Re: [hlds_linux] [hlds] Possible new update that is ~40 MB in size with no documentation?

2013-01-27 Thread Claudio Beretta
It appears that if you don't need or do something then you assume everyone
else must doing the same, and when given reasons why one would appreciate
getting an update announcement you still don't acknowledge that, so I've
got this bad feeling I'm wasting our time here.

Again, not every server admin has 24/7 access to a PC with TF2 to check
updates, so getting timely update notifications on the mailing list is
useful.
My list isn't hypothetical: anyone that has been hosting tf2 servers for a
while and cares about his community knows those and other issues happened
regularly. And there are other ways to know an update has been released,
such as a text/skype message on your phone (not hypothetical, happened to
me for real).
And yes, valve have been posting optional (client) updates to this list.


On 26/01/2013 18:51, Claudio Beretta wrote:

> You can't really blame him for asking this:
> -no announcement available at release
> -client updates almost always make the server download the updated files,
> even if it's optional for them
> -tf2 history of forgetting to update steam.inf / master servers not sending
> out the update notification
> -tf2 history of mandatory updates being shipped as optional, and vice versa
> -tf2 history of ghost updates
>
> When no announcement is made, the only way to reliably figure out if an
> update is required for servers is having a client update, trying to connect
> to an outdated server.  Not everyone has a PC with tf2 always available.
>

I wasn't blaming him for anything. Just pointing out other ways to see what
the client update was
in the 45 minutes he must have sat nervously sweating about if there was an
update or not.

If he observed clients updating and connecting to his server then what I
said applied - and if he
didn't observe clients updating or servers updating because of the stuff in
your hypothetical list then
I can't imagine anyone would spontaneously decide to fret about whether
there's an update or not.

The "truth", if you like, is the update process itself. If your server
doesn't update or tell you there is an update, then there is no update.

All the fluff about ghost updates and so on is a red herring. If your
client updates, then it updates - whether
the update is real or not is moot - your client is still updating isn't it?

So, asking here "is there an update" makes little sense if you have a
server nor if you don't have one. In the former case
you can see for yourself if there is one and in the latter case it
shouldn't really matter.

I've never been sure why they post the updates here, because it has served
little useful purpose at all (It's main feature
seems to be to enable whoever's turn it is this week to reply to Eric's
post moaning about whatever they don't currently like and to
point out why that feature or bug will mean the end of TF2 as we know it)
or to ask the same question about counterstrike that's asked every time.

Now you want Eric to post when there aren't updates too? Because if there's
no post saying there is an update
you don't think "There isn't an update" you ask anyway just in case there
is one. Sheesh.

So yeah I get it, it's like when you get on a train, you know where you
want to go, you know where the train is going from
all the evidence, but you still start sweating and have to ask someone "Is
this the train to Greater Frogsbottom?" You don't trust any of the numerous
things
telling you there is no update. In that case you'll just have to sit and
sweat and see where the train goes.

Or it's like the timestamp some log programs put in syslog to stop admins
who decide no error messages can't mean nothing's broken,
Eric needs to post once an hour to say "No update" so we know he's not
merely forgotten to post.

-- 
Dan.

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Re: [hlds_linux] [hlds] Possible new update that is ~40 MB in size with no documentation?

2013-01-26 Thread Claudio Beretta
You can't really blame him for asking this:
-no announcement available at release
-client updates almost always make the server download the updated files,
even if it's optional for them
-tf2 history of forgetting to update steam.inf / master servers not sending
out the update notification
-tf2 history of mandatory updates being shipped as optional, and vice versa
-tf2 history of ghost updates

When no announcement is made, the only way to reliably figure out if an
update is required for servers is having a client update, trying to connect
to an outdated server.  Not everyone has a PC with tf2 always available.


On Sat, Jan 26, 2013 at 2:03 PM, dan  wrote:

> On 26/01/2013 01:49, wickedplayer494 . wrote:
>
>> Thing is, they weren't available for close to 45 minutes before now. There
>> was more than enough reason to inquire during then.
>>
>
> If your client updated and you connect to your non updated server it can't
> be mandatory.
>
> The tf2 wiki usually has an entry for client updates even if valve don't
> release
> a changelog.
>
> If there's no update, there's no update.  The server won't say there's an
> update, it won't download
> one etc etc.
>
> What specifically about the lack of any evidence for an update made you
> wonder if there might be one?
>
> --
> Dan
>
>
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Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released

2012-08-02 Thread Claudio Beretta
setting it later from rcon doesn't crash


On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
wrote:

> Thanks, we'll look into it.  Try setting it later, does it still crash for
> you?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> Sent: Thursday, August 02, 2012 5:15 PM
> To: Eric Smith
> Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32
> server mailing list; Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
>
> having tf_mm_servermode 1 in autoexec.cfg will make the server crash at
> startup verified on a dozen windows and linux servers
>
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2012-08-02 Thread Claudio Beretta
having tf_mm_servermode 1 in autoexec.cfg will make the server crash at
startup
verified on a dozen windows and linux servers


On Fri, Aug 3, 2012 at 1:35 AM, Eric Smith  wrote:

> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Marked mem_force_flush as a cheat to prevent client exploits
> - Fixed %n console crash in the client
>
> Team Fortress 2
> - Added new items:
>- The Red-Tape Recorder
>- The Huo Long Heatmaker
>- The Flying Guillotine
>- The Neon Annihilator
>- The Triad Trinket
>- The Champ Stamp
>- The Marxman
>- The Human Cannonball
> - Added new promo items
> - Fixed sappers attaching incorrectly to teleporters that are still
> building
> - Improved reliability for finding a coach
> - Fixed Engineer training shotgun and pistol images being swapped
> - Fixed GetPlayerItems web APIs not respecting inventory privacy settings
> - Quickplay beta: Fixed bug causing game servers to sometimes stop
> receiving traffic upon victory condition
> - Quickplay beta: Added more status information while in the matchmaking
> queue
>
> ___
> hlds_announce mailing list
> hlds_annou...@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
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Re: [hlds_linux] [hlds] New TF quickplay in beta

2012-07-21 Thread Claudio Beretta
If I'm getting it right, the new system won't put players in empty servers
but now requires at least 2 players to join an empty server exclusively
with the new system, otherwise the server will be considered full.
Mindfuck?

On Sat, Jul 21, 2012 at 3:35 AM, Fletcher Dunn
wrote:

>  · Regular joins through through other means can coexist with
> joins through quickplay beta, with one significant shortcoming:  If the
> first person to join your server joins outside of the new matchmaking
> system, the system will treat your server is “full”.  If the first person
> to join your server comes in through the matchmaking system, your server
> will accept players from either source.  This shortcoming will be addressed
> soon.
>
> · Never get matched into an empty server by yourself.  A server
> will always be seeded with at least N players.  (Currently N = 2 since
> there will not be many players using the system, but we will increase that
> over time.)
>
>
>
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Claudio Beretta
no email was sent to the 2 accounts I have (but they not own CS:GO).
I'll ask the other admin with the account that owns CS:GO to double check
his email
thanks


On Sat, May 12, 2012 at 1:04 PM, Ronny Schedel wrote:

> Check your e-mail, you have to enter the code to active it on a new
> computer.
>
>
> -Ursprüngliche Nachricht- From: Claudio Beretta
> Sent: Saturday, May 12, 2012 1:02 PM
>
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] CS GO server update tool
>
> Does this steamcmd tool even work for you?
> It won't let me login with any account (which do or do not own cs:go, with
> steamguard enabled or disabled), always returning this error:
>  Login Failure: Account Logon Denied
>  Failed.
> Do accounts have to be approved by steam before being able to login with
> steamcmd?
>
> On Sat, May 12, 2012 at 12:01 PM, ics  wrote:
>
>  Since the dedicated server is now out, i'm wondering if the update tool
>> (steam text client) will be permanent or does it go back to old one after
>> official release? It seems extremely inconvinient to have login with your
>> steam account to update a server (and also log out of your main account in
>> your own pc before doing so).
>>
>> Are the days coming back when you had separate login & password for server
>> or is this just for the duration of the more or less private beta period?
>>
>> -ics
>>
>> ___
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Claudio Beretta
on one of them, yes


On Sat, May 12, 2012 at 1:03 PM, Qassim Farid  wrote:

> Do you have access to the Counter-Strike: Global Offensive beta on the
> steam account you are using?
>
> --
> Qassim Farid
> Personal: qass...@me.com
> http://qassim.co.uk
>
>
>
> On Saturday, 12 May 2012 at 12:02, Claudio Beretta wrote:
>
> > Does this steamcmd tool even work for you?
> > It won't let me login with any account (which do or do not own cs:go,
> with
> > steamguard enabled or disabled), always returning this error:
> > Login Failure: Account Logon Denied
> > Failed.
> > Do accounts have to be approved by steam before being able to login with
> > steamcmd?
> >
> > On Sat, May 12, 2012 at 12:01 PM, ics  i...@ics-base.net)> wrote:
> >
> > > Since the dedicated server is now out, i'm wondering if the update tool
> > > (steam text client) will be permanent or does it go back to old one
> after
> > > official release? It seems extremely inconvinient to have login with
> your
> > > steam account to update a server (and also log out of your main
> account in
> > > your own pc before doing so).
> > >
> > > Are the days coming back when you had separate login & password for
> server
> > > or is this just for the duration of the more or less private beta
> period?
> > >
> > > -ics
> > >
> > > __**_
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> > >
> >
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> >
>
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Claudio Beretta
Does this steamcmd tool even work for you?
It won't let me login with any account (which do or do not own cs:go, with
steamguard enabled or disabled), always returning this error:
  Login Failure: Account Logon Denied
  Failed.
Do accounts have to be approved by steam before being able to login with
steamcmd?

On Sat, May 12, 2012 at 12:01 PM, ics  wrote:

> Since the dedicated server is now out, i'm wondering if the update tool
> (steam text client) will be permanent or does it go back to old one after
> official release? It seems extremely inconvinient to have login with your
> steam account to update a server (and also log out of your main account in
> your own pc before doing so).
>
> Are the days coming back when you had separate login & password for server
> or is this just for the duration of the more or less private beta period?
>
> -ics
>
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Re: [hlds_linux] No Steam Logon - massive lag

2012-01-31 Thread Claudio Beretta
the RCON port definitely needs to be blocked or filtered: a SYN flood to
the RCON port will crash a linux srcds server after a while and make a
windows server lag to 3 fps until it stops

On Tue, Jan 31, 2012 at 4:23 PM, hlds  wrote:

> 2. You should block RCON access, not accept it. There's an exploit out
> there, but I don't know yet how it works. Probably the server is flooded
> with RCON connections and after few seconds it won't be able to open any
> file...
>
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Re: [hlds_linux] request for LZMA compression support for custom content downloads (maps)

2012-01-25 Thread Claudio Beretta
Mods _now_ add one path at the time, but they do it because it's the only
way they can do it :)
Mod authors will just have to make mods add an archive to the downloads
table instead of several files
The client downloads the archive and decompress all the files in it
the client also remembers the archive name, to not download it anymore

each model is composed by at least 7 model files + at least 2 material
files (player models may even come with 16 material files). Packing models
in a single archive will help a lot. Packing all the required files for a
mod such as "advanced weaponizer"  in an handful of archives would be great.


On Thu, Jan 26, 2012 at 1:05 AM, Ross Bemrose  wrote:

> From my understanding, mods add one path at a time to the downloads table,
> and the client has no idea that they're part of a larger package.
>  Therefore, it'd be impossible to aggregate files like this without
> completely overhauling how the downloads table works on the client and
> server.
>
>
> On 1/25/2012 3:32 PM, Claudio Beretta wrote:
>
>> A related request: allow multiple resource files to be packed in a single
>> (LZMA?) compressed archive.
>>
>>
>
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Re: [hlds_linux] request for LZMA compression support for custom content downloads (maps)

2012-01-25 Thread Claudio Beretta
A related request: allow multiple resource files to be packed in a single
(LZMA?) compressed archive.

Modded servers may require several files to be downloaded by new players,
especially if non stock models are used. These files may be small in size
but there are a lot of them, so the round trip time is the biggest factor
slowing the transfer.
Adding support for archives with better compression will improve the user
experience, and make admins happier too (the stats for my fastdownload site
report ~55GB of transferred files and 200K hits every day, 70GB and 250K
hits on saturday/sunday)


On Wed, Jan 25, 2012 at 8:26 PM, Adam Nowacki wrote:

> As of now custom content (custom maps mostly) on the server can be
> compressed with bzip2 to reduce the time clients have to wait on the
> loading screen. While the compression ratio of bzip2 is already quite good
> there is a far better alternative: LZMA (see http://en.wikipedia.org/wiki/
> **LZMA ). Decompression code is very
> simple, small and free/open-source libraries are available.
>
> Below is a comparison of bzip2 and LZMA for the custom maps hosted on my
> server (team fortress 2), bzip2 compressed files are from 1.3 to 2.3 times
> larger than LZMA compressed ones:
> 1.4x cp_antiquity_rc1.bsp (bzip2: 31.6MiB, lzma: 22.1MiB)
> 1.9x cp_crossroads_b5.bsp (bzip2: 20.4MiB, lzma: 10.9MiB)
> 1.3x cp_glacier_rc6.bsp (bzip2: 33.8MiB, lzma: 26.5MiB)
> 2.3x cp_mainline_rc5.bsp (bzip2: 22.8MiB, lzma: 10.0MiB)
> 1.7x cp_snakewater.bsp (bzip2: 31.6MiB, lzma: 18.4MiB)
> 1.7x cp_upland_rc2.bsp (bzip2: 39.7MiB, lzma: 23.7MiB)
> 2.2x cp_vertigo_beta3.bsp (bzip2: 21.6MiB, lzma: 9.8MiB)
> 1.8x cp_zinkenite_b3a.bsp (bzip2: 73.5MiB, lzma: 41.8MiB)
> 1.5x ctf_converge_b3.bsp (bzip2: 35.3MiB, lzma: 23.6MiB)
> 1.8x ctf_haarp.bsp (bzip2: 39.4MiB, lzma: 22.1MiB)
> 1.9x ctf_landfall_rc.bsp (bzip2: 22.8MiB, lzma: 11.7MiB)
> 1.5x ctf_premuda_b1b.bsp (bzip2: 53.2MiB, lzma: 36.5MiB)
> 1.8x ctf_vector_v1.bsp (bzip2: 23.4MiB, lzma: 13.1MiB)
> 1.5x ctf_wildfire_rc.bsp (bzip2: 21.1MiB, lzma: 14.1MiB)
> 1.3x koth_namicott_rc1.bsp (bzip2: 12.8MiB, lzma: 9.7MiB)
> 1.8x pl_borneo_v1.bsp (bzip2: 21.7MiB, lzma: 12.2MiB)
> 2.0x pl_boundary_final.bsp (bzip2: 20.9MiB, lzma: 10.7MiB)
> 1.3x pl_cashworks_prefinal.bsp (bzip2: 42.1MiB, lzma: 31.3MiB)
> 1.6x pl_manngrove_rc5.bsp (bzip2: 29.8MiB, lzma: 18.8MiB)
> 1.3x pl_mill_b5.bsp (bzip2: 32.4MiB, lzma: 25.5MiB)
> 2.0x pl_outback_rc4.bsp (bzip2: 27.7MiB, lzma: 14.1MiB)
> 1.3x pl_problematique_a3.bsp (bzip2: 4.7MiB, lzma: 3.6MiB)
> 2.1x pl_yamashiro_b3.bsp (bzip2: 16.2MiB, lzma: 7.8MiB)
> 1.9x plr_panic_b2.bsp (bzip2: 37.1MiB, lzma: 19.7MiB)
> 1.7x tc_meridian_rc3.bsp (bzip2: 42.1MiB, lzma: 24.1MiB)
>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Claudio Beretta
While it takes some time to validate the files, before and after the
validation hldsupdatetool spends most of the time apparently doing nothing
and waiting for the content servers.
If you launch an update 2 hours after it is published, it is very fast. If
you launch an update 2 minutes after it is published, you'll end up waiting
at least 15 minutes if it is a small one and you are lucky.
I've obeserved big updates doing nothing for more than 40 minutes, on a
linux box with SSD drives.
On a windows box, tired of waiting for the hldsupdatetool to even start
considering to download the updated tf2 server files (it was one of those
css+tf2+dods huge updates) I installed the steam client and downloaded the
whole tf2 client files from there at 40 MBps (it is a 1 Gbps line). After a
while the hldsupdtatetool started downloading the server files...



On Wed, Jan 18, 2012 at 12:55 PM, Peter Reinhold wrote:

> On 18.01.2012 12:01, Claudio Beretta wrote:
>
>> Exactly
>> I don't know which is the problem, but it easy to observe that the Steam
>> client works perfectly with little delay and fast download speed while
>> hldsupdatetool on windows and linux takes ages to start downloading even
>> small updates.
>>
>
> I think this is because it validates the entire game on every update (at
> least on my server, the updatetool goes HD read berserk, which makes it
> more or less impossible for me to run updates while the servers are
> running, without causing severe lag)
>
> It would be nicer if the system were a little bit more intelligent, and
> maybe trusted the server when it said "I have version X", and then only
> served the files relevant for that.
>
> If you had done something bad, specifying a -verify_all could result in a
> all-folder scan, locating files that are different from the current running
> version.
>
>
> /Peter
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Claudio Beretta
Exactly
I don't know which is the problem, but it easy to observe that the Steam
client works perfectly with little delay and fast download speed while
hldsupdatetool on windows and linux takes ages to start downloading even
small updates.



On Wed, Jan 18, 2012 at 11:57 AM, dan  wrote:

> On 18/01/2012 10:14, Eric Riemers wrote:
>
>> All tf2 servers, issuing a quit at the same time.. I wonder what the
>> download server would think of that.. ;-)
>>
>
> Nothing at all. It's a trivial issue.
>
> Clients update automatically, there are, obviously, far more clients than
> servers (as well as thousands and thousands of other games on Steam)
>
> So either the problem already exists, or it isn't a problem at all.
>
>
> --
> Dan
>
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Re: [hlds_linux] Required Killing Floor Update Coming Today - Twisted Christmas 2!!!

2011-12-07 Thread Claudio Beretta
the update is live!


On Wed, Dec 7, 2011 at 6:38 PM, John Gibson wrote:

> A required update to Killing Floor is coming later today! The Twisted
> Christmas 2 event runs from December 7-January 4th. Additionally, we'll be
> running a free weekend this weekend on Steam from December 8th-11th. So
> please server admins if you can put up some extra servers to help handle
> the load please do! Here is the info or also check out the Twisted
> Christmas 2 website (http://www.killingfloorthegame.com/xmas2011/):
>
> Tripwire continues its long standing tradition of massive free content
> packs with the *Twisted Christmas 2 Content Pack*. The event an features an
> all new level, Ice Cave, as well as brand new Twisted Christmas music to
> get you in the holiday spirit. But wait - there's more! Santa is bringing
> even more gifts - the Winter Weapon Pack, with seven brand new weapons
> complete with new achievements, free to everyone who owns the
> game. Returning from last year's event we have Christmas themed specimens
> replacing all of the regular baddies, Santa’s Evil Lair, Christmas themed
> achievements and the chance for those who missed unlocking the
> special Baddest Santa character last year to grab him this time around.
>
> New Map
>
>   - *Ice Cave *- Evil Santa Clause has retreated underground to a
>   sprawling Ice Cave tunnel system. Battle it out with all of Santa's
> Twisted
>   Christmas minions in this all new level.
>
>  New Weapons
>
>   - *44 Magnum Revolver* - The Sharpshooter gets a shiny .44 Magnum
>   revolver - good for dual-wielding for even more stopping power.
>   - *M-4 Carbine* - The Commando picks up a US Army surplus M-4 Carbine,
>   with a nice, new red dot sight fitted.
>   - *M-4 Carbine With Grenade Launcher* - For Demolitions, we've removed
>   the sight and added the under-slung M-203 single shot grenade launcher.
>   Wonderful all-purpose weapon!
>   - *Claymore Sword* - Berserkers can go all Scottish, with a massive
>   two-handed Claymore. Perfect for the holiday season...
>   - *MP5M Medic Sub Machine Gun *- Following on from Horzine's earlier
>   experiments with healing darts, they have now provided the Medic with an
>   MP5 machine pistol, mounting a dart-firing device.
>   - *Husk Gun Fireball Launcher* - Ripped from the arm of a dead Husk the
>   Firebug gets his asbestos-covered hands on the fireball launching
>   Huskgun!!! Charge this baby up and watch the zeds explode in a ball of
>   flames!
>
> The update also includes a couple of gameplay fixes including:
>
>   - Rocket and grenades no longer collide with your teammates (falling to
>   the ground and blowing you up in the process)
>   - Fixed a bug where players could get stuck unable to go into ironsights
>   when firing the Crossbow or M79 from the hip
>
> Cheers,
>
> John Gibson
> President
> Tripwire Interactive
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Re: [hlds_linux] BRINK linux server

2011-12-07 Thread Claudio Beretta
Wine should be able to run console programs without X, but programs like
the brink server need it.

I did have to install X server and vncserver, and configured the latter to
bind only to the loopback address.
The connection to vncserver was established via a SSH tunnel.


On Wed, Dec 7, 2011 at 2:48 PM, Francesco Bolzoni  wrote:

> On 07/12/2011 10:19, Claudio Beretta wrote:
>
>> at launch and during the free weekend it did work with wine
>>
> As I know, for run wine i need to install X server.
> My usually security policy deny to do that on a "internet exposed" machine.
> If there is a way to get wine running (and installing) without X, can be a
> solution.
> Thanks
>
>
>
> __**_
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> please visit:
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>
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Re: [hlds_linux] BRINK linux server

2011-12-07 Thread Claudio Beretta
at launch and during the free weekend it did work with wine

On Wed, Dec 7, 2011 at 9:57 AM,  wrote:

> so far as i know, there arent files for linux out yet - but someone can
> correct my words.
>
> you can try to host it via linux+wine (windows emulator) but i dont know
> if its works.
>
> have fun
>
> -peter
>
>  Original-Nachricht 
> > Datum: Wed, 07 Dec 2011 09:39:03 +0100
> > Von: Francesco Bolzoni 
> > An: hlds_linux@list.valvesoftware.com
> > Betreff: [hlds_linux] BRINK linux server
>
> > Hi all, i'm new here.
> > I have a little server that we use with some friends.
> > As we now own BRINK, and our server is under Linux, i wpuld like to know
> > if and/or when the brink dedicated LINUX server come out.
> >
> > Thanks for answer
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> --
> Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
> belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
>
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Re: [hlds_linux] Intel Turbo Boost?

2011-11-18 Thread Claudio Beretta
last time I checked (before the '66 fps' update) it happened both on
windows and on linux.
The biggest effect I experienced was when running with speedstep AND turbo
boost enabled: it made the frequency jump from 1.something GHz to 2.8 GHz
on a i7-920 cpu. Servers were running at 72 ticks instead of 66.
Since then i always disabled speedstep and ensured that turbo boost was
playing nice on any new box i had.


On Fri, Nov 18, 2011 at 12:09 AM, Saul Rennison wrote:

> That's wrong.
>
> Srcds reported CPU speed is *not* used for timing, I'm pretty sure it's
> sole purpose is for benchmarking. It definitely has *no* effect on
> gameplay.
>
> On Wednesday, November 16, 2011, Claudio Beretta <
> beretta.clau...@gmail.com>
> wrote:
> > keep it monitored for a few minutes when the box runs at low CPU load and
> > at high load:
> > if you see cores frequencies that keep changing, you will probably want
> to
> > disable it.
> > Also you should keep in mind that SRCDS runs a benchmark of the CPU the
> > first time it starts: if it starts when the box is free (turbo at 3.8) it
> > will use that benchmarked speed even when the box is busy (turbo
> disabled)
> > making the gameserver run slower.
> >
> >
> > On Wed, Nov 16, 2011 at 2:48 PM, PAL-18 
> wrote:
> >
> >> Would Intel's Turbo Boost negatively affect server performance?
> >>
> >> P.S. Intel Turbo Boost is a built-in feature of certain processors that
> >> dynamically overclocks the base frequency of the processor (eg. going
> from
> >> 3.50Ghz to 3.80Ghz) during periods of high load.
> >> http://en.wikipedia.org/wiki/**Intel_Turbo_Boost<
> http://en.wikipedia.org/wiki/Intel_Turbo_Boost>
> >>
> >>
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
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Re: [hlds_linux] Intel Turbo Boost?

2011-11-16 Thread Claudio Beretta
keep it monitored for a few minutes when the box runs at low CPU load and
at high load:
if you see cores frequencies that keep changing, you will probably want to
disable it.
Also you should keep in mind that SRCDS runs a benchmark of the CPU the
first time it starts: if it starts when the box is free (turbo at 3.8) it
will use that benchmarked speed even when the box is busy (turbo disabled)
making the gameserver run slower.


On Wed, Nov 16, 2011 at 2:48 PM, PAL-18  wrote:

> Would Intel's Turbo Boost negatively affect server performance?
>
> P.S. Intel Turbo Boost is a built-in feature of certain processors that
> dynamically overclocks the base frequency of the processor (eg. going from
> 3.50Ghz to 3.80Ghz) during periods of high load.
> http://en.wikipedia.org/wiki/**Intel_Turbo_Boost
>
>
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Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

2011-11-01 Thread Claudio Beretta
that's not something you really want on your server.
the server loses connection to steam for a couple of minutes (for a steam
fault on 99.99% of the times), all players get notified that no gift will
drop on that server, so they change server emptying it and possibly
lowering its score if that part of steam still works..


On Tue, Nov 1, 2011 at 7:32 PM, Loïc PERY  wrote:

> Thanks Fletch,
> can you add a message too in the game too show that drop system is working
> or not in thes server ? with that players on server can see if it works
> here or not (not only the admins when there are present ...).
>
> i see lot of players asking everytime: drops works here 
> 2011/11/1 Fletcher Dunn 
>
> > Yes, that is by design.  And in fact I just pushed out a backend change
> > that should cause Server A in your example to be informed that he got
> > kicked off the account, due to the login from server B.  (It will spit
> out
> > a message with the IP's to the console.)
> >
> > I'm adding the registration state to the status command today, and I will
> > also make sure the _registered server tag gets set based on the status of
> > this flag, not simply based on whether you have the convar set.  I'll
> > alsomake sure those messages go to the log in addition to the console.
> >
> > Hopefully all of these changes will make it very visible whether your
> > server is properly registered, and if the registration status is dropping
> > for some reason, what the cause is.
> >
> > Your humble servant,
> > Fletch
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: Tuesday, November 01, 2011 11:21 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops
> >
> > Are you talking about having same ID for each server? Naturally it won't
> > work. Every server needs it's own registered ID.
> >
> > -ics
> >
> > 1.11.2011 20:19, Loïc PERY kirjoitti:
> > > There is a little problem (not really one) with the drops sytem
> > >
> > > start your server A, go in hallowen map =>  drops ok
> > >
> > > so, you want to start locally another server  B with the same cvar for
> id
> > > etc =>  server B got the gift and A no more
> > >
> > > you need to change the map to retrieve gift.
> > >
> > > maybe it will be interresting to display a message in console and in
> game
> > > when gift is disable, and maybe prevent the system to not allow server
> B
> > > when server A is already authed to gisft ?
> > >
> > > 2011/11/1 Fletcher Dunn
> > >
> > >> I am working on this problem and hope to have it resolved today.
> > >>
> > >> From: hlds-boun...@list.valvesoftware.com [mailto:
> > >> hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
> > >> Sent: Tuesday, November 01, 2011 10:20 AM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] TF2 Server Randomly Stops Gift Drops
> > >>
> > >> Happening to our server as well. I've instructed the administrators
> that
> > >> only a restart restore the normal drops.
> > >> On 1 November 2011 14:28, EHG > >> epichat...@litewin.net>>  wrote:
> > >> No you are not the only one. I have had this happen 20 minutes ago and
> > >> twice yesterday.
> > >>
> > >> -EHG
> > >>
> > >>
> > >> On 11/1/2011 11:27 AM, Michael Ojeda wrote:
> > >> I've been running a couple TF2 Servers on linux and randomly they will
> > >> stop spawning the halloween gifts. After I restart the server (just
> the
> > >> hlds that is running) gifts will continue to reappear, this will
> happen
> > on
> > >> both of my servers.Am I the only one in this??
> > >>
> > >> I've checked the tf_server_identity_token time and time again and the
> > are
> > >> set correctly (no "=" and the token is in quotes)
> > >>
> > >>
> > >> ___
> > >>
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >>
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >> ___
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> > >> please visit:
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> > >>
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> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > > ___
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> > please visit:
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> >
> >
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> >
> > _

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

2011-10-13 Thread Claudio Beretta
THANKS
it did the trick


On Fri, Oct 14, 2011 at 1:28 AM, voice  wrote:

> Do a touch command to create the steam.log file in the directory it
> mentions, I did that on my Debian server and it started up.
>
> On Thu, Oct 13, 2011 at 6:25 PM, Claudio Beretta
> wrote:
>
> > all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
> > What can I do to troubleshoot it?
> > thanks
> >
> >
> > debug.log
> > --
> > CRASH: Fri Oct 14 00:45:29 CEST 2011
> > Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055
> -maxplayers
> > 26 -tickrate 66 +tv_port 27056 +clientport 27057 +replay_port 27058 +map
> > arena_granary +servercfgfile server.cfg +exec server.cfg -threads 3
> -debug
> > -condebug
> > End of Source crash report
> > --
> >
> >
> > console window:
> > L 10/14/2011 - 00:45:20: "sv_tags" = "gov,ita,italia,prophunt"
> > L 10/14/2011 - 00:45:20: server cvars end
> > L 10/14/2011 - 00:45:20: Started map "arena_granary" (CRC
> > "8148a7720eaff67dac9153f8368f8dfe")
> > ConVarRef room_type doesn't point to an existing ConVar
> > Executing dedicated server config file
> > L 10/14/2011 - 00:45:23: server_cvar: "tf_gamemode_arena" "1"
> > Executing server arena config file
> > Initializing Steam libraries for secure Internet server
> > Failed to load Steam Service
> > ServiceStart: failed to start
> > terminate called after throwing an instance of 'common::CRuntimeError'
> >   what():  Failed to open logfile /home/tf2_27055/Steam/steam.log
> > PreMinidumpCallback: updating dump comment
> > Uploading dump (in-process) [proxy '']
> > /tmp/dumps/crash_20111014004523_1.dmp
> > success = yes
> > response:  CrashID=bp-eaf14efe-1051-429a-952f-b75f02111013
> >
> > cat: hlds.28655.pid: No such file or directory
> > email debug.log to li...@valvesoftware.com
> > Fri Oct 14 00:45:29 CEST 2011: Server restart in 10 seconds
> >
> >
> > console.log
> > Game.dll loaded for "Team Fortress"
> > Particles: Missing 'particles/error.pcf'
> > maxplayers set to 26
> > No '-replayserverdir' parameter found - using default replay folder.
> > Replay: Creating thread pool...succeeded.
> > Replay: Starting thread pool with 4 threads...succeeded.
> > Cleaning files from temp dir,
> > "/home/tf2_27055/orangebox/tf/replay/server/tmp/" ...no files removed.
> > Unknown command "r_decal_cullsize"
> > Server logging enabled.
> > Server logging data to file logs/L1014032.log
> > L 10/14/2011 - 00:45:20: Log file started (file "logs/L1014032.log")
> (game
> > "/home/tf2_27055/orangebox/tf") (version "4720")
> > logaddress_delall:  no addresses in the list
> > logaddress_add:  94.23.68.246:27500
> > Unknown command "replay_port"
> > L 10/14/2011 - 00:45:20: server_cvar: "decalfrequency" "60"
> > 
> > sv_pure value unchanged (current value is 0).
> > 
> > Unknown command "sv_unlag"
> > L 10/14/2011 - 00:45:20: server_cvar: "sv_alltalk" "1"
> > L 10/14/2011 - 00:45:20: server_cvar: "sv_tags" "gov,ita,italia,prophunt"
> > L 10/14/2011 - 00:45:20: server_cvar: "sv_tags" "gov,ita,italia,prophunt"
> > L 10/14/2011 - 00:45:20: server_cvar: "mp_respawnwavetime" "1.0"
> > L 10/14/2011 - 00:45:20: server_cvar: "mp_teams_unbalance_limit" "0"
> > L 10/14/2011 - 00:45:20: server_cvar: "tf_weapon_criticals" "0"
> > L 10/14/2011 - 00:45:20: server_cvar: "tf_damage_disablespread" "1"
> > L 10/14/2011 - 00:45:20: server_cvar: "tf_use_fixed_weaponspreads" "1"
> > L 10/14/2011 - 00:45:20: server_cvar: "tv_password" "***PROTECTED***"
> > Unknown command "neph_nostats"
> > Unknown command "sm_reserved_slots"
> > Unknown command "sm_hide_slots"
> > Unknown command "hlx_block_commands"
> > Unknown command "sm_unlock_block"
> > Unknown command "sm_unlock_block"
> > Network: IP 94.23.68.246, mode MP, dedicated Yes, ports 27055 SV / 27057
> CL
> > L 10/14/2011 - 00:45:20: Log file closed
> > Server logging data t

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

2011-10-13 Thread Claudio Beretta
all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
What can I do to troubleshoot it?
thanks


debug.log
--
CRASH: Fri Oct 14 00:45:29 CEST 2011
Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055 -maxplayers
26 -tickrate 66 +tv_port 27056 +clientport 27057 +replay_port 27058 +map
arena_granary +servercfgfile server.cfg +exec server.cfg -threads 3 -debug
-condebug
End of Source crash report
--


console window:
L 10/14/2011 - 00:45:20: "sv_tags" = "gov,ita,italia,prophunt"
L 10/14/2011 - 00:45:20: server cvars end
L 10/14/2011 - 00:45:20: Started map "arena_granary" (CRC
"8148a7720eaff67dac9153f8368f8dfe")
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
L 10/14/2011 - 00:45:23: server_cvar: "tf_gamemode_arena" "1"
Executing server arena config file
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
  what():  Failed to open logfile /home/tf2_27055/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111014004523_1.dmp
success = yes
response:  CrashID=bp-eaf14efe-1051-429a-952f-b75f02111013

cat: hlds.28655.pid: No such file or directory
email debug.log to li...@valvesoftware.com
Fri Oct 14 00:45:29 CEST 2011: Server restart in 10 seconds


console.log
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
maxplayers set to 26
No '-replayserverdir' parameter found - using default replay folder.
Replay: Creating thread pool...succeeded.
Replay: Starting thread pool with 4 threads...succeeded.
Cleaning files from temp dir,
"/home/tf2_27055/orangebox/tf/replay/server/tmp/" ...no files removed.
Unknown command "r_decal_cullsize"
Server logging enabled.
Server logging data to file logs/L1014032.log
L 10/14/2011 - 00:45:20: Log file started (file "logs/L1014032.log") (game
"/home/tf2_27055/orangebox/tf") (version "4720")
logaddress_delall:  no addresses in the list
logaddress_add:  94.23.68.246:27500
Unknown command "replay_port"
L 10/14/2011 - 00:45:20: server_cvar: "decalfrequency" "60"

sv_pure value unchanged (current value is 0).

Unknown command "sv_unlag"
L 10/14/2011 - 00:45:20: server_cvar: "sv_alltalk" "1"
L 10/14/2011 - 00:45:20: server_cvar: "sv_tags" "gov,ita,italia,prophunt"
L 10/14/2011 - 00:45:20: server_cvar: "sv_tags" "gov,ita,italia,prophunt"
L 10/14/2011 - 00:45:20: server_cvar: "mp_respawnwavetime" "1.0"
L 10/14/2011 - 00:45:20: server_cvar: "mp_teams_unbalance_limit" "0"
L 10/14/2011 - 00:45:20: server_cvar: "tf_weapon_criticals" "0"
L 10/14/2011 - 00:45:20: server_cvar: "tf_damage_disablespread" "1"
L 10/14/2011 - 00:45:20: server_cvar: "tf_use_fixed_weaponspreads" "1"
L 10/14/2011 - 00:45:20: server_cvar: "tv_password" "***PROTECTED***"
Unknown command "neph_nostats"
Unknown command "sm_reserved_slots"
Unknown command "sm_hide_slots"
Unknown command "hlx_block_commands"
Unknown command "sm_unlock_block"
Unknown command "sm_unlock_block"
Network: IP 94.23.68.246, mode MP, dedicated Yes, ports 27055 SV / 27057 CL
L 10/14/2011 - 00:45:20: Log file closed
Server logging data to file logs/L1014033.log
L 10/14/2011 - 00:45:20: Log file started (file "logs/L1014033.log") (game
"/home/tf2_27055/orangebox/tf") (version "4720")
L 10/14/2011 - 00:45:20: Loading map "arena_granary"
L 10/14/2011 - 00:45:20: server cvars start
L 10/14/2011 - 00:45:20: "tf_playergib" = "1"
L 10/14/2011 - 00:45:20: "tf_allow_player_use" = "0"
L 10/14/2011 - 00:45:20: "mp_teamplay" = "0"
L 10/14/2011 - 00:45:20: "mp_falldamage" = "0"
L 10/14/2011 - 00:45:20: "mp_weaponstay" = "0"
L 10/14/2011 - 00:45:20: "mp_forcerespawn" = "1"
L 10/14/2011 - 00:45:20: "mp_footsteps" = "1"
L 10/14/2011 - 00:45:20: "mp_flashlight" = "0"
L 10/14/2011 - 00:45:20: "mp_autocrosshair" = "1"
L 10/14/2011 - 00:45:20: "decalfrequency" = "60"
L 10/14/2011 - 00:45:20: "mp_teamlist" = "hgrunt;scientist"
L 10/14/2011 - 00:45:20: "mp_allowNPCs" = "1"
L 10/14/2011 - 00:45:20: "sv_alltalk" = "1"
L 10/14/2011 - 00:45:20: "tf_weapon_criticals" = "0"
L 10/14/2011 - 00:45:20: "tf_damage_disablespread" = "1"
L 10/14/2011 - 00:45:20: "tf_force_holidays_off" = "0"
L 10/14/2011 - 00:45:20: "tf_birthday" = "0"
L 10/14/2011 - 00:45:20: "mp_tournament_stopwatch" = "1"
L 10/14/2011 - 00:45:20: "mp_windifference" = "0"
L 10/14/2011 - 00:45:20: "mp_windifference_min" = "0"
L 10/14/2011 - 00:45:20: "tf_medieval" = "0"
L 10/14/2011 - 00:45:20: "tf_medieval_autorp" = "1"
L 10/14/2011 - 00:45:20: "tf_arena_force_class" = "0"
L 10/14/2011 - 00:45:20: "tf_arena_change_limit" = "1"
L 10/14/2011 - 00:45:20: "tf_arena_override_cap_enable_time" = "-1"
L 10/14/2011 - 00:45:20: "tf_arena_first_

Re: [hlds_linux] CS:GO info - VALVe becoming evil?

2011-08-28 Thread Claudio Beretta
If it will be as you described, this looks like a very good model.


On Sun, Aug 28, 2011 at 3:27 PM, ics  wrote:

> According to all that i've read about it from the testers, interviews,
> previews, etc, CS:GO concentrates on 2 gamemodes, 5vs5 matches and public
> play (like cs1.6 and css are today). The ranked mode aka 5vs5 is where
> players rank aka his skill level is being monitored. So he ends up playing
> 5vs5 matches against players of his/her skill level instead of complete
> frustration and failure. All 5vs5 servers are hosted by Valve so there will
> be no cheating (from the servers part) or misinformation, plugins, etc.
> Valve will set up servers for all the continents for this purpose for PC,
> Xbox360 and PS3. There will be no community ranked servers for it. Thats the
> current information about it
>
> There will be a public mode available for PC that you can have a dedicated
> server for.
>
> -ics
>
> 28.8.2011 16:00, Hahahaha kirjoitti:
>
>  This is all rumora though isn't it? About allowing community based servers
>> or not? I'd be up to hosting a cs:go server if they did allow it. Just so I
>> understand what do you guys mean when you're talking about it being a ranked
>> server or not? What does it mean to be a ranked server?
>>
>> Sent from my iPhone
>>
>> On 2011-08-27, at 3:32 PM, Evan  wrote:
>>
>>  Not sure if you guys read the stuff in the trailer. "*More *Maps", "*More
>>> *Game
>>> Modes", "*More *Weapons" Its "*More *of a glorified expansion pack"
>>> for
>>> CS:S than a full game.  They probably just spent all their time porting
>>> the
>>> game over to consoles.. and hopefully did it right this time.  Anyways..
>>> CS:GO will sell like hotcakes and unless valve plans on hosting enough
>>> servers for everyone that plays it -- there will be a need for community
>>> based server... ranked or not.  Also, people love mods, wc3 mod for
>>> example
>>> and there will be achievement servers and trade servers (to trade all of
>>> the
>>> hats they will put in the game)  which the community will need to host.
>>>
>>> --below is a rant...
>>> The ONLY reason I see valve selling this game as a new game is so when
>>> they
>>> release it for consoles it will not be as an old game (cs:s).  It gets a
>>> new
>>> title and some new stuff.  This stuff... like maps, game modes, and
>>> weapons
>>> have, in the past, always been DLC for games like TF2.  No one wants to
>>> buy
>>> a game that is new to console but 7 years old... the solution, add some
>>> stuff that would/should be DLC (free or not), slap a new name on it and
>>> market it as the next big step in a line of otherwise great games.  Now
>>> if
>>> CS:GO is free or extremely discounted for people that have CS:S... I
>>> could
>>> see this as an attempt to expand their market/client base without hurting
>>> their current client base.
>>>
>>> On Sat, Aug 27, 2011 at 12:40 PM, doc  wrote:
>>>
>>>  I like CS because it feels like the "arcade" version of a lot of
 military shooters. Sure it's not realistic to shoot an AWP from the
 hip but sometimes it feels just -really badass-.

 On Sat, Aug 27, 2011 at 8:24 AM, Evaldas
  wrote:

> Yes this information about servers is disappointing, but... I still
> think
> that this game will be
> an other copy of the original... Like L4D2 of Condition Zero. Already
> watched the trailer.
> Models still run like with paper-made weapons. And where is the portal2
> quality visuals?
> I think VALVe should give their developers an opportunity to try
> running
>
 and

> jumping
> with real weapons. :-) Las time I've tried the AK47, my shoulder hurt
> two
> weeks :-))
>
> So.. you people still think, that players will be playing a skinned
> CS:S
> version an we will
> need so much servers?
>
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Claudio Beretta
the extra slot for tv is already being used to host 33 slots servers (teams
of 16vs17 players)
what's stopping us from running more than 33 slots is a limit in the client
if they increase this limit to 34, we'll figure out a way to use it

On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
wrote:

> Why not? Servers won't be able to use those 2 extra slots for players
> to join anyways (without a server side hack, that is)
>
> 2011/8/25 John Schoenick :
> > You... didn't bump TF2's maxplayers to 34 now did you?
> >
> > Please tell me you didn't.
> >
> > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >>
> >> Nope - just fixed it.  This will go out with the next update.  Thanks
> for
> >> the heads up!
> >>
> >> -Jon
> >>
> >
> >
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Re: [hlds_linux] CS:GO wish list

2011-08-12 Thread Claudio Beretta
windows only: alien swarm
non-free: not yet (but CS: GO has a leaderboard, which calls to mind ranked
server which can be rented from approved proviers)


On Fri, Aug 12, 2011 at 7:36 PM, Jonah Hirsch  wrote:

> When is the last time valve has released a windows only non-free dedicated
> server?
> ---
> Jonah Hirsch
>
>
>
> On Fri, Aug 12, 2011 at 10:33 AM, Ronny Schedel  >wrote:
>
> > I start with:
> >
> > - Free Linux dedicated servers
> >
> > Best regards ;-)
> >
> > Ronny Schedel
> >
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Re: [hlds_linux] Replay cleanup

2011-08-11 Thread Claudio Beretta
in my case permissions seem OK
/home/gs/tf2*/orangebox/tf/**replay/server
 is owned by the gameserver user: it can create/delete any file

/var/www/replays
 replays are saved in different folders for each gameserver and are owned by
the gameserver user


On Thu, Aug 11, 2011 at 12:27 PM, Svensk Ljud & Ljus Produktion <
i...@teaterljud.se> wrote:

> What is the files owner and chmod ?
>
> I have other services with server to server transfers with the same
> problem.
> I have solved that with a root-cronjob that is changing owner and chmod in
> the destination map every hour.
> that did solve my problem.
>
> Peter
> Sweden
>
> Claudio Beretta skrev 2011-08-11 11:31:
>
>  Same here, it never worked
>> I'm using a cron job to delete old replays
>>
>> find /home/gs/tf2*/orangebox/tf/**replay/server -mtime +1 -exec rm {} \;
>> find /var/www/replays -mtime +1 -exec rm {} \;
>>
>>
>> On Thu, Aug 11, 2011 at 11:15 AM, AnAkIn .  wrote:
>>
>>  Hello,
>>>
>>> The replay cleanup has never worked on my server. I still have some files
>>> from the 27/07 both on the server and FTP, and when I tried to do a
>>> "replay_docleanup force" the server crashed.
>>>
>>> Did anyone experience these issues as well?
>>>
>>> --
>>> Best regards,
>>> AnAkIn,
>>> -
>>> ESL EU TF2 Admin
>>> http://www.esl.eu/eu/tf2
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>>>
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>>
>>
>
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Re: [hlds_linux] Replay cleanup

2011-08-11 Thread Claudio Beretta
Same here, it never worked
I'm using a cron job to delete old replays

find /home/gs/tf2*/orangebox/tf/replay/server -mtime +1 -exec rm {} \;
find /var/www/replays -mtime +1 -exec rm {} \;


On Thu, Aug 11, 2011 at 11:15 AM, AnAkIn .  wrote:

> Hello,
>
> The replay cleanup has never worked on my server. I still have some files
> from the 27/07 both on the server and FTP, and when I tried to do a
> "replay_docleanup force" the server crashed.
>
> Did anyone experience these issues as well?
>
> --
> Best regards,
> AnAkIn,
> -
> ESL EU TF2 Admin
> http://www.esl.eu/eu/tf2
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Re: [hlds_linux] What files/folders, if any, are safe to symlink?

2011-08-05 Thread Claudio Beretta
depending on how much you are going to mod the servers, you can even run
multiple servers from the same path
there are several convars you can set to specify files and dirs different
from the default (IE:  motdfile motd27025.txt)
write cvarlist and search for "file" "dir" "path" to find all of them

If you want to symlink, I'd say everything exept cfg and addons.


On Fri, Aug 5, 2011 at 3:15 PM, Peter Reinhold wrote:

> Hi all,
>
> Just wondering if it is safe to symlink datafiles across multiple TF2
> servers, so I only have to update a single instance, instead of many?
>
> Anyone have any experience on this, maybe even a small shellscript to do
> it?
>
>
> /Peter
>
>
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Re: [hlds_linux] TF2 update coming this afternoon

2011-07-28 Thread Claudio Beretta
Your full server without this update is going to crash anyway sooner or
later, that's why optional updates are better: you can just wait for the 1st
crash and let the server autoupdate itself.


On Thu, Jul 28, 2011 at 6:14 PM, Sir Jake  wrote:

>
> It would be nice for something like this to be not an optional update so
> that people not on this list also get this update for their servers.
> Also having to take down full servers in the middle of the afternoon for an
> optional update would mean half of those players would then join another
> server.
>
> Sorry I just dislike having to kill our servers that we've spent all
> morning to fill for a patch that we hope fixes an issue that has been losing
> us all players for the last week.
> Anyways glad you guys have found what might be crashing all the linux
> servers.
>
>
> Just my two cents.
> Thanks,
> Jake.
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread Claudio Beretta
10 should be the same as 10.0 .. but it isn't
This is a known quirk documented in this page
http://developer.valvesoftware.com/wiki/Sv_tags

On Wed, Jul 27, 2011 at 4:27 PM, Eric Riemers  wrote:

> btw, dont know why, but i had:
>
> "mp_respawnwavetime" = "10" ( def. "10.0" )
>
> Because it was 10, and not 10.0 it added respawntimes in my sv_tags.. one
> of the things f2p checks for i believe, but isn't 10 and 10.0 the same?
>
> On Wed, 27 Jul 2011 16:18:57 +0200, anna rack 
> wrote:
> > Good idea
> >
> > annarack
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
> > [cladi...@gmail.com]
> > Sent: 27 July 2011 14:47
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> >
> > Is there a possibility of valve adding cvars for each weapon to disable 1
> > at
> > a time ?
> > This way if problems arise with them , they could be disabled , or if
> > server
> > op's do not want certain weapons on the server.
> >
> > On Wed, Jul 27, 2011 at 9:40 AM, Chris  wrote:
> >
> >> I disabled the new weapons a few days ago on my server and haven't
> >> experienced any crashes since.
> >> I'm wondering with the recent update if anyone is experiencing crashing
> >> still?  I'd like to re-enable these weapons if everything seems to be
> >> functioning without any problems.
> >>
> >> Let me know.
> >>
> >> Chris
> >>
> >> On Wed, Jul 27, 2011 at 7:58 AM, Bajdechi "Nightbox" Alexandru <
> >> alexandrualexa...@gmail.com> wrote:
> >>
> >> > I had a crash few minutes ago, anyone still have problems ?
> >> >
> >> > PS: Valve reopened their servers ? I see matchmaking fails to deliver
> >> > players to servers in my region.
> >> >
> >> > 2011/7/27 Zover Mirklo 
> >> >
> >> > >
> >> > >  Just had a hang on cp_egypt_final. It started using all the 100% of
> >> > >  core  of cpu and I couldnt even detach the screen. I am probably
> >> > >  going to block new weapons.This is the second time it  happens. On
> >> > >  first time it hanged all my box. Only manual box restart  helped..
> >> > >  Citējot *Jesse Molina  [1]*:
> >> > > > I use a bash srcds control script that does the following before a
> >> > > > quit;
> >> > > >
> >> > > >  STOPCOUNTDOWN=10
> >> > > >  until [ $STOPCOUNTDOWN -eq 0 ] ; do
> >> > > >echo -n "."
> >> > > ># Send both a say and cm_csay, since sm_csay requires
> sourcemod.
> >> > > >tmux send-keys -t $GAMEDIR
> >> > > >"sm_csay Server is shutting down in $STOPCOUNTDOWN seconds!"
> C-m
> >> > > >tmux send-keys -t $GAMEDIR
> >> > > >"say Server is shutting down in $STOPCOUNTDOWN seconds!" C-m
> >> > > >STOPCOUNTDOWN=$(( $STOPCOUNTDOWN - 1))
> >> > > >sleep 1
> >> > > >  done
> >> > > >  tmux send-keys -t $GAMEDIR "quit" C-m
> >> > > >
> >> > > >
> >> > > >
> >> > > >  I use tmux instead of screen, but you can probably do the same
> >> > > >  with
> >> > > >  screen.  This does not require rcon, though that would be an
> >> > > > alternative
> >> > > >  method of sending the commands.
> >> > > >
> >> > > >  Also, if you use the "quit" command (exit also works/does the
> same
> >> > > >  thing?) then the clients don't time-out.  They get a packet which
> >> > > >  triggers a nice dialog box, which tells them that the server is
> >> > > > shutting
> >> > > >  down, similar to if they had been kicked.
> >> > > >
> >> > > >  Depending upon the reason for the shutdown, you could control the
> >> > > >  message sent in the say/sm_say commands via another $variable.
> >> > > >
> >> > > >
> >> > > >
> >> > > >  Comments welcome.
> >> > > >
> >> > > >
> >> > > >
> >> > > >  E3pO wrote:
> >> > > >  > is there a good way to warn the server that there is an update
> >> > > > and needs to
> >> > > >  > restart instead of just restarting the server and saying "WE
> >> > > > ARE GOING TO
> >> > > >  > RESTART FOR UPDATES" like a million times?
> >> > > >  >
> >> > > >  > When you kill the server players clients time out and then get
> >> > > > a lost
> >> > > >  > connection to server. It would be cool to have something like
> >> > > > "closeupdate"
> >> > > >  > as a command that pops up a dialog after they get timed out
> >> > > > that the server
> >> > > >  > is currently updating and that they can reconnect when it is
> >> > > > done.
> >> > > >
> >> > > >  --
> >> > > >  # Jesse Molina
> >> > > >  # Mail = je...@opendreams.net
> >> > > >  # Page = page-je...@opendreams.net
> >> > > >  # Cell = 1.602.323.7608
> >> > > >  # Web  = http://www.opendreams.net/jesse/
> >> > > >
> >> > > >
> >> > > >
> >> > > >  ___
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> >> > > > archives, please visit:
> >> > > >  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >
> >> > >
> >> > > Links:
> >> > > --
> >> > > [1] mailto:je...@opendreams.net

Re: [hlds_linux] steam/vac offline => mass kicking - and server reputation?

2011-07-26 Thread Claudio Beretta
oh great, here it starts again..


On Tue, Jul 26, 2011 at 10:56 AM, Claudio Beretta  wrote:

> For the past couple of hours steam/vac seems to have major issues. Some of
> my TF2 servers can't establish a connection to the items server, and most
> players are getting kicked every 1-2 minutes with the message
> "Secure Connection Failed
> A connection to the Steam VAC servers could not be made. YADAYADA..."
> In console players see "Disconnect: No Steam logon"
>
> I tried restarting the server, but it didn't fix the problem.
> Restarting with -insecure doesn't prevent it either: they are still kicked
> (I wonder why players need a connection to vac if the server has vac
> disabled??)
> The server log simply says it is a "disconnect by user", another
> confirmation this shouldn't be a server side problem.
>
> Since there are hundreds of players connecting and getting kicked by VAC
> after a short time, I fear this will have a impact on server reputation,
> possibly resulting in a delisting of the the IP.
> Please fix it and don't count today server reputation, because it will
> punish popular servers that are usually full in the morning.
>
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[hlds_linux] steam/vac offline => mass kicking - and server reputation?

2011-07-26 Thread Claudio Beretta
For the past couple of hours steam/vac seems to have major issues. Some of
my TF2 servers can't establish a connection to the items server, and most
players are getting kicked every 1-2 minutes with the message
"Secure Connection Failed
A connection to the Steam VAC servers could not be made. YADAYADA..."
In console players see "Disconnect: No Steam logon"

I tried restarting the server, but it didn't fix the problem.
Restarting with -insecure doesn't prevent it either: they are still kicked
(I wonder why players need a connection to vac if the server has vac
disabled??)
The server log simply says it is a "disconnect by user", another
confirmation this shouldn't be a server side problem.

Since there are hundreds of players connecting and getting kicked by VAC
after a short time, I fear this will have a impact on server reputation,
possibly resulting in a delisting of the the IP.
Please fix it and don't count today server reputation, because it will
punish popular servers that are usually full in the morning.
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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Claudio Beretta
On Tue, Jul 26, 2011 at 12:01 AM, Fletcher Dunn  wrote:
>
> I believe this dates all the way back to the days of HL1...Quake...?  In
> any case, no it wasn't me.  If I locate the person responsible, I'll make
> sure and pass on your question.  I fear that they will be quite devastated.
>  But perhaps they will be able to explain why they weren't able to create
> the incredible amount of value for customers as they did, in a less kludgey
> way.
>
server admins aren't customers since they don't give you any money, but
still are valuable stakeholders..
We are asking for more attention to us, and more quality in your releases as
regards server performance and stability.
It isn't acceptable we have to constantly babysit the servers (this happens
only to TF2, and sometimes to CSS, among all the servers we host) and be
almost sure that any new update will result in A LOT of troubles for the
next few days, until valve releases a fix that often.is a dirty workaround
that partially fix it.
Please improve your release process
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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Claudio Beretta
>
>  Also, the maxplayers settings and visiblemaxplayers should not be
> incremented to have an extra slot for replay, they should only count regular
> players.  We know that this is a change from previous behaviour, but it is
> how we want things to work going forward.

Will this make having 33 slots servers impossible? (32 + 1 hidden, got by
putting tv_enable 1; tv_enable 0 in autoexec.cfg)

For example, if you want to have a server with 24 human players, and one
> reserved secret slot for yourself, you will set maxplayers to 24 and
> visiblemaxplayers to 25

Isn't it the other way round?
maxplayers 25
sv_visiblemaxplayers 24

thanks
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Re: [hlds_linux] cpu on i7 920

2011-07-24 Thread Claudio Beretta
I can confirm that a 32 slots TF2 server maxes out a core of a i7 920 or a
xeon w3520 on linux


On Sun, Jul 24, 2011 at 1:00 PM, Eric Riemers  wrote:

> All,
>
> I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see with top and
> such that its potentially maxing out at 100% at times since it only uses
> one
> core.
> Is it really now doing so much cpu that even a i7 core isn't enough? Didn't
> have much complaints before the pew pew.
>
> 24 slots on the same server do around 60% when full.
>
> Eric
>
>
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Re: [hlds_linux] Attn: Whiners

2011-07-16 Thread Claudio Beretta
will this improvement be ported over the server download tool?
looks like the current version is ages behind the steam client version
(considering the time it takes to download updates), I just hope this
difference won't get even worse


On Sat, Jul 16, 2011 at 1:20 AM, msleeper wrote:

> http://store.steampowered.com/news/5856/
>
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-15 Thread Claudio Beretta
On Fri, Jul 15, 2011 at 6:19 AM, Amer  wrote:

> On Sat, Jul 9, 2011 at 10:28 PM, AnAkIn .  wrote:
> > Is anything going to be done about the thousands fake servers that I can
> > find in the server browser instead of the real ones?
> > I live in France and can't find any french servers anymore, all I see are
> > cracked and fake servers from eastern europe/russia.
> >
> > I have to use some sites such as game-monitor.com to find real servers.
>
> > Best regards,
> > AnAkIn,
>
> Alfred, could you respond a bit on this issue? Are you going to do
> something about fake servers? Master server is full of nothing but
> fake servers these days.


isn't this working?

On Fri, Jul 8, 2011 at 3:20 AM, Alfred Reynolds 
 wrote:
>
> There is also a couple client side fixes, if you run your Steam client with
> "-beta hlbeta" on its command line and run Half-Life games you will have
> some fixes that prevent server redirection.
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Claudio Beretta
HLDS updater has this feature too:
Steam.cfg
PreferredContentServerIDs = "id1 id2 id3"
where idX should be the valve content server ID as seen on
http://store.steampowered.com/stats/content/

In my experience, clients almost always download much faster than the HLDS
download tool, it even looks like they download multiple files in parallel.

On Fri, Jul 1, 2011 at 8:33 PM, Ian R. Justman  wrote:

> On 07/01/2011 10:57, Claudio Beretta wrote:
>
>> the funny thing is that clients ALWAYS download stuff faster than servers
>>
>
> Probably because the clients have their own download servers, and you can
> tell your client where to pick up upates, which for me is either San Jose,
> CA (when I'm at my current place of residence, Fresno, CA) or Sacramento, CA
> (when I'm at my hometown of North Highlands, which is near Sacramento).  I
> don't know whether the HLDS updater has a similar ability to be so
> configured.
>
> --Ian.
>
> --
> Ian R. Justman
> UNIX hacker.  Anime fan.  Any questions?
> ianj (at) ian-justman.com
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Claudio Beretta
the funny thing is that clients ALWAYS download stuff faster than servers

On Fri, Jul 1, 2011 at 7:49 PM, Evan  wrote:

> Do the client updates come from the same servers as the server updates? If
> so, there is now a lot more clients downloading too... Slowing everything
> down.
>
> Sent from my EVO.
> On Jul 1, 2011 1:47 PM, "Casper Zingenberg"  wrote:
> > Thats normal Anthony
> >
> >
> >
> > Den 01/07/2011 kl. 19.41 skrev Anthony Stoyanov :
> >
> >> Server just freezes at "Updating Installation". 15 minutes have
> passed...
> >>> Required updates for Team Fortress 2 are now available. The specific
> changes include:
> >>>
> >>> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >>> - Fixed a case where servers would accumulate ghost players
> >>> - Fixed bug with SourceTV and Replay causing player count to be off by
> one.
> >>>
> >>> Team Fortress 2
> >>> - Added lots of new Summer items, including the Refreshing Summer
> Cooler
> Key
> >>> - Added a new achievement: Escape the Heat
> >>> - Fixed a case where the client-side voting dialog would have an
> incorrect list of items
> >>> - Fixed a bug where some items would not update their team colors
> correctly
> >>> - Fixed a client backpack crash
> >>> - Updated the Lo-Fi Longwave to be paintable
> >>> - Updated the localization files
> >>>
> >>> Jason
> >>>
> >>> ___
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> please visit:
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> >>>
> >>
> >>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Claudio Beretta
new record beaten: 32 minutes to download the update over a 1gbps line


On Fri, Jul 1, 2011 at 7:16 PM, Jason Ruymen wrote:

> Required updates for Team Fortress 2 are now available.  The specific
> changes include:
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Fixed a case where servers would accumulate ghost players
> - Fixed bug with SourceTV and Replay causing player count to be off by one.
>
> Team Fortress 2
> - Added lots of new Summer items, including the Refreshing Summer Cooler
> Key
> - Added a new achievement: Escape the Heat
> - Fixed a case where the client-side voting dialog would have an incorrect
> list of items
> - Fixed a bug where some items would not update their team colors correctly
> - Fixed a client backpack crash
> - Updated the Lo-Fi Longwave to be paintable
> - Updated the localization files
>
> Jason
>
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Re: [hlds_linux] TF2 Ghosting Players

2011-06-25 Thread Claudio Beretta
yes, on CSS


On Sat, Jun 25, 2011 at 5:12 PM, Chris Oryschak  wrote:

> Is anyone else experiencing ghosting players on their servers again?
>
> I just had to restart both my servers, I had 5 ghosts on my 24man and
> 1ghost
> on my 32 man.
>
>
>
> Chris
>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-24 Thread Claudio Beretta
both still available
http://imgkk.com/c/551-.png

Let's see how it will affect the population of servers not eligible for
quickplay...

On Fri, Jun 24, 2011 at 8:41 AM, Ronny Schedel wrote:

> I am on work now and can't check: is the old server browser still
> available? Is server join via console still available?
>
> I remember the pain in the ass with the Left 4 Dead matchmaking system...
>
>
> > 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
> >
>
>
>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Claudio Beretta
It all depends on how it is implemented.
When the Custom tab was added, we already had a community of regular
players. But this simple change (not being on the main list) resulted in a
huge decrease of players in the next weeks. The reason is that even good and
popular servers need random pubbers.


On Fri, Jun 24, 2011 at 12:49 AM, Emil Larsson  wrote:

> I can imagine quickplay mostly being used by new players, and for that
> reason it's rather reasonable that quickplay tries to find a "vanilla as
> possible" server.
>
>
> On Fri, Jun 24, 2011 at 12:40 AM, Claudio Beretta <
> beretta.clau...@gmail.com
> > wrote:
>
> > nice to see that none of my 7 TF2 servers qualify for quickplay.
> > I just hope you are not doing the same error again as the "custom" server
> > list you introduced (and removed after all the complaints) in 2008. That
> > was very penalizing for 24+ slots servers.
> > Btw, why filtering for servers with nocrits and nodmgspread? Is quickplay
> a
> > feature for noobs only?
> >
> >
> >
> > On Fri, Jun 24, 2011 at 12:09 AM, Eric Smith  > >wrote:
> >
> > > We're preparing to release a mandatory Team Fortress 2 update this
> > > afternoon. This update includes a new matchmaking system for clients.
> To
> > > learn how you can use this to drive traffic to your server(s) follow
> this
> > > link:
> > >
> > >
> > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
> > >
> > > We have also put together a FAQ with extra info.  You can check it out
> > > here:
> > >
> > >
> > > -Eric
> > >
> > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Claudio Beretta
nice to see that none of my 7 TF2 servers qualify for quickplay.
I just hope you are not doing the same error again as the "custom" server
list you introduced (and removed after all the complaints) in 2008. That
was very penalizing for 24+ slots servers.
Btw, why filtering for servers with nocrits and nodmgspread? Is quickplay a
feature for noobs only?



On Fri, Jun 24, 2011 at 12:09 AM, Eric Smith wrote:

> We're preparing to release a mandatory Team Fortress 2 update this
> afternoon. This update includes a new matchmaking system for clients. To
> learn how you can use this to drive traffic to your server(s) follow this
> link:
>
>https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> We have also put together a FAQ with extra info.  You can check it out
> here:
>
>
> -Eric
>
>
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Re: [hlds_linux] remote restart of screen session?

2011-05-26 Thread Claudio Beretta
ah, my bad
I didn't notice the second version you sent

On Thu, May 26, 2011 at 6:57 PM, Ulrich Block  wrote:

> Because of mapchanges I added the sleep. Increase it or duoble the check if
> you feel insecure.
>
>
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Re: [hlds_linux] remote restart of screen session?

2011-05-26 Thread Claudio Beretta
or if the server is changing map :)


On Thu, May 26, 2011 at 6:29 PM, Eric Riemers  wrote:

> So what happens if its stopped because its running a tf2 update which takes
> a long time sometimes..
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of daniel
> jokiaho
> Sent: donderdag 26 mei 2011 18:11
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] remote restart of screen session?
>
> ulrish please take that last one slow. And explain more. Il prefer english
> :-)   Am sure it work, but how do i use it. Thanks in advance.
> Den 26 maj 2011 17.01 skrev "Ulrich Block" :
> > Oh I made a mistake. the case I wrote will restart, when the server is
> > responding. You could use the code with a cronjob and without the
> > while
> > loop:
> >
> > #!/bin/bash
> >
> > if [[ "`printf
> >
>
> '\xFF\xFF\xFF\xFF\x54\x53\x6F\x75\x72\x63\x65\x20\x45\x6E\x67\x69\x6E\x65\x2
> 0\x51\x75\x65\x72\x79\x00'
>
> > | netcat -u -w 1 $IP $PORT`" == "" ]]
> > then
> > sleep 10
> > if [[ "`printf
> >
>
> '\xFF\xFF\xFF\xFF\x54\x53\x6F\x75\x72\x63\x65\x20\x45\x6E\x67\x69\x6E\x65\x2
> 0\x51\x75\x65\x72\x79\x00'
>
> > | netcat -u -w 1 $IP $PORT`" == "" ]]
> > then
> > stop_server
> > start_server
> > fi
> > fi
> >
> >
> > Am 26.05.2011 17:44, schrieb Ulrich Block:
> >> while true
> >> do
> >> if [[ `printf
> >>
>
> '\xFF\xFF\xFF\xFF\x54\x53\x6F\x75\x72\x63\x65\x20\x45\x6E\x67\x69\x6E\x65\x2
> 0\x51\x75\x65\x72\x79\x00'
>
> >> | netcat -u -w 1 ip port` ]]
> >> then
> >> yourrestartfunction
> >> fi
> >> sleep 60
> >> done
> >>
> >> Am 26.05.2011 16:07, schrieb Eric Riemers:
> >>> Something like this is possible, however our servers are on multiple
> >>> boxes too. A crontab that checks my database to see if somebody
> >>> issues a "kill"
> >>> and then act upon it would be the best solution so far. I would
> >>> manage to do this in php or perl.. but it won't be nice... :)
> >>>
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com
> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> >>> Daniel Vogel
> >>> Sent: donderdag 26 mei 2011 14:44
> >>> To: Half-Life dedicated Linux server mailing list
> >>> Subject: Re: [hlds_linux] remote restart of screen session?
> >>>
> >>> I'm using a web interface for my servers I made in PHP and I
> >>> experienced similar issues with freezing servers not being able to
> >>> be shut down by any admin except me (via ssh). The solution I use is
> >>> simple.
> >>> Since my web interface names all screens it starts tf_$id (like
> >>> tf_15) I can
> >>> simply provide a kill switch which would use `ps aux | grep tf_15`
> >>> to get the PID of the screen and then kill it, all in one bash
> >>> script which simply takes the server id as parameter.
> >>> So if you give your screens unique names it's only one PHP and bash
> >>> script that finds and kills the server.
> >>>
> >>> --
> >>> Mit freundlichen Grüssen,
> >>> Sincerely Yours,
> >>> Daniel Vogel
> >>>
> >>>
> >>>
> >>> On 26 May 2011 13:31, frostschutz wrote:
>  On Thu, May 26, 2011 at 10:33:23AM +0200, Eric Riemers wrote:
> > Only in some cases the instance "hangs" and needs a proper kill or
> > something similar to restart.
>  If there's any way to reliably detect these hangs, some kind of
>  watchdog cron job that restarts it automatically might be worth
>  looking into.
> 
>  Finding out the cause of those hangs& fixing those would be even
>  better but you can't have everything I guess... :)
> 
> > I could create a webthingy that it places a file which can be
> > checked with a crontab and if found restart a screen/process but
> > it sounds like someone should have been there before me.
>  For running / managing gameservers and other things in screen, I
>  made
> >>> this:
>  https://github.com/frostschutz/Screen-Manager/blob/master/bin/sm
> 
>  However it does not offer any kind of remote management.
> 
>  If you already have a web service running on the machine, it'd
>  probably be the best / easiest to use option.
> 
>  I used to have a Python daemon that allowed the client to connect
>  through telnet and issue simple commands like ping server, show
>  players,
> >>> or restart.
>  I'm using SSH instead now, with an authorized_keys entry that
>  restricts the user to a specific action only, so it does not
>  actually give shell access. For example the entry can look like this:
> 
>  command="manage-server.sh",no-agent-forwarding,no-port-forwarding,n
>  o-u ser-rc,no-X11-forwarding ssh-rsa == AdminName
> 
>  Of course this requires the user to install an SSH client and
>  generate an SSH key, although you can hide this complexity behind a
>  Windows
> >>> shortcut.
>  Still, a web service would probably be much more comforta

Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 and taskset

2011-05-21 Thread Claudio Beretta
Having to run a 3 years old game server on cutting edge CPUs makes me a sad
panda.
(yes, I know TF2 was designed for 24 slots... but it still remains a CPU
hog, and on linux it is much worse than on windows)
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Re: [hlds_linux] Upate today

2011-05-13 Thread Claudio Beretta
On Fri, May 13, 2011 at 4:57 PM, Andrew Armitage 
 wrote:

> Surely there is a huge difference between bots that PLAY the game, and take
> up a slot on a team, and bots that lurk for monitoring purposes?

I agree there's a big difference, but most (real) players don't like playing
multiplayer games with bots, no matter how good the AI is. So it makes sense
to penalize playing bots in the server list, to increase the usefulness of
the servers browser to the eye of the player.

An alternative may be having spectator bots not take a player slot at all,
but I fear now we are digging too deep in the internals of the engine.
The change I suggested is just a cosmetic one, and could be implemented with
the data already returned in A2S_INFO replies.
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Re: [hlds_linux] Upate today

2011-05-13 Thread Claudio Beretta
IMHO this should be the proper way of displaying player counts for a 24
slots server:
0 players, 0 bots: 0/24
0 players, 1 bots: 0(1)/24
0 players, 6 bots: 0(6)/24
5 players, 6 bots: 5(11)/24
1 players, 0 bots: 1/24
1 players, 1 bots: 1(2)/24
24 players, 0 bots: 24/24
24 players, 1 bots: 24(25)/24

What we get after yesterday update:
In-game browser:
0 players, 0 bots: 0/24
0 players, 1 bots: 0/24
0 players, 6 bots: 0/19
5 players, 6 bots: 5/19
1 players, 0 bots: 1/24
1 players, 1 bots: 1/24
24 players, 0 bots: 24/24
24 players, 1 bots: 24/24

Steam browser:
0 players, 0 bots: 0/24
0 players, 1 bots: 1/25
0 players, 6 bots: 6/25
5 players, 6 bots: 11/25
1 players, 0 bots: 1/24
1 players, 1 bots: 2/25
24 players, 0 bots: 24/24
24 players, 1 bots: 25/25

In these examples I assumed that when at least one bot is in the server, it
is a tv or replay bot. Hence 1 slot is added to maxplayers.
For "bot" I wouldn't distinguish from SourceTV, replay, or tf_bot.

On Fri, May 13, 2011 at 3:52 PM, Ronny Schedel wrote:

> The Steam browser is correct, all other applications should show 1/25.
>
> > Enabling with -replay:
> >
> > Steam gadget in win7 shows 0/25
> > Checkvalve (android app) shows 0/25 and sets increased_playercount
> > Steam browser shows 0/24
> >
> > /o
> >
> > --
> > =MUPP= oGre | o...@muppfarmen.se | http://muppfarmen.se
> > Den 13 maj 2011 06.05 skrev "Tony Paloma" :
> >> And you guys are activating replay via -replay  on the
> >> command
> >> line? This is the new way and it was mentioned that otherwise you will
> >> get
> >> the player count bug.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> >> Sent: Thursday, May 12, 2011 9:03 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Upate today
> >>
> >> I can confirm this. Some weird is going on.
> >>
> >> Before the update, our website status for servers shows player counts
> >> correctly (0/30 and 0/24) but steam browser shows one less while replay
> >> is
> >> enabled.
> >>
> >> After this latest update, these look ok if no players are in but if
> >> replay
> >> is enabled and someone joins server, the server shows 0/30 (or
> >> 0/24 on browser with 1 player and 1/31 (or 1/25) on the website. I
> >> coun't
> >> test this now with more players but slot count rises +1.
> >>
> >> -ics
> >>
> >> 13.5.2011 5:04, Ross Bemrose kirjoitti:
> >>> OK, I'm seeing a lot of weirdness going on with slot counts.
> >>>
> >>> I tested this on a password server I use to test SourceMod plugins
> >>>
> >>> On Steam:
> >>> I see 0/25 players when the Replay bot is active.
> >>> I see 0/25 players when the SourceTV bot is active.
> >>> I see 0/25 players when the Replay AND SourceTV bots are active.
> >>>
> >>> In TF2:
> >>> I see 0/24 players when the Replay bot is active I see 0/24 players
> >>> when the SourceTV bot is active.
> >>> I see 0/23 players when both bots are active.
> >>>
> >>> Now, these numbers tell me some funny interaction with the Steam
> >>> browser is going on. It also tells me that there is some funny
> >>> interaction going on between the two of them.
> >>>
> >>> Also, does anyone know which kill signal to send the server to make it
> >>> properly shut down the replay system? My other admin is, for whatever
> >>> reason, sending a kill -9 to the screen process running the server,
> >>> which is clearly the wrong way to go about it. Does a normal SIGTERM
> >>> kill shut down replays correctly?
> >>>
> >>> On 5/12/2011 8:56 PM, Jeff Sugar wrote:
>  I am still getting the issue where, in TF2, the *visible* max players
>  is one less than what I set it to. Meaning, I set
>  sv_visiblemaxplayers to 24, and
>  TF2 server browser shows it as 23. This wouldn't be so bad if the
>  STEAM server browser didn't then show it as what I set it to.
> 
>  So, if I set it to 25 to account for the issue in TF2 showing one
>  less, then the Steam server browser also shows 25. It's a no-win
>  situation.
> 
>  This long-standing issue is what caused us to avoid running SourceTV.
>  It mucked up our (reserve) slots in exactly this way.
> 
> 
>  On Thu, May 12, 2011 at 3:41 PM, Jon
>  Lippincottwrote:
> 
> > You can run with "-replay" or just "-replay," which
> > will default to "replay.cfg."
> >
> > -Jon
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon
> > Lippincott
> > Sent: Thursday, May 12, 2011 12:39 PM
> > To: Half-Life dedicated Linux server mailing list; 'Half-Life
> > dedicated
> > Win32 server mailing list'
> > Subject: [hlds_linux] Upate today
> >
> > After today's update, you can remove +exec replay.cfg from your
> > command line. Instead, use "-replay" which will

Re: [hlds_linux] Brink server doesn't download

2011-05-11 Thread Claudio Beretta
While waiting for the official brink linux server, running the windows one
with wine through a vnc session appears to work (the server starts, parses
and applies the configs, spawnServer mp/mapname works, starts listening on
the specified port). I didn't go any further since brink is not yet
available in europe.


On Wed, May 11, 2011 at 4:13 PM, Saint K.  wrote:

> If you find a solution, we're interested in it as well.
>
> Cheers,
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose [
> rbemr...@vgmusic.com]
> Sent: 11 May 2011 16:07
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Brink server doesn't download
>
> Yes, we are on a Linux server.  And this is on topic because of this:
> ocremix@kagami:~$ ./steam -command update -game brink -dir ./brink
> Checking bootstrapper version ...
> Updating Installation
> ** 'game' options for Source DS Install:
>
> "Counter-Strike Source"
> "ageofchivalry"
> "alienswarm"
> "cssbeta"
> "diprip"
> "dods"
> "dystopia"
> "episode1"
> "esmod"
> "garrysmod"
> "hl2mp"
> "insurgency"
> "l4d_full"
> "left4dead"
> "left4dead2"
> "left4dead2_demo"
> "orangebox"
> "pvkii"
> "smashball"
> "synergy"
> "tf"
> "tf_beta"
> "zps"
>
> ** 'game' options for HL1 DS Install:
>
> "cstrike"
> "cstrike_beta"
> "czero"
> "dmc"
> "dod"
> "gearbox"
> "ricochet"
> "tfc"
> "valve"
>
> ** 'game' options for Third-Party game servers:
>
> "ageofchivalry"
> "aliensvspredator"
> "brink"
> "darkesthour"
> "darkmessiah"
> "defencealliance2"
> "dinodday"
> "diprip"
> "dystopia"
> "esmod"
> "garrysmod"
> "homefront"
> "homefrontjpn"
> "insurgency"
> "killingfloor"
> "killingfloor_beta"
> "marenostrum"
> "mondaynightcombat"
> "naturalselection2"
> "pvkii"
> "redorchestra"
> "redorchestra_beta"
> "serioussamhdse"
> "ship"
> "sin"
> "smashball"
> "synergy"
> "tshb"
> "zps"
> HLDS installation up to date
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 18 single object sleeps, 0 multi object sleeps
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
> alertable sleeps
>
>
> On 5/11/2011 9:58 AM, Fab wrote:
> > You are on linux list.
> >
> > -Message d'origine-
> > De : hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] De la part de Ronny
> > Schedel
> > Envoyé : mercredi 11 mai 2011 15:53
> > À : hlds_linux@list.valvesoftware.com
> > Objet : [hlds_linux] Brink server doesn't download
> >
> > Hello,
> >
> > I try to download the Brink server files with the current steam updater,
> > but it doesn't work. The download does not start, instead, I see the list
> > with all available games. Brink is listed under third party
> installations,
> > the option to download is listed as "brink". But, it does not work.
> >
> > Any workaround for this problem?
> >
> > Best regards
> >
> > Ronny Schedel
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> please visit:
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>
>
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Claudio Beretta
both replay_snapshotrate and tv_snapshotrate convars default to 16, and this
can be changed.
i haven't checked yet if replays match the player POV better then TV demos,
but I wouldn't expect it since replays appear to be just sourcetv recordings
split in small chunks.


On Wed, May 11, 2011 at 12:07 PM, Ronny Schedel wrote:
>
> Has anyone checked if the replay demos have a higher precision, so it can
> be used for cheat checking? The SourceTV demos are not precise enough to
> check for aimbots. Did this changed for replay demos? I don't think so.
>
>
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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-11 Thread Claudio Beretta
any default port will break something for someone. Admins should be
encouraged to explicitly set any port used by srcds in the command line,
since replay_port, tv_port and clientport may create problems with multiple
services on the same IP.
What you could do is making sure that server admins are properly informed of
all these ports they need to set.

Another thing rather unusual in a server is that srcds binds to the next
available port if the the main one is already taken. Most servers  in this
case would print an angry error message and then quit. What happens with
srcds is that the server start apparently fine, and you end up scratching
your head trying to figure out why it doesn't reply until you open netstat.

If you really want to change default ports, this is the port scheme that I
think makes most sense:
main port: 27015
tv_port: main + 1
clientport: main + 2
replay_port: main + 3

If both replay and sourcetv have no reason to coexist, just scrap one of
them.

The players count bug when TV or replay are enabled is more important to
address

Thanks

On Tue, May 10, 2011 at 11:33 PM, Jon Lippincott wrote:

> I can potentially change the default port for replay.  If anyone has a
> preference please let me know.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson
> Sent: Tuesday, May 10, 2011 8:42 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New Replay feature listening on 27040
>
> change replay_port
>
> Done through server.cfg or startupcommand?
>
> //Daniel
>
> ics skrev 2011-05-09 21:32:
> > Also, find replay into server console gives you lots of more options
> > that were not mentioned in update notes.
> >
> > -ics
> >
> > 9.5.2011 22:22, AnAkIn . kirjoitti:
> >> Change the replay_port cvar.
> >>
> >> 2011/5/9
> >>
> >>> Hi,
> >>>
> >>> after the new Counter-Strike Source update, our servers now listens on
> >>> port 27040 and so forth, which is a big issue, because we have servers
> >>> running from port 27015-27060.
> >>>
> >>> Isn't there a command to disable this replay feature, so it doesn't
> >>> listen
> >>> on that port?
> >>>
> >>> Regards,
> >>> Lasse Poulsen
> >>> servON.dk
> >>>
> >>>
> >>> ___
> >>> 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
>
>
> ___
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Claudio Beretta
metamod:source, sourcemod, attachables, sdkhooks, accelerator, tf2items,
steamtools, cssdm, stripper:source plugins/extensions (and probably other)
were broken by this update.
Attachables was broken intentionally

kudos to the alliedmods team and extensions developers for releasing a fix
so fast


On Fri, Apr 15, 2011 at 1:43 PM, Vathral  wrote:

> Not a single sourcemod/metamod plugin seem broken for me after updating
> sm/mm aside for some extensions like SDK Hooks 1.3
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Re: [hlds_linux] Server not on master list

2011-04-14 Thread Claudio Beretta
just a wild guess: is sv_master_legacy_mode set to 0?
maybe they dropped support for it

are you using a query cache plugin?


On Thu, Apr 14, 2011 at 11:26 PM, Jacob Juul wrote:

>
> The server has been heartbeated, or should I say the servers? as I was
> saying to hosts who hosts many servers has never got any problems with this.
> It's after some update this bug came.
> We have even tried to open all ports, still same problem. As for the
> forums, more and more people complain about this. The master server gives
> response, you can play on the server, but it is not listed at all
>
> Sorry I forgot to mention. It's Orange Box - CSS. It seems to be a problem
> for all new reinstalled servers. I even asked a lot of clans how they got on
> the list, and they had to check the ip's before renting the servers, because
> new ip's dont show up.
>
> So, when you contact valve, they send u to the forums, on the forums are
> posts about this. So for me it seems this problem could be here for a while,
> as it seems valve don't think it's a problem, just us settings things up
> wrong.
>
> Last time i contacted this mailing list, the post died because we runned
> out of ideas for a fix. Valve has still done nothing about the problem.
>
> Sorry for the bad english
>
> The 2 hosts and the user
>
> > From: m-thor...@msn.com
> > Date: Thu, 14 Apr 2011 11:10:37 -0700
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Server not on master list
> >
> > Nope.
> >
> > I can run the old version and everything is happy. Upgrade and run from
> the same directory with the same command line options and plugins and it
> never shows in the list. If i run a new install totally generic it does not
> show either, if i replace the binaries in the new generic install with the
> old version it shows in the list. This is a bug!!
> >
> > -Original Message-
> > From: Tony Paloma
> > Sent: Thursday, April 14, 2011 10:54 AM
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Server not on master list
> >
> >
> >
> > > Generally these "My server isn't on the list" problems turn out to be
> you
> > > not seeing the whole list. The most common issue is your home router's
> NAT
> > > table filling up and preventing UDP traffic from other IPs.
> > >
> > > Another possibility is your server is behind a NAT and you didn't
> forward
> > > ports correctly.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark T
> > > Sent: Thursday, April 14, 2011 10:02 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Server not on master list
> > >
> > > I have tried the heartbeat command, it has no effect. I have sniffed
> the
> > > traffic and the master server responds to the heartbeat but the severs
> still
> > > never show in the list. I have to run a really old server version to
> get
> > > them to show in the list. Its a bug that needs fixing.
> > >
> > > -Original Message-
> > > From: Christoffer Pedersen
> > > Sent: Thursday, April 14, 2011 9:33 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Server not on master list
> > >
> > >
> > >
> > >> Have you tried to execute the "heartbeat"-command in the server
> console?
> > >>
> > >> /Chris
> > >>
> > >> Sendt fra min iPhone 4
> > >>
> > >> Den 14/04/2011 kl. 10.04 skrev Jacob Juul :
> > >>
> > >>>
> > >>>
> > >>> Hello all, i have mentioned this problem before. Now i mailed valve
> about
> > > the problem, and they just send me to the forums, where i've already
> have
> > > posted the problem. I realised when i posted the problem that many
> people
> > > have been complaining about this..
> > >>>
> > >>> So what should we do? New servers conntects fine to the master
> server,
> > > but doesnt show up on the steam list.
> > >>>
> > >>> All ports open, valves guide completed. I have tested this at 2 hosts
> and
> > > created about 8 servers. same problem.
> > >>>
> > >>> So.. what should we do?
> > >>>
> > >>> the user, and the 2 hosts.
> > >>> ___
> > >>> 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
> > >
> > >
> > > ___
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> please visit:
>

Re: [hlds_linux] Server not on master list

2011-04-14 Thread Claudio Beretta
so you are talking about a orangebox game?
if so, which is the output of setmaster?


On Thu, Apr 14, 2011 at 7:08 PM, Mark T  wrote:

> There is nothing wrong with his or my network setup. I can run an old
> server instance and it works perfectly, I update to the newest version and
> it fails to show in the server list. You can, however, play on the server so
> it is registering with the master, the master is just not displaying the
> server.
>
> -Original Message-
> From: Claudio Beretta
> Sent: Thursday, April 14, 2011 9:45 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Server not on master list
>
>
>
> > which game?
> > if it is a hlds server, it seems you are in good company.
> > If it is a orangebox or l4d server, or any new mod, there must be
> something
> > wrong in your network setup.
> >
> > On Thu, Apr 14, 2011 at 10:04 AM, Jacob Juul  >wrote:
> >
> >>
> >>
> >>  Hello all, i have mentioned this problem before. Now i mailed valve
> about
> >> the problem, and they just send me to the forums, where i've already
> have
> >> posted the problem. I realised when i posted the problem that many
> people
> >> have been complaining about this..
> >>
> >> So what should we do? New servers conntects fine to the master server,
> but
> >> doesnt show up on the steam list.
> >>
> >> All ports open, valves guide completed. I have tested this at 2 hosts
> and
> >> created about 8 servers. same problem.
> >>
> >> So.. what should we do?
> >>
> >> the user, and the 2 hosts.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
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> please visit:
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>
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Re: [hlds_linux] Server not on master list

2011-04-14 Thread Claudio Beretta
which game?
if it is a hlds server, it seems you are in good company.
If it is a orangebox or l4d server, or any new mod, there must be something
wrong in your network setup.

On Thu, Apr 14, 2011 at 10:04 AM, Jacob Juul wrote:

>
>
>  Hello all, i have mentioned this problem before. Now i mailed valve about
> the problem, and they just send me to the forums, where i've already have
> posted the problem. I realised when i posted the problem that many people
> have been complaining about this..
>
> So what should we do? New servers conntects fine to the master server, but
> doesnt show up on the steam list.
>
> All ports open, valves guide completed. I have tested this at 2 hosts and
> created about 8 servers. same problem.
>
> So.. what should we do?
>
> the user, and the 2 hosts.
> ___
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Re: [hlds_linux] Low srcds FPS

2011-03-30 Thread Claudio Beretta
are you saying that the source-orangebox engine works the same as quake
games? (quake 1?)
and that valve measures time (in-game time, not valve time.. that would
always overflow) in milliseconds in a integer variable?


On Thu, Mar 31, 2011 at 12:10 AM, Gary Stanley wrote:

> At 10:15 AM 3/30/2011, Claudio Beretta wrote:
>
>> Is this trolling or just a naive question? :)
>>
>> The server tickrate controls how many times per second the server updates
>> the world model and send data to players. higher tickrate means higher
>> precision in the simulation, lower ping, and more resilience to packet
>> loss
>> (smaller time interval that the clients have to interpolate in case
>> something goes wrong). Tick 100 servers run noticeably better than tick 66
>> servers and blow away tick 33 servers.
>> The server fps controls how many times per second the server checks if it
>> should run a tick. Running the server at exactly fps == tickrate for
>> orangebox is great, but if you can't guarantee that you should run at at
>> least 2x the tickrate (running at 66 fps with a 66 tickrate means that
>> that
>> the system will wake srcds every 15.15ms and compute a tick every time;
>> running at 67 fps means that the system wakes srcds every 14.92ms and
>> compute a tick most of the times, and then wait the 67th frame (other
>> 14.92ms) doing nothing)
>> Client tickrate should match the server tickrate, and client fps should be
>> higher or matching client tickrate. Client fps are unrelated to server
>> fps,
>> and may or may not be bound to the monitor refresh rate.
>> this is my (simplified) understanding of how the orangebox works, i'm not
>> claiming it is 100% exact but at least it makes sense :P
>>
>
> Your understanding was copy-and-pasted from that idiot that runs FPS meter.
> You cannot precisely have a simulation rate at 15.00ms. At 15.11ms it's
> still 15.00 due to rounding, and 14.95 is 15.00 because of rounding.  VALVe
> games run just like Quake games, so fundamentally they operate in the same
> manner, even though prototypes are different etc.
>
> It would be nice if everyone would simply just play the game at stock
> settings. Otherwise, you'll have 10,000 servers are running differently
> causing confusion to everyone, and perhaps widely varying results.
>
>
>
>
>
>
>
>
>
>
> ___
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Re: [hlds_linux] Low srcds FPS

2011-03-30 Thread Claudio Beretta
Is this trolling or just a naive question? :)

The server tickrate controls how many times per second the server updates
the world model and send data to players. higher tickrate means higher
precision in the simulation, lower ping, and more resilience to packet loss
(smaller time interval that the clients have to interpolate in case
something goes wrong). Tick 100 servers run noticeably better than tick 66
servers and blow away tick 33 servers.
The server fps controls how many times per second the server checks if it
should run a tick. Running the server at exactly fps == tickrate for
orangebox is great, but if you can't guarantee that you should run at at
least 2x the tickrate (running at 66 fps with a 66 tickrate means that that
the system will wake srcds every 15.15ms and compute a tick every time;
running at 67 fps means that the system wakes srcds every 14.92ms and
compute a tick most of the times, and then wait the 67th frame (other
14.92ms) doing nothing)
Client tickrate should match the server tickrate, and client fps should be
higher or matching client tickrate. Client fps are unrelated to server fps,
and may or may not be bound to the monitor refresh rate.
this is my (simplified) understanding of how the orangebox works, i'm not
claiming it is 100% exact but at least it makes sense :P

On Wed, Mar 30, 2011 at 3:37 PM, Drogen Viech wrote:

> http://en.wikipedia.org/wiki/Placebo
>
> 2011/3/30 realdreams :
> > I am curious how does fps above 60 help in the game. Most monitors are
> > 60Hz. How will higher fps affect gameplay on a 60Hz monitor?
> >
> > On Wed, Mar 30, 2011 at 8:30 AM, Claudio Beretta
> >  wrote:
> >> actually on orangebox you should have the server fps match exactly the
> >> tickrate, or at least 2X times the tickrate to avoid aliasing effects
> >> (shannon theorem).
> >> The OP stated it was dropping to 60 fps, which is below the (standard)
> >> tickrate.
> >>
> >> On Wed, Mar 30, 2011 at 1:21 PM, Christoffer Pedersen 
> wrote:
> >>
> >>> Keep your fps at 67-70. Higher fps is unecessary and waste of CPU.
> >>>
> >>> /Chris
>
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Re: [hlds_linux] Low srcds FPS

2011-03-30 Thread Claudio Beretta
actually on orangebox you should have the server fps match exactly the
tickrate, or at least 2X times the tickrate to avoid aliasing effects
(shannon theorem).
The OP stated it was dropping to 60 fps, which is below the (standard)
tickrate.

On Wed, Mar 30, 2011 at 1:21 PM, Christoffer Pedersen  wrote:

> Keep your fps at 67-70. Higher fps is unecessary and waste of CPU.
>
> /Chris
>
> Den 30/03/2011 kl. 12.23 skrev Anthony Stoyanov:
>
> > Hey,
> >
> > I know there are quite a few threads, about srcds server FPS, I read most
> of them, but none helped.
> > I'm running a source orangebox server, with 31 slots. Everything's fine
> until about 26-27 players. FPS is fairly stable @ around 800-900, but when
> they get 29+, FPS drops drastically to about 60-70.
> > The server is running with sourcemod, plugins:
> >
> >  01 "Basic Commands" (1.3.6) by AlliedModders LLC
> >  02 "Admin File Reader" (1.3.6) by AlliedModders LLC
> >  03 "Basic Votes" (1.3.6) by AlliedModders LLC
> >  04 "Admin Help" (1.3.6) by AlliedModders LLC
> >  05 "AFK Manager" (3.3.0) by Rothgar
> >  06 "Basic Chat" (1.3.6) by AlliedModders LLC
> >  07 "Quake Sounds" (2.7) by dalto, Grrr, and psychonic
> >  08 "spawntools7" (0.9) by meng
> >  09 "KillStats" (1.1) by Deception5
> >  10 "Reserved Slots" (1.3.6) by AlliedModders LLC
> >  11 "Anti-Flood" (1.3.6) by AlliedModders LLC
> >  12 "Resetscore" (1.1) by tuty
> >  13 "Client Preferences" (1.3.6) by AlliedModders LLC
> >  14 "Team Balance" (2.2.2) by dalto
> >  15 "Country Filter 2nd Edition" (2.0.3) by Knagg0, further processed
> Bacardi
> >  16 "No Team Flash" (0.3) by SAMURAI and Kigen
> >  17 "Web Shortcuts" (1.0.1) by James "sslice" Gray
> >  18 "Fun Votes" (1.3.6) by AlliedModders LLC
> >  19 "Swear Replacement" (1.4) by Hell Phoenix
> >  20 "Basic Comm Control" (1.3.6) by AlliedModders LLC
> >  21 "Basic Info Triggers" (1.3.6) by AlliedModders LLC
> >  22 "High Ping Kicker - Lite Edition" (1.0.0.1) by Liam
> >  23 "SourceBans" (1.4.8) by SourceBans Development Team
> >  24 "Fun Commands" (1.3.6) by AlliedModders LLC
> >  25 "Admin Menu" (1.3.6) by AlliedModders LLC
> >  26 "Sound Commands" (1.3.6) by AlliedModders LLC
> >  27 "Advertisements" (0.5.5) by Tsunami
> >  28 "Hide Chat Triggers" (1.0.0.0) by AlliedModders LLC
> >  29 "HLstatsX CE Ingame Plugin" (1.6.13) by psychonic
> >  30 "Nextmap" (1.3.6) by AlliedModders LLC
> >  31 "Player Commands" (1.3.6) by AlliedModders LLC
> >
> > I tried disabling some of the plugins (hlxstats, kigen, quake sounds) -
> it didn't help.
> >
> > Server specs:
> > Xeon E5345  @ 2.33GHz
> > 4 GB ram.
> > 100mbit connection
> > Optimized kernel (fragaholics)
> >
> > Server's running with -pingboost 3 and -tickrate 100 (also tried
> -tickrate 66 and -pingboost 2) - same.
> > Rates are from reece-eu's website. Also tried them with "0"  (infinity).
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] Low srcds FPS

2011-03-30 Thread Claudio Beretta
look at CPU usage as reported by top when you notice low fps, you'll
probably see srcds_linux maxing out one core.
If that's the case, you don't have many options: either switch to windows,
or run srcds.exe through wine, or use a more powerful CPU, or ask Valve to
make the orangebox on linux as good as it is on windows as regards multi
core usage.
If it isn't using the whole core when you get low fps, there may be
something else blocking it. Try running without ANY plugins (don't load
metamod at all)


On Wed, Mar 30, 2011 at 12:23 PM, Anthony Stoyanov  wrote:

> Hey,
>
> I know there are quite a few threads, about srcds server FPS, I read most
> of them, but none helped.
> I'm running a source orangebox server, with 31 slots. Everything's fine
> until about 26-27 players. FPS is fairly stable @ around 800-900, but when
> they get 29+, FPS drops drastically to about 60-70.
> The server is running with sourcemod, plugins:
>
>  01 "Basic Commands" (1.3.6) by AlliedModders LLC
>  02 "Admin File Reader" (1.3.6) by AlliedModders LLC
>  03 "Basic Votes" (1.3.6) by AlliedModders LLC
>  04 "Admin Help" (1.3.6) by AlliedModders LLC
>  05 "AFK Manager" (3.3.0) by Rothgar
>  06 "Basic Chat" (1.3.6) by AlliedModders LLC
>  07 "Quake Sounds" (2.7) by dalto, Grrr, and psychonic
>  08 "spawntools7" (0.9) by meng
>  09 "KillStats" (1.1) by Deception5
>  10 "Reserved Slots" (1.3.6) by AlliedModders LLC
>  11 "Anti-Flood" (1.3.6) by AlliedModders LLC
>  12 "Resetscore" (1.1) by tuty
>  13 "Client Preferences" (1.3.6) by AlliedModders LLC
>  14 "Team Balance" (2.2.2) by dalto
>  15 "Country Filter 2nd Edition" (2.0.3) by Knagg0, further processed
> Bacardi
>  16 "No Team Flash" (0.3) by SAMURAI and Kigen
>  17 "Web Shortcuts" (1.0.1) by James "sslice" Gray
>  18 "Fun Votes" (1.3.6) by AlliedModders LLC
>  19 "Swear Replacement" (1.4) by Hell Phoenix
>  20 "Basic Comm Control" (1.3.6) by AlliedModders LLC
>  21 "Basic Info Triggers" (1.3.6) by AlliedModders LLC
>  22 "High Ping Kicker - Lite Edition" (1.0.0.1) by Liam
>  23 "SourceBans" (1.4.8) by SourceBans Development Team
>  24 "Fun Commands" (1.3.6) by AlliedModders LLC
>  25 "Admin Menu" (1.3.6) by AlliedModders LLC
>  26 "Sound Commands" (1.3.6) by AlliedModders LLC
>  27 "Advertisements" (0.5.5) by Tsunami
>  28 "Hide Chat Triggers" (1.0.0.0) by AlliedModders LLC
>  29 "HLstatsX CE Ingame Plugin" (1.6.13) by psychonic
>  30 "Nextmap" (1.3.6) by AlliedModders LLC
>  31 "Player Commands" (1.3.6) by AlliedModders LLC
>
> I tried disabling some of the plugins (hlxstats, kigen, quake sounds) - it
> didn't help.
>
> Server specs:
> Xeon E5345  @ 2.33GHz
> 4 GB ram.
> 100mbit connection
> Optimized kernel (fragaholics)
>
> Server's running with -pingboost 3 and -tickrate 100 (also tried -tickrate
> 66 and -pingboost 2) - same.
> Rates are from reece-eu's website. Also tried them with "0"  (infinity).
> ___
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-16 Thread Claudio Beretta
I have been running one tf2 server through wine for the last 3 hours, and so
far tickrate has never gone below 60 even on pl_goldrush and
pl_frontier_final at 32 players.
Metamod, Sourcemod, Stripper, TF2Items, SDK Hooks and CBaseServer
plugins/extensions seem to be working fine.
Both top and rcon stats report srcds.exe using up to 120% CPU
The only problem so far, apart from the awkwardness of running the windows
version of a program that has a native linux implementation, is that
srcds.exe is using 3.2 GB of swap. I still have to investigate this, also
because I have a total 2 GB of swap :)


On Tue, Mar 15, 2011 at 2:48 PM, Claudio Beretta
wrote:

> TL;DR version: are there magic command line parameters or convars that
> enable multithreading for srcds games on linux? Or anything that might
> prevent the gameserver from using more than one core?
>
> Long version:
> I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
> because I needed iptables to filter all the incoming attacks so
> popular in these days.
> The hardware remained the same: Xeon w3520 (server version of i7 920),
> 12 GB RAM, 2x80 GB Intel x25-M SSD.
> The problem I'm encountering is that when any 32 slots server gets
> full, the server fps (measured from rcon stats and net_graph 4) drop
> below acceptable levels. They may even reach 20-30 fps, and much less
> when there are bots playing. This obviously affects the tickrate, and
> players experience rubber banding and bad hit detection.
> Both top and rcon stats say that the CPU usage never goes over 100% (1
> core).
> On windows rcon stats reported up to 150%, and sysinternals process
> explorer confirmed that the gameserver was using up to 19% of the
> whole system (which means approximately 1.5 cores, since this box has
> 4+4 cores thanks to hyperthreading). On windows, fps were stable, and
> only in a couple of maps the tickrate would drop below 66.
> I've tried several kernels: the stock centos one
> (2.6.18-194.32.1.el5), a couple provided by my host via netboot
> (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
> realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
> were the best regarding to fps jitter, but they did't improve at all
> the low fps when the server is full.
> Playing with taskset to set the affinity of the process has no visible
> effects, same thing with nice and chrt. Also tried disabling all
> addons and using a 3 lines server.cfg (sv_log 0; hostname;
> rcon_password) but still no effect worth mentioning.
>
> I've come to the conclusion that srcds on linux can use at most one
> core. I hope I'm wrong, since it would mean I'm stuck at running 32
> slots servers at tickrate 33 despite having good hardware.
> How you guys manage to run 32 slots srcds servers on linux?
> Thanks
> Claudio
>
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-15 Thread Claudio Beretta
thanks for your feedback.
Which kind of problems did you have with CentOS that forced you move to
Debian? The same issue I'm experiencing when the server is full or something
else?
I'd rather avoid changing (again!) OS if it isn't really necessary, and I
don't have a spare HDD to test it on :(


On Tue, Mar 15, 2011 at 6:07 PM, Svensk Ljud & Ljus Produktion <
i...@teaterljud.se> wrote:

> Hi !
>
> We did use CentOS for a very short time, it wasent the best(for us).
> We now are using fedora core for one machine (4 cores running 2 TF2+ 1
> dods).
> Another machine with almost same spec. running Debian (2 dods)
> All is 32-slots minimum installs with custom kernels (no x-windows
> installed)
> We are monitoring all servers with munin and can se every stat in graphs.
>
> maybe you managed to get CentOS to run as it should, but we didnt.
>
> if you having problems do install debian on a spare hd and try !
> we are using kernels from here http://www.ulrich-block.de
>
> Good luck !
>
> Peter
>
> -Ursprungligt meddelande- From: Claudio Beretta
> Sent: Tuesday, March 15, 2011 2:48 PM
>
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] srcds_linux multithreaded
>
> TL;DR version: are there magic command line parameters or convars that
> enable multithreading for srcds games on linux? Or anything that might
> prevent the gameserver from using more than one core?
>
> Long version:
> I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
> because I needed iptables to filter all the incoming attacks so
> popular in these days.
> The hardware remained the same: Xeon w3520 (server version of i7 920),
> 12 GB RAM, 2x80 GB Intel x25-M SSD.
> The problem I'm encountering is that when any 32 slots server gets
> full, the server fps (measured from rcon stats and net_graph 4) drop
> below acceptable levels. They may even reach 20-30 fps, and much less
> when there are bots playing. This obviously affects the tickrate, and
> players experience rubber banding and bad hit detection.
> Both top and rcon stats say that the CPU usage never goes over 100% (1
> core).
> On windows rcon stats reported up to 150%, and sysinternals process
> explorer confirmed that the gameserver was using up to 19% of the
> whole system (which means approximately 1.5 cores, since this box has
> 4+4 cores thanks to hyperthreading). On windows, fps were stable, and
> only in a couple of maps the tickrate would drop below 66.
> I've tried several kernels: the stock centos one
> (2.6.18-194.32.1.el5), a couple provided by my host via netboot
> (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
> realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
> were the best regarding to fps jitter, but they did't improve at all
> the low fps when the server is full.
> Playing with taskset to set the affinity of the process has no visible
> effects, same thing with nice and chrt. Also tried disabling all
> addons and using a 3 lines server.cfg (sv_log 0; hostname;
> rcon_password) but still no effect worth mentioning.
>
> I've come to the conclusion that srcds on linux can use at most one
> core. I hope I'm wrong, since it would mean I'm stuck at running 32
> slots servers at tickrate 33 despite having good hardware.
> How you guys manage to run 32 slots srcds servers on linux?
> Thanks
> Claudio
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-15 Thread Claudio Beretta
A few months ago there was a TF2 update that increased CPU usage
significantly.
The temporary workaround suggested by valve was to put -threads 3 in the
commandline. I can't remember if it was a problem specific to windows or
affected linux too, but from this we can say that -at least on windows-
srcds has some sort of multithread support.
And even in the (unlikely?) case that process explorer was wrong in
reporting the CPU usage.. at the end the tickrate was stable at 66, which is
the result I'm seeking to achieve on linux.


On Tue, Mar 15, 2011 at 4:12 PM, Kacper Nowak  wrote:

> Maybe windows was showing multicore load while process was still one thread
> - better load balancing under windows?
>
>  thanks Chris and Dave for your replies.
>> On windows it was working great and was definitely using more than one
>> core.
>> Don't tell me I have to run 32 slots servers under wine :)
>>
>>
>> On Tue, Mar 15, 2011 at 3:54 PM, Christoffer Pedersen
>>  wrote:
>>
>>  SRCDS does not support multithreading/multicore yet, so you don't have
>>> this
>>> option at the moment.
>>>
>>> /Chris
>>>
>>> Sendt fra min iPhone 4
>>>
>>> Den 15/03/2011 kl. 14.48 skrev Claudio Beretta>>
>>>> :
>>>> TL;DR version: are there magic command line parameters or convars that
>>>> enable multithreading for srcds games on linux? Or anything that might
>>>> prevent the gameserver from using more than one core?
>>>>
>>>> Long version:
>>>> I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
>>>> because I needed iptables to filter all the incoming attacks so
>>>> popular in these days.
>>>> The hardware remained the same: Xeon w3520 (server version of i7 920),
>>>> 12 GB RAM, 2x80 GB Intel x25-M SSD.
>>>> The problem I'm encountering is that when any 32 slots server gets
>>>> full, the server fps (measured from rcon stats and net_graph 4) drop
>>>> below acceptable levels. They may even reach 20-30 fps, and much less
>>>> when there are bots playing. This obviously affects the tickrate, and
>>>> players experience rubber banding and bad hit detection.
>>>> Both top and rcon stats say that the CPU usage never goes over 100% (1
>>>>
>>> core).
>>>
>>>> On windows rcon stats reported up to 150%, and sysinternals process
>>>> explorer confirmed that the gameserver was using up to 19% of the
>>>> whole system (which means approximately 1.5 cores, since this box has
>>>> 4+4 cores thanks to hyperthreading). On windows, fps were stable, and
>>>> only in a couple of maps the tickrate would drop below 66.
>>>> I've tried several kernels: the stock centos one
>>>> (2.6.18-194.32.1.el5), a couple provided by my host via netboot
>>>> (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
>>>> realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
>>>> were the best regarding to fps jitter, but they did't improve at all
>>>> the low fps when the server is full.
>>>> Playing with taskset to set the affinity of the process has no visible
>>>> effects, same thing with nice and chrt. Also tried disabling all
>>>> addons and using a 3 lines server.cfg (sv_log 0; hostname;
>>>> rcon_password) but still no effect worth mentioning.
>>>>
>>>> I've come to the conclusion that srcds on linux can use at most one
>>>> core. I hope I'm wrong, since it would mean I'm stuck at running 32
>>>> slots servers at tickrate 33 despite having good hardware.
>>>> How you guys manage to run 32 slots srcds servers on linux?
>>>> Thanks
>>>> Claudio
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>
>>> please visit:
>>>
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>> ___
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>>> please visit:
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>>>
>>>  ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-15 Thread Claudio Beretta
thanks Chris and Dave for your replies.
On windows it was working great and was definitely using more than one core.
Don't tell me I have to run 32 slots servers under wine :)


On Tue, Mar 15, 2011 at 3:54 PM, Christoffer Pedersen  wrote:

> SRCDS does not support multithreading/multicore yet, so you don't have this
> option at the moment.
>
> /Chris
>
> Sendt fra min iPhone 4
>
> Den 15/03/2011 kl. 14.48 skrev Claudio Beretta  >:
>
> > TL;DR version: are there magic command line parameters or convars that
> > enable multithreading for srcds games on linux? Or anything that might
> > prevent the gameserver from using more than one core?
> >
> > Long version:
> > I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
> > because I needed iptables to filter all the incoming attacks so
> > popular in these days.
> > The hardware remained the same: Xeon w3520 (server version of i7 920),
> > 12 GB RAM, 2x80 GB Intel x25-M SSD.
> > The problem I'm encountering is that when any 32 slots server gets
> > full, the server fps (measured from rcon stats and net_graph 4) drop
> > below acceptable levels. They may even reach 20-30 fps, and much less
> > when there are bots playing. This obviously affects the tickrate, and
> > players experience rubber banding and bad hit detection.
> > Both top and rcon stats say that the CPU usage never goes over 100% (1
> core).
> > On windows rcon stats reported up to 150%, and sysinternals process
> > explorer confirmed that the gameserver was using up to 19% of the
> > whole system (which means approximately 1.5 cores, since this box has
> > 4+4 cores thanks to hyperthreading). On windows, fps were stable, and
> > only in a couple of maps the tickrate would drop below 66.
> > I've tried several kernels: the stock centos one
> > (2.6.18-194.32.1.el5), a couple provided by my host via netboot
> > (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
> > realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
> > were the best regarding to fps jitter, but they did't improve at all
> > the low fps when the server is full.
> > Playing with taskset to set the affinity of the process has no visible
> > effects, same thing with nice and chrt. Also tried disabling all
> > addons and using a 3 lines server.cfg (sv_log 0; hostname;
> > rcon_password) but still no effect worth mentioning.
> >
> > I've come to the conclusion that srcds on linux can use at most one
> > core. I hope I'm wrong, since it would mean I'm stuck at running 32
> > slots servers at tickrate 33 despite having good hardware.
> > How you guys manage to run 32 slots srcds servers on linux?
> > Thanks
> > Claudio
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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[hlds_linux] srcds_linux multithreaded

2011-03-15 Thread Claudio Beretta
TL;DR version: are there magic command line parameters or convars that
enable multithreading for srcds games on linux? Or anything that might
prevent the gameserver from using more than one core?

Long version:
I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
because I needed iptables to filter all the incoming attacks so
popular in these days.
The hardware remained the same: Xeon w3520 (server version of i7 920),
12 GB RAM, 2x80 GB Intel x25-M SSD.
The problem I'm encountering is that when any 32 slots server gets
full, the server fps (measured from rcon stats and net_graph 4) drop
below acceptable levels. They may even reach 20-30 fps, and much less
when there are bots playing. This obviously affects the tickrate, and
players experience rubber banding and bad hit detection.
Both top and rcon stats say that the CPU usage never goes over 100% (1 core).
On windows rcon stats reported up to 150%, and sysinternals process
explorer confirmed that the gameserver was using up to 19% of the
whole system (which means approximately 1.5 cores, since this box has
4+4 cores thanks to hyperthreading). On windows, fps were stable, and
only in a couple of maps the tickrate would drop below 66.
I've tried several kernels: the stock centos one
(2.6.18-194.32.1.el5), a couple provided by my host via netboot
(2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
were the best regarding to fps jitter, but they did't improve at all
the low fps when the server is full.
Playing with taskset to set the affinity of the process has no visible
effects, same thing with nice and chrt. Also tried disabling all
addons and using a 3 lines server.cfg (sv_log 0; hostname;
rcon_password) but still no effect worth mentioning.

I've come to the conclusion that srcds on linux can use at most one
core. I hope I'm wrong, since it would mean I'm stuck at running 32
slots servers at tickrate 33 despite having good hardware.
How you guys manage to run 32 slots srcds servers on linux?
Thanks
Claudio

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Re: [hlds_linux] hud /death messages?

2011-01-21 Thread Claudio Beretta
Happened to me a few months ago on a custom maps TF2 server.
While playing normally (no changelevel or round win), kills just stopped
being recorded in the logs and shown in the hud.
Only a server restart would restore things it to normal.
I never figured out which was the problem (it wasn't a specific map or
plugin that was triggering this problem).
Claudio


On Fri, Jan 21, 2011 at 4:30 PM, Eric Riemers  wrote:

> All,
>
> It seems now since last update that all of a sudden my death messages in
> the
> upper right corner are gone for players. So nobody sees who dies/ shoots
> somebody down.
>
> A changelevel doesn't seem to fix this issue and a full _restart is
> required
> to fix this issue.
>
> I've had this now on different servers and on different o.s. (windows and
> Linux)
>
> Anyone else seen this strange issue?
>
> Regards,
>   Eric
>
> p.s. also a pitty that all custom models now glow like the
> intelligence/goldrush cart.
>
>
>
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Re: [hlds_linux] Left 4 Dead 2 + sv_password

2011-01-16 Thread Claudio Beretta
you can write a server plugin that adds the FCVAR_NOTIFY flag to that
convar, and it will be available in the A2S_RULES reply


On Sun, Jan 16, 2011 at 10:22 PM, Никита Булаев [Nikita Bulaev] <
djfireb...@gmail.com> wrote:

> But as I tested just now, fps_max can be set in server.cfg or autoexec.cfg.
>
> So let me ask in the other way:
>
> Is there a way to get current fps_max without rcon?
>
> >
> > No, these days even clients require disconnect from the server to change
> > that value.
> >
> > -ics
> >
> > 16.1.2011 20:46, Marco Padovan kirjoitti:
> >> isn't it possible to change fps_max directly from rcon? Oo
> >>
> >> Il 16/01/2011 19:40, ics ha scritto:
> >>> For the others than L4D1&2 series, you can only controll it when you
> >>> apply it to the server startline (as in +fps_max 500). It cannot be
> >>> changed on the fly.
> >>>
> >>> -ics
> >>>
> >>> 16.1.2011 18:58, ?? ?? [Nikita Bulaev] kirjoitti:
>  Well, in fact I mean control fps_max not for L4D2 only servers, but
>  mostly all other Source servers - TF2, CSS, DOD:S.
> 
>  2011/1/16:
> > 1. Propably not
> > 2-3. Fps_max does not exist as server convar. Server FPS is limited
> on
> > L4D2 to 30 max, there is no control over it.
> >
> > -ics
> >
> >
> > 16.1.2011 11:00, ?? ?? [Nikita Bulaev] kirjoitti:
> >> Hello, friends!
> >>
> >> I've got 2 questions:
> >>
> >> 1) Will sv_password be fixed in L4D2 someday? And what is the way to
> >> make private server with password for L4D2 for now?
> >> 2) How can I control fps_max of server without rcon and
> >> rcon_password?
> >> Is there someting like Source query to find out current fps_max?
> >>
> >> Thanx =))
>
> > **
>
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Re: [hlds_linux] hide rules from server queries

2010-10-13 Thread Claudio Beretta
Yes, you can always set sv_steamgroup to ""...

The master servers and/or the players must read it in order to let players
find their steam group servers.
Valve should have used a public and private keys pair to identify steam
groups, but probably they didn't think this was going to be abused or they
were just lazy ;)



On Wed, Oct 13, 2010 at 4:15 PM, realdreams  wrote:

> Is it
> possible to actually hide sv_steamgroup even it's in A2S_INFO?
>
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Re: [hlds_linux] hide rules from server queries

2010-10-12 Thread Claudio Beretta
you can remove the NOTIFY flag from the convar, by recompiling the plugin or
by doing something like this

new Handle:cv = FindConVar("sm_hidden"); new flags = GetConVarFlags(cv);
flags &= ~FCVAR_NOTIFY; SetConVarFlags(cv, flags);

BTW, which are the server rules you think should be hidden? and why?
for instance if you want to hide sv_steamgroup and sv_tags just to protect
your steam group id, you are out of luck since this is replicated in the
"additional info" field of the A2S_INFO reply


On Wed, Oct 13, 2010 at 2:00 AM, DreamsCN  wrote:

> Hi,
> There are information about how to query a server and get info,player
> and rules on this page
> http://developer.valvesoftware.com/wiki/Server_queries. My concern is
> some rules(Server Variables/cvars) shouldn't be public(non-players).
> HLSW and game-monitor.com can show most of the rules. Is there a way
> to blcok queries for some rules like sv_steamgroup and some cvars
> created by sourcemod plugins.
> Thanks.
>
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Re: [hlds_linux] steam:// links in TF2 MOTD

2010-07-28 Thread Claudio Beretta
no, for tf2 it happened before moving to webkit.
it was done on purpose to stop motd redirect


On Wed, Jul 28, 2010 at 10:04 AM, oGre  wrote:

> Did this happen when they moved to Webkit?
>
> I think Valve have left out all kinds of custom protocols from the
> Webkit based browser. I'm still waiting for mumble://-support for
> instance. I don't know if custom protocol URLs will be supported
> again, but I sure hope so.
>
> 2010/7/28 Harry Strongburg :
> > Hello, I am trying to use steam://connect/ links in my TF2 MOTD. They do
> not work. Was this function disabled, and how can I work around it?
> >
> > When a user joins my server, it will have a few options querying my other
> servers, to list what servers have what number of players. It's a lot easier
> for them to click it, than telling them to open a console and connect to it.
> But if you click it, nothing happens!
> >
> > So I assume it was disabled? Probably due to the fake redirecting
> servers? :( What to do to work around it?
> >
> > ___
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> please visit:
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> >
>
>
>
> --
> =MUPP= oGre | o...@muppfarmen.se | http://muppfarmen.se
>
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Re: [hlds_linux] Fake servers with our name...

2010-07-28 Thread Claudio Beretta
please reply to the previous email, don't start a new topic each time (or
change your mail client)

On Wed, Jul 28, 2010 at 9:46 AM, Christopher Szabo wrote:

>
> Why shouldn't VALVE fix it?
>
> Its fake, the server isn't really there and the players isn't there. The
> servers is there only for advertise in serverbrowser.
>
> Its not about the names, its about the serverlist getting BIG and messy.
> Its harder to find good REAL servers that works.
>
> _
> Messenger i mobilen på 5 sekunder!
> http://new.windowslivemobile.msn.com/se-SE/Default.aspx
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Re: [hlds_linux] steam:// links in TF2 MOTD

2010-07-28 Thread Claudio Beretta
any steam:// link has been disabled some months ago in the in-game browser.
I think there's no workaround

On Wed, Jul 28, 2010 at 9:40 AM, Harry Strongburg wrote:

> Hello, I am trying to use steam://connect/ links in my TF2 MOTD. They do
> not work. Was this function disabled, and how can I work around it?
>
> When a user joins my server, it will have a few options querying my other
> servers, to list what servers have what number of players. It's a lot easier
> for them to click it, than telling them to open a console and connect to it.
> But if you click it, nothing happens!
>
> So I assume it was disabled? Probably due to the fake redirecting servers?
> :( What to do to work around it?
>
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Re: [hlds_linux] auto update servers

2010-07-25 Thread Claudio Beretta
http://nephyrin.net/tools/nemrun/1.3/
seems to be working fine right now



On Sun, Jul 25, 2010 at 7:46 PM, Katrina Payne
 wrote:
> Just for the sake of completeness of this thread, I ran a quick and dirty
> search.
>
> Only relevant hit going on "Neph Source Query Valve":
> http://developer.valvesoftware.com/wiki/Source_Server_Query_Library
>
> First hit going on "Neph Script Valve":
> http://forum.i3d.net/hlds-valve-linux-newsletter/147622-hlds_linux-new-
> version-nemrun-valves-master-server-changes.html
>
> Username to look for appears to be (in full):
> Nephiryn Zey.
>
> Changed search to "Nephiryn Zey Nemrun":
> Nothing overly that useful to confirm results.
>
> Search is now "Nephiryn Zey Website":
> Only garbage results can be gathered it seems:
> * http://ukmandown.co.uk/news.php
> * http://zoeymanthei.com/ (I must admit, this result IS a tad bit amusing)
>
> Switching to "Nephiryn Zey Blog":
> * found a promising domain name at http://nephiryn.net ... though it does not
> appear to currently be valid.
> * There are also a lot of hits for blogs by people named Zoey... and a single
> Malaysian car detailer's blog.
>
> Conclusion:
>
> Nephiryn Zey is all over the various mailing lists--however appears to be
> currently having hosting issues.
>
> I would love to offer Nephiryn Zey hosting. I am kind of paying a cheap price
> for a large amount of hosting I could never make decent use of. Yes, my host
> is very insecure (or at least the company is notorious for security issues,
> like clear text passwords showing up in a few systems). However, I have
> upgraded from my first form of hosting to something even more insane, and I am
> not even really using what I was doing for my original hosting.
>
> It feels a shame that I am not making the best use of what I got, and I would
> be more than willing to host Nephiryn Zey's site with my hosting account.
>
> Since he appears all over the list, /s?he/ can contact me @
> fullmetalhar...@nimhlabs.com
>
> ~Katrina
>
>
> On Sunday, July 25, 2010 08:23:03 am Crazy Canucks wrote:
>> I believe Neph's script handles this.  You might want to check it out.
>> You'll have to search for it though, I don't have a link for you.  Or
>> someone else can post the link.
>>
>> On 25/07/2010 11:02 AM, Zeev Soshenko wrote:
>> > Hello. I have many servers such:
>> > L4D, L4D2, Killing Floor, TF etc
>> > But if a new update is released for this games, the servers does not
> update
>> > itself. Its very annoying to pay attention to each update and if I forgot
> to
>> > update one game, my servers are not playble for steam users.
>> >
>> > Is there a good way to autoupdate my servers even if they are currently
>> > running?
>> >
>> > Thanks!

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[hlds_linux] Left 4 Dead 2 required update

2010-07-21 Thread Claudio Beretta
Another required update mail missing

v2.0.2.8

---
Updates to Left 4 Dead 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major
changes include:

Left 4 Dead 2
- Added additional protection for critical files
- All add-on files will be loaded when connecting to a Non-Official
server regardless of game mode
- Only approved custom maps will be loaded when connecting to an Official server
- Player's can print the contents of the consistency list with
"cl_print_consistency_list". If the server has sv_consistency
disabled, the user will be notified when they attempt to print the
list
- Improvement to Hammer load times

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Re: [hlds_linux] More than 32 slots with the new TF2 update?

2010-07-02 Thread Claudio Beretta
If I recall it correctly that plugin was released to allow up to 32+1
players when TF2 servers were locked to max 24+1 slots.
Last time I checked (a few months ago) there was a 33 slots limit hardcoded
in the tf2 client, so anyone connecting to a server with more than 33 (real)
slots will CTD. I don't think this limit has been removed from the client.

On Fri, Jul 2, 2010 at 1:34 PM, Drogen Viech wrote:

> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> It's out of date, sadly.
>
> 2010/7/2 Daniel Vogel :
> > What? There are plugins that allow 64 players?
> >
> > On 2 July 2010 08:57, Shane Arnold  wrote:
> >> I thought the hardlimit on slots was in place due to Orangebox Engine
> >> performance/limitations? Do existing extra-slot plugins not allow 64
> >> players?
> >>
> >> On 2/07/2010 1:54 PM, Harry Strongburg wrote:
> >>> Now that the new TF2 update warns about servers with more than 24 slots
> as being "possibly unbalanced"..
> >>>
> >>> Can we get 64+ slot servers without needing to use any extra mods or
> plugins? People will know it will be unbalanced, but if people want to have
> that many slots, I don't see why they should be denied that.
> >>>
> >>> ___
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> >>>
> >>
> >> ___
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> >>
> >
> >
> >
> > --
> > Mit freundlichen Grüssen,
> > Sincerely Yours,
> > Daniel Vogel
> >
> > _
>
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Re: [hlds_linux] max slots bug

2010-06-25 Thread Claudio Beretta
Haven't checked yet in CSS, but if it works like in TF2, when you
enable tv (tv_enable 1) a new slot is automatically added

On 6/25/10, Tomas Turbado  wrote:
> With last update all my servers have another extra slot. +maxplayers 12 show
> 13 slots.
> Its a bug or a feature?
>
>
>
>
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2010-06-17 Thread Claudio Beretta
Thank you for your kind response, I wasn't aware of these new convar: I
always read the release notes at each update and check the wiki but they
haven't been mentioned. Now I see they opened a topic on the forum
explaining it. For anyone interested, here it is
http://forums.steampowered.com/forums/showthread.php?p=15373843

BTW in my opinion tf_bot_add shouldn't increment the bot quota:
1) if you want to set a bot quota you can modify tf_bot_quota convar
manually
2) it didn't work like this in previous tf2 versions, same for CSS bot and
bot_quota convars
but not a big deal, we can live with that. Just remember to put tf_bot_quota
0 in the server.cfg or you'll have bots in non koth maps.

to Niels Meijer:
> This isnt steam support! Use google!!!
very mature. I'm a server admin, I run 10 tf2 servers and was asking on the
server admins mailing list for help related to servers.

On Thu, Jun 17, 2010 at 12:25 PM, Silent  wrote:

> This is not a bug, it is a feature indeed :)
>
> Please consult the documentation for the bots and use the following
> settings:
>
> tf_bot_quota_mode normal
> tf_bot_join_after_player 0
> tf_bot_auto_vacate 0
> tf_bot_quota 8
> mp_humans_must_join_team"any"
>
> The bot management is much better since previous update. By default a
> bot joins the server when a player comes in. So you can play with all
> your friends in one team against the bots.
>
> There are a lot of settings more to control the bots behaviour...
>
> Silent
>
>
> Claudio Beretta schrieb:
> > I tried adding 8 bots by issuing the tf_bot_add 8 RCON command: the bots
> are
> > immediately added but then they automatically kicked one by one.
> > When the map changes they are added back by the engine. You can kick them
> > via RCON, but they join again.
> > I had to restart a full server to stop this behavior.
> > What's going on?
> >
> >
> > On Thu, Jun 17, 2010 at 1:59 AM, Jason Ruymen  >wrote:
> >
> >
> >> An optional update for Team Fortress 2 is now available.  Please run
> >> hldsupdatetool to receive the update.  The specific changes include:
> >>
> >> Engine:
> >> - Fixed crash in SourceTV relay
> >>
> >> Team Fortress 2"
> >> - Fixed blood splashes not appearing on bullet hits
> >> - Fixed Achievement dialog text being cut off for certain resolutions
> >> - TFBot Changes:
> >>-Medics now respond when nearby humans call for Medic
> >>- If a Medic Bot is healing you and has an ÜberCharge ready, use
> the
> >> voice commands "Go go go!" or "Activate Charge!" to force the Bot to
> >> activate the ÜberCharge
> >>
> >> Jason
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >>
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> >
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2010-06-17 Thread Claudio Beretta
I tried adding 8 bots by issuing the tf_bot_add 8 RCON command: the bots are
immediately added but then they automatically kicked one by one.
When the map changes they are added back by the engine. You can kick them
via RCON, but they join again.
I had to restart a full server to stop this behavior.
What's going on?


On Thu, Jun 17, 2010 at 1:59 AM, Jason Ruymen wrote:

> An optional update for Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> Engine:
> - Fixed crash in SourceTV relay
>
> Team Fortress 2"
> - Fixed blood splashes not appearing on bullet hits
> - Fixed Achievement dialog text being cut off for certain resolutions
> - TFBot Changes:
>-Medics now respond when nearby humans call for Medic
>- If a Medic Bot is healing you and has an ÜberCharge ready, use the
> voice commands "Go go go!" or "Activate Charge!" to force the Bot to
> activate the ÜberCharge
>
> Jason
>
>
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Re: [hlds_linux] IPv6 Support

2010-05-10 Thread Claudio Beretta
They could start allowing clients to save favorites by domain name rather
than IP.
A DNS lookup now returns the A record, and when the switch will be done will
return the AAA record.
This also makes much less dramatic moving servers to other hosts.

On Mon, May 10, 2010 at 9:29 PM, Steven Crothers
wrote:

> Hello List,
>
> With the loss of IPv4 expected in the next few years, and the requirement
> that everyone starts to adopt IPv6 in the next couple years what is the
> plan
> for Valve games currently?
>
> I assume there will be an almighty update allowing for native IPv6
> networking that will be here in the next year or so, but how do we as
> gamers
> and server managers plan on handling this change?
>
> Obviously running an advertisement in game to say "Please join
> [2006:fe32::0123::f032]:27015 for another great game!" is out of the
> question... So what are your plans to support this later on?
>
> I know TS3 released a "virtual host" system, that basically removes the
> port
> if you connect to sub.domain.tld by using the hostname header of the
> connect
> - is this something we as gamers are looking for with our IPv6 update from
> Valve?
>
> If we start talking about it now, perhaps Valve will take some notes or
> it'll be in the back of somebody's mind when they go to layout this
> relatively large project of allowing dual stack IPv4/IPv6 to our servers.
>
> Food for thought!
> Steve
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Re: [hlds_linux] DOS

2010-05-02 Thread Claudio Beretta
that extension won't help for this specific attack since it is made to
filter only null entity packets and cache A2S_INFO requests.
the only solution is to use a firewall or modify that extension to include
this case

On Sun, May 2, 2010 at 12:20 PM, DontWannaName! wrote:

> Install this http://forums.alliedmods.net/showthread.php?t=114787
>
> On Sun, May 2, 2010 at 3:10 AM, Marek Sieradzki
> wrote:
>
> > Servers of my HL2 (Orange Box) mod receive these UDP packets:
> > 71303030303030303030303030303000 (20 bytes long) with spoofed
> > source IP. Linux servers can easily firewall these but it's harder on
> > Windows. I also don't know if attacker can use a different packet data
> > to achieve the same result.
> > Result of the attack is server disappearing from Steam browser, ticks
> > run per second go down to ~1 and CPU use skyrockets. As far as I know
> > attacked server doesn't receive a lot of these packets. Something
> > around 100 per second.
> >
> > I'm sending it to hlds_linux because I'm not registered on hlds list. :)
> >
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> >
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Re: [hlds_linux] sourcemod l4d2

2010-04-25 Thread Claudio Beretta
You were rude, and unnecessary. Maybe you were just too busy finding another
way to spam again your "small hosting company" website and didn't read my
message, but I just made the OP notice that the best place to find help for
that topic is the alliedmodders forum and even gave him the direct link to
the documentation page where it explains how to install metamod without
modifying the gameinfo.txt file.
I didn't answer RTFM, which would have been a perfect response in this case,
but I helped him and suggested a practice that reduces useless messages like
that in this mailing list.

On Sun, Apr 25, 2010 at 10:25 PM, Radu Suciu  wrote:

> I didn't mean to be rude but I'm tired of people policing the questions
> that
> are asked. If you have no help to give then don't tell someone to not bring
> it up. Sourcemod and metamod are pretty integral parts of server
> administration now and it's important that as server operators we help each
> other with these issues.
>
> On Sun, Apr 25, 2010 at 4:18 PM, ics  wrote:
>
> > Are you people new around here on this list? This is for server
> > operators and everything that is in those servers. Since plugins are
> > supported, there is no reason why talk about them wouldn't be allowed
> > here includign someone asking help. While he may find better help from
> > sourcemod forums, someone here might also be helping.
> >
> > No need to be rude to one another.
> >
> > -ics
> >
> > 25.4.2010 23:09, Steven Crothers kirjoitti:
> > > Radu,
> > >
> > > There is no reason to be such a dickhead...
> > >
> > > Sourcemod questions should be asked at sourcemod's website, this list
> is
> > not
> > > support for Sourcemod or any other mod for that matter. This list is
> for
> > the
> > > hlds_linux only.
> > >
> > > Hopefully Valve see's this and disables your account.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Radu
> > Suciu
> > > Sent: Sunday, April 25, 2010 3:58 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] sourcemod l4d2
> > >
> > > Bullshit asshole, this list is for server admins. Metamod and sourcemod
> > > questions are fair game - who the fuck decided that you're in charge of
> > the
> > > content that goes on this list?
> > >
> > > That said, I'm not running any l4d2 servers at the moment so I can't
> help
> > > you with that. You should still try the sourcemod forums as well as
> > > #sourcemod on IRC but there's no reason why you wouldn't share this
> with
> > > people on this list.
> > >
> > > On Sun, Apr 25, 2010 at 6:11 AM, Claudio Beretta
> > > wrote:
> > >
> > >
> > >> Questions related to metamod/sourcemod should be asked in the allied
> > >> modders
> > >> forums ( http://forums.alliedmods.net/ ) not in this mailing list,
> and
> > >> after
> > >> reading the documentation
> > >> http://wiki.alliedmods.net/Installing_Metamod:Source
> > >>
> > >>
> > >> On Sun, Apr 25, 2010 at 11:48 AM, Piotr Syrenicz
> > >> wrote:
> > >>
> > >>
> > >>> Hi all
> > >>>
> > >>> I am trying to run metamod with sourcemod on my left 4 dead 2 server,
> > >>> after typing in gameinfo.txt  ( GameBin
> > >>> |gameinfo_path|addons/metamod/bin ) the sourcemod wont start.  Before
> > >>> the last update all works fine, but after each update I have to type
> it
> > >>> again because there is new gameinfo.txt written instead. Is there a
> way
> > >>> to run metamod with sourcemod in other way?
> > >>>
> > >>> any help would be appreciate
> > >>>
> > >>> thx in advance
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >>>
> > >> ___
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>

Re: [hlds_linux] sourcemod l4d2

2010-04-25 Thread Claudio Beretta
Questions related to metamod/sourcemod should be asked in the allied modders
forums ( http://forums.alliedmods.net/ ) not in this mailing list, and after
reading the documentation
http://wiki.alliedmods.net/Installing_Metamod:Source


On Sun, Apr 25, 2010 at 11:48 AM, Piotr Syrenicz  wrote:

> Hi all
>
> I am trying to run metamod with sourcemod on my left 4 dead 2 server,
> after typing in gameinfo.txt  ( GameBin
> |gameinfo_path|addons/metamod/bin ) the sourcemod wont start.  Before
> the last update all works fine, but after each update I have to type it
> again because there is new gameinfo.txt written instead. Is there a way
> to run metamod with sourcemod in other way?
>
> any help would be appreciate
>
> thx in advance
>
>
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Re: [hlds_linux] [hlds] Ghostplayer Issue - Any solutions?

2010-04-21 Thread Claudio Beretta
Hi,
I've found a (partial?) workaround: clean your banned_user.cfg file and
switch to SQL bans or something like that.
Ghost players are added when a banned player tries to join the server.
You can easily verify my claim: ban yourself by steamid from rcon, then try
to join the server and you will see a nice new ghost player.
Regards,
Claudio

On Sun, Apr 4, 2010 at 2:20 PM,  wrote:

> Happy eastern! :)
>
> Sorry for sending this to wind and linux list, but sometimes someone has a
> solution for a
> problem in the one list for a problem in the other list.
>
> We running 3 DODS and 2 CSS Server's (on linux) and (yes, I know it's an
> global problem)
> we are hit by the ghostplayer issue
>
> Has anyone a hint or a solution to the ghostplayer problem, excluding
> restarting the server?
>
> A sourcemod or server plugin something that helps me...
>
> Thank you in advance!
>
> Hyphon
>
>
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Released

2010-02-24 Thread Claudio Beretta
Another problem introduced with this update: some servers are appearing
without the map name
http://i47.tinypic.com/309kjkm.png
I believe it is related to bots
Claudio


On Tue, Feb 23, 2010 at 11:23 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2 is now available.  The specific
> changes include:
>
> Engine:
> - Fixed servers being inappropriately delisted from the master server
>
> Team Fortress 2:
> - Updated CTF_Doublecross
> - Improved clipping to prevent players from getting to unintended places
> - Updated CTF_2Fort
> - Fixed Blue players being able to block the Blue spawn room doors to lock
> in teammates
> - Moved the Blue team Sniper wall down to match the Red team Sniper wall
> - Updated Russian localization strings
> - Fixed the Pyro not being able to deflect enemy flares
> - Fixed pipebombs not being removed if they explode in a func_nogrenades
> zone
>
> Jason
>
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Re: [hlds_linux] Rcon Hacking attempts

2010-01-22 Thread Claudio Beretta
You should use the "rcon lock" sourcemod plugin
http://forums.alliedmods.net/showthread.php?t=93934
and ensure that sv_rcon_minfailures and sv_rcon_maxfailures are set to very
high values (check your config).

Another alternative is to block the 27015 tcp port (assuming your gameserver
is run on that port).



On Fri, Jan 22, 2010 at 7:09 AM,  wrote:

> Hello,
>
> we have an big problem on our DOD:S Gameserver.
> Someone attack our Server with "rcon hacking attempts" (thats in the
> screenlog)
>
> rcon from "91.148.94.233:51401": Bad Password
> Banning 91.148.94.233 for rcon hacking attempts
> L 01/22/2010 - 03:51:02: Addip: "<><><>" was banned by IP "for 2000.00
> minutes" by "Console" (IP "91.148.94.233")
> Banning 91.148.94.233 for rcon hacking attempts
> L 01/22/2010 - 03:51:02: Addip: "<><><>" was banned by IP "for 2000.00
> minutes" by "Console" (IP "91.148.94.233")
> ./srcds_run: line 335: 14016 Speicherzugriffsfehler  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log to
> help with solving this problem
> Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds
>
>
>
> Know Valve that there is an exploit like that and do they something ?  ?
> Or what can we do ?
> The Ip from where the attacks come, are every time an other IP. We think
> they use the "TOR Project"
>
> And no, it is NO RAM Failure... When the Server runs on an other Port, then
> there are no attacks :(
>
> I hope someone can help me
>
>
> --
> Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5
> -
> sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser
>
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Re: [hlds_linux] Hyper Threading on Core i7

2009-09-24 Thread Claudio Beretta
Just guessing: maybe it is something related to power saving (Speedstep) or
the Turbo Boost introduced in i7. They both change the clock frequency
dinamically, which may be noticed on high end gameservers.


On Thu, Sep 24, 2009 at 7:00 PM, Tony Paloma wrote:

> "i have to run also an low priority idler prozess for each virtual and real
> core to get the fps stable"
>
> Can someone explain how this makes sense? It's not the first time I've seen
> this mentioned either.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
> Block
> Sent: Wednesday, September 23, 2009 10:17 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Hyper Threading on Core i7
>
> At the moment i still have it enabled. I figured out that i have to run
> also an low priority idler prozess for each virtual and real core to get
> the fps stable. The fluctuation fom ~40fps stopped and went to ~0.1-1fps
> The system load is high with this method but the gameserver are working
> better now
>
> Ook schrieb:
> > The context switches don't have the same overhead when you switch between
> > virtual cores - but they can will still eat up time. For a single
> > application, using hyperthreading only slows things down. You don't want
> to
> > enable hyperthreading unless you have seperate apps that will use the
> > virtual cores.
> >
> > One single app on two virtual cores will not run as fast as one app on
> one
>
> > single physical core with hyperthreading disabled, even if the app
> supports
> > multi threading.
> >
> >
> > - Original Message -
> > From: "Luigi" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Wednesday, September 23, 2009 9:53 PM
> > Subject: Re: [hlds_linux] Hyper Threading on Core i7
> >
> >
> >
> >> Problem with ht is that you are running 2 cores on one Core. This
> >> Jeans many contextswitches for the os which decrease performance.
> >>
> >> MfG
> >> Luigi
> >>
> >> On 24.09.2009, at 01:19, Chris Green  wrote:
> >>
> >>
> >>> Enable. For apps that it works well with, in the best case,
> >>> hyperthreading on the i7 can turn your 4-core system into the
> >>> equivalent of a 6-core one.
> >>>
> >>>
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> >>> boun...@list.valvesoftware.com] On Behalf Of Nander Paardekooper
> >>> Sent: Tuesday, September 22, 2009 9:10 AM
> >>> To: Half-Life dedicated Linux server mailing list
> >>> Subject: Re: [hlds_linux] Hyper Threading on Core i7
> >>>
> >>> Disabling it, i guess this will be better. Since it is not an
> >>> physical core.
> >>>
> >>> But i haven't tried it yet, so, be the first ;).
> >>>
> >>> Ulrich Block schreef:
> >>>
>  Using a Core i7 Hyperthreading returns. What is you opinion with
>  srdcs
>  Server. Disable or enable Hyperthreading?
> 
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Re: [hlds_linux] A2S_INFO DDOS fix

2009-09-06 Thread Claudio Beretta
I guess I'll post my fix tool here too, since it is buried down in the
other discussion.

Here is a fix for windows servers, that doesn't require a firewall to work
http://www.wantedgov.it/page/62-srcds-query-cache/


On Sun, Sep 6, 2009 at 1:13 PM, Kaspars wrote:
> Hi,
>
> If you are on the hlds windows mailing list, then you probably already know
> about A2S_INFO DDOS attacks. I have mistakenly posted a *fix* on the list
> for *nix servers which I should have posted here.
>
> In short:
> If your server gets ddosed with A2S_INFO packets, it will get really laggy.
> Setting sv_max_queries_sec to a low value will make the server disappear
> from the server browser list. I'm providing you with a UDP Caching Proxy
> which will query the server with A2S_INFO requests not more than once in a
> five seconds and respond to the client with the cached data.
>
> Setup:
> 1. Get the source from http://www.gign.lv/tmp/querycache.c
> 2. Compile with gcc querycache.c -o querycache
> 3. Open an UDP port in firewall for the proxy server, lets say 21015
> 4. Make sure you have iptables NAT, REDIRECT and string match support
> compiled into kernel or as modules
> 5. execute: iptables -t nat -A PREROUTING -p udp -d
> YOUR_EXTERNAL_TF2_SERVER_IP --dport YOUR_SERVER_PORT -m string --algo kmp
> --string 'TSource Engine Query' -j REDIRECT --to-port 21015
> 6. Run querycache (probably under screen, so you can detach from it)
>
> I've been ddosed with about 300req/sec and it works good, however I don't
> give any warranty that it will work for you.
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[hlds_linux] srcds virtualized

2009-08-25 Thread Claudio Beretta
HiI'd like to know your experiences with running srcds in a virtualized
environment. Searching mail-archive for past discussions about this subject
didn't provide a reliable conclusion to this topic.
>From what i understand, only hypervisors such as ESXi, XEN (and maybe
Hyper-V) are suitable to be used for game servers because they should be the
ones that introduce the lower overhead and response delay.
Having a minor performance loss is fine, as long as no noticeable jitter is
introduced or ping is increased.Has anyone had a chance to test these
products and compare srcds performance on the same machine when virtualized
and when running on the bare metal?
Provided that the machine can handle it, do you know if it is possible to
virtualize tickrate100, 1000fps CSS servers? Not that i want to do that, but
if it can be done.. anything can be done :-)

best regards,
Claudio
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Re: [hlds_linux] ProcessClientInfo: SourceTV can not connect to game directly crash

2009-08-18 Thread Claudio Beretta
because we want to avoid leaving the TV structure uninitialized


On Tue, Aug 18, 2009 at 9:41 PM, Nikolay Shopik  wrote:

> On 18.08.2009 23:19, Brian Rak wrote:
> > If you are seeing this, it's directly related to a new srcds exploit.
> > More info on it at
> http://aluigi.altervista.org/adv/sourcenotvnull-adv.txt
> >
> > The workaround for this is actually quite trivial.  Add "tv_enable 1" to
> > cfg/autoexec.cfg, and (optionally) "tv_enable 0" to server.cfg (You only
> > need tv_enable 0 if you don't want sourcetv)
> >
> Why just not -nohltv?
>
>
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Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability

2009-08-18 Thread Claudio Beretta
Thanks, anyone knows if a workaround is available?

BTW: aren't "security researchers" supposed to contact the developers before
releasing 0-day exploits?This is the 2nd 0-day exploy from aluigi in a few
weeks -.-


On Tue, Aug 18, 2009 at 6:44 PM, Morgan Humes  wrote:

> A friend forwarded me this info regarding a vulnerability.  I am unable to
> test this at the moment, but it does look like it is possible.  Thought I
> would get this out to the community before others start using this to cause
> havoc.
>
>  http://www.vupen.com/english/advisories/2009/2296
>  http://aluigi.altervista.org/adv/sourcefs-adv.txt
>
> Morgan Humes
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-05-22 Thread Claudio Beretta
i updated at 4:40 CEST, 2 hours after the release.I actually updated a
couple of servers 10 minutes ago, and it took ages to start CRCing the
files. I guess i was just lucky.


On Fri, May 22, 2009 at 5:46 PM, 1nsane <1nsane...@gmail.com> wrote:

> You probably updated 10 minutes ago then. Because when the update hit the
> download speeds were... well let's just say bad. (For both clients and
> servers)
>
> On Fri, May 22, 2009 at 11:38 AM, Claudio Beretta <
> beretta.clau...@gmail.com
> > wrote:
>
> > This is a good update if compared to the previous: servers do not crash
> > this
> > time :-DEverything got smooth for me: downloaded at 60Mbit/s, servers up
> in
> > no time.
> >
> > On Fri, May 22, 2009 at 5:18 PM, Daniel Vogel 
> > wrote:
> >
> > > I have like 7 flare guns. Srsly, every update is getting worse and
> worse.
> > > VALVe, what are you doing?
> > >
> > >
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-05-22 Thread Claudio Beretta
This is a good update if compared to the previous: servers do not crash this
time :-DEverything got smooth for me: downloaded at 60Mbit/s, servers up in
no time.

On Fri, May 22, 2009 at 5:18 PM, Daniel Vogel  wrote:

> I have like 7 flare guns. Srsly, every update is getting worse and worse.
> VALVe, what are you doing?
>
>
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