[hlds_linux] insecure (secure mode enabled, disconnected from Steam3)

2016-09-05 Thread Chris Oryschak
All my servers aren't connecting to steam,. they are saying "insecure
(secure mode enabled, disconnected from Steam3)".  Is anyone else getting
this. I rebooted the whole server, changed the port and still the same
results.
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Re: [hlds_linux] Recent TF2 update forcing tf_mm_strict?

2016-06-27 Thread Chris Oryschak
I have a weird problem, one of my servers keeps outputting this in the
console and resetting itself:

 Server has been empty with a lobby for 301 seconds.  Quitting
 MM Server in invalid match state, terminating
 Server has been empty with a lobby for 301 seconds.  Quitting
 MM Server in invalid match state, terminating


I have tf_mm_servermode set to 0 too:

tf_mm_servermode
"tf_mm_servermode" = "0" min. 0.00 max. 1.00
 game notify
 - Activates / deactivates Lobby-based hosting mode.
   0 = not active
   1 = Put in matchmaking pool (Lobby will control current map)



Does anyone know what this is about or how to stop it. Its configured
identical to my other servers but this is the only one that's doing that.





On Sat, Jun 25, 2016 at 10:17 AM Andreas Willinger  wrote:

> Ah thanks, that has fixed it!
>
> -Ursprüngliche Nachricht-
> Von: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von ics
> Gesendet: Samstag, 25. Juni 2016 16:00
> An: Half-Life dedicated Linux server mailing list
> Betreff: Re: [hlds_linux] Recent TF2 update forcing tf_mm_strict?
>
> Set tf_mm_servermode to 0 and it will fix it. It is no longer needed unless
> you run a lobby server (you dont).
>
> -ics
>
> Andreas Willinger kirjoitti:
> > Hi all,
> >
> >
> >
> > after the recent TF2 update,  all of my MvM servers are forced to use
> > tf_mm_strict 1, despite me overwriting/setting the value to 0 in both
> > autoexec as well as server.cfg.
> >
> >
> >
> > Content of my autoexec.cfg:
> >
> >
> >
> > // QUICKPLAY
> >
> > tf_mm_servermode "1"
> >
> > tf_mm_strict "0"
> >
> > tf_server_identity_account_id ""
> >
> > tf_server_identity_token ""
> >
> >
> >
> > Even adding the cvar to server.cfg doesn't help, as soon as the map
> > changes / everyone disconnects and someone else connects, the value is
> back to 1.
> >
> > Did anyone else notice that and is there a way to fix that (if not, I
> > will probably have to write a plugin which sets the value OnGameFrame()).
> >
> >
> >
> > BR
> >
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Re: [hlds_linux] Temporary Quickplay changes .. 27 months later

2016-05-10 Thread Chris
Erik-jan Riemers that was the hay day, it's gone now, in my opinion it died
with TFC.

On Tue, May 10, 2016 at 2:50 AM, Erik-jan Riemers  wrote:

> I remember the day we had 300+ euro a month, from donations "random people"
> without the need of those  ads. (and yes that all went to servers)
>
> Anyways, if Valve just had something like: New players play for xx hours on
> Valve server then they would be put to the community servers. Or a popup
> that asks the user "do you want to switch to community servers?" or at
> least have 2 buttons on the main screen "quickplay valve/quickplay
> community" or something like that since they basicly pushed community
> servers away onto the server tab where new players just don't look.
>
> Not to mention that all the restrictions Valve put in place to stop the bad
> guys, or bad hosters only made those guy change tactic but still exist
> today. But it hurt the right people, destroying their effort into their
> free community, non ads, non cheaters.
>
> Honestly, even if Valve says today "Your right, we will change it right
> now" i think it will be too late to get an active rush of people back into
> the game. New games came out and people move on too. Overwatch is a half
> copy of TF2, sentry's , push a payload etc etc..  but even that could
> wander of pretty fast.. why? Because i do believe the community with the
> sourcemodding on top of it made TF2 big. Never seen so many mods, same for
> css and the other srcds titles.
>
> Anyways, if you take things in comparison, how many people still support a
> game this old? Perhaps they just know its a dead end and only support
> minimum intrest and focus on other things like their platform itself. Short
> story, they made enough cash on this cow.. perhaps its time to butcher it
> so we can get some dry aged meat for later :P
>
> 2016-05-10 9:29 GMT+02:00 Paul :
>
> > I agree with Robert. I've been playing Overwatch recently and when it's
> > fully released I doubt I'll play TF2 anymore. Blizzard appears to
> > acknowledge feedback from my initial observations where Valve no longer
> > seems to be and appears to have not done so for a long time,
> unfortunately,
> > which isn't good.
> >
> > On 10 May 2016 at 08:24, Robert Paulson  wrote:
> >
> > > Well congratulations for being a special little snowflake? Now shut up
> if
> > > you are not going to say anything useful in a thread related to
> community
> > > server issues, in a mailing list specifically made for community server
> > > issues, instead of telling us to go to a forum where no Valve employee
> > ever
> > > reads.
> > >
> > > I am willing to bet most of us here are/were part of communities that
> did
> > > not host on lowest quality $5 servers. We remember a time when
> community
> > > servers were filled for 12 hours a day, every single day of the week.
> > >
> > > It seems like you only started your server in the past year or so since
> > you
> > > don't know that countless solutions have already been offered and that
> > > community servers used to have many more players. There's nothing left
> to
> > > do but to call out Valve on their inaction and total alienation and
> > > betrayal to their community server players/customers.
> > >
> > > On Mon, May 9, 2016 at 10:52 PM, Aaron Thompson 
> > > wrote:
> > >
> > > > And i pay $5/month for my server so im not crying so much. I can
> afford
> > > to
> > > > be patient.
> > > > On May 10, 2016 12:51 AM, "Aaron Thompson" 
> wrote:
> > > >
> > > > > Never played quickplay, don't ever intend to, my only gripe was
> after
> > > > > free2play and it lasted like 5 minutes. I can honestly say that I
> > have
> > > no
> > > > > way to contribute to this arguement. However, I CAN say that
> instead
> > > of a
> > > > > bitchfest...why dont you all find a solution that is viable and
> > present
> > > > it
> > > > > to them. If that wad done already, again I do not know anything in
> > > > regards
> > > > > to this situation. They have continuously updated the game with new
> > and
> > > > > user created content, nerfing and otherwise and the only problem I
> > have
> > > > is
> > > > > with a certain population of players who ruin the game for everyone
> > > > > else...and NO I dont just mean LMAObox users. If anyone killed TF2
> it
> > > is
> > > > a
> > > > > percentage of the people who choose to spend their time there
> making
> > > the
> > > > > game unplayable.
> > > > > On May 10, 2016 12:05 AM, "Eli Witt"  wrote:
> > > > >
> > > > >> Awww, are you ou mad that people who've invested countless
> hundreds
> > of
> > > > >> hours and personal dollars into running Valve's game for them
> have a
> > > > >> legitimate complaint against valve for acting like a bunch of
> > ignorant
> > > > >> douchebags?
> > > > >>
> > > > >> You can feel free to unsubscrive too.
> > > > >>
> > > > >> On Mon, May 9, 2016 at 10:54 PM, Aaron Thompson <
> rmesc...@gmail.com
> > >
> > > > >> wrote:
> > > > >>
> > > > >> > Can you all go ra

Re: [hlds_linux] Server Locking Up on Map Change

2014-06-30 Thread Chris Oryschak
Pressed enter too quick

Here is what the console displays when it hangs:

 Host_Changelevel 
trusted_keys.txt not present; pure server using only base trusted key list
Server logging data to file logs/L0630097.log



On Mon, Jun 30, 2014 at 11:52 PM, Chris Oryschak  wrote:

> Has anyone noticed a increase in server lockups during a map change?
> My servers have been flawless until these patches started coming out.
>
> Here is what i see in the server console:
>
>
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[hlds_linux] Server Locking Up on Map Change

2014-06-30 Thread Chris Oryschak
Has anyone noticed a increase in server lockups during a map change?
My servers have been flawless until these patches started coming out.

Here is what i see in the server console:
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Re: [hlds_linux] Mandatory TF2 update released

2014-02-11 Thread Chris Oryschak
Mine has done that for the last 15 mins and the update finally came down..
just keep trying.


On Tue, Feb 11, 2014 at 7:28 PM, louloubizou  wrote:

> we cant update in anonymous now 
>
> Redirecting stderr to '/root/Steam/logs/stderr.txt'
> [  0%] Checking for available updates...
> [] Verifying installation...
> Steam Console Client (c) Valve Corporation
> -- type 'quit' to exit --
> Loading Steam3...OK.
> Loading Steam2...OK.
> login anonymous
> Connecting anonymously to Steam Public...Login Failure: No Connection
> Failed.
> force_install_dir servers/tf_ds
> app_update 232250 validate
> ERROR! Failed to request AppInfo update, not online or not logged in to
> Steam.
> quit
>
>
> 2014-02-12 1:24 GMT+01:00 Eric Smith :
>
> > We've released a mandatory TF2 update. The notes for the update are
> below.
> > The new version is 2112877.
> >
> > -Eric
> >
> > --
> >
> > - Fixed an infinite ÜberCharge exploit related to loadout presets
> > - Fixed a case where players that are the target of a vote kick would not
> > be banned from the server
> > - Fixed a Quickplay crash for Linux clients
> > - Fixed Linux servers getting disconnected from Steam when multiple
> > servers are run from the same IP
> > - Fixed taunts not previewing in the character loadout screen after being
> > equipped
> > - Fixed the High-Five! taunt not hiding the Engineer's weapon
> > - Fixed some missing knobs on the level 2 dispenser
> > - Fixed being able to jarate invulnerable targets with the Sydney Sleeper
> > - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
> > - Updated several cosmetic items that were missing an item_type
> description
> > - Updated several cosmetic items to count as assisters in Pyrovision
> > - Updated the Medi-Mask to use equip_region beard instead of face
> > - Quickplay: Added option to search for "nodmgspread" servers
> > - Quickplay: Removed disabling of non-vanilla option radio buttons when
> > official servers are selected
> >
> > ___
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> >
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Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-07 Thread Chris Oryschak
Whats the default -steamport so i know what to increment up from for the
other instances?


On Fri, Feb 7, 2014 at 10:59 PM, Fletcher Dunn
wrote:

> The latest TF Linux server has a bug that prevents multiple instances from
> running at the same time.  The problem is that they are not successfully
> binding to different ports due to the addition of the SO_REUSEADR flag at a
> low level.
>
> We should be able to ship a fix for this early next week.
>
> In the meantime, a workaround is to pass -steamport on the command line to
> each instance and assign each instance its own port.
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Re: [hlds_linux] you did well

2014-02-07 Thread Chris Oryschak
Whenever my servers report:
 steamid : not logged in
 account : logged in

They stop showing in the server browser too.  Anyone else have this same
symptom?


On Fri, Feb 7, 2014 at 9:53 PM, Doctor McKay  wrote:

> I had Tony send me an older steamclient.so but it didn't help.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Feb 7, 2014 at 9:51 PM, Fletcher Dunn
> wrote:
>
> > We're working on it.  It's a Linux-specific problem that doesn't have
> > anything to do with the new server accounts.
> >
> > A short-term workaround might be to use an older steamclient.so.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bottiger
> > Sent: Friday, February 07, 2014 6:47 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] you did well
> >
> > We use the same folder for all our servers, including the ones with one
> ip
> > per map so I don't think that is the issue.
> >
> >
> > On Fri, Feb 7, 2014 at 6:41 PM, Ilya Larin 
> > wrote:
> >
> > > I have just checked another servers community and found out, that same
> > > IP for multiple servers is not the reason, but the same actual server
> > > files is. They run own server folder for each game server and their
> > > login works just fine.
> > >
> > >
> > > 2014-02-08 6:30 GMT+04:00 Bottiger :
> > >
> > > > All our servers on the same IP exhibit this problem and it is still
> > > broken
> > > > even after multiple reboots. Our servers with dedicated IPs do not
> > > > have this problem. It is repeatedly causing servers to fill up and
> > empty out.
> > > >
> > > >
> > > > On Fri, Feb 7, 2014 at 6:21 PM, Invalid Protocol <
> > > > invalidprotocolvers...@gmail.com> wrote:
> > > >
> > > > > If all your servers share same IP:
> > > > >
> > > > > 1. Start only one TF2 server. See if connects and remains
> > > > > connected to Steam servers.
> > > > > 2. Then start a second one. You'll notice that the first one
> > > disconnects
> > > > > from Steam in ~30 seconds, while the second one has no issues.
> > > > > 3. Then start the third one. Same thing, the second one
> > > > > disconnects
> > > > almost
> > > > > immediately.
> > > > > 4. Restart the first server. It connects to Steam servers, but the
> > > third
> > > > > one will be disconnected in few seconds.
> > > > >
> > > > > The idea is that only the last server connects to Steam servers,
> > > > > while
> > > > any
> > > > > other server that share same IP is disconnected.
> > > > >
> > > > >
> > > > >
> > > > > On Sat, Feb 8, 2014 at 3:55 AM, Ilya Larin
> > > > > 
> > > > > wrote:
> > > > >
> > > > > > Sorry, but this still not working. Restarted several times - no
> > > > changes.
> > > > > > Now my servers are online for ~10 minutes, still cannot
> > > > > > establish connection. (checked tokens again, its not an issue)
> > > > > >
> > > > > >
> > > > > > 2014-02-08 5:09 GMT+04:00 Valentin G. :
> > > > > >
> > > > > > > Restarted them multiple times, now secure and logged in.
> > > > > > > That's without any changes to the configuration. Something is
> > > > > > > still
> > > finnicky
> > > > > > > there.
> > > > > > >
> > > > > > > On Sat, Feb 8, 2014 at 2:07 AM, Valentin G.
> > > > > > > 
> > > > > wrote:
> > > > > > > > Most of my servers still start with this
> > > > > > > >
> > > > > > > > version : 2108330/24 2108330 insecure (secure mode enabled,
> > > > > > > > disconnected from Steam3) steamid : not logged in account :
> > > > > > > > not logged in  (No account specified)
> > > > > > > >
> > > > > > > > On Sat, Feb 8, 2014 at 1:57 AM, Tony Paloma <
> > > > to...@valvesoftware.com
> > > > > >
> > > > > > > wrote:
> > > > > > > >> We've fixed an issue on the Steam servers that was
> > > > > > > >> preventing
> > > game
> > > > > > > servers using login tokens from successfully retrying their
> > > > connection
> > > > > to
> > > > > > > Steam after losing connection.
> > > > > > > >>
> > > > > > > >> -Original Message-
> > > > > > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor
> > > McKay
> > > > > > > >> Sent: Friday, February 07, 2014 3:11 PM
> > > > > > > >> To: Half-Life dedicated Linux server mailing list
> > > > > > > >> Subject: Re: [hlds_linux] you did well
> > > > > > > >>
> > > > > > > >> I am definitely not reusing any tokens. Several of my
> > > > > > > >> servers
> > > are
> > > > no
> > > > > > > longer logged into Steam (not even anonymously). Restarting
> > > > > > > them
> > > gets
> > > > > > them
> > > > > > > logged back in.
> > > > > > > >>
> > > > > > > >>
> > > > > > > >> Dr. McKay
> > > > > > > >> www.doctormckay.com
> > > > > > > >>
> > > > > > > >>
> > > > > > > >> On Fri, Feb 7, 2014 at 6:08 PM, Fletcher Dunn
> > > > > > > >> wrote:
> > > > > > > >>
> > > > > > > >>> Is anybody having problems with dropped connections trying

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Chris Oryschak
Agreed.

There's honestly no point in participating in QP if the box isn't
unchecked.  We can all look at stats the past 2 weeks and realize we get
little to no QP players because of this checkbox, now adding all these
rules to participate in QP is pointless as it would give us small advantage
in helping to populate our servers.


On Wed, Feb 5, 2014 at 8:23 PM, Frank  wrote:

> I agree here, the "official servers" box needs to be UNCHECKED by default
> not the other way around. This needs to take effect with the update
> tomorrow
> to go ahead and fix this problem as so many have expressed over the last
> week.
>
> This wasn't even mentioned by Fletch in the recent mails tonight or from
> anyone at Valve over the course of this past week and the countless mails
> sent thru this mailing list from the majority of owners not happy about it.
> The data shows it causes issues when left checked by default - just uncheck
> it and let people decide after the fact.
>
>
> ___
> If the default "official servers" box isn't going to be removed, community
> servers will still be cut off from the majority of new players, whether
> they
> qualify or not. The new guidelines for quickplay also make it impossible
> for
> server owners to support or stand out.
>
>
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Chris Oryschak
ics,

You're not the only one; i'm seeing the exact same trend on my servers.
 Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to
get the servers going come mid/late afternoon when they get home from
school & work.

If it wasn't for having my community built up for so long my servers would
be on the brink of death, give it a few months and without being able to
attract more players to replenish the community base i can see my servers
dwindling down to nothing.

And my servers are in the top 50 on Gametracker.

Fletcher - Can you chime in on this, it would be really nice to get a Valve
response on the mailing list instead of having to rely on 3rd party sources
of email exchanges.  I know why Valve has done what they have done but it
would be really nice to get some feedback and/or maybe collectively come up
with some solutions that favor both the community servers and valves strict
'vanilla' experience.

We (community operators) would just like to regain some comfort knowing
this isn't the death of us.




On Wed, Feb 5, 2014 at 12:53 PM, ics  wrote:

> Some time has now passed since Valve defaulted quickplay to Valve servers
> only on TF2 and we are taking the hit. Roughly half of our servers it now
> empty. Changes daily which servers have players and which have not so it's
> not really a lack of people not knowing them are there but lack of players
> one and nobody enters. They switch to fuller servers and since there isn't
> much new players entering automatically and regulars are hesitant to enter
> empty ones, this is where we are.
>
> So after running servers for TF2 since the game came out, this is what i
> get, go away message? You don't want me to run servers anylonger? I don't
> run crap on servers or advertisements or any mods, except for
> administration between servers. Thanks a lot, Valve.
>
> -ics
>
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-27 Thread Chris Oryschak
I remember when people used the browser, when it was the _only_ way to find
a server.

Seriously though just stop responding to this guy he feeds on attention.



On Mon, Jan 27, 2014 at 11:49 PM, dan  wrote:

> On 28/01/2014 03:28, Bottiger wrote:
>
>> You made a false accusation without any kind of reasoning? I've never said
>> or hinted I was affiliated with Lotus. Your other statements have also
>> been
>> completely baseless.
>>
>
> Well, no, I made a joke because I mistook you for one set of people who
> run a bunch
> of servers instead of another bunch.
>
> Mainly because the fake doctor said "Bottiger: I have nothing against you
> or Lotus"
> when you started crying about being put in a list.
>
> Which, now, it's clear meant "I've nothing against skial or lotus" but
> it could be interpreted as saying "I've nothing against you or your
> company" to
> someone involved with that company, yes?
>
> Anyway I apologised. Take or leave it, but get over it.
>
> I'm not sure exactly what "accusation" you believe was made?
> Is it against the law to use the word "nudes" where you live or something?
> Will you end up on the run "falsely accused of using the word nudes,
> Bottiger
> had to flee into the night to hide...would he clear his name..."
>
> I look forward to seeing the movie. I love a good melodrama.
>
>
>
>  The only evidence you have offered sums up to: "I did it so
>> everyone else can too".
>>
>
> Sheesh. I wasn't the only one playing TF2.  I wasn't on empty servers.
>
> How do you think the other players connected before quickplay?
>
> The evidence is and was obvious. Millions of people played the game and
> joined servers using the browser before quickplay existed - and they
> do the same in myriad other games that don't have a quickplay feature too.
>
> And they still do it today, after quickplay.
>
>
> --
> Dan
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread chris
What is the email address everyone uses to contact valve?  I'd like to
voice my opinion in their inbox too since we aren't getting any official
responses on the mailing list.

Another way to go about this could be:

1. The first time a player uses QP prompt them asking if they want to be
matched in Valve official servers or all servers.
or
2. After X amount of QP searches prompt to be matched in all servers.

Just some thoughts...  I really hope Valve comes up with something that
works for everyone.


On Fri, Jan 24, 2014 at 1:42 PM, px  wrote:

> Join the dark side, became non-Steam!
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> /*Trolling*/
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>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Chris Oryschak
Dan,
Half full, half empty call it what you want, we have slowly been getting
hacked apart by valve and their crazy decisions that affect all communities
negatively.

I setup 2 new servers nearly 2 weeks ago, that was filled mostly by
quickplay - and now when i look at Dr.McKay's plugin "player analytics" my
server is sustaining a player count based off of History & Favorite joins.
I must be doing something right.  After all these were "quickplay players
that arn't part of the community" - but apparently they are now thanks to
QP showing them to the server.  That's 80% lost thanks to this update.

We can all just play on valve servers but you are failing to realize that
we are the ones that made TF2 better.  Playing vanilla with no sense of
community, added benefits; stats, incentives, contests that some of us run
make TF2 enjoyable to keep coming back to play.  We are added value that
helps keep TF2 interesting.


On Thu, Jan 23, 2014 at 11:31 PM, ics  wrote:

> Doesnt matter if quickplay players are part of the community or not. They
> are a percentage that fills up the rest of the server slots or part of
> them. So having a community helps but having a quickplay players will help
> even more. Every single server that does not participate in quickplay has
> died off (well, unless you are located in US or Germany).
>
> dan kirjoitti:
>
>  On 24/01/2014 02:34, Chris Oryschak wrote:
>>
>>> Dan,
>>>
>>> That's only ~1/2 my player slots filled when it's normally near full
>>> capacity thanks to quickplay filling in the gaps.  I'm a community that
>>> has
>>> been around for a long time and couldn't imagine anyone starting out to
>>> try
>>> to build themselves now.
>>>
>> The way I see it, your glass is half full and you're complaining it's
>> half empty.
>>
>> Quickplay players are not really part of your community.
>> If you have 235 people connecting to you, that's 10 full servers more or
>> less.
>> How many full servers do you need?
>>
>> I note that any particular time there are 20-5 people
>> playing TF2, give or take.
>>
>> If they are on a server happily playing TF2 why should Valve do anything
>> so you can all fight over
>> these players? There's no logic to that is there? What purpose does it
>> serve to the people playing the game to give you tools that let you fight
>> over the same set of players.
>>
>> There's no economic competition. You can't undercut anybody.
>> There's no technical advantage you can gain.
>>
>> One missing thing from TF2 right now is some incentive for the pub
>> community to complete objectives and play the game. All of the incentives
>> are now randomly given - and it's great to see Valve congratulating
>> themselves
>> in slides at the Dev days over how much money they make doing this but
>> it's come at the expense
>> of the actual game Team fortress 2 that was once about capping intel and
>> points.
>>
>> The new weapons that count kill streaks encourage people
>> to play defensively and build a streak rather than pushing to cap or to
>> complete an objective. The game rewards a kill streak but has no reward
>> for winning.
>> Ironic really given that to get the kill streak you do have to win the
>> MvM mode.
>>
>> Why add all the incentives to win MvM and none for the multiplayer and,
>> worse,
>> make those MvM prizes hurt the multiplayer objectives even more?
>>
>> So, that's something pub communities could perhaps address to get an
>> edge, but they don't.
>>
>> If the complaint was "Servers are empty because people have stopped
>> playing TF2 because
>> of your change Valve" - there'd be a point. But you cannot argue "People
>> are happily playing
>> TF2 on other people's servers and that's not fair"
>>
>> Unless you're going to say "without our servers there wouldn't be enough
>> servers"
>> But, then your servers are bound to have players on them, aren't they?
>> If your servers are so key to Valve's and TF2's success that Valve will
>> miss them if you take them away
>> how can those servers be empty?
>>
>> If QP is 50% of the player base - it doesn't really matter what the
>> percentage is,
>> it follows that 50% of the player base don't care about communities.
>>
>> And I doubt many that connect via the server browser do either. I think
>> they look
>> for nearly full servers with

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Chris Oryschak
Dan,

That's only ~1/2 my player slots filled when it's normally near full
capacity thanks to quickplay filling in the gaps.  I'm a community that has
been around for a long time and couldn't imagine anyone starting out to try
to build themselves now.

These numbers are after an update release that (everyone knows) provides a
much larger influx of players on your server for that day.

At least 5 yrs ago when we all started running servers there was no
quickplay that instantly stole players; it was fair game for everyone - as
they all used the gamebrowser to find the server of choice.  Now QP takes
in probably close to 50%+ of the player traffic that is now 99% going to
Valve's servers.

This is crippling for everyone. As Robert has said, i have never spoken out
on all the previous changes but this was the last kick at the cat and feel
i need to voice my concerns.




On Thu, Jan 23, 2014 at 9:09 PM, dan  wrote:

> On 24/01/2014 01:24, Chris Oryschak wrote:
>
>> I currently have 235 players on my servers right now, of all of those only
>> 23 players are from quickplay.
>>
>
> What difference will this change make to you then?
>
> --
> Dan
>
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Chris Oryschak
When's the last time Valve has thought of us and included community
enhancement features for the server communities out there?
Everything i think they have done for us has been crippling.


On Thu, Jan 23, 2014 at 8:37 PM, Jason  wrote:

> Because it's becoming apparent that Valve isn't that concerned about the
> "communities".wonder if there were a large number of server owners who
> decided to boycott for a weekend or week and take down all their servers.
>  I know, I know  it would "punish" the general player and most server
> owners wouldn't want to shoot themselves in the foot.but there has to
> be *something* the general server owner community, who are a major backbone
> of the tf2 servers out there, can do (or not do) to send a message to valve
> that they are slowly killing the communities that help bring in the revenue
> they so enjoy (hats, etc).  I simply don't understand why for the sake a
> few, the masses are handcuffed. /end rant
>
>
> On Thu, Jan 23, 2014 at 8:32 PM, Yun Huang Yong  >wrote:
>
> > +1
> >
> > I don't understand what seems to be a general stance of "we have a few
> bad
> > actors therefore we should change feature X to the detriment of
> everyone".
> >
> > First it was the MOTD.
> > Now it's Quickplay.
> >
> > Why is the approach not to identify & specifically punish bad actors?
> >
> >
> > On 24/01/2014 12:24 PM, Chris Oryschak wrote:
> >
> >> Agreed.  Why don't you punish the communities/servers that are abusing
> >> this.  Every step a good community takes moves forward to attempt to
> >> retain
> >> the player gets flushed down the drain with these changes.
> >> Quickplay is ultimately useless for any community, unless you are valve.
> >>
> >> I currently have 235 players on my servers right now, of all of those
> only
> >> 23 players are from quickplay.  Seriously running servers for this game
> is
> >> slowly becoming unenjoyable as a hobby.
> >> One day they will hopefully realize that the communities they are truly
> >> hurting are the ones that helped make them $139mil last year.
> >>
> >>
> >> On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
> >> wrote:
> >>
> >>  Why?
> >>>
> >>> Adding a "Valve servers only" checkbox (that's checked by default) is
> >>> going
> >>> to hurt enough (and only those communities that are playing by the
> rules;
> >>> cheating communities will just steal *more* traffic from the legitimate
> >>> communities).
> >>>
> >>> It's now all but impossible to try to retain a client who joined via
> >>> Quickplay (and those are the clients we *need* to retain). We can't
> show
> >>> them our website. We can't even allow them to use a menu to jump to
> >>> another
> >>> one of our servers anymore.
> >>>
> >>> Please think about what you're doing. If your intention is to harm the
> >>> good
> >>> communities, you're doing a fine job at it.
> >>>
> >>> Dr. McKay
> >>> www.doctormckay.com
> >>> ___
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> >>> please visit:
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> >>>
> >>>  ___
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> >>
> >>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Chris Oryschak
Agreed.  Why don't you punish the communities/servers that are abusing
this.  Every step a good community takes moves forward to attempt to retain
the player gets flushed down the drain with these changes.
Quickplay is ultimately useless for any community, unless you are valve.

I currently have 235 players on my servers right now, of all of those only
23 players are from quickplay.  Seriously running servers for this game is
slowly becoming unenjoyable as a hobby.
One day they will hopefully realize that the communities they are truly
hurting are the ones that helped make them $139mil last year.


On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay  wrote:

> Why?
>
> Adding a "Valve servers only" checkbox (that's checked by default) is going
> to hurt enough (and only those communities that are playing by the rules;
> cheating communities will just steal *more* traffic from the legitimate
> communities).
>
> It's now all but impossible to try to retain a client who joined via
> Quickplay (and those are the clients we *need* to retain). We can't show
> them our website. We can't even allow them to use a menu to jump to another
> one of our servers anymore.
>
> Please think about what you're doing. If your intention is to harm the good
> communities, you're doing a fine job at it.
>
> Dr. McKay
> www.doctormckay.com
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Re: [hlds_linux] Intel I5-3550 + TF2/32 Players?

2014-01-15 Thread Chris Oryschak
Thanks everyone for your input - greatly appreciated.

Chris


On Wed, Jan 15, 2014 at 12:15 AM, ics  wrote:

> I used to have Q6600 for 32 slot TF2 servers and i had to upgrade to Q9550
> - 5 years ago. About after the time that goldrush update came to TF2. Now
> that can barely run 24 slots per instance. This was on Linux. Naturally
> after all the updates, cpu usage has went up.
>
> But i'd agree that i5 3550 may be enough for 32 slots.
>
> -ics
>
> j m kirjoitti:
>
>  Shouldn't be a problem. I ran 2 32 man tf2 servers with a Q6700 and it
>> didn't break a sweat. This was on windows.
>> On Jan 14, 2014 5:12 PM, "Chris Oryschak"  wrote:
>>
>>  Does anyone run a 32 man TF2 server on the Intel I5-3550, 3.3Ghz.
>>> OS would be Ubuntu.
>>>
>>> I'm contemplating moving hosts and picking up this dedicated machine as a
>>> replacement.  Just want to make sure it can handle the player count
>>> before
>>> I drop any money.
>>>
>>> Thanks,
>>> Chris
>>> ___
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[hlds_linux] Intel I5-3550 + TF2/32 Players?

2014-01-14 Thread Chris Oryschak
Does anyone run a 32 man TF2 server on the Intel I5-3550, 3.3Ghz.
OS would be Ubuntu.

I'm contemplating moving hosts and picking up this dedicated machine as a
replacement.  Just want to make sure it can handle the player count before
I drop any money.

Thanks,
Chris
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[hlds_linux] TF2 Quickplay Logging not logged in, anyway to force it to?

2013-12-22 Thread Chris Oryschak
I accidentally fired up a server using the same*
tf_server_identity_account_id & tf_server_identity_token *of another server
and now the server says:

account : not logged in  (Server at :27016 logging into account ;
kicking your server at X:27016 off of that account)

Is there a way to force the server to relogin without restarting the whole
sever?
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Re: [hlds_linux] TF2: Idle server using 33% CPU

2013-12-09 Thread Chris Oryschak
Hi Guys,
I do not run the servers under root.

I restarted the server a good 10x and now its running regular 0.0-1.5%cpu
usage with 0 players online.  Was very weird.  If it comes back i'll be
sure to do a strace on it.

I too run the server with taskset (each server to a cpu) and renice it to
-10.


Chris


On Mon, Dec 9, 2013 at 1:15 PM, Rudy Bleeker  wrote:

> I run 2 servers on a dual-core (Core 2 Duo E8500) machine with 6GB ram
> running Ubuntu 12.04 LTS. They both run under a normal user account,
> without any nice-ness. When empty they use about 5-10% CPU, my MvM
> server is currently in use and peaks off at about 85% CPU usage. So I
> think there's something weird going on with your machine or the SRCDS
> installation.
>
> On Mon, Dec 9, 2013 at 7:08 PM, Weasels Lair 
> wrote:
> > I haven't seen any of my TF2 servers do this.  However, I run them
> > under "something other than root", and also I run them under "nice" to
> > ... well ... make them play nice with one another on the same server.
> >
> > nice -n 6 ./srcds_run -secure -game tf +port 6301 -steamport 7301
> > -whatever-other-parameters-you-want -debug;
> >
> >
> > On Mon, Dec 9, 2013 at 7:41 AM, Chris Oryschak 
> wrote:
> >> Has anyone run into any problems where an TF2 server at idle (directly
> >> after a restart, no one on) is sitting around 33% CPU usage. Multiple
> >> restarts yields the same results.
> >>
> >> From HTOP this is what i see.
> >> 5  [###
> >>   33.6%]
> >>
> >>
> >> Ubuntu 11.04
> >> ___
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> please visit:
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>
>
> --
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>   - Floyd Dell
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[hlds_linux] TF2: Idle server using 33% CPU

2013-12-09 Thread Chris Oryschak
Has anyone run into any problems where an TF2 server at idle (directly
after a restart, no one on) is sitting around 33% CPU usage. Multiple
restarts yields the same results.

>From HTOP this is what i see.
5  [###
  33.6%]


Ubuntu 11.04
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Chris Oryschak
Yup this is really good to know how your community is doing.  Defiantly a
awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed...  I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
   - 507 iL Cappo!!serverbrowser_history
   - Nova wrote:

> Quite surprising results. Well not really. I just assumed quikcplay
> connected players count would be higher but it does seems that ~70% of our
> players join through favorites.
>
> Thanks for the plug-in!
>
> -ics
>
> Doctor McKay kirjoitti:
>
>  Here is a plugin that simply displays how all in-game players connected to
>> the server after running a command:
>> https://forums.alliedmods.net/showthread.php?t=229731
>>
>> More full-featured stats will be released soon.
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Tue, Nov 12, 2013 at 3:13 PM, ics  wrote:
>>
>>  I'd settle for a command that lists where current players of the server
>>> came from, for example addition into status command field along with ping
>>> and such.
>>>
>>> -ics
>>>
>>> DontWannaName! kirjoitti:
>>>
>>>   Grab the client value using sourcemod?
>>>
 Sent from my iPhone 5

   On Nov 12, 2013, at 12:01 PM, Todd Pettit 
 wrote:

> "cl_connectmethod" = "serverbrowser_favorites"
>
> Ok, it works for myself but I know how I connected how do you see how
> others connected?
>
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list"  valvesoftware.com>
> Cc: "Half-Life dedicated Win32 server mailing list (
> h...@list.valvesoftware.com)" 
> Sent: Tuesday, November 12, 2013 2:45:44 PM
> Subject: Re: [hlds_linux] Where is my traffic coming from?
>
> It tells you what tab they used.  So you know whether they used the
> favorites tab versus the main server list.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
> Sent: Tuesday, November 12, 2013 11:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Where is my traffic coming from?
>
> What's the point of having this feature on the other games if the only
> way to connect is via the server browser?
>
>  On Nov 12, 2013 2:09 PM, "DontWannaName!" 
>> wrote:
>>
>> Is it able to tell if they connect from their favorites?
>>
>> Sent from my iPhone 5
>>
>>   On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
>>
>>> 
>>>
>>>  wrote:
>>
>>  Several server operators have requested the ability to know how
>>> their
>>>
>>>  clients are connecting to their server.  The latest TF update added
>> a
>> new client convar, cl_connectmethod, that contains a string value that
>> indicates how the client connected to your server.  It's sent in the
>> same way as cl_rate and others, and a plugin should be able to access
>> this information.  It will be empty if joined directly through a
>> console "connect" command.  I apologize that I don't have the list of
>> values at hand, but I'm sure some helpful server operator or plugin
>> author will post the list of codes that are sent.
>>
>>  Please be aware that the field is not secure, and the work required
>>> to
>>>
>>>  secure it is not trivial.  Without too much effort a client could
>> send
>> you pretty much any string they want.  So this is best used for
>> general reporting purposes and understanding where your players are
>> coming from, not to treat players differently based on how they
>> connect.
>>
>>  This is a Source engine change, so it will be available in CS:S,
>>> DoD:S,
>>>
>>>  and HL2:DM in the next update for those games.
>>
>>  ___
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>>> archives,
>>>
>>>  please visit:
>>
>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
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Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-10-31 Thread Chris Oryschak
I noticed the same problem on all of my servers too.

Looking at gametracker.com valve has 76 ACTIVE Helltower servers running
which is only taking up 1824 players (24players*76servers) of the 64K
playing right now...

http://www.gametracker.com/search/tf2/?query=valve+helltower&searchipp=50&sort=c_numplayers&order=DESC#search

http://store.steampowered.com/stats/



I guess that's what it is though.

Chris


On Thu, Oct 31, 2013 at 1:31 PM, Marco Padovan  wrote:

> This explains everything :D
>
>
> On Thu, Oct 31, 2013 at 6:30 PM, Fletcher Dunn
> wrote:
>
> > There were no Valve event servers running until last night.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
> > Sent: Thursday, October 31, 2013 10:13 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
> >
> > Never run any bots, all of my servers were full yesterday and are
> > completely dead last night until now.
> > Only change was the update.
> > One of the servers wasn't registered until this event (converted it from
> a
> > custom server temporarily just to get a 24/7 helltower server for the
> > week), so it was a brand new ID.
> >
> >
> > On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy  wrote:
> >
> > > None of my servers are running any sort of bots, and they all dropped
> > > quickplay traffic completely last night.
> > >
> > > Can you double check to verify this update didn't create an additional
> > > issue, as it sure does look like something is wrong.
> > >
> > > ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
> > >
> > >
> > > - Original Message - From: "Fletcher Dunn" <
> > > fletch...@valvesoftware.com>
> > > To: "Half-Life dedicated Linux server mailing list"
> > >  > > >
> > > Cc: 
> > > Sent: Thursday, October 31, 2013 12:32 PM
> > >
> > > Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the
> update?
> > >
> > >
> > >  We recently fixed a bug that has been giving servers running bots an
> > >> unfair and unintended quickplay scoring advantage.  This could change
> > >> traffic patterns.
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-bounces@list.**valvesoftware.com<
> > hlds_linux-boun...@list.valvesoftware.com>[mailto:
> > >> hlds_linux-bounces@**list.valvesoftware.com > >> alvesoftware.com>]
> > >> On Behalf Of Marco Padovan
> > >> Sent: Thursday, October 31, 2013 8:52 AM
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the
> update?
> > >>
> > >> Same here... seeing the same issue on 12servers all where full
> > >> yesterday :)
> > >>
> > >>
> > >> On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy  > >> >wrote:
> > >>
> > >>  Server was full last night before update..but no one has been on
> > >> since
> > >>> the update.
> > >>>
> > >>> Thankfully I am not the only one with this issue!
> > >>>
> > >>>
> > >>> On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander <
> > >>> thesupremec...@gmail.com> wrote:
> > >>>
> > >>> > Seeing problems on my end as well. A server holding at 24/24
> > >>> > constant before the update has seen all of its traffic vanish even
> > >>> > with a few players to seed QuickPlay traffic.
> > >>> >
> > >>> >
> > >>> > On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy 
> > >>> wrote:
> > >>> >
> > >>> > > VAC secure mode is activated.
> > >>> > > Connection to game coordinator established.
> > >>> > > Current item schema is up-to-date with version 553324E3.
> > >>> > > Received auth challenge; signing into gameserver account...
> > >>> > > L 10/31/2013 - 06:01:08: Received auth challenge; signing into
> > >>> gameserver
> > >>> > > account...
> > >>> > > L 10/31/2013 - 06:01:08: Loadi

Re: [hlds_linux] Mandatory TF2 update released

2013-10-02 Thread Chris Oryschak
That fixed it.. Thank you very much.

Chris


On Wed, Oct 2, 2013 at 10:28 PM, Nicholas Hastings  wrote:

> It looks like the config/config.vdf in your steamcmd dir is corrupt.
>
> Try deleting it and re-running.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
>  Chris Oryschak <mailto:ch...@oryschak.com>
>> Wednesday, October 2, 2013 10:25 PM
>>
>> Since this update my steamcmd is failing and spamming a bunch of text. I
>> tried updating steamcmd and still the same results. Below is the ending
>> snipped of the output after running
>>
>> ./steamcmd.sh +login anonymous +force_install_dir /home/rb/srcds/
>> +app_update 232250 validate +quit
>>
>>
>> InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> /home/buildbot/buildslave_**steam/steam_rel_client_linux/**
>> build/src/tier1/../tier1/**KeyValues.cpp
>> (2403) : Assertion Failed: Error while parsing text KeyValues for resource
>> InstallConfigStore
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, depots, 232256,
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> /home/buildbot/buildslave_**steam/steam_rel_client_linux/**
>> build/src/tier1/../tier1/**KeyValues.cpp
>> (2403) : Assertion Failed: Error while parsing text KeyValues for resource
>> InstallConfigStore
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, depots, 232256,
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
>> (*232256*),
>> /home/buildbot/buildslave_**steam/steam_rel_client_linux/**
>> build/src/tier1/../tier1/**KeyValues.cpp
>> (2403) : Assertion Failed: Error while parsing text KeyValues for resource
>> InstallConfigStore
>> KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
>> file InstallConfigStore [offset: 4096]
>> InstallConfigStore, Software, Valve, Steam, depots, 232256,
>> KeyValues Error: RecursiveLoadFr

Re: [hlds_linux] Mandatory TF2 update released

2013-10-02 Thread Chris Oryschak
Since this update my steamcmd is failing and spamming a bunch of text.  I
tried updating steamcmd and still the same results.  Below is the ending
snipped of the output after running

./steamcmd.sh +login anonymous +force_install_dir /home/rb/srcds/
+app_update 232250 validate +quit


InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer:  got EOF in

Re: [hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Chris Oryschak
-replay is in the startu line as a switch.

No plugins will be manipulating the player count whatsoever.  I don't have
reserved slots running at all.

The issue appears to have resolved itself when the player that wasn't being
report through query disconnected.  He showed in the server in rcon status,
and ingame but just wasn't reporting to the server query.

Odd... but all is good now.

Chris


On Tue, Jul 9, 2013 at 11:58 AM, Jeff Sugar  wrote:

> Are you starting replay using the -replay switch, or via a config file
> entry?
>
> Also, are you running anything like SM or MM with any plugins or extensions
> which could potentially be messing with it? One example would be something
> that works with reserve slots.
>
>
> On Tue, Jul 9, 2013 at 8:03 AM, Chris Oryschak  wrote:
>
> > Nope. HLTV is not enabled
> >
> > 11:03:22 tv_enable
> > 11:03:23 "tv_enable" = "0"
> >   notify
> >   - Activates SourceTV on server.
> >
> >
> > On Tue, Jul 9, 2013 at 11:02 AM, Erik-jan Riemers 
> > wrote:
> >
> > > you dont have hltv turned on by chance?
> > >
> > >
> > > 2013/7/9 Chris Oryschak 
> > >
> > > > My server just started doing this, the browser/hlsw reports the
> server
> > as
> > > > 31/32 but when you goto connect it says  'Server is Full'.
> > > >
> > > > rcon status indicates the server is full with:
> > > > players : 33 (33 max)
> > > >
> > > > But queries are reporting 1 less player
> > > >
> > > > Replay is enabled.
> > > > No reserved slots (plugin not loaded).
> > > > sv_visiblemaxplayers = -1
> > > >
> > > >
> > > > I haven't changed a thing, it just started doing it at random.  I
> > haven't
> > > > altered the server in any way for many weeks with the exception of
> > server
> > > > updates.
> > > > A server restart did not fix it.
> > > >
> > > > Has anyone come across this problem?
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Chris Oryschak
I went through the 'rcon status' list and compared it to what was showing
in HLSW and one player was missing.  Once he left the server the server
started reporting correctly 32/32.

Maybe some steam auth problem ?


On Tue, Jul 9, 2013 at 11:03 AM, Chris Oryschak  wrote:

> Nope. HLTV is not enabled
>
> 11:03:22 tv_enable
> 11:03:23 "tv_enable" = "0"
>   notify
>   - Activates SourceTV on server.
>
>
> On Tue, Jul 9, 2013 at 11:02 AM, Erik-jan Riemers wrote:
>
>> you dont have hltv turned on by chance?
>>
>>
>> 2013/7/9 Chris Oryschak 
>>
>> > My server just started doing this, the browser/hlsw reports the server
>> as
>> > 31/32 but when you goto connect it says  'Server is Full'.
>> >
>> > rcon status indicates the server is full with:
>> > players : 33 (33 max)
>> >
>> > But queries are reporting 1 less player
>> >
>> > Replay is enabled.
>> > No reserved slots (plugin not loaded).
>> > sv_visiblemaxplayers = -1
>> >
>> >
>> > I haven't changed a thing, it just started doing it at random.  I
>> haven't
>> > altered the server in any way for many weeks with the exception of
>> server
>> > updates.
>> > A server restart did not fix it.
>> >
>> > Has anyone come across this problem?
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Chris Oryschak
Nope. HLTV is not enabled

11:03:22 tv_enable
11:03:23 "tv_enable" = "0"
  notify
  - Activates SourceTV on server.


On Tue, Jul 9, 2013 at 11:02 AM, Erik-jan Riemers  wrote:

> you dont have hltv turned on by chance?
>
>
> 2013/7/9 Chris Oryschak 
>
> > My server just started doing this, the browser/hlsw reports the server as
> > 31/32 but when you goto connect it says  'Server is Full'.
> >
> > rcon status indicates the server is full with:
> > players : 33 (33 max)
> >
> > But queries are reporting 1 less player
> >
> > Replay is enabled.
> > No reserved slots (plugin not loaded).
> > sv_visiblemaxplayers = -1
> >
> >
> > I haven't changed a thing, it just started doing it at random.  I haven't
> > altered the server in any way for many weeks with the exception of server
> > updates.
> > A server restart did not fix it.
> >
> > Has anyone come across this problem?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Chris Oryschak
My server just started doing this, the browser/hlsw reports the server as
31/32 but when you goto connect it says  'Server is Full'.

rcon status indicates the server is full with:
players : 33 (33 max)

But queries are reporting 1 less player

Replay is enabled.
No reserved slots (plugin not loaded).
sv_visiblemaxplayers = -1


I haven't changed a thing, it just started doing it at random.  I haven't
altered the server in any way for many weeks with the exception of server
updates.
A server restart did not fix it.

Has anyone come across this problem?
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[hlds_linux] Server Hang / Restart Script ?

2013-07-02 Thread Chris Oryschak
Does anyone have any good scripts they are willing to share to restart a
server when it hangs/freezes with the 100% cpu bug?

I'm guessing you will need to use qstat to query the server to determine if
it's no longer running/responding and then restart it.

Anyone?

Thanks,
Chris
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-20 Thread Chris Oryschak
Did Fletcher leave valve?
On Jun 20, 2013 4:25 PM, "Kyle Sanderson"  wrote:

> Fletcher just hit and ran on the games. Don't worry, its cool, I'm sure the
> regressions will be addressed with the next wave in a couple years.
>
> Kyle.
> On 20 Jun 2013 04:17, "AnAkIn"  wrote:
>
> > Still no sv_pure fix.
> >
> >
> > 2013/6/20 Eric Smith 
> >
> > > We've released a mandatory update for TF2. The notes for the update are
> > > below. The new version is 1803907.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > Team Fortress 2
> > > - Fixed a client crash when downloading custom maps for the Mac version
> > > - Fixed browser cookies not persisting across game restarts
> > > - Fixed the Festive Frontier Justice using the incorrect skin for the
> > Blue
> > > team
> > > - Fixed the Virus Doctor painting the entire hat instead of just the
> > bands
> > > - Fixed the shading for the Couvre Corner, Stout Shako, L'Inspecteur ,
> > and
> > > Full Metal Drill Hat
> > > - Stopped dropping Mann Co Supply Crate #55 and added Mann Co Supply
> > Crate
> > > #59
> > > - Updated the Pocket Pyro so it can get assists in Pyrovision
> > > - Updated the Liquidator's Lid so it can be painted
> > > - Updated VR mode
> > >- Added support for cloning your desktop display
> > >- Added support for running the Rift as an extension of your
> > > desktop at resolutions other than 1280x800
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-02 Thread Chris Oryschak
I'm running:

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



On Thu, May 2, 2013 at 8:59 PM, Abdulrahman Abdulkawi
wrote:

> @Chris Oryschak - can you confirm your CPU model and operating system?
> I'm using Linux Debian 64bit.
>
> > CC: hlds_linux@list.valvesoftware.com
> > From: ad...@topnotchclan.com
> > Date: Thu, 2 May 2013 17:48:20 -0700
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] SteamPipe CPU Increase?
> >
> > I'm on Windows and only seeing 25 percent with 137 players on TF2. But
> I'm running powerful quads. Not dual.
> >
> > Sent from my iPhone 5
> >
> > On May 2, 2013, at 5:43 PM, Chris Oryschak  wrote:
> >
> > > I too have notice a significant increase in CPU usage. Can more people
> > > confirm?
> > > On May 2, 2013 8:40 PM, "Abdulrahman Abdulkawi" 
> > > wrote:
> > >
> > >> Is anybody running the E3 CPU range without any problems?
> > >> I've removed /addons/ and the CPU is still high (90%+), and jumps a
> lot.
> > >> Tried disabling replay too.
> > >>
> > >>> Subject: Re: [hlds_linux] SteamPipe CPU Increase?
> > >>> From: abdulk...@live.co.uk
> > >>> Date: Thu, 2 May 2013 01:47:55 +0100
> > >>> To: hlds_linux@list.valvesoftware.com
> > >>>
> > >>> Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD
> hd,
> > >> in comparison with 60-70% on hlds.
> > >>>
> > >>> No error spam on console.log.
> > >>>
> > >>> Sent from my iPhone
> > >>>
> > >>> On 2 May 2013, at 01:32, "Marcos Vidal" 
> > >> wrote:
> > >>>
> > >>>> El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
> > >>>>> I'm not sure If I'm the only one with this problem; has anyone
> > >> noticed CPU increases in running a server on SteamPipe, in comparison
> to
> > >> HLDS (populated server).
> > >>>>> ___
> > >>>>> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>>> Yes, I'm having this problem too. A server with 11 players went from
> > >> 1-3% to 7% on Intel E3-1240 v2.
> > >>>>
> > >>>> ___
> > >>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-02 Thread Chris Oryschak
I too have notice a significant increase in CPU usage. Can more people
confirm?
On May 2, 2013 8:40 PM, "Abdulrahman Abdulkawi" 
wrote:

> Is anybody running the E3 CPU range without any problems?
> I've removed /addons/ and the CPU is still high (90%+), and jumps a lot.
> Tried disabling replay too.
>
> > Subject: Re: [hlds_linux] SteamPipe CPU Increase?
> > From: abdulk...@live.co.uk
> > Date: Thu, 2 May 2013 01:47:55 +0100
> > To: hlds_linux@list.valvesoftware.com
> >
> > Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd,
> in comparison with 60-70% on hlds.
> >
> > No error spam on console.log.
> >
> > Sent from my iPhone
> >
> > On 2 May 2013, at 01:32, "Marcos Vidal" 
> wrote:
> >
> > > El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
> > >> I'm not sure If I'm the only one with this problem; has anyone
> noticed CPU increases in running a server on SteamPipe, in comparison to
> HLDS (populated server).
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > Yes, I'm having this problem too. A server with 11 players went from
> 1-3% to 7% on Intel E3-1240 v2.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] steamcmd loop

2013-05-01 Thread Chris Oryschak
I found creating the install directory first fixed the loop.


On Wed, May 1, 2013 at 11:44 AM, Fletcher Dunn
wrote:

> Is everybody who is experiencing the problem running Linux?  Any Windows
> users experiencing steamcmd updating itself repeatedly?
>
> We know that it can happen immediately after an update, if you are talking
> to different web hosts that are hosting the manifests and content, the
> different web hosts can be temporarily out of sync while the update
> propagates.  But it should not persist this long after an update has been
> released.
>
> Those of you having the problem, do you have anything custom in your
> config that might be exposing the bug?  (using http proxy, forcing Steam to
> talk to particular servers, etc)
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
> Sent: Wednesday, May 01, 2013 6:35 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] steamcmd loop
>
> Same thing happened to me. CentOS 32-bit.
>
> Dr. McKay
>
> On Wednesday, May 1, 2013, Erik-jan Riemers wrote:
>
> > I've seen some other people mentioning it, but now it is just getting
> > silly.
> > Sometimes it downloads steamcmd for more than 5 times, if not more
> > before it finally starts the server.
> >
> > This is on a tf server, standard options with auto update. As far as I
> > can tell, its downloading the client each time over and over..
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
> --
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
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Re: [hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Chris Oryschak
Rudy,
I ran into that problem a week ago when i was prepping for steampipe.  Here
is what I found:

server@ch2:~$ lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
*Description:Ubuntu 10.10*
Release:10.10
Codename:   maverick

If you're running 10.10 you will get that error message.  I had
to upgrade to 12.04 by doing:

*sudo do-release-upgrade*

Once upgraded it worked no problem.  Unfortunately i just did that one box
and it didn't come back up after a reboot :(



On Wed, May 1, 2013 at 9:31 AM, Rudy Bleeker  wrote:

> I haven't seen this mentioned before, perhaps I missed it, but I
> noticed that the steampipe version of my TF2 server couldn't find it's
> steam library and throws the error:
>
> dlopen failed trying to load:
> /home//.steam/sdk32/steamclient.so
> with error:
> /home//.steam/sdk32/steamclient.so: cannot open shared
> object file: No such file or directory
>
> It does this even though I've specified -steam_dir and
> -steamcmd_script on the command line. I resolved it by making a
> symlink in my homedirectory to the steamcmd installation directory
> named .steam and a symlink sdk32 -> linux32 in the steamcmd install
> directory, but that's more a work-around than a solution.
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] Symlinked Server Setup

2013-04-18 Thread Chris Oryschak
I've been using nemrun for months now and always had my server 100% updated
while all of them were running.  Never once have i had them crash while it
was running and successfully updated.



On Thu, Apr 18, 2013 at 7:20 PM, Russell Smith wrote:

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

>>> i
>>>
 have the time like making an easy way to upgrade metamod/sourcemod and
 update plugins too.

 http://pastebin.com/TzULi9M4 it keeps the configs of all servers in a
 .servers file which should make it easy to create and remove ne

Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-17 Thread Chris Oryschak
Under Ubuntu 10.10 when trying to launch TF2 it crashes with:

warning: the debug information found in "/lib/ld-2.12.1.so" does not match
"/lib/ld-linux.so.2" (CRC mismatch).


Anyone else have this problem?


On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com  wrote:

> So is this migration gonna be difficult? Or automated?
>
>
> Sent from my Verizon Wireless 4G LTE DROID
>
> Fletcher Dunn  wrote:
>
> >Make sure you are using anonymous logon.
> >
> >-Original Message-
> >From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore Imperium
> >Sent: Wednesday, April 17, 2013 12:43 PM
> >To: Half-Life dedicated Linux server mailing list
> >Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> >
> >Hi, when i try to download the files via steampipe it says:
> >
> >app_update 232250 validate
> >ERROR! Failed to install app '232250' (No subscription) exit
> >
> >Am i doing something wrong?
> >Thanks
> >
> >
> >2013/4/17 Dimitrios Zarras 
> >
> >> I just found out! I have downloaded the server beta and tried to
> >> connect and an error message popped up saying that the server is
> >> running a newer version of the game.
> >>
> >> LOL!
> >>
> >>
> >> On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
> >> wrote:
> >>
> >> > The server is indeed available for download if anybody wants to
> >> > start the download now.  However, we're still working on getting the
> >> > client beta configured, so there isn't a client yet that is
> compatible with it.
> >>  We'll
> >> > let the list know when it's available and you can actually test
> things.
> >> >
> >> > It seems likely that the TF2 switchover planned for next Tuesday
> >> > will be delayed.  We want to make sure people have plenty of time to
> >> > get setup
> >> and
> >> > test against the official client.  And the cstrike release found
> >> > some
> >> bugs
> >> > we are working on.
> >> >
> >> > -Original Message-
> >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of LouLouBizou
> >> > Sent: Wednesday, April 17, 2013 10:38 AM
> >> > To: Half-Life dedicated Linux server mailing list
> >> > Cc: Half-Life dedicated Win32 server mailing list
> >> > Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> >> >
> >> > released  ...
> >> >
> >> > 2013/4/17 Fletcher Dunn 
> >> >
> >> > > Hopefully today.
> >> > >
> >> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> >> > > hlds-boun...@list.valvesoftware.com] On Behalf Of big john
> >> > > Sent: Wednesday, April 17, 2013 8:37 AM
> >> > > To: Half-Life dedicated Win32 server mailing list
> >> > > Subject: [hlds] TF2 Steampipe version release?
> >> > >
> >> > > When will the TF2 Dedicated Server for steam pipe be released? App
> >> > > ID
> >> > > 232250 I suppose.
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> >> > > archives, please visit:
> >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> > >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> > archives, please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> > archives, please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> >
> >>
> >>
> >>
> >> --
> >> Dimitrios Zarras (feugatos)
> >> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
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> >>
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> >
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Re: [hlds_linux] MvM Matchmaking broken?

2013-03-13 Thread Chris Oryschak
I too run a very popular server and have noticed a HUGE decrease in
activity almost instantly.  It all started happening the week of Feb 24,
2013.

My server still strives it just takes a lot more effort to keep it full (
but no longer active all through the night now).

Python

On Wed, Mar 13, 2013 at 2:30 PM, ics  wrote:

> I doubt it's related to MVM alone, as the most popular TF2 server of mine
> is sitting now empty. That hasn't happened for over a year. Then again the
> only MVM i have thrives. Full.
>
> -ics
>
> Saint K. kirjoitti:
>
>  Seeing we have a MvM discussion I thought I'd give my opinion as well.
>>
>> I've been playing a lot of MvM last few days and noticed a couple of
>> things;
>>
>> - Often you get sent to the VALVe-lux servers (from the netherlands).
>> Pings are fine, however, the performance is utterly shit. The servers are
>> extremely laggy!
>> - Often you get sent to 3rd Party servers running Pinion, this crashes a
>> lot of clients I play with, including mine
>> - Our own MvM servers, unmodded, no pinion, excellent ping and
>> performance (and closer by than Luxembourg) are sitting empty at the moment
>> I am searching for servers, which is weird, as badly performing servers
>> somehow receive most traffic. (during the evenings our MvM's are mostly
>> full).
>>
>> So, not only the matchmaking system is broken in terms of Geolocation,
>> something is also broken in the server ratings and giving VALVe servers
>> prio over 3rd party servers can mean you end up at worlds most poorly
>> performing machines.
>>
>> Saint K.
>> __**__
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[
>> hlds_linux-bounces@list.**valvesoftware.com]
>> on behalf of Harsh Baid [harshbai...@gmail.com]
>> Sent: 13 March 2013 13:22
>> To: hlds_linux@list.valvesoftware.**com
>> Subject: Re: [hlds_linux] MvM Matchmaking broken?
>>
>> Just something to add, but the other day a group of my friends were
>> playing
>> MvM. We all had Mann Up tickets however it took to long to get into Mann
>> Up
>> so we decided to play normal Boot Camp. We we did not except was that we
>> got into a Boot Camp server in seconds because according to the statistics
>> that showed. There were over 700+ servers applicable for MvM all of which
>> were empty.
>>
>> I think the plain fact may be that there are just too many servers
>> available and the fact that less people are playing making MvM and TF2 in
>> general less popular.
>> __**_
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>> please visit:
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>>
>> __**_
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>> please visit:
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>
>
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Re: [hlds_linux] Freezes

2013-02-15 Thread Chris Strand
I had a console freeze the other day, right after running the server to
check the update. Haven't sat watching the console since though!

Chris
From: Erik-jan Riemers
Sent: 15/02/2013 09:06
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Freezes
Mine just crash/hang during a restart/exit (see mails restart issue)


2013/2/15 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.
> >
> ___
> > To unsubscribe, edit
> your list preferences, or view the list archives, please visit:
> >
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> [1]
>
> ---
> Cameron Munroe
>
> Owner and Operator of (G-S.N) &
> Munroenet.com
>
> Computer Tech
>
> http://www.munroenet.com
> [2]
> http://www.gaming-servers.net [3]
> https://www.town-assembly.com
>
>
>
>
> Links:
> --
> [1]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> [2]
> http://www.munroenet.com
> [3] http://www.gaming-servers.net
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2013-02-05 Thread Chris Strand
Fantastic, thanks guys!

Does anyone know if the following bug affects CS:GO or has already been
fixed (if it ever applied)?

*- Fixed a bug that was causing intermittent lag spikes for Linux dedicated
servers*

On 5 February 2013 20:26, ics  wrote:

> It's normal. Eventually it will connect to some server. Content servers
> are busy since all the clients that are online will update CSS right now,
> if it's installed on them.
>
> -ics
>
> Magnus Ringdahl kirjoitti:
>
>  Updating Installation
>> Determining which depot(s) to install/update...
>> 5 depot(s) will be installed/updated
>>0:06 Checking local files and building download list for depot 242
>> 'Counter-Strike Source Shared' version 130
>>0:06 Patching from version 129; connecting to content server
>>0:08 [146.66.156.13:27030] Connecting...
>>0:11 [146.66.156.13:27030] Failed.  Failed to connect to
>> 146.66.156.13:27030, errno 115 "Operation now in progress"
>>0:11 [77.67.60.58:27030] Connecting...
>>0:14 [77.67.60.58:27030] Failed.  Failed to connect to
>> 77.67.60.58:27030, errno 115 "Operation now in progress"
>>0:14 [77.67.56.170:27030] Connecting...
>>0:17 [77.67.56.170:27030] Failed.  Failed to connect to
>> 77.67.56.170:27030, errno 115 "Operation now in progress"
>>0:17 [80.239.194.142:27030] Connecting...
>>0:20 [80.239.194.142:27030] Failed.  Failed to connect to
>> 80.239.194.142:27030, errno 115 "Operation now in progress"
>>0:20 [81.171.70.194:27030] Connecting...
>>0:23 [81.171.70.194:27030] Failed.  Failed to connect to
>> 81.171.70.194:27030, errno 115 "Operation now in progress"
>>0:23 [80.239.196.234:27030] Connecting...
>>0:26 [80.239.196.234:27030] Failed.  Failed to connect to
>> 80.239.196.234:27030, errno 115 "Operation now in progress"
>>0:26 [146.66.156.12:27030] Connecting...
>>0:29 [146.66.156.12:27030] Failed.  Failed to connect to
>> 146.66.156.12:27030, errno 115 "Operation now in progress"
>>0:29 [80.239.130.254:27030] Connecting...
>>0:32 [80.239.130.254:27030] Failed.  Failed to connect to
>> 80.239.130.254:27030, errno 115 "Operation now in progress"
>>0:32 [80.239.196.238:27030] Connecting...
>>0:35 [80.239.196.238:27030] Failed.  Failed to connect to
>> 80.239.196.238:27030, errno 115 "Operation now in progress"
>>0:35 [212.73.248.14:27030] Connecting...
>>0:38 [212.73.248.14:27030] Failed.  Failed to connect to
>> 212.73.248.14:27030, errno 115 "Operation now in progress"
>>0:38 [146.66.156.13:27030] Connecting...
>>
>> Whats up with that?
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Eric Smith
>> Sent: den 5 februari 2013 21:04
>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux
>> server mailing list; 
>> 'hlds_announce@list.**valvesoftware.com
>> '
>> Subject: [hlds_linux] Mandatory Counter-Strike: Source update released
>>
>> We've released a mandatory update for Counter-Strike: Source. The notes
>> for
>> the update are below.
>>
>> -Eric
>>
>> --
>>
>> Counter-Strike: Source
>> - Added mat_viewportupscale and mat_viewportscale to enable rendering the
>> world at a reduced resolution
>> - "mat_viewportupscale 1" and "mat_viewportscale 0.5" will downscale
>> world rendering by 50%
>> - Added positional audio support for Mumble clients
>> - Added a new ConVar mp_mapcycle_empty_timeout_**seconds to trigger a
>> changelevel when the server is empty
>> - Added a new ConVar sv_shutdown_timeout_minutes
>> - Forces a server to shutdown if it has been requested to do so, even
>> if
>> the server is not empty
>> - Fixed a ConVar exploit that allowed malformed values to circumvent range
>> checks
>> - Fixed a con_logfile ConVar exploit
>> - Fixed HTTP downloads on Mac not sending an HTTP referer
>> - Fixed a bug that prevented consecutive clicks on scrollbar buttons
>> - Fixed a bug that was causing intermittent lag spikes for Linux dedicated
>> servers
>> - Fixed a crash while command-tabbing on Mac in fullscreen
>> - Fixed a client crash in the sound emitter
>> - Fixed an audio problem for Mac users
>> - Fixed MOTD sometimes not displaying HTML contents
>> - Improved the performance and stability of the libraries used for in-game
>> HTML display
>> - Performance and stability improvements
>> - Updated to support Big Picture mode
>>
>>
>> __**_
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>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>>
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>> please vis

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

2012-12-20 Thread Chris Oryschak
Has anyone grabbed the update yet?


  2:04 [209.197.20.100:27030] Failed.  Failed to connect to
209.197.20.100:27030, errno 115 "Operation now in progress"
  2:04 [63.149.72.158:27030] Connecting...
  2:05 [63.149.72.158:27030] Connection established; handshaking...
  2:05 [63.149.72.158:27030] Sending login message...
  2:05 [63.149.72.158:27030] Failed.  Server rejected session login
  2:05 [209.197.20.103:27030] Connecting...
  2:08 [209.197.20.103:27030] Failed.  Failed to connect to
209.197.20.103:27030, errno 115 "Operation now in progress"
  2:08 [209.197.30.35:27030] Connecting...
  2:11 [209.197.30.35:27030] Failed.  Failed to connect to
209.197.30.35:27030, errno 115 "Operation now in progress"
  2:11 [63.231.204.94:27030] Connecting...
  2:14 [63.231.204.94:27030] Failed.  Failed to connect to
63.231.204.94:27030, errno 115 "Operation now in progress"
  2:14 [209.197.30.34:27030] Connecting...
  2:17 [209.197.30.34:27030] Failed.  Failed to connect to
209.197.30.34:27030, errno 115 "Operation now in progress"
  2:17 [63.234.91.158:27030] Connecting...
  2:17 [63.234.91.158:27030] Connection established; handshaking...
  2:18 [63.234.91.158:27030] Sending login message...
  2:18 [63.234.91.158:27030] Failed.  Server rejected session login
  2:18 [209.197.18.147:27030] Connecting...
  2:21 [209.197.18.147:27030] Failed.  Failed to connect to
209.197.18.147:27030, errno 115 "Operation now in progress"
  2:21 [4.26.35.154:27030] Connecting...
  2:21 [4.26.35.154:27030] Connection established; handshaking...
  2:21 [4.26.35.154:27030] Sending login message...
  2:21 [4.26.35.154:27030] Failed.  Server rejected session login
  2:21 [209.197.20.100:27030] Connecting...
  2:24 [209.197.20.100:27030] Failed.  Failed to connect to
209.197.20.100:27030, errno 115 "Operation now in progress"
  2:24 [63.149.72.158:27030] Connecting...
  2:27 [63.149.72.158:27030] Failed.  Failed to connect to
63.149.72.158:27030, errno 115 "Operation now in progress"
  2:27 [209.197.20.103:27030] Connecting..


On Thu, Dec 20, 2012 at 6:45 PM, Kyle Sanderson  wrote:

> Not to be that guy, but do you think the CS:S update will happen this week
> or after Christmas?
>
> Thanks,
> Kyle.
>
>
> On Thu, Dec 20, 2012 at 2:59 PM, Eric Smith 
> wrote:
>
> > We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes
> > for the updates are below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Updated some Big Picture features
> > - Additional improvements for client stability
> >
> > Team Fortress 2
> > - Australian Christmas has begun!
> >- Added community-contributed winter event items
> >- Added Naughty and Nice winter keys to the Mann Co. Store
> > - Mann Vs. Machine
> >- Added a new tour of duty with unique loot:
> >  - Operation Mecha Engine, with 3 new advanced skill missions
> >  - New map mvm_bigrock
> >  - New Engineer Botkiller items
> >- Added new Engineer robot
> > - Added new Strange Filter items to the Mann Co. Store to support
> > community map makers
> > - Added new checkout dialogs and taunt-activated effect to raise
> awareness
> > for Community Map Stamps
> > - Added +context_action command (defaults to X for controllers). This
> will
> > use the action slot if your Canteen contains a charge and will taunt
> > otherwise3
> > - Added +attack3 command (defaults to middle-mouse button)
> > - Added Adult Swim items to the Mann Co. Store
> > - Fixed an exploit that allowed players to be permanently invulnerable
> > - Fixed the Pyro's airblast not working correctly when facing downhill
> > - Made Force-A-Nature pushback more consistent
> > - Updated pl_barnblitz
> >- Fixed various map exploits
> > - Updated sd_doomsday
> >- Fixed various map exploits
> > - Updated the localization files
> >
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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[hlds_linux] Multiple SRCDS Instances on Multicore servers?

2012-11-02 Thread Chris Oryschak
A recent thread made me wonder if i'm running my servers the most efficient
way.

For the longest time I've been running multiple servers on a single box
that has multiple cores.  Each SRCDS instance would be assigned it's own
core to prevent it from hopping between cores as I assumed they might
overlap and max out that core.  Plus I remember discussion of lag
spikes occurring when it moves between cores.

That being said, ICS in another thread said he's been running his servers
not assigned to any specific cores.

Here are my questions:
-Those of you who run multiple SRCDS instances per server, do you assign
them each to a core?
-Do you renice any processes?
-Do you change the realtime scheduling?
(
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide#Setting_your_servers_to_run_with_realtime_scheduling)
-Any other process tweaks to give SRCDS more priority?


I'm curious how everyone else is doing this to achieve maximum performance.

Thanks.
Chris
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Re: [hlds_linux] Lag?

2012-11-01 Thread Chris Oryschak
Interesting! (sorry to semi hijack this thread).

I'll defiantly have to try this out.  My dedicated server with 8 cores has
each srcds instance (8 servers on it) bound to a core each.  My
understanding was that they would overlap onto the same core and tax that
cpu core if they wern't taskset'd to a core each.

Do you run your server(s) with -threads 3 ?

On Thu, Nov 1, 2012 at 3:45 PM, ics  wrote:

> No, i've found they run better without doing so. It's just this one
> particular gameserver that is causing spikes, no others and they are
> identical when it comes to configs.
>
> -ics
>
> 1.11.2012 21:42, Chris Oryschak kirjoitti:
>
>> Shouldn't you bind each srcds instance to its own core if you are running
>> more than 1 server on a box?
>>
>> On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:
>>
>>  Htop shows one server process having 2 threads that each chew  20-60% of
>>> cpu at the same time on a single server. This causes a peak that makes
>>> the
>>> server lag due to it eating it's own cpu out. I'm assuming this is the
>>> cause for everyone else too who is seeing lag. *This only affects one
>>>
>>> gameserver of mine and the more cores you have, the less you will notice
>>> it.
>>> * Most of my servers are fine, no lagging but this one does peak
>>> randomly.
>>>
>>> -ics
>>>
>>> 1.11.2012 14:48, Essay Tew Phaun kirjoitti:
>>>
>>>   Let me also say that this doesn't just appear to be network lag only.
>>>
>>>> Something else seems to be going on.
>>>> ___
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>>>> >
>>>>
>>>>
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Re: [hlds_linux] Lag?

2012-11-01 Thread Chris Oryschak
Shouldn't you bind each srcds instance to its own core if you are running
more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:

> Htop shows one server process having 2 threads that each chew  20-60% of
> cpu at the same time on a single server. This causes a peak that makes the
> server lag due to it eating it's own cpu out. I'm assuming this is the
> cause for everyone else too who is seeing lag. *This only affects one
> gameserver of mine and the more cores you have, the less you will notice it.
> * Most of my servers are fine, no lagging but this one does peak randomly.
>
> -ics
>
> 1.11.2012 14:48, Essay Tew Phaun kirjoitti:
>
>  Let me also say that this doesn't just appear to be network lag only.
>> Something else seems to be going on.
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Chris Oryschak
For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:

> Can we please get a cvar to disable killing during Merasmus on halloween
> event map, but allow all other times? I'm getting tired of people killing
> everyone who try to kill Merasmus and then laugh about it while the rest
> get off the server without the hat that they so badly wanted. There's still
> a lot of people who haven't managed to kill him not even once as every time
> someone kills them either before they enter the book or at the island.
>
> Yes, it's supposed to be fun but it isn't for these guys. I can't be
> around watching and helping others all the time, nor can any of the 40+
> admins. So can you please add a cvar like sv_halloween_boss_kill_disable 1
> that would make people not being able to kill anyone except Merasmus while
> he's active on the map and once on the island, making people ubered like
> after exiting it (so no one kills anyone). Make it just an option that
> server owners can toggle on or off. Wouldn't hurt anyone and would help
> some people. There is still time before the event ends.
>
> Thanks.
>
> -ics
>
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[hlds_linux] Start Server With Replay Auto-Enabled?

2012-10-31 Thread Chris Oryschak
Is it possible to start a TF2 server with replay's enabled and not have to
perform an changelevel after the server initially loads.
The reason i'm asking is because I have a few single map (24/7) servers
that don't change the map and when i first load up the server (or after
patch day) i need to manually change the level once for the replays to work
correctly.

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

*   SUCCESS - REPLAY IS ENABLED!
*
*   A 'changelevel' or 'map' is required - recording will
*   begin at the start of the next round.
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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-20 Thread Chris Oryschak
Thank you so much for the iptables rules.
Ever since implementing them I haven't had a single problem with the IP
address changing on any of my servers.

Chris



On Tue, Oct 16, 2012 at 4:41 PM, Kyle Sanderson  wrote:

> Yup.
>
> iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT
> --reject-with icmp-port-unreachable
>
> Huge thanks to Ryan for his Windows rules (and discovering the solution).
> This statement seems to work fine for me. You can probably define it even
> more by specifying the process and or user. It's a shame no one at Valve
> sees this as a problem... We weren't listed for a while there.
>
> Thanks,
> Kyle.
>
>
> On Tue, Oct 16, 2012 at 8:41 AM, Chris Oryschak 
> wrote:
>
> > Do you have the iptables rule to accomplish this.
> > If this has no side effect to the users and forces it UDP every time.
>  I'd
> > be much happier to go this route as a resolution.
> >
> > Chris
> >
> > On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker  > >wrote:
> >
> > > As a slight correction, it's the TCP connection which doesn't respect
> the
> > > bind IP.
> > >
> > > The workaround is to block outgoing TCP connections on port 27017, this
> > > forces the server to use a UDP connection to steam.
> > >
> > > On Tue, Oct 16, 2012 at 10:34 AM, martin v  wrote:
> > >
> > > > This is well know issue. When your machines IP is different from the
> > > > gameservers IP and when your gameserver lost connection to steam.
> When
> > > > gameserver is connecting to steam servers it sends machines main IP
> and
> > > not
> > > > the attached server ip.
> > > >
> > > > The worst part is that when someone joins your server and you want to
> > > check
> > > > game info on friends it shows the wrong ip and doasn't detect a
> > > gameserver
> > > > where this person is playing.
> > > >
> > > > http://forums.alliedmods.net/showthread.php?t=183574 - my thread on
> > this
> > > > issue.
> > > >
> > > > Only way to repair this is to restart gameserver.
> > > >
> > > > 2012/10/16 Asher Baker 
> > > >
> > > > > I believe Valve have already acknowledged it as an issue in the
> past.
> > > > > It happens when the server loses connection to Steam, which causes
> it
> > > > > to switch transport protocols - and the UDP one doesn't respect the
> > > > > bind address.
> > > > > Other than block the problematic one, forcing it to toggle back to
> > the
> > > > > other, there isn't really anything you can do.
> > > > >
> > > > > On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker 
> > > > wrote:
> > > > > > Have you tried setting ip  in the server
> > > > > > specific config file? server6.cfg in this case. I do this and
> > haven't
> > > > > > seen this issue so far.
> > > > > >
> > > > > > On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak <
> > ch...@oryschak.com>
> > > > > wrote:
> > > > > >> Sorry forgot the mention my start line.  I do use +ip and -port.
> > > > > Below is
> > > > > >> my startline:
> > > > > >>
> > > > > >>
> > > > > >> /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1
> > > > > >> /home/XXX/srcds/railbait/orangebox/nemrun  -threads 1 -timeout 3
> > > > > -pidfile
> > > > > >> rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip
> > > > > 142.54.178.234
> > > > > >> -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile
> server6.cfg
> > > > > -replay
> > > > > >> +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath
> > > > > >> addons/sourcemod_6 -onbootcmd './bootnotify.sh 6'  -debug
> > -corefile
> > > > > >> 'cores/rb6_%Y%m%d%H%M%S.core'
> > > > > >>
> > > > > >>
> > > > > >> On Tue, Oct 16, 2012 at 1:07 AM, ics  wrote:
> > > > > >>
> > > > > >>> You should use option +ip instead of -ip and assing -port. On
> the
> > > > > original
> > > > > >>> post, you haven't got that specified on the startline.

Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Chris Oryschak
Do you have the iptables rule to accomplish this.
If this has no side effect to the users and forces it UDP every time.  I'd
be much happier to go this route as a resolution.

Chris

On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker wrote:

> As a slight correction, it's the TCP connection which doesn't respect the
> bind IP.
>
> The workaround is to block outgoing TCP connections on port 27017, this
> forces the server to use a UDP connection to steam.
>
> On Tue, Oct 16, 2012 at 10:34 AM, martin v  wrote:
>
> > This is well know issue. When your machines IP is different from the
> > gameservers IP and when your gameserver lost connection to steam. When
> > gameserver is connecting to steam servers it sends machines main IP and
> not
> > the attached server ip.
> >
> > The worst part is that when someone joins your server and you want to
> check
> > game info on friends it shows the wrong ip and doasn't detect a
> gameserver
> > where this person is playing.
> >
> > http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this
> > issue.
> >
> > Only way to repair this is to restart gameserver.
> >
> > 2012/10/16 Asher Baker 
> >
> > > I believe Valve have already acknowledged it as an issue in the past.
> > > It happens when the server loses connection to Steam, which causes it
> > > to switch transport protocols - and the UDP one doesn't respect the
> > > bind address.
> > > Other than block the problematic one, forcing it to toggle back to the
> > > other, there isn't really anything you can do.
> > >
> > > On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker 
> > wrote:
> > > > Have you tried setting ip  in the server
> > > > specific config file? server6.cfg in this case. I do this and haven't
> > > > seen this issue so far.
> > > >
> > > > On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak 
> > > wrote:
> > > >> Sorry forgot the mention my start line.  I do use +ip and -port.
> > > Below is
> > > >> my startline:
> > > >>
> > > >>
> > > >> /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1
> > > >> /home/XXX/srcds/railbait/orangebox/nemrun  -threads 1 -timeout 3
> > > -pidfile
> > > >> rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip
> > > 142.54.178.234
> > > >> -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg
> > > -replay
> > > >> +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath
> > > >> addons/sourcemod_6 -onbootcmd './bootnotify.sh 6'  -debug -corefile
> > > >> 'cores/rb6_%Y%m%d%H%M%S.core'
> > > >>
> > > >>
> > > >> On Tue, Oct 16, 2012 at 1:07 AM, ics  wrote:
> > > >>
> > > >>> You should use option +ip instead of -ip and assing -port. On the
> > > original
> > > >>> post, you haven't got that specified on the startline.
> > > >>>
> > > >>> -ics
> > > >>>
> > > >>> 16.10.2012 7:33, Chris Oryschak kirjoitti:
> > > >>>
> > > >>>> This has been a known issue for quite sometime.  Myself along with
> > > other
> > > >>>> mailing list members have brought it up in the past.
> > > >>>> The past week it seems to of gotten a lot worse.  Today alone i've
> > > had to
> > > >>>> fix the problem on two separate occasions.
> > > >>>>
> > > >>>> *The details:*
> > > >>>>
> > > >>>> I have a dedicated server with 4 IP address' assigned to it. Each
> > > server
> > > >>>> instance I run has it's own unique IP Address with the default
> port
> > > for
> > > >>>> each instance (27015)
> > > >>>>
> > > >>>> Now randomly the server will lose it's assigned IP address and
> > > reassign
> > > >>>> itself one of the other IP's that are available.  The problem with
> > > this is
> > > >>>> the moment it occurs the server drops from the master server list.
> > >  It's
> > > >>>> no
> > > >>>> longer visible on the internet.
> > > >>>>
> > > >>>> When type "

Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-15 Thread Chris Oryschak
Sorry forgot the mention my start line.  I do use +ip and -port.   Below is
my startline:


/usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1
/home/XXX/srcds/railbait/orangebox/nemrun  -threads 1 -timeout 3 -pidfile
rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234
-port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay
+mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath
addons/sourcemod_6 -onbootcmd './bootnotify.sh 6'  -debug -corefile
'cores/rb6_%Y%m%d%H%M%S.core'


On Tue, Oct 16, 2012 at 1:07 AM, ics  wrote:

> You should use option +ip instead of -ip and assing -port. On the original
> post, you haven't got that specified on the startline.
>
> -ics
>
> 16.10.2012 7:33, Chris Oryschak kirjoitti:
>
>> This has been a known issue for quite sometime.  Myself along with other
>> mailing list members have brought it up in the past.
>> The past week it seems to of gotten a lot worse.  Today alone i've had to
>> fix the problem on two separate occasions.
>>
>> *The details:*
>>
>> I have a dedicated server with 4 IP address' assigned to it. Each server
>> instance I run has it's own unique IP Address with the default port for
>> each instance (27015)
>>
>> Now randomly the server will lose it's assigned IP address and reassign
>> itself one of the other IP's that are available.  The problem with this is
>> the moment it occurs the server drops from the master server list.  It's
>> no
>> longer visible on the internet.
>>
>> When type "status" in the console this is what I get, i've
>> bolded/underlined the problem area:
>>
>>
>> version : 1.2.3.3/22 5079 secure
>> *udp/ip  : 142.54.178.234:27015  (public ip: 142.54.178.238)*
>>
>> account : logged in
>> map : cp_dustbowl at: 0 x, 0 y, 0 z
>>
>> Another---**--
>> version : 1.2.3.3/22 5079 secure
>> *udp/ip  : 142.54.178.237:27015  (public ip: 142.54.178.238)*
>>
>> account : logged in
>> map : plr_hightower at: 0 x, 0 y, 0 z
>>
>>
>> I just finished fixing 4 servers on the same box with this bug/issue.
>>  It's
>> starting to become quite annoying having servers drop off the master
>> server
>> list and require a server restart to fix.  I get servers going from full
>> to
>> empty when this happens and it requires my intervention to fix.
>>
>> Server details:
>>
>> :~$ uname -a
>> Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010
>> x86_64 GNU/Linux
>>
>> :~$ lsb_release -a
>> No LSB modules are available.
>> Distributor ID: Ubuntu
>> Description:Ubuntu 10.10
>> Release:10.10
>> Codename:   maverick
>>
>>
>> I brought this issue up August 14 2012:
>> http://www.mail-archive.com/**hlds_linux@list.valvesoftware.**
>> com/msg68496.html<http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html>
>>
>> and I know someone else has (just cant find the post).
>>
>>
>> Fletcher please please fix this problem!
>> __**_
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>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
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[hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-15 Thread Chris Oryschak
This has been a known issue for quite sometime.  Myself along with other
mailing list members have brought it up in the past.
The past week it seems to of gotten a lot worse.  Today alone i've had to
fix the problem on two separate occasions.

*The details:*
I have a dedicated server with 4 IP address' assigned to it. Each server
instance I run has it's own unique IP Address with the default port for
each instance (27015)

Now randomly the server will lose it's assigned IP address and reassign
itself one of the other IP's that are available.  The problem with this is
the moment it occurs the server drops from the master server list.  It's no
longer visible on the internet.

When type "status" in the console this is what I get, i've
bolded/underlined the problem area:


version : 1.2.3.3/22 5079 secure
*udp/ip  : 142.54.178.234:27015  (public ip: 142.54.178.238)*
account : logged in
map : cp_dustbowl at: 0 x, 0 y, 0 z

Another-
version : 1.2.3.3/22 5079 secure
*udp/ip  : 142.54.178.237:27015  (public ip: 142.54.178.238)*
account : logged in
map : plr_hightower at: 0 x, 0 y, 0 z


I just finished fixing 4 servers on the same box with this bug/issue.  It's
starting to become quite annoying having servers drop off the master server
list and require a server restart to fix.  I get servers going from full to
empty when this happens and it requires my intervention to fix.

Server details:

:~$ uname -a
Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010
x86_64 GNU/Linux

:~$ lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
Description:Ubuntu 10.10
Release:10.10
Codename:   maverick


I brought this issue up August 14 2012:
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html

and I know someone else has (just cant find the post).


Fletcher please please fix this problem!
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Chris Oryschak
When you review a screenshot looking like this... it speaks for itself:

http://i.imgur.com/B9UjE.jpg



On Mon, Sep 10, 2012 at 12:29 PM, Cameron Munroe
wrote:

> No, I mean how would you use this to detect if someone is cheating?
>
>
> On 9/10/2012 9:23 AM, Drogen Viech wrote:
>
>> It takes a screenshot randomly, only anakin knows when (he said every
>> 10 or so minutes)
>> He's using some really fucked up kind of exploit - not even the
>> following config will prevent it from taking screenshots:
>>
>> http://pastebin.com/raw.php?i=**Xr39hrys
>>
>> 2012/9/10 Cameron Munroe :
>>
>>> So how does this work?
>>>
>>> It takes a snapshot every X minutes and then you have to go through them?
>>>
>>> It takes a snapshot when someone is cheating?
>>>
>>> It slows down the cheaters computer by making them take
>>> 10** snapshots a sec?
>>>
>>>
>>>
>>> __**_
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>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>> __**_
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>> please visit:
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>
>
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Re: [hlds_linux] Mandatory TF2 update released

2012-09-05 Thread Chris Brunelle
It would be nice to have SOME acknowledgement they're aware of this and
looking into it.


On Wed, Sep 5, 2012 at 9:02 AM, Frank  wrote:

> Yep I get them at random but it is still happening!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
> Riemers
> Sent: Wednesday, September 05, 2012 6:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> L 09/05/2012 - 12:16:56: "Spy<333>" triggered "builtobject"
> (object "OBJ_ATTACHMENT_SAPPER") (position "804 908 384") L 09/05/2012 -
> 12:16:56: "Spy<332>" triggered "builtobject"
> (object "OBJ_ATTACHMENT_SAPPER") (position "914 801 391")
>
> Just had one hanging now too, first time I ever had a mvm server hang
> though
> ;p
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
> Sent: woensdag 5 september 2012 1:20
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> There is still something wrong with sapper attaching - I just had another
> windows server lock up again after this update from the last shown task in
> the prompt showing sapper attached OBJ Sapper etc..
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Tuesday, September 04, 2012 5:39 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added new promo items
> - Added replay_name ConVar to set the name of the replay bot
> - Added a notification to Steam Trading when a user's backpack is full
> - Fixed tv_name ConVar not working
> - Fixed non-robot Snipers playing some of the robot Sniper lines
> - Fixed the looping tank sound not playing if it was spawned far from the
> player
> - Fixed Monoculus health bar not showing when Monoculus spawns
> - Fixed tank destruction effects playing at the map origin
> - Fixed bots not displaying in the server browser properly
> - Updated the localization files
> - Updated Koth_King
>- Added some geometry to hide floating staircases outside of playspace
>- Performance improvements from prop reduction, additional surfaces
> tagged as nodraw, and reduced overlay counts
>- Fixed some building faces where extra faces were being generated
> behind
> windows/etc due to spaces in geometry
> - Updated Mvm_Decoy
> - Updated Mvm_Coaltown
>- Blocked bots from being blasted into the tank tunnel
>- Blocked giants from getting stuck under the stairs in the final pit
> - Updated Mvm_Mannworks
>- Blocked bots from being blasted into the tank tunnel
>- Added nobuild to stairs on center building where Engineers could build
> out of reach of Sentry Busters
> - MvM changes
>- Fixed a client money display issue when purchasing or selling bottle
> charges after changing classes
>- Fixed an issue in the Server Browser where replay bots would add to
> the
> player count
>- Fixed a bug that would sometimes cause the bomb to get positioned
> incorrectly when dropped
>- Added safeguards to prevent bots from getting stuck in certain cases
>- Fixed sniper rifle reload upgrade not reducing the time delay from hip
> shot to scoping
>- Fixed Steel Gauntlet robots failing to destroy minisentries on slopes
>- Fixed the party leader's mission completions showing in the game lobby
> instead of your own
> - Community-submitted schema changes:
>- Backpack sounds updated for Rogue's Col Roule, Cozy Camper, Scrap
> Pack,
> Professor's Pineapple, Scottish Handshake, Monoculus!, Manniversary Paper
> Hat, Party Hat, Googly Gazer, Liquor Locker, and Something Special For
> Someone Special
>- Weapon sound changes:
>   - The Pain Train now uses Equalizer sounds
>   - The Conscientious Objector now uses Kurkri sounds
>   - The Amputator now uses Bonesaw sounds
>   - The Solemn Vow now sounds like a wrench
>   - The Market Gardener now uses Shovel sounds
>   - The Horseless Headless Horsemann's Headtaker now uses the
> Horsemann's Horseless Headless Horsemann's Headtaker sounds
>- Weapon crafting changes:
>   - The Teufort Tooth Kickers and Professor's Peculiarity are now
> craftable
>   - The Cozy Camper, Sun-on-a-Stick, and Sharpened Volcano Fragment are
> now craftable with tokens
>- Weapon cosmetic changes:
>   - Added new styles to the Big Country, Professor's Peculiarity, and
> Copper's Hard Top
>   - The Third Degree now vaporizes enemies on kill like the
> Phlo

Re: [hlds_linux] Mandatory TF2 update released

2012-09-05 Thread Chris Brunelle
No it hasn't.  This is still an ongoing problem.

On Tue, Sep 4, 2012 at 9:11 PM, Cameron Munroe wrote:

> This seems to have been fixed awhile ago. The issue now it seems is either
> with the servers being overloaded on valves end, or bad connectivity on
> server/client sides.
>
>
> On 9/4/2012 5:14 PM, Essay Tew Phaun wrote:
>
>> Care to like, ever fix the issue with the servers losing steam
>> connectivity
>> and being assigned the system IP and uh, losing steam connection for
>> random
>> reasons and not reconnecting without restarting and like having it
>> randomly
>> not find your steam account?
>>
>> It takes a lot of work to get servers going sometimes and nothing is more
>> infuriating than when they empty out due to bugs that have been reported
>> multiple times and aren't being fixed.
>>
>> Thank you
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
>
> __**_
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>



-- 
Sent from my Commodore64
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Re: [hlds_linux] [Csgo_servers] De-listed after losing connection to Steam.

2012-09-03 Thread Chris Brunelle
This really needs to be fixed.

The public IP being reported when you type "status" in console is different
than the IP set on startup.



On Sat, Aug 25, 2012 at 10:53 AM, William Graham
wrote:

> If you're on Windows, I had a similar issue with my DayZ server.
> ForceBindIP seemed to do the trick.
> --
> From: Kyle Sanderson
> Sent: 8/25/2012 5:53 AM
> To: csgo_serv...@list.valvesoftware.com; Half-Life dedicated Linux server
> mailing list
> Subject: [Csgo_servers] De-listed after losing connection to Steam.
>
>
> There's a known problem with Source 2009 where if you lose your TCP
> connection to Steam, there's a good chance your server will become
> delisted from the master. The problem stems from Steam reconnecting
> using a 'random' machine address instead of the selected ip address
> used at server launch. This causes servers to become delisted, and
> disappear from the master. While I know the issue has been brought up
> a number of times on the list, does anyone have a work around for
> this? This is present in both CS:S and CS:GO.
>
> Thanks,
> Kyle.
>
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-- 
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Re: [hlds_linux] l4d2?

2012-09-01 Thread Chris Strand
I've missed *a lot* of L4D2 updates in the past few months. Is there a
separate mailing list for L4D?

On 1 September 2012 10:33, ics  wrote:

> There was a hidden update yesterday with no mention about it on Steam
> news. I only spotted it due to my L4D2 authoring tools updated this
> morning. Server wont nag it's out of date and this isn't the first time
> they pull out a stunt like this.
>
> -ics
>
> 1.9.2012 11:55, Erik-jan Riemers kirjoitti:
>
>  All,
>>
>> According to
>> https://api.steampowered.com/**ISteamApps/UpToDateCheck/**
>> v0001/?appid=550&ver
>> sion=2.1.1.0&format=xml
>>
>> The servers are out of date.. but the servers itself still advertise
>> 2.1.1.0 while it wants 2.1.0.1.0.
>>
>> Can someone check?
>>
>> Eric
>>
>> __**_
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>
>
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Re: [hlds_linux] Bad Standing for TF2

2012-08-30 Thread Chris Cable
My setting is  mp_timelimit 0

The standings on both my servers are Good. Trend : upward fast

On Thu, Aug 30, 2012 at 8:30 AM, Saint K.  wrote:

> Our MvM servers mostly display "downward fast" as well, however, there is
> no reason for that. Most users complete their game and don't quit rapidly
> after joining.
>
> Not too worried about it though. I think it could have something to do
> with the fact they were 24 slots before, and other servers are taking over
> in ranking... Just theory ...
>
> Saint K.
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[hlds_linux] Server Crash - datatable warning / clamping

2012-08-24 Thread Chris Oryschak
One of my servers locked up/crashed with the following message in the
console.  Not sure if anyone else has gotten this but just bringing it up
for Fletcher/Valve.  The map was cp_dustbowl.


DataTable warning: player: Out-of-range value (68930.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68922.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68926.398438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68923.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68870.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68877.50) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68931.171875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68869.898438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68924.562500) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68930.578125) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68869.898438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68924.562500) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68926.398438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68923.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68877.50) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68903.125000) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68922.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68924.562500) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68926.398438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68870.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68877.50) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68837.015625) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68930.898438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68930.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68901.953125) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68930.578125) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68869.898438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68924.562500) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68926.398438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68923.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68877.50) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68837.015625) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68901.953125) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68922.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68923.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68930.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68922.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68926.398438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68923.671875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68870.445312) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68877.50) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68931.171875) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68869.898438) in
SendPropFloat 'm_flLastDamageTime', clamping.
DataTable warning: player: Out-of-range value (68924.562500) in
SendPropFloat

Re: [hlds_linux] TF2 Updates

2012-08-23 Thread Chris Oryschak
When I first started out hosting servers for TF2 I looked forward for
patches.  The patches didn't hurt the server traffic but gave you a good
chance to help build a community by grabbing new players.

After every patch you can expect to have a full server (assuming you are on
the ball).  And being on the ball and having a updated server isn't that
difficult.  I know myself and other people on this mailing list have
automated their update process (eg. look into nemrun).  I manage all 16 of
my servers and it takes zero effort.  Some time invested in the background
makes less work for you to admistrator, and gets you ontop of the updates
to build a community of players for your server.

So yeah, I strongly disagree with the OP. Hell the past 2 updates
i've received my servers have gone from crashing ~ 300-400mins to not
crashing at all.  I think that says enough right there.

Keep up the good work valve, I defiantly appreciate the
constant updates and active feedback on this mailing list.

Python


On Thu, Aug 23, 2012 at 9:56 PM, Jesse Porter  wrote:

> Strongly disagree. These last few updates have been for bug fixes, some
> critical. Don't think there's been any new items either. If your members
> aren't aware of what the updates contain, feel free to share the notes with
> them so they understand it's not just for "one item".
>
> And if you think these updates are killing the game, imagine having tf2 be
> completely broken or the mvm mode crashing servers or etc.
> On Aug 23, 2012 7:50 PM, "dreamde...@dsrclan.com" 
> wrote:
>
> >
> >
> > Valve,
> >
> > I wanted to share a comment I got today from a member of one of the
> groups
> > I
> > belong to.
> >
> > " Another update?  Is it just for a single item again?  I wish they would
> > just
> > push one big update instead of this daily *** crap!"
> >
> > This same sentiment is shared across the communities that I help manage
> as
> > your
> > updates are killing traffic to the servers.
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory CS:S update released

2012-08-23 Thread Chris Strand
Thanks Marco!

On 23 August 2012 12:08, Marco Padovan  wrote:

> exec esl5on5.cfgseems to work fine (vanilla server with just zblock
> addon ... no esl addon loaded)
>
> exec esl5on5.cfg
> L 08/23/2012 - 13:06:04: server_cvar: "mp_fadetoblack" "0"
> L 08/23/2012 - 13:06:04: server_cvar: "mp_freezetime" "6"
> L 08/23/2012 - 13:06:04: server_cvar: "mp_roundtime" "2"
> Server logging enabled.
> L 08/23/2012 - 13:06:04: Log file closed
> Server logging data to file logs/L0823001.log
> L 08/23/2012 - 13:06:04: Log file started (file "logs/L0823001.log")
> (game "/home/xxx/css/css/cstrike") (version "5028")
> Unknown command "esl_dxkick_disable"
> 
> sv_pure value unchanged (current value is 2).
> 
> [zBlock] This cvar may not be changed whilst the server is active (in game)
> Unknown command "esl_cashback"
> Unknown command "esl_autoarmor"
> Console: "> ESL CS:S 5on5 SETTINGS loaded - 09.08.2012 <"
> L 08/23/2012 - 13:06:04: "Console<0>" say ""> ESL CS:S
> 5on5 SETTINGS loaded - 09.08.2012 <""
> status
> hostname: x
> version : 1.0.0.73/22 5028 secure
> udp/ip  : x:  (public ip: x)
> map : de_dust2 at: 0 x, 0 y, 0 z
> players : 0 (17 max)
>
> # userid nameuniqueidconnected ping loss
> state  adr
>
>
> Il 23/08/2012 11:42, Chris Strand ha scritto:
> > Hi Marco,
> >
> > Yes - I am seeing the same problem, it will crash on start up if ESL
> plugin
> > is running.
> >
> > Also, executing a match config, e.g. esl5on5.cfg or edcssmr15.cfg causes
> > the server to crash. There is probably a command (or combination of
> > commands) in there that is causing it but I haven't had time to track
> down
> > the offender. Please post back if you are crashing when execing these
> > scripts even after removing the ESL plugin. It would be nice to know I'm
> > not the only one!
> >
> > Chris
> >
> > On 23 August 2012 10:12, Marco Padovan  wrote:
> >
> >> ESL CS:S plugin making the server crash, right?
> >>
> >> Il 22/08/2012 22:48, Eric Smith ha scritto:
> >>> We've released a mandatory update to CS:S. The notes for the update are
> >> below.
> >>> -Eric
> >>>
> >>> --
> >>>
> >>> Counter-Strike: Source
> >>> - Fixed a client crash on exit (after connecting to a server using
> >> sv_pure)
> >>> - Added sv_namechange_cooldown_seconds, to throttle clients from
> >> changing their name too rapidly. (Defaults to 20 seconds)
> >>> - Added sv_netspike_on_reliable_snapshot_overflow to selectively enable
> >> the automatic dumping of netspike file if a client drops due to
> "reliable
> >> snapshot overflow" (defaults to 0, which disables the debugging)
> >>> - Added check to prevent player names from containing color codes
> >>> - setinfo console command will now reject attempts to set / change
> >> convars with any unusual characters
> >>> - Marked mem_force_flush as a cheat to prevent client exploits
> >>> - Fixed %n console crash in the client
> >>> - Updated client rate value to default to 3 to improve network
> >> performance for most players
> >>>- Rate was previously set by Steam's Internet connection speed
> setting
> >>> - Updated client rate value to be stored in the config.cfg file
> >>> - Fixed a Linux dedicated server crash on exit
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
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Re: [hlds_linux] Mandatory CS:S update released

2012-08-23 Thread Chris Strand
Hi Marco,

Yes - I am seeing the same problem, it will crash on start up if ESL plugin
is running.

Also, executing a match config, e.g. esl5on5.cfg or edcssmr15.cfg causes
the server to crash. There is probably a command (or combination of
commands) in there that is causing it but I haven't had time to track down
the offender. Please post back if you are crashing when execing these
scripts even after removing the ESL plugin. It would be nice to know I'm
not the only one!

Chris

On 23 August 2012 10:12, Marco Padovan  wrote:

> ESL CS:S plugin making the server crash, right?
>
> Il 22/08/2012 22:48, Eric Smith ha scritto:
> > We've released a mandatory update to CS:S. The notes for the update are
> below.
> >
> > -Eric
> >
> > --
> >
> > Counter-Strike: Source
> > - Fixed a client crash on exit (after connecting to a server using
> sv_pure)
> > - Added sv_namechange_cooldown_seconds, to throttle clients from
> changing their name too rapidly. (Defaults to 20 seconds)
> > - Added sv_netspike_on_reliable_snapshot_overflow to selectively enable
> the automatic dumping of netspike file if a client drops due to "reliable
> snapshot overflow" (defaults to 0, which disables the debugging)
> > - Added check to prevent player names from containing color codes
> > - setinfo console command will now reject attempts to set / change
> convars with any unusual characters
> > - Marked mem_force_flush as a cheat to prevent client exploits
> > - Fixed %n console crash in the client
> > - Updated client rate value to default to 3 to improve network
> performance for most players
> >- Rate was previously set by Steam's Internet connection speed setting
> > - Updated client rate value to be stored in the config.cfg file
> > - Fixed a Linux dedicated server crash on exit
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Lots of core-dumps lately on TF2

2012-08-20 Thread Chris Oryschak
I've been getting regular crashes on all my servers, Below is the debug.log
and a backtrace of the coredump if it makes sense to anyone:

Debug.log:

[New Thread 28427]
[New Thread 28436]
[New Thread 28439]
[New Thread 28440]
[New Thread 28442]
[New Thread 28443]
[New Thread 28431]
[New Thread 28426]
[New Thread 28432]
[New Thread 28429]
[New Thread 28430]
[New Thread 28425]
Core was generated by `./srcds_linux -debug -threads 1 -timeout 3 -pidfile
rb8.pid -console -game tf -'.
Program terminated with signal 11, Segmentation fault.
#0  0x00811d02 in ?? ()
#0  0x00811d02 in ?? ()
No symbol table info available.
eax0xf0 240
ecx0x0  0
edx0x2  2
ebx0xef392acc   -281466164
esp0xef2bcd50   0xef2bcd50
ebp0xef2bcd88   0xef2bcd88
esi0x0  0
edi0x0  0
eip0x811d02 0x811d02
eflags 0x210202 [ IF RF ID ]
cs 0x23 35
ss 0x2b 43
ds 0x2b 43
es 0x2b 43
fs 0x0  0
gs 0x63 99
>FromTo  Syms Read   Shared Object Library
0xf77d8830  0xf77efa6f  Yes (*) /lib/ld-linux.so.2
(*): Shared library is missing debugging information.
End of Source crash report
--


GDB Backtrace of the coredump says:

(gdb) bt
#0  0x00811d02 in ?? ()
#1  0xf7642469 in __lll_lock_wait () from /lib32/libpthread.so.0
#2  0xf763d64b in _L_lock_744 () from /lib32/libpthread.so.0
#3  0xf763d471 in pthread_mutex_lock () from /lib32/libpthread.so.0
#4  0xef2cd64c in google_breakpad::ExceptionHandler::SignalHandler(int,
siginfo*, void*) () from bin/crashhandler.so
#5  
#6  0x in ?? ()
#7  0xef26d383 in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)
--

None of ths makes sense to me, but posting incase it does to anyone else.
Any ideas?





On Mon, Aug 20, 2012 at 7:38 PM, 1nsane <1nsane...@gmail.com> wrote:

> Don't think that's it. Especially because it was (at first) sending players
> to test servers put up by me which used all default cvars (so matchmaking
> ones set to 0) and no registration ids.
>
> Another thing I noticed today was when I put up some new servers with new
> registration ids. They were mostly sitting there empty. That is until I
> joined them, then I got 5 more players sent in quite fast. Then I moved on
> to the next server and repeated this.
>
> So with all these empty servers it would be nice if matchmaking took me and
> the next 5 people in line (within the same geographic region) and sent us
> to one of those empty servers. Instead of having us wait for seemingly no
> good reason.
>
> On Mon, Aug 20, 2012 at 6:25 PM, dan  wrote:
>
> > On 20/08/2012 22:31, 1nsane wrote:
> >
> >> So why is there a wait time if there's so many available servers?
> >>
> >
> > Presumably because they've done a split now with these new cvars so some
> > servers aren't mm and some are only mm and so on?
> >
> > I notice a lot more mvm servers tonight joinable from the browser, so I
> > managed to get a decent game tonight.
> > It's a fun mode too imo, so worth persisting.
> >
> >
> > --
> > Dan
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
> ___
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> please visit:
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Re: [hlds_linux] Full servers, but not?

2012-08-17 Thread Chris Oryschak
I'm getting this too. Server is 32/32 but no one is on.

On Fri, Aug 17, 2012 at 7:31 PM, Sazpaimon  wrote:

> Getting this too. May be due to Valve's tf_mm_strict tomfoolery
>
>
> On 8/17/2012 7:26 PM, Michael Johansen wrote:
>
>> After the latest update my MvM servers are up, and they show like 18+
>> players, when there is 2 players. Seems like the query cache or something
>> is weird.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread Chris Oryschak
Fletcher,

Two of my servers just did it again.  Neither of the servers restarted or
crashed.  When I type  "status" i'm getting an incorrect Public IP.

This all seemed to happen ~10mins ago when I lost connection to steam
friends.  I've also been noticing my servers bouncing up/down from the
master server list.
This is indicated in both the API URL and by doing a simple refresh in-game.

Chris


On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
wrote:

> Try typing "status"  is the reported public IP the same as what you expect?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
> Sent: Monday, August 13, 2012 2:58 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
> server?
>
> Is their a reason why a server would drop off from the master server list?
> Is there a way to manually make it re-register itself?
>
> The reason i'm asking is because I host 8 servers on one box.
>
> Over the night 3 servers dropped off master server list.  Performing a
> server restart to srcds brought the server back up to be listed.
>
> I left one server in this weird state incase someone at valve wants to
> look into it.
>
> Two servers are running on the IP: 142.54.178.234 One is on port 27015
> and the other is 27016
>
> As you see from the API, its working correctly and only seeing the server
> on port 27016.
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234&format=json
>
>
> The server on 27015 isn't showing up at all.. though if you toss the IP in
> HLSW you will see its up and runnning.
>
> Any idea on why this happens?
>
> Thanks,
> Python
>
>
>
>
> On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina 
> wrote:
>
> >
> > Works as-expected for me.  My host has eight srcds servers running on
> > multiple IPs.
> >
> > However, one of the TF2 servers which I help host was being listed on
> > the primary host's IP, instead of the secondary IP which it is
> > configured to be using.  It's that well-known steamclient reconnect
> > bug. Once I restated the server, it instantly went back to the right
> > IP and this was reflected in the webapi service.
> >
> > I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
> > and L4D2. Only this one TF2 server has ever done this (based on logs
> > over the last 18 months), and it is noteworthy that it is the only one
> > which uses standard ports.  All the other servers use non-standard
> > ports piled onto a single IP.  Maybe coincidental, maybe not.
> >
> >
> >
> > Hosts primary IP, should be nothing here ever:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.98&format=xml<http://api.steampowered.com/ISteamApps/Ge
> > tServersAtAddress/v0001?addr=66.113.99.98&format=xml>
> >
> > Assigned IP of the occasionally-errant TF2 server:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.99&format=xml<http://api.steampowered.com/ISteamApps/Ge
> > tServersAtAddress/v0001?addr=66.113.99.99&format=xml>
> >
> > Everything else on this host:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.100&format=xml<http://api.steampowered.com/ISteamApps/G
> > etServersAtAddress/v0001?addr=66.113.99.100&format=xml>
> >
> >
> >
> > Here is a little bit of info on the process before I restarted it.
> > lsof shows the .98 IP being used, when it should not be.
> >
> > tmux session:
> > server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
> > [153x67]
> >
> > Process command arguments:
> > ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
> > 27015
> > +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
> > +-pidfile
> > /xxx/server.pid -maxplayers 26 +map pl_badwater
> >
> > Process started at:  Fri Aug  3 18:05:23 2012 Process started
> > elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
> >
> > lsof says the following network sockets are in use by PID 12453:
> > COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
> > srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
> > 66.113.99.99:27015
> > srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
> > 66.113

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-13 Thread Chris Oryschak
Weird it has a different public IP...


18:15:05 hostname: RAILBAIT.NET #06:Valve Maps/Missouri
 version : 1.2.2.3/22 5023 secure
 udp/ip  : 142.54.178.234:27015  (public ip: 142.54.178.238)
 account : logged in
 map : koth_lakeside_final at: 0 x, 0 y, 0 z
 replay  :  recording
 players : 21 (33 max)



The only reason people are on it is because I sent an event out from my
steam group that filled the server.
But since it's not listed I give it ~30mins and it will be down to 0
players.




On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
wrote:

> Try typing "status"  is the reported public IP the same as what you expect?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
> Sent: Monday, August 13, 2012 2:58 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
> server?
>
> Is their a reason why a server would drop off from the master server list?
> Is there a way to manually make it re-register itself?
>
> The reason i'm asking is because I host 8 servers on one box.
>
> Over the night 3 servers dropped off master server list.  Performing a
> server restart to srcds brought the server back up to be listed.
>
> I left one server in this weird state incase someone at valve wants to
> look into it.
>
> Two servers are running on the IP: 142.54.178.234 One is on port 27015
> and the other is 27016
>
> As you see from the API, its working correctly and only seeing the server
> on port 27016.
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234&format=json
>
>
> The server on 27015 isn't showing up at all.. though if you toss the IP in
> HLSW you will see its up and runnning.
>
> Any idea on why this happens?
>
> Thanks,
> Python
>
>
>
>
> On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina 
> wrote:
>
> >
> > Works as-expected for me.  My host has eight srcds servers running on
> > multiple IPs.
> >
> > However, one of the TF2 servers which I help host was being listed on
> > the primary host's IP, instead of the secondary IP which it is
> > configured to be using.  It's that well-known steamclient reconnect
> > bug. Once I restated the server, it instantly went back to the right
> > IP and this was reflected in the webapi service.
> >
> > I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
> > and L4D2. Only this one TF2 server has ever done this (based on logs
> > over the last 18 months), and it is noteworthy that it is the only one
> > which uses standard ports.  All the other servers use non-standard
> > ports piled onto a single IP.  Maybe coincidental, maybe not.
> >
> >
> >
> > Hosts primary IP, should be nothing here ever:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.98&format=xml<http://api.steampowered.com/ISteamApps/Ge
> > tServersAtAddress/v0001?addr=66.113.99.98&format=xml>
> >
> > Assigned IP of the occasionally-errant TF2 server:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.99&format=xml<http://api.steampowered.com/ISteamApps/Ge
> > tServersAtAddress/v0001?addr=66.113.99.99&format=xml>
> >
> > Everything else on this host:
> > http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
> > *
> > addr=66.113.99.100&format=xml<http://api.steampowered.com/ISteamApps/G
> > etServersAtAddress/v0001?addr=66.113.99.100&format=xml>
> >
> >
> >
> > Here is a little bit of info on the process before I restarted it.
> > lsof shows the .98 IP being used, when it should not be.
> >
> > tmux session:
> > server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
> > [153x67]
> >
> > Process command arguments:
> > ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
> > 27015
> > +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
> > +-pidfile
> > /xxx/server.pid -maxplayers 26 +map pl_badwater
> >
> > Process started at:  Fri Aug  3 18:05:23 2012 Process started
> > elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
> >
> > lsof says the following network sockets are in use by PID 12453:
> > COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
> > srcds_lin 12453 hlds7u  I

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-13 Thread Chris Oryschak
Is their a reason why a server would drop off from the master server list?
Is there a way to manually make it re-register itself?

The reason i'm asking is because I host 8 servers on one box.

Over the night 3 servers dropped off master server list.  Performing a
server restart to srcds brought the server back up to be listed.

I left one server in this weird state incase someone at valve wants to look
into it.

Two servers are running on the IP: 142.54.178.234
One is on port 27015 and the other is 27016

As you see from the API, its working correctly and only seeing the server
on port 27016.

http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234&format=json


The server on 27015 isn't showing up at all.. though if you toss the IP in
HLSW you will see its up and runnning.

Any idea on why this happens?

Thanks,
Python




On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina  wrote:

>
> Works as-expected for me.  My host has eight srcds servers running on
> multiple IPs.
>
> However, one of the TF2 servers which I help host was being listed on the
> primary host's IP, instead of the secondary IP which it is configured to be
> using.  It's that well-known steamclient reconnect bug. Once I restated the
> server, it instantly went back to the right IP and this was reflected in
> the webapi service.
>
> I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D, and
> L4D2. Only this one TF2 server has ever done this (based on logs over the
> last 18 months), and it is noteworthy that it is the only one which uses
> standard ports.  All the other servers use non-standard ports piled onto a
> single IP.  Maybe coincidental, maybe not.
>
>
>
> Hosts primary IP, should be nothing here ever:
> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?**
> addr=66.113.99.98&format=xml
>
> Assigned IP of the occasionally-errant TF2 server:
> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?**
> addr=66.113.99.99&format=xml
>
> Everything else on this host:
> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?**
> addr=66.113.99.100&format=xml
>
>
>
> Here is a little bit of info on the process before I restarted it. lsof
> shows the .98 IP being used, when it should not be.
>
> tmux session:
> server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012) [153x67]
>
> Process command arguments:
> ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport 27015
> +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind -pidfile
> /xxx/server.pid -maxplayers 26 +map pl_badwater
>
> Process started at:  Fri Aug  3 18:05:23 2012
> Process started elapsed-time ago:  5-19:25:25
> Process CPU in-use time:  1-17:58:10
>
> lsof says the following network sockets are in use by PID 12453:
> COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
> srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
> 66.113.99.99:27015
> srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
> 66.113.99.99:27005
> srcds_lin 12453 hlds9u  IPv4 519822255  0t0  UDP
> 66.113.99.99:27025
> srcds_lin 12453 hlds   10u  IPv4 519822256  0t0  TCP
> 66.113.99.99:27015 (LISTEN)
> srcds_lin 12453 hlds   20u  IPv4 776732447  0t0  TCP 66.113.99.98:34339
> ->81.171.**115.37:27017  (ESTABLISHED)  <--
> bad ephemeral connection
> srcds_lin 12453 hlds   22u  IPv4 800648048  0t0  TCP 66.113.99.99:27015
> ->81.169.**139.249:57477  (ESTABLISHED)
> srcds_lin 12453 hlds   30u  IPv4 519838391  0t0  UDP
> 66.113.99.99:26006
>
>
>
>
> Kyle Sanderson wrote:
>
>> Is everyone's server being listed via the API? It looks like only one
>> server per machine that I have is actually listed...
>>
>> Thanks,
>> Kyle.
>>
>> On Thu, Aug 9, 2012 at 3:09 PM, AnAkIn  wrote:
>>
>>> My servers don't show up in either server browser or in that list at all,
>>> does that mean they're banned? I thought they would show up in that list
>>> with "reject" if they are.
>>>
>>> 2012/8/9 Ulrich Block 
>>>
>>>  Am 09.08.2012 22:58, schrieb Jeff Sugar:

   I was just about to ask that, too. I really expected inputting a
 domain to

> work
>
> On Thu, Aug 9, 2012 at 1:14 PM, Kyle Sanderson 
> wrote:
>
>   Any chance at DNS resolving support?
>> steampowered.com/ISteamApps/GetServersAtAddress/v0001?**
>> addr=4.2.2.1&format=json> *GetServersAtAddress/v0001?**addr=4.2.2.1&format=json
>> >
>>>

[hlds_linux] TF2 Safe Zone

2012-08-12 Thread Chris Oryschak
Hey Guys,

I want to make a room in my trade server a "safe zone" where players cant
shoot/kill each other.
Another server has accomplished this (IP: 69.147.239.114:27015).
>From what I can tell they are using Stripper:Source (URL:
http://www.bailopan.net/stripper/) but I can't figure out how it's
accomplished.

The Author isn't into the mod scene anymore, i've tried the SM forums and
even emailing the server OP.  No luck, i'm hoping maybe someone has some
insight into this on the mailing list.

Thanks,
Python
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Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2update released

2012-08-02 Thread Chris Oryschak
Is anyone having any problems with their servers no longer showing up in
the game browser since this patch?

Only 5 of the 13 servers I have are showing up, even after multiple server
restarts.


Chris


On Thu, Aug 2, 2012 at 8:37 PM, Jon cooney  wrote:

> its checking the listening state and crashing from server.cfg aswell here
>
>
> -Original Message- From: Fletcher Dunn
> Sent: Friday, August 03, 2012 1:23 AM
> To: Half-Life dedicated Linux server mailing list ; Half-Life dedicated
> Win32 servermailing list
> Cc: Eric Smith ; 
> hlds_announce@list.**valvesoftware.com
>
> Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2update
> released
>
> OK, I think putting it in a server.cfg is the workaround for now.
>
> We'll fix it to make it legal to set it in autoexec in a later update.
>
> Thanks for the bug report.
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@**list.valvesoftware.com]
> On Behalf Of Claudio Beretta
> Sent: Thursday, August 02, 2012 5:21 PM
> To: Half-Life dedicated Win32 server mailing list
> Cc: Eric Smith; 
> hlds_announce@list.**valvesoftware.com;
> Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update
> released
>
> setting it later from rcon doesn't crash
>
>
> On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
> **wrote:
>
>  Thanks, we'll look into it.  Try setting it later, does it still crash
>> for you?
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@list.**valvesoftware.com]
>> On Behalf Of Claudio
>> Beretta
>> Sent: Thursday, August 02, 2012 5:15 PM
>> To: Eric Smith
>> Cc: 
>> hlds_announce@list.**valvesoftware.com;
>> Half-Life dedicated Win32
>> server mailing list; Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update
>> released
>>
>> having tf_mm_servermode 1 in autoexec.cfg will make the server crash
>> at startup verified on a dozen windows and linux servers
>>
>>
>>
>>  __**_
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Re: [hlds_linux] nemrun v1.8.6

2012-07-25 Thread Chris Oryschak
Thanks again! :)

Chris



On Wed, Jul 25, 2012 at 1:11 PM, John Schoenick wrote:

> I just posted a small patch to nemrun that fixes an odd bug people have
> been reporting forever - screens randomly not 'quitting' when using the
> default kill-script. Turns out the issue is screen does not default to the
> only 'window' until someone has manually connected to the screen, so if you
> launched the screen with |-d -m| and then never connected, sending text to
> it would fail.
>
> http://nephyr.in/tools/nemrun/1.8.6/
>
> I still have magical plans for nemrun 2.0 that solves all your problems
> forever, but until then, good luck
>
> - Neph
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Re: [hlds_linux] Mandatory Counter-Strike: Source Update Released

2012-07-02 Thread Chris Brunelle
I'm getting a winsock error when trying to update?

  1:47 [68.142.73.210:27030] Connecting...
  1:50 [68.142.73.210:27030] Failed.  Failed to connect to
68.142.73.210:27030, WinSock Error 0 "No error"


Keeps running through a bunch of addresses, I'm assuming content servers...

On Mon, Jul 2, 2012 at 7:06 PM, Tony Paloma  wrote:

> We've released a mandatory update to Counter-Strike: Source. The notes for
> the update are below.
>
>
>
> - Tony
>
>
>
> --
>
>
> Counter-Strike: Source
> - Fixed a problem that allowed spoofed IP addresses to make connections to
> the game server
>
> - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
> server admins to control the maximum RCON packet size and whether or not
> users get banned for exceeding that limit. The defaults reflect the
> existing behavior.
>
> - Fixed not being able to import custom spray images on Macs
>
> - Fixed Macs cancelling http map downloads that take longer than 30 seconds
>
> - Updated the HTML renderer for displaying server MOTD
>
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Re: [hlds_linux] Players reporting our TF2 servers are running too fast.

2012-04-20 Thread Chris Oryschak
I've actually done this on my servers accidently.
If you set the  RDTSC_FREQUENCY  value 200-300 higher than the recommended
benchmark it will make the server run faster in all aspects.. rocket speed,
movement, reloading, etc. The timer would count about 71seconds for 1
minute of real time

You can put the frequency way higher and the will go super fast.

Python

On Fri, Apr 20, 2012 at 2:20 PM, timur 'grammaton' celikkesen <
gramma...@gmail.com> wrote:

> I had multiple forumthreads today on my community site related to this
> problem
> together with a changed mouse sensivity/feeling
>
> we just found out that sv_turbophysics is related to this
>
> sv_turbophysics 1 is the community standard in germany and by that, many
> users started to complain about this problems (gameplay faster and
> different mouse-sense-feeling)
>
> setting it to 0 seems to bring back the known gameplay "feeling"
>
> is it set to 1 on your servers?
>
> cheers gramma
>
>
> -Ursprüngliche Nachricht- From: frog
> Sent: Thursday, April 19, 2012 5:21 PM
>
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Players reporting our TF2 servers are running too
> fast.
>
> Got a bunch of 24 slot TF2 servers with a basic install of SourceMOD
> 1.4.2, running on Debian64 3.2.13 box with a Xeon W3520 2.67GHz and 24GB
> Ram. It's a new box from OVH, it's only been running for a few days.
>
> The benchmark at start up reports a RDTSC_FREQUENCY value of 2666..
>
> Following settings in server.cfg
>
> sv_minrate 3
> sv_maxrate 6
> sv_minupdaterate 33
> sv_maxupdaterate 67
> sv_mincmdrate 33
> sv_maxcmdrate 67
> sv_client_cmdrate_difference 1
> sv_client_predict 1
> sv_client_interpolate 1
> sv_client_min_interp_ratio 2
> sv_client_max_interp_ratio 1
>
> Players are reporting that the game seems to be running too fast.
>
> Any ideas?
>
>
> __**_
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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-16 Thread Chris Brunelle
Server binaries will be released during the beta at some point.

On Mon, Apr 16, 2012 at 12:51 PM, Harry Strongburg wrote:

> On Mon, Apr 16, 2012 at 07:07:53PM +0200, Andreas Grimm wrote:
> > Saigns removed all fake clients/plugins 4-5 months ago.
>
> You sure about that? I've seen some sneaky stuff of them. Regardless,
> they still are scum even if they stopped using those plugins.
>
> I honestly see no point in not giving people with the game access to run
> a server. The tool already exists, seeing as those communities are
> running it. Other than possibly people making nonsteam servers with it,
> it'd be a good thing to have for us server admins to play around with.
>
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[hlds_linux] Left 4 Dead 2 - this session is no longer available

2012-04-06 Thread Chris Boot

Hey,

So a bunch of folks in my community have been getting this message when 
trying to join lobbies or even active games. The chat in lobbies is also 
*really* lagged. This has been happening for over a week now and is 
getting annoying to the point we've had to abort the odd game because 
people just couldn't join.


Anyone else seeing this? The forums seem to have lots of folks 
complaining about this.


Is Valve ignoring this issue? It certainly feels like it.

Chris

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Re: [hlds_linux] Which HLDS Debian kernel?

2012-03-04 Thread Chris Strand
Hey Kontakt,

It could be that the FPS drops coincide with the start of a new round? Have
you checked that?

On 4 March 2012 11:50,  wrote:

> I know what normal hardware interrupts is. Thats not what we have. And
> about the FPS, right now the FPS dipps down from 900 to 20 from time to
> time.
>
> Pic: http://www.fpsmeter.org/graph/graph.php?id=152591
>
>
> > Read about hardware interrupts before saying "that's bad, really bad".
> > They
> > are used by harddisk, network card, keyboard, timers etc... to notify the
> > operating system that new data is available, an operation completed
> etc...
> > If you don't want hardware interrupts then unplug the server, is the only
> > way :)
> >
> > Forget about stable 1000 FPS, this is a dream. First, if the server is
> > started without "pingboost 3" then it sleeps 1ms between two frames, so
> > each
> > frame should require 0ms to have 1000 fps, something impossible. Second,
> > each frame the server processes the received packets and sends updates to
> > clients, but in a frame it receives only 3 packets and sends only 5
> > updates,
> > while in the next frame it receives 20 packets and sends 15 updates. For
> > the
> > first frame it may require 1ms, for the second it may require 3ms. You
> > can't
> > have stable FPS because the time required for processing a frame varies a
> > lot, is not something fixed.
> >
> > Regarding the kernel, a newest version is almost always better because
> > they
> > improve the schedulers, fix bugs etc... For example in kernel 2.2.26 the
> > timeouts for "select" and "pselect" (used by pingboost 3) are handled by
> > the
> > main timing subsystem at a jiffy-level resolution. Is not a problem if
> you
> > have a 1000HZ kernel, but is if the kernel has 100HZ or 250HZ. This was
> > fixed in 2.6.28.
> >
> > In conclusion the only way to have less hardware interrupts is to use a
> > 100HZ kernel. To have as many FPS as possible you must enable High
> > Resolution Timers, use pingboost 3 and a kernel newer than 2.6.28. You
> > can't
> > have stable FPS, except if the hardware is very very very powerful. And
> > the
> > golden rule is that whatever you'll do some players will still complain
> > about bullets registration :)
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of C Szabo
> > Sent: Sunday, March 04, 2012 10:03 AM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Which HLDS Debian kernel?
> >
> >
> > I have HLDS 1.6 servers, not TF2. And I have up too 32 slots.
> > I dont have a new machine, I have hardware that isnt old, like DUAL
> > Intel Xeon X5650 (thats 12 cores).
> > I get hardware interrups if i run anything on core 0 or 12. Thats bad,
> > really bad.
> > Maybe its a hardware problem, but isnt it worth to try a newer kernel? I
> > dont want to change distro tho, so I still want to use DEBIAN.
> > Are the new kernels BAD? I was thinking Debian 3.2.x kernel with
> > patch-3.2-ck1.bz2?
> >
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
> -
> Behåll alltid historiken i mailet när du svarar!
>  Mvh BrutalCS
> -
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-23 Thread Chris Oryschak
Yup, the master server is still reporting version 1.1.9.9 as latest.

On Thu, Feb 23, 2012 at 5:38 PM, doc  wrote:

> Mine is updating?
>
> Or it's stuck on Updating Game Files so that's something, right?
>
> 2012/2/23 Chris Oryschak 
>
> > Push the button! still says 1.1.9.9 :
> >
> >
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440&version=0.0.0.0&format=xml
> >
> >
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-23 Thread Chris Oryschak
Push the button! still says 1.1.9.9 :
http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440&version=0.0.0.0&format=xml


2012/2/23 Eric Smith 

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added The Fast Learner
> - Fixed +randommap not working correctly on server startup
> - Fixed some instances of corrupted text when the save_replay key isn't
> bound
> - Fixed dedicated server console spew related to the Replay client and
> viewangles
> - Fixed a spelling error in a cp_fastlane material
> - Fixed team colors not working correctly for the second style of the
> Black Rose
> - Fixed Mann Co. Store item previews for paints and styles
> - Updated item descriptions to contain the name of the paint used to color
> them
> - Updated the Reggaelator
>   - Added an LOD model
>   - Added 3 styles
> - Updated cp_dustbowl
>   - Adjusted Blue team's func_respawnroom in stage 1 to be flush against
> the door
> - 언어 파일 업데이트
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Re: [hlds_linux] No Steam Logon - massive lag

2012-02-22 Thread Chris Oryschak
That's correct.
I started off with a Linode 1536 and it ran perfect, the only problem i ran
into was that my server was becoming popular and i was about to exceed the
bandwidth limit.  For those reasons I started looking around at other VPS'.
 I ended up moving to NFOServers.com and have their 3-core VPS.

Haven't had any problems and for the record mid last year i've had my
server ranked 3rd on gametracker.com.  You defiantly can't go wrong for the
price, i've had some hiccups but at a fraction of the cost of a dedicated
servers you can't argue it.

With my 3 core server I do run 3 servers on it, 32player, 24 player, and a
match/lobby server (24 player).  It can manage all of those servers when
you specify one per core.

On the other hand if you try to go with a cheap VPS provider
(ThrustVPS.com!) expect issues!
You do get what you pay for.  Then again.. if you are running idle servers
this works:P

Chris




On Wed, Feb 22, 2012 at 3:11 PM, Cameron Munroe
wrote:

> I have little to no issues on my VPS's. However, you have to buy smart and
> not buy for price. Their are many bad VPS providers. There are also a ton
> of good ones. A little more pricey but great service is linode.com.
>
>
>
> On 2012-02-22 11:22, dan wrote:
>
>> On 22/02/2012 18:45, Michael Johansen wrote:
>>
>>> VPS? Don't do it man, you're going to have SO much trouble with it.
>>> Unstable FPS, lagspikes (because the CPU is shared, and if some customer
>>> uses more CPU, it's gonna lag) and all sorts of other bullshit you don't
>>> want.
>>>
>>
>> To be fair it's 6 of 1 and half a dozen of the other.
>>
>> If you've got a dedicated server running nothing other than one
>> instance of a TF2 server, then you're incredibly fortunate and maybe
>> you won't have to share the cpu.
>>
>> Otherwise, usually, the machine your server is  on, whether it's a
>> VPS or not, will be shared in some way with other people.
>>
>> e.g If you google 'tf2 servers' and find one of these '39p a slot!'
>> folk you will get a TF2 server running on a machine that you share
>> with other customers of that vendor. If this works then why shouldn't
>> a VPS? OTOH, if it doesn't work, how are they getting away with it?
>>
>> That means you share the cpu and all the other resources on the
>> machine, pretty much whatever option you pick. If you've ever played
>> on Valve's fra servers at weekends when nigh on every instance is full
>> you'll see the same downside you are describing. The machines seem to
>> be struggling to run that many instances. Midweek, or late at night,
>> when most of the instances are empty, things are much better.
>>
>> FPS is pretty moot now with TF2. In fact that update made a big
>> difference to the CPU required ime.
>>
>> I still wouldn't advise anyone to use a VPS if they either can afford
>> not to and/or have a working option already and if they just want a
>> TF2 server (as opposed to having a linux box on the internet that you
>> can use for a number of things, including running TF2) But it's a
>> fallacy to claim it doesn't work because you're sharing things - most
>> of the cost-effective ways to run a TF2 server will share machine
>> resources.
>>
>> The type of virtualisation (openvz, Xen PV etc) in use is probably
>> key to your experience. My VPS uses Xen PV and other people using the
>> machine doesn't impact it in the way some virt options can. I think
>> there's a tendency for VPS purchasers to buy the cheapest option they
>> can find and then jump ship the moment another cheaper offer appears
>> (and then act peeved that it isn't like a dedicated server -  some of
>> the people that buy VPS are certifiable). I think many VPS vendors
>> basically cater to this solely price-focussed business model too.
>> Giving the whole thing a far worse name than it deserves.
>>
>> I've run minecraft, TF2 and L4D 2 on it, and it works. If anything
>> hlds works better because minecraft has ridiculous ram requirements.
>>
>> But, the price tiers VPS are sold on usually only specify ram, HD
>> space and bandwidth - and these aren't really the issue for Tf2. They
>> are quite trivial to get enough of (I don't think I've ever used 10%
>> of the bandwidth I get allocated per month). CPU is less obvious in
>> most VPS adverts. /proc/cpuinfo for my VPS suggests it has a 2.66ghz
>> quadcore, but digging deep in my providers website I found supposedly
>> the tier level I

Re: [hlds_linux] No Steam Logon - massive lag

2012-02-22 Thread Chris Oryschak
Cameron,
What type of hardware does ChicagoVPS.net use and what package are you
subscribed to.
I can't see 256mb being enough to run 2 servers @ $7/mo.




On Wed, Feb 22, 2012 at 10:14 AM, Cameron Munroe
wrote:

> Frank,
> You may want to think about getting VPS's instead. I found a bunch for $7
> a month and can run two 24 player server with little to no issues.
>
> Chicagovps.net is one.
>
>
> On 2/22/2012 5:48 AM, Frank wrote:
>
>> Checkyep I'm getting same thing, then compound it with last night's to
>> today's item server issue and my servers were damn near dead.  First you
>> take away in game trading overlay which is killing me for funds for the
>> servers which are not cheap so I may end up dropping some because of
>> it...I'd wait it out a few more days or so to see if its returned but no
>> answer if it is as everyone from Valve is just dead quiet. Then you add
>> last
>> night's downtime which seems to be going over till this morning along with
>> the crashing..many of which are just standing still not doing nothing but
>> talking/trading and BOOM there they go dropped with HL2 Crash or from the
>> server side "Client Timed out".
>>
>> My servers are highly effected right now by just about everything I just
>> listed...dying for the most part. I can see the item server getting
>> resolved
>> today and with any hope and prayer the in-game trade overlay comes back
>> with
>> it followed up by this evening something to fix the client crashing.
>>
>> Fingers crossed!
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Daniel G
>> Sent: Wednesday, February 22, 2012 12:24 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] No Steam Logon - massive lag
>>
>> Same here with a TF2 linux serevr,
>> Sometimes 90% of the clients will be dropped with a "Client timed out"
>> message
>>
>>
>>
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Re: [hlds_linux] No Steam Logon - massive lag

2012-02-21 Thread Chris Oryschak
I'm having a similar problem where the server would drop 90% of the
players.
Their hl2.exe crashes and the chat displays a client timeout message.

Is this similar to what you are experiencing Michael? Or are your clients
just getting disconnected?


Chris



On Tue, Feb 21, 2012 at 9:47 AM, Michael Johansen  wrote:

>
> It queries Steamcommunity.com, but nothing like MySQL queries.
>
> > Date: Tue, 21 Feb 2012 09:25:44 -0500
> > From: 1nsane...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] No Steam Logon - massive lag
> >
> > So clan group check does not do something like query steamcommunity.com?
> >
> > On Tue, Feb 21, 2012 at 2:01 AM, Michael Johansen 
> wrote:
> >
> > > None of them uses MySQL or hostnames.
> > >
> > > > From: laurenz.rupre...@zmx.at
> > > > To: hlds_linux@list.valvesoftware.com
> > > > Date: Mon, 20 Feb 2012 23:05:45 +0100
> > > > Subject: Re: [hlds_linux] No Steam Logon - massive lag
> > > >
> > > > Hello Michael,
> > > >
> > > >
> > > >
> > > > what is "BlackOut AdminConnect"? I cannot find a download of this
> plugin.
> > > >
> > > >
> > > >
> > > > "Clan group check" I need also please.
> > > >
> > > > Best regards,
> > > > Lawrence
> > > >
> > > >
> > > >
> > > > ___
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> archives,
> > > please visit:
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> > >
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Re: [hlds_linux] Full Steam Ahead

2012-02-18 Thread Chris
You are a client on a network.  I am thankful that people who have dated
ideas about the function of networks are not in position to make all of the
decisions.  Progress will be their demise.

On Sat, Feb 18, 2012 at 7:05 PM, dan  wrote:

> On 18/02/2012 22:54, Eli Witt wrote:
>
>> " (I'm definitely not donating when I'm playing a game for reasons that
>> should be obvious) "
>>
>> Steam already stops active downloads when you launch a game.
>>
>
> Not if you have more than one computer it doesn't.
>
> Steam is the wrong place to put traffic limiting / controlling
> functionality.
>
> --
> Dan.
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-10 Thread Chris Oryschak
Same problem here. I've had almost the a full server drop in player count
because of this.  TF2 ends up crashing (happened to me 2x yesterday
evening).

The console would say the user timed out.. probably from hl2.exe crashed.

Chris


On Fri, Feb 10, 2012 at 1:33 PM,  wrote:

> Unfortunately we've now seen an increase in server crashes and client
> crashes, haven't looked at logs yet but has anyone else been getting the
> same?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: 09 February 2012 22:32
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released
>
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Fixed the Heavy bots not spawning in the commentary maps
> - Updated ctf_doublecross:
>   - Added a respawnroom visualizer to the dropdown spawn exit to prevent
> griefing
> - Updated community and promotional items:
>   - Soda Popper: improved model and texture
>   - Winger: fixed first-person clip reloading
>   - Apparition's Aspect: updated mesh to reduce clipping with many hats
>   - Hero's Tail: added an additional style that more strongly responds to
> paint
>   - Bonk Boy: added an additional style that leaves the Scout headphones
> visible
> - Additional items are now paintable:
>   - Lord Cockswain's Novelty Mutton Chops and Pipe
>   - Planeswalker Goggles
>   - Pilotka
>   - Nanobalaclava
>   - Cold War Luchador
>   - Cremator's Conscience
>   - Dashin' Hashshashin
>   - Desert Marauder
> - Relaxed equip region restrictions for the Earbuds so that they can be
> equipped with anything
> - Lokalisierungsdateien aktualisiert
>
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Re: [hlds_linux] Unable to update Server

2012-01-23 Thread Chris Strand
Have you tried updating any other games? Have you been able to update in
the past on this CentOS install? I know CentOS default install has pretty
tight firewall settings but I have never tried installing source servers on
it.

I can't fault the command line arguments, but for the purposes of sorting
out this problem replace -verify_all with -retry or remove it entirely, as
you may know it takes long enough already when it does work (but obviously
not hours)!

Sorry for not providing *much* help, just trying to narrow down the
possible causes.

Chris

On 23 January 2012 22:05, Bruno Garcia  wrote:

> Hey everyone,
>
> I'm trying to update my srcds css server under linux on a centos linux.
> I ran the updater , but it gets stuck at 'Updating Installation'
>
> Here's my command line
>
> ./steam -command update -game "Counter-Strike Source" -dir . -verify_all
>
> I left it for hours and won't update.
>
> Anything I can do ? :)
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-17 Thread Chris Oryschak
Anyone ever have this problem when updating?



railbait@railbait:/ssd/srcds/railbait/orangebox/bin$ cd ~
railbait@railbait:~$ ./updrb1
Checking bootstrapper version ...
removing stale semaphore last operated on by process 1357 with name
0eBlobRegistryMutex_B9A56C46EFD2A4B81C4864C6EC5A2D53
Updating Installation
removing stale semaphore last operated on by process 1357 with name
0eBlobRegistryMutex_A9ACEA0C945FCE1D02C521240D07BE52
removing stale semaphore last operated on by process 1357 with name
0eBlobRegistrySignal_A9ACEA0C945FCE1D02C521240D07BE52
*** glibc detected *** /ssd/srcds/steam: double free or corruption (!prev):
0x09b3fab0 ***
=== Backtrace: =
/lib32/libc.so.6(+0x6c421)[0xf7674421]
/lib32/libc.so.6(+0x6dcb0)[0xf7675cb0]
/lib32/libc.so.6(cfree+0x6d)[0xf7678d5d]
/ssd/srcds/steam[0x807ece9]
/ssd/srcds/steam[0x8096a0c]
/ssd/srcds/steam[0x8098a6b]
/ssd/srcds/steam[0x814f9b1]
/ssd/srcds/steam[0x8137240]
/ssd/srcds/steam[0x813dbac]
/lib32/libc.so.6(__libc_start_main+0xe7)[0xf761ece7]
/ssd/srcds/steam[0x8059781]
=== Memory map: 
08048000-08279000 r-xp  08:11 687111
/ssd/srcds/steam
08279000-08289000 r-xp 0023 08:11 687111
/ssd/srcds/steam
08289000-0828e000 rwxp 0024 08:11 687111
/ssd/srcds/steam
0828e000-08298000 rwxp  00:00 0
09b33000-09bb9000 rwxp  00:00 0
 [heap]
f4a0-f4a21000 rwxp  00:00 0
f4a21000-f4b0 ---p  00:00 0
f4b74000-f4b8e000 r-xp  08:02 13952
 /usr/lib32/libgcc_s.so.1
f4b8e000-f4b8f000 r-xp 00019000 08:02 13952
 /usr/lib32/libgcc_s.so.1
f4b8f000-f4b9 rwxp 0001a000 08:02 13952
 /usr/lib32/libgcc_s.so.1
f4b9f000-f75a5000 rwxp  00:00 0
f75ca000-f75d4000 r-xp  08:02 130665
/lib32/libnss_files-2.12.1.so
f75d4000-f75d5000 r-xp 9000 08:02 130665
/lib32/libnss_files-2.12.1.so
f75d5000-f75d6000 rwxp a000 08:02 130665
/lib32/libnss_files-2.12.1.so
f75d6000-f75df000 r-xp  08:02 130623
/lib32/libnss_nis-2.12.1.so
f75df000-f75e r-xp 8000 08:02 130623
/lib32/libnss_nis-2.12.1.so
f75e-f75e1000 rwxp 9000 08:02 130623
/lib32/libnss_nis-2.12.1.so
f75e1000-f75f4000 r-xp  08:02 130659
/lib32/libnsl-2.12.1.so
f75f4000-f75f5000 r-xp 00012000 08:02 130659
/lib32/libnsl-2.12.1.so
f75f5000-f75f6000 rwxp 00013000 08:02 130659
/lib32/libnsl-2.12.1.so
f75f6000-f75f8000 rwxp  00:00 0
f7607000-f7608000 rwxp  00:00 0
f7608000-f775c000 r-xp  08:02 130306
/lib32/libc-2.12.1.so
f775c000-f775d000 ---p 00154000 08:02 130306
/lib32/libc-2.12.1.so
f775d000-f775f000 r-xp 00154000 08:02 130306
/lib32/libc-2.12.1.so
f775f000-f776 rwxp 00156000 08:02 130306
/lib32/libc-2.12.1.so
f776-f7763000 rwxp  00:00 0
f7763000-f776a000 r-xp  08:02 130298
/lib32/librt-2.12.1.so
f776a000-f776b000 r-xp 6000 08:02 130298
/lib32/librt-2.12.1.so
f776b000-f776c000 rwxp 7000 08:02 130298
/lib32/librt-2.12.1.so
f776c000-f779 r-xp  08:02 130548
/lib32/libm-2.12.1.so
f779-f7791000 r-xp 00023000 08:02 130548
/lib32/libm-2.12.1.so
f7791000-f7792000 rwxp 00024000 08:02 130548
/lib32/libm-2.12.1.so
f7792000-f7793000 rwxp  00:00 0
f7793000-f77a8000 r-xp  08:02 130524
/lib32/libpthread-2.12.1.so
f77a8000-f77a9000 r-xp 00014000 08:02 130524
/lib32/libpthread-2.12.1.so
f77a9000-f77aa000 rwxp 00015000 08:02 130524
/lib32/libpthread-2.12.1.so
f77aa000-f77ac000 rwxp  00:00 0
f77ac000-f77ae000 r-xp  08:02 130667
/lib32/libdl-2.12.1.so
f77ae000-f77af000 r-xp 1000 08:02 130667
/lib32/libdl-2.12.1.so
f77af000-f77b rwxp 2000 08:02 130667
/lib32/libdl-2.12.1.so
f77b6000-f77bc000 r-xp  08:02 130626
/lib32/libnss_compat-2.12.1.so
f77bc000-f77bd000 r-xp 6000 08:02 130626
/lib32/libnss_compat-2.12.1.so
f77bd000-f77be000 rwxp 7000 08:02 130626
/lib32/libnss_compat-2.12.1.so
f77be000-f77c1000 rwxp  00:00 0
f77c1000-f77c2000 r-xp  00:00 0
 [vdso]
f77c2000-f77de000 r-xp  08:02 130621
/lib32/ld-2.12.1.so
f77de000-f77df000 r-xp 0001b000 08:02 130621
/lib32/ld-2.12.1.so
f77df000-f77e rwxp 0001c000 08:02 130621
/lib32/ld-2.12.1.so
ff85c000-ff87d000 rwxp  00:00 0
 [stack]
./updrb1: line 1:  1399 Aborted /ssd/srcds/steam -command
update -game tf -dir /ssd/srcds/railbait -verify_all




On Tue, Jan 17, 2012 at 3:57 PM, ics  wrote:

> That steam.inf was updated properly.
>
> PatchVersion=1.1.9.4
> ProductName=tf
> appID=440
>
> Before it was 1.1.9.3
>
> -ics
>
> 17.1.2012 22:54, gamead...@127001.org kirjoitti:
>
>  I've love to know what you're doing wrong then, because everything's fine
>> here.
>>
>> Unless there's some really weird issue with certain update servers and it
>> just so happens all the ones at my side of the world are fine...
>>
>>  -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-
>>> boun...@list.valvesoftware.com**] On Behalf Of PharaohsPaw
>>> Sent: 17 January 2012 20:46
>>> To: H

Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30

2012-01-14 Thread Chris Strand
Prymal,

Damian is just following best practice. It is important to let potential
and current users of any piece of software know if there are serious and
glaring security vulnerabilities. Hopefully Eric will post a very visible
warning on his Github page and edit his post on AlliedModders to warn
others as soon as he reads Damian's comments. I don't know Eric but if he
posted his efforts for public use I assume he will be interested in taking
it further so will probably fix these problems when he can.

Chris

On 14 January 2012 21:16, Phil Tann  wrote:

> So we can expect your alternative option to be posted on allied mods when?
>
> PryMaL
> pry...@geekout.info
>
> *Sent from my Android*
> On Jan 15, 2012 7:19 AM, "Damian Bushong"  wrote:
>
> > I'm going to be brutally honest.
> > This code is not suitable for public use, at all.
> >
> >
> > First file I opened, first lines I read are a massive red flag.
> > see: https://github.com/Snelvuur/SSMS/blob/master/addserver.php lines
> > 15-23.
> > Data is being taken from the $_POST superglobal and inserted into
> serveral
> > variables
> > Scroll down to about line 74.  These previously referenced variables are
> > being inserted directly into a mysql_query unsanitized.
> >
> > see: https://github.com/Snelvuur/SSMS/blob/master/rcon.php#L47
> > Data directly from $_GET is being used directly in a query, once again
> > unsanitized.  Plus, there's zero authentication in place for the
> "rcon.php"
> > page itself, so virtually anyone can just waltz right in and start firing
> > off RCON commands to the server, no matter who it is.  Don't assume that
> > "nobody can see the site, it's safe" - google has a way of finding these
> > things, and script kiddies have their own way of following google in as
> > well.
> >
> > You have multiple SQL injections throughout the code, and I only opened
> > three files to look.  XSS looks prevalent throughout, CSRF is easily
> > possible, and at this rate I'm betting there's going to be a shell_exec()
> > or an eval() vuln as well somewhere.
> >
> > http://lmgtfy.com/?q=mysql+sanitize+inputs+php
> > ^ Start reading.
> >
> > To those who've installed this application, remove it *immediately*.
> >
> >
> > > Message: 4
> > > Date: Sat, 14 Jan 2012 12:38:02 +0100
> > > From: "Eric Riemers" 
> > > To: "'Half-Life dedicated Linux server mailing list'"
> > >
> > > Subject: [hlds_linux] new tool for management
> > > Message-ID: <004901ccd2b0$fa179bb0$ee46d310$@binkey.nl>
> > > Content-Type: text/plain;   charset="us-ascii"
> > >
> > > All,
> > >
> > > My contribution to management and automatic updates. I hope people find
> > it
> > > usefull.
> > > https://forums.alliedmods.net/showpost.php?p=1623326&postcount=1
> > >
> > > Erik
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-31 Thread Chris Boot
On 29 Dec 2011, at 14:21, Chris Boot wrote:

> On 29/12/2011 14:17, Peter Reinhold wrote:
>> On 29.12.2011 15:00, Chris Boot wrote:
>> 
>>> I know the settings have taken as I can verify them on the console,
>>> and the servers appear on the menu screen and are therefore associated
>>> with my steamgroup.
>> 
>> Just out of curiosity, have you done anything other than changing
>> server.cfg? (for instance, registering the server, not sure if you can
>> do that with L4D2s)
>> 
>> Our servers have worked like you ask for a long time, but the last 14
>> days or so, have not seen any traffic at all.
> 
> I'm not aware that you _can_ register L4D2 servers - not with Valve anyway. I 
> just started them up and within minutes started seeing players arriving, as I 
> would expect.
> 
> It's stopping them arriving now I don't want them that seems especially 
> troublesome...

Well I think I have now resolved this. Basically, I had to quit my servers for 
a few hours, and when they started back up I stopped getting non-group-members 
in them.

So, when changing sv_steamgroup_exclusive, shut down your servers for an hour 
or two before starting them back up.

HTH,
Chris

-- 
Chris Boot
bo...@bootc.net


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Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-29 Thread Chris Oryschak
Both maps "trade_post_a34" and I just tested "trade_plaza" which crashed
with the following message:

Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball)
L 12/28/2011 - 05:19:42: "james.graham37<831>"
disconnected (reason "Disconnect by user.")



That's two maps that it's occurring on. I'll continue to try a few more.

NOTE: My regular TF2 rotation servers are not crashing.. maybe its due to a
specific uptime on a map?




On Wed, Dec 28, 2011 at 6:11 AM, Eric Riemers  wrote:

> I've got the trade server with the pool + ball, it just crashed again too
> :)
> (trade_plaza)
> Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics)
> After that 100% cpu lockup.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen
> Viech
> Sent: woensdag 28 december 2011 4:08
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan,
> nan, nan) from vphysics
>
> I remember a trade map that had a pool with a ball laying around (as a
> prop_physics so you could push it around) - maybe insert this into the maps
> cfg file?
>
> sv_cheats 1
> ent_remove_all prop_physics
> ent_remove_all prop_physics_multiplayer
> sv_cheats 0
>
>
>
> 2011/12/28 Eli Witt :
> > Isn't  props_gameplay/ball001.mdl the ball that's spawned with the
> > scout misc slot item?
> >
> > That would make sense, valve giving scouts an item to crash servers with.
> >
> > On Tue, Dec 27, 2011 at 9:41 PM, Frank  wrote:
> >
> >> Custom trade server map - but I've had this happen on a payload map
> >> such as Goldrush.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
> >> Porter
> >> Sent: Tuesday, December 27, 2011 8:35 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles
> >> (nan, nan, nan) from vphysics
> >>
> >> It's helpful to know what map was generating these errors. Do you
> remember?
> >> ___
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> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
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> >>
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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-29 Thread Chris Boot

On 29/12/2011 14:17, Peter Reinhold wrote:

On 29.12.2011 15:00, Chris Boot wrote:


I know the settings have taken as I can verify them on the console,
and the servers appear on the menu screen and are therefore associated
with my steamgroup.


Just out of curiosity, have you done anything other than changing
server.cfg? (for instance, registering the server, not sure if you can
do that with L4D2s)

Our servers have worked like you ask for a long time, but the last 14
days or so, have not seen any traffic at all.


I'm not aware that you _can_ register L4D2 servers - not with Valve 
anyway. I just started them up and within minutes started seeing players 
arriving, as I would expect.


It's stopping them arriving now I don't want them that seems especially 
troublesome...


Chris

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[hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-29 Thread Chris Boot

Hi folks,

I remember posting about this ages ago but never really got a response. 
I've just set up some brand new L4D2 servers on a brand new server, and 
the issue came up again.


Basically, I started the servers up without an sv_steamgroup set and 
without sv_steamgroup_exclusive, and let them run public games for a few 
days in order to get things tested. Once I was happy that things were 
working, I set both an sv_steamgroup, sv_steamgroup_exclusive 1, and a 
custom sv_search_key. I put those settings in server.cfg and restarted 
the servers.


I know the settings have taken as I can verify them on the console, and 
the servers appear on the menu screen and are therefore associated with 
my steamgroup.


I did this several days ago and am still seeing the L4D2 matchmaking 
sending non-group-members to my servers on a regular basis, and the 
servers are staying full almost all the time.


What can I do to stop the general matchmaking traffic and make these 
servers truly group exclusive as they should be? I do _not_ want to set 
an sv_password.


HTH,
Chris

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[hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics

2011-12-23 Thread Chris Oryschak
I have two trade servers that are constantly locking up, this started
happening about 1.5 weeks ago.
Anyone else experiencing this? The two common lines i see are " Ignoring
bogus angles (nan,nan,nan) from vphysics! (entity
prop_physics_multiplayer) "


Below is a snip:

Server1:

*** ERROR *** Excessive sizelevel (1045) for element
*** ERROR *** Excessive sizelevel (1046) for element
*** ERROR *** Excessive sizelevel (1047) for element
*** ERROR *** Excessive sizelevel (1048) for element
*** ERROR *** Excessive sizelevel (1049) for element
*** ERROR *** Excessive sizelevel (1050) for element
*** ERROR *** Excessive sizelevel (1051) for element
*** ERROR *** Excessive sizelevel (1052) for element
*** ERROR *** Excessive sizelevel (1053) for element
*** ERROR *** Excessive sizelevel (1054) for element
*** ERROR *** Excessive sizelevel (1055) for element
<(*_*)>: ill stop
L 12/23/2011 - 18:53:28: "<(*_*)><118>" say "ill
stop"
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity
prop_physics_multiplayer)




Server2:

# 84 "Atomic Muffinz"STEAM_0:0:xxx   1:03:39   1670 active
xxx:27005
#126 "Neko Kaylee"   STEAM_0:1:  03:17  2140 active
:27005
#102 "[-ELE-] Bad Horse" STEAM_0:1:xx 33:51  1780 active
:45227
#119 "Go!"   STEAM_0:0:45690369  09:27  4042 active
x:27005
rcon from "75.147.253.135:42008": command "status"
rcon from "75.147.253.135:42008": command ""
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity
prop_physics_multiplayer)
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Re: [hlds_linux] Australian Christmas Update

2011-12-15 Thread Chris Boot
Hey, this is Valve we're talking about. The Christmas update will happen 
in the new year.


:-)

Chris

On 15/12/2011 10:17, Emil Larsson wrote:

Sometimes they give a rough estimate on when on the day when we can expect
the update. Usually just the hour before or so though. :)

On Thu, Dec 15, 2011 at 4:39 AM, John Marbury  wrote:


You must be new here.

On Wed, Dec 14, 2011 at 10:33 PM, E3pO  wrote:


http://www.teamfortress.com/australianchristmas2011/

ETA


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Re: [hlds_linux] Loosing connection to steam servers on and off.

2011-12-14 Thread Chris Boot

Hi,

Yep, the whole of Steam seems to have gone titsup. Way to go Valve! :-/

Don't get me wrong, I love Steam and I love Valve. Just these 'episodes' 
are far too frequent and far too prolonged for a system like this.


Chris

On 14/12/2011 20:32, E3pO wrote:

CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects
0.52   0.00   0.003885066.610379
show_server_reputation
show_server_reputation
The server reputation is already being requested.
Server reputation request failed with error 16 !
show_server_reputation
Server reputation request failed with error 16 !
show_server_reputation
Connection to Steam servers lost.
Server reputation request failed with error 3 !
status
hostname: xxx
version : 1.1.8.8/21 4769 secure
udp/ip  : 192.168.1.6:27016  (public ip: 184.17.237.86)
account : logged in
map : ctf_2fort at: 0 x, 0 y, 0 z
replay  :  not recording
players : 1 (25 max)

# userid nameuniqueidconnected ping loss state
  adr
#  2 "replay"BOT active
rcon from "65.18.168.31:49892": command "status"
rcon from "65.18.168.31:49892": command ""
"sv_visiblemaxplayers" = "-1"
  - Overrides the max players reported to prospective clients
rcon from "65.18.168.31:49892": command "sv_visiblemaxplayers"
Connection to Steam servers successful.
Public IP is 184.17.237.86.
VAC secure mode is activated.
Current item schema is up-to-date with version 93B3330A.
Received auth challenge; signing into gameserver account...
L 12/14/2011 - 15:28:40: Received auth challenge; signing into gameserver
account...
CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects
1.55   0.00   0.003890068.950379
*Connection to Steam servers lost.*
show_server_reputation
Server reputation request failed with error 3 !
Connection to Steam servers successful.
Public IP is 184.17.237.86.
VAC secure mode is activated.
Current item schema is up-to-date with version 93B3330A.
Received auth challenge; signing into gameserver account...
L 12/14/2011 - 15:31:09: Received auth challenge; signing into gameserver
account...
Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast
L 12/14/2011 - 15:31:15: Game server authentication: SUCCESS! Standing:
Good. Trend: Downward Fast
*Connection to Steam servers lost.*
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Re: [hlds_linux] Checking for third party DS updates?

2011-12-12 Thread Chris Strand
I would also love to see such an API. My system for managing updates at the
moment just seems like a big 'hack' to me. Being able to query version
numbers would allow for a much more elegant solution.

Chris

On 11 December 2011 21:29, Michael Tharp  wrote:

> On 12/10/2011 02:56 AM, Tony Paloma wrote:
>
>> It sounds like you're looking for a web API to get the current versions
>> of a given app's depots, but unfortunately no such API exists.
>>
>
> I would like to humbly request such an API, it would make polling for
> optional updates much easier for me and less traumatic on Steam resources.
> The UpToDateCheck call is already a big step forward, just this little bit
> more will help a great deal.
>
> Thanks,
> -- m. tharp
>
>
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-30 Thread Chris Brunelle
Folks. It's a closed beta at first. That means, no dedicated servers will
be available during the time of the closed beta.  If you didn't receive a
key yet, you'll have to wait until they open the beta up.

On Wed, Nov 30, 2011 at 4:34 PM, Collin Howard  wrote:

> Is there a way to sign up for beta?
>
>
>
> 
>  From: RTL-Servers | Lee 
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> Sent: Wednesday, November 30, 2011 3:58:02 PM
> Subject: Re: [hlds_linux] Global Offensive Dedicated
>
> Sod the servers, I'd settle for a beta key :-D
>
> On 30/11/2011 20:43, Juliano wrote:
> > would like to create a Brazilian(south america) server for the beta, if
> > interested, contact me!
> >
> > thanks
> >
> > Att.
> > Juliano
> >
> >
> > On Wed, Nov 30, 2011 at 5:21 PM, timur 'grammaton' celikkesen<
> > gramma...@gmail.com>  wrote:
> >
> >> thank you very much for the info
> >>
> >>
> >>
> >> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
> die
> >> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
> >> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
> dass
> >> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
> ist.
> >> Diese Nachricht dient dem Austausch von Informationen und entfaltet
> keine
> >> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
> >> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
> >>
> >> -Ursprüngliche Nachricht- From: Ido Magal
> >> Sent: Wednesday, November 30, 2011 8:00 PM
> >>
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Global Offensive Dedicated
> >>
> >> Not initially.
> >>
> >>
> >> -Original Message-
> >> From: hlds_linux-bounces@list.**valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>[mailto:
> >> hlds_linux-bounces@**list.valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>]
> >> On Behalf Of timur 'grammaton' celikkesen
> >> Sent: Wednesday, November 30, 2011 9:07 AM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Global Offensive Dedicated
> >>
> >> Hi there...
> >>
> >> trying it for a last time ... :-/
> >>
> >> It would be really really really nice from the Valve Guys if they could
> >> simply answer to this question:
> >>
> >>
> >> Dedicated (Community not Matchmaking) Servers during the  CS:GO Beta -
> Yes
> >> or No?
> >>
> >>
> >>
> >> Cheers
> >>
> >> grammaton
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >> __**_
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> >> please visit:
> >> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >>
> >> __**_
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> >> please visit:
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> http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >>
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> >>
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-19 Thread Chris Strand
Hey,

>
> so please let us stay on target:   dedicated servers for cs:go - yes or
no?
>

I spoke to Chet Faliszek at Eurogamer about this. There will not be
dedicated servers that the public can run in the beta. As some of you may
know Valve are intending to introduce some sort of match making system - I
was told this will run on their own servers and these will be the only
servers available for the beta. I asked how it would be possible to have
competitive matches in the beta if you don't own the server and hence can't
set the password - I didn't get a very clear response but I got the
impression it would not be possible.

Fortunately there *will *be dedicated servers for the full launch, however
these will not be able to take part in the match making system; that will
continue to run on Valve's servers only.

Bear in mind that this was already over a month ago I was told this, things
change, my memory may have failed, I may have misheard etc. But I thought I
should share.

Chris
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Re: [hlds_linux] Valve Security Breach

2011-11-10 Thread Chris Brunelle
Seriously, who the hell fills all that information in?

On Thu, Nov 10, 2011 at 6:26 PM, dmex  wrote:

> Don't worry, He'll be fine after his nappy gets changed  ;)
>
> I am a bit annoyed Gabe didn't mention all the unencrypted personal
> information stored on the same Steam database the hackers now have, It's
> more than enough to pull off really good social engineering/phishing
> attacks
> and maybe even some ID theft.
>
> At minimum your Steam account contains the following unencrypted personal
> details:
> First & Last name, Date of birth, Billing address, City, State, Zipcode,
> Country and telephone number.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Friday, 11 November 2011 8:59 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Valve Security Breach
>
> Never has a more irrational or reactionary mail been posted to this list.
>
> On Thu, Nov 10, 2011 at 7:52 PM, Dan  wrote:
> > On 10/11/2011 23:55, DontWannaName! wrote:
> >>
> >> If you haven't noticed, most credit card companies have very good
> >> fraud prevention now. What's the worst they can do? I mean it's bad,
> >> but really not the end of the world. You guys are just causing
> >> unneeded drama about an issue that they are handling internally.
> >
> > It's not the end of the world, no. That was May 21st. And again in
> October.
> >
> > The end of the world I can handle, I've lived through enough, but it
> > is the end of steam as a viable service I can trust.
> >
> > It wasn't that long ago Gabe was giving away his password with a kind
> > of "hack me if you can" bravado to advertise Steam Guard (and clearly
> > from myriad internet posts many think Steam is secure because of it)
> >
> > But it isn't.
> >
> > There's only one game dev / publisher that has a database that has my
> > name, address, CC info and anything of value attached to it.
> > That one is Steam.
> >
> > So, one by one, as other developers have been hacked, I've been
> > thinking "At least it's not steam, if they get that, I'm outta here"
> >
> > But I see nowhere to go forwards. Gabe's "we'll reopen the forums
> > asap" I find almost unbelievably trite as though he's hoping so long
> > as we can argue about how overpowered the heavy is/isn't next week
> > we'll carry on regardless as though nothing happened :/
> >
> > The way I see it, either Valve were incompetent (unlikely since I'm
> > sure Gabe said in interview they'd looked at their systems after the
> > other companies were hacked like Sony and so on) or you cannot secure
> > a system no matter how competent you are.
> >
> > Either way, I may as well just take cash to the store or find a
> > different hobby.
> > If I get mugged on the way there or back, at least I might get a
> > description of who did it.
> >
> > --
> > Dan
> >
> > ___
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Re: [hlds_linux] Mysterious server crash since latest TF2 update

2011-11-03 Thread Chris Oryschak
I don't know, the way i would interpret "plugins removed" is you cleared
out the following folder: /addons/sourcemod/plugins

Try renaming "addons" to "addons1" and try starting the server.  I bet you
it will work.  I had the exact same problem after the update with my
servers and i upgraded my sourcemod to the latest dev snapshot.  Which
fixed it.

On Thu, Nov 3, 2011 at 2:16 PM, ics  wrote:

> This is irrelevant, the server crashes without plugins. Which part of "so
> first i removed plugins completely with no effect" you did not read?
>
> -ics
>
> 3.11.2011 19:27, Octo kirjoitti:
>
>  Check addons/sourcemod/gamedata and see if the timestamp on the
>> sm-tf2.games.txt file is from this month.  If not, then the autoupdate
>> in sourcemod didn't complete for some reason.  Thats what my problem
>> was with the servers I had that were crashing.
>>
>> -octo
>>
>> On Thu, Nov 03, 2011 at 07:18:32PM +0200, ics wrote:
>>
>>> Since last nights TF2 update, i updated my servers and one of them
>>> refuses to start (crashes on bootup). Oddly enough, the other TF2 server
>>> on the same machine runs fine without any issues.The install is
>>> basically identical on both, only maps and plugins vary.
>>>
>>> So first i removed plugins completely with no effect. Then I tried
>>> removing ClientRegistry.blob from user/.steam folder, tried -verify_all
>>> option but no luck. Removed install record, did not help. Then i tried
>>> fresh install, only to find out that it didn't work either. I have no
>>> idea how to fix it.
>>>
>>> No dumps are uploaded (fails) so if Fletcher or someone else wants to
>>> dig in, i'd be happy to upload those somewhere. Fresh install warns
>>> about core difference so i removed core file from /orangebox folder but
>>> it still didn't help.
>>>
>>> Anyone else in the same boat?
>>>
>>> -ics
>>>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-23 Thread Chris Oryschak
My server is still randomly crashing mid-game.


rcon from "5:34377": command "hlx_sm_psay "1906" 1 "\TG/ Mortuis got 2
points (6,869) for Attached a Sapper""
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111023095327_1.dmp
success = yes
response:  CrashID=bp-724e2b47-e5ac-4c3f-aa96-33d612111023

PreMinidumpCallback: updating dump comment
Segmentation fault
Add "-debug" to the /home/railbait/srcds/server2/orangebox/srcds_run command
line to generate a debug.log to help with solving this problem
Sun Oct 23 09:53:27 EDT 2011: Server restart in 3 seconds
Updating server using Steam.


On Fri, Oct 21, 2011 at 9:42 PM, 1nsane <1nsane...@gmail.com> wrote:

> Indeed they are.
>
> On Fri, Oct 21, 2011 at 6:42 PM, Ross Bemrose 
> wrote:
>
> > Last year's Halloween event started October 27th, so that would be wrong.
> >
> > Speaking of which, are presents currently dropping on cp_manor_event?
> >
> >
> > On 10/21/2011 11:20 AM, Andrew DeMerse wrote:
> >
> >> I believe the holiday stuff is coded by date. So much like the birthday
> >> stuff, the Halloween stuff is just enabled when the 21st of October
> hits.
> >>
> >> On Fri, Oct 21, 2011 at 11:05 AM, Wave Admin **com
> >> >wrote:
> >>
> >>  No annoucement of the holiday switch flip that I can find anywhere, so
> >>> I going to hope too that it is the former. I want to believe they are
> >>> just getting ready...
> >>>
> >>> On Fri, Oct 21, 2011 at 10:00 AM, Sazpaimon
> >>>  wrote:
> >>>
>  Either someone jumped the gun and flipped on the holiday switch, or
>  Valve
>  simply isn't going to release new content this year.
> 
>  Really hoping its the former :(
> 
>  On 10/21/2011 1:10 AM, ics wrote:
> 
> > Well obviously someone did something odd because it's all halloween
> > GUI,
> > halloween taunts on.
> >
> > -ics
> >
> > 21.10.2011 7:59, Russell Smith kirjoitti:
> >
> >> Started getting the following error after tonights update(s):
> >>
> >> "MDLCache: Failed load of .VVD data for
> >> player/items/all_class/skull_**sodlier.mdl"
> >>
> >> On 10/20/2011 5:16 PM, Tony Paloma wrote:
> >>
> >>> Required updates for Team Fortress 2 are now available.  The
> specific
> >>> changes include:
> >>>
> >>> - Improvements to client stability related to loading mesh content
> >>> during gameplay
> >>> - Fixed an engine error that mentioned CL_CallPostDataUpdates
> >>> - Fixed "Not Usable in Crafting" text not appearing under certain
> >>> conditions on item tooltips in the trading UI
> >>>
> >>> Thanks,
> >>> Tony
> >>>
> >>> __**_
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> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
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> >>>
> >>
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> >>
> >
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> 
> 
> >>>
> >>>
> >>> --
> >>> Andrew (Wave Admin Wankers)
> >>> The Wave!
> >>> 24/7 CTF
> >>> 1/2 respawn times
> >>> http://thewaveserver.com
> >>>
> >>> __**_
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> >>> please visit:
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> >>>
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> http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
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Re: [hlds_linux] CSS: Crash with Mani Admin Plugins

2011-10-19 Thread Chris Brunelle
Old how? It's been updated to support engine changes and they've added
features to it.

The appeal is the basic and most popular features are included in one
plugin.  While you have greater control with Sourcemod, you need to hunt for
plugins and update each plugin separately.

Mani has it's place.

P.S. For the record, I use Sourcemod as well.

On Wed, Oct 19, 2011 at 12:31 PM, doc  wrote:

> I'm still amazed Mani gets used in the numbers it is used in - it's so
> old now all I see are people asking how to get it to work.
>
> >> > *Saul Rennison*
> >> >
> >> >
> >> > On 19 October 2011 15:55, Saul Rennison 
> wrote:
> >> >
> >> > > Why would you possibly want to use Mani Admin Plugin? SourceMod is
> far
> >> > > superior.
> >> > >
> >> > >
> >> > > Kind regards,
> >> > > *Saul Rennison*
> >> > >
> >> > >
> >> > >
> >> > > On 19 October 2011 15:48, Hugo R.  wrote:
> >> > >
> >> > >>
> >> > >> Hi everyone,
> >> > >> I'm currently creating a Source server, and it run perfectly.
> >> > >> But, when I install a plugin (Mani Admin Plugin), when we have to
> select
> >> > >> class, the server crash instantly.
> >> > >> Anyone got an idea to how to fix it ?CSS content ver 118, no other
> >> > addons
> >> > >> / plugins.
> >> > >>
> >> > >>
> >> > >> ---
> >> > >> Hugo
> >> > >>
> >> > >> ___
> >> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > >> please visit:
> >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >>
> >> > >
> >> > >
> >> > ___
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> >> > please visit:
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> >> >
> >>
> >>
> >>
> >> --
> >> Sent from my Commodore64
> >> ___
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> please visit:
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Re: [hlds_linux] CSS: Crash with Mani Admin Plugins

2011-10-19 Thread Chris Brunelle
What does that have to do with anything?

They still provide an updated gametypes.txt when a new update comes out.

On Wed, Oct 19, 2011 at 8:59 AM, Saul Rennison wrote:

> Also looking at their source code SVN, it hasn't been updated since July.
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 19 October 2011 15:55, Saul Rennison  wrote:
>
> > Why would you possibly want to use Mani Admin Plugin? SourceMod is far
> > superior.
> >
> >
> > Kind regards,
> > *Saul Rennison*
> >
> >
> >
> > On 19 October 2011 15:48, Hugo R.  wrote:
> >
> >>
> >> Hi everyone,
> >> I'm currently creating a Source server, and it run perfectly.
> >> But, when I install a plugin (Mani Admin Plugin), when we have to select
> >> class, the server crash instantly.
> >> Anyone got an idea to how to fix it ?CSS content ver 118, no other
> addons
> >> / plugins.
> >>
> >>
> >> ---
> >> Hugo
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> >
> ___
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Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.

2011-10-18 Thread Chris Brunelle
...wIth a very small player base.


On Tue, Oct 18, 2011 at 8:39 PM, Jesse Porter  wrote:

> Isn't garrysmod, you know, someone else's software?
>
> On Tue, Oct 18, 2011 at 8:36 PM, Violent Crimes <
> violentcri...@convictgaming.com> wrote:
>
> > So why did you not to this for Garrysmod?
> >
> >
> >
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Re: [hlds_linux] Latest release = instant crash on jointeam

2011-10-18 Thread Chris Oryschak
Same problem here.


On Tue, Oct 18, 2011 at 8:55 PM, Damian Bushong  wrote:

> Here's the console output, after joining the server, joining a team, and
> choosing a class.  As soon as setup hits, the server crashes.
> $ uname -a
> Linux solas 3.0.0-12-generic #20-Ubuntu SMP Fri Oct 7 14:50:42 UTC 2011
> i686
> i686 i386 GNU/Linux
>
> console output as follows:
> 
>
> Bad pstudiohdr in GetSequenceLinearMotion()!
> 495/ - tf_wearable:  UTIL_SetModel:  not precached:
> models/player/items/all_class/dex_glasses_engineer.mdl
> 495/ - tf_wearable:  UTIL_SetModel:  not precached:
> models/player/items/all_class/dex_glasses_engineer.mdl
>
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20111018194502_1.dmp
> success = yes
> response:  CrashID=bp-1886e083-075e-46d9-ba84-65bec2111018
>
> BFD: Warning: /srv/game/tf2/gameserver/orangebox/core is truncated:
> expected
> core file size >= 525611008, found: 2633728.
>
> warning: exec file is newer than core file.
> Failed to read a valid object file image from memory.
> Cannot access memory at address 0xd1baf0
> debug.cmds:5: Error in sourced command file:
> No function contains program counter for selected frame.
> email debug.log to li...@valvesoftware.com
>
> 
> debug.log as follows:
> 
>
> --
> CRASH: Tue Oct 18 19:50:19 CDT 2011
> Start Line: ./srcds_linux -game tf -autoupdate -tickrate 66 +map
> cp_gravelpit +maxplayers 24 +ip * -threads 3 -pidfile
> /srv/game/srcds.pid +rcon_password  -$
> [New LWP 16770]
> [New LWP 16776]
> [New LWP 16775]
> [New LWP 16786]
> [New LWP 17642]
> [New LWP 27756]
> [New LWP 16772]
> [New LWP 16771]
> [New LWP 16774]
> [New LWP 16773]
> Core was generated by `./srcds_linux -game tf -autoupdate -tickrate 66 +map
> cp_gravelpit +maxplayers 2'.
> Program terminated with signal 11, Segmentation fault.
> #0  0x00932d99 in ?? ()
> #0  0x00932d99 in ?? ()
> No symbol table info available.
> eax0x1  1
> ecx0x5  5
> edx0xd1dc30 13753392
> ebx0x6c4008 7094280
> esp0xd1baf0 0xd1baf0
> ebp0xd1db68 0xd1db68
> esi0xd1de81 13753985
> edi0x98ce0e 10014222
> eip0x932d99 0x932d99
> eflags 0x10206  [ PF IF RF ]
> cs 0x73 115
> ss 0x7b 123
> ds 0x7b 123
> es 0x7b 123
> fs 0x0  0
> gs 0x33 51
> No shared libraries loaded at this time.
> End of Source crash report
> --
>
>
> Care to try again?
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