[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] 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 ch...@oryschak.com 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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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 louloubi...@gmail.com 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 er...@valvesoftware.com:

  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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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 mc...@doctormckay.com 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
 fletch...@valvesoftware.comwrote:

  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 ilya.dem.la...@gmail.com
  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 bottige...@gmail.com:
  
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
 ilya.dem.la...@gmail.com
 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. nextra...@gmail.com:
 
   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.
   nextra...@gmail.com
 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
fletch...@valvesoftware.comwrote:
   
Is anybody having problems with dropped connections trying
to
   use
 the
same token on multiple instances?  It could exhibit that
behavior.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Rudy
 Bleeker
Sent: Friday, February 07, 2014 3:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] you did well
   
I can confirm this as 

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
fletch...@valvesoftware.comwrote:

 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] 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 i...@ics-base.net 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] 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 ad...@gamerscrib.net 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] 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 needa...@ntlworld.com 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

2014-01-23 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 mc...@doctormckay.com 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] 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 pctool...@gmail.com 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 gumby_li...@mooh.org
 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 mc...@doctormckay.com
  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] 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 needa...@ntlworld.com 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
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 i...@ics-base.net 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 a low ping running a particular map, pretty
 much
 regardless of what game they are running too.

 Unless you have a game that gives you some kind of persistent presence on
 a server,
 like minecraft, and presumably newer games like Rust, there's no great
 reason to fret about going back.
 So in some ways you picked the wrong game if you want people to care
 about revisiting your server.

 There's no state left behind after someone leaves a TF2 server - and the
 communities that have attempted to add this via things like 'credits' and
 stats and
 ideas like this are not very imaginative.



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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 i...@ics-base.net 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 ch...@oryschak.com 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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[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] 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 rblee...@gmail.com 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 wea...@weaselslair.com
 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 ch...@oryschak.com
 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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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
   - NovaesThnGr8 serverbrowser_history
   - sic   serverbrowser_history
   - sleepyserverbrowser_internet
   - Friz  serverbrowser_history
   - HeSnakeHeroofEternisen
   - YYZ   serverbrowser_history
   - Sombreserverbrowser_history
   - Ash 2.0   serverbrowser_internet
   - [WCE] Monty   serverbrowser_favorites
   - shadowlerks   serverbrowser_history
   - Pinhead{EMC}  serverbrowser_favorites
   - Skorchy   serverbrowser_internet
   - BUMSPAM   serverbrowser_history
   - =(eGO)=Tango v1.0 serverbrowser_history
   - Hernii55338   serverbrowser_favorites
   - Spaceman  serverbrowser_favorites
   - supp0rt
   - Aminal Parade serverbrowser_history
   - Jizz_Syrupserverbrowser_history
   - DRAK?serverbrowser_favorites
   - Peppermiz serverbrowser_favorites
   - Jake  steam
   - fan951126 serverbrowser_history
   - Pwel  serverbrowser_internet
   - Princess Juggsserverbrowser_favorites
   - SGTBrutus serverbrowser_favorites
   - Paco Ernesto  serverbrowser_history
   - Machiavellian Spork   serverbrowser_favorites
   - Kbeezey   serverbrowser_history


On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net 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 i...@ics-base.net 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 pettit.t...@gmail.com
 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 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: 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! ad...@topnotchclan.com
 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

 fletch...@valvesoftware.com

  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 

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+helltowersearchipp=50sort=c_numplayersorder=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 e...@evcz.tk wrote:

 This explains everything :D


 On Thu, Oct 31, 2013 at 6:30 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

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


 I'm not seeing any bad ratings on mine, but quickplay traffic
 just vanished.


 - Original Message - From: Lambda
 lambdace...@gmail.com
 To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.
   **
 valvesoftware.com
 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
 re.com
   
 Sent: Thursday, October 31, 2013 11:29 AM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
   update?



  Same here, i checked the quickplay status and it went from
 Good
 to
Bad
 out of a sudden, funny thing is that the client command to list
 the identities and the status says that they're all good but
 upon server launch it says that its Bad


 2013/10/31 Calvin Judy evo...@gmail.com

  http://i.imgur.com/bejbG1m.png

 There has been a significant drop in quickplay traffic on our
 servers
as
 well.


 - Original Message - From: Todd 

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 

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 psycho...@alliedmods.net
 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: 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

[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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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 riem...@binkey.nl wrote:

 you dont have hltv turned on by chance?


 2013/7/9 Chris Oryschak ch...@oryschak.com

  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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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 ch...@oryschak.com 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 riem...@binkey.nlwrote:

 you dont have hltv turned on by chance?


 2013/7/9 Chris Oryschak ch...@oryschak.com

  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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  please visit:
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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 jeffsu...@gmail.com 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 ch...@oryschak.com 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 riem...@binkey.nl
  wrote:
 
   you dont have hltv turned on by chance?
  
  
   2013/7/9 Chris Oryschak ch...@oryschak.com
  
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 kyle.l...@gmail.com 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 anakin...@gmail.com wrote:

  Still no sv_pure fix.
 
 
  2013/6/20 Eric Smith er...@valvesoftware.com
 
   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
  
  
  
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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 abdulk...@live.co.uk
wrote:

 Is anybody running the E3 CPU range without any problems?
 I've removed /addons/ and the CPU is still high (90%+), and jumps a lot.
 Tried disabling replay too.

  Subject: Re: [hlds_linux] SteamPipe CPU Increase?
  From: abdulk...@live.co.uk
  Date: Thu, 2 May 2013 01:47:55 +0100
  To: hlds_linux@list.valvesoftware.com
 
  Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd,
 in comparison with 60-70% on hlds.
 
  No error spam on console.log.
 
  Sent from my iPhone
 
  On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com
 wrote:
 
   El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
   I'm not sure If I'm the only one with this problem; has anyone
 noticed CPU increases in running a server on SteamPipe, in comparison to
 HLDS (populated server).
   ___
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   Yes, I'm having this problem too. A server with 11 players went from
 1-3% to 7% on Intel E3-1240 v2.
  
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-02 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
abdulk...@live.co.ukwrote:

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

  CC: hlds_linux@list.valvesoftware.com
  From: ad...@topnotchclan.com
  Date: Thu, 2 May 2013 17:48:20 -0700
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 
  I'm on Windows and only seeing 25 percent with 137 players on TF2. But
 I'm running powerful quads. Not dual.
 
  Sent from my iPhone 5
 
  On May 2, 2013, at 5:43 PM, Chris Oryschak ch...@oryschak.com wrote:
 
   I too have notice a significant increase in CPU usage. Can more people
   confirm?
   On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
   wrote:
  
   Is anybody running the E3 CPU range without any problems?
   I've removed /addons/ and the CPU is still high (90%+), and jumps a
 lot.
   Tried disabling replay too.
  
   Subject: Re: [hlds_linux] SteamPipe CPU Increase?
   From: abdulk...@live.co.uk
   Date: Thu, 2 May 2013 01:47:55 +0100
   To: hlds_linux@list.valvesoftware.com
  
   Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD
 hd,
   in comparison with 60-70% on hlds.
  
   No error spam on console.log.
  
   Sent from my iPhone
  
   On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com
   wrote:
  
   El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
   I'm not sure If I'm the only one with this problem; has anyone
   noticed CPU increases in running a server on SteamPipe, in comparison
 to
   HLDS (populated server).
   ___
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   archives, please visit:
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   Yes, I'm having this problem too. A server with 11 players went from
   1-3% to 7% on Intel E3-1240 v2.
  
   ___
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 archives,
   please visit:
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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 rblee...@gmail.com 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/username/.steam/sdk32/steamclient.so
 with error:
 /home/username/.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] 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
fletch...@valvesoftware.comwrote:

 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..
 
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 --


 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com
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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 ve...@tinylittlerobots.uswrote:

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


 On 18.04.2013 15:30, Nikooo777 wrote:

 That's just a waste of space. Use one base installation and when
 needed update it. Your game won't crash. If you have multiple
 gameservers then symlink the binaries etc and for each installation
 install mm and sm.


 Sent from Samsung Mobile

  Original message 
 From: Bjorn Wielens uniac...@yahoo.ca
 Date:
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Symlinked Server Setup

 What I plan to do is keep two copies of the full srcds install.

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




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


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

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

 On 4/18/2013 4:34 AM, Bjorn Wielens wrote:

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

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

 Cheers!



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


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

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

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

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


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

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

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


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


 Am 18.04.2013 08:54, schrieb Erik-jan Riemers:

 This is my script what i have so far, i want to improve more on it when

 i

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

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

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 scipi...@aol.com wrote:

 So is this migration gonna be difficult? Or automated?


 Sent from my Verizon Wireless 4G LTE DROID

 Fletcher Dunn fletch...@valvesoftware.com 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 feuga...@ceidwarfare.net
 
  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
  fletch...@valvesoftware.comwrote:
 
   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 fletch...@valvesoftware.com
  
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.
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  --
  Dimitrios Zarras (feugatos)
  CEID Warfare | CS:GO, TF2 | ceidwarfare.net
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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 i...@ics-base.net 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.comhlds_linux-boun...@list.valvesoftware.com[
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 on behalf of Harsh Baid [harshbai...@gmail.com]
 Sent: 13 March 2013 13:22
 To: hlds_linux@list.valvesoftware.**comhlds_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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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 kyle.l...@gmail.com 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 er...@valvesoftware.com
 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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[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] 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 i...@ics-base.net 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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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 i...@ics-base.net 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] 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 i...@ics-base.net 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 i...@ics-base.net 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] 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 kyle.l...@gmail.com 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 ch...@oryschak.com
 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 voidedwea...@gmail.com
  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 velt...@gmail.com 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 asher...@gmail.com
   
 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 rblee...@gmail.com
wrote:
  Have you tried setting ip this_servers_ip_address 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 i...@ics-base.net 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

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 voidedwea...@gmail.comwrote:

 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 velt...@gmail.com 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 asher...@gmail.com
 
   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 rblee...@gmail.com
  wrote:
Have you tried setting ip this_servers_ip_address 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 i...@ics-base.net 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

[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] 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 i...@ics-base.net 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.htmlhttp://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
cmun...@cameronmunroe.comwrote:

 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=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 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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[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

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 reacherg...@gmail.com 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 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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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  signal handler called
#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 needa...@ntlworld.com 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
 
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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 sazpai...@x-cult.org 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.

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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
fletch...@valvesoftware.comwrote:

 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=142.54.178.234format=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 je...@opendreams.net
 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=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
  Assigned IP of the occasionally-errant TF2 server:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
  Everything else on this host:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
  etServersAtAddress/v0001?addr=66.113.99.100format=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 http://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 http://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

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=142.54.178.234format=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 je...@opendreams.net 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=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=66.113.99.98format=xml

 Assigned IP of the occasionally-errant TF2 server:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?**
 addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=66.113.99.99format=xml

 Everything else on this host:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?**
 addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=66.113.99.100format=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 http://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 http://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 anakin...@gmail.com 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 ulbl...@gmx.de

  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 kyle.l...@gmail.com
 wrote:

   Any chance at DNS resolving support?http://api.**

 steampowered.com/ISteamApps/GetServersAtAddress/v0001?**http://steampowered.com/ISteamApps/**GetServersAtAddress/v0001?**
 addr=4.2.2.1format=jsonhttp:**//api.steampowered.com/**ISteamApps/*
 *GetServersAtAddress/v0001?**addr=4.2.2.1format=jsonhttp://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=4.2.2.1format=json
 



 Thanks,
 Kyle.

 On Thu, Aug 9, 2012 at 1:03 PM, Jesse Molina je...@opendreams.net
 wrote:

  

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
fletch...@valvesoftware.comwrote:

 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=142.54.178.234format=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 je...@opendreams.net
 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=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
  Assigned IP of the occasionally-errant TF2 server:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
  Everything else on this host:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
  etServersAtAddress/v0001?addr=66.113.99.100format=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 http://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 http://81.169.139.249:57477 (ESTABLISHED)
  srcds_lin 12453 hlds   30u  IPv4 519838391  0t0  UDP
  66.113.99.99:26006

[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 c4rn...@blueyonder.co.uk 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.comhlds_annou...@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.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@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.comhlds_annou...@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
 fletch...@valvesoftware.com**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.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Claudio
 Beretta
 Sent: Thursday, August 02, 2012 5:15 PM
 To: Eric Smith
 Cc: 
 hlds_announce@list.**valvesoftware.comhlds_annou...@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 nephy...@doublezen.netwrote:

 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] 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] 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=440version=0.0.0.0format=xml


2012/2/23 Eric Smith er...@valvesoftware.com

 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] 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 drga...@gmail.com wrote:

 Mine is updating?

 Or it's stuck on Updating Game Files so that's something, right?

 2012/2/23 Chris Oryschak ch...@oryschak.com

  Push the button! still says 1.1.9.9 :
 
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440version=0.0.0.0format=xml
 
 
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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
cmun...@cameronmunroe.comwrote:

 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.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@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

2012-02-22 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
cmun...@cameronmunroe.comwrote:

 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 get gives me equiv of 1.2ghz. Probably not enough.
 Trouble is to raise that I'd end up with silly amounts of ram and HD
 space I wouldn't use (and a much bigger bill)

 So yeah, it's not perfect. But if you've got a VPS then running TF2
 on it does work and it's definitely a fallacy to say the cpu is
 shared, given that this is most likely going to be the case whatever
 other alternatives you have - at least similarly priced ones. We can't
 all afford one dedicated server per tf2 instance can we?


 --
 -- Cameron Munroe

 http://www.cameronmunroe.com/
 http://www.munroenet.com/


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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 michs...@live.no 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 michs...@live.no
 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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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, st...@simiancage.org 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] 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 i...@ics-base.net 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.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-
 boun...@list.valvesoftware.com**] On Behalf Of PharaohsPaw
 Sent: 17 January 

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.graham37831STEAM_0:0:47538125Blue
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 riem...@binkey.nl 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 eliw...@gmail.com:
  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 ad...@gamerscrib.net 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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[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: (*_*)118STEAM_0:0:42225451Red say ill
stop
Ignoring bogus angles (nan,nan,nan) from vphysics! (entity
prop_physics_multiplayer)




Server2:

# 84 Atomic MuffinzSTEAM_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] 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 i...@ics-base.net 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 rbemr...@vgmusic.com
 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 Adminthewave@thewaveserver.
 **comthew...@thewaveserver.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, Sazpaimonsazpai...@x-cult.org**
   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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  --
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  The Wave!
  24/7 CTF
  1/2 respawn times
  http://thewaveserver.com
 
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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 ad...@codebite.net 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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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Chris Oryschak
This is exciting!!
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)


On Thu, Oct 13, 2011 at 5:06 PM, Administrator ad...@techmusings.co.ukwrote:

 yep

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
 Sent: 13 October 2011 22:03
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 anyone else seeing something like this when typing quit in the server
 console ?


 L 10/13/2011 - 15:42:48: server_message: quit
 ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
 956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
 sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49:
 server_message: restart
 PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
 from steamclient Calling BreakpadMiniDumpSystemInit Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013154249_1.dmp
 Segmentation fault (core dumped)
 BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
 expected core file size = 307335168, found: 1028096.
 Cannot access memory at address 0xf77888f0 Cannot access memory at address
 0xef706d20
 /home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced
 command file:
 Cannot access memory at address 0xf77888f0 email debug.log to
 li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10
 seconds Updating server using Steam.


 On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:

  This will break basically everything!
 
  Oh-my-god a sleepless night is waiting all of us? :(
 
  Il 13/10/2011 22:41, Jason Ruymen ha scritto:
   Because of this, dedicated server files for Counter-Strike: Source
   will
  now be under a 'css' folder.
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[hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Chris Oryschak
My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;

udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666);
rcon from x: command hlx_sm_psay 2054 1 -RB- Voodoo Moose got
2 points (78,931) for Built a teleporter
*67.255.13.16:43636:corrupted packet 179305 at 179304*
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Chris Oryschak
I have my servers set to each run on their own core and the 100% cpu lockup
doesnt affect any other servers on the same box.



On Thu, Aug 25, 2011 at 3:19 PM, Marcel hlds_li...@vermasslt.de wrote:

 On 25.08.2011 19:31, Rikard Bremark wrote:

 we have actually noticed a increas of cpu-usage on our linux servers! it
 was around
 10-25% for one full 18 slot server before and now they spike to over
 50-80%
 HalfLife Gold that is.



 I've also noticed an increase of cpu usage for idle servers. I think this
 happened long time ago but I just checked the cacti stats and saw a massive
 cpu usage without any players on a box with about 20 srcds servers.


 - Marcel


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Re: [hlds_linux] stutter issue

2011-08-08 Thread Chris Oryschak
You hit the nail on the head with your 'Additional blasphemous opinion sure
to cause butthurt and sniveling'. 
I too am a witness of the exact same thing weekly by the same people you
mentioned.
It made me chuckle knowing I'm not the only one that has to deal with the
same people.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Monday, August 08, 2011 10:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] stutter issue


With respect:

I do not believe that the statement below regarding the updates/packets per
second is accurate.  The defaults for TF2 are not 66 packets per second.

The netgraph shows that your client is expecting about 20 packets per second
in, and it's getting 17.1 -- this is normal.  It also says that you are
supposed to be sending 30 packets per second, and you are sending 30.8 --
this is normal.

The netgraph picture looks pretty normal/healthy to me.  Those strange
spikes are spikes of activity/events, which is normal and healthy.  You will
see those during certain events, like players dying, spawning, things
exploding etc.  The upper graph area shows activity and the basic size of
the event data that you are getting.  The most common bad 
thing you might see in the upper graph area is gaps, which would be
reflected by choke or loss in the upper of the two lower green lines. 
The more activity and data received by your client, the larger the upper
graph area will be.  Your graph seems to indicate that there wasn't much
going on in the local area.

If you had a duplex problem you would be seeing loss towards either the
client or server.  It would probably be noticeable.  It's not a bad idea to
check though.

I've never had the problem myself, but I've read about others having a
similar issue since the RDTSC_FREQUENCY test was introduced.  Try what Ross
said.



Additional blasphemous opinion sure to cause butthurt and sniveling:

If you are not a network engineer, don't blame the network.  Us network
engineers call this Waaa the network because people (sysadmins, managers,
webmasters, DBAs) come to our desks at least once a week going
WAAA!!! THe network is broke!!!.  95% of the time, they end up
proving that they don't even know how to do their own job, nevermind how to
do mine.

People usually just blame the network because it's something they don't
understand, thus feel like they have no control over it.

=)



Ronny Schedel wrote:
 The server sends you 17 updates per second, it should send you 66.67.
 Check with ethtool if the network interface is running in full duplex 
 mode. Hetzner isn't the best for gameserver hosting and they don't 
 want to be...



 -Ursprüngliche Nachricht- From: Eric Riemers
 Sent: Monday, August 08, 2011 8:40 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: [hlds_linux] stutter issue

 So we have a issue:

 http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531
 84FA3A

 C9A2ADCCA6EF6F133/
 As you can see the trails from the nades are dotted. This normally 
 should be one straight line, everything is in slowmotion a bit.

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

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

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

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

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

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

 Eric (lethal-zone.eu)


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--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608

Re: [hlds_linux] Still crashing

2011-08-02 Thread Chris Oryschak
Same here, and mine locked up at map change. It was hung like this in my
screen session:

L 08/02/2011 - 16:44:01: r_AirboatViewDampenDamp = 1.0
L 08/02/2011 - 16:44:01: r_AirboatViewZHeight = 0.0
L 08/02/2011 - 16:44:01: mp_fadetoblack = 0
L 08/02/2011 - 16:44:01: tf_server_identity_disable_quickplay = 0
L 08/02/2011 - 16:44:01: sv_cheats = 0
L 08/02/2011 - 16:44:01: sv_pausable = 0
L 08/02/2011 - 16:44:01: sv_contact = ad...@railbait.net
L 08/02/2011 - 16:44:01: sv_voiceenable = 1
L 08/02/2011 - 16:44:01: tv_enable = 0
L 08/02/2011 - 16:44:01: deathmatch = 1
L 08/02/2011 - 16:44:01: coop = 0
L 08/02/2011 - 16:44:01: tv_password = 
L 08/02/2011 - 16:44:01: tv_relaypassword = 
L 08/02/2011 - 16:44:01: sv_password = 
L 08/02/2011 - 16:44:01: server cvars end
L 08/02/2011 - 16:44:04: Started map cp_gorge (CRC -478562073)
L 08/02/2011 - 16:44:04:  Mapchange to cp_gorge 
L 08/02/2011 - 16:44:04: Error log file session closed.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, August 02, 2011 4:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Still crashing

Tonight update hasn't fixed all crashes on Linux.

We're still experiencing crashes on our servers, spread out over different
machines.

Saint K.
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Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Chris Oryschak
Maybe less people are using the matchmaking system since they've been
playing TF2 for a few weeks and using their favorites instead of quick play?
I've always found matchmaking to be flaky, sometimes it works instantly to
populate a server, other times it just won't bring anyone to the server,
even if it's half populated.

Chris


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Sunday, July 10, 2011 10:43 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

I have one server registered with the matchmaking service, and it has been
pretty full.  Until yesterday, that is.  Ever since yesterday, instead of
being full all day, it sat empty.  This persists through server restarts.

The matchmaking system is working right now?

On 7/10/2011 7:22 AM, Anthony Stoyanov wrote:
 Hey,

 Since I'm new to the whole tf2 server hosting (hosted only 1.6 
 servers), is it normal servers to stay empty?
 I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with 
 standard valve maps and one with dustbowl 24/7 and the other with 
 goldrush/badwater 24/7.

 I started hosting them about a week before the free-2-play stuff came 
 out. After that they were full almost all day for a couple a days, and 
 currently only one manages to get full.

 I was just wondering if that was normal, since ping's fine, no lag, 
 fps is ... meh... stable. I've also registered them in the matchmaking 
 system.

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Re: [hlds_linux] Player lag since the uber update?

2011-07-03 Thread Chris Oryschak
Are you running a 32 man server?
If you have 'net_graph 4' enabled do you see a gap in the graph?

Chris

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: Sunday, July 03, 2011 10:44 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Player lag since the uber update?

They're probably speaking about the intermittent freezes as a result of
having replays enabled, I know for a fact that enabling replays on my server
causes a second or so instance where the server just hiccups and stops.

Everyone notices it at the same time, we've been playing while on Mumble and
everyone speaks up about it at the same time, turning off replays fixes the
issue entirely.

On Sun, Jul 3, 2011 at 9:58 AM, Drogen Viech
drogenvi...@googlemail.comwrote:

 It's probably those players who believe in high fps = less lag 
 bullshit - is their ping high in the scoreboard? What kind of lag do 
 they get? How much fps do they have ect.

 2011/7/3 Eric Riemers riem...@binkey.nl:
  Seen it here too, but can't pinpoint it.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff
 Sugar
  Sent: zondag 3 juli 2011 11:19
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Player lag since the uber update?
 
  I've been having lots of reports of lag from various players since 
  the
 uber
  update, from people who had none previously. I've had them run
 traceroutes
  and various tools like WinMTR during play and haven't found anything 
  that leads me to believe it's on our end, nor is the CPU/memory 
  usage out of bounds.
 
  Except for the TF2 update, nothing has changed on our end. I was 
  curious
 if
  other admins have been having the same issues, or if it really is
 something
  on our end that I need to investigate further?
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Chris Oryschak
I've ran a server on Linode for a while till I had to upgrade due to their
bandwidth being rather expensive.
You can ask support to migrate you to a faster machine, I found their 2.5ghz
linodes (I'm pretty sure that's the fastest machines they had, at least in
their NY locations) can almost handle 32 players (Usually reaching 28+ I
noticed issues). 
Depending on map it can run smooth but if it's on hoodoo expect your FPS to
drop drastically and to experience slight lag.

I was on their 1536 plan specifically for their bandwidth but 600gigs isn't
enough for a popular 32man server.  When you move up to that costs and still
want a VPS I suggest NFOservers.com as that's who I'm with right now.
I've tried out other VPS solutions, Linode is the best in its class but
expect to experience slight lag on an active/full server.  Stay away from
ThrustVPS :)

-Python





-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Morrison
Sent: Sunday, July 03, 2011 4:18 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] New TF2 server installation - lag issues

Hi guys,

Just set up a new Linode 1024 plan to use as a TF2 server. Installed srcds
in Ubuntu 11.04 server, and it works, but there's some serious lag issues
that are causing players to complain and leave the server.

I set the server up following the directions outlined here:
http://wiki.teamfortress.com/wiki/Dedicated_server_configuration and
http://wiki.teamfortress.com/wiki/Linux_dedicated_server.

During gameplay, especially when the server is at its maximum of 24 slots,
CPU usage on one core is between 75-100%. Even if the CPU usage isn't maxed
out, however, the server will continue to sputter and lag for everyone.

Any ideas?

-Ryan
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Chris Oryschak
The machines are powerful enough, but Linux srcds is a pig and requires a
lot more resources vs windows.
I looked though my previous support tickets with linode, the machine I was
on was a 

Intel(R) Xeon(R) CPU   L5420  @ 2.50GHz

Which had just enough power for Linux srcds, with some 'hiccups'.
Get ahold of support and see what they can do for you.

Python

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Morrison
Sent: Sunday, July 03, 2011 7:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New TF2 server installation - lag issues

Yes - being virtualized shouldn't be an issue (in my eyes). Linode VPSes are
quite powerful and srcds should be smooth as butter. I've found disabling
replay reduces the lag issue somewhat but it's still there.

I've tried tinkering with rates and such and nothing makes a difference -
I'm currently using:

*// Rate Settings //*
*
*
*// Frame rate limiter*
*fps_max 600*
*
*
*// Min bandwidth rate allowed on server, 0 == unlimited* *sv_minrate 0*
*
*
*// Max bandwidth rate allowed on server, 0 == unlimited* *sv_maxrate 2*
*
*
*// Minimum updates per second that the server will allow* *sv_minupdaterate
10*
*
*
*// Maximum updates per second that the server will allow* *sv_maxupdaterate
66*
*
*
I don't know if I'm doing something wrong or there's an issue with srcds at
the moment. I haven't worked with Source servers in a long time, so my
memory is mostly haze.

On Sun, Jul 3, 2011 at 6:55 PM, James Puckett jamesrichardpuck...@gmail.com
 wrote:

 I run SRCDS on several VM's hosted on my box and experience no lag.

 On Sun, Jul 3, 2011 at 3:40 PM, Steven Hartland 
 kill...@multiplay.co.uk
 wrote:

  Sounds like a VM, if so that's your problem.
 
Regards
Steve
 
  - Original Message - From: Ryan Morrison  
  ryan.morriso...@gmail.com
  To: hlds_linux@list.**valvesoftware.com
 hlds_linux@list.valvesoftware.com
  
  Sent: Sunday, July 03, 2011 9:17 PM
  Subject: [hlds_linux] New TF2 server installation - lag issues
 
 
 
   Hi guys,
 
  Just set up a new Linode 1024 plan to use as a TF2 server. 
  Installed
 srcds
  in Ubuntu 11.04 server, and it works, but there's some serious lag
 issues
  that are causing players to complain and leave the server.
 
  I set the server up following the directions outlined here:
  http://wiki.teamfortress.com/**wiki/Dedicated_server_**configuratio
  n
 http://wiki.teamfortress.com/wiki/Dedicated_server_configurationand
  http://wiki.teamfortress.com/**wiki/Linux_dedicated_server
 http://wiki.teamfortress.com/wiki/Linux_dedicated_server
  .
 
  During gameplay, especially when the server is at its maximum of 24
 slots,
  CPU usage on one core is between 75-100%. Even if the CPU usage 
  isn't maxed out, however, the server will continue to sputter and 
  lag for everyone.
 
  Any ideas?
 
  -Ryan
  __**_
  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
  ==**==
  This e.mail is private and confidential between Multiplay (UK) Ltd. 
  and
 the
  person or entity to whom it is addressed. In the event of 
  misdirection,
 the
  recipient is prohibited from using, copying, printing or otherwise 
  disseminating it or any information contained in it.
  In the event of misdirection, illegible or incomplete transmission 
  please telephone +44 845 868 1337 or return the E.mail to 
  postmas...@multiplay.co.uk.
 
 
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread Chris Oryschak
Is anyone's Linux server quitting and failing to start/autoupdate?
Here is what my console looked like:


Dropped replay from server (Server shutting down)
L 06/28/2011 - 22:11:49: server_message: quit
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110628221149_1.dmp
Tue Jun 28 22:13:23 EDT 2011: Server Quit

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Tuesday, June 28, 2011 9:58 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  Please run
hldsupdatetool to receive the updates.  The specific changes include:

- Fixed a case where CritBoost effects were being removed from players being
healed.
- Fixed a problem with Arena mode first blood CritBoost not removing itself
at the correct time.
- Fixed a bug where Demomen kept their leftover charge amount when
self-aborting charges (you'll still keep leftovers when stopped by enemy
airblasts)
- Fixed the problem that was causing Strange Demoman shields to not
accumulate kills.
- Fixed a bug where the Reserve Shooter would minicrit against swimming
targets.
- Tomislav spin-up reduction has been reduced from 75% to %40 (so it now
spins-up slower)
- Made the Jumper's Jeepcap and Pocket Medic craft-able.
- Updated the bot navigation files for several maps.
- Added an entry for Call Vote to the Options-Keyboard Settings, so you
can bind a key to it.
- Updated the gamehaptics file:
   - Added/Refined recoil/draw/crit/reload forces for all of the new weapons
in the Uber Update.
   - Refined all Rocket Launcher Forces recoil forces to feel more true to
recoil animation.
   - Tuned Brass Beast recoil to have less of an impact on your aiming
reticle.

Jason


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[hlds_linux] TF2 Ghosting Players

2011-06-25 Thread Chris Oryschak
Is anyone else experiencing ghosting players on their servers again?

I just had to restart both my servers, I had 5 ghosts on my 24man and 1ghost
on my 32 man.

 

Chris

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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Chris Oryschak
Has anyone been able to create a id/token?
I'm hanging at:

] cl_gameserver_create_identity 
Request to create a game server account sent--please wait.


Chris




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, June 23, 2011 6:09 PM
To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'
Subject: [hlds_linux] Mandatory TF2 update coming this afternoon

We're preparing to release a mandatory Team Fortress 2 update this
afternoon. This update includes a new matchmaking system for clients. To
learn how you can use this to drive traffic to your server(s) follow this
link:

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

We have also put together a FAQ with extra info.  You can check it out here:


-Eric


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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Chris Oryschak
Try running it again, it worked for me the 2nd time after waiting 10mins.

Chris


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Thursday, June 23, 2011 7:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

same here chris, it's hung at that screen for 15min's now.

On Thu, Jun 23, 2011 at 7:00 PM, Chris Oryschak ch...@oryschak.com wrote:

 Has anyone been able to create a id/token?
 I'm hanging at:

 ] cl_gameserver_create_identity
 Request to create a game server account sent--please wait.


 Chris




 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
 Smith
 Sent: Thursday, June 23, 2011 6:09 PM
 To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server 
 mailing list'
 Subject: [hlds_linux] Mandatory TF2 update coming this afternoon

 We're preparing to release a mandatory Team Fortress 2 update this 
 afternoon. This update includes a new matchmaking system for clients. 
 To learn how you can use this to drive traffic to your server(s) 
 follow this
 link:


 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 We have also put together a FAQ with extra info.  You can check it out
 here:


 -Eric


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[hlds_linux] Free-to-Play and hackers...

2011-06-23 Thread Chris Oryschak
So what's to stop/prevent hackers from creating a new steam account and
rejoining our servers now that TF2 is free :\

 

Chris

 

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Re: [hlds_linux] Empty TF2 server cycle through mapcycle

2011-06-18 Thread Chris Oryschak
Hi,
I use RandomCycle+ sourcemod plugin
(http://forums.alliedmods.net/showthread.php?p=784482)
Which does tiered map lists based on player count/time of day. 
 It also has the option to make a idle tier where you can specify which
maps to cycle though when the server is empty along with a time limit where
the server is inactive it will automatically change the map.

Chris

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Saturday, June 18, 2011 7:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Empty TF2 server cycle through mapcycle

Hi,

Does anyone know a way to make TF2 cycle through its mapcycle when its
empty, without setting the cvar to obey timelimits  (which will make the map
change instantly midround when the timelimit is reached)? Currently the
server will just stick to the map on whatever it went empty on, until people
start joining again and the map timers restart.

I've been looking through the cvar list but couldn't find anything useful
there. Neither could I find anything useful on the sourcemod forums.

Saint K.

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[hlds_linux] Lag/Stutter/Gap in net_graph 4

2011-06-17 Thread Chris Oryschak
What would cause a blank gap in net_graph 4 like this:

http://imageshack.us/photo/my-images/818/netgraphgap.jpg/

 

It's happening to everyone on the server, causing players to stutter with
this temporary gap.

 

The server is a Xeon X5675  @ 3.07GHz, 2gigs ram, running Ubuntu 10.10

Server is 32 players.

 

This just started happening recently (end of may to now).  

I thought it might have been something on the server, I recently reinstalled
the OS and SRCDS.  Still occurs with no addons installed.  Replay is
disabled.

Any ideas or suggestions?

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Re: [hlds_linux] Lag/Stutter/Gap in net_graph 4

2011-06-17 Thread Chris Oryschak
Yeah it's a VPS with nfoservers.com

Chris

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Saturday, June 18, 2011 12:10 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag/Stutter/Gap in net_graph 4

You have a X5675 with only 2gb ram? If you are on a vps your host is
probably stuffing the node.

On Fri, Jun 17, 2011 at 8:43 PM, Chris Oryschak ch...@oryschak.com wrote:
 What would cause a blank gap in net_graph 4 like this:

 http://imageshack.us/photo/my-images/818/netgraphgap.jpg/



 It's happening to everyone on the server, causing players to stutter 
 with this temporary gap.



 The server is a Xeon X5675  @ 3.07GHz, 2gigs ram, running Ubuntu 10.10

 Server is 32 players.



 This just started happening recently (end of may to now).

 I thought it might have been something on the server, I recently 
 reinstalled the OS and SRCDS.  Still occurs with no addons installed.  
 Replay is disabled.

 Any ideas or suggestions?

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[hlds_linux] Server Crashing on Map Change

2011-06-07 Thread Chris Oryschak
Has anyone been having problems with their Linux tf2 server crashing on a
map change. It seems to happen once every 1 to 2 days for me.  The console
says this:

L 06/07/2011 - 23:11:48: coop = 0
L 06/07/2011 - 23:11:48: tv_password = 
L 06/07/2011 - 23:11:48: tv_relaypassword = 
L 06/07/2011 - 23:11:48: sv_password = 
L 06/07/2011 - 23:11:48: server cvars end
L 06/07/2011 - 23:11:52: Started map cp_well (CRC 1908717722)
L 06/07/2011 - 23:11:52:  Mapchange to cp_well 
L 06/07/2011 - 23:11:52: Error log file session closed.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Killed
Add -debug to the /home/chris/srcds /orangebox/srcds_run command line to
generate a debug.log to help with solving this problem
Tue Jun  7 23:12:32 EDT 2011: Server restart in 3 seconds
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation


I'm going to enable -debug tomorrow morning (when server is empty) to
hopefully catch more info on this...  No DMP files have been created.

Chris


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-05 Thread Chris Oryschak
Anyone know the command to enable replays on the server?

Chris

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Thursday, May 05, 2011 10:38 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

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


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

- Fixed an OpenGL crash for Mac players

- Fixed several crashes related to Alt-Tab in fullscreen mode on Windows

- Fixed client crash caused by invalid mesh

- Updated shared interfaces to support the new Replay feature in TF2



Counter-Strike: Source

- Updated the localization files



Team Fortress 2

- Added the Replay feature:  http://www.teamfortress.com/replayupdate

  - Known issue with blurry Mac replay rendering will be fixed in the next
update

- Launched the First Annual Saxxy Awards:
http://www.teamfortress.com/saxxyawards

- Added 8 new Replay achievements

- Added 10 new hats

- Added The Director's Vision, an item that provides you with a new taunt

- Fixed a problem with certain equippable items rendering incorrectly on the
loadout screen

- Fixed a problem causing the Mann Co. store previews to render incorrectly

- Crafted items will now remember/display who crafted them

- Added a reward for the early crafters of new items

- Added a new style to the  Aperture Labs Hard Hat

- Added a new style to the Blighted Beak

- Fixed bugs with the refurbish items interface so that some properties will
no longer be un-removable under certain circumstances

- Fixed the briefcase not being drawn on players when it's being carried in
CTF maps

- Fixed the Gloves of Running Urgently not using the correct skin in the
character loadout screen

- Fixed the Kritzkrieg not drawing the correct model in the character
loadout screen

- Fixed the Horseless Headless Horsemann displaying the burning material in
DirectX8

- Fixed the Aperture Labs Hard Hat displaying the burning material in
DirectX8

- Fixed removing the burning/jarated conditions on players who are being
critboosted by a Medic using the Kritzkrieg

- Added Mad Milk to the conditions that are cleared when players are made
invulnerable by a Medic with an ÜberCharge

- For web developers: added tool and capability information to the
IEconItems_440/GetSchema Web API

Jason

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-14 Thread Chris Oryschak
And Linux.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Thursday, April 14, 2011 10:38 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Looks like MetaMod is broken on Windows. :(

On Thu, Apr 14, 2011 at 7:22 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 I hope its to ban bad admins from running servers. Im looking at you 
 bot servers...


 On Thu, Apr 14, 2011 at 7:17 PM, msleeper
mslee...@ismsleeperwrong.comwrote:

 Obviously to give server admins SPECIAL HATS, obviously.

 Valve, are you listening? Just give me a gold plated Backburner with 
 sweet specularity maps. I don't want no hat.


 On Thu, 2011-04-14 at 19:13 -0700, Jonah Hirsch wrote:
  So, what's the point of linking a Steam ID to a server? I can't 
  seem to figure it out.
  ---
  Jonah Hirsch
 
 
 
  On Thu, Apr 14, 2011 at 6:56 PM, Tom Grant aksu...@gmail.com wrote:
 
   Wow, Big one! Thanks a lot for the initial heads up!
  
   On Thu, Apr 14, 2011 at 9:47 PM, Jason Ruymen 
 jas...@valvesoftware.com
   wrote:
  
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
 Source
and Half-Life 2: Deathmatch are now available.  Please run
 hldsupdatetool
   to
receive the updates.  The specific changes include:
   
   
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   
- Fixed a packet injection exploit in the client/server streams
   
- Fixed UDP logging exploit
   
  - Added a new server convar sv_logsecret which emits a new
S2A_LOGSTRING2 UDP packet to any UDP log targets with the 
secret
 value
pre-pended
   
   
   
Team Fortress 2
   
- Added new map Koth_Badlands
   
- Updated CP_Well
   
  - Spawn room by second cap for each time is now a one-way 
door
   
- Updated Training
   
  - Added 3 new training courses for the Demoman, Engineer, and 
Spy
   
  - Added the Ready for Duty achievement for completing all of 
the
   training
courses
   
- Added a new system to associate dedicated servers with Steam
 accounts
   
  - Use the ConCommand cl_gameserver_create_identity in the 
Team
   Fortress
2 client console to create a server account using the currently
 logged in
Steam account. This will generate values for
   tf_server_identity_account_id
and tf_server_identity_token
   
  - Put the values for tf_server_identity_account_id and 
tf_server_identity_token into your server.cfg
   
  - Use the ConCommand cl_gameserver_list in the Team 
Fortress 2
 client
console to list all of the game server accounts owned by the
 currently
logged in Steam account
   
- Added a new system for coaching players
   
- Added a new vote system
   
  - Server convars to control the vote system
   
 - sv_allow_votes   : Allow voting?
   
 - sv_vote_failure_timer: A vote that fails
   cannot
be voted on again during this period.
   
 - sv_vote_allow_specators  : Allow spectators
 to
   vote?
   
 - sv_vote_issue_changelevel_allowed: Allow votes to
 change
levels?
   
 - sv_vote_issue_kick_allowed   : Allow votes to
 kick
players from the server?
   
 - sv_vote_issue_nextlevel_allowed  : Allow votes to
set
 the
next level?
   
 - sv_vote_issue_nextlevel_allowextend  : Allow votes to
 extend
   the
current map?
   
 - sv_vote_issue_restart_game_allowed   : Allow votes to
 restart
the game?
   
 - sv_vote_issue_scramble_teams_allowed : Allow votes to
 scramble
the teams?
   
 - sv_vote_issue_nextlevel_choicesmode  : Present players
 with a
list of maps with the lowest playtimes to choose from?
   
 - sv_vote_kick_ban_duration: How long should a
 kick
vote ban someone from the server? (in minutes)
   
- Added dynamic model loading to improve performance
   
- Combat Text changes
   
 - Added a new convar hud_combattext_healing to display 
the
 amount
   of
healing done per second
   
 - Added bonus points to the items displayed using Combat 
Text
   
 - Starting position of values is now affected by range to
 target,
making it easier to see numbers when next to targets
   
- Updated voice to use the Steam voice codec to improve quality
   
  - Servers can toggle between the old codec and the new codec 
with
 the
convar sv_use_steam_voice, which defaults to 1.
   
- Fixed not being able to see the correct colors for painted 
hats
 when
running with DX8
   
- Fixed not being able to see the | character in custom names 

Re: [hlds_linux] Team Fortress 2 Update Released

2011-02-08 Thread Chris Oryschak
Their support is terrible, I moved away from them last month.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: Tuesday, February 08, 2011 8:55 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

On Tue, Feb 08, 2011 at 07:04:15AM -0500, clad iron wrote:
 Oh this is excellent...  anyone else starting to get the spam from 
 sa...@xfactorservers.com again ?

edit ~/.procmailrc and append:
:0
* ^From: sales@xfactorservers\.com
/dev/null

Problem solved! Though it is pretty sad that numerous support tickets have
been opened about the issue and they don't seem to care...

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