[hlds_linux] insecure (secure mode enabled, disconnected from Steam3)
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. -- Sent from my Galaxy S5 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recent TF2 update forcing tf_mm_strict?
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 Willingerwrote: > 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 > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > -- Sent from my Galaxy S5 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Locking Up on Map Change
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] you did well
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Intel I5-3550 + TF2/32 Players?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Intel I5-3550 + TF2/32 Players?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 Quickplay Logging not logged in, anyway to force it to?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2: Idle server using 33% CPU
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: Idle server using 33% CPU
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Where is my traffic coming from?
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?
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
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
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
My server just started doing this, the browser/hlsw reports the server as 31/32 but when you goto connect it says 'Server is Full'. rcon status indicates the server is full with: players : 33 (33 max) But queries are reporting 1 less player Replay is enabled. No reserved slots (plugin not loaded). sv_visiblemaxplayers = -1 I haven't changed a thing, it just started doing it at random. I haven't altered the server in any way for many weeks with the exception of server updates. A server restart did not fix it. Has anyone come across this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Full but Reporting 31/32
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Full but Reporting 31/32
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Full but Reporting 31/32
-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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Server Hang / Restart Script ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamPipe CPU Increase?
I too have notice a significant increase in CPU usage. Can more people confirm? On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Is anybody running the E3 CPU range without any problems? I've removed /addons/ and the CPU is still high (90%+), and jumps a lot. Tried disabling replay too. Subject: Re: [hlds_linux] SteamPipe CPU Increase? From: abdulk...@live.co.uk Date: Thu, 2 May 2013 01:47:55 +0100 To: hlds_linux@list.valvesoftware.com Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd, in comparison with 60-70% on hlds. No error spam on console.log. Sent from my iPhone On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com wrote: El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió: I'm not sure If I'm the only one with this problem; has anyone noticed CPU increases in running a server on SteamPipe, in comparison to HLDS (populated server). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Yes, I'm having this problem too. A server with 11 players went from 1-3% to 7% on Intel E3-1240 v2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamPipe CPU Increase?
I'm running: Ubuntu 12.04 64bit. on Intel(R) Xeon(R) CPU E5-2690 0 @ 2.90GHz On Thu, May 2, 2013 at 8:59 PM, Abdulrahman Abdulkawi abdulk...@live.co.ukwrote: @Chris Oryschak - can you confirm your CPU model and operating system? I'm using Linux Debian 64bit. CC: hlds_linux@list.valvesoftware.com From: ad...@topnotchclan.com Date: Thu, 2 May 2013 17:48:20 -0700 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] SteamPipe CPU Increase? I'm on Windows and only seeing 25 percent with 137 players on TF2. But I'm running powerful quads. Not dual. Sent from my iPhone 5 On May 2, 2013, at 5:43 PM, Chris Oryschak ch...@oryschak.com wrote: I too have notice a significant increase in CPU usage. Can more people confirm? On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Is anybody running the E3 CPU range without any problems? I've removed /addons/ and the CPU is still high (90%+), and jumps a lot. Tried disabling replay too. Subject: Re: [hlds_linux] SteamPipe CPU Increase? From: abdulk...@live.co.uk Date: Thu, 2 May 2013 01:47:55 +0100 To: hlds_linux@list.valvesoftware.com Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd, in comparison with 60-70% on hlds. No error spam on console.log. Sent from my iPhone On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com wrote: El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió: I'm not sure If I'm the only one with this problem; has anyone noticed CPU increases in running a server on SteamPipe, in comparison to HLDS (populated server). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Yes, I'm having this problem too. A server with 11 players went from 1-3% to 7% on Intel E3-1240 v2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steampipe TF2 server can't find steam libraries
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamcmd loop
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.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Doctor McKay http://www.doctormckay.com mc...@doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Symlinked Server Setup
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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dimitrios Zarras (feugatos) CEID Warfare | CS:GO, TF2 | ceidwarfare.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM Matchmaking broken?
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Multiple SRCDS Instances on Multicore servers?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lag?
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lag?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List
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
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
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List
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! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin
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? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Server Crash - datatable warning / clamping
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lots of core-dumps lately on TF2
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Full servers, but not?
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New WebAPI: Is my server listed on the master server?
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?
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?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2update released
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] nemrun v1.8.6
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Players reporting our TF2 servers are running too fast.
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? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No Steam Logon - massive lag
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No Steam Logon - massive lag
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/ __**_ To unsubscribe, edit your list preferences, or view the
Re: [hlds_linux] No Steam Logon - massive lag
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mysterious server crash since latest TF2 update
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
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 __**_ 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 __**_ 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 __**_ 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 __**_ 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 -- Andrew (Wave Admin Wankers) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com __**_ 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 __**_ 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 __**_ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Latest release = instant crash on jointeam
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Server Freeze, 100% CPU.. possible exploit?
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* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] stutter issue
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608
Re: [hlds_linux] Still crashing
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 servers staying empty
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Player lag since the uber update?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New TF2 server installation - lag issues
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New TF2 server installation - lag issues
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. __**_ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] TF2 Ghosting Players
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Free-to-Play and hackers...
So what's to stop/prevent hackers from creating a new steam account and rejoining our servers now that TF2 is free :\ Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Empty TF2 server cycle through mapcycle
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Lag/Stutter/Gap in net_graph 4
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lag/Stutter/Gap in net_graph 4
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Server Crashing on Map Change
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
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
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux