I'm looking for a way to allow players to push props 
around.  Which lead me to:

  sv_pushaway_clientside   : 0: , "sv", 
"rep": Clientside physics push away (0=off, 1=only localplayer, 
1=all players)
  sv_pushaway_force: 3: , "sv", 
"rep": How hard physics objects are pushed away from the players on 
the server.

I think that's what I need to look into.  Thanks!

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Re: [hlds_linux] [CS:S] - how to allow +use

2012-06-16 Thread Andreas Grimm
In CS:S it should be enabled by default without a cvar to disable it.
Otherwise players couldn't defuse a bomb which would be "+use" for example

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Freddie
Sent: Sunday, June 17, 2012 3:00 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] [CS:S] - how to allow +use

Greetings.  I've searched all over the web for a method to allow +use on 
my CS:S server.  I've found a method for TF (tf_allow_player_use) but no 
such command exists for CS:S...at least that I've found.

We're using Metamod and Sourcemod on Windows (yes, I know this is 
_linux, but I figured a cvar knows no boundaries)

Many thanks, all.

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Re: [hlds_linux] Suddenly very low server population

2012-04-26 Thread Andreas Grimm
My Motd is ~9KB and my clients don't have any crashes.
I would guess it's more a specific html content, which causes the crash and
not the size of the motd.

Try to disable your html elements step by step to find out, which one
crashes your clients. Disable javascripts, animations, flash elements and
all this stuff. I had the same problems a while ago, the motd is not able
display all websites and it crashes the client when there are any problems.

- Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
Ojeda
Sent: Friday, April 27, 2012 8:40 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Suddenly very low server population

For those who are experiencing no users on your servers, do you have a
local motd (hosted on the tf2 server) or are you using a remotely hosted
one on a webserver? If it's remotely hosted check to see if it's over 1KB
and if it is try lowering it below 1KB. I sent in an email to the
newsletter and a guy from valve is looking into it. This might be an issue
as to why the servers are having issues keeping people on.

Basically what has been happening for me is if the Remote MoTD is over 1KB
it crashes the TF2 client. After reducing the size to below 1KB, boom, just
like that users are now on... This only seems to have happened after the
last update.

-- 
Michael Ojeda
mojed...@gmail.com
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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-18 Thread Andreas Grimm
Drogen Viech ... I have no idea how your post is related to this topic, but
ok...
I'll just point out that saigns.de was banned for one month from the master
servers january this year.

Do you really think, that I am so stupid to risk a ban again?
...Why should I fake the "status" output, when every player can clearly see,
who is a bot? Please...

There are still enough other communties with fake clients, but feel free to
send a detailed report to Fletcher ( fletch...@valvesoftware.com ). He knows
what kind of plugins I run, but perhaps you know it better.

If you don't like other communities and how they run their server, please
learn how to use your ingame server blacklist or simply don't play on them,
nobody forces you to do that.

Back to topic:
Valve gave an early dedicated server access to a few communities/hosters
(multiplay, arsclan, gameconnect, localstrike, mweb, saigns and perhaps a
few more). I think they will give the server files to more people very soon
or they release it for the public. The current servers are very instable and
there are a lot of fixes needed.

- Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: Wednesday, April 18, 2012 8:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Running a CS:GO Dedi Server

I'll just point out that "Andreas Grimm l...@gmx.net" is the admin of
saigns.de and last time i checked they still somehow modified the
output of the 'status' command.

2012/4/16 Saul Rennison :
> Pretty sure you can just hook IServerGameDLL::ShouldHideServer to make it
> return false and you'd appear on the master list.
>
> That's assuming HPE have been as lazy with the server browser checks as I
> think they have. Maybe someone from SM/MM:S could back me up here.
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 16 April 2012 22:32, doc  wrote:
>
>> It's MY counter-strike and I want it NOW!
>>
>> On Mon, Apr 16, 2012 at 1:57 PM, dan  wrote:
>> >
>> > Everyone will get the software at some point in the future.
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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-16 Thread Andreas Grimm
Saigns removed all fake clients/plugins 4-5 months ago.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: Monday, April 16, 2012 6:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Running a CS:GO Dedi Server

On Mon, Apr 16, 2012 at 11:14:08AM +0200, AnAkIn wrote:
> How did people running 20-30 servers with fake clients on TF2 got the
> CS GO dedicated server access...? :/

This. It's funny how one of the worst "communities" is allowed to run 
CS:GO servers.

Hopefully Valve will just release the dedicated server files onto the 
update tool, at least for people logging in on a Steam account with 
access to the game. Just have matchmaking only use Valve's servers, 
problem solved.

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Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth

2011-12-18 Thread Andreas Grimm
just my comment ...

Without 32 slots and instant respawn i never never ever ever never ever would 
play any second Team Fortress 2 or get the idea to host gameservers.

Thank god, that server modification is possible, so that I was able to have fun 
with the game and was able to support valve with buying items. And a lot of 
people in my community have the same feeling

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
Sent: Sunday, December 18, 2011 11:29 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth

"That's not quickplay, that's Skyrim and other games being released in
the meantime, taking time from people who only have 24 hours in their
day."

Can you please explain why CS:S players did not drop during that time then?

On Sun, Dec 18, 2011 at 2:26 AM, bp  wrote:
> On Sun, Dec 18, 2011 at 10:54, Robert Paulson  wrote:
>> From the steady decline of TF2 players shown here compared to CS:S, it
>> is clear to me at a macro scale how quickplay is damaging TF2.
>
> That's not quickplay, that's Skyrim and other games being released in
> the meantime, taking time from people who only have 24 hours in their
> day.
>
> --bp
>
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-06 Thread Andreas Grimm
all saigns servers have "tf_server_identity_disable_quickplay" = "1" ...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Sunday, November 06, 2011 4:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Report abusive servers from the main menu

You shouldn't be able to report a server from the main menu because then
every person you ban will be able to report all of your servers.

This also doesn't need to include just players who you banned, but other
communities or people that just don't like you.

This will make extra work for Valve.


In regards to servers like saigns, once enough people complain they will be
taken off the quickplay pool. If enough people complain...

On Sun, Nov 6, 2011 at 7:51 AM, Nomaan Ahmad  wrote:

> This topic again? -.-
>
> On 6 November 2011 12:32, bp  wrote:
>
> > The Report Players button is there whenever you play on a server that
> > you are not having FUN on. The worst that would happen is simply the
> > server getting deregistered: players would no longer connect through
> > matchmaking, a service that's after all aimed at newbies who probably
> > would prefer the vanilla experience. I know I for one did, but people
> > have different tastes and the whole point of the reporting tool is
> > providing feedback about what people like and don't like to Valve.
> >
> > In this perspective, I think that excessive modding that makes the
> > game not fun is a valid reason to report - just like abusive
> > administrators who freeze other people in place and noclip to grab the
> > gifts themselves.
> >
> > On the other hand... well, if you don't like it, don't play on it. It
> > would make sense to propose the user to report a server right after
> > being forcibly disconnected (something Valve's working on IIRC), but
> > allowing users to report any server at any time is probably asking for
> > abuse of the tool.
> >
> > --bp
> >
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-26 Thread Andreas Grimm
Same on windows

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andreas 
Willinger
Sent: Wednesday, October 26, 2011 1:33 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Hello,

since the Update of the 20/10 this error is occurring everytime I am
starting my Server:

MDLCache: Failed load of .VVD data for
player/items/all_class/skull_sodlier.mdl

Anyway to fix this?


-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Tony
Paloma
Gesendet: Dienstag, 25. Oktober 2011 23:46
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  The specific
changes include:



- Fixed a client crash caused by corrupt particle data

- The Professor's Peculiarity can now be used as a crafting ingredient

- Football Manager 2012 promo items are now tradable and available for
purchase

- Additional stability/performance work for both clients and servers

- Updated localization files



Thanks,

Tony
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Re: [hlds_linux] See server reputation

2011-10-25 Thread Andreas Grimm
it seems that cl_gameserver_list isn't updated in realtime. and it's 
inefficient to use cl_gameserver_list with over 100 gameservers.
when I see gameserver with id x, y and z are not "ok" ... eh which gameservers 
now had these ids in their cfg?!

foreach ( server : getGameservers() )
{
if ( server.rcon("command_to_see_the_tend_status") != 'nice' )
{
print("check %s's cfg file!",server.name);
}
}

that would be so much easier than writing lists manually, where I can realize 
getGameserverNameByIdentityId() in realworld-modus (using brain, wasting 
calories, etc)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of w4rezz
Sent: Tuesday, October 25, 2011 11:47 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] See server reputation

To show a server reputation use cl_gameserver_list client command,
actual reputation value does not matter, instead of that you should
check the "trend" status.

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Re: [hlds_linux] CS:GO info - VALVe becoming evil?

2011-08-28 Thread Andreas Grimm
128 would be cool

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Sunday, August 28, 2011 10:02 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS:GO info - VALVe becoming evil?

It would be interesting to know what the player limit is for CS:GO.

On Sun, Aug 28, 2011 at 10:19 AM, ics  wrote:

> I already stated many reasons why they won't most likely allow any
> community servers into the ranking pool. Nothing stops you from running
> 10slot server for clans on 5vs5 games. Just that they won't be matched based
> on skill level. Things go on as normal, the 5vs5 is only similiar to TF2
> quickplay where you can find company to play with fast and easy.
>
> -ics
>
> 28.8.2011 17:36, Eric Riemers kirjoitti:
>
>  With no valve admins on it, spammers on it, cheaters, and god knows what
>> without any control.. good luck with that.
>> The reason why people stick to certain servers is because there are admins
>> and people know what the servers does.
>>
>> I see no reason why community/providers cant host 5vs5 ranked. We host war
>> servers for tf2 too, which works just fine.
>>
>> Time will tell..
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Claudio
>> Beretta
>> Sent: zondag 28 augustus 2011 16:18
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] CS:GO info - VALVe becoming evil?
>>
>> If it will be as you described, this looks like a very good model.
>>
>>
>> On Sun, Aug 28, 2011 at 3:27 PM, ics  wrote:
>>
>>  According to all that i've read about it from the testers, interviews,
>>> previews, etc, CS:GO concentrates on 2 gamemodes, 5vs5 matches and
>>> public play (like cs1.6 and css are today). The ranked mode aka 5vs5
>>> is where players rank aka his skill level is being monitored. So he
>>> ends up playing
>>> 5vs5 matches against players of his/her skill level instead of
>>> complete frustration and failure. All 5vs5 servers are hosted by Valve
>>> so there will be no cheating (from the servers part) or misinformation,
>>>
>> plugins, etc.
>>
>>> Valve will set up servers for all the continents for this purpose for
>>> PC,
>>> Xbox360 and PS3. There will be no community ranked servers for it.
>>> Thats the current information about it
>>>
>>> There will be a public mode available for PC that you can have a
>>> dedicated server for.
>>>
>>> -ics
>>>
>>> 28.8.2011 16:00, Hahahaha kirjoitti:
>>>
>>>  This is all rumora though isn't it? About allowing community based
>>> servers
>>>
 or not? I'd be up to hosting a cs:go server if they did allow it.
 Just so I understand what do you guys mean when you're talking about
 it being a ranked server or not? What does it mean to be a ranked
 server?

 Sent from my iPhone

 On 2011-08-27, at 3:32 PM, Evan   wrote:

  Not sure if you guys read the stuff in the trailer. "*More *Maps",
 "*More

> *Game
> Modes", "*More *Weapons" Its "*More *of a glorified expansion pack"
> for
> CS:S than a full game.  They probably just spent all their time
> porting the game over to consoles.. and hopefully did it right this
> time.  Anyways..
> CS:GO will sell like hotcakes and unless valve plans on hosting
> enough servers for everyone that plays it -- there will be a need
> for community based server... ranked or not.  Also, people love
> mods, wc3 mod for example and there will be achievement servers and
> trade servers (to trade all of the hats they will put in the game)
> which the community will need to host.
>
> --below is a rant...
> The ONLY reason I see valve selling this game as a new game is so
> when they release it for consoles it will not be as an old game
> (cs:s).  It gets a new title and some new stuff.  This stuff... like
> maps, game modes, and weapons have, in the past, always been DLC for
> games like TF2.  No one wants to buy a game that is new to console
> but 7 years old... the solution, add some stuff that would/should be
> DLC (free or not), slap a new name on it and market it as the next
> big step in a line of otherwise great games.  Now if CS:GO is free
> or extremely discounted for people that have CS:S... I could see
> this as an attempt to expand their market/client base without
> hurting their current client base.
>
> On Sat, Aug 27, 2011 at 12:40 PM, doc   wrote:
>
>  I like CS because it feels like the "arcade" version of a lot of
>
>> military shooters. Sure it's not realistic to shoot an AWP from the
>> hip but sometimes it feels just -really badass-.
>>
>> On Sat, Aug 27, 2011 at 8:24 AM, Evaldas
>>  wrote:
>>
>>  Yes this information about servers is disappoint

Re: [hlds_linux] stutter issue

2011-08-08 Thread Andreas Grimm
I connected,

I don't see that issue von my client

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Monday, August 08, 2011 8:40 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] stutter issue

So we have a issue:

http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA53184FA3A
C9A2ADCCA6EF6F133/
As you can see the trails from the nades are dotted. This normally should be
one straight line, everything is in slowmotion a bit.

I have no clue what to do and maybe one had it before.

It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the
only thing running on is 1 tf2 server so its doing pretty much nothing.
Running debian 6, tried installing version 5 too, tried Ubuntu too and tried
a 1000hz kernel (just for the fun of it) all the same issue, its either
slowmo or so slow it wont walk anymore at all.

Did traceroutes, used mtr and that seems just fine. Connectivity is fine,
get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it.
Had some other people take a look at it and still not known. Also did a
clean install and a complete copy from a server that is working for Linux.
(including not using any mods/replay)

We have another eq4 same issue (this one is test) and we have a current eq4
which works just normal (also debian)

Here is the weird part, install windows on it and it works just fine! And
another weird one, install counter strike on it and that one works fine too,
its *only* tf2 that is giving this issue.

Might be a big lap of text, but I am pretty clueless, any hints/tips and I
will follow them up, if you want to enjoy a slowmo action, you can try to
213.133.123.103:27015

Eric (lethal-zone.eu)


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

2011-07-22 Thread Andreas Grimm
... it costs 400.000 crashes to fire new weapons (pew pew) for 12 seconds ...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Friday, July 22, 2011 1:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server crashes after today's update


12 restarts for today , of which 3 that didn't restart automaticly.

On Fri, 22 Jul 2011 12:42:56 +0200, Saint K. 
wrote:
> has any one noticed that the crashes are way less frequent this morning?
> 
> I've only had 1 crash on 8 servers so far in the past 6 hours. Last night
I
> must have done 50-ish reboots on those 8 servers during the same time
> period.
> 
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com
> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén
> [bjorn.roh...@gmail.com]
> Sent: 22 July 2011 12:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Server crashes after today's update
> 
> Two wrongs seldom make a right.
> 
> -The G
> 
> On Fri, Jul 22, 2011 at 11:32 AM, Michael Johansen 
> wrote:
> 
>>
>> Well, they usually are free. However since VALVE pushed the update and i
>> didn't know about the 100 cpu thing before late night they had to charge
>> so
>> much for it because i already submit 5 requests before. I don't feel
>> comfortable telling their name on here, they are a good provider and
they
>> did what they had to do.
>> Now, anyone care to tell me what nemrun does? Is it some srcds updater?
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Re: [hlds_linux] [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-28 Thread Andreas Grimm
"Added a server console message when a player is sent to the server via the 
matchmaking system"

Does anyone know how this message look like?

-Original Message-
Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  The specific changes 
include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the 
whitelist for Medieval mode
- Added a server console message when a player is sent to the server via the 
matchmaking system
- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when playing
- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used in 
crafting recipes
- Fixed a problem with clients seeing the incorrect vote options after changing 
servers
- Fixed the backpack image for the Schadenfreude not being disabled when using 
paint
- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] Now 500FPS max after update

2011-06-28 Thread Andreas Grimm
At least providers can't scam their customers anymore by telling them, that 
there is a difference between 500 and 1000 fps

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Sent: Tuesday, June 28, 2011 8:46 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Now 500FPS max after update

Hmm, it does appear to be only processing on every other frame, so FPS 
is halved.

Valve, please consider reverting this, or adding a command-line option 
to override it. Many providers sell servers based on FPS rate.

-John

On 6/27/2011 10:57 PM, Никита Булаев [Nikita Bulaev] wrote:
> Confirm:
> ===
> console:>  fps_max
> "fps_max" = "1000" ( def. "300" )
>   - Frame rate limiter
>
> console:>  stats
> CPU   In  Out Uptime  Users   FPS Players
> 0.00  0.000.000   0  454.66   0
> ===
>
> Valve, are you kidding??
>
> 2011/6/28:
>> Message: 2
>> Date: Tue, 28 Jun 2011 14:30:56 +1000
>> From: prithu
>> To: Half-Life dedicated Linux server mailing list
>> 
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>> of Defeat: Source and Half-Life 2: Deathmatch Updates Released
>> Message-ID:<4e095900.90...@iinet.net.au>
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>> This update has caused all of our server's FPS to sit at half the amount
>> it would usually sit at (~480 instead of ~1000). Is anyone else
>> experiencing this?
>>
>
>


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Re: [hlds_linux] srcds tickrate 100

2010-09-08 Thread Andreas Grimm
66 is engine maximum

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kacper Nowak
Sent: Wednesday, September 08, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tickrate 100

  Hi,

I`m trying to get tickrate 100 working under srcds. I`ve added -tickrate 
100 to command line
sv_maxrate 3
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 1200

but in netgraph 3 i still get 67 updates/s , which should be arround 
100. What else I`have to do to make it work ?

regards,
KN

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Re: [hlds_linux] CSS beta - Massive amount of cheaters

2010-05-20 Thread Andreas Grimm
That is normal for CSS ... There are a lot more cheaters than in TF2

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, May 20, 2010 3:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] CSS beta - Massive amount of cheaters

Hi,

Before CSS beta I never really gave CSS much attention. During the beta period 
we have a server running. One thing I notice is the massive amount of cheaters. 
And when I say massive, I mean massive.

VAC is enabled, this doesn't scare them off. Is this a CSS beta thing, or is it 
always like this?

Saint K.

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Re: [hlds_linux] L4D2 rcon query

2009-11-17 Thread Andreas Grimm
i have no problems with rcon queries ... (using windows servers)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, November 17, 2009 11:43 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] L4D2 rcon query

Can anyone confirm you still cannot rcon query L4D2 servers?

And if so, is there any work around?

Cheers,

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Re: [hlds_linux] L4D2 full dedicated server release date?

2009-11-12 Thread Andreas Grimm
linux users 10 days after release ;D

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Deiman
Sent: Thursday, November 12, 2009 5:49 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] L4D2 full dedicated server release date?

Does anyone have any insight into the release date for the L4D2 linux 
dedicated server install?  I know the client is now pre-loading.  Anyone 
know when we can get the server files installed and configged?

Jay

-- 
Jay Deiman

\033:wq!

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Re: [hlds_linux] Banned players are unbanned on server restart

2009-10-01 Thread Andreas Grimm
Hi,

when you ban a player with "banid" or "banip", you should use "writeid" and 
"writeip", too.
The last two save a  current ban list to file.

writeid = writes steam id bans into banned_user.cfg
writeip = writes ip bans into banned_ip.cfg

And I would add the following two commands into your server.cfg, too:
exec banned_user.cfg
exec banned_ip.cfg

That the server loads the ban files on startup.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Vegard Mortensen
Sent: Thursday, October 01, 2009 5:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Banned players are unbanned on server restart

Hi

Im not sure if this problem has been posted before (I could not find it).

I have noticed that Counter-Strike Source servers only store its banned  
players in memory.
So when you restart the server all players are unbanned.


Problem:

I ban a player via IP using the following in the terminal
(You can also ban a player by steamID using banid)

addip 0 123.123.123.132

I can now see the banned ip by using listip.
Now I restart the server (using quit and starting srcds again).

The ip 123.123.123.132 is no longer banned.
I thought the banned plaers would be saved in a file something?


Does anyone else have this problem and a possible fix?


-- 
Vennlig hilsen
Vegard Mortensen
Ingame.no

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Re: [hlds_linux] 1. Re: Linux Crashes - Team Fortress 2/Day ofDefeat: Source Update Released (MoggieX)

2009-08-14 Thread Andreas Grimm
Ethics > Update

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of w4rezz
Sent: Friday, August 14, 2009 12:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] 1. Re: Linux Crashes - Team Fortress 2/Day
ofDefeat: Source Update Released (MoggieX)

Update > Sourcemod

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Re: [hlds_linux] [hlds_announce] Team Fortress 2/Dedicated Server Update

2009-07-15 Thread Andreas Grimm
you fail !

:D

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, October 26, 2007 3:34 AM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] [hlds_announce] Team Fortress 2/Dedicated Server
Update

Required updates for Team Fortress 2 and it's dedicated servers are now
available.  Please run hldsupdatetool to update.  The specific changes
include:

- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right,
and hide other hud elements until the freezecam fades
- Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server
emptied in the middle of a round
- Fixed a bug in the clientside player avoidance code, and smoothed it a
little more
- Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden
death
- Fixed a spy backstab exploit where you could stab a player who was not
facing away from you
- Fixed flailing at the low end of the cloak meter when the player gets
uncloaked automatically
- Fixed texture detail level setting "Very high" not being preserved
- Improved various error messages, and added links to steampowered
support pages
- Fixed scoring problem where destroying a buildable added a phantom
point, not attributed to any scoring bucket but still included in total
score
- Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue
ubercharging their target until they timed out
- TeamMenu now disables the spectate button if mp_allowspectators is
zero
- Added a missing "cannot_be_spectator" localization string
- Re-added class count numbers above class buttons for non-zero classes,
in addition to the class images
- Removed prefixes (tc_, ctf_, etc.) from map names in various places
where they're printed
- Fixed some edge cases where grenades could go through player or
buildings
- Fixed rocket/grenade explosions being able to impart damage through
thin ceilings
- The Engineer's "build X" commands will now behave properly when bound
directly to keys

Jason


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Re: [hlds_linux] tf_tournament_classlimit without tournament

2009-06-28 Thread Andreas Grimm
sign

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox
Sent: Sunday, June 28, 2009 2:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] tf_tournament_classlimit without tournament

sign

2009/6/28 Daniel Vogel 

> Hi,
> is it somehow possible to use tf_tournament_classlimit_x without having
> mp_tournamtent 1? I'm looking for a good way to restrict classes on our
> public servers but all class restriction plugins I found for sourcemod
have
> a glitch where you can be a class with the weapons of an other class (like
> medic-model and life regeneration and scout weapons).
>
> Thanks!
> ~Daniel
>
>
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Re: [hlds_linux] TF2 - banid does not work?

2009-06-08 Thread Andreas Grimm
Tried an IP ban, too?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Monday, June 08, 2009 9:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 - banid does not work?

We also don't have problems with banid. The bans are in the memory and in 
the file. We have problems that players are able to join the server after 
they got banned and kicked.


- Original Message - 
From: "Andreas Grimm" 
To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Monday, June 08, 2009 8:58 PM
Subject: Re: [hlds_linux] TF2 - banid does not work?


I dont have any problems with banid on TF2:

1.
banid 0 STEAM_0:0:123
writeid

to ban the id and save the list to file ...

2. and in server.cfg:
exec banned_user.cfg

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Monday, June 08, 2009 8:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 - banid does not work?

This does not solve anything, because the bans are present in the memory.
The time bans are not saved to any file.


- Original Message - 
From: "Cc2iscooL" 
To: "Half-Life dedicated Linux server mailing list"

Sent: Monday, June 08, 2009 8:13 PM
Subject: Re: [hlds_linux] TF2 - banid does not work?


Add execs to your server config with both ban configs.

On 6/8/09, Ronny Schedel  wrote:
>
> I forgot: we have also problems with time bans, they need to be cleared
> manually, otherwise they stay until the server restarts.
>
>
>> It seems banid 0 does not work:
>>
>> listid
>> ...
>> 14 STEAM_0:0:24626271 : permanent
>> ...
>>
>> The ban was triggered by KAC 1.1.8 (no socket) for having sv_cheats set
>> to 1. Ban properly appears in banned_user.cfg + listid (see above)
>>
>> That guy can rejoin as there would be nothing has happened. And it´s not
>> only he who can just rejoin.
>> Can somebody confirm that?
>>
>> --
>> Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
>>
>>
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Re: [hlds_linux] TF2 - banid does not work?

2009-06-08 Thread Andreas Grimm
I dont have any problems with banid on TF2:

1.
banid 0 STEAM_0:0:123
writeid

to ban the id and save the list to file ...

2. and in server.cfg:
exec banned_user.cfg

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Monday, June 08, 2009 8:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 - banid does not work?

This does not solve anything, because the bans are present in the memory. 
The time bans are not saved to any file.


- Original Message - 
From: "Cc2iscooL" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Monday, June 08, 2009 8:13 PM
Subject: Re: [hlds_linux] TF2 - banid does not work?


Add execs to your server config with both ban configs.

On 6/8/09, Ronny Schedel  wrote:
>
> I forgot: we have also problems with time bans, they need to be cleared
> manually, otherwise they stay until the server restarts.
>
>
>> It seems banid 0 does not work:
>>
>> listid
>> ...
>> 14 STEAM_0:0:24626271 : permanent
>> ...
>>
>> The ban was triggered by KAC 1.1.8 (no socket) for having sv_cheats set
>> to 1. Ban properly appears in banned_user.cfg + listid (see above)
>>
>> That guy can rejoin as there would be nothing has happened. And it´s not
>> only he who can just rejoin.
>> Can somebody confirm that?
>>
>> --
>> Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
>>
>>
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>> please visit:
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>
>
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Re: [hlds_linux] Lotus.clan

2009-06-07 Thread Andreas Grimm
Valve use bots in their developer commentary system, too.
But the IBotManager interface of the current OrangeBox SDK is broken since the 
Scout update.

*still waiting for a fix* :P

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
gamead...@127001.org
Sent: Sunday, June 07, 2009 4:22 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lotus.clan

There's legitimate reasons why servers may have bots - they could be running an 
an airshot map, for example.  In my community, practice maps like that are run 
on match servers while there isn't any matches on, but I can see a clan with 
only one server might run it public some of the time, and have it on airshot 
maps the rest of the time.  That would unfairly penalise them.

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Evaldas Žilinskas
> Sent: 07 June 2009 12:37
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Lotus.clan
> 
> Oh... com on... Valve could just remove TF2 SDK ability to use fake
> players
> inside plugins or just automatically temporary delist servers, who have
> players with “BOT” tags. (cracked - STEAM_ID_PENDING, achievement
> servers –
> BOT_TAGS). I bet that this would require less resources and could be
> done
> automatically by master servers for ALL Source games.
> 
> - Original Message -
> From: "1nsane" <1nsane...@gmail.com>
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Sunday, June 07, 2009 1:54 PM
> Subject: Re: [hlds_linux] Lotus.clan
> 
> 
> > Lotus is awesome. I'm awesome and you clearly suck :D.
> >
> > There's a bunch of servers with fake players that aren't delisted.
> > Remember
> > there's a public fake player plugin that hasn't been broken. Anyone
> is
> > free
> > to use it:
> > https://forums.alliedmods.net/showthread.php?t=74304
> >
> > Go around joining some of the top ranked servers run by random clams
> and
> > type in "meta list" in console and you'll see.
> >
> > On Sun, Jun 7, 2009 at 2:23 AM, D3vilfish 
> > wrote:
> >
> >>
> >>
> >> Isn't it time that like Q clan valve stepped in and sorted out lotus
> >> clan.
> >> Using tactics to fill there servers with fake connections is never
> going
> >> to
> >> give the client end user a good gaming experience. Joining a server
> 25/32
> >> and finding nobody is actually on the server is exactly what the
> >> delisting
> >> was all about yet Lotus bypassed the whole rating showing there
> actual
> >> servers with real connections in all valve/3rd party browsers
> desktop,
> >> in
> >> game, hlsw.
> >> There servers performance isn't particularly good there website is a
> mess
> >> and all there doing is conning money from end users for so called
> popular
> >> servers.
> >>
> >>
> >> ___
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Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Andreas Grimm
then valve could check their position ... if their x y z coordinates didn't
change for a while -> not active..
they could also check the client input -> always the same? -> not active...
client aim vector always the same? -> not active...
client didn't fire his weapon for 12 seconds -> not active...
but all checks together -> who the hell want to spend x hours to find out
how to bypass that

it's soo easy to find out, if a player is active or not. at least for valve.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Sunday, May 24, 2009 7:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 idle achivement servers

Then people would go into achievement servers and put "+forward" in console
so they're constantly moving. It wouldn't change anything, really.

On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm  wrote:

> valve should change the system so, that only playing/moving/active players
> are able to find new weapons.
> and why they should do this:
>
> - as a spectator (better said a "ghost") i am not able to pick up a gun.
or
> can i slap living players, too??!
>
> - while standing around and looking to the floor i can't find a gun. only
> if
> the world would shit guns out of every hole. like the servers say "xxx
> found: ". to find something i have to do something ;D
>
> -Original Message-
> From:
hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=
cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
>
[mailto:hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/ma
il?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>]
> On Behalf Of Stephen
> Micheals
> Sent: Sunday, May 24, 2009 7:10 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 idle achivement servers
>
> alot of players are epically pissed off already about the item drop
> system remove the ability to get unlocks while idle and its angry mobs
> with pitchforks and torches time.
>
> the system was good in theory and purpose but failed horribly in
> implementation.
>
> valve loves to release things incrementally but this system NEVER
> should have seen the light of day untill ALL of its planned features
> were finished.
>
> let alone the fact the system still seems bugged many people playing
> for hours some days and not getting any new items or only getting old
> items.
>
> just look at how many servers are running achievement_idle and other
> idle achievement maps that are FULL to see how broken the system is.
>
> on a personal sad note at the rate of witch i get items unless i were
> to use a achievement_idle server i will NEVER be able to try any of
> the new items unless i dedicate my life to playing TF2.
>
> a fun test of how crazy the it has gotten setup a achievement_idle
> server and see how long before the server gets full, last night i did
> it as a test the entire server filled up within 1 damn minute of
> launching the server. D:
>
> On Sun, May 24, 2009 at 9:51 AM, AnAkIn .
https://mail.google.com/mail?view=cm&tf=0&to=anakin.cs@
gmail.com>>
> wrote:
> > It would be better to blacklist the servers faking clients than this
(yes
> > there are still a lot of servers fake clients).
>
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Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Andreas Grimm
valve should change the system so, that only playing/moving/active players
are able to find new weapons.
and why they should do this:

- as a spectator (better said a "ghost") i am not able to pick up a gun. or
can i slap living players, too??!

- while standing around and looking to the floor i can't find a gun. only if
the world would shit guns out of every hole. like the servers say "xxx
found: ". to find something i have to do something ;D

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stephen
Micheals
Sent: Sunday, May 24, 2009 7:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 idle achivement servers

alot of players are epically pissed off already about the item drop
system remove the ability to get unlocks while idle and its angry mobs
with pitchforks and torches time.

the system was good in theory and purpose but failed horribly in
implementation.

valve loves to release things incrementally but this system NEVER
should have seen the light of day untill ALL of its planned features
were finished.

let alone the fact the system still seems bugged many people playing
for hours some days and not getting any new items or only getting old
items.

just look at how many servers are running achievement_idle and other
idle achievement maps that are FULL to see how broken the system is.

on a personal sad note at the rate of witch i get items unless i were
to use a achievement_idle server i will NEVER be able to try any of
the new items unless i dedicate my life to playing TF2.

a fun test of how crazy the it has gotten setup a achievement_idle
server and see how long before the server gets full, last night i did
it as a test the entire server filled up within 1 damn minute of
launching the server. D:

On Sun, May 24, 2009 at 9:51 AM, AnAkIn .  wrote:
> It would be better to blacklist the servers faking clients than this (yes
> there are still a lot of servers fake clients).

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Re: [hlds_linux] Dealing with "retry" spam

2009-04-20 Thread Andreas Grimm
Ban the IP address, too.
Then you don't see the connect messages anymore.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Sumichrast
Sent: Tuesday, April 21, 2009 6:12 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Dealing with "retry" spam

Tonight I banned a user for some language that was against the MOTD.
I'm using Sourcebans with Sourcemod and MySQL backend.  I know how the
ban system for Sourceban works (user connects, we get steam ID, check
database, kick if they're banned).  The problem is he kept doing retry
in console, changing his name to all sorts of nasty stuff.

He never got back in, but it caused a headache on the server for a bit
until I went and did an IP ban at the console.

I guess the question is does anyone have a way to deal with those
connect messages and make them not actually print until the user's
gotten farther into the game server (preferably once Sourcebans has
checked to make sure the user is going to get in or not)?  I've done
some searching on Google, Sourcebans and Sourcemod forums, but haven't
had much luck (mostly because I'm not sure what terms I should search
for).

I know this isn't a sourcemods help board, but thought some of you
have surely dealt with this already.

Thanks in advance.

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Re: [hlds_linux] Constant client crashes after last update

2009-03-19 Thread Andreas Grimm
I didn't update my servers and I have the same client side crashes. Most on
ctf_well.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, March 19, 2009 8:11 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] Constant client crashes after last update

After the last optional update nearly all our clients keep crashing to
desktop without any crash error message.

Is this a problem server sides or client sided? For some reason I don't
experience it myself, but keep getting reports from people that this
happens. If it is a server sided bug, can I roll back by any chance? I
haven't saved a copy of the install before this update :x

Cheers,


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Re: [hlds_linux] 'netchannel: failed reading message Net_setconvar

2009-02-26 Thread Andreas Grimm
Confirmed...

I had the netchannel thing, too  but with your plugin its working

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Friday, February 27, 2009 6:36 AM
To: rea...@bestgn.net.au; 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] 'netchannel: failed reading message Net_setconvar

Someone told me that my plugin fixed this problem for them. Check out the
"Possible Host_Error crash fix" thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Reaper
Sent: Thursday, February 26, 2009 7:38 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] 'netchannel: failed reading message Net_setconvar

After the scout update some of our servers have been experiencing this
error.  When a player attempts to connect whether through console or server
browser they can encounter this problem.   The game gets to "receiving
server info" and stops there upon cancelling the attempt the console reads

 

'netchannel: failed reading message Net_setconvar from (server IP:PORT)

 

Is this happening to anyone else?  Any possible causes for this or known
fixes?   

 

It only seems to be happening on the 2fort servers and is not consistent.  

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Re: [hlds_linux] Host_Error: Overflow error writing string table baseline Scenes

2009-02-25 Thread Andreas Grimm
I have the crashes on payload maps in windows servers, too...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Mannion
Sent: Wednesday, February 25, 2009 10:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Host_Error: Overflow error writing string table
baseline Scenes

Linux. Another server crashed moments ago (also a payload map) with
the following error:

===
Table GameRulesCreation
  1/1 items
  0 : classname

Host_Error: Overflow error writing string table baseline GameRulesCreation
===

Ryan

On Wed, Feb 25, 2009 at 1:39 AM, DontWannaName! 
wrote:
> Is this on Windows? Im getting crashes on payload maps and none on
Dustbowl.
>
> On Wed, Feb 25, 2009 at 1:26 AM, Ryan Mannion 
wrote:
>
>> I've had a series of new, strange crashes crop up since last night's
>> update. They're in the form:
>>
>> =
>> ... snip ...
>>
>>  1680 : scenes/Player/Spy/low/792.vcd
>>  1681 : scenes/Player/Spy/low/793.vcd
>>  1682 : scenes/Player/Spy/low/790.vcd
>>  1683 : scenes/Player/Spy/low/791.vcd
>>  1684 : scenes/Player/Spy/low/789.vcd
>>  1685 : scenes/Player/Spy/low/1318.vcd
>>  1686 : scenes/Player/Spy/low/1319.vcd
>>  1687 : scenes/Player/Spy/low/1320.vcd
>>  1688 : scenes/Player/Spy/low/1321.vcd
>>  1689 : scenes/Player/Spy/low/794.vcd
>>  1690 : scenes/Player/Spy/low/795.vcd
>>  1691 : scenes/Player/Spy/low/796.vcd
>>  1692 : scenes/Player/Spy/low/777.vcd
>>  1693 : scenes/Player/Spy/low/778.vcd
>>  1694 : scenes/Player/Spy/low/1314.vcd
>>  1695 : scenes/Player/Spy/low/1315.vcd
>>  1696 : scenes/Player/Spy/low/1316.vcd
>>
>> Host_Error: Overflow error writing string table baseline Scenes
>>
>> Add "-debug" to the ./srcds_run command line to generate a debug.log
>> to help with solving this problem
>> Wed Feb 25 03:08:33 CST 2009: Server restart in 1 seconds
>> =
>>
>> They tend to occur on payload maps. Is anyone experiencing anything
>> similar?
>>
>> Ryan
>>
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Re: [hlds_linux] net_splitpacket_maxrate

2009-02-24 Thread Andreas Grimm
Did I understand it correct?

High net_splitpacket_maxrate:
 - High CPU load
 - Less lags, cos packets are compressed

Low net_splitpacket_maxrate:
 - Low CPU load
 - More lags, cos bytes are sent uncompressed

:-O

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, February 24, 2009 11:54 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] net_splitpacket_maxrate

I didn't notice how much CPU it adds. I imagine under normal gameplay that
it's minimal. Don't set it to 66, that'd be a terrible idea. The value is in
bytes/sec and defaults to 15000. You don't want to set it lower. In the
pictures, I was setting it to 30.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of JäKë T
Sent: Tuesday, February 24, 2009 2:50 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] net_splitpacket_maxrate


Have you noticed how much more cpu this uses up?
 
net_splitpacket_maxrate 66  

Going to test this out right now myself.

Pictures look good, hope this works out nice. :)

Thanks Tony.


 


> From: drunkenf...@hotmail.com
> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
> Date: Tue, 24 Feb 2009 02:37:06 -0800
> Subject: [hlds_linux] net_splitpacket_maxrate
> 
> I was experimenting with net_splitpacket_maxrate and it seems it has a
> definite noticeable effect. Assuming your server's CPU can handle the
extra
> load required by splitting an extra amount of large packets and
compressing
> this, I would recommend setting this to the same as your sv_maxrate
(unless
> your maxrate is zero, in which case you should set it to a real high
value).
> Look at these pictures:
> http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
> 
> Because of the constant stream of large amounts of incoming data, every
> packet in the screenshots is part of a fragmented set. The CVar limits the
> rate of these packets specifically and defaults to only 15000. This is a
> problem because when there is large amounts of action, it is common for
> update packets to be split because of their large size. If most of the
> update packets need to be split, your rate will suddenly be dropped to
> around 15,000.
> 
> I see no drawback to increasing the value of this CVar other than the
> increased CPU load your server might get since it will be splitting and
> compressing more outgoing packets.
> 
> Hope this helps,
> Tony
> 
> 
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Re: [hlds_linux] Those damn reserved slots. [TF2]

2009-02-12 Thread Andreas Grimm
I don't really understand where your problem is ... oO

- You don't have download content, you can disable that with a cvar.

- You don't have to play on servers with stupid server settings ...

On my servers i have 32 slot max, 1 is reserved and sv_visiblemaxplayers is
31 ... So the server says maxslots are 31 instead of 32 ... People are not
able to join my server with the GUI with 31/31 players.

And all other players can use the reserved hidden slot with using the
console to connect. Never had any problems with that ...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Carl
Sent: Thursday, February 12, 2009 2:29 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Those damn reserved slots. [TF2]

So, I have been playing TF2 since the public beta and have noticed 
something in TF2 that has made the game rather annoying: reserved 
slots.  With the advent of the new server browser, it seems that nearly 
full servers are brought to the top, which is another way of saying that 
servers with only reserved slots left.  Its pretty annoying to try to 
join a game and then be kicked after downloading its stupid content. 

I myself (like many others here) am both a server admin as well as a 
gamer.  I have found that using reserved slots just makes prospective 
players angry.  I personally (and this doesn't work for everyone) just 
kick a few random people.  It doesn't make sense to reserve a slot for 
24 hours a day, when I play the game 1- 2 hours max a day.

If there was a way for servers to advertise (though maybe server tags) 
that the remaining slots are reserved it would be most beneficial.



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Re: [hlds_linux] Fake player hack to fill servers up.

2008-12-09 Thread Andreas Grimm
33 fake servers with redirection is bad ...

@valve ... isn't it possible to fix the "trick" in the motd ?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Tuesday, December 09, 2008 7:44 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Fake player hack to fill servers up.

It's more than that though. These servers are using tricks in their motd to
force redirect players to other servers.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joseph Laws
Sent: Tuesday, December 09, 2008 10:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake player hack to fill servers up.

Its a mod plugin:  http://forums.alliedmods.net/showthread.php?p=571889



JäKë T wrote:
> Well, just something that I think valve should look into.
> I noticed a few clans doing this for their servers. Mostly Tf2 and CSS, I
found this page from looking up an ip because I joined a server one day that
said 29/32 players, when I got in there was noone on that server and 5
seconds later I was redirected to a new server which happen to be the [-Q-]
Clan  
> So I thought thats kind of bad for the other poor people getting
redirected and also other clans who are getting screwed over from them.
> Here is a link you can see they have 33 fake servers running this hack at
the moment.
> http://www.game-monitor.com/search.php?search=70.79.233.228&location=CA
> There is the link check for yourself, it shows fake players with a score
and time connected to the servers.
> Valve needs to find a patch for this, or cut off the people using it from
the lists.
> I've send emails to valve about this with no reply. Maybe if more people
know or complain about it something might get done.
> What do you guys think about clans doing this? Think their ip's should be
banned from the master lists or something..> > > > 
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Re: [hlds_linux] Proposal: Change rcon_password so it cannot be changed while server is running

2008-10-16 Thread Andreas Grimm
what about a new command line parameter which sets if changing of
rcon_password is allowed or not ... same like "-nobots" doesn't allow me to
use bot_quota

would be fine for both sides

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Sent: Thursday, October 16, 2008 4:05 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Proposal: Change rcon_password so it cannot be
changed while server is running

I wish it were that easy!

Over the years, griefers have discovered all sorts of little holes in
Source, plugins, and scripts that allow them to change rcon_password without
knowing it beforehand. These get fixed on an ongoing basis, but this
suggestion is to get at the root of protecting your servers from people
taking them over.

You definitely should keep your rcon_password a secret, but that doesn't
keep your server safe.
-Mattie

On Thu, Oct 16, 2008 at 7:54 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:

> If you never give out your rcon password (or don't make it a really easy
> one) you'll never have to worry about this anyway.
>
> Mattie wrote:
> > Hey guys,
> >
> > I wanted to run this by the community. Your feedback is very much
> > appreciated.
> >
> > How much would it annoy you if it was impossible to change rcon_password
> > once any map had been loaded? In other words, the only way to change
> > rcon_password would be in autoexec.cfg or server.cfg (and then the
server
> > would need to restart for it to take effect).
> >
> > Would this be incredibly painful?
> >
> > This single, simple change could dramatically decrease the amount of
> > server-control exploits in the wild. The majority of these exploits
> require
> > changing the password to something you don't know.
> >
> > I was thinking about this recently and I was debating either:
> > (a) Working with you guys to ask Valve to make rcon_password
unchangeable
> > while the server is running, and/or
> > (b) Making the EventScripts plugin enforce this by default (with an
> option
> > to disable it if you're adventurous).
> >
> > What cases can you think of where it was important to be able to change
> > rcon_password without taking the server down?
> >
> > The biggest argument I've heard so far is that if someone learns your
> > rcon_password, you can't change it easily to prevent them.
Unfortunately,
> > though, most hackers change the rcon_password immediately so you're
> locked
> > out of your own console. As such, this doesn't really work, anyway.
> >
> > Thoughts? Opinions? Thanks in advance,
> > -Mattie
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[hlds_linux] current version

2008-09-24 Thread Andreas Grimm
Hello,

can someone tell me the current version number of CS:S in linux, please? :-)

thanks
Andreas


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Re: [hlds_linux] Team Fortress 2 Update Released

2008-08-19 Thread Andreas Grimm
- Removed the Custom Tab in the serverbrowser, and added the Tags field to
the base Internet Tab

best update ever!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, August 19, 2008 11:34 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds_linux] Team Fortress 2 Update Released

The required Heavy update for Team Fortress 2 has been released.  Please
use hldsupdatetool to receive it.  The specific changes include:
 
Added 3 Heavy unlockables:
- Natascha, The Sandvich, The Killing Gloves of Boxing
- Added 35 new Heavy achievements
 
Added Arena game mode:
- 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands
 
- Added cp_steel, a community map by Jamie "Fishbus" Manson

Changes:
- Added server map timeleft to upper right of scoreboard
- Added new firing sounds to The Backburner
- Removed the Custom Tab in the serverbrowser, and added the Tags field
to the base Internet Tab
- Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
- 32 player servers can now support an extra slot of SourceTV
- Made the freezecam item panel description easier to read
- Players now broadcast whether they chose a team directly or use
autoteam
- Added proper handling of cart blocking recognition to Payload maps
 
Bug fixes:
- Fixed bug where switching from flaregun-wielding Pyro to another class
meant you didn't get a full ammo loadout on first spawn
- Fixed Spy watch arm not using team skins
- Fixed weapon switching preventing you from using secondary attacks for
a 0.2s window after the primary became available
- Fixed players getting stuck in a bad animation state when class
switching while spinning the minigun
- Fixed a loophole that allowed players to pickup weapons of other
classes
- Fixed a bug that resulted in players earning more crit chance bonus in
large, single damage events than they are supposed to
- Fixed an issue with the floating HUD +X health indicators that
resulted in them appearing incorrectly
- Fixed a bug which caused the minigun spinning & firing sounds to
occasionally stop while the Heavy was still firing
- Fixes the Loadout player model panel causing the in-game player facial
animation to perform incorrectly
- Fixed spectators not having the target ID labels display correctly
- Fixed the cart alarm sound occasionally getting stuck on in Payload
maps

Jason


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Re: [hlds_linux] Regarding "Internet cafè"-accou nts

2008-05-22 Thread Andreas Grimm
Same here,

we have a lot of cheaters using cafè accounts, too... 
not easy to ban them, because they have xx steam id's.

andreas

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eirik
Nilssen
Sent: Friday, May 23, 2008 8:40 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Regarding "Internet cafè"-accounts


Valve:
 
We have several times the last year had notorious cheateres visiting our
servers. 
As Norways leading anti-cheat community, our serveres are probably alluring
to "ragers", just playing to
destroy the fun of online gaming to everybody else.
 
In most cases, the obvious cheater is booted head first out of the servers
within minutes, thanks to
our active admin staff. But in some (though rare) cases the same cheaters
keep reappering time after time - often 
the same day. Our last case included no less than 7 banned STEAM_ID's for
the same person, as he kept showing 
up on our serveres - flying around up-side down and blasting HS through
walls.
 
I'm convinced that these type of ragers use hacked "Internet cafè" accounts.
We cannot do anything other then 
keep banning their STEAM_ID, but it gets tiering in the long round.
 
Is there any sort of way to report these STEAM_ID's to Valve, so they can
deactivate the cafè-acconut from generating
more STEAM_ID's?
 
Regards
Eirik
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Re: [hlds_linux] TF2 PayLoad

2008-05-06 Thread Andreas Grimm
if valve brings out a pl_dustbowl like they did in with ctf_well, too ...
then you have a problem.
you steal it, because you use an official map name.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Chandler
Sent: Tuesday, May 06, 2008 11:05 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] TF2 PayLoad

Pl_dustbowl is dustbowl with payload so how is that stealing the map name?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Tuesday, May 06, 2008 4:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 PayLoad

It's a good idea not to steal others map names. Another good idea is to post

in the correct mailing list (hlmappers).

Best regards
Ronny

>
> Hey Jason,
>
> Just wanted to ask a couple of questions about tf2 payload game type. I 
> have
> made pl_dustbowl and in the second stage I have a choice between which 
> path
> to moth the train along. Now this works fine except for two things. When
> changing the path it screws up the hud display down the bottom, and when
> going backwards (after the two paths) thee train goes berserk and runs of 
> in
> a random direction. Any chance that you guys could add a fix for theses
> because im sure im not the only one who wants to use multi paths for it.
>
> You can download the pl_dustbowl from
> http://lodle.net/tf2_maps/maps/pl_dustbowl_a05.bsp.bz2 so you can see for
> yourself.
>
> On another note, I was wondering if you could tell me who the first person
> to use the achievement exploit was (steam account lodle). I used it at 
> 12pm
> (GMT +8) on Wednesday and told two other people about it. Then when I got
> home from work (5 hours latter) it was everywhere. Hope that I didn't 
> cause
> all the trouble over it.
>
>
>
> Mark Chandler
>
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Re: [hlds_linux] server on custom with alltalk only?

2008-05-05 Thread Andreas Grimm
is the server really up to date? :-O

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve
Sent: Monday, May 05, 2008 7:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server on custom with alltalk only?

sv_tags
"sv_tags" = "alltalk" ( def. "" )



> What's the output of sv_tags?
>
>
>
>> Date: Sun, 4 May 2008 19:58:18 -0600
>> From: [EMAIL PROTECTED]
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] server on custom with alltalk only?
>>
>> I just noticed that my server has somehow floated over to the custom tab
>> despite the only flag set being alltalk. didn't valve say that alltalk
>> was
>> legit and wouldn't flag you over to the custom tab?
>>
>>
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> _
> Get Free (PRODUCT) REDT  Emoticons, Winks and Display Pics.
> http://joinred.spaces.live.com?ocid=TXT_HMTG_prodredemoticons_052008
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Re: [hlds_linux] How block non-Steam Clients in LAN?

2008-04-28 Thread Andreas Grimm
how does their steam id look like?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrey
Egorov
Sent: Monday, April 28, 2008 5:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] How block non-Steam Clients in LAN?

Hi for all.

Subject!
It's really?
We running steam dedicated servers Counter-Strike and Half-Life. Now
involving our customers to use license versions Valve's games. But
most users in our LAN use non-Steam versions. It's really blocked
non-Steam clients in Lan? That users, who use non-Steam versions could
not be connected to game of other users and could not find non-Steam
games in a local network.

Regards,
Andrey.


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Re: [hlds_linux] Team Fortress 2/Dedicated Server update released <-- LINUX BUGGED!!!!!!!

2008-04-02 Thread Andreas Grimm
valve should create a second custom tab in the server browser for crashing
linux servers only :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Wednesday, April 02, 2008 9:00 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server update released
<-- LINUX BUGGED!!!

+1 Verification.

Had to turn off map cycling. Dunno how that'll go over.

Save us valve!

- Neph

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Re: [hlds_linux] dustbowl glitch: please fix

2008-03-26 Thread Andreas Grimm
just make your server "custom" ... no players --> no glitchers --> no
problems :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin J.
Anderson
Sent: Wednesday, March 26, 2008 11:34 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] dustbowl glitch: please fix

Valve, can you please correct the current dust bowl glitches that allow 
players into the sky etc.   Its ruining one of your most fun maps and 
making it almost impossible for a team to get past the second round.

thanks

Kevin

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Re: [hlds_linux] Server redirect

2008-03-23 Thread Andreas Grimm
Hi,

valve is still working on the function, that server admins can change ip
addresses of gameservers without losing them in the steam favorites ...

my tip: change the servername and post the new ip address ... and add server
messages, for example with mani's ad's messages, every 30 seconds, that the
server is out of date and it has a new ip address ... 

i have done this a lot of times and it worked very well ...

in css there are possibilies to pop up a dialog to ask a player if he wants
to connect to another server ... but im not sure how it works, never tried
that ... but a plugin could make it: check www.sourcemod.net

good luck
andreas

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eirik
Nilssen
Sent: Sunday, March 23, 2008 3:30 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server redirect


Hi guys, hope you can help me out here.
 
After experiencing a lot of problems with some of our servers hosted by one
of our communitys sponsors, we have decided to host them ourself. The
problem is, that these servers are our most popular. Changing IP on a
popular server is always risky business, so I wish to keep the old servers
up a month or two, but making it redirect all traffic - with a message to
the user about whats happening.
 
Have been browsing the net all day, but all links regarding "redirect"
concerns file download.
 
All input would be gratly appreciated!
 
Best Regards
Eirik S. Nilssen
_
Søk fra enhver webside med kraftig beskyttelse. Få Windows Live Toolbar
GRATIS i dag!
http://www.toolbar.live.com
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RE: [hlds_linux] TF2 high server load since friday update

2008-02-16 Thread Andreas Grimm
i have an opteron 2*2,2 ghz cpu in one of my servers ... and i run a 20 slot
css and a 32 slot tf2 on the 2nd cpu core ... both gameservers have a cpu
load around 70% with filled slots ... and it's absolutely running fine

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ronny Schedel
> Sent: Saturday, February 16, 2008 8:30 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF2 high server load since friday update
>
> I have visited some 32 slot windows servers, they all could
> not handle tickrate 66 with heavy action.
>
> Ronny
>
>
>
> > windows computers can handle that ... :D
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf
> Of Ronny
> >> Schedel
> >> Sent: Saturday, February 16, 2008 6:30 PM
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] TF2 high server load since friday update
> >>
> >> I am wondering what kind of supercomputer can handle TF2 32 slots.
> >>
> >> Ronny
> >>
> >> > Our TF2 server has been running about since the Linux
> binary of TF2
> >> > dedicated server came out. First it was 24 slots, then 23,
> >> then 22 and
> >> > now 20. Tickrate isnt stable 66 at all and especially
> >> tc_hydro lifts
> >> > CPU up and brings the in value down. Only ~20-30 updates to
> >> the player
> >> > in it's worst case and that is hardly playable. Since the
> >> last update,
> >> > things got even worse. Now 20 slots is hardly playable
> >> anymore because
> >> > CPU just doesn't have enough juice in it. Well, shit happens and
> >> > servers are shutting down. It happens and more servers will
> >> replace them, right?
> >> >
> >> > -ics
> >> >
> >> > Ronny Schedel kirjoitti:
> >> >>
> >>
> >>
> >> ___
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> >> archives, please visit:
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> >
> >
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RE: [hlds_linux] TF2 high server load since friday update

2008-02-16 Thread Andreas Grimm
windows computers can handle that ... :D

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ronny Schedel
> Sent: Saturday, February 16, 2008 6:30 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF2 high server load since friday update
>
> I am wondering what kind of supercomputer can handle TF2 32 slots.
>
> Ronny
>
> > Our TF2 server has been running about since the Linux binary of TF2
> > dedicated server came out. First it was 24 slots, then 23,
> then 22 and
> > now 20. Tickrate isnt stable 66 at all and especially
> tc_hydro lifts
> > CPU up and brings the in value down. Only ~20-30 updates to
> the player
> > in it's worst case and that is hardly playable. Since the
> last update,
> > things got even worse. Now 20 slots is hardly playable
> anymore because
> > CPU just doesn't have enough juice in it. Well, shit happens and
> > servers are shutting down. It happens and more servers will
> replace them, right?
> >
> > -ics
> >
> > Ronny Schedel kirjoitti:
> >>
>
>
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RE: [hlds_linux] TF2 Update today ?

2008-02-14 Thread Andreas Grimm
Thursday, February 14 at 11 am PST

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> J. Miribel
> Sent: Thursday, February 14, 2008 5:08 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] TF2 Update today ?
>
> http://www.steampowered.com/v/index.php?area=news&id=1441
>
> It seems there will be an update to both server ans client version of
> tf2 / source engine tonight.. Any idea of the time it should
> be released ?
>
> Best regards.
>
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RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-26 Thread Andreas Grimm
God save 24 maxplayers and respawn timers :D

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
> Sent: Saturday, January 26, 2008 12:19 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
>
> IS it just my feeling, or is well way to big to be a decent
> TFC map? Your running your ass off everytime getting a bit to
> the other side. There are no concentrated battles, and it
> invites to camping.
>
> Cheers,
>
> Saint K.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
> Verzonden: Friday, January 25, 2008 11:58 PM
> Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
> [EMAIL PROTECTED]
> Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated
>
> Required updates for Team Fortress 2 and it's dedicated
> servers have been released.  Please run hldsupdatetool to
> receive these updates.  The specific changes include:
>
> - Added new capture the flag map CTF_Well
> - Added Spanish map descriptions
> - Added new option to auto-save a scoreboard screenshot at
> the end of a map to the Multiplayer->Advanced dialog
> - Added more particle optimizations for mid range and low end hardware
> - Updated CP_GravelPit to fix all known exploits and changed
> the scoring method to score per capture rather than per round
> - Updated "nextlevel" CVAR to trigger a changelevel at the
> end of the current round (not mini-round)
> - Fixed SourceTV demo recording problem
> - Fixed mp_stalemate_enable not preventing Sudden Death mode
> on some maps
> - Fixed a couple cases where player stats were not being
> recorded correctly
> - Fixed some log entries being truncated
> - Fixed crash caused by trying to import a custom player spray
> - Removed the "Reset Stats" button from the Player Stats screen
>
> Jason
>
>
>
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>
>
> --
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> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release
> Date: 1/24/2008
> 8:32 PM
>
>
>
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RE: [hlds_linux] Timeouts on TF2 server

2007-12-19 Thread Andreas Grimm
We have this sometimes on our win3k server, too ...
Don't know why it happens ...

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ronny Schedel
> Sent: Wednesday, December 19, 2007 7:57 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Timeouts on TF2 server
>
> Hello,
>
> we have setup a TF2 server on Linux Debian Etch. Sometimes
> alot of players time out at the same time. We also run some
> other srcds servers on the same machine (not orange box
> engine), there are no such problems. Anyone know what causes this?
>
> Best regards
>
> Ronny
>
>
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RE: [hlds_linux] Orange box: 66 tick locked ?

2007-12-12 Thread Andreas Grimm
Ahh...

This is a good question :) ...
I hope we are still able to run the servers in a tickrate we want after the
port, because I need a 33 tickrate in CSS for my over 32 slot servers.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> LouLou Bizou
> Sent: Wednesday, December 12, 2007 10:24 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Orange box: 66 tick locked ?
>
> --
> [ Picked text/plain from multipart/alternative ] I understand
> what you say but think about the futur: like when old srcds
> games will be ported to the new engine, tick will stay locked or not ?
>
> here, its the real question ! :p
>
> 2007/12/12, Andreas Grimm <[EMAIL PROTECTED]>:
> >
> > I would ask if a 100 tickrate is really needed in TF2 ... I think
> > there is a reason why valve forced it to 66.
> > I personally never understood the hype about the 100 ticks ;P
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On
> Behalf Of LouLou
> > > Bizou
> > > Sent: Wednesday, December 12, 2007 9:36 AM
> > > To: hlds_linux
> > > Subject: [hlds_linux] Orange box: 66 tick locked ?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Does
> anybody know
> > > if the tick will be able to set up at 100 one day ?
> > >
> > > thanks !
> > > --
> > >
> > > ___
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> > > archives, please visit:
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> >
> >
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RE: [hlds_linux] Orange box: 66 tick locked ?

2007-12-12 Thread Andreas Grimm
I would ask if a 100 tickrate is really needed in TF2 ... I think there is a
reason why valve forced it to 66.
I personally never understood the hype about the 100 ticks ;P

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> LouLou Bizou
> Sent: Wednesday, December 12, 2007 9:36 AM
> To: hlds_linux
> Subject: [hlds_linux] Orange box: 66 tick locked ?
>
> --
> [ Picked text/plain from multipart/alternative ] Does anybody
> know if the tick will be able to set up at 100 one day ?
>
> thanks !
> --
>
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RE: [hlds_linux] tf2 server cpu usage

2007-11-16 Thread Andreas Grimm
you can change the following settings to lower the cpu usage:

fps_max (not less than 50)
sv_maxupdaterate (not less than 25)
sv_maxcmdrate (im not sure if this has an effect)

it works well on my windows servers, don't know how linux will handle it...
find it out ;D

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of rowan
> Sent: Friday, November 16, 2007 5:37 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] tf2 server cpu usage
>
> Uses quite a large amount of cpu. Any tips on lowering the cpu usage?
> for an 18 man server with no addons.
>
>
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RE: [hlds_linux] IP address question

2007-11-15 Thread Andreas Grimm
Just an idea
What is, when you connect to your server with the external IP address? It
should work, that your friends see the external address then

Andreas

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Guy Watkins
> Sent: Friday, November 16, 2007 5:54 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] IP address question
>
> My game server is behind a NAT firewall.  The server address
> is 192.168.0.2, but the outside world sees it correctly as
> 69.251.118.155.
>
> However, when I play, I play on the internal IP address
> 192.168.0.2 and the friends system shows me playing on the
> internal IP address, so people can't join my game because
> they can't connect to the internal IP address.  Is there any
> way to make the friends system to report me playing on the
> external IP address?
>
> Thanks,
> Guy
>
>
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RE: [hlds_linux] RE: Source/Dedicated Server Update available

2007-11-14 Thread Andreas Grimm
www.srcds.com

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> James Nepia
> Sent: Wednesday, November 14, 2007 8:02 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] RE: Source/Dedicated Server Update available
>
> What command are you using to start the server?
>
>
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RE: [hlds_linux] Re: hlds_linux digest, Vol 1 #5864 - 9 msgs

2007-10-31 Thread Andreas Grimm
what he says?

was sagt er?

what he says?

was sagt er?

ich glaube er fragen, was du sagen ... Oo

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Wednesday, October 31, 2007 1:20 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Re: hlds_linux digest, Vol 1 #5864 - 9 msgs
>
> Estimado cliente  estoy de vacaciones desde el dia 31 de
> octubre hasta el dia 12 de noviembre.
>
> Para cualquier asunto que pueda surgirte en este periodo por
> favor escribe a [EMAIL PROTECTED] o puedes
> llamar al 950627023 en horario de oficina.
>
> Un saludo
> David García
> www.profesionalhosting.com
>
>
>
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Re: [hlds_linux] VALVe, server slots question

2007-10-18 Thread Andreas Grimm
32 would be nicer

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Kyle Gruel
> Gesendet: Donnerstag, 18. Oktober 2007 22:44
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] VALVe, server slots question
>
> Little bit ridiculous.  25 would be nice though. =)
>
> Kevin Ottalini wrote:
> >
> > gah, someone has a 255 player TF2 server running now, so silly.
> >
> >
> > - Original Message -
> > From: "Kyle Gruel"
> > To: 
> > Sent: Thursday, October 18, 2007 12:13 PM
> > Subject: Re: [hlds_linux] VALVe, server slots question
> >
> >
> >> +1
> >>
> >> Saint K. wrote:
> >>> Hiya,
> >>>
> >>> What i've done is the following;
> >>>
> >>> Server is set to 25 slots using the plugin to beat the slot limit.
> >>> Sourcemod
> >>> on its turn is configured to advertise only 24 slots, so
> we have 1
> >>> hidden reserved slots incase a admin needs to enter the game.
> >>>
> >>> Unfortunatly, this setup is still being filterd out by the steam
> >>> master servers.
> >>>
> >>> Is it possible that we come to a solution somehow, were we can
> >>> implement a reserved slot, but the active player slot
> limit doesnt
> >>> exceed 24 players, and it will still show up at the master list?
> >>>
> >>> Cheers,
> >>>
> >>> Saint K.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
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Re: [hlds_linux] TF2 - 32 Player server How-To

2007-09-26 Thread Andreas Grimm
i changed my dustbowl server to 32 slot and it is GREAT. there is a lot of
action now. exactly that, what i want to have in a team fortress game.

last thing that needs to be removed is the useless respawn time ):-(
--> i think more people would play tf2 then, at least many old-school
players

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of patrick
> Sent: Wednesday, September 26, 2007 8:04 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF2 - 32 Player server How-To
>
> > As a little rant, it would be really nice if valve would
> stop trying
> > to force people to play in a certain way. The TF2 developer
> commentary
> > states they don't like doing it, so it's a little odd that
> they do it
> > so often.
> > Make a default player limit as a "suggestion" but allow people to
> > alter it at will.
>
> > Team Fortress wouldn't exist if people weren't able to
> monkey around
> > and play how they want to play, not how it was originally intended
> > (Rocket Jumping anyone?). I miss my grenades and flags on dustbowl L
>
> yes... tf2 has been exciting, yet dissapointing... the most
> dramatic change to affect gameplay is the changes to spies...
> the changes are exciting if you enjoy playing as a spy, but a
> true let down if you are an engie... an engie can't even take
> out a scout witih his shotgun... it's almost as if the game
> was developed with people who enjoy playing certain classes
> and not others.
> but i've learned over the years to just accept what is given...
> however in this case perhaps the stats are speaking for themselves.
> anyone remember what game truly defined the mp experience?
>
> http://www.steampowered.com/v/index.php?area=stats&;
>
> sorry to continue on the rant.
>
>
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Re: [hlds_linux] TF2 32 slots???

2007-09-25 Thread Andreas Grimm
wow :-O

if someone knows how to make it, post it, please!

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> George Witczak
> Sent: Wednesday, September 26, 2007 1:14 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] TF2 32 slots???
>
> Ok someone please fill me in on how to get this going? Below
> is one of the IP's and the only 2 servers in game monitor
> playing 32 slots..and of course they are full!
>
> 70.87.162.59:27015
>
> http://www.game-monitor.com/GameServer/64.182.92.161:27016/THE
_TEMPEST_2_247_DUSTBOWL_DALLAS_TX_-_WDFNews.com_Clan_p.html
>
> http://www.game-monitor.com/GameServer/70.87.162.59:27015/3Poi
ntGames.com_TF2_32_Player_DustBowl__1.html
>
>
> ___
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RE: [hlds_linux] Can't start

2007-09-21 Thread Andreas Grimm
try this:

./srcds_run +maxplayers 16 -game tf -tickrate 66 -ip 206.204.216.33 -port
27016 -debug +map ctf_2fort

start command needs the map parameter

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Patrick Scott
> Sent: Friday, September 21, 2007 5:58 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Can't start
>
> ./srcds_run +maxplayers 16 -game tf -tick 66 -ip 206.204.216.33 -p
> 27016 -debug
> Auto detecting CPU
> Using AMD-Opteron (64 bit) Optimised binary.
> Enabling debug mode
> Auto-restarting the server on crash
>
> Console initialized.
> Game.dll loaded for "Team Fortress"
> Particles: Missing 'particles/error.pcf'
> maxplayers set to 24
> maxplayers set to 16
> Unknown command "startupmenu"
> Network: IP 206.204.216.33, mode MP, dedicated Yes, ports 27016 SV /
> 27006 CL
> ---
> Never seems to start. That command line is correct, no?
>
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Re: [hlds_linux] TF2 Linux Command Line

2007-09-20 Thread Andreas Grimm
Run it like the others ... for TF2 it is "-game tf"

Good luck :)

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Friday, September 21, 2007 2:15 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] TF2 Linux Command Line
>
> Does anyone have a good start command line, or do we just run
> it like css with a different -game command?
>
> Thank you. =)
>
> ___
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Re: [hlds_linux] Team Fortress 2 Content Available

2007-09-14 Thread Andreas Grimm
try this:

./steam -command update -game tf -dir /tf2

(without the last slash)

If your tf2 folder is a subfolder where you run the updatetool:

./steam -command update -game tf -dir ./tf2

Andi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Brandon
> Cherup
> Sent: Saturday, September 15, 2007 5:39 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2 Content Available
>
> --
> [ Picked text/plain from multipart/alternative ] /test# ./steam
> -command update -game tf -dir /tf2/ Checking bootstrapper version ...
> Updating Installation
> Cannot open output file '/tf2//InstallRecord.blob'
>
>
> I can't be the only one getting this error ? anyone ... please ?
>
> On 9/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] Hi guys,
> >
> > First off, in preparation for the upcoming dedicated server
> for Team
> > Fortress 2, we've updated the hldsupdatetool.  Along with
> that, we've
> > made the content for Team Fortress 2 that you'll need for a
> dedicated
> > server available.  To get that, run hldsupdatetool with the command
> > "-command update -game tf".
> >
> > The dedicated server itself is not yet ready.  We're
> working very hard
> > to make it available as soon as possible.  The Linux build
> might be a
> > little later than the Win32 build, but hopefully not by
> much.  So for
> > now, sync up the TF 2 content that's available to get your server
> > ready
> > :)
> >
> > Thanks,
> > Jason
> >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlds_linux] Team Fortress 2 Content Available

2007-09-14 Thread Andreas Grimm
try this:

./steam -command update -game tf -dir /tf2

(without the last slash)

Andi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Brandon Cherup
> Sent: Saturday, September 15, 2007 5:39 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2 Content Available
>
> --
> [ Picked text/plain from multipart/alternative ] /test#
> ./steam -command update -game tf -dir /tf2/ Checking
> bootstrapper version ...
> Updating Installation
> Cannot open output file '/tf2//InstallRecord.blob'
>
>
> I can't be the only one getting this error ? anyone ... please ?
>
> On 9/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] Hi guys,
> >
> > First off, in preparation for the upcoming dedicated server
> for Team
> > Fortress 2, we've updated the hldsupdatetool.  Along with
> that, we've
> > made the content for Team Fortress 2 that you'll need for a
> dedicated
> > server available.  To get that, run hldsupdatetool with the command
> > "-command update -game tf".
> >
> > The dedicated server itself is not yet ready.  We're
> working very hard
> > to make it available as soon as possible.  The Linux build
> might be a
> > little later than the Win32 build, but hopefully not by
> much.  So for
> > now, sync up the TF 2 content that's available to get your server
> > ready
> > :)
> >
> > Thanks,
> > Jason
> >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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Re: [hlds_linux] How do I turn off mouse-over player names?

2007-09-12 Thread Andreas Grimm
Hi back from the List

deinstall CS:S :)
i don't know any way how to disable this and i think, it is not possible.

Andreas

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Nolan Hurlburt
> Sent: Wednesday, September 12, 2007 10:03 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] How do I turn off mouse-over player names?
>
> --
> [ Picked text/plain from multipart/alternative ] Hi List,
>
> What's the easiest way to disable cross-hair mouse-over
> showing player names in counter-strike source?
>
> Nolan
> --
>
> ___
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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Andreas Grimm
hi,

Mike posted this on the windows mailing list

http://list.valvesoftware.com/
--> for discussion of windows server issues

Andreas Grimm

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Ratman2000
> Gesendet: Donnerstag, 9. August 2007 12:57
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?
>
> Hello,
>
> thanks for the replays!!!
> Where this code Snipped sended on a other Mailing list?
> (hlds?) So i need to register me on this mailing list too :)
>
> Thanks
>
> With friendly Reguards from Germany
>
> Ratman2000
>
> - Original Message -
> From: "Regime" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, August 09, 2007 10:33 AM
> Subject: Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?
>
>
> > Quoting Mike Dussault's email to the [hlds] list:
> >
> > "Here's some example code that could go in a
> > IServerPluginCallbacks::ClientCommand handler:
> >
> >  if ( FStrEq( pcmd, "doaskconnect" ) )  {
> >   const char *ip = "MyTestServer.ValveSoftware.com:27015";
> >   if ( engine->Cmd_Argc() >= 2 )
> >ip = engine->Cmd_Argv(1);
> >
> >   float flDuration = 4.0f;
> >   if ( engine->Cmd_Argc() >= 3 )
> >flDuration = (float)atof( engine->Cmd_Argv(2) );
> >
> >   KeyValues *kv = new KeyValues("blah");
> >   kv->SetFloat( "time", flDuration );
> >   kv->SetString( "title", ip );
> >
> >   helpers->CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
> >   return PLUGIN_STOP;
> >  }
> >
> > Here's the DIALOG_TYPE update. It would be in
> > public\engine\iserverplugin.h, but we'll have to do an sdk
> release for
> > that so it's a ways off.
> >
> > typedef enum
> > {
> >  DIALOG_MSG = 0,  // just an on screen message  DIALOG_MENU,  // an
> > options menu  DIALOG_TEXT,  // a richtext dialog
> DIALOG_ENTRY,  // an
> > entry box  DIALOG_ASKCONNECT // Ask the client to connect to a
> > specified IP address. Only the "time" and "title" keys are used.
> > } DIALOG_TYPE;"
> >
> > Regards,
> > ---
> > Regime
> > http://www.livebythegun.com/
> >
> >
> > Ratman2000 wrote:
> > > Hello,
> > >
> > > Jason have sayed, that there is a way for Plugins to relocate the
> players,
> > > but how can i find this way?
> > > It there a page, i can find the information i need to build this
> relocate?
> > > I have looked into the SDK and havend found any Plugin
> Helper or an
> other
> > > function so
> > > please tell me, how we can use this function!
> > >
> > > - Added a way for server plugins to ask players if they'd like to
> > > connect to a different server
> > >
> > > Thanks!
> > >
> > > With friendly Reguards
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Andreas Grimm
Here's some example code that could go in a
IServerPluginCallbacks::ClientCommand handler:

 if ( FStrEq( pcmd, "doaskconnect" ) )
 {
  const char *ip = "MyTestServer.ValveSoftware.com:27015";
  if ( engine->Cmd_Argc() >= 2 )
   ip = engine->Cmd_Argv(1);

  float flDuration = 4.0f;
  if ( engine->Cmd_Argc() >= 3 )
   flDuration = (float)atof( engine->Cmd_Argv(2) );

  KeyValues *kv = new KeyValues("blah");
  kv->SetFloat( "time", flDuration );
  kv->SetString( "title", ip );

  helpers->CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
  return PLUGIN_STOP;
 }

Here's the DIALOG_TYPE update. It would be in public\engine\iserverplugin.h,
but we'll have to do an sdk release for that so it's a ways off.

typedef enum
{
 DIALOG_MSG = 0,  // just an on screen message  DIALOG_MENU,  // an options
menu  DIALOG_TEXT,  // a richtext dialog  DIALOG_ENTRY,  // an entry box
DIALOG_ASKCONNECT // Ask the client to connect to a specified IP address.
Only the "time" and "title" keys are used.
} DIALOG_TYPE;

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Ratman2000
> Gesendet: Donnerstag, 9. August 2007 10:17
> An: hlds_linux@list.valvesoftware.com
> Betreff: [hlds_linux] Dedicated Server Beta Jason? Alfred?
>
> Hello,
>
> Jason have sayed, that there is a way for Plugins to relocate
> the players, but how can i find this way?
> It there a page, i can find the information i need to build
> this relocate?
> I have looked into the SDK and havend found any Plugin Helper
> or an other function so please tell me, how we can use this function!
>
> - Added a way for server plugins to ask players if they'd
> like to connect to a different server
>
> Thanks!
>
> With friendly Reguards
>
> Ratman2000
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] Linux Dedicated Server Update

2007-07-10 Thread Andreas Grimm
the first one was a beta, the second one an offical release :>

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Daniel Pardo Vela
> Gesendet: Dienstag, 10. Juli 2007 13:07
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Linux Dedicated Server Update
>
> Any changes between the beta and this one?
> Greetings.
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, July 10, 2007 7:20 AM
> Subject: RE: [hlds_linux] Linux Dedicated Server Update
>
>
> > Yes.
> >
> > Marcel wrote:
> >>> Updates to the Linux Dedicated Server are now available.  Run
> >>> hldsupdatetool to receive this update.  The specific
> changes include:
> >>>
> >>> - Fixed high CPU usage on multi-core machines
> >>>
> >>> Jason
> >>
> >> So can we remove the -NoQueuedPacketThread option?
> >>
> >> Marcel
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] Lag problems after latest update

2007-06-13 Thread Andreas Grimm
we have problems with lag on our windows machines, too

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Ronny Schedel
> Gesendet: Mittwoch, 13. Juni 2007 21:53
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Lag problems after latest update
>
> Problems seems to be on Counterstrike Source only, DODS seems
> to be error free.
>
> Complaints about this problem in english here:
> http://forums.steampowered.com/forums/showthread.php?t=567919&page=9
>
> Complaints in German here:
> http://www.kifferstuebchen.de/index.php?topic=7965.new
>
> Lags are 20-30 seconds, reported by players. Please fix it.
>
> Best regards
>
> Ronny Schedel
>
>
> > Hello,
> >
> > after the last update we discover strange problems:
> >
> > - some round starts cause a lag problem, end of rounds too
> (lags are
> > some
> > seconds)
> > - bombs can be planted after the round end (after seeing the
> > connection
> > warning)
> > - after round start the spectator cam stays at the start
> position (eye
> > view of a player), after many seconds it moves to the
> correct position
> > of the player
> > - ...
> >
> > Do we need a special library version or kernel settings to
> solve these
> > problems, again?
> >
> > System: Core 2 Duo, Debian Etch, 2 GB RAM
> >
> > Not to mention that all was running fine before this
> update, nothing
> > changed...
> >
> > Best regards
> >
> > Ronny Schedel
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
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Re: [hlds_linux] Redirect - is it going to work anymore ?

2006-12-04 Thread Andreas Grimm
 agree

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von David Syers
> Gesendet: Montag, 4. Dezember 2006 18:36
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Redirect - is it going to work anymore ?
>
> --
> [ Picked text/plain from multipart/alternative ] Some class
> it as abuse, others class it as a very handy and helpful
> function of a server.
>
> Can valve not allow an option of redirects whereby the user
> is given a message something like:
>
> "This server is currently full, or has reserved slots in action.
>
> If you would like to connect to an alternate server
> xxx.xxx.xxx.xxx: then click OK, otherwise click Disconnect"
>
> Graham Robinson <[EMAIL PROTECTED]> wrote: I think
> they thought exactly like this when blocking client execs.
> They presumably thought that sending a client somewhere they
> didn't ask to go was an abuse of your powers as an admin.
>
> On 04/12/06, Svensk Ljud & Ljus Produktion  wrote:
> > Since nov. 16 the redirect havent worked, and Mani have
> said thet he
> > dont think its possible to make it work again.
> >
> > Is Valve thinking about this.. ?
> >
> > This is the main issue that is up on our admin meetings !
> >
> > will it be solved or not ?
> >
> > Peter Lindblom / [ACCUsers] source server admin
>
> ___
> To unsubscribe, edit your list preferences, or view the list
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> --
>
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Re: [hlds_linux] Lag Problems on Counter-Strike Source Dedicated Server

2006-08-15 Thread Andreas Grimm
used 33 tickrate on each server 
cpu usage was something about 60-70% for both servers

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Regime
> Gesendet: Dienstag, 15. August 2006 17:34
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Lag Problems on Counter-Strike
> Source Dedicated Server
>
> Sorry, but I find that hard to believe. Two 30 slot servers,
> both full, on a sempron 2500+, without lag?
> What tickrate was/are you using?
> ---
> Regime
>
> Andreas Grimm wrote:
> > AMD Sempron 2600+
> > 512 MB DDR-RAM
> > Linux
> >
> > and on that machine we ran TWO 30 slot CSS servers without
> any laggs,
> > too ...
> > something is wrong here :-/
> >
>
>
>
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> archives, please visit:
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Re: [hlds_linux] Lag Problems on Counter-Strike Source Dedicated Server

2006-08-15 Thread Andreas Grimm
the server is currently installing suse 9.3 as 32 bit version,
will test it later then ...

im not a good one with linux ... how can i find out the kernel version?
and how can i update it when its needed ?

andi

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Kennycom
> Gesendet: Dienstag, 15. August 2006 10:20
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Lag Problems on Counter-Strike
> Source Dedicated Server
>
> Have you tried running the box with a 32bit OS install?
> And give the 2.6.18.rcwhatever kernel a try..
>
> --kennycom
>
> - Original Message -
> From: "Andreas Grimm" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, August 14, 2006 4:06 PM
> Subject: Re: [hlds_linux] Lag Problems on Counter-Strike
> Source Dedicated Server
>
>
> But there is one thing i dont understand
>
> AMD Athlon 64 3500+
> 2.048 MB DDR-RAM
> Linux
>
> On this server is now running ONE 36 slot CSS server without
> any laggs ...
> this is our new server ...
>
> the old one was that thing:
>
> AMD Sempron 2600+
> 512 MB DDR-RAM
> Linux
>
> and on that machine we ran TWO 30 slot CSS servers without
> any laggs, too ...
> something is wrong here :-/
>
> > -Ursprüngliche Nachricht-
> > Von: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Im Auftrag
> von Regime
> > Gesendet: Montag, 14. August 2006 13:07
> > An: hlds_linux@list.valvesoftware.com
> > Betreff: Re: [hlds_linux] Lag Problems on Counter-Strike Source
> > Dedicated Server
> >
> >
> > >> I want to run 2 30 slot CSS Servers, but when they get
> > full, i got a
> > >> lot of lag problems ...
> > >> One Server needs something around 50% of the CPU for only
> > 25 players.
> > >>
> > >
> > > You understand that that statement makes you want to run
> 2 servers
> > > when it cant handle it? And since the values you are shown
> > with ps or
> > > top is merely averages, it just might be that you are out
> > of CPU cycles.
> > >
> > > /Bjorn
> > >
> > Hi,
> > Considering your server's specs and what you want to do
> with it I can
> > tell you the answer to this now -> Bjorn is right you are simply
> > overloading the system, which obviously causes lag. I run a 32 slot
> > tickrate 66 server from a p4 2.8 and that is basically all it can
> > take.
> > Ignoring the discussion whether source _should_ use this much
> > resources, I would suggest you lower your slot-count and go for
> > quality over quantity.
> >
> > And also like Bjorn already says, the cpu usage of a full
> CS:S server
> > is not the same throughout running the game. You will see that for
> > instance on round restarts (when players are spawning) the
> cpu usage
> > will shoot up temporarily. So your server can run ok in
> general, but
> > lag at times when there are lots of events that need to be
> processed.
> > The point being; Try to plan your resources looking at the maximum
> > usage of your server, not the average usage. Then you can
> be more sure
> > that players on your server do not experience lag at times when the
> > CS:S server demands more resources.
> >
> > Hope this helps..
> > ---
> > Regime
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
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>
>
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Re: [hlds_linux] Lag Problems on Counter-Strike Source Dedicated Server

2006-08-14 Thread Andreas Grimm
But there is one thing i dont understand

AMD Athlon 64 3500+
2.048 MB DDR-RAM
Linux

On this server is now running ONE 36 slot CSS server without any laggs ...
this is our new server ...

the old one was that thing:

AMD Sempron 2600+
512 MB DDR-RAM
Linux

and on that machine we ran TWO 30 slot CSS servers without any laggs, too
...
something is wrong here :-/

> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Regime
> Gesendet: Montag, 14. August 2006 13:07
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Lag Problems on Counter-Strike
> Source Dedicated Server
>
>
> >> I want to run 2 30 slot CSS Servers, but when they get
> full, i got a
> >> lot of lag problems ...
> >> One Server needs something around 50% of the CPU for only
> 25 players.
> >>
> >
> > You understand that that statement makes you want to run 2 servers
> > when it cant handle it? And since the values you are shown
> with ps or
> > top is merely averages, it just might be that you are out
> of CPU cycles.
> >
> > /Bjorn
> >
> Hi,
> Considering your server's specs and what you want to do with
> it I can tell you the answer to this now -> Bjorn is right
> you are simply overloading the system, which obviously causes
> lag. I run a 32 slot tickrate 66 server from a p4 2.8 and
> that is basically all it can take.
> Ignoring the discussion whether source _should_ use this much
> resources, I would suggest you lower your slot-count and go
> for quality over quantity.
>
> And also like Bjorn already says, the cpu usage of a full
> CS:S server is not the same throughout running the game. You
> will see that for instance on round restarts (when players
> are spawning) the cpu usage will shoot up temporarily. So
> your server can run ok in general, but lag at times when
> there are lots of events that need to be processed. The point
> being; Try to plan your resources looking at the maximum
> usage of your server, not the average usage. Then you can be
> more sure that players on your server do not experience lag
> at times when the CS:S server demands more resources.
>
> Hope this helps..
> ---
> Regime
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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[hlds_linux] Lag Problems on Counter-Strike Source Dedicated Server

2006-08-12 Thread Andreas Grimm
Hello there,

i got a big lag problem and i have no more ideas, what i could do against it
:-/ i hope someone here can help me to find out what i do wrong ...

Server Specs are:
AMD Athlon 64 3500+
2.048 MB DDR-RAM
on SuSE Linux 9.3 64 Bit

I want to run 2 30 slot CSS Servers, but when they get full, i got a lot of
lag problems ...
One Server needs something around 50% of the CPU for only 25 players.

I only got the latest Version of Manu running ( 1.2 beta n ) and have the
following settings in server.cfg

--
hostname "xxx"
sv_region 3
sv_lan 0
rcon_password x

sv_visiblemaxplayers 30

mp_autoteambalance 1
mp_limitteams 1

mp_friendlyfire 0

mp_freezetime 5
mp_buytime 0.5
mp_startmoney 800

mp_flashlight 1
mp_footsteps 1
mp_falldamage 0

sv_voiceenable 1
sv_alltalk 0

mp_allowspectators 1

// Punishments
mp_autokick 0
mp_tkpunish 0
mp_hostagepenalty 10

// Limits
mp_roundtime 3.0
mp_timelimit 20
mp_fraglimit 666
mp_maxrounds 0

sv_downloadurl "http://xx";
sv_allowdownload 0
sv_allowupload 0

sv_cheats 0
sv_pausable 0

log on

sv_enableoldqueries 0
sv_turbophysics 0

exec mani_server.cfg
--

The server itself is using the standard tickrate of 33

any ideas ? :(
im not very good in working with linux systems, perhaps an OS issue ?

thx for help
andi


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