[hlds_linux] Can't load lump 8, allocation of bytes failed tf2 server

2013-06-16 Thread Cameron Munroe
 

As of recent on map changes I am getting "Can't load lump 8,
allocation of  bytes failed tf2 server" and I was curious if
anyone knew of a solution. From a simple look on google it seemed to be
crowded in mystery, and requires valve to fix, though I am unsure of
this. I have updated to the newest SM 1.5 branch for linux as of a few
minutes ago. The map was changing to vsh_Hakurei_Shrine_v3, and crashed
again. So is I don't think it is sourcemod, but then again I might be
wrong. 

Links: 

https://forums.alliedmods.net/showthread.php?t=216575
[1] 

http://forums.alliedmods.net/showthread.php?t=216322 [2]


http://forum.i3d.net/hlds-valve-linux-newsletter/202636-hlds_linux-engine-errors-tf2-server.html
[3] 

Sourcemod: 

SourceMod Version Information:
 SourceMod Version:
1.5.0-dev+3842
 SourcePawn Engine: SourcePawn 1.1, jit-x86 (build
1.5.0-dev+3842)
 SourcePawn API: v1 = 4, v2 = 4
 Compiled on: Jun 13
2013 18:46:51
 Build ID: 3842:1f48d9fe5c1f
 http://www.sourcemod.net/


Plugins: 

[SM] Listing 50 plugins:
 01 "tMedicRubber" (0.2.0) by
Thrawn
 02 "SMAC Spinhack Detector" (0.8.4.0) by SMAC Development Team

03 "SourceBans" (1.5.0-dev) by GameConnect
 04 "Client Preferences"
(1.5.0-dev+3842) by AlliedModders LLC
 05 "Goomba Stomp TF2" (1.1.0) by
Flyflo
 06 "Server Hop" (0.8.1) by [GRAVE] rig0r
 07 "Player Commands"
(1.5.0-dev+3842) by AlliedModders LLC
 08 "Basic Info Triggers"
(1.5.0-dev+3842) by AlliedModders LLC
 09 "Simple Chat Colors" (2.0.0)
by Simple Plugins
 10 "Basic Comm Control" (1.5.0-dev+3842) by
AlliedModders LLC
 11 "Sourcebans Checker" (1.0.0) by psychonic & Ca$h
Munny
 12 "SourceMod Anti-Cheat" (0.8.4.0) by SMAC Development Team
 13
"SMAC Rcon Locker" (0.8.4.0) by SMAC Development Team
 14 "Basic Chat"
(1.5.0-dev+3842) by AlliedModders LLC
 15 "[TF2] Second MOTD" (1.0) by
Powerlord
 16 "MOTD Backpack" (3.0) by Munra, bottiger, 11530
 17 "MotD
Player - Source" (0.8g) by Zephyrus
 18 "Simple Chat Processor" (1.0.1)
by Simple Plugins
 19 "Fun Votes" (1.5.0-dev+3842) by AlliedModders LLC

20 "Admin Menu" (1.5.0-dev+3842) by AlliedModders LLC
 21 "[TF2Items]
Manager" (1.4.1) by Damizean & Asherkin
 22 "SMAC Eye Angle Test"
(0.8.4.0) by SMAC Development Team
 23 "SMAC Command Monitor" (0.8.4.0)
by SMAC Development Team
 24 "[TF2] High Five Enemies" (1.3) by
FlaminSarge
 25 "Spray Tracer" (5.8a) by Nican132, CptMoore,
Lebson506th
 26 "Nextmap" (1.5.0-dev+3842) by AlliedModders LLC
 27
"SMAC AutoTrigger Detector" (0.8.4.0) by SMAC Development Team
 28
"M3Motd - MOTD / Rules Display" (0.4.1) by Mun @ Gaming-Servers.net
 29
"VS Saxton Hale" (1.42) by Rainbolt Dash, FlaminSarge
 30 "[ANY]
Automatic Steam Update" (1.9.1) by Dr. McKay
 31 "SourceBans: Admins"
(1.5.0-dev) by GameConnect
 32 "HLstatsX CE Ingame Plugin" (1.6.19) by
psychonic
 33 "AFK Manager" (3.5.0) by Rothgar
 34 "Sound Commands"
(1.5.0-dev+3842) by AlliedModders LLC
 35 "Goomba Stomp Core" (2.0.2) by
Flyflo
 36 "Anti-Flood" (1.5.0-dev+3842) by AlliedModders LLC
 37 "[TF2]
Thirdperson" (2.1.0) by DarthNinja
 38 "Updater" (1.1.5) by GoD-Tony
 39
"AllChat" (1.1.1) by Frenzzy
 40 "Basic Votes" (1.5.0-dev+3842) by
AlliedModders LLC
 41 "SMAC Anti-Speedhack" (0.8.4.0) by SMAC
Development Team
 42 "Players Votes" (1.5.0) by The Resident, pZv!
 43
"Fun Commands" (1.5.0-dev+3842) by AlliedModders LLC
 44 "Reserved
Slots" (1.5.0-dev+3842) by AlliedModders LLC
 45 "Admin Help"
(1.5.0-dev+3842) by AlliedModders LLC
 46 "Admin File Reader"
(1.5.0-dev+3842) by AlliedModders LLC
 47 "ChatBlocker" (0.0.4) by Mun @
Gaming-Servers.net
 48 "SMAC Aimbot Detector" (0.8.4.0) by SMAC
Development Team
 49 "Basic Commands" (1.5.0-dev+3842) by AlliedModders
LLC
 50 "SourceBans: Bans" (1.5.0-dev) by GameConnect 

Thanks!


Links:
--
[1]
https://forums.alliedmods.net/showthread.php?t=216575
[2]
http://forums.alliedmods.net/showthread.php?t=216322
[3]
http://forum.i3d.net/hlds-valve-linux-newsletter/202636-hlds_linux-engine-errors-tf2-server.html
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[hlds_linux] Valve: Cheaters

2013-06-04 Thread Cameron Munroe
 

Valve can we take some time to look into getting VAC tuned up some
more? 

Had this happen today:
http://forums.gaming-servers.net/uploads/FileUpload/83/2ec0e4d2d5c44776239056ec5b47ae.dem


 
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[hlds_linux] Fix Request: config_arena.cfg

2013-05-24 Thread Cameron Munroe
 

Can we please have config_arena.cfg not overwritten after every
update -or- usage of verify. As of current with the config file edited
with exec server.cfg and everything else removed still causes the
steampipe updater to overwrite. Rather annoying 

Thanks 
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[hlds_linux] Maps In Custom Folder

2013-04-13 Thread Cameron Munroe
 

As per the new steam update there will be the new custom folder. In
said folder we should be able to add maps, but how do I link them in
mapcycle.txt? Will it auto check the folder, I assume not. is there a
special path you have to state? 

/tf/custom/maps/blah.bsp? 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Cameron Munroe
Yeah that was uncalled for nerdboy. Just because someone has ads doesn't mean 
they don't care about there players. You should know better.

Nerdboy  wrote:

>Wow Frank you really don't think much of your patrons do you?
>On Apr 4, 2013 2:02 PM, "Frank"  wrote:
>
>> I enjoy running TF2 servers, I have a decent job to support them but me
>> putting some ads on them so you only view when you join (this is how I had
>> them setup) then why should that shame on me for trying to at least recover
>> the costs of running them. I'm not talking about a profit, I'm lucky to
>> break even every month. I can be trusted just fine to run well managed and
>> fast servers for players to play on FREE, them viewing an ad one time when
>> they join for a few seconds isn't going to hurt nobody and is no different
>> than television companies do with the ads.  If you wish to have tags in
>> place then fine but tags shouldn't disqualify my servers from getting
>> traffic be it browser or quickplay as someone else already put it most kids
>> are too stupid to know how the server browser works so you have to depend
>> on
>> quickplay/match making to get traffic to your servers. You can't expect to
>> be able to advertise them on SPUF - you get instant banned for even typing
>> out an IP# or name of servers so a lot of help Valve is in that regard.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon
>> Reynolds
>> Sent: Thursday, April 04, 2013 2:32 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>>
>> If people cannot be trusted to run a server for a free game without
>> blasting
>> users with ads then I hardly doubt they will play nice and put the proper
>> tags in place informing people that they are about to blast you with ads.
>>
>>
>>
>>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Cameron Munroe
Thus why I asked if anyone was making a profit. I'm not running servers to make 
a profit but the ads due lower the cost so that I have an extra 100$ in my 
pocket for me.

Gordon Reynolds  wrote:

>But there might be the real crux of the issue. Do you need 50 servers? If
>you cannot comfortably afford these video game servers, then why are you
>asking your users to pitch in money (in the form of bugging them with ads)
>to cover your costs? It's not as if your server is providing a
>once-in-a-lifetime experience, and unless you're running some custom mods,
>they will be able to continue playing TF2 far after your servers go away. I
>cannot find any justification for signing up for more servers than you can
>pay for, then making your users foot the proverbial bill, or at least part
>of it.
>
>I will not say that all ad plugins are inherently bad though - because I do
>not know of how many different kinds are out there. I would think the very
>existence of ads on a server just broadcast: "I'm only doing this because I
>don't want to pay for this server", which doesn't instill much confidence.
>It's probably why I don't bother playing on servers not my own. People seem
>to have strange ideas about what a game server is for.
>
>
>On Thu, Apr 4, 2013 at 1:34 PM, Erik-jan Riemers  wrote:
>
>> You mean those few that still had the guts to force it on with the chance
>> of it crashing the clients? But for the sake of sharing:
>>
>> About +- 50 servers (css/l4d(2)/nd/tf2) in the high period (no forced motd
>> times) 400 ish dollars a month
>> Then they enforced that "must have completion ratio of xx in order to be
>> registered as a hit" came down to 150/200 ish dollar a month
>> Still some changes they needed to implement but I can see this going down
>> to 50/75 If I am lucky.
>>
>> Do note that I have never enforced people to watch it xx seconds (some do)
>> , but if it comes down to 50/75 dollars I can just as well remove it
>> totally. As far as I know it says in the explanation that if your average
>> completion ratio of a server goes down below a certain percentage you
>> won't get payed *at all*. Which means that if you have 20% valid hits and
>> 80% not valid hits, your under that percentage and you get nothing. But
>> they get the 20% hits still.. someone correct me if I am wrong though.
>>
>> Taken into account to keep 50 servers running is about 250 euro's a month.
>> This doesn't fall from the sky.. (yes, its beefy. But also websites,
>> hosting forum, download server, replay server.. about 10 to15ish tb
>> traffic a month) and we always try to help out people where we can (like
>> giving the guy from tf2pickup.net a chance, which is one of the few that
>> actually made something)
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
>> Munroe
>> Sent: donderdag 4 april 2013 21:30
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>>
>>
>>
>> Proper use of ad plugins isn't bad in anyway shape or form. However, ads
>> for the sake of more and more ads becomes a slight problem. I really don't
>> think any server operator should force ads other then for join and map
>> changes. Otherwise you just are creating a mess. Same with people who put
>> 10 ads on one webpage. It just doesn't work well and in the end causes a
>> nightmare.
>>
>> Off topic question, anyone here actually making a profit off of Pinion
>> ads, or are we all still in the red after each month?
>>
>> On 04/04/2013 11:46 AM, David Fountain wrote:
>>
>> > MOTDs are
>> useful I don't think they should just be forced on the player
>> > either.
>> But it's funny valve cares about us advertising yet goldsrc games
>> > have
>> advertisements all over the stock maps lol
>> >
>> > SavSin
>> > On Apr 4, 2013
>> 11:43 AM, "Gordon Reynolds" 
>> > wrote:
>> >
>>
>> >> But as we've found out before, how do you delist them? Just hope
>> they play nice and use the 'ads' tag? Or wait for enough people to
>> understand that this behavior (triggering near-malware on a client's
>> machine for profit) isn't good, and hope the user blacklists them enough
>> times? If you're going through the hassle of subjecting your users to
>> these ads then I don't see why you wo

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Cameron Munroe
 

Proper use of ad plugins isn't bad in anyway shape or form. However,
ads for the sake of more and more ads becomes a slight problem. I really
don't think any server operator should force ads other then for join and
map changes. Otherwise you just are creating a mess. Same with people
who put 10 ads on one webpage. It just doesn't work well and in the end
causes a nightmare. 

Off topic question, anyone here actually making a
profit off of Pinion ads, or are we all still in the red after each
month? 

On 04/04/2013 11:46 AM, David Fountain wrote: 

> MOTDs are
useful I don't think they should just be forced on the player
> either.
But it's funny valve cares about us advertising yet goldsrc games
> have
advertisements all over the stock maps lol
> 
> SavSin
> On Apr 4, 2013
11:43 AM, "Gordon Reynolds" 
> wrote:
>

>> But as we've found out before, how do you delist them? Just hope
they play nice and use the 'ads' tag? Or wait for enough people to
understand that this behavior (triggering near-malware on a client's
machine for profit) isn't good, and hope the user blacklists them enough
times? If you're going through the hassle of subjecting your users to
these ads then I don't see why you wouldn't go the next step and just
lie about your sv_tags, or find some better plugin that just serves up
ads in a different way. Delisting them would work if the system was
perfect. On Thu, Apr 4, 2013 at 11:36 AM, Nomaan Ahmad
 wrote: 
>> 
>>> Delisting them is better choice
than disabling motd after the first view. On 4 April 2013 19:32, Gordon
Reynolds  wrote: 
>>> 
>>>> If people
cannot be trusted to run a server for a free game without blasting users
with ads then I hardly doubt they will play nice and put
>>> the 
>>>

>>>> proper tags in place informing people that they are about to blast
you
>>> with
>> know). 
>> 
>>>>> This change hardly affected our
servers due to most the benefits
>> users play with via the MOTD are for
donors only, which quickplayers wont have access to anyway. However,
this does mean that I will personally never click the quickplay button
again, due to potential lost user experience
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- -
Gordon Reynolds ___ To
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please visit: https:
>> 
>>>  To unsubscribe, edit your
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-- - Gordon Reynolds 
>> __ To
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[1]
>> 
>>> 
>> 
>>> 
> 
>
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Munroenet.com

Computer Tech

http://www.munroenet.com
[2]
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[hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread Cameron Munroe
 

Can valve please make a rules command that will open up a page to
show server rules. This is otherwise going to be a massive problem. I
know at valve you don't have game administrators and pretty much allow
the game to flow as a few players seem befit of themselves, but that is
one reason why I started my servers. Since not all of us like a whinny
little kid screaming in his mic, or joe the DJ spamming his shitty hip
hop, while Paco screams in his mic STFU during this whole process
causing buffer overflows that kick most of the players, but I know you
guys at valve fully appreciate this lovely game style. 

In any case, I
think what you guys just did was fix the problem of a small cut on the
arm by amputating it. It definitely fixes the problem but it sure is
overkill. Though I fully understand why you guys did it since people are
abusing adverts, which by all regards I don't approve of, but it is a
heavy cost to pay for it. 

The End. 
 
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Re: [hlds_linux] Server Lockup Fix?

2013-03-05 Thread Cameron Munroe
 

And since they don't crash there is no bug report... :( 

On
03/05/2013 05:38 PM, Frank wrote: 

> I noticed an issue with server
lockups/freezing after yesterday's update but
> I've not yet put a
finger on it for the cause just that it was very annoying
> and rendered
them pointless to even have up.
> 
> -Original Message-
> From:
hlds_linux-boun...@list.valvesoftware.com
>
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Cameron
> Munroe
> Sent: Tuesday, March 05, 2013 8:25 PM
> To: Half-Life
dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Server
Lockup Fix?
> 
> map changes every two hours. If not less. 
> 
> I can't
change the map
> after the freeze as it no response to any key stokes.

> 
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Re: [hlds_linux] Server Lockup Fix?

2013-03-05 Thread Cameron Munroe
 

map changes every two hours. If not less. 

I can't change the map
after the freeze as it no response to any key stokes. 

On 03/05/2013
03:31 PM, Mart-Jan Reeuwijk wrote: 

> seems iPhone 5 has some bugs...
like not showing what he said.
> 
> single map servers <> change the
map 
> 
> would have made more sense if you had said to reload the
map.
> 
>>  From: DontWannaName!
 To: Half-Life dedicated Linux server mailing
list  Cc: Half-Life dedicated Linux
server mailing list  Sent: Monday, 4
March 2013, 19:28 Subject: Re: [hlds_linux] Server Lockup Fix? Have you
tried changing the map Sent from my iPhone 5 On Mar 4, 2013, at
12:02 AM, Erik-jan Riemers  wrote: 
>> 
>>> We always
restart our servers every day. Single map servers (2fort for instance)
start to get weird lags and other "issues" if you keep it running too
long. -Original Message- From:
hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe Sent: maandag 4 maart 2013 6:36 To: Half-Life dedicated Linux
server mailing list Subject: Re: [hlds_linux] Server Lockup Fix? TF2 On
03/03/2013 09:16 PM, David Fountain wrote: 
>>> 
>>>> What game.
>>>

>>>> On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
>>>
wrote:
>>
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>

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[2]
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Re: [hlds_linux] Server Lockup Fix?

2013-03-04 Thread Cameron Munroe
 

Rather hard to do that when the basis of your server is sourcemod
since said servers are running Vs. Saxton Hale, Freak Fortress,
Dodgeball, etc. 

On 03/04/2013 01:09 AM, Sachin Sud wrote: 

> Try
running the servers for 1-2 days without sourcemod and metamod and see
>
that issue happens again?
> My servers were facing the same problem
later it was some steamtools and
> sdk hooks which was causing the
issue.
> 
> On Mon, Mar 4, 2013 at 1:32 PM, Erik-jan Riemers
 wrote:
> 
>> We always restart our servers every
day. Single map servers (2fort for instance) start to get weird lags and
other "issues" if you keep it running too long. -Original
Message- From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe Sent: maandag 4 maart 2013 6:36 To: Half-Life dedicated Linux
server mailing list Subject: Re: [hlds_linux] Server Lockup Fix? TF2 On
03/03/2013 09:16 PM, David Fountain wrote: 
>> 
>>> What game.
>> 
>>>
On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
>>
wrote:
> 
>
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Re: [hlds_linux] Server Lockup Fix?

2013-03-03 Thread Cameron Munroe
 

TF2 

On 03/03/2013 09:16 PM, David Fountain wrote: 

> What game.
>

> On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
wrote:
> 
>> After my servers have been up
for about a week they randomly lockup. Please note they don't crash,
they just simply freeze and use 100% of a single core on the processor.
I do run sourcemod on the servers, but I don't think that has anything
to do with it. In any case I was wondering if anyone knew of a fix.
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[hlds_linux] Server Lockup Fix?

2013-03-03 Thread Cameron Munroe
 

After my servers have been up for about a week they randomly lockup.
Please note they don't crash, they just simply freeze and use 100% of a
single core on the processor. I do run sourcemod on the servers, but I
don't think that has anything to do with it. In any case I was wondering
if anyone knew of a fix. 

Thanks in advance. 
 
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[hlds_linux] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Cameron Munroe
 

So, the advantage being that a server host could possibly create a
specialty download server for only there servers and there server
content only, so theoretically ~/orangebox/downloads/GSN/...(maps,
models, ...), and with this end conflict between separate server hosts,
or am I completely mis-reading this? 

I would like to take advantage of
this no matter what, since all clients are going to have to re-download
files anyways, so how do I rebuild my fastdownload server so that
clients get the files they need in ~/orangebox/tf/downloads/... as well
as how does the new links with maps work, since in the current
maplist.txt it automatically checkes ~/orangebox/tf/maps/...?


Sourcemod & TF2 will there be a possible cvar that could be entered
into a cfg so that we could create a specialty folder in
~/orangebox/tf/downloads/"GSN"/... where "GSN" would be the cvar
variable. This would allow a nicer cleaner environment. 

Request: BZ2
is nice and all, but i think you can get a better compression ratio with
7Zip, and my question is would it be possible with the new system to
allow downloads of 7zip and possibly provide a cvar so that they system
will check for those files exclusively instead of asking for .ext.bz2
and then .ext upon the fastdownload server, which creates an extra cost
against the webserver, which I don't really care about, but more over
about the the client. Not only that but, would it be possible to allow
for a bulk download file if it is the first time joining a server. You
are literally losing a major benefit if you have to request for single
files over and over again since the client has to do the below.


Process that is need file ==> Initiate session with server =>
Server repond to client confirming session > client requests file
> server sends chunk of file > client repsonds recieved files
> server sends more files .(continue until done with specific
file) 

However, that being said a single file request will miss that
pre-connect syntax as it doesn't have to do it for every file, with
multiple files it has to ask to connect to the server over and over
again, which is a loss of performance and throughput, not to mention one
large file will download faster then the 100 or so small files. 

That
being said, it would be nice to have some testing of the new system
conversion process since I have to do it on about ~20 servers. 

Proxy,
one of the great advantages talked about is a proxy setup so that
hosters could cache the new updates and increase the update speed for
there servers, and I was curious where the documentation on that is, and
what type of proxies it works with. 

--Thanks-- 

 
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Re: [hlds_linux] Freezes

2013-02-15 Thread Cameron Munroe
 

I am, but not during map changes, mine are occurring randomly while
the game is in session. 

No error logs, just freezes solid. 

On
02/15/2013 12:05 AM, Tim Bagheri wrote: 

> Hi all,
> 
> Lately we have
seen a number of servers freeze on console, over the last
> few updates
this has started extending to the changelevel command.
> 
> Updating to
the latest sourcemod / metamod snapshops, or disabling all 3rd
> party
mods all together seems to have no effect.
> Just wondering if anyone
else has experienced this problem or has any
> solutions?
> 
> -- 
> --

> Regards,
> 
> Tim Bagheri
> 
> *Gamers United*
> *Administrator*
> 
>
This message and any attachments are confidential and are intended for
the
> addressee only.
>
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[1]

---
Cameron Munroe

Owner and Operator of (G-S.N) &
Munroenet.com

Computer Tech

http://www.munroenet.com
[2]
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https://www.town-assembly.com




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

2012-12-28 Thread Cameron Munroe
per map is quite a bit of work), so Valve 
is
attempting to fix it with the overhauled map contribution system. And 
I'm
sorry, but their contribution to the game is larger than one man 
server.


Valve is not leaving bugs in on purpose. And anti-cheat is hard, 
other
than literally making the server do everything but that is unfeasible 
to

do on the current source engine. :P

Reports on Steam community helps but it's not an automatic action. 
Valve

does not do manual VAC bans unless it's a extraordinary case (see the
Golden wrench thing), and most likely Valve dosen't act on reports 
unless
there been several from unrelated users. I do believe that Valve does 
use
the "cheater" reports to gauge their own VAC so it does help for 
them.


On Fri, Dec 28, 2012 at 1:58 AM, Cameron Munroe
wrote:


We sit here asking for the smallest favors to fix a massive issue on
our servers, which happens to effect valve servers as well, yet they

ignore us.

Yet, if you make a map they send you free stuff, give you tons of
credit, and bow down to you.


-- Just wonderful, thanks Valve!

--

Cameron Munroe

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

2012-12-27 Thread Cameron Munroe
The issue was here from over a year ago, and still hasn't been fixed. I 
am tired of the people who post lovely links saying haha troll face. I 
am not in the mood considering this whole mailing list has asked over 
and over again to fix the smallest of issues. Yet I'm here still asking 
for the same fixes.



I really don't care if I get kicked off the mailing list anymore as 
most of you aren't a help, and valve ignores it anyways.


I have reported cheaters who have been using x cheat for over 2 years 
and still don't have a vac ban, did they do anything, no. I have 
reported massive cases of sexual harassment, did they do anything, nope. 
It's always the same thing of I don't care what you say, or what you do. 
You're a server owner, and a disgrace to this world, and that is if you 
lucky, as usually they just throw you to spam.






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

2012-12-27 Thread Cameron Munroe

You comment, wasn't needed, nor appreciated, so why don't you fuck off.

 Original Message 
Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server 
Owners

Date:
From: Niko Montonen 
To: cmun...@cameronmunroe.com, Half-Life dedicated Linux server mailing 
list 


http://www.youtube.com/watch?v=DXg6UB9Qk0o [2]

2012/12/28 Cameron Munroe 

We sit here asking for the smallest favors to fix a massive issue on 
our servers, which happens to effect valve servers as well, yet they 
ignore us. Yet, if you make a map they send you free stuff, give you 
tons of credit, and bow down to you.


-- Just wonderful, thanks Valve!

--

Cameron Munroe

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[hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-27 Thread Cameron Munroe
We sit here asking for the smallest favors to fix a massive issue on 
our servers, which happens to effect valve servers as well, yet they 
ignore us. Yet, if you make a map they send you free stuff, give you 
tons of credit, and bow down to you.



-- Just wonderful, thanks Valve!

--

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Re: [hlds_linux] Client Crash out on map change?

2012-12-24 Thread Cameron Munroe
There is also currently an issue where large effect based server lock 
up.


--

However, I am talking about map changes. During the map change you 
either get people who timed out, or who get a steamauth error and then 
get kicked. That is why you increase your map change time to something 
more reasonable so that people don't get kicked every 30 minutes.




On , Erik-jan Riemers wrote:

Today a full server went empty, all died on with "timed out" on the
server..  it was not map round yet.
Strange thing is that you would normally get a "hl2.exe" has crashed 
error
message, but even this one did not show up, it just died instantly. 
But

might be just a "one of those days hickups"

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
Wielens
Sent: maandag 24 december 2012 17:45
To: Half-Life dedicated Linux server mailing list
Subject: [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.
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Re: [hlds_linux] Client Crash out on map change?

2012-12-24 Thread Cameron Munroe

This happens everywhere. Usually with people who have have ping.



On , Bjorn Wielens wrote:

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

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

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


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


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

Thanks in advance, and apologies if this has been addressed before -
but the archive page seems to be down and google tends to only yield
tons of "client-side" fixes.
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[hlds_linux] Some Complaints To Valve and to Us in General

2012-12-20 Thread Cameron Munroe
27;t be a TF2 Nazi and claim that only donator is
allowed, as it isn't. Valve fully supports the idea of pinion, and I
have embraced it to provide for a younger crowd, everyone is
happy.

(Sorry for any misspelling, or grammar issues, I have been on
the internet too long.)

-- 

Cameron Munroe
 
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Re: [hlds_linux] Link In Chat Ban system

2012-12-15 Thread Cameron Munroe
If people are posting links to pornhub then I just want them banned, or 
for that matter links to the free steam game sites.


On 12/15/2012 3:02 PM, Benedict Glover wrote:

Instead of banning, thats a bad idea - just block the messages.


Date: Mon, 10 Dec 2012 23:23:28 -0800
From: cmun...@cameronmunroe.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Link In Chat Ban system

Is there a sourcemod plugin that will ban people for links in chat? Such
as free games, porn, etc.

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Re: [hlds_linux] Link In Chat Ban system

2012-12-10 Thread Cameron Munroe

Thanks


On 12/10/2012 11:31 PM, Sachin Sud wrote:

Hi,

You can use
https://forums.alliedmods.net/showthread.php?p=1559601
In this you can define http .com .net and many more as keyword and they
wont get displayed on server

There is another plugin ip chat blocked in which user cannot post ips

But you cannot ban those people but these plugins will make sure noone is
doing false advertisements on ur server

Hope this help.

-Sachin

On Tue, Dec 11, 2012 at 12:53 PM, Cameron Munroe
wrote:


Is there a sourcemod plugin that will ban people for links in chat? Such
as free games, porn, etc.

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[hlds_linux] Link In Chat Ban system

2012-12-10 Thread Cameron Munroe
Is there a sourcemod plugin that will ban people for links in chat? Such 
as free games, porn, etc.


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Re: [hlds_linux] Replay server going down causes main game server to crash?

2012-11-28 Thread Cameron Munroe
 

Why do you think I disabled replays on my servers? This has been an
issue since a year ago and never has and likely never will be fixed.


On , hlds mailing wrote: 

> Apparently if your remote replay server
goes offline (due to network or
> whatever), the entire main TF2
gameserver freezes and you get this error:
> 
>
http://pastebin.com/fxTFjuen [1]
> 
> This just happened on one of my
servers when my replay server became
> unreachable.
> 
> This means that
if the game server OR the replay server goes down,
> everything is
offline, doubling the probability of failure.
> 
> Is this supposed to
happen?
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Re: [hlds_linux] Other FastDL formats

2012-11-27 Thread Cameron Munroe
 

The real question at that point is will source2 be used in TF2? 

On
, ics wrote: 

> Perhaps on Source2 this might happen but not in current
branch.
> 
> -ics
> 
> 27.11.2012 18:02, Cameron Munroe kirjoitti:
> 
>>
That is what I thought, another format would be really nice. On , Andre
Müller wrote: 
>> 
>>> No, only bzip2 There was already a request for
>>
lzma in the cs:go mailinglist 
>> 
>>> 2012/11/27 Nomaan Ahmad
>>

> 
>
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Munroe

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Re: [hlds_linux] Other FastDL formats

2012-11-27 Thread Cameron Munroe
 

That is what I thought, another format would be really nice. 

On ,
Andre Müller wrote: 

> No, only bzip2
> There was already a request for
lzma in the cs:go mailinglist
> 
> 2012/11/27 Nomaan Ahmad

> 
>> I don't think so. On 27 November 2012 02:03,
Cameron Munroe  wrote: 
>> 
>>> Is there
another format you can use for fast download servers. (Compressed) Such
as the current 7Zip in comparison to BZ2? -- -- Cameron Munroe
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Re: [hlds_linux] Email Archive

2012-11-26 Thread Cameron Munroe
 

Cloudflare email obfuscation? 

On , Erik-jan Riemers wrote: 

> I
dont see any reason why not, but the biggest issue is email farming.
The
> reason the other one does not allow bots on it / google is because
you
> don't want any automated bots scraping the mailing list.
> If you
got that covered correctly, there should not be a problem.
> 
> But you
can always just save your own mails and index that, faster and
> saves
you the hassle. I do believe there is more than 1 place where they
>
archive it though. Put maybe not in the best way.
> 
> -Original
Message-
> From: hlds_linux-boun...@list.valvesoftware.com
>
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Cameron
> Munroe
> Sent: dinsdag 27 november 2012 4:46
> To: Half-Life
dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Email
Archive
> 
> So I could possibly make a better solution that does allow
indexing via
> google?
> 
> On , Jesse Molina wrote:
> 
>> Neither are
good solutions.
> 
>> The official private list is not indexed by search
engines, and there
> 
> is
> http://www.cameronmunroe.com/
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Re: [hlds_linux] Email Archive

2012-11-26 Thread Cameron Munroe
 

So I could possibly make a better solution that does allow indexing
via google? 

On , Jesse Molina wrote: 

> Neither are good solutions.
>

> The official private list is not indexed by search engines, and there
is 
> no search feature, so there is no way to find what you want.
> 
>
As for i3d.net, they just use their archive as link bait to get more 
>
subscribers to their message boards.
> 
> After three or four hits on
their website, you get the following message:
> 
> Hey there!
> 
> It
appears that you've exceeded the maximum number of posts you can 
>
view, but wait, there's a simple solution. To unlock the forum and 
>
continue viewing messages, all you need to do is sign up for a free 
>
account. The entire process takes just a few minutes so create your 
>
account now and view as many threads as you like, post in our topics and

> use our downloads pages with over 300 GB of files!
> 
> Already a
member? Login at the top of this page to stop seeing this message.
> 
>
Tom Grant wrote:
> 
>> There already is
https://list.valvesoftware.com/cgi-bin/mailman/private/hlds_linux/ [5]
and http://forum.i3d.net/hlds-valve-linux-newsletter/ [6] On Mon, Nov
26, 2012 at 9:45 PM, Cameron Munroe wrote:

>> 
>>> Are we allowed to make an archive of this email list to a
website? It would be nice for later use. -- -- Cameron Munroe
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[hlds_linux] Email Archive

2012-11-26 Thread Cameron Munroe
 

Are we allowed to make an archive of this email list to a website?
It would be nice for later use. 
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[hlds_linux] Other FastDL formats

2012-11-26 Thread Cameron Munroe
 

Is there another format you can use for fast download servers.
(Compressed) Such as the current 7Zip in comparison to BZ2? 
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Re: [hlds_linux] Multi thread support

2012-11-20 Thread Cameron Munroe
 

>From what I know, source would need to be fully rebuilt. The issue
with MultiThreading is built into source and thus we may just hope that
Valve updates TF2 to use source 2. 

On , Huiren Woo wrote: 

> Hello,
>

> Team Fortress 2 has been the most popular multiplayer game out of
the
> Orangebox and probably even more popular than HL:DM.
> There are
changes and improvements that must be made to the SRCDS to
> maintain
its popularity.
> 
> One improvement are highly of most of our concerns,
multi-threading support
> for Linux servers.
> 
> Multi-threading will
improve server performance and with multi-threading
> support, Team
Fortress 2 servers can even support more than 32 players.
> 
> This
means that bots can run more effectively on servers as well.
> As you
can see in MvM game mode, the game's latency will increase once the
>
bot waves begin due to bottleneck.
> It would be upsetting to get killed
by bots who aren't affected by latency
> while having at least 40
micro-second increase in latency.
> 
> Another bad thing about being
bottleneck is that everything will freeze up
> too and will also result
in server crashes.
> 
> With multi-thread support, latency will decrease
and chances of server
> freezing up will also be decreased.
> 
> I hope
Valve will take into serious considerations regarding multi-thread
>
support for srcds.
> 
> Thanks.
>
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Re: [hlds_linux] Steam Warning on Trading?

2012-11-20 Thread Cameron Munroe
 

Yeah I attached the image via a html link and I think it removed it.
http://www.gaming-servers.net/wp/wp-content/uploads/2012/11/Steam-Trading..png
[1] 

On , Jeff Sugar wrote: 

> HLDS & HLDS_LInux don't allow
attachments. He'll need to upload it
> somewhere and then link to it,
even if it's just dropbox or imageshack or
> somesuch.



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Re: [hlds_linux] Steam Warning on Trading?

2012-11-19 Thread Cameron Munroe
 

Woops pic didn't attach. 

On , Cameron Munroe wrote: 

> I saw when
I was trading this popup at the top, shown below in the
> image, stating
that you will need steam guard enabled for 15 days and I
> was curious
why this may be?

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[hlds_linux] Steam Warning on Trading?

2012-11-19 Thread Cameron Munroe
 

I saw when I was trading this popup at the top, shown below in the
image, stating that you will need steam guard enabled for 15 days and I
was curious why this may be? 

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Re: [hlds_linux] Running a Halloween Server

2012-11-15 Thread Cameron Munroe
 

We are helpful, yet you are just complaining that the world doesn't
cater to you. Shut up, and make your life easier by setting it up
yourself, such as email filter, getting off this list, create another
email account. etc. We shouldn't have to alter our conversation on an
email list just so that your inbox doesn't get full. Not to mention,
isn't this what an email list is for, to talk about stuff? Ohhh, wait I
am in the world where nothing makes sense and your the king of
equestria. 

On , HWDOMD wrote: 

> Well, enjoy the show. I can't be
bothered anymore. 
> 
> This is just SPUF with slightly more tech jabber
on it. 
> 
> Knock yourselves out folks. Let the rest of us know if you
ever become
> relevant or helpful in any way. 
> 
> -Original
Message-
> From: hlds_linux-boun...@list.valvesoftware.com
>
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher
Baker
> Sent: Thursday, November 15, 2012 6:19 PM
> To: Half-Life
dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Running
a Halloween Server
> 
> The only thing in this thread that doesn't
belong on the list is your
> whining about it not belonging on the
list.
> 
> ~
> "Their heads are green, and their hands are blue,
>
And they went to sea in a Sieve." - Edward Lear
> 
> On Fri, Nov 16,
2012 at 1:41 AM, HWDOMD  wrote:
> 
>> Better yet, take
it off the mailing list because it's not here to give you an audience.
You want the attention you feel you deserve? Take your grandstanding
bullshit to the forum, I'm sure they'll even pitch in. Maybe it's time
the Valve folks started laying the hammer down on some of you people.
-Original Message- From:
hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe Sent: Thursday, November 15, 2012 5:33 PM To: Half-Life dedicated
Linux server mailing list Subject: Re: [hlds_linux] Running a Halloween
Server Then create a filter in your email and stop blaming us for the
conversation. Hell make another email account just for this email list.
On , PolyQuad wrote: 
>> 
>>> You are definitely not alone on
this
>> -Original Message- 
>> 
>>> From:
>>
hlds_linux-boun...@list.valvesoftware.com[mailto:hlds_linux-boun...@list.valvesoftware.com]
On Behalf Of HWDOMDSent: Thursday, November 15, 2012 4:48 PM Subject:
Re: [hlds_linux] Running a Halloween Server filled with your petty
bullshit back and forth about nothing. I'm pretty Subject: Re:
[hlds_linux] Running a Halloween Server
>> 
>>>> On 15/11/2012 20:21,
Rudy Bleek
>> ockquote type="cite" style="padding-left:5px;
border-left:#1010ff 2px solid; margin-left:5px; width:100%">I hope I
speak for most people when I say that I don't see the problem here. If
you don't like to play King of the Hill, then don't play on servers with
KOTH maps in their rotation. counts, does it? :-) They are developing
and updating their games to cater for the
>> 
>>> cite"
style="padding-left:5px; border-left:#1010ff 2px solid
>> :5px;
width:100%">had something I wanted to buy in it and that was therefore
targeted at don't. You can't keep saying "it's free", when all you
>>

>>> 2px solid; margin-left:5px; width:100%">people are paying fo
>> ,
and Valve change the game to get their to the new players - and their
continuing use of the term "F2P" to be most of Valves games don't cater
for 2 or 3 players albeit it's not so bad yet. If anything Halloween
could have been a couple of weeks where sheer numbers worked but imo it
didn't. So far from being "just one week" when things aren't "normal" it
could
>> 
>>> 100%">been 2 really good weeks when it was better because
it
>> quote> what is To unsubscribe, edit your list preferences, or view
the list archives,
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>>

>>> h:100%">No virus found in this message. Checked by
>>
="http://www.avg.com";>www.avg.com [2]
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>>

>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>>

>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
>

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Re: [hlds_linux] Running a Halloween Server

2012-11-15 Thread Cameron Munroe
e able to play on a LAN -
> with family and
friends, simply in order to let credit card thieves launder
> money in
TF2 by purchasing keys or to steal accounts and scam gamers.
> 
> if the
reason for that is "it's free" then charge me money - let me buy a
>
"Sod the traders" ticket in the store that enables me to play the mode
until
> I win. That's what MvM does (although with the people here who
seem to think
> they "speak for most people" insisting it's all free I
imagine they haven't
> spent any time or money on these tickets
themselves)
> 
> I couldn't really give a crap if there is or isn't an
item at the end of a
> round. We're not at the stage where we're getting
the beginning of the round
> yet.
> 
> If anything Halloween could have
been a couple of weeks where sheer numbers
> worked but imo it didn't.
>
So far from being "just one week" when things aren't "normal" it could
have
> been 2 really good weeks when it was better because it wasn't
what is
> currently normal.
> 
> --
> Dan
> 
>
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-
> No virus found in this message.
> Checked by AVG - www.avg.com
[2]
> Version: 2013.0.2793 / Virus Database: 2629/5896 - Release Date:
11/15/12
> 
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Re: [hlds_linux] Server Crashes

2012-11-12 Thread Cameron Munroe
 

Aren't the bots different on regular tf2 and MvM? 

On , Russell
Smith wrote: 

> I run replay on mine, but no AI bots. Today was the
only time I've had a 
> crash like that happen in recent memory.
> 
> On
11/12/2012 9:28 PM, ics wrote:
> 
>> If i would haved to guess, bots?
-ics - Alkuperäinen viesti - 
>> 
>>> I have some non-MvM
servers that get stuck occasionally at 100+% CPU that I have to
forcefully kill. I wonder what causes this..
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>

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Re: [hlds_linux] Traceray Crash

2012-11-11 Thread Cameron Munroe
 

And if you are using sourcemod it is up to date? 

On , Doctor McKay
wrote: 

> It's up-to-date.
> 
> Dr. McKay
> http://www.doctormckay.com
[1]-Original Message- 
> From: Cameron Munroe
> Sent: Sunday,
November 11, 2012 5:22 PM
> To: Half-Life dedicated Linux server mailing
list
> Subject: Re: [hlds_linux] Traceray Crash
> 
> Have you updated
steam? "./steam"
> 
> On , Doctor McKay wrote:Okay, so I'm apparently
the only person that this crash is happening to.
> I
> 
>> ran
-verify_all on my server and it downloaded some files, but that
> 
>
didn't
> 
>> fix the crash. The only thing I can figure is the server
>

> box itself, but it's running a
> personally know is running 
> 
> the
exact same setup.

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Re: [hlds_linux] Traceray Crash

2012-11-11 Thread Cameron Munroe
 

Have you updated steam? "./steam" 

On , Doctor McKay wrote: 

>
Okay, so I'm apparently the only person that this crash is happening to.
I 
> ran -verify_all on my server and it downloaded some files, but that
didn't 
> fix the crash.
> 
> The only thing I can figure is the server
box itself, but it's running a 
> 32-bit version of CentOS 6, which I
know for a fact is working as someone I 
> personally know is running
the exact same setup.
> 
> Can anyone think of why on earth my servers
would be crashing here when 
> nobody else is?
> 
> Dr. McKay
>
http://www.doctormckay.com [2]
> 
> -Original Message- 
> From:
Asher Baker
> Sent: Sunday, November 04, 2012 10:28 PM
> To: Half-Life
dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Traceray
Crash
> 
> That list is actually just the ones before the Halloween
update, as
> the Halloween update changed the binary name.
> 
> See 
>
http://crash.limetech.org/related.php?symbol=engine_srv.so%21CEngineTrace%3A%3AClipRayToVPhysics%28Ray_t+const%26%2C+unsigned+int%2C+ICollideable%2A%2C+studiohdr_t%2A%2C+CGameTrace%2A%29+%2B+0xe9
[4]
> for ones post-Halloween.
> 
> On Mon, Nov 5, 2012 at 3:21 AM, Dr.
McKay  wrote:
> 
>> I'm not sure if this is
already known or not, but I didn't see it anywhere in the mailing lists
and it hasn't been fixed yet. There appears to be a problem in the
physics code in TF2 regarding tracerays, as the server crashes sometimes
when they're used. See also: http://goo.gl/sSfdk [1] I've had to disable
most of the plugins on my server to get it to stop crashing. It's not a
plugin issue, but rather an issue with plugins calling code built into
the game that is now buggy. This started after the Halloween update. Dr.
McKay http://www.doctormckay.com [2]
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[hlds_linux] Players Getting Dropped From Server

2012-11-11 Thread Cameron Munroe
 

I am currently running issues on my linux servers where players are
getting dropped. I am not sure it is anything I am running, rather I
think it is an issue with tf2 itself, but I thought I might try and
start a thread in case anyone has figured something out. 

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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Cameron Munroe
Thus valve has made the server do more. I haven't had on any of my Linux 
servers and I run 19 of them.

Sent from my android device.



-Original Message-
From: Frank 
To: 'Half-Life dedicated Linux server mailing list' 

Sent: Thu, 01 Nov 2012 7:31 PM
Subject: Re: [hlds_linux] "Server info data overflow"

Yeah I would say it would be but not when its two servers and it happened
right after this halloween update came out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] "Server info data overflow"

Most likely a misconfigured server.

Sent from my android device.



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

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Cameron Munroe
Most likely a misconfigured server.

Sent from my android device.



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

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
We should already be there, I have my fastdl server on IPv6 and already 
see lots of people downloading with it. Not only that, but IPv6 is 
coming like it or not, better to be prepared rather then not.



On 11/1/2012 3:11 PM, doc wrote:

Well IPv4 is going away, but it's hard to call it "imminent" because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*


*If and only if I get a cool IPv6 hat for TF2 of course.


On Thu, Nov 1, 2012 at 2:56 PM, Cameron Munroe wrote:


Yes in Europe. I tried to talk about this issue in January but everyone
blew me off stating ipv4 will be here for a long time.

Sent from my android device.



-Original Message-
From: Maavrik 
To: Half-Life dedicated Linux server mailing list <
hlds_linux@list.valvesoftware.com>
Sent: Thu, 01 Nov 2012 2:46 PM
Subject: Re: [hlds_linux] IPv6 support

Not to sound urgent, but I remember reading somewhere about the last block
of IPv4 addresses being allocated.

Sure we still have time but not much time is left.

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:


Give it time lads, it's only a 12 year old protocol :)
On 2/11/2012 7:37 AM, "Cameron Munroe" 

wrote:

This discussion started nearly a year ago and still no answer.

Sent from my android device.



-Original Message-
From: "Andre Müller" 
To: Half-Life dedicated Linux server mailing list <
hlds_linux@list.valvesoftware.com>
Sent: Thu, 01 Nov 2012 11:29 AM
Subject: [hlds_linux] IPv6 support

Subject says everything. When do we get IPv6 support for the srcds?

Andre Müller
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
Yes in Europe. I tried to talk about this issue in January but everyone blew me 
off stating ipv4 will be here for a long time.

Sent from my android device.



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

Sent: Thu, 01 Nov 2012 2:46 PM
Subject: Re: [hlds_linux] IPv6 support

Not to sound urgent, but I remember reading somewhere about the last block of 
IPv4 addresses being allocated. 

Sure we still have time but not much time is left. 

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:

> Give it time lads, it's only a 12 year old protocol :)
> On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:
>
> > This discussion started nearly a year ago and still no answer.
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: "Andre Müller" 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thu, 01 Nov 2012 11:29 AM
> > Subject: [hlds_linux] IPv6 support
> >
> > Subject says everything. When do we get IPv6 support for the srcds?
> >
> > Andre Müller
> > ___
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
This discussion started nearly a year ago and still no answer.

Sent from my android device.



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

Sent: Thu, 01 Nov 2012 11:29 AM
Subject: [hlds_linux] IPv6 support

Subject says everything. When do we get IPv6 support for the srcds?

Andre Müller
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Cameron Munroe
If you look at your console you will see the servers spewing out missing 
files and other errors. It is a wall of red text. Missing X particle, 
Missing this action. etc. I don't think it is the servers, rather the 
clients having a hard time trying to process all the effects.


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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Cameron Munroe

Valve likes to do that, don't they.


On 10/27/2012 9:03 AM, Sazpaimon wrote:
Yes, I'm registered. I was getting plenty of traffic last year, and 
immediately after the update my server was full for a while, but the 
MvM bug ended up taking down my entire machine and my PvP server never 
recovered.


On 10/27/2012 11:56 AM, Cameron Munroe wrote:

Also is your server registered?


On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense. 
I added eventmix to my sv_tags, set my mapcyclefile to 
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering 
just fine, but I get zero traffic







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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Cameron Munroe

Also is your server registered?


On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense. I 
added eventmix to my sv_tags, set my mapcyclefile to 
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering 
just fine, but I get zero traffic







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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Cameron Munroe

Must be that your server sucks.

On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense. I 
added eventmix to my sv_tags, set my mapcyclefile to 
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering 
just fine, but I get zero traffic



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Re: [hlds_linux] MVM Crash

2012-10-27 Thread Cameron Munroe

When?

On 10/27/2012 8:53 AM, Essay Tew Phaun wrote:

Not true, they have.

On Sat, Oct 27, 2012 at 11:32 AM, Cameron Munroe
wrote:


No.


On 10/27/2012 8:31 AM, Ourprop wrote:


Has valve ever released a patch on Saturday? Ive been running my group
about a year and a half and cant really remember if they ever have? For
some reason, its always a friday night content release and no word until
Monday and a fix on Wednesday.

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Re: [hlds_linux] MVM Crash

2012-10-27 Thread Cameron Munroe

No.

On 10/27/2012 8:31 AM, Ourprop wrote:
Has valve ever released a patch on Saturday? Ive been running my group 
about a year and a half and cant really remember if they ever have? 
For some reason, its always a friday night content release and no word 
until Monday and a fix on Wednesday.


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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Cameron Munroe

Who are you looking the answer to be from, if Valve, they don't chat here.

On 10/27/2012 8:28 AM, Marco Padovan wrote:

So: do we need to put online moreservers or are there enough servers to
handlethe players influx? :)


Il 27/10/2012 17.26, Giovanni Harting ha scritto:

Stable. Filled after ~ 1 minute

2012/10/27 Marco Padovan 


I just put online 2 additional 24slots servers in europe and they were
*instantly* filled...

looks like I can keep putting them online and they keep getting filled
seconds after I get them started...

what's the situation in Europe? :O
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Re: [hlds_linux] MVM Crash

2012-10-27 Thread Cameron Munroe

Wow, asshole way to be over literal jack ass.


On 10/27/2012 8:24 AM, Giovanni Harting wrote:

I think it needs both to do so.

2012/10/27 Cameron Munroe 


Okay, are you a computer or a person?



On 10/27/2012 8:21 AM, Ourprop wrote:


On 10/27/2012 7:16 AM, 
hlds_linux-request@list.**valvesoftware.comwrote:


Send hlds_linux mailing list submissions to
 hlds_linux@list.valvesoftware.**com

To subscribe or unsubscribe via the World Wide Web, visit
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or, via email, send a message with subject or body 'help' to
 
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You can reach the person managing the list at
 
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of hlds_linux digest..."


Today's Topics:

 1. Re: MvM servers crash after update (Doug Tyrrell)
 2. Re: MvM servers crash after update (HWDOMD)
 3. Re: Running a Halloween Server (dan)
 4. Re: Running a Halloween Server (Maavrik)
 5. Re: Running a Halloween Server (dan)
 6. Re: Sourcemod? (Peter Reinhold)
 7. Re: Sourcemod? (Peter Reinhold)
 8. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
(Peter Reinhold)
 9. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
(Marco Padovan)


--**--**
--

Message: 1
Date: Sat, 27 Oct 2012 00:29:55 -0600
From: Doug Tyrrell 
To: hlds_linux@list.valvesoftware.**com
Subject: Re: [hlds_linux] MvM servers crash after update
Message-ID: <508B7F63.8020308@dvondrake.**com<508b7f63.8020...@dvondrake.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
only happens on MvM. Any map. Occurs whenever someone spawns immediately
after picking their class. Only seems to happen on linux.



--

Message: 2
Date: Fri, 26 Oct 2012 23:55:38 -0700
From: "HWDOMD" 
To: "'Half-Life dedicated Linux server mailing list'"
 
Subject: Re: [hlds_linux] MvM servers crash after update
Message-ID: <01cdb410$13910540$**3ab30fc0$@com>
Content-Type: text/plain;charset="us-ascii"

Exactly the same thing here too. Our other servers running regular maps
and
the one running the PvP Halloween event maps are fine (give or take the
odd
sdkhooks issue and such). I'm running the latest dev snapshots of MM and
SM,
OS is Xubuntu.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com
[mailto:hlds_linux-bounces@**list.valvesoftware.com]
On Behalf Of Doug Tyrrell
Sent: Friday, October 26, 2012 11:30 PM
To: hlds_linux@list.valvesoftware.**com
Subject: Re: [hlds_linux] MvM servers crash after update

I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
only happens on MvM. Any map. Occurs whenever someone spawns immediately
after picking their class. Only seems to happen on linux.

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Checked by AVG - www.avg.com
Version: 2013.0.2742 / Virus Database: 2617/5856 - Release Date: 10/26/12




--

Message: 3
Date: Sat, 27 Oct 2012 08:02:43 +0100
From: dan 
To: Half-Life dedicated Linux server mailing list
 
Subject: Re: [hlds_linux] Running a Halloween Server
Message-ID: <508b8713.3040...@ntlworld.com**>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

On 27/10/2012 06:47, Maavrik wrote:


Not exactly what I was asking, I was asking if I needed to set any
commands to make Merasmus spawn.  That is useful to me just encase I
do decide to start a server for Quickplay.


It should just work if your server loads the map.

There  is a cvar for getting events to work when it's not halloween :-
tf_forced_holiday

I'm not sure if they're still using the stupid minimum player
requirements this year? But if they are some
aspects of the map might not work unless your server has enough players
(where "enough" is whatever random number someone at valve pulled out of
their arse)

  Same exact issue here , tried on Vanilla first, then installed the

newest MM and SM, and same issue. It works until you load a class and then
just crashes. Looks like windows finally gets a few days edge..sad times in
the kingdom lol

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Re: [hlds_linux] MVM Crash

2012-10-27 Thread Cameron Munroe

Okay, are you a computer or a person?


On 10/27/2012 8:21 AM, Ourprop wrote:

On 10/27/2012 7:16 AM, hlds_linux-requ...@list.valvesoftware.com wrote:

Send hlds_linux mailing list submissions to
hlds_linux@list.valvesoftware.com

To subscribe or unsubscribe via the World Wide Web, visit
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or, via email, send a message with subject or body 'help' to
hlds_linux-requ...@list.valvesoftware.com

You can reach the person managing the list at
hlds_linux-ow...@list.valvesoftware.com

When replying, please edit your Subject line so it is more specific
than "Re: Contents of hlds_linux digest..."


Today's Topics:

1. Re: MvM servers crash after update (Doug Tyrrell)
2. Re: MvM servers crash after update (HWDOMD)
3. Re: Running a Halloween Server (dan)
4. Re: Running a Halloween Server (Maavrik)
5. Re: Running a Halloween Server (dan)
6. Re: Sourcemod? (Peter Reinhold)
7. Re: Sourcemod? (Peter Reinhold)
8. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
   (Peter Reinhold)
9. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
   (Marco Padovan)


--

Message: 1
Date: Sat, 27 Oct 2012 00:29:55 -0600
From: Doug Tyrrell 
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] MvM servers crash after update
Message-ID: <508b7f63.8020...@dvondrake.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
only happens on MvM. Any map. Occurs whenever someone spawns immediately
after picking their class. Only seems to happen on linux.



--

Message: 2
Date: Fri, 26 Oct 2012 23:55:38 -0700
From: "HWDOMD" 
To: "'Half-Life dedicated Linux server mailing list'"

Subject: Re: [hlds_linux] MvM servers crash after update
Message-ID: <01cdb410$13910540$3ab30fc0$@com>
Content-Type: text/plain;charset="us-ascii"

Exactly the same thing here too. Our other servers running regular 
maps and
the one running the PvP Halloween event maps are fine (give or take 
the odd
sdkhooks issue and such). I'm running the latest dev snapshots of MM 
and SM,

OS is Xubuntu.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doug 
Tyrrell

Sent: Friday, October 26, 2012 11:30 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] MvM servers crash after update

I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
only happens on MvM. Any map. Occurs whenever someone spawns immediately
after picking their class. Only seems to happen on linux.

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No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2742 / Virus Database: 2617/5856 - Release Date: 
10/26/12





--

Message: 3
Date: Sat, 27 Oct 2012 08:02:43 +0100
From: dan 
To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Running a Halloween Server
Message-ID: <508b8713.3040...@ntlworld.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

On 27/10/2012 06:47, Maavrik wrote:

Not exactly what I was asking, I was asking if I needed to set any
commands to make Merasmus spawn.  That is useful to me just encase I
do decide to start a server for Quickplay.

It should just work if your server loads the map.

There  is a cvar for getting events to work when it's not halloween :-
tf_forced_holiday

I'm not sure if they're still using the stupid minimum player
requirements this year? But if they are some
aspects of the map might not work unless your server has enough players
(where "enough" is whatever random number someone at valve pulled out of
their arse)

Same exact issue here , tried on Vanilla first, then installed the 
newest MM and SM, and same issue. It works until you load a class and 
then just crashes. Looks like windows finally gets a few days 
edge..sad times in the kingdom lol


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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

Yep That is it!


Thanks

On 10/26/2012 10:13 PM, Daniel . wrote:

https://forums.alliedmods.net/showpost.php?p=1826527&postcount=2184

2012/10/27 Cameron Munroe 


Alright I can confirm that the two Dev builds for Sourcemod and Metamod
work, as well as tf2items.


However where is sdkhooks? I have looked around and cant find it.


On 10/26/2012 8:30 PM, Steven Sumichrast wrote:


I have this running on over a dozen Debian boxes right now:

meta version
Metamod:Source version 1.10.0-dev
Build ID: 809:6375d8da3383-dev
Loaded As: Valve Server Plugin
Compiled on: Oct 26 2012
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/
sm version
   SourceMod Version Information:
  SourceMod Version: 1.5.0-dev+3672
  SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.5.0-dev+3672)
  SourcePawn API: v1 = 4, v2 = 4
  Compiled on: Oct 26 2012 17:12:55
  Build ID: 3672:90afa8e17110
  http://www.sourcemod.net/
My gamedata was auto-updated to resolve some crashing.

On Fri, Oct 26, 2012 at 10:28 PM, Nicholas Hastings <
psycho...@alliedmods.net> wrote:

  MM:S  1.10.0-hg809  and  SM  1.5.0-hg3675 are working just fine.

If you have issues with plugins loaded, it's from a third-party plugin or
extension.


On 10/26/2012 11:26 PM, Cameron Munroe wrote:

  Which version?

On 10/26/2012 8:26 PM, Benedict Glover wrote:

  Not for me on linux they don't. Fresh install, freezes like I said on

that mapchange thing.



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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe
Alright I can confirm that the two Dev builds for Sourcemod and Metamod 
work, as well as tf2items.



However where is sdkhooks? I have looked around and cant find it.

On 10/26/2012 8:30 PM, Steven Sumichrast wrote:

I have this running on over a dozen Debian boxes right now:

meta version
Metamod:Source version 1.10.0-dev
Build ID: 809:6375d8da3383-dev
Loaded As: Valve Server Plugin
Compiled on: Oct 26 2012
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/
sm version
  SourceMod Version Information:
 SourceMod Version: 1.5.0-dev+3672
 SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.5.0-dev+3672)
 SourcePawn API: v1 = 4, v2 = 4
 Compiled on: Oct 26 2012 17:12:55
 Build ID: 3672:90afa8e17110
 http://www.sourcemod.net/
My gamedata was auto-updated to resolve some crashing.

On Fri, Oct 26, 2012 at 10:28 PM, Nicholas Hastings <
psycho...@alliedmods.net> wrote:


MM:S  1.10.0-hg809  and  SM  1.5.0-hg3675 are working just fine.

If you have issues with plugins loaded, it's from a third-party plugin or
extension.


On 10/26/2012 11:26 PM, Cameron Munroe wrote:


Which version?

On 10/26/2012 8:26 PM, Benedict Glover wrote:


Not for me on linux they don't. Fresh install, freezes like I said on
that mapchange thing.




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--
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AlliedMods.net <http://www.alliedmods.net>
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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

Which version?

On 10/26/2012 8:26 PM, Benedict Glover wrote:

Not for me on linux they don't. Fresh install, freezes like I said on that 
mapchange thing.




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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

Thanks! :D

On 10/26/2012 8:21 PM, Nicholas Hastings wrote:

The latest dev snapshots of MM:S and SM work just fine.



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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

So we have no good release yet, at least that we know of?


On 10/26/2012 8:18 PM, Benedict Glover wrote:

Using the latest snapshots blah blah my server freezes on this:
L 10/27/2012 - 05:17:17:  Mapchange to koth_lakeside_event 



Date: Fri, 26 Oct 2012 20:17:09 -0700
From: cmun...@cameronmunroe.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod?

So the current snapshots are issues?

On 10/26/2012 8:16 PM, doc wrote:

My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.

Then again my MvM server is crashing, completely vanilla on a non event map
- so there might be something just wrong with the update.

On Fri, Oct 26, 2012 at 8:11 PM, Cameron Munroe
wrote:


Any luck with sourcemod?


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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

So the current snapshots are issues?

On 10/26/2012 8:16 PM, doc wrote:

My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.

Then again my MvM server is crashing, completely vanilla on a non event map
- so there might be something just wrong with the update.

On Fri, Oct 26, 2012 at 8:11 PM, Cameron Munroe
wrote:


Any luck with sourcemod?


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[hlds_linux] Sourcemod?

2012-10-26 Thread Cameron Munroe

Any luck with sourcemod?


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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe
Grammer Nazi, KILL HIM NOW!
On Oct 23, 2012, at 12:52 PM, John Marbury wrote:

> Their*
> 
> On Tue, Oct 23, 2012 at 3:21 PM, Cameron Munroe
> wrote:
> 
>> Did you read what you wrote? If something is down valve sorta needs to fix
>> it. Also there network is distributed therefore if one datacenter goes down
>> another takes over.
>> 
>> 
>> On 10/23/2012 12:19 PM, Ryan Stecker wrote:
>> 
>>> Valve has nothing to fix. Downtime is a fact of life.
>>> 
>>> On Tue, Oct 23, 2012 at 2:17 PM, Oskar Levin 
>>> wrote:
>>> 
>>> Yes, actually. Hopefully Valve will fix the issue so I won't have to
>>>> unload it :(
>>>> 
>>>> Best regards
>>>> Oskar Levin
>>>> os...@dataviruset.com
>>>> 
>>>> - Reply message -
>>>> Från: "Cameron Munroe" 
>>>> Till: "Half-Life dedicated Linux server mailing list" <
>>>> hlds_linux@list.valvesoftware.**com >
>>>> Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
>>>> Datum: ons, okt 24, 2012 03:14
>>>> 
>>>> 
>>>> Are you using KAC?
>>>> 
>>>> 
>>>> On 10/23/2012 12:12 PM, Oskar Levin wrote:
>>>> 
>>>>> I'm not using SMAC and I have the same issue.
>>>>> 
>>>>> Best regards
>>>>> Oskar Levin
>>>>> os...@dataviruset.com
>>>>> 
>>>>> - Reply message -
>>>>> Från: "Marcus Tribuser" 
>>>>> Till: "Half-Life dedicated Linux server mailing list" <
>>>>> 
>>>> hlds_linux@list.valvesoftware.**com >
>>>> 
>>>>> Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
>>>>> Datum: ons, okt 24, 2012 03:10
>>>>> 
>>>>> 
>>>>> Am 23.10.2012 21:00, schrieb Marcus Tribuser:
>>>>> 
>>>>>> Your client has failed to authorize in time.  Please reconnect or
>>>>>> 
>>>>> restart
>>>> 
>>>>> your game
>>>>>> 
>>>>> just found out after some googleing its a SMAC Problem, so i deactiveted
>>>>> the plugin and everything is fine now
>>>>> 
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>>>>> 
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>>>> 
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>>>>> 
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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe
Did you read what you wrote? If something is down valve sorta needs to 
fix it. Also there network is distributed therefore if one datacenter 
goes down another takes over.


On 10/23/2012 12:19 PM, Ryan Stecker wrote:

Valve has nothing to fix. Downtime is a fact of life.

On Tue, Oct 23, 2012 at 2:17 PM, Oskar Levin  wrote:


Yes, actually. Hopefully Valve will fix the issue so I won't have to
unload it :(

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -
Från: "Cameron Munroe" 
Till: "Half-Life dedicated Linux server mailing list" <
hlds_linux@list.valvesoftware.com>
Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:14


Are you using KAC?


On 10/23/2012 12:12 PM, Oskar Levin wrote:

I'm not using SMAC and I have the same issue.

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -
Från: "Marcus Tribuser" 
Till: "Half-Life dedicated Linux server mailing list" <

hlds_linux@list.valvesoftware.com>

Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:10


Am 23.10.2012 21:00, schrieb Marcus Tribuser:

Your client has failed to authorize in time.  Please reconnect or

restart

your game

just found out after some googleing its a SMAC Problem, so i deactiveted
the plugin and everything is fine now

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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe
Kac ~=~ SMAC, but the issue is with valve. There servers commonly go 
down and then reconnect. If you type status into the console of your 
server it will say that it is not logged in. Therefore clients can't be 
verified. Turning off SMAC, or KAC is not suggested.


On 10/23/2012 12:17 PM, Oskar Levin wrote:

Yes, actually. Hopefully Valve will fix the issue so I won't have to unload it 
:(

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -----
Från: "Cameron Munroe" 
Till: "Half-Life dedicated Linux server mailing list" 

Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:14


Are you using KAC?


On 10/23/2012 12:12 PM, Oskar Levin wrote:

I'm not using SMAC and I have the same issue.

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -
Från: "Marcus Tribuser" 
Till: "Half-Life dedicated Linux server mailing list" 

Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:10


Am 23.10.2012 21:00, schrieb Marcus Tribuser:

Your client has failed to authorize in time.  Please reconnect or restart
your game

just found out after some googleing its a SMAC Problem, so i deactiveted
the plugin and everything is fine now

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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe

that is a valve issue.

On 10/23/2012 12:14 PM, Andreas Willinger wrote:

Updated my SM to the most recent stable Version (mine was a DEV) and no Kicks 
anymore.
However, some ppl haven't got their loadout

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Oskar Levin
Gesendet: Dienstag, 23. Oktober 2012 21:12
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Whole Server dropping out - Steam down?

I'm not using SMAC and I have the same issue.

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -
Från: "Marcus Tribuser" 
Till: "Half-Life dedicated Linux server mailing list" 

Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:10


Am 23.10.2012 21:00, schrieb Marcus Tribuser:

Your client has failed to authorize in time.  Please reconnect or restart
your game

just found out after some googleing its a SMAC Problem, so i deactiveted
the plugin and everything is fine now

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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe

Are you using KAC?


On 10/23/2012 12:12 PM, Oskar Levin wrote:

I'm not using SMAC and I have the same issue.

Best regards
Oskar Levin
os...@dataviruset.com

- Reply message -
Från: "Marcus Tribuser" 
Till: "Half-Life dedicated Linux server mailing list" 

Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
Datum: ons, okt 24, 2012 03:10


Am 23.10.2012 21:00, schrieb Marcus Tribuser:

Your client has failed to authorize in time.  Please reconnect or restart
your game

just found out after some googleing its a SMAC Problem, so i deactiveted
the plugin and everything is fine now

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Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Cameron Munroe

Have you updated SMAC?

On 10/23/2012 12:10 PM, Marcus Tribuser wrote:

Am 23.10.2012 21:00, schrieb Marcus Tribuser:


Your client has failed to authorize in time.  Please reconnect or 
restart
your game 
just found out after some googleing its a SMAC Problem, so i 
deactiveted the plugin and everything is fine now


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-17 Thread Cameron Munroe

That at least is a discussion. He/She just said "Fuck you!", which isn't.


So if you find this conversation annoying then ignore it or remove your 
self from the email list.


On 10/17/2012 8:47 AM, Robert Paulson wrote:

This whole thing looks like a poorly thought out lottery where the
primary purpose is making money off server owners. How are you going
to use the quake protocol to identify players when Steam allows
multiple people to have the same name?

To me it looks like: here's my totally unproven plan to leech money
off of clueless server owners. They buy 1 fps servers, so maybe
they'll be dumb enough to help my lottery reach critical mass.

I don't think I'm the only one who doesn't want to see discussions
about this spammed here until it is shown that it actually gives more
value than the money being put in.

On Wed, Oct 17, 2012 at 8:17 AM, Cameron Munroe
 wrote:

Is the guy below just a spammer, or has he been here before
--->Discussing<--- stuff? If not can we get a admin to kick this guy off.


On 10/17/2012 1:27 AM, Marcin Lis wrote:

Fuck you!

Wysłane z iPhone'a

Dnia 17 paź 2012 o godz. 08:17 Cameron Munroe 
napisał(a):


Well, I'm glad we could smash heads a little bit, I will come back
criticizing once some changes have been made and maybe just maybe you will
get some A++ ratings.


Forum post so you reference, post, point to, state is a lie, or
completely ignore.
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam

On 10/16/2012 11:11 PM, PAL-18 wrote:

You wouldn't take them so they came here, to my servers.

Its not that i dont take them on my servers but those who dont listen
to
everyone's pleas of mercy get vote banned (1 hour temporary) by all
the
other players.


Pinion was able to pull off the fact that they could award the server
owners when one of there players also one, is it possible for you? The items
are great, but still the fact is now about getting a bunch of cats and
hearding them to the sign in or it will never get off the floor, and yes
they are cats.

This system is actually already in place on my site.  It was for
players
only, but now that server hosts dont have to pay, i can open it for
server
hosts too.  The way it works is this: refer the most active players
(4
points to be considered active) each month and win the prize. The
count
resets each month to keep it fair for everyone. Every user who signs
up gets
a unique registration url and this url when clicked creates a cookie
that
lasts for 1 month so even if the player doesnt sign up right away,
the
registration will still be credited to you.

Also, nice comparison about the cats.  :3 (these guys are pro's!
http://www.youtube.com/watch?v=Pk7yqlTMvp8)


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-17 Thread Cameron Munroe
Is the guy below just a spammer, or has he been here before 
--->Discussing<--- stuff? If not can we get a admin to kick this guy off.


On 10/17/2012 1:27 AM, Marcin Lis wrote:

Fuck you!

Wysłane z iPhone'a

Dnia 17 paź 2012 o godz. 08:17 Cameron Munroe  
napisał(a):


Well, I'm glad we could smash heads a little bit, I will come back criticizing 
once some changes have been made and maybe just maybe you will get some A++ 
ratings.


Forum post so you reference, post, point to, state is a lie, or completely 
ignore. 
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam

On 10/16/2012 11:11 PM, PAL-18 wrote:

You wouldn't take them so they came here, to my servers.

   Its not that i dont take them on my servers but those who dont listen to
   everyone's pleas of mercy get vote banned (1 hour temporary) by all the
   other players.


Pinion was able to pull off the fact that they could award the server owners 
when one of there players also one, is it possible for you? The items are 
great, but still the fact is now about getting a bunch of cats and hearding 
them to the sign in or it will never get off the floor, and yes they are cats.

   This system is actually already in place on my site.  It was for players
   only, but now that server hosts dont have to pay, i can open it for server
   hosts too.  The way it works is this: refer the most active players (4
   points to be considered active) each month and win the prize. The count
   resets each month to keep it fair for everyone. Every user who signs up gets
   a unique registration url and this url when clicked creates a cookie that
   lasts for 1 month so even if the player doesnt sign up right away, the
   registration will still be credited to you.

   Also, nice comparison about the cats.  :3 (these guys are pro's!
http://www.youtube.com/watch?v=Pk7yqlTMvp8)


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe
Well, I'm glad we could smash heads a little bit, I will come back 
criticizing once some changes have been made and maybe just maybe you 
will get some A++ ratings.



Forum post so you reference, post, point to, state is a lie, or 
completely ignore. 
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam 



On 10/16/2012 11:11 PM, PAL-18 wrote:

You wouldn't take them so they came here, to my servers.

   Its not that i dont take them on my servers but those who dont 
listen to
   everyone's pleas of mercy get vote banned (1 hour temporary) by all 
the

   other players.


Pinion was able to pull off the fact that they could award the server 
owners when one of there players also one, is it possible for you? The 
items are great, but still the fact is now about getting a bunch of 
cats and hearding them to the sign in or it will never get off the 
floor, and yes they are cats.


   This system is actually already in place on my site.  It was for 
players
   only, but now that server hosts dont have to pay, i can open it for 
server

   hosts too.  The way it works is this: refer the most active players (4
   points to be considered active) each month and win the prize. The 
count
   resets each month to keep it fair for everyone. Every user who 
signs up gets
   a unique registration url and this url when clicked creates a 
cookie that

   lasts for 1 month so even if the player doesnt sign up right away, the
   registration will still be credited to you.

   Also, nice comparison about the cats.  :3 (these guys are pro's!
http://www.youtube.com/watch?v=Pk7yqlTMvp8)



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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe


Most of the players under 13 are the bane of server operators. Aside 
from having high pitch whiny voices, they usually break the most rules 
(as least from what ive seen on my Garrys Mod Servers). So from a server 
admin perspective, its a good thing they aren't allowed to participate.


   You wouldn't take them so they came here, to my servers.

It was always my plan to have kick ass prizes.  In fact the very first 
prize i launched with was $500 (for each prize), but only 6 people 
played and it wasnt feasible for a prize that big for 6 people so i 
lowered it to $50 for each winner.  But there will be better prizes, 
mark my word.  And not just cash, i plan on doing computer hardware 
(high end video card), etc.


   Pinion was able to pull off the fact that they could award the
   server owners when one of there players also one, is it possible for
   you? The items are great, but still the fact is now about getting a
   bunch of cats and hearding them to the sign in or it will never get
   off the floor, and yes they are cats.

Forum post so you reference, post, point to, state is a lie, or 
completely ignore. 
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam 




On 10/16/2012 10:36 PM, PAL-18 wrote:

Already have a captcha in place for server activation (Google Recaptcha).

It was always my plan to have kick ass prizes.  In fact the very first 
prize i launched with was $500 (for each prize), but only 6 people 
played and it wasnt feasible for a prize that big for 6 people so i 
lowered it to $50 for each winner.  But there will be better prizes, 
mark my word.  And not just cash, i plan on doing computer hardware 
(high end video card), etc.


As for the idle issue.  Yes there are issues but I have some hidden 
things in place to make it harder to cheat.


Most of the players under 13 are the bane of server operators. Aside 
from having high pitch whiny voices, they usually break the most rules 
(as least from what ive seen on my Garrys Mod Servers). So from a 
server admin perspective, its a good thing they aren't allowed to 
participate.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe
I'll respond to what I can, as I can't respond to things that have not 
been set in stone. :)


As for the idlers cheating.  This has been alleviated via a 3 hour 
expiration.  Every 3 hours you must refresh your server activation or 
else it expires and you don't gain anymore points.


   Then you will be having issues where players are kicked from the que
   every 3 hours, which isn't bad. Though this may partially fix the
   issue with idlers, someone like me can right a script to about
   anything and auto log back into that system. Might want to add a
   re-captcha.

Money earned through premium servers and advertisements will be put back 
into the contest in the form of better prizes and more prizes. But i 
have to at least cover my expenses and make a living.  So it might take 
a little while to get to that point, but eventually it will happen.


   We aren't stating that some of it can't get be used to further the
   growth of your company, rather we are stating to increase the prizes
   once you have the ability too.

The issue about the too many games.  Again, the more players and servers 
there are, the more prizes will be available.  Also, its not like a 
normal lottery where everyone has the same odds.  The more points you 
have, the higher your odds of winning.


   So what I am stating here is that I could make many accounts and
   Idle therefore getting me weapons, and I high chance to win.


Plenty of gaming communities have been running contests for years and 
Valve has never cracked down on them.  Why would they start now?


   This isn't like a community run thing, this is a prize for anyone
   hosting your token. I can compare it to pinion's setup, but rather
   have you checked with Valve, though I due admit they are elusive.

The registration form and support website will be getting an SSL 
certificate as soon as possible.  But do you realize that your 
city/state/country information is fully visible to anyone who looks up 
your IP.


   Yes, but it isn't exact. This is rather broad and is more of point
   of yeah it is close to here, and not your house address.

For legal reasons, those under 13 cannot join the contest.  I would 
allow it if i could, but its illegal.


   Yes, but sadly the fact is that they are a base of players on game
   servers now. In my opinion they are probably 25% of the players.



Forum post so you reference, post, point to, state is a lie, or 
completely ignore. 
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam 




On 10/16/2012 9:58 PM, PAL-18 wrote:

I'll address all your valid points:

The Premium/Standard server packages are not set in stone.  I'll 
rework them to make it more fair.


Once a larger player/server base has joined, i'll increase the prize 
amount and add more prizes.


As for the idlers cheating.  This has been alleviated via a 3 hour 
expiration.  Every 3 hours you must refresh your server activation or 
else it expires and you dont gain anymore points.


Money earned through premium servers and advertisements will be put 
back into the contest in the form of better prizes and more prizes. 
But i have to at least cover my expenses and make a living.  So it 
might take a little while to get to that point, but eventually it will 
happen.


The issue about the too many games.  Again, the more players and 
servers there are, the more prizes will be available.  Also, its not 
like a normal lottery where everyone has the same odds.  The more 
points you have, the higher your odds of winning.


Plenty of gaming communities have been running contests for years and 
Valve has never cracked down on them.  Why would they start now?


You dont have to worry about your server "talking" to our server. 
We're using the same query used by sites like Game-Monitor, 
GameTracker, HLSW, HLStatsX, etc.


The registration form and support website will be getting an SSL 
certificate as soon as possible.  But do you realize that your 
city/state/country information is fully visible to anyone who looks up 
your IP.


For legal reasons, those under 13 cannot join the contest.  I would 
allow it if i could, but its illegal.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe
So I am going to make some points for other server owners, admins, and 
players who are thinking about this.


First off this really isn't going to benefit most of you unless you fork 
over the $5. Those servers get X2 points meaning that you would need 
someone on your server to place twice as long to get roughly the same 
points.


It is just starting so don't think this is going to be an instant boost 
to your servers, rather this might do nothing for your servers at the 
moment as most players haven't even heard of this and they need to be 
signed up to make points. So in actuality this will help people whom pay 
and harm people who don't. Lets say you tell your small and humble 
community "hey guys go sign up here" they of course do as you are 
offering free stuff, not really, but once they do they look and realize 
why the hell am I playing on low beat small and humble community over 
here when I could play on Big Fancy Community over here who has X2 
points. Thus the servers who fork over $5 get a benefit leaving your 
community dead. My only fix for this would be to sign up and not tell 
anyone, which isn't great either as no one really wins at that point.  
Too make it even more leaned towards Prem. players with 75% or more on a 
Prem. server get a 3rd prize.


http://www.ds-ent.com/ is the "Sales-Marketing Company" that has only 
one current system, Capture the Prize.


Capture The Prize is the one who really wins. Lets say they give out two 
$50 prizes, that is $100 in total. Well, simply 20 Prem. servers will 
pay for that. Ads, and anything else goes into their pockets. Meaning 
more and more you lose they win. Yes once they add another $50 it will 
be $50 more but it is covered by the 10 new Prem. Servers, so no loss to 
them.


Idle Servers FTW! Yes, make an account and throw it on an idle server 
with Capture the Prize and You win, not the server that actually has 
players on it You can even do multiple accounts. :D
If not the above it wouldn't be too hard to make a script joining a 
server, then going to the next server every 30 minutes making you look 
alive when not.


Too many Supported games, this means that really not only are you 
competing against tf2, but AA3, Arma2, BF3, .. [more] ...and... [more] 
...and... [more] Thus making it even less likely to win. You might 
as well go buy a lottery ticket.


Valid by Valve? Yes this is a really serious question, what if Valve 
states this is not acceptable practice, then your server goes down too?


More work you admins as you will now have to make sure that your server 
is also properly talking to Capture the Prize.


Bad players here we come? Yes, I do think that you may get a sudden 
flood of players on your server, and many could be well, horrid.


Sign up field, unsecured :O, this is horrid, most of the information 
they are asking can be easily used to hack into an account and take it 
over, let alone a hacker going in and destroying their database and 
walking off with all that information. (unconfirmed, so we aren't saying 
Capture the Prize is just a bunch of hackers.)


< 13 year olds won't be able to participate, well there goes half the 
gamers.


1) Solutions they present "Every 3 hours if you are still playing, you 
must also reactivate your server token (by doing the server activation 
process again). if you do not, then the server will be deactivated and 
you will not gain any more points (until you activate the server 
again)."(http://support.capturetheprize.com/index.php?r=faq/view&id=1)


This seems great, but really you can build things to answer this as well.

Long story short, this helps Prem. communities, is prone to hackers / 
cheaters, and really isn't that cheap.



##About me, I run (Gaming-Servers.net) So, I'm not an idiot, I run 18 
Game servers and after looking into this, it might actually harm my 
servers. :\



Forum post so you reference, post, point to, state is a lie, or 
completely ignore. 
https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam






On 10/16/2012 1:14 AM, PAL-18 wrote:

Hello Fellow Server Hosts,

I've been operating my own game servers for the past 7 years for my 
clans and gaming communities and the same thing keeps happening at 
random times; traffic dies. This can generally be attributed to 
hundreds or even thousands of other servers popping up (TF2 popularity 
after hats were added), server ip changing, hostname changing, 
vacation season, etc. This can be murder for game servers and hosts 
are left with a difficult decision. Keep hosting and try to build back 
the player base (which can take a long time and even be impossible at 
times) or just shut down their server. I came up with an solution to 
this and i wanted to offer it to all the other server hosts.


On the CS:Go mailing list, someone mentioned a steam update 
notification service for server operators and i figured if they were 
allowed to post theirs, then this post shouldn't be a pr

Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe

Okay, chill.. please. This is a mailing list and not a sexual predator.

On 10/16/2012 7:43 PM, Marcin Lis wrote:

Go fuck yourself. This is valve srds mailing list not a fucking free space for 
ads.
Fuck you and fuck next 10 generations of your family.

Wysłane z iPhone'a

Dnia 16 paź 2012 o godz. 16:44 PAL-18  napisał(a):


Hello Jeff,

Thanks for the constructive idea's. I actually haven't thought about that.  But 
you make some really good points.

When 10 more premium servers are registered, the 3rd prize tier will go live.  
The prize will also be $50 - but as the contest grows this will increase.  
Players that have 75% of their points coming from premium servers will be 
eligible for this premium server prize.

Regards,
PAL-18

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Re: [hlds_linux] Https for fastdl

2012-10-07 Thread Cameron Munroe
I'm talking about in transit. i.e. as it goes through the internet, not 
the fact that anyone can view it on your site.


On 10/7/2012 4:40 PM, Robert Paulson wrote:

All you need is www.fiddler2.com and anyone can get your fast download
url, even with https.

On Sun, Oct 7, 2012 at 2:46 PM, Cameron Munroe
 wrote:

Well in my case it would be more along the lines of anonymizing the traffic
as the URL would be hidden, the only thing that would be there is the ip
address of where the web server is, therfore keep preying eyes out. I know
that they could probably just see the stream of data coming from the 27005
port, but its an idea to greater harden gaming server, IMO.

Thanks btw for the "answers."


On 10/7/2012 2:40 PM, Rudy Bleeker wrote:

Right, so it's possible.Thanks for testing this Mr. Invalid Protocol.

I have to side with Cameron on this one, so many replies arguing the
benefits and drawbacks of HTTPS which didn't answer his question,
where a simple "yes it works" or "no it's not supported" would have
sufficed. If someone wants to use something for whatever reason,
that's up to them. Please be nice and try to answer the question asked
or don't reply at all if you don't know. We're here to help eachother
after all.

Also, people who talk about the overhead or 'cost' of HTTPS over HTTP
don't know what they're talking about, since the overhead of SSL is so
minimal that modern day (less than 5 years old) hardware should barely
notice it. It does however offer an additional layer of security for
the user, for example to prevent tampering with the downloaded files
by a man-in-the-middle which could possibly crash the game client (as
Invalid Protocol points out the result would be), which is technically
a DoS type attack.


On Sat, Oct 6, 2012 at 12:51 AM, Invalid Protocol
 wrote:

You can monitor whatever you want, there's no difference between HTTP and
HTTPS.

It is silly to use HTTPS for downloading maps/sounds and other custom
resources required for a game. You don't need any extra "privacy" and
does
not "protect our users". There's no advantage. You should protect your
fast
download against bandwidth stealing, but that's a different story and has
nothing to do with HTTP or HTTPS.

You don't "have to buy a 50+ license" to test this. Start a game server,
load a custom map and set sv_downloadurl to
"https://msp.f-secure.com/web-test/common/test.html?"; url (don't forget
the
last ? character, otherwise you'll get a 404 error). Then connect to
server
using a client that does not have the map and see if it tries to download
it. Have the console enabled to see the "downloading" messages (maybe
developer variable must be 1). Also check the my_custom_map.bsp
downloaded
file, should be a HTTP page.

Anyway, it seems that it works. At least in CS:GO, but then the client
crashes because the downloaded map is invalid (is a HTML page).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Saturday, October 06, 2012 11:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Https for fastdl

The idea about HTTPS is that there is a growing push to monitor and harm
traffic on the internet. A fix for this is https, and as stated before:

  an extreme explanation might be: it could help against tampering ...

  if you have an ISP that do not wants you to play they could just

  corrupt


  each and every fast download tries... with https istead that could
be
  very hard (in both detecting the typo of file being downloaded and
  breaking into an ssl stream corrupting it)

  Nowadays, expecially in countries where "privacy" is just a word
on a
  dictionary, everything should be run within encrypted tunnels

This is something that modern day china, and other countries are pushing
towards. Im not trying to be illegal, but rather make it so that its
harder to track users downloading files off my fastdl.

We should all be pushing to increase https usage in this modern day
world to not only protect our users, but also to hide the traffics full
intent to outside eyes.

The main reason for my blow up below is the fact that I'm so tired of
responses that simply do not help the thread progress. Its common on
here, and it is bloody annoying. In any case I understand your point
about the extra cost and lowering of speed by switching to https, but I
simply want to know if it would be possible at all to do.

On 10/5/2012 2:45 PM, Bruno Garcia wrote:

I'm not trying to criticize your thread or your means to use the Fast
download functionality.
I'm simple stating that you would get a better result for less cost.

I'm sorry if it was mis intended in that way.

On Fri,

Re: [hlds_linux] Https for fastdl

2012-10-07 Thread Cameron Munroe
Well in my case it would be more along the lines of anonymizing the 
traffic as the URL would be hidden, the only thing that would be there 
is the ip address of where the web server is, therfore keep preying eyes 
out. I know that they could probably just see the stream of data coming 
from the 27005 port, but its an idea to greater harden gaming server, IMO.


Thanks btw for the "answers."

On 10/7/2012 2:40 PM, Rudy Bleeker wrote:

Right, so it's possible.Thanks for testing this Mr. Invalid Protocol.

I have to side with Cameron on this one, so many replies arguing the
benefits and drawbacks of HTTPS which didn't answer his question,
where a simple "yes it works" or "no it's not supported" would have
sufficed. If someone wants to use something for whatever reason,
that's up to them. Please be nice and try to answer the question asked
or don't reply at all if you don't know. We're here to help eachother
after all.

Also, people who talk about the overhead or 'cost' of HTTPS over HTTP
don't know what they're talking about, since the overhead of SSL is so
minimal that modern day (less than 5 years old) hardware should barely
notice it. It does however offer an additional layer of security for
the user, for example to prevent tampering with the downloaded files
by a man-in-the-middle which could possibly crash the game client (as
Invalid Protocol points out the result would be), which is technically
a DoS type attack.


On Sat, Oct 6, 2012 at 12:51 AM, Invalid Protocol
 wrote:

You can monitor whatever you want, there's no difference between HTTP and
HTTPS.

It is silly to use HTTPS for downloading maps/sounds and other custom
resources required for a game. You don't need any extra "privacy" and does
not "protect our users". There's no advantage. You should protect your fast
download against bandwidth stealing, but that's a different story and has
nothing to do with HTTP or HTTPS.

You don't "have to buy a 50+ license" to test this. Start a game server,
load a custom map and set sv_downloadurl to
"https://msp.f-secure.com/web-test/common/test.html?"; url (don't forget the
last ? character, otherwise you'll get a 404 error). Then connect to server
using a client that does not have the map and see if it tries to download
it. Have the console enabled to see the "downloading" messages (maybe
developer variable must be 1). Also check the my_custom_map.bsp downloaded
file, should be a HTTP page.

Anyway, it seems that it works. At least in CS:GO, but then the client
crashes because the downloaded map is invalid (is a HTML page).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Saturday, October 06, 2012 11:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Https for fastdl

The idea about HTTPS is that there is a growing push to monitor and harm
traffic on the internet. A fix for this is https, and as stated before:

 an extreme explanation might be: it could help against tampering ...

 if you have an ISP that do not wants you to play they could just

 corrupt


 each and every fast download tries... with https istead that could be
 very hard (in both detecting the typo of file being downloaded and
 breaking into an ssl stream corrupting it)

 Nowadays, expecially in countries where "privacy" is just a word on a
 dictionary, everything should be run within encrypted tunnels

This is something that modern day china, and other countries are pushing
towards. Im not trying to be illegal, but rather make it so that its
harder to track users downloading files off my fastdl.

We should all be pushing to increase https usage in this modern day
world to not only protect our users, but also to hide the traffics full
intent to outside eyes.

The main reason for my blow up below is the fact that I'm so tired of
responses that simply do not help the thread progress. Its common on
here, and it is bloody annoying. In any case I understand your point
about the extra cost and lowering of speed by switching to https, but I
simply want to know if it would be possible at all to do.

On 10/5/2012 2:45 PM, Bruno Garcia wrote:

I'm not trying to criticize your thread or your means to use the Fast
download functionality.
I'm simple stating that you would get a better result for less cost.

I'm sorry if it was mis intended in that way.

On Fri, Oct 5, 2012 at 6:36 PM, Cameron Munroe

wrote:

This is why I hate this thread, there is never any good answers just
criticism. The question is fully legitimate as since your an idiot and
don't understand that testing is sorta hard considering you have to buy a
50+ license.


As I stated to the other guy, if you have not

Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
I'm not sure actually. A self signed would it prompt or just auto accept.

Sent from my android device.



-Original Message-
From: Andrew DeMerse 
To: Half-Life dedicated Linux server mailing list 

Sent: Fri, 05 Oct 2012 3:28 PM
Subject: Re: [hlds_linux] Https for fastdl

This shouldn't be too hard to test. Self sign a cert, fire up apache with
mod_ssl, modify the server.cfg to point to https, and tail to httpd log to
see if a connection attempt is made by the game server. Even if it dies due
to a cert error, you'll be able to see if the client supports that type of
connection.

On Fri, Oct 5, 2012 at 5:53 PM, Cameron Munroe wrote:

> The idea about HTTPS is that there is a growing push to monitor and harm
> traffic on the internet. A fix for this is https, and as stated before:
>
>
>an extreme explanation might be: it could help against tampering ...
>
>if you have an ISP that do not wants you to play they could just
>
>corrupt
>
>  each and every fast download tries... with https istead that could be
>>> very hard (in both detecting the typo of file being downloaded and
>>> breaking into an ssl stream corrupting it)
>>>
>>> Nowadays, expecially in countries where "privacy" is just a word on a
>>> dictionary, everything should be run within encrypted tunnels
>>>
>>
> This is something that modern day china, and other countries are pushing
> towards. Im not trying to be illegal, but rather make it so that its harder
> to track users downloading files off my fastdl.
>
> We should all be pushing to increase https usage in this modern day world
> to not only protect our users, but also to hide the traffics full intent to
> outside eyes.
>
> The main reason for my blow up below is the fact that I'm so tired of
> responses that simply do not help the thread progress. Its common on here,
> and it is bloody annoying. In any case I understand your point about the
> extra cost and lowering of speed by switching to https, but I simply want
> to know if it would be possible at all to do.
>
>
> On 10/5/2012 2:45 PM, Bruno Garcia wrote:
>
>> I'm not trying to criticize your thread or your means to use the Fast
>> download functionality.
>> I'm simple stating that you would get a better result for less cost.
>>
>> I'm sorry if it was mis intended in that way.
>>
>> On Fri, Oct 5, 2012 at 6:36 PM, Cameron Munroe > >**wrote:
>>
>>  This is why I hate this thread, there is never any good answers just
>>> criticism. The question is fully legitimate as since your an idiot and
>>> don't understand that testing is sorta hard considering you have to buy a
>>> 50+ license.
>>>
>>>
>>> As I stated to the other guy, if you have nothing productive to say don't
>>> bloody fucking say it.
>>>
>>>
>>> God how hard is that, to keep your mouth shut.
>>>
>>>
>>>
>>>
>>>
>>> On 10/5/2012 2:31 PM, Ulrich Block wrote:
>>>
>>>  Am 05.10.2012 23:26, schrieb Cameron Munroe:
>>>>
>>>>  Maybe by your opinion. Now if you have nothing "productive" to state on
>>>>> whether it works or not then stop replying as I already understand the
>>>>> below and that it has a cost.
>>>>>
>>>>>  So much time and posts have past... During that period try and error
>>>> would have been much faster
>>>>
>>>>
>>>> ___
>>>> 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<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>> >
>>>>
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>> *hlds_linux<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:
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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
The idea about HTTPS is that there is a growing push to monitor and harm 
traffic on the internet. A fix for this is https, and as stated before:


   an extreme explanation might be: it could help against tampering ...

   if you have an ISP that do not wants you to play they could just

   corrupt


each and every fast download tries... with https istead that could be
very hard (in both detecting the typo of file being downloaded and
breaking into an ssl stream corrupting it)

Nowadays, expecially in countries where "privacy" is just a word on a
dictionary, everything should be run within encrypted tunnels


This is something that modern day china, and other countries are pushing 
towards. Im not trying to be illegal, but rather make it so that its 
harder to track users downloading files off my fastdl.


We should all be pushing to increase https usage in this modern day 
world to not only protect our users, but also to hide the traffics full 
intent to outside eyes.


The main reason for my blow up below is the fact that I'm so tired of 
responses that simply do not help the thread progress. Its common on 
here, and it is bloody annoying. In any case I understand your point 
about the extra cost and lowering of speed by switching to https, but I 
simply want to know if it would be possible at all to do.


On 10/5/2012 2:45 PM, Bruno Garcia wrote:

I'm not trying to criticize your thread or your means to use the Fast
download functionality.
I'm simple stating that you would get a better result for less cost.

I'm sorry if it was mis intended in that way.

On Fri, Oct 5, 2012 at 6:36 PM, Cameron Munroe wrote:


This is why I hate this thread, there is never any good answers just
criticism. The question is fully legitimate as since your an idiot and
don't understand that testing is sorta hard considering you have to buy a
50+ license.


As I stated to the other guy, if you have nothing productive to say don't
bloody fucking say it.


God how hard is that, to keep your mouth shut.





On 10/5/2012 2:31 PM, Ulrich Block wrote:


Am 05.10.2012 23:26, schrieb Cameron Munroe:


Maybe by your opinion. Now if you have nothing "productive" to state on
whether it works or not then stop replying as I already understand the
below and that it has a cost.


So much time and posts have past... During that period try and error
would have been much faster


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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
This is why I hate this thread, there is never any good answers just 
criticism. The question is fully legitimate as since your an idiot and 
don't understand that testing is sorta hard considering you have to buy 
a 50+ license.



As I stated to the other guy, if you have nothing productive to say 
don't bloody fucking say it.



God how hard is that, to keep your mouth shut.




On 10/5/2012 2:31 PM, Ulrich Block wrote:

Am 05.10.2012 23:26, schrieb Cameron Munroe:
Maybe by your opinion. Now if you have nothing "productive" to state 
on whether it works or not then stop replying as I already understand 
the below and that it has a cost.


So much time and posts have past... During that period try and error 
would have been much faster



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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
Maybe by your opinion. Now if you have nothing "productive" to state on 
whether it works or not then stop replying as I already understand the 
below and that it has a cost.


On 10/5/2012 2:18 PM, Bruno Garcia wrote:

Read it.
Possible or not, it's useless.

On Fri, Oct 5, 2012 at 4:30 PM, Cameron Munroe wrote:


Read the damn thread we already know this. The question is if possible.

Sent from my android device.



-Original Message-
From: Bruno Garcia 
To: Half-Life dedicated Linux server mailing list <
hlds_linux@list.valvesoftware.com>
Sent: Fri, 05 Oct 2012 12:09 PM
Subject: Re: [hlds_linux] Https for fastdl

Why would you want HTTPS over a FastDL?

HTTPS is used under extreme situations that require complete security, a
map download doesn't seem to be a security risk
On top of that, your directory is visible to everyone on their browser, so
they can view your files.

Not only it's unnecessary, it also slows down your transfer, due to the
encryption methods.

Cheers,
Bruno


On Fri, Oct 5, 2012 at 2:38 PM, Cameron Munroe 
wrote:
Valve can you put any light on this? What about self signed certificated
for the fastdl?

Please and Thank you.

On Oct 5, 2012, at 9:40 AM, Cameron Munroe wrote:


But as I asked is it possible?

Sent from my android device.



-Original Message-
From: Marco Padovan 
To: hlds_linux@list.valvesoftware.com
Sent: Fri, 05 Oct 2012 3:31 AM
Subject: Re: [hlds_linux] Https for fastdl

an extreme explanation might be: it could help against tampering ...

if you have an ISP that do not wants you to play they could just

corrupt

each and every fast download tries... with https istead that could be
very hard (in both detecting the typo of file being downloaded and
breaking into an ssl stream corrupting it)

Nowadays, expecially in countries where "privacy" is just a word on a
dictionary, everything should be run within encrypted tunnels ;)

Il 05/10/2012 11:06, Asher Baker ha scritto:

It wont be, just put more load on both the client and server.

On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad 

wrote:

I didn't try that but how will this be beneficial for a fastdl?

On 5 October 2012 02:58, Cameron Munroe 

wrote:

Has anyone tried https on a fastdl and does it work? Tf2?

Sent from my android device.

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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
Read the damn thread we already know this. The question is if possible.

Sent from my android device.



-Original Message-
From: Bruno Garcia 
To: Half-Life dedicated Linux server mailing list 

Sent: Fri, 05 Oct 2012 12:09 PM
Subject: Re: [hlds_linux] Https for fastdl

Why would you want HTTPS over a FastDL?

HTTPS is used under extreme situations that require complete security, a
map download doesn't seem to be a security risk
On top of that, your directory is visible to everyone on their browser, so
they can view your files.

Not only it's unnecessary, it also slows down your transfer, due to the
encryption methods.

Cheers,
Bruno


On Fri, Oct 5, 2012 at 2:38 PM, Cameron Munroe wrote:

> Valve can you put any light on this? What about self signed certificated
> for the fastdl?
>
> Please and Thank you.
>
> On Oct 5, 2012, at 9:40 AM, Cameron Munroe wrote:
>
> > But as I asked is it possible?
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: Marco Padovan 
> > To: hlds_linux@list.valvesoftware.com
> > Sent: Fri, 05 Oct 2012 3:31 AM
> > Subject: Re: [hlds_linux] Https for fastdl
> >
> > an extreme explanation might be: it could help against tampering ...
> >
> > if you have an ISP that do not wants you to play they could just corrupt
> > each and every fast download tries... with https istead that could be
> > very hard (in both detecting the typo of file being downloaded and
> > breaking into an ssl stream corrupting it)
> >
> > Nowadays, expecially in countries where "privacy" is just a word on a
> > dictionary, everything should be run within encrypted tunnels ;)
> >
> > Il 05/10/2012 11:06, Asher Baker ha scritto:
> >> It wont be, just put more load on both the client and server.
> >>
> >> On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad 
> wrote:
> >>> I didn't try that but how will this be beneficial for a fastdl?
> >>>
> >>> On 5 October 2012 02:58, Cameron Munroe 
> wrote:
> >>>
> >>>> Has anyone tried https on a fastdl and does it work? Tf2?
> >>>>
> >>>> Sent from my android device.
> >>>>
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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
Valve can you put any light on this? What about self signed certificated for 
the fastdl?

Please and Thank you.

On Oct 5, 2012, at 9:40 AM, Cameron Munroe wrote:

> But as I asked is it possible?
> 
> Sent from my android device.
> 
> 
> 
> -Original Message-
> From: Marco Padovan 
> To: hlds_linux@list.valvesoftware.com
> Sent: Fri, 05 Oct 2012 3:31 AM
> Subject: Re: [hlds_linux] Https for fastdl
> 
> an extreme explanation might be: it could help against tampering ...
> 
> if you have an ISP that do not wants you to play they could just corrupt
> each and every fast download tries... with https istead that could be
> very hard (in both detecting the typo of file being downloaded and
> breaking into an ssl stream corrupting it)
> 
> Nowadays, expecially in countries where "privacy" is just a word on a
> dictionary, everything should be run within encrypted tunnels ;)
> 
> Il 05/10/2012 11:06, Asher Baker ha scritto:
>> It wont be, just put more load on both the client and server.
>> 
>> On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad  wrote:
>>> I didn't try that but how will this be beneficial for a fastdl?
>>> 
>>> On 5 October 2012 02:58, Cameron Munroe  wrote:
>>> 
>>>> Has anyone tried https on a fastdl and does it work? Tf2?
>>>> 
>>>> Sent from my android device.
>>>> 
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>>>> please visit:
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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Cameron Munroe
But as I asked is it possible?

Sent from my android device.



-Original Message-
From: Marco Padovan 
To: hlds_linux@list.valvesoftware.com
Sent: Fri, 05 Oct 2012 3:31 AM
Subject: Re: [hlds_linux] Https for fastdl

an extreme explanation might be: it could help against tampering ...

if you have an ISP that do not wants you to play they could just corrupt
each and every fast download tries... with https istead that could be
very hard (in both detecting the typo of file being downloaded and
breaking into an ssl stream corrupting it)

Nowadays, expecially in countries where "privacy" is just a word on a
dictionary, everything should be run within encrypted tunnels ;)

Il 05/10/2012 11:06, Asher Baker ha scritto:
> It wont be, just put more load on both the client and server.
>
> On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad  wrote:
>> I didn't try that but how will this be beneficial for a fastdl?
>>
>> On 5 October 2012 02:58, Cameron Munroe  wrote:
>>
>>> Has anyone tried https on a fastdl and does it work? Tf2?
>>>
>>> Sent from my android device.
>>>
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Re: [hlds_linux] Https for fastdl

2012-10-04 Thread Cameron Munroe
More over a question if possible. I know that there is almost no benefit. 
However it is just a question if possible.

Sent from my android device.



-Original Message-
From: Nomaan Ahmad 
To: Half-Life dedicated Linux server mailing list 

Sent: Thu, 04 Oct 2012 7:52 PM
Subject: Re: [hlds_linux] Https for fastdl

I didn't try that but how will this be beneficial for a fastdl?

On 5 October 2012 02:58, Cameron Munroe  wrote:

> Has anyone tried https on a fastdl and does it work? Tf2?
>
> Sent from my android device.
>
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[hlds_linux] Https for fastdl

2012-10-04 Thread Cameron Munroe
Has anyone tried https on a fastdl and does it work? Tf2?

Sent from my android device.

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Re: [hlds_linux] Prevent UDP attacks

2012-10-02 Thread Cameron Munroe

The problem is if it is from multiple IPs it becomes harder.

If you aren't using sourcemod it is a mute point on SMAC. Though im 
unsure if its supported as I run mainly tf2.


block each one?


On 10/2/2012 4:16 PM, Mico wrote:

Are Servers Counter-Strike 1.6 (HL-BETA) SourceMod supports HLDS?

I was looking for a solution using iptables. So consult here, as there are
skilled people.

On Mar 02 Oct 2012 19:24:35 Cameron Munroe escribió:

Did you do a lookup on one or two of the addresses and do you have SMAC
installed?

On 10/2/2012 3:23 PM, Mico wrote:

Nop, are different IP range.

Many addresses to do a manual lock.

On Mar 02 Oct 2012 19:19:17 Cameron Munroe escribió:

Is it the same address?

On 10/2/2012 3:17 PM, Mico wrote:

In the message log of the operating system (Ubuntu 12.04) I'm seeing a
lot of logs like the following:

[848814.998297] UDP: short packet: From 190.xxx.xxx.xxx:308 /33 to
200.xxx.xxx.xxx:27025

[874435.912157] UDP: short packet: From 190.xxx.xxx.xxx:4805 49320/37
to 200.xxx.xxx.xxx:27024

[882015.978724] UDP: bad checksum. From 190.xxx.xxx.xxx:58299 to
200.xxx.xxx.xxx:27020 ulen 33

As block these requests?
thanks

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Re: [hlds_linux] Prevent UDP attacks

2012-10-02 Thread Cameron Munroe
Did you do a lookup on one or two of the addresses and do you have SMAC 
installed?


On 10/2/2012 3:23 PM, Mico wrote:

Nop, are different IP range.

Many addresses to do a manual lock.

On Mar 02 Oct 2012 19:19:17 Cameron Munroe escribió:

Is it the same address?

On 10/2/2012 3:17 PM, Mico wrote:

In the message log of the operating system (Ubuntu 12.04) I'm seeing a
lot of logs like the following:

[848814.998297] UDP: short packet: From 190.xxx.xxx.xxx:308 /33 to
200.xxx.xxx.xxx:27025

[874435.912157] UDP: short packet: From 190.xxx.xxx.xxx:4805 49320/37 to
200.xxx.xxx.xxx:27024

[882015.978724] UDP: bad checksum. From 190.xxx.xxx.xxx:58299 to
200.xxx.xxx.xxx:27020 ulen 33

As block these requests?
thanks

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Re: [hlds_linux] Prevent UDP attacks

2012-10-02 Thread Cameron Munroe

Is it the same address?

On 10/2/2012 3:17 PM, Mico wrote:

In the message log of the operating system (Ubuntu 12.04) I'm seeing a lot of
logs like the following:

[848814.998297] UDP: short packet: From 190.xxx.xxx.xxx:308 /33 to
200.xxx.xxx.xxx:27025

[874435.912157] UDP: short packet: From 190.xxx.xxx.xxx:4805 49320/37 to
200.xxx.xxx.xxx:27024

[882015.978724] UDP: bad checksum. From 190.xxx.xxx.xxx:58299 to
200.xxx.xxx.xxx:27020 ulen 33

As block these requests?
thanks

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Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-09-28 Thread Cameron Munroe
Also are you running anything else on the box?

Sent from my android device.



-Original Message-
From: Cameron Munroe 
To: Half-Life dedicated Linux server mailing list 

Sent: Fri, 28 Sep 2012 9:56 AM
Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04

Try increasing Sv_minrate to 1

Sent from my android device.



-Original Message-
From: Pieter-bas Ronner 
To: hlds_linux@list.valvesoftware.com
Sent: Fri, 28 Sep 2012 9:52 AM
Subject: [hlds_linux] lagg problem on ubuntu 12.04

Hi members,

I hope you can help me a little bit with my problem.

I run man vs machine team fortress 2 server. on a ubuntu 12.04 server with
a Dual-Core AMD Opteron(tm) Processor 2216, 4 cores and 16 memory.
My internet connection is a fiber 100/100 mbit. I thought thats enough to
run a man vs machine server.
I search now for a long time to figure out why are my server is lagging. I
have try a lot of config files to fix the problem. But it didn't.

Can you help me?

This is my config server file:



hostname  =Just For Fun= | clanjff.com | Team Fortress 2 | MVM 24/7 norm

// Rcon Cvars
rcon_password "j" //Set's remote control password
sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
authentication
sv_rcon_log 1 //Enable/disable rcon logging.
sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
authentication before being banned
sv_rcon_minfailures 5 //Number of times a user can fail rcon authentication
in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
authentications
sv_pure 2
tf_server_identity_account_id *
tf_server_identity_token "**"
sv_tags "mvm,_registered,alltalk"

// Server Password

// Server Cvars
sv_visiblemaxplayers 6
mp_allowspectators 0 //Toggles whether the server allows spectator mode or
not
mp_autocrosshair 0
mp_autoteambalance 1 //Toggles server autoteambalance
mp_bonusroundtime 5 //Time in seconds after round win until round restarts
mp_chattime 5 //amount of time in seconds players can chat after the game
is over
tf_mm_servermode 2
tf_mm_strict 0
sv_allow_votes 1
sv_vote_kick_ban_duration 1
sv_vote_issue_changelevel_allowed 1
sv_vote_issue_nextlevel_allowextend 1
sv_vote_issue_nextlevel_allowed 1
sv_vote_issue_nextlevel_choicesmode 1

mp_decals 1
mp_defaultteam 1
mp_disable_autokick 1 //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_fadetoblack 0 //fade a player's screen to black when he dies
mp_falldamage 5 //Amount of damage players sustains from a fall
mp_flashlight 0 //Toggles flashlight on or off
mp_footsteps 1 //Toggles footsteps on or off
mp_forcecamera 0 //Restricts spectator modes for dead players
mp_forcerespawn 0
mp_forcerespawnplayers 1 //Force all players to respawn.
mp_forcewin 1 //Forces team to win
mp_fraglimit 0
mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has this
many more players than the other team. (0 disables check)
mp_time_between_capscoring 5 //Delay between scoring of owned capture
points.
mp_winlimit 10 //Max number of rounds one team can win before server
changes maps
sv_allow_color_correction 1 //Allow or disallow clients to use color
correction on this server.
sv_allow_wait_command 0 //Allow or disallow the wait command on clients
connected to this server.
sv_allowdownload 1 //Allow clients to download files
sv_allowupload 1 //Allow clients to upload customizations files
sv_alltalk 0 //Players can hear all other players, no team restrictions
sv_alternateticks 0 //If set, server only simulates entities on even
numbered ticks.
sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
affect autosave triggers.
sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
challenge type.
sv_cacheencodedents 1 //If set to 1, does an optimization to prevent extra
SendTable_Encode calls.
sv_cheats 0 //Allow cheats on server
sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
player.
sv_consistency 1 //Whether the server enforces file consistency for
critical files
sv_contact i...@pbservers.nl //Contact email for server sysop
sv_downloadurl "http://pbservers.nl/tf2/"; //Location from which clients can
download missing files
sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
sv_pausable 0 //Is the server pausable.

// Lan or internet play, Server region cvars
sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
non-class C addresses )
sv_region 255 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
South America, 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 -
Middle East, 7 - Africa, 255 - world

//server Logging
sv_log_onefile 0 //Log server information to only one file.
sv_logbans 1 //Log server bans in the server logs.
sv_logblocks 0 //If true when log when a query is blocked (can cause very
large log files)
sv_logech

Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-09-28 Thread Cameron Munroe
Try increasing Sv_minrate to 1

Sent from my android device.



-Original Message-
From: Pieter-bas Ronner 
To: hlds_linux@list.valvesoftware.com
Sent: Fri, 28 Sep 2012 9:52 AM
Subject: [hlds_linux] lagg problem on ubuntu 12.04

Hi members,

I hope you can help me a little bit with my problem.

I run man vs machine team fortress 2 server. on a ubuntu 12.04 server with
a Dual-Core AMD Opteron(tm) Processor 2216, 4 cores and 16 memory.
My internet connection is a fiber 100/100 mbit. I thought thats enough to
run a man vs machine server.
I search now for a long time to figure out why are my server is lagging. I
have try a lot of config files to fix the problem. But it didn't.

Can you help me?

This is my config server file:



hostname  =Just For Fun= | clanjff.com | Team Fortress 2 | MVM 24/7 norm

// Rcon Cvars
rcon_password "j" //Set's remote control password
sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
authentication
sv_rcon_log 1 //Enable/disable rcon logging.
sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
authentication before being banned
sv_rcon_minfailures 5 //Number of times a user can fail rcon authentication
in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
authentications
sv_pure 2
tf_server_identity_account_id *
tf_server_identity_token "**"
sv_tags "mvm,_registered,alltalk"

// Server Password

// Server Cvars
sv_visiblemaxplayers 6
mp_allowspectators 0 //Toggles whether the server allows spectator mode or
not
mp_autocrosshair 0
mp_autoteambalance 1 //Toggles server autoteambalance
mp_bonusroundtime 5 //Time in seconds after round win until round restarts
mp_chattime 5 //amount of time in seconds players can chat after the game
is over
tf_mm_servermode 2
tf_mm_strict 0
sv_allow_votes 1
sv_vote_kick_ban_duration 1
sv_vote_issue_changelevel_allowed 1
sv_vote_issue_nextlevel_allowextend 1
sv_vote_issue_nextlevel_allowed 1
sv_vote_issue_nextlevel_choicesmode 1

mp_decals 1
mp_defaultteam 1
mp_disable_autokick 1 //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_fadetoblack 0 //fade a player's screen to black when he dies
mp_falldamage 5 //Amount of damage players sustains from a fall
mp_flashlight 0 //Toggles flashlight on or off
mp_footsteps 1 //Toggles footsteps on or off
mp_forcecamera 0 //Restricts spectator modes for dead players
mp_forcerespawn 0
mp_forcerespawnplayers 1 //Force all players to respawn.
mp_forcewin 1 //Forces team to win
mp_fraglimit 0
mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has this
many more players than the other team. (0 disables check)
mp_time_between_capscoring 5 //Delay between scoring of owned capture
points.
mp_winlimit 10 //Max number of rounds one team can win before server
changes maps
sv_allow_color_correction 1 //Allow or disallow clients to use color
correction on this server.
sv_allow_wait_command 0 //Allow or disallow the wait command on clients
connected to this server.
sv_allowdownload 1 //Allow clients to download files
sv_allowupload 1 //Allow clients to upload customizations files
sv_alltalk 0 //Players can hear all other players, no team restrictions
sv_alternateticks 0 //If set, server only simulates entities on even
numbered ticks.
sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
affect autosave triggers.
sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
challenge type.
sv_cacheencodedents 1 //If set to 1, does an optimization to prevent extra
SendTable_Encode calls.
sv_cheats 0 //Allow cheats on server
sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
player.
sv_consistency 1 //Whether the server enforces file consistency for
critical files
sv_contact i...@pbservers.nl //Contact email for server sysop
sv_downloadurl "http://pbservers.nl/tf2/"; //Location from which clients can
download missing files
sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
sv_pausable 0 //Is the server pausable.

// Lan or internet play, Server region cvars
sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
non-class C addresses )
sv_region 255 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
South America, 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 -
Middle East, 7 - Africa, 255 - world

//server Logging
sv_log_onefile 0 //Log server information to only one file.
sv_logbans 1 //Log server bans in the server logs.
sv_logblocks 0 //If true when log when a query is blocked (can cause very
large log files)
sv_logecho 1 //Echo log information to the console.
sv_logfile 1 //Log server information in the log file.
sv_logflush 0 //Flush the log file to disk on each write (slow).
sv_logsdir log //Folder in the game directory where server logs will be
stored.

//Server Rates
sv_maxcmdrate 66 //(If sv_mincmdrate is > 0), this sets the maximum

[hlds_linux] API questions

2012-09-26 Thread Cameron Munroe
 

Does anyone know what reject variables the steam api will
throw.

http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=204.140.22.89&format=json

I
know of:

bad_address
hidden

Thanks in advanced.

-- 

-- Cameron
Munroe

http://www.cameronmunroe.com/
http://www.gaming-servers.net/
 
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Re: [hlds_linux] Red X's still appearing

2012-09-26 Thread Cameron Munroe

I think it is on all maps.

On 9/26/2012 2:19 AM, Michael Johansen wrote:

Hi
I'm just wondering what I can do to fix this red X problem that's appearing on 
all my custom map servers. At first it just happened on my Surf servers, but 
now it does indeed seem like it happens on all the servers except vanilla. I 
have tried the extension linked to, and I also have tried the 
particle_manifest.txt file.

http://forums.alliedmods.net/showpost.php?p=1803148&postcount=57

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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe

Where are you?

On 9/25/2012 2:30 PM, Calvin Judy wrote:

Not in europe, same issue.

__
Level 3 Technician
Griffin Networks LLC - Gaming Solutions




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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe

So you guys are all in Europe right?

Also does anyone have the address for the steam connect servers that the 
servers use?


On 9/25/2012 1:50 PM, Essay Tew Phaun wrote:

Same here, ours can sit forever without reconnecting. It only fixes itself
when we restart it.

On Tue, Sep 25, 2012 at 4:43 PM, ics  wrote:


Same for me (europe, Finland). Might be that they reconnect fast (well,
some of them) and might just be that 3/4 are sitting with "cannot locate
owners Steam account" for many many maps.

-ics

25.9.2012 23:22, Saint K. kirjoitti:

  That's definitely not what we're seeing here. Ours can sit unconnected

for hours in a row.
__**__
From: 
hlds_linux-bounces@list.**valvesoftware.com[
hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of Cameron Munroe [cmun...@cameronmunroe.com]
Sent: 25 September 2012 22:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate owner's
steam account)

Mine usually retry within 15 minutes or less.


On 9/25/2012 1:17 PM, ics wrote:


My servers do reconnect (at some point) but sometimes only rebooting
will give an instant fix. Most of the time it can be couple of maps
before they even think about reconnecting.

-ics


25.9.2012 23:10, Cameron Munroe kirjoitti:


I have a lingering opinion that there might be something different
about the European servers, though I'm still not sure. I have argued
before that I have little to no issues with my servers and the steam
servers, but yet people keep stating I'm wrong.So I think it
might be location instead.

On 9/25/2012 1:05 PM, Saint K. wrote:


Wait,

Perhaps I should pay more attention when reading an e-mail

We're located in Europe, lol.

Saint K.
__**__
From: 
hlds_linux-bounces@list.**valvesoftware.com
[hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of Saint K.
[sai...@specialattack.net]
Sent: 25 September 2012 22:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate
owner's steam account)

Well, last time I checked I wasn't floating, so I'm not in space if
you mean that? ;)
__**__
From: 
hlds_linux-bounces@list.**valvesoftware.com
[hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of Cameron
Munroe [cmun...@cameronmunroe.com]
Sent: 25 September 2012 21:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate
owner's steam account)

My servers seem to reconnect no problem, where are you guys in the
world?


On 9/25/2012 12:33 PM, ics wrote:


It's basically the same as with clients. Steam reboot is required to
get connection to Steam renewed (and items working again). For
servers, reboot or wait for some random challenge from Steam to get it
back logged in. Could be usefull if some command to reconnect would be
introduced. There's potential risks of spamming such thing but making
it work only for registered servers would be a plus.

-ics

25.9.2012 22:12, Saint K. kirjoitti:


Our servers are starting to drop off the quickplay more and more
these days.

@VALVe

Would it be possible to add a re-connect sequence to srcds in case
this behaviour occurs? Only a reboot seems to reconnect the servers
right now.

Saint K.
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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe

Mine usually retry within 15 minutes or less.


On 9/25/2012 1:17 PM, ics wrote:
My servers do reconnect (at some point) but sometimes only rebooting 
will give an instant fix. Most of the time it can be couple of maps 
before they even think about reconnecting.


-ics


25.9.2012 23:10, Cameron Munroe kirjoitti:
I have a lingering opinion that there might be something different 
about the European servers, though I'm still not sure. I have argued 
before that I have little to no issues with my servers and the steam 
servers, but yet people keep stating I'm wrong.So I think it 
might be location instead.


On 9/25/2012 1:05 PM, Saint K. wrote:

Wait,

Perhaps I should pay more attention when reading an e-mail

We're located in Europe, lol.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]

Sent: 25 September 2012 22:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate 
owner's steam account)


Well, last time I checked I wasn't floating, so I'm not in space if 
you mean that? ;)


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron 
Munroe [cmun...@cameronmunroe.com]

Sent: 25 September 2012 21:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate 
owner's steam account)


My servers seem to reconnect no problem, where are you guys in the 
world?



On 9/25/2012 12:33 PM, ics wrote:

It's basically the same as with clients. Steam reboot is required to
get connection to Steam renewed (and items working again). For
servers, reboot or wait for some random challenge from Steam to get it
back logged in. Could be usefull if some command to reconnect would be
introduced. There's potential risks of spamming such thing but making
it work only for registered servers would be a plus.

-ics

25.9.2012 22:12, Saint K. kirjoitti:

Our servers are starting to drop off the quickplay more and more
these days.

@VALVe

Would it be possible to add a re-connect sequence to srcds in case
this behaviour occurs? Only a reboot seems to reconnect the servers
right now.

Saint K.
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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe
It might be an issue to which Valve Server site you guys are hitting is 
my idea. I think most of my servers hit San Jose, LA, and Seattle. Do 
you think you hit any of those?


On 9/25/2012 1:14 PM, Calvin Judy wrote:
All of our servers have not been able to reconnect to quickplay for 
quite some time after losing connection from steam.


(North America)

To my knowledge the heartbeat command is supposed to handle this, but 
has been broken for a while.


__
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


- Original Message - From: "Cameron Munroe" 

To: "Half-Life dedicated Linux server mailing list" 


Sent: Tuesday, September 25, 2012 4:10 PM
Subject: Re: [hlds_linux] account : not logged in (Cannot locate 
owner's steam account)



I have a lingering opinion that there might be something different 
about the European servers, though I'm still not sure. I have argued 
before that I have little to no issues with my servers and the steam 
servers, but yet people keep stating I'm wrong.So I think it 
might be location instead.


On 9/25/2012 1:05 PM, Saint K. wrote:

Wait,

Perhaps I should pay more attention when reading an e-mail

We're located in Europe, lol.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]

Sent: 25 September 2012 22:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate 
owner's steam account)


Well, last time I checked I wasn't floating, so I'm not in space if 
you mean that? ;)


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron 
Munroe [cmun...@cameronmunroe.com]

Sent: 25 September 2012 21:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate 
owner's steam account)


My servers seem to reconnect no problem, where are you guys in the 
world?



On 9/25/2012 12:33 PM, ics wrote:

It's basically the same as with clients. Steam reboot is required to
get connection to Steam renewed (and items working again). For
servers, reboot or wait for some random challenge from Steam to get it
back logged in. Could be usefull if some command to reconnect would be
introduced. There's potential risks of spamming such thing but making
it work only for registered servers would be a plus.

-ics

25.9.2012 22:12, Saint K. kirjoitti:

Our servers are starting to drop off the quickplay more and more
these days.

@VALVe

Would it be possible to add a re-connect sequence to srcds in case
this behaviour occurs? Only a reboot seems to reconnect the servers
right now.

Saint K.
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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe
I have a lingering opinion that there might be something different about 
the European servers, though I'm still not sure. I have argued before 
that I have little to no issues with my servers and the steam servers, 
but yet people keep stating I'm wrong.So I think it might be 
location instead.


On 9/25/2012 1:05 PM, Saint K. wrote:

Wait,

Perhaps I should pay more attention when reading an e-mail

We're located in Europe, lol.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]
Sent: 25 September 2012 22:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate owner's steam 
account)

Well, last time I checked I wasn't floating, so I'm not in space if you mean 
that? ;)

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe 
[cmun...@cameronmunroe.com]
Sent: 25 September 2012 21:48
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] account : not logged in (Cannot locate owner's steam 
account)

My servers seem to reconnect no problem, where are you guys in the world?


On 9/25/2012 12:33 PM, ics wrote:

It's basically the same as with clients. Steam reboot is required to
get connection to Steam renewed (and items working again). For
servers, reboot or wait for some random challenge from Steam to get it
back logged in. Could be usefull if some command to reconnect would be
introduced. There's potential risks of spamming such thing but making
it work only for registered servers would be a plus.

-ics

25.9.2012 22:12, Saint K. kirjoitti:

Our servers are starting to drop off the quickplay more and more
these days.

@VALVe

Would it be possible to add a re-connect sequence to srcds in case
this behaviour occurs? Only a reboot seems to reconnect the servers
right now.

Saint K.
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Re: [hlds_linux] account : not logged in (Cannot locate owner's steam account)

2012-09-25 Thread Cameron Munroe

My servers seem to reconnect no problem, where are you guys in the world?


On 9/25/2012 12:33 PM, ics wrote:
It's basically the same as with clients. Steam reboot is required to 
get connection to Steam renewed (and items working again). For 
servers, reboot or wait for some random challenge from Steam to get it 
back logged in. Could be usefull if some command to reconnect would be 
introduced. There's potential risks of spamming such thing but making 
it work only for registered servers would be a plus.


-ics

25.9.2012 22:12, Saint K. kirjoitti:
Our servers are starting to drop off the quickplay more and more 
these days.


@VALVe

Would it be possible to add a re-connect sequence to srcds in case 
this behaviour occurs? Only a reboot seems to reconnect the servers 
right now.


Saint K.
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