Re: [hlds_linux] TF2 server: A2C_PRINT No challenge for your address from master servers
I have the same messages in my logs. Another thing is that my PHP requests thatquery the server for players, current map and so on don't work any more since last update (or perhaps the one before), and nothing except TF2 updates changed on my server. Cold On Sun, Feb 28, 2010 at 4:35 PM, Ross Bemrose rbemr...@vgmusic.com wrote: I administer TF2 servers on two different boxes on two different networks in different data centers. Since sometime yesterday, I am seeing messages like these on both servers: A2C_PRINT from 68.142.72.250:27011 : No challenge for your address. A2C_PRINT from 72.165.61.136:27014 : No challenge for your address. The IP addresses change depending on which masters the server is connected to, but match the values returned by setmaster These messages are happening every time the server sends a heartbeat to the master servers. Additionally, the TF2 item drop rate seems to non-existent. Are these two problems were related, and more importantly, how do we prevent them in the future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?
On my servers, I've put a whitelist plugin, so only the players from my community can connect, the other ones are kicked before the end of the connection. Cold On Sun, Jun 28, 2009 at 9:00 PM, jps.sgtr...@gmail.com wrote: We have found the search key to be fairly ineffective for our community. It's a pain in the butt for people to remember to use when they want to jump on one of our dedicated servers. When we talked it over, nobody wanted to deal with it. I used to run one public and three Steamgroup only servers. At this point, I've taken down all four. I may or may not put one or two back up as Steamgroup exclusive once Valve resolves this. In the meantime, I've asked the guys what else they'd like to play. My guess is that for now, they'll ask that we put up one or two DoD:S servers and/or a no Honor AA3 server. On Thu, Jun 25, 2009 at 4:13 PM, Adam Nowacki no...@xpam.de wrote: Yes, its broken, but you can get same as before behavior by setting sv_search_key to some very random string :D David A. Parker wrote: Hello, Following the latest L4D update, my Steam-group-exclusive L4D servers seem to be open to anyone. Both server have these lines in their configs: sv_steamgroup XX sv_steamgroup_exclusive 1 (XX is substituted for the group ID, of course) When I type find steamgroup in each server's console, it returns this: sv_steamgroup = XX ( def. ) notify - The IDs of the steam groups that this server belongs to, seperated by commas. You can find group IDs on the admin profile pages in the Steam community. sv_steamgroup_exclusive = 1 ( def. 0 ) - If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players. So, the cvars are set correctly, it just appears that sv_steamgroup_exclusive is no longer being honored. Is anyone else seeing this? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 exploit - Particles editing (not checked by sv_pure)
And people using this exploit may fall under a vac banned I guess? On Thu, Jun 4, 2009 at 4:13 PM, AnAkIn . anakin...@gmail.com wrote: It would be better to have it fixed in sv_consistency + allow sv_pure to check the particles/ folder. They also need to fix the exploits to bypass sv_consistency and sv_pure 1 which have been existing for years now. They probably already know about this. 2009/6/4 Nightbox alexandrualexa...@gmail.com i predict the new update: fixed particles in sv_pure :) 2009/6/4 Björn Rohlén gry...@gmail.com This needs to be fixed asap in sv_pure. -TheG On Wed, Jun 3, 2009 at 11:18 PM, Donnie Newlove donnie.newl...@gmail.com wrote: It's becoming quite obvious to me now why some players like to customize these particle systems... I can't see anything fishy about that noid hud though. On Wed, Jun 3, 2009 at 3:01 PM, AnAkIn . anakin...@gmail.com wrote: Look, that's just editing rockettrail.pcf and stickybomb.pcf: http://img15.imageshack.us/img15/425/arenalumberyard0007.jpg http://img269.imageshack.us/img269/6922/cpgranary0019.jpg http://img198.imageshack.us/img198/5393/cpgranary0020v.jpg http://img193.imageshack.us/img193/5362/cpgranary0023.jpg http://img199.imageshack.us/img199/8294/cpgranary0021.jpg http://img199.imageshack.us/img199/5359/cpgranary0024u.jpg Stickies glowing could even be made bigger to be seen through larger walls. Please, fix this. 2009/6/2 w4rezz w4r...@gmail.com Saul Rennison: its really hard to find TF2 server what block material wallhack (player models with IgnoreZ), it never happened to me.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 exploit - Particles editing (not checked by sv_pure)
So unless valve fixes that, everyone can cheat and never get banned :/ On Thu, Jun 4, 2009 at 4:32 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Only if a third party program is used and that is not necessarily the case. On Thu, Jun 4, 2009 at 4:25 PM, Coldorak coldorak@gmail.com wrote: And people using this exploit may fall under a vac banned I guess? On Thu, Jun 4, 2009 at 4:13 PM, AnAkIn . anakin...@gmail.com wrote: It would be better to have it fixed in sv_consistency + allow sv_pure to check the particles/ folder. They also need to fix the exploits to bypass sv_consistency and sv_pure 1 which have been existing for years now. They probably already know about this. 2009/6/4 Nightbox alexandrualexa...@gmail.com i predict the new update: fixed particles in sv_pure :) 2009/6/4 Björn Rohlén gry...@gmail.com This needs to be fixed asap in sv_pure. -TheG On Wed, Jun 3, 2009 at 11:18 PM, Donnie Newlove donnie.newl...@gmail.com wrote: It's becoming quite obvious to me now why some players like to customize these particle systems... I can't see anything fishy about that noid hud though. On Wed, Jun 3, 2009 at 3:01 PM, AnAkIn . anakin...@gmail.com wrote: Look, that's just editing rockettrail.pcf and stickybomb.pcf: http://img15.imageshack.us/img15/425/arenalumberyard0007.jpg http://img269.imageshack.us/img269/6922/cpgranary0019.jpg http://img198.imageshack.us/img198/5393/cpgranary0020v.jpg http://img193.imageshack.us/img193/5362/cpgranary0023.jpg http://img199.imageshack.us/img199/8294/cpgranary0021.jpg http://img199.imageshack.us/img199/5359/cpgranary0024u.jpg Stickies glowing could even be made bigger to be seen through larger walls. Please, fix this. 2009/6/2 w4rezz w4r...@gmail.com Saul Rennison: its really hard to find TF2 server what block material wallhack (player models with IgnoreZ), it never happened to me.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ 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 -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Is ms_force_dedicated_server client-side or server-side? My servers are steamgroup_exclusive 1 but usually my players go on a random lobby or create one, organize themselves, then when they're ready, leave the lobby and go on one of my servers. Cold On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net wrote: You can use the lobby and ms_force_dedicated_server with steamgroup exclusive. This is how I do it on my servers. -- Ravnox On Wed, 22 Apr 2009 14:57:10 -0500 Steven Sumichrast packh...@gmail.com wrote: If you set steamgroup exclusive, in my experience, the only way to join those games is to use the Steam group servers on the main page of L4D -- you can't use the lobby feature, which to me isn't a good way to play the game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Thanks Kev! On Thu, Apr 23, 2009 at 2:31 PM, Kevin J. Anderson les...@counter-strike.net wrote: Its client side. set steamgroup exclusive, no search key, and tell them to put the ms_force_dedicated_server ip:port in their autoexec.cfg. Now that it doesn't require cheats to be enabled, any lobby leader who has it set should always go to that specific server if its not being used at the time. If you have multiple servers, I have my the others echoed in my autoexec, so I can exec it through console, copy and paste the one I wish through the console, and start the lobby. Kev Coldorak wrote: Is ms_force_dedicated_server client-side or server-side? My servers are steamgroup_exclusive 1 but usually my players go on a random lobby or create one, organize themselves, then when they're ready, leave the lobby and go on one of my servers. Cold On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net wrote: You can use the lobby and ms_force_dedicated_server with steamgroup exclusive. This is how I do it on my servers. -- Ravnox On Wed, 22 Apr 2009 14:57:10 -0500 Steven Sumichrast packh...@gmail.com wrote: If you set steamgroup exclusive, in my experience, the only way to join those games is to use the Steam group servers on the main page of L4D -- you can't use the lobby feature, which to me isn't a good way to play the game. ___ 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 -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Available
Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I don't have sv_password on my server.cfg / serverXX.cfg The servers show up in HLSW, but HLSW doesn't report they're running metamod/sourcemod. And my PHP scripts querying the servers from my website homepage does not show the L4D server any more. Cold On Thu, Mar 12, 2009 at 6:41 AM, James Gurney ja...@globalmegacorp.orgwrote: Saw a new bug tonight. 2 of us fell through the scissor lift (the one you turn on which calls a horde) on Mercy and got stuck inside it. Never seen that one before today.. Jason Ruymen wrote: A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive it. The specific changes include: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left4Dead: Workaround for a few problems after the patch
I confirm it works, it made my server appear ingame in group servers. Thanks! Cold On Thu, Mar 12, 2009 at 7:09 AM, Adam Nowacki no...@xpam.de wrote: If you have problems with either: 1) no players joining the server, 2) sv_search_key not working, 3) sv_steamgroup_exclusive 1 not working, then add this at the end of your server.cfg in exact order as here (skip the comments obviously ;): sv_steamgroup number // remove if not using sv_steamgroup sv_steamgroup_exclusive 1 // remove if not using sv_search_key key // remove if not using sv_search_key sv_gametypes coop,versus // do not remove and must be set last setmaster add 68.142.72.250:27011 setmaster add 69.28.140.246:27011 setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 Repeat: do not remove sv_gametypes or set it before either sv_search_key or sv_steamgroup_exclusive ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Available
It's strange as they worked before the update, and still work for my TF2 servers Can I see your script source? Thanks Cold On Thu, Mar 12, 2009 at 9:18 AM, Ronny Schedel i...@ronny-schedel.dewrote: It's something with your PHP script. My scripts can query updated servers without any problems. Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I don't have sv_password on my server.cfg / serverXX.cfg The servers show up in HLSW, but HLSW doesn't report they're running metamod/sourcemod. And my PHP scripts querying the servers from my website homepage does not show the L4D server any more. Cold On Thu, Mar 12, 2009 at 6:41 AM, James Gurney ja...@globalmegacorp.orgwrote: Saw a new bug tonight. 2 of us fell through the scissor lift (the one you turn on which calls a horde) on Mercy and got stuck inside it. Never seen that one before today.. Jason Ruymen wrote: A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive it. The specific changes include: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ 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 -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left4Dead: Workaround for a few problems after the patch
It works fine on linux forked servers (3 physical servers). I've put the lines from Adam in server##.cfg files and the server.cfg file. Cold On Thu, Mar 12, 2009 at 11:42 AM, Adam Nowacki no...@xpam.de wrote: m...@bestgn.net.au wrote: Semi works on Linux servers, Only works on non forked servers from what I gather, once forks come into it no go :( 1st server with -fork 24 ... works, 2nd server with -form 12 ... works. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldorak.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Team Fortress 2 Update Released
Hi What's with the lag since the update 2 days ago? Here's what I encountered a few minutes ago on my server. Note the ping, as I usually have less than 20ms with my server. Many players were disconnected several time with a message like connection net packet overflow (don't remember exactly) Here are some screenshots of my net_graph 4: http://www.coldorak.net/tf2/lag/lag1.jpg http://www.coldorak.net/tf2/lag/lag2.jpg http://www.coldorak.net/tf2/lag/lag3.jpg http://www.coldorak.net/tf2/lag/lag4.jpg About my server net settings: sv_minrate 2 --- tried with 1 and 3 sv_maxrate 3 -- tried with 3 (while minrate=10k) to 10 (while minrate=30k) decalfrequency 10 sv_maxupdaterate 100 sv_minupdaterate 66 sv_mincmdrate 66 sv_maxcmdrate 100 no fps_max setting. My cl_rate is 3 but many players left it by default. Are other people experiencing the same problem? I saw a few mails talking about lag, so I thought I could add some info. My server is launched with -NoQueudUpdateThread. We talk about 10-20s lag every few minutes... Cold On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm ad...@righttorule.com wrote: Like I said before, a simple pre-release beta test would help us ALL out in this area. I'm sure valve would like to stop releasing broken updates. Its also takes a lot of time for admins to update 10+ servers daily. Most of the time were forced to shut down full servers during prime game time because that's when valve decides it's time to release and go home. There is a better way to do these updates valve, please give us a chance instead of blowing us off -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Sent: Saturday, March 07, 2009 7:17 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Released lag spikes here too... I appreciate Valve releasing updates and fixing bugs, but the last 10 or so seem to have caused issues elsewhere, quite frankly I would prefer NOT to get an update wait an extra two weeks and have an update which has been thoroughly tested. Obviously there will be updates which break other things which are difficult to test, but seriously I cannot recall the last update which didnt require subsequent updates to address issues the first broke. I'm becomming less and less impressed by the testers and QA processes. /me ends rant /me puts on flame suit /me hopes Valve reads. On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom k...@weckstrom.com wrote: lagspikes galore here too. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of o k Sent: Friday, March 06, 2009 11:51 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Released Lag spikes here, and whole teams disconnected. Very odd. I was running fine before the most recent update. On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide thedrunkenbraw...@gmail.com wrote: Mine are running crash free! The Lag spikes though.. is another story =( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://www.coldfire.info -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] cp_junction_final console errors
Getting it for a very long time, it's not from this update. Cold On Fri, Feb 27, 2009 at 3:43 AM, bob dolet bgcl...@gmail.com wrote: Somewhat related. On cp_granary with SourceTV enabled this fills the console: DataTable warning: player: Out-of-range value (359.00) in SendPropFloat'm_angEyeAngles 0]', clamping. Is everyone else getting this too? On Thu, Feb 26, 2009 at 1:15 PM, Cc2iscooL cc2isc...@gmail.com wrote: There's also an exploit in the map. Screenshots later. On 2/26/09, ics i...@ics-base.net wrote: Yes, everyone gets them. There are also a lot of solid_vphysics errors regarding props having wrong collision model in junction. There are even more of these solid_vphysics errors in arena_watchtower. Solid_vphysics is so easy to fix anyway. At this quality and detail as these maps are, im suprised that original creators of the maps did not fix these in the first place. -ics Steven Sumichrast kirjoitti: I'm getting the following in my console while the server is completly idle... it's not taking the server down, just curious if anyone else is getting this. I assume it's the engine, not SourceMod, but I could be wrong: map : cp_junction_final at: 0 x, 0 y, 0 z players : 0 (24 max) # userid name uniqueid connected ping loss state adr CRagdollProp::CreateObjects: Couldn't Lookup Bone control_room_console_physbox CRagdollProp::CreateObjects: Couldn't Lookup Bone propane_tank_tall01_physbox CRagdollProp::CreateObjects: Couldn't Lookup Bone propane_tank_tall01_physbox CRagdollProp::CreateObjects: Couldn't Lookup Bone propane_tank_tall01_physbox CRagdollProp::CreateObjects: Couldn't Lookup Bone propane_tank_tall01_physbox CRagdollProp::CreateObjects: Couldn't Lookup Bone wastebasket01_physbox prop at -278 2329 49 missing modelname ___ 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 -- Sent from my mobile device ___ 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 -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Many timeouts
Is it when there's a map change? On Sun, Feb 22, 2009 at 9:50 PM, Matthias Bleile matthiasble...@gmx.dewrote: Well, what does the log or the screen-view tell you why it happens? - Original Message - From: Nicolas Fernandez nooky...@gmail.com To: hlds_linux@list.valvesoftware.com Sent: Sunday, February 22, 2009 8:45 PM Subject: [hlds_linux] Many timeouts Hello ppl, i'm running hlds steam in linux box, well the problem is when the all players are playing and get Timeout, the server still runing, but the players can't join in the server getting a Timeout instantly trying to join in the server. Why this happens? Thanks. ___ 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 -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Timeout fix plugin, v1.1 - Now with more left4dead support
I don't have lag problems since I've installed your 1.1 plugin And I don't seem to have timeout anymore \o/ Cold On Mon, Feb 16, 2009 at 10:41 PM, Nephyrin Zey nephy...@doublezen.netwrote: This plugin doesn't do anything at all except on stats upload, which is on map change only. Even if it was attempting to upon a player's death, this plugin would block it, only speeding things up. It's possible something super bizarre is going on, but i'm pretty sure this plugin doesn't do or touch anything that could cause lag on death, even if it wanted to. - Neph 2009/2/16 AnAkIn . anakin...@gmail.com: After installing the plugin, I've been experienced terrible lag problems each time I die (only for myself), and other people would get the same when they die. Each time I would get killed, my death is delayed by a few seconds, and I see the ping going up in net_graph and the update rate going really down. I've talked to other people on the server, they all experienced the same problem when they would get killed. I believe this has something to do with the stats tracking when you get killed. I've disabled the plugin and this problem disappeared. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] voice comms audio recording?
to hear the voices without the ingame sound, when you play your sourcetv .dem file, just go on altitude, so high the game sounds are not played. You'll still hear the voices but not the game sounds. What I wonder is if there's a way to separate the voices between themselves, I mean hearing player1 without hearing player2 who was speaking in the same time. Cold On Mon, Feb 2, 2009 at 9:08 AM, Tony Paloma drunkenf...@hotmail.com wrote: Srctv records voice in its demos, yes. Separating it programmatically would be a pain in the butt. The best I can think of is start the game and play the demo from the command line. Mute all game sounds and only have voice playing. Record the audio being played. There is a CVAR to close the game when demo playback is completed. The other option would be to parse the demo file yourself, but a lot of that stuff is undocumented I think. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Lee | RTL-Servers Sent: Monday, February 02, 2009 12:03 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] voice comms audio recording? Hello, Srctv records ingame voice ? Cant see it being too much effort to sperate the voice stream. -Lee ___ 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 -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] voice comms audio recording?
I have SourceTV on my TF2 servers, with autorecord and all the players voices are recorded in the .dem files I can paste my sourcetv config if you want. Cold 2009/2/2 Rick Payton r...@mai-hawaii.com Yeah I looked at that. It's not so much the spam I'm trying to curb, it's the racial slurs that I disallow on my servers. Text chat is easy - but what monitors voice comms? I know having multiple admins that actively enforce that policy will help, but much like having demo's of cheaters I'd like to have an audio record of what was spoken on my servers. I guess the only real solution at this point would be to disable voice comms .. And piss off a whole lot of players. And I don't want to go there yet. --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Monday, February 02, 2009 9:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] voice comms audio recording? In that case I suggest you try the SM Mic Spammer plugin, it works like a charm! But will only stop HLSS and HLDJ, not people talking too much from what I have seen. On Mon, Feb 2, 2009 at 9:39 AM, Zuko zuc...@gmail.com wrote: yes W dniu 2 lutego 2009 18:22 użytkownik Pawel tra...@gmail.com napisał: What about HLTV i hl1, is it recording voices? 2009/2/2 Rick Payton r...@mai-hawaii.com I know I can record demo's, I should've been clearer though. This is for when I'm not around, and people complain of mic spammers, or someone just being racists overall. That way I'll have some kind of proof I can back up the ban with. Thanks for all the replies guys :D -mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zuko Sent: Sunday, February 01, 2009 9:56 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] voice comms audio recording? record demos 2009/2/2 Rick Payton r...@mai-hawaii.com I know this may not be possible but I need to ask anyways. I'm looking for something to record the voice coms - server side - for later review. I have the text chat covered, between HLstatsX CE and bl4nk/Nephyrin chat logger, it's covered very well. I know with today's hardware capturing the voice stream and encoding it to mp3 (or whatever the format of the day is now .. ogg?) is pretty much a non issue - even hard dirve space is ALMOST a non issue. So has anyone done anything like this yet? /me preps himself for the short stream of No's to come trickling in . but he had to ask anyway. -- mauirixxx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Żuko ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux __ Information from ESET Smart Security, version of virus signature database 3818 (20090202) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 3818 (20090202) __ The message was checked by ESET Smart Security. http://www.eset.com ___ 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 -- Żuko ___ 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 -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives,
[hlds_linux] TF2 Server crashing
Hi I don't know how, but players reported me someone to crash servers. This guy told the players that if people would kill him, he'd make the server crash. Someone killed him, a few seconds later the server crashed. He may have made the server crash one more time a few moments later I don't know how he does it. His steam_id is STEAM_0:0:18536142 from what I've found in my logs, but I don't see how he made that. Does someone know any commands that make TF2 servers crash? Hope it'll be fixed in the next patch :/ Thanks Cold' -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New update (crashes immediately)
No trouble with my two Debian 4 x64 boxes, TF2 servers restarted, no (launch) crash It's 7:30 am so no idea if the timeout at mapchange is fixed. Cold On Thu, Jan 29, 2009 at 7:00 AM, Ben B brutalgoerge...@gmail.com wrote: i've been letting it restart for hours now, and it has not started to work yet. =\ On Wed, Jan 28, 2009 at 10:26 PM, Rodrigo Peña yo@korrupzion.com wrote: Lool, I did that and worked fine on CentOS 5 Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. Console initialized. Game.dll loaded for Team Fortress ./srcds_run: line 352: 7416 Violación de segmento $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem jue ene 29 01:46:05 CLST 2009: Server restart in 10 seconds Console initialized. Game.dll loaded for Team Fortress ./srcds_run: line 352: 7426 Violación de segmento $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem jue ene 29 01:46:15 CLST 2009: Server restart in 10 seconds Console initialized. Game.dll loaded for Team Fortress maxplayers set to 14 started fine The Universes escribió: I played around with it some more, I was able to get the servers to start on CentOS. If you just let it error (seg fault), it will automatically restart, mine was able to startup correctly after like the 3rd auto-retry. On Wed, Jan 28, 2009 at 8:31 PM, The Universes ad...@theuniverses.com wrote: I just tested a clean install of Fedora 10, same error as on CentOS5. I'm guessing the problem is related to Red Hat based distros? On Wed, Jan 28, 2009 at 8:22 PM, Anthal ant...@couchathletics.com wrote: I've got 3 servers up and running on linux. 2 rented (was a pain updating them), and one I run myself. The one I run: Ubuntu 8.10 t...@p3-server:~$ uname -r 2.6.27-9-server Gunna test on another linux server we use for L4D. ___ 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 -- From Ben B. (Goerge) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Teleport and health logging
I'm the ColdFire Jason speaks about. My plugin is a sourcemod plugin, that writes to the logs the total healing a player does (works with engies and medics) and the teleports a player does. Not to spam the logs, it's written only when the player disconnects, but as the players is disconnected on a map change, you are sure not to miss data. I didn't create a thread on sourcemod.net for my plugin, but since other people seem interested, I'm gonna do it right now and reply with the link to the thread. Thanks for the interest Cold On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss lifo...@gmail.com wrote: A user on my forums mentioned awhile ago that he made a SourceMod plugin that logged medic heals and teleports. Seek out ColdFire on my forums if you want more information: http://www.psychostats.com/forums/ -- Stormtrooper http://www.psychostats.com/ On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker dpar...@utica.edu wrote: Sorry to hear that it didn't work. It's a valid cvar, but the description is too vague and generic to really know what it does. - Dave Bruce Potter wrote: Dave, Thanks for this. I tried it and unfortunately it doesn't log the tele and heal points. Truth be told, I couldn't see any difference at all, but the cvar wasn't rejected by the server... *shrug* I'll keep poking around. later bruce On Jan 12, 2009, at 10:43 AM, David A. Parker wrote: Hi, I don't think there is any way to change the logging level, but you could try enabling verbose statistics: tf_stats_verbose 1 The description for tf_stats_verbose says Turn on/off verbose logging of stats. I haven't actually used it so I don't know if this will provide the data you're looking for, though. I hope this helps. - Dave Bruce Potter wrote: Howdy, I'm not sure this is entirely the right list, but I figure I'll give it a shot as there are some ppl here with a lot more experience than I have with HLDS. We're writing a custom scoreboard for a TF2 tourney we're hosting at ShmooCon (a hacker con in DC http://www.shmoocon.org/tf2.html and http://www.nomoose.org ). We're working to make TF2 a spectator sport with custom animations and sounds, interactive scoring and stats, replay capability and a few other odds and ends. The one issue we're having with generating accurate scoring it the default logs that are created by the server don't log any healing or teleporting events. So that makes our scoring a bit biased towards classes that aren't medic and engie. Anyone know how to turn up the logging level to get that information? Is there a stock cvar that will generate those entries, or even a plugin? Thanks for your help. later bruce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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 -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Jason Morriss http://www.psychostats.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Teleport and health logging
Here you are, here's the sourcemod plugin which logs teleports and healing http://forums.alliedmods.net/showthread.php?p=745073 ColdFire / Coldorak On Fri, Jan 16, 2009 at 10:02 AM, Coldorak coldorak@gmail.com wrote: I'm the ColdFire Jason speaks about. My plugin is a sourcemod plugin, that writes to the logs the total healing a player does (works with engies and medics) and the teleports a player does. Not to spam the logs, it's written only when the player disconnects, but as the players is disconnected on a map change, you are sure not to miss data. I didn't create a thread on sourcemod.net for my plugin, but since other people seem interested, I'm gonna do it right now and reply with the link to the thread. Thanks for the interest Cold On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss lifo...@gmail.com wrote: A user on my forums mentioned awhile ago that he made a SourceMod plugin that logged medic heals and teleports. Seek out ColdFire on my forums if you want more information: http://www.psychostats.com/forums/ -- Stormtrooper http://www.psychostats.com/ On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker dpar...@utica.edu wrote: Sorry to hear that it didn't work. It's a valid cvar, but the description is too vague and generic to really know what it does. - Dave Bruce Potter wrote: Dave, Thanks for this. I tried it and unfortunately it doesn't log the tele and heal points. Truth be told, I couldn't see any difference at all, but the cvar wasn't rejected by the server... *shrug* I'll keep poking around. later bruce On Jan 12, 2009, at 10:43 AM, David A. Parker wrote: Hi, I don't think there is any way to change the logging level, but you could try enabling verbose statistics: tf_stats_verbose 1 The description for tf_stats_verbose says Turn on/off verbose logging of stats. I haven't actually used it so I don't know if this will provide the data you're looking for, though. I hope this helps. - Dave Bruce Potter wrote: Howdy, I'm not sure this is entirely the right list, but I figure I'll give it a shot as there are some ppl here with a lot more experience than I have with HLDS. We're writing a custom scoreboard for a TF2 tourney we're hosting at ShmooCon (a hacker con in DC http://www.shmoocon.org/tf2.html and http://www.nomoose.org ). We're working to make TF2 a spectator sport with custom animations and sounds, interactive scoring and stats, replay capability and a few other odds and ends. The one issue we're having with generating accurate scoring it the default logs that are created by the server don't log any healing or teleporting events. So that makes our scoring a bit biased towards classes that aren't medic and engie. Anyone know how to turn up the logging level to get that information? Is there a stock cvar that will generate those entries, or even a plugin? Thanks for your help. later bruce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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 -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Jason Morriss http://www.psychostats.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SG bug after last update
They do not stop spinning and glowing but the arrow telling the direction to the exit disappear when the exit is destroyed. But the first times you wonder why you're not teleported... Cold On Mon, Dec 15, 2008 at 9:50 PM, [AF] House of Fail aidsf...@gmail.comwrote: I have noticed something wrong with the Engi as well. Upgraded teleporter entrances that have their exits blown up do not stop spinning and glowing. Is this intended? On Mon, Dec 15, 2008 at 11:56 AM, Saint K. sai...@specialattack.net wrote: I've noticed a couple of times when you switch class from engi to something else, your buildings do not get removed. I thought this might be a glitch or so on my side, till others started to report it as well. This only started to occur after the last update. Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- -- [AF] House of Fail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fork not working while single server is fine
Hmm I think I launch my forks with +map l4d_hospital_01 +exec server##.cfg (whatever the hospital name is), with another map name at the end of the server##.cfg file (tried map xxx and changelevel xxx), and it keeps hospital. I finally made a separate launch command to have vs servers next to coop servers Cold On Mon, Dec 1, 2008 at 3:43 AM, Steve Sumichrast [EMAIL PROTECTED] wrote: Sami, I do this -- I have config files for each of my ten forks, and I load the map there. That allows me to run 8 co-op forks and two VS forks. On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen [EMAIL PROTECTED] wrote: Thank you! That solved it. I tried to look for an answer in the old posts in this list, but missed it. Working great now. So, can I specify the starting map in a config file instead of +map on the command line then? .Sami -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J T Sent: 26. marraskuuta 2008 19:01 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Fork not working while single server is fine It's a bug, and valve has even said so on this mailing list. You should be specifying +map not -map. By default if you start a single server, the mapcycle.txt is read and whatever is first is loaded (I think). But with -fork it doesn't do this, for some reason it expects the first map to be taken from the command line arguments. Cheers, On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen [EMAIL PROTECTED] wrote: Hi Im having some problems getting forked servers to work. If I fire up a single server without any forks with the very same configs and command line, everything works just fine. Here are the details. This is where it gets stuck. Auto detecting CPU Using AMD-Opteron (64 bit) Optimised binary. Server will auto-restart if there is a crash. # #Console initialized. #Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 setparm 8 27016 setparm 10 8001 #01:Unknown command r_decal_cullsize setparm 8 27017 setparm 10 8002 #01:Unknown command mat_bloom_scalefactor_scalar #02:Unknown command r_decal_cullsize Nothing happens after this. I can't connect to the servers with telnet and I have to kill the processes. Command line here. /home/**/hlds/l4d/srcds_run \ -game left4dead \ -fork 2 \ -map l4d_hospital01_apartment \ -port 27015+## \ -netconport 8000+## \ -netconpassword ** \ -nohltv And finally server.cfg hostname FinNexus dedicated L4D server // rcon password rcon_password ** // cvars sv_alltalk 0 sv_pausable 0 sv_cheats 0 sv_consistency 1 sv_voiceenable 1 sv_pure 1 sv_allow_lobby_connect_only 0 sv_steamgroup 167364 sv_steamgroup_exclusive 1 // Difficulty // z_difficulty normal // logging log off sv_log_onefile 0 sv_logfile 1 sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1 // operation sv_lan 0 sv_region 3 // bans // exec banned.cfg Im kinda clueless. Im also new to running a Valve server and to linux in general (Running Debian/Lenny btw) so Im out of ideas. Libc6 package is version 2.7-15, so glibc is only version 2.7-1, could this be the problem? Thanks for help in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- - [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mouseover Players
On TF2? You have the name only for your team, you can't see the name of an enemy player. On Sun, Nov 23, 2008 at 3:21 AM, AFAdmin [EMAIL PROTECTED] wrote: An unusual problem came up when I switched my server from windows to Linux: When people put their crosshairs over other players, the names don't appear any more. Is it possible that I messed up some cvars in the transition? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D mapcycle
Nor you can't select your character, right? Possibility to have to server config lobby after joining a steam group server would be great. For now, it's a pain in the ass for players to play together on their usual server as they did with Team Fortress 2, for both players and admins Cold On Tue, Nov 18, 2008 at 11:28 PM, Jordy van Wolferen [EMAIL PROTECTED]wrote: The thing is, when you're playing a co-op game played, joined by IP / steam ID, you can't change the gametype to versus. You can only vote for another co-op campaign. On Tue, Nov 18, 2008 at 2:57 PM, Flubber [EMAIL PROTECTED] wrote: I'm in love with this game, i totally understand that the lobby only mistake is not easy to change (maybe not really wish by valve neither). But if everyone cheers the game and do not report major problem it's gonna stay this way. 2008/11/18 Pete [EMAIL PROTECTED] It is designed for lobby as the main way to connect and set-up, they just need to get the balance right ^_^ give it time. 2008/11/18 Flubber [EMAIL PROTECTED]: That's kind of crappy each time people got to vote, since you can't select who is joining your community server once you re in, it can get messy. I don't even talk of serverrestarting on efault map when the campaign is over. 2008/11/18 Pete [EMAIL PROTECTED] In the demo you could vote to change restart etc HTH 2008/11/18 Rich Adam [EMAIL PROTECTED]: I've not been able to check on the full game - on the demo you were just connected directly to the server with no lobby so you got the default map the server was running. 2008/11/18 Jordy van Wolferen [EMAIL PROTECTED]: That is true, but what if you connect with the by ip / steam group, do you get a lobby when the server is empty? On Tue, Nov 18, 2008 at 12:01 PM, Adam Nowacki [EMAIL PROTECTED] wrote: Servers will change a map to whatever was set in the lobby. Rich Adam wrote: I'm using the default settings for maplist and mapcycle (chapters and full map list respectively) My server resets to the hospital map when it's empty or a round ends, I thought the farm maps we're the first maps in the campaign? L 11/18/2008 - 09:56:53: Reloading original map l4d_hospital01_apartment 2008/11/18 Jordy van Wolferen [EMAIL PROTECTED]: Hey, I got 2 questions: 1) Is it best to put all maps in the mapcycle.txt like this: l4d_farm01_hilltop l4d_farm02_traintunnel l4d_farm03_bridge l4d_farm04_barn l4d_farm05_cornfield Or do you only need the l4d_farm01_hilltop to start that campaign? If all people leave from the servers, does it start the campaign all over, when you only have the 1st map of the campaign in the mapcycle? 2) Is it possible to have different mapcycles with forked servers? thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server files available
On a debian etch: ./srcds_run -console -game left4dead +ip x -fork 2 -netport 90## Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. *Failed to open bin/dedicated_i486.so (/lib32/libc.so.6: version `GLIBC_2.4' not found (required by bin/dedicated_i486.so))* Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem jeudi 6 novembre 2008, 09:51:18 (UTC+0100): Server restart in 10 seconds Any idea on how to install glibc 2.4 on a debian etch without going to lenny? I've heard of backports, but I don't really have a clue about that yet Thanks Cold On Thu, Nov 6, 2008 at 2:37 AM, Tony Paloma [EMAIL PROTECTED] wrote: That's nothing new. Look at your orangebox or ep1 dir. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten Sent: Wednesday, November 05, 2008 5:32 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available Is that all what you think? If find the directory platform\admin stranger.. valve's own admin mod? -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Flubber Verzonden: donderdag 6 november 2008 1:51 Aan: Half-Life dedicated Win32 server mailing list Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server files available Exactly what i was thinking while browsing the file. 2008/11/6 Tony Paloma [EMAIL PROTECTED] Thanks for this! Was it really necessary to include the 257MB intro movie? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Wednesday, November 05, 2008 4:32 PM To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list; [EMAIL PROTECTED] Subject: [hlds] Left 4 Dead Demo Dedicated Server files available Most of the files for the Left 4 Dead Demo Dedicated Server are now available. This is basically a preload for the Demo dedicated server, as we have not released all the binaries required to run a server just yet. So if you would like to run a server use the game parameter of l4d_demo from hldsupdatetool. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ NOD32 3588 (20081105) Informatie __ Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem. http://www.nod32.nl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] l4d Dedicated server notes
Seems good, with a glibc 2.7 on another server The server quits complaining: AppFramework : Unable to load module bin/engine_i486.so! Unable to load interface VENGINE_HLDS_API_VERSION002 from bin/engine_i486.so Thu Nov 6 10:26:13 CET 2008: Server Quit But I guess it's because Valve hasn't given yet all the binaries for the demo Cold On Thu, Nov 6, 2008 at 9:42 AM, ics [EMAIL PROTECTED] wrote: Debian etch has also old gcc version, 4.1.2 among old glibc which is not seems to be sufficient for l4d so your option would be to run dist-upgrade to get newer packages or compile the new packages yourself. Also if you are using stock kernels for etch, its a good idea to compile newer one aswell. -ics Chris Green kirjoitti: I would guess this just means that you need to install a glibc 2.8 package for your os (multiple versions can be present). This should be trivial if a precompiled package exists for your os and version, and somewhat more complicated if not. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Raphael Hehl Sent: Wednesday, November 05, 2008 11:07 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] l4d Dedicated server notes * All of the code is now being compiled with gcc 4.3.0 and glibc 2.8-8 in order to take advantage of compiler fixes and optimization enhancements. In order to run the l4d Linux dedicated server, you will need a system which can run binaries built against this version of glibc. debian etch supports only Glibc 2.3, does this mean i'm not able to setup a server with debian etch as host? -Raphael -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Chris Green Gesendet: Donnerstag, 6. November 2008 02:37 An: 'hlds_linux@list.valvesoftware.com' Betreff: [hlds_linux] l4d Dedicated server notes Linux dedicated server changes for Left4Dead There have been many changes, enhancements, and optimizations with the dedicated server for Linux: * All of the code is now being compiled with gcc 4.3.0 and glibc 2.8-8 in order to take advantage of compiler fixes and optimization enhancements. In order to run the l4d Linux dedicated server, you will need a system which can run binaries built against this version of glibc. * As a performance enhancement, the dedicated server can now use the hardware RDTSC timer instead of gettimeofday() for its internal timing, on systems which support it ( such systems are identified by having the constant_tsc flag set in /proc/cpuinfo ). When the code detects that the system has this, it will execute a benchmark to measure the actual rate of the hardware timer, and use this for all timing. If this causes trouble on a system, you can set the environment variable RDTSC_FREQUENCY to disabled. * The Linux dedicated server is now capable of running multiple server instances as sub-processes off of one parent process. This provides a memory savings (through sharing of read-only data), a speedup when starting multiple servers, and also enhances server stability by having the servers restart as new sub-processes after each game is completed. This is controlled by the -fork n option. For instance, you can run srcds_run -fork 5 to start up 5 separate server instances in this mode. * When -fork mode is enabled, some options on the command line can be parametrized based upon the server instance, by typing '##' on the launching line. For instance, -fork 10 -netconport 90## would cause the first server instance to use port 9001, the second to use 9002, etc. * There is a new remote access feature which allows a server administrator (or tool) to create a persistent connection to a running server, and to see its entire console output and send it commands. This feature is enabled by using the -netconport option when launching srcds_i486. For instance, if a server is started with -netconport 9000, someone with access to port 9000 of the server could type telnet 9000 and view the console output. This feature is disabled by default, and should only be used when an appropriate firewall/tunnel is used to control access to this port. Multiple clients can connect to the netconport of a running server at the same time. * If the netconsole is enabled, and the option -netconpassword xxx is set, the network console will not execute commands received through the netconport until the command PASS xxx is entered. ___ 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
Re: [hlds_linux] Left 4 Dead requires GLIBC 2.4 :(
Yep, and debian etch can't use 2.4 unless you dist-upgrade to lenny :/ Cold On Thu, Nov 6, 2008 at 11:08 AM, Steven Hartland [EMAIL PROTECTED]wrote: Seems L4D requires GLIB 2.4 which eliminates a large base of potential servers, any chance of going back to something more readily available such as 2.3? Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D Servers not connecting for anybody else?
Same here On Thu, Nov 6, 2008 at 4:50 PM, Flubber [EMAIL PROTECTED] wrote: Same here 2008/11/6 Raphael Hehl [EMAIL PROTECTED] same problem without forking -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Steve Sumichrast Gesendet: Donnerstag, 6. November 2008 16:39 An: Half-Life dedicated Linux server mailing list Betreff: [hlds_linux] L4D Servers not connecting for anybody else? My forked server -- nobody can connect to it. Anyone else have their servers running but people can't connect? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D Demo CVARs cfg files
I'm getting: Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2000.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Console initialized. Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Cold On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote: Thats what I get too, Any ideas? Steve Sumichrast wrote: I'm getting this: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. * Unable to load Steam support library. * * This server will operate in LAN mode only. * On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED] wrote: I'm assuming this is normal/ignorable? Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Child 2 aborted with signal 11 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. got status map=l4d_dem_hospital01_apartment;players=0 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. Chris Green wrote: For -fork, you'll need to let the port be auto-assigned. We may do something about this for launch, as it can make some things annoying. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Steve Sumichrast Sent: Thursday, November 06, 2008 6:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D Demo CVARs cfg files Anyone care to share what they're using for launch parameters/cvars? I'm going: ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec server.cfg In server.cfg I have the hostname specified and the rcon_password specified. Also did a sv_minrate and sv_maxrate -- not sure about difficulty levels, though -- are those dynamically configured through the match maker/Director? Ideas? it'd be nice to have some insight on this, scheduled launch is an hour away and I've got people wanting servers! :) On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote: Any idea on the L4D .cfg files? Server CVARs would be nice as well! Thanks, Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D Demo CVARs cfg files
I didn't put +map mapname so I'll try with it, thanks for the tip! Cold On Thu, Nov 6, 2008 at 5:08 PM, Steve Sumichrast [EMAIL PROTECTED] wrote: Cold, what's your run parameters look like? Sounds like you need to do +map mapname to get it past that stage -- that's what mine was doing. On Thu, Nov 6, 2008 at 11:01 AM, Coldorak [EMAIL PROTECTED] wrote: I'm getting: Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2000.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Console initialized. Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Cold On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote: Thats what I get too, Any ideas? Steve Sumichrast wrote: I'm getting this: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. * Unable to load Steam support library. * * This server will operate in LAN mode only. * On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED] wrote: I'm assuming this is normal/ignorable? Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Child 2 aborted with signal 11 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. got status map=l4d_dem_hospital01_apartment;players=0 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. Chris Green wrote: For -fork, you'll need to let the port be auto-assigned. We may do something about this for launch, as it can make some things annoying. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Steve Sumichrast Sent: Thursday, November 06, 2008 6:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D Demo CVARs cfg files Anyone care to share what they're using for launch parameters/cvars? I'm going: ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec server.cfg In server.cfg I have the hostname specified and the rcon_password specified. Also did a sv_minrate and sv_maxrate -- not sure about difficulty levels, though -- are those dynamically configured through the match maker/Director? Ideas? it'd be nice to have some insight on this, scheduled launch is an hour away and I've got people wanting servers! :) On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote: Any idea on the L4D .cfg files? Server CVARs would be nice as well! Thanks, Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list
Re: [hlds_linux] L4D Demo CVARs cfg files
Seems to run now, and I can see my server in HLSW, thanks! Cold On Thu, Nov 6, 2008 at 5:25 PM, Coldorak [EMAIL PROTECTED] wrote: I didn't put +map mapname so I'll try with it, thanks for the tip! Cold On Thu, Nov 6, 2008 at 5:08 PM, Steve Sumichrast [EMAIL PROTECTED]wrote: Cold, what's your run parameters look like? Sounds like you need to do +map mapname to get it past that stage -- that's what mine was doing. On Thu, Nov 6, 2008 at 11:01 AM, Coldorak [EMAIL PROTECTED] wrote: I'm getting: Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2000.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Console initialized. Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Cold On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote: Thats what I get too, Any ideas? Steve Sumichrast wrote: I'm getting this: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. * Unable to load Steam support library. * * This server will operate in LAN mode only. * On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED] wrote: I'm assuming this is normal/ignorable? Game.dll loaded for L4D - Normal Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 14 Child 2 aborted with signal 11 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. got status map=l4d_dem_hospital01_apartment;players=0 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. Chris Green wrote: For -fork, you'll need to let the port be auto-assigned. We may do something about this for launch, as it can make some things annoying. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Steve Sumichrast Sent: Thursday, November 06, 2008 6:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D Demo CVARs cfg files Anyone care to share what they're using for launch parameters/cvars? I'm going: ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec server.cfg In server.cfg I have the hostname specified and the rcon_password specified. Also did a sv_minrate and sv_maxrate -- not sure about difficulty levels, though -- are those dynamically configured through the match maker/Director? Ideas? it'd be nice to have some insight on this, scheduled launch is an hour away and I've got people wanting servers! :) On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote: Any idea on the L4D .cfg files? Server CVARs would be nice as well! Thanks, Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ 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
Re: [hlds_linux] L4D Demo CVARs cfg files
Well, as flubber said, no point to host atm. I'll restart my 6 servers when we'll be able to filter and choose what server we want to join Cold On Thu, Nov 6, 2008 at 6:19 PM, Erik Johnson [EMAIL PROTECTED] wrote: There isn't a way to do this right now, but it is something we're going to add. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Ryan Davis Sent: Thursday, November 06, 2008 8:26 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] L4D Demo CVARs cfg files No privacy features though. sv_password is ignored. I run a private server for Shacknews.com and I have strangers on it :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sumichrast Sent: Thursday, November 06, 2008 11:15 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D Demo CVARs cfg files Patch just landed, servers are running! On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel [EMAIL PROTECTED] wrote: cvarlist works on l4d, I'm looking into it :) Andrey Egorov a écrit : Hi for all, Anybody writing server.cfg file? What normally options for the server? Andrey. ___ 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 No virus found in this incoming message. Checked by AVG - http://www.avg.com Version: 8.0.175 / Virus Database: 270.9.0/1770 - Release Date: 11/6/2008 7:58 AM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Headshot and Hit Location Logs for Day of Defeat: Source
Look into the psychostats .tar.gz, there are plugins for several admin suites to add these informations to the logs. It's in the addons folder, you have plugins for amxmodx (hl1 engine), eventscripts and sourcemod (for dod:s, you may want the one for sourcemod) Cold On Fri, Sep 26, 2008 at 3:28 PM, Nicholas Hastings [EMAIL PROTECTED]wrote: This is an edited version of the hlx premium weapon_logging one made for dods/psychostats http://forums.alliedmods.net/showthread.php?t=76704highlight=psychostats ics wrote: You need some plugin like statsmenimum that makes more detailed logs. Mani-admin, Beetlesmod and propably Sourcemod with additional plugin have these features but since you are looking it for Dod:Source, i would go into sourcemod forums. -ics Crazy Canucks kirjoitti: I'm trying to set up Psychostats for Day of Defeat: Source, and I am wondering how server ops are getting headshot, damage and hit location entries in their logs. I know it is possible because I've seen other sites with those stats. I tried Statsme Minimum for DOD:S but for some reason Psychostats wasn't reading the log entries from it. Just to be clear, Psychostats doesn't have anything to do with the headshot, damage and hit location entries in the logs, it just reads them. Thanks in advance, Drek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Hi It's not really a tutorial, but I've made a pack to be able to get a dynamic and graphical motd I've modified my scripts so you have a config.php file, but all the text is still hardcoded. It will not be difficult to modify it though. You'll find the doc (in french and english) and a tar.gz with all the needed files on my server's blog: http://www.coldfire.info/?p=64 Feel free to ask for help replying to this thread. The motd as provided has about, rules and contact blocks, as well as a mapcycle bloc, displaying in color current map and nextmap. If the current/nextmap is not in the mapcycle, then the map name is written in the legend. And the code has comments, so it should not be difficult to modify and adapt to your needs if you have basic php-gd knowledge. Cold On Wed, Jun 25, 2008 at 9:22 PM, Patrick Shelley [EMAIL PROTECTED] wrote: A tutorial on using php for bringing in this dynamic info into the MOTD would be very grateful indeed. On 6/25/08, Coldorak [EMAIL PROTECTED] wrote: Yep, the reason is I want to use the font TF2 secondary. With the new headers in the image and a change to motd.html (changed to php with a always changing link to the image), no more cache problem motd2.html changed to motd.php, and the img link is now: img src= http://www.coldfire.info/tf2/motd/cold/motd_image.php??php echo time(); ? / so the link is never the same And the no-cache headers in motd_image.php (with returns a png image), all works fine Thanks to all for the help For those interested by all this stuff, feel free to ask Cold ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Hi Using your howto and my own server scripts, I've made this MOTD: http://www.coldfire.info/tf2/motd/cold/motd2.html You'll recognize the background image from specialattack.net, while what was motd.png has been replaced by a dynamically generated image. The problem I have is that when I join the server, I see the motd with the right currentmap/nextmap colored, but after a changemap, the image has not been refreshed. I've made several tests using the url linked above outside tf2, and the update is fine. It seems TF2 (client-side) caches the motd. Am I wrong? I've made other tests, like changing map, then disconnect and reconnect to my TF2 server, but the motd was still not updated. So I stopped the server, made specific config files for the first 2 maps, with motdfile motdtest1.txt for the first map config, and motdfile motdtest2.txt for the second one, each motdfile being a simple text file saying the map name. I restarted the server, joined it, and the motd I saw was... still the graphical one. So what do I do wrong? Does someone know where is the motd cached? How can I be sure of what does work and what doesn't work? When I'll be done with that, I'll publish my php motd source code for those who want it Thanks for your help Cold' On Sun, Jun 15, 2008 at 7:41 PM, Patrick Shelley [EMAIL PROTECTED] wrote: I'm gonna mess about with this later today - will let u know how i get on. Cheers Saint ! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
So I should make multiple copies of motd.txt and use them with map configs? I'll try that later today or tomorrow, thank you Cold On Wed, Jun 25, 2008 at 1:03 PM, Patrick Shelley [EMAIL PROTECTED] wrote: AFAIK is does cache the MOTD i've had this problem, but not with dynamic info - just static. I had to change the name of the file to get it to show the new version. As for where the MOTD is cached, i think someone mentioned that it uses IE offscreen and builds and renders a shot of the MOTD. I could be wrong about that. On 6/25/08, Coldorak [EMAIL PROTECTED] wrote: Hi Using your howto and my own server scripts, I've made this MOTD: http://www.coldfire.info/tf2/motd/cold/motd2.html You'll recognize the background image from specialattack.net, while what was motd.png has been replaced by a dynamically generated image. The problem I have is that when I join the server, I see the motd with the right currentmap/nextmap colored, but after a changemap, the image has not been refreshed. I've made several tests using the url linked above outside tf2, and the update is fine. It seems TF2 (client-side) caches the motd. Am I wrong? I've made other tests, like changing map, then disconnect and reconnect to my TF2 server, but the motd was still not updated. So I stopped the server, made specific config files for the first 2 maps, with motdfile motdtest1.txt for the first map config, and motdfile motdtest2.txt for the second one, each motdfile being a simple text file saying the map name. I restarted the server, joined it, and the motd I saw was... still the graphical one. So what do I do wrong? Does someone know where is the motd cached? How can I be sure of what does work and what doesn't work? When I'll be done with that, I'll publish my php motd source code for those who want it Thanks for your help Cold' On Sun, Jun 15, 2008 at 7:41 PM, Patrick Shelley [EMAIL PROTECTED] wrote: I'm gonna mess about with this later today - will let u know how i get on. Cheers Saint ! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Thanks, I'll add these headers in my script and will keep you updated On Wed, Jun 25, 2008 at 1:28 PM, Procyon [EMAIL PROTECTED] wrote: Coldorak wrote: It seems TF2 (client-side) caches the motd. To disable caching of your dynamic generated image, let the php script modify the http headers like this: header(Content-type: image/png); header(Expires: Mon, 26 Jul 1997 05:00:00 GMT); header(Last-Modified: . gmdate(D, d M Y H:i:s) . GMT); header(Cache-Control: no-store, no-cache, must-revalidate); header(Cache-Control: post-check=0, pre-check=0, false); header(Pragma: no-cache) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
I use the html file from Saint K, but the motd.png image is replaced by motd.php which generates dynamically a png image I've added Procyon headers to my script, but as I'm at work I cannot test immediatly Cold On Wed, Jun 25, 2008 at 2:24 PM, Ronny Schedel [EMAIL PROTECTED] wrote: If you use PHP as MOTD, then you don't need to change the headers. Coldorak wrote: It seems TF2 (client-side) caches the motd. To disable caching of your dynamic generated image, let the php script modify the http headers like this: header(Content-type: image/png); header(Expires: Mon, 26 Jul 1997 05:00:00 GMT); header(Last-Modified: . gmdate(D, d M Y H:i:s) . GMT); header(Cache-Control: no-store, no-cache, must-revalidate); header(Cache-Control: post-check=0, pre-check=0, false); header(Pragma: no-cache) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
motd2.html (it'll explain) htmlhead meta http-equiv=Pragma content=no-cache meta http-equiv=expires content=0 (...) body img src=http://www.coldfire.info/tf2/motd/cold/blackboard.png; id=bg / div id=contentimg src=http://www.coldfire.info/tf2/motd/cold/*motd.php*; //div /body/html Cold On Wed, Jun 25, 2008 at 2:51 PM, Procyon [EMAIL PROTECTED] wrote: Ronny Schedel wrote: If you use PHP as MOTD, then you don't need to change the headers You do if you use php to generate an image and don't want the resulting image to be cached client-side ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Hmm could-you copy/paste the code please? :) On Wed, Jun 25, 2008 at 3:00 PM, Saint K. [EMAIL PROTECTED] wrote: We currently make the server stats by generating a random numbered link to retrieve it. This way it thinks the motd gets changed on every map change. Saint K. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Procyon Sent: Wednesday, June 25, 2008 2:51 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2) Ronny Schedel wrote: If you use PHP as MOTD, then you don't need to change the headers You do if you use php to generate an image and don't want the resulting image to be cached client-side ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Your server status pictures are displayed on your website or on your server's motd? On websites, no cache problem, but on motd, it seems the image is cached, so we have to find ways to no-cache them The same php functions are used to generate my motd image and the server status images on my website. On the website, no cache problem, but for the motd, it's not updated on map change for example (I want to display current map/next map in the motd, see http://www.coldfire.info/tf2/motd/cold/motd2.html to view my motd) I've added no-cache headers to the png generated image, but as I'm at work I cannot test yet if it solves the problem or not Cold On Wed, Jun 25, 2008 at 4:01 PM, Ronny Schedel [EMAIL PROTECTED] wrote: What do you mean with server side generated image? We use PHP on a webserver to generate server status pictures and it updates fine without changing headers. Ronny Schedel wrote: I have never seen a PHP page cached client side. The IE does not cache PHP client side. The server-side generated image is being cached by tf2 and the solution is to modify headers or altering the image url. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
Yep, the reason is I want to use the font TF2 secondary. With the new headers in the image and a change to motd.html (changed to php with a always changing link to the image), no more cache problem motd2.html changed to motd.php, and the img link is now: img src= http://www.coldfire.info/tf2/motd/cold/motd_image.php??php echo time(); ? / so the link is never the same And the no-cache headers in motd_image.php (with returns a png image), all works fine Thanks to all for the help For those interested by all this stuff, feel free to ask Cold On Wed, Jun 25, 2008 at 8:20 PM, [EMAIL PROTECTED] wrote: Any particular reason you don't just serve up the webpage as normal html rather than as an image? http://games.127001.org/tf2/motd.php and yes I _know_ it's minimalist, that's coz I haven't had time to do anything to it, not because of html limitations -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: 25 June 2008 17:14 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2) The PHP image functions sends the correct header content types. Ronny Schedel wrote: We use normal PHP functions like imagejpg to ouput the images. I don't think this function sends additional headers to prevent caching. I suppose neglecting to change content-type from text/html to image/jpeg could affect client-side caching behaviour. I set content-type to image/png using header(Content-type: image/png) prior to calling imagepng and had to send additional headers to prevent tf2 from caching the image. || ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD chalkboard how-to (TF2)
You *might* want to look at that: I already did some scripts for that (before knewing psychostats) http://forums.srcds.com/viewtopic/6446 You'll just have to change the final code, to return text instead of an image Cold' On Thu, Jun 12, 2008 at 3:14 PM, Saint K. [EMAIL PROTECTED] wrote: We're working on a uniform code which doesn't require Psychostats to show the info (we currently simply draw the information from the servers trough psychostats). We'll be adding the code to the site as soon as it's done. Saint K. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Shelley Sent: Thursday, June 12, 2008 2:21 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] MOTD chalkboard how-to (TF2) How do you bring the info in for the next map and time left (in your pic in green) - if you dont mind me asking? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLSW Banlist Broken
It confirms what I got on my TF2 servers Thank you! On Mon, May 19, 2008 at 8:04 AM, tsuehpsyde [EMAIL PROTECTED] wrote: I've never gotten them to work. They always ended up staying forever. -tsuehpsyde On Mon, May 19, 2008 at 12:56 AM, GZ Coldorak [EMAIL PROTECTED] wrote: About bans, do timed bans really work? For example, if I want to ban someone for one week, how do I do that? I've tried banid 10080 steamid writeid but then the number never decreases Thanks Cold' On Sun, May 18, 2008 at 7:55 PM, Guy Watkins [EMAIL PROTECTED] wrote: Have you contacted the HLSW people? They would know what is wrong before anyone here. If there a HLSW forum? They may have a fix already. Or is that an unsupported piece of software? } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of tsuehpsyde } Sent: Sunday, May 18, 2008 1:01 PM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] HLSW Banlist Broken } } My main concern is that the Linux SourceDS binaries now have a restriction } on how much data they can send back from an RCON request, as HLSW was } working fine before the update. Again, it's possible that HLSW is somehow } incompatible now, but it's been working for four years now, so I'm } guessing } it's due to the RCON *fix* making it more restrictive on the data it sends } via RCON. I could be wrong, but I'm just trying to figure it out. } } -tsuehpsyde } } On Sun, May 18, 2008 at 11:02 AM, Mark Chandler [EMAIL PROTECTED] } wrote: } } Maybe hlsw is having problems. Need to take it up with who ever wrote } it. } } -Original Message- } From: [EMAIL PROTECTED] } [mailto:[EMAIL PROTECTED] On Behalf Of } tsuehpsyde } Sent: Sunday, May 18, 2008 11:23 PM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] HLSW Banlist Broken } } From 1.1.6: } } 10:21:35 listid } 10:21:36 L 05/18/2008 - 11:20:56: rcon from 24.x.x.x:3014: command } listid } 10:21:36 HLSW NOTE: Disconnected } } It hangs for a moment, then reconnects and runs status/starts watching } the } users in the server. Maybe our banlist has become too large? Our current } list is 340K in size. } } -tsuehpsyde } } On Sun, May 18, 2008 at 5:41 AM, ics [EMAIL PROTECTED] wrote: } } HLSW1.1.6 works but you can always execute the commands manually in } any } version, just as if you were on the server using ron itself. } } To ban: } ban 0 steamid } writeid } } To remove ban: } removeid steamid } writeid } } To list bans } listid } } -ics } } tsuehpsyde kirjoitti: }Since the last update that fixed the RCON nuking issue, the ability } to }view/add/remove bans to CS:S has broken. I can't find any versions } of } HLSW }that work, and I assume this is tied to the RCON fix implemented. Is } this }something broke in SourceDS or is this something HLSW has to fix on } their }end? Kind of a pain since I have to SSH in and stuff commands into } the }screen to remove bans now instead of using HLSW. =( } }-tsuehpsyde }___ }To unsubscribe, edit your list preferences, or view the list } archives, } please visit: }http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLSW Banlist Broken
About bans, do timed bans really work? For example, if I want to ban someone for one week, how do I do that? I've tried banid 10080 steamid writeid but then the number never decreases Thanks Cold' On Sun, May 18, 2008 at 7:55 PM, Guy Watkins [EMAIL PROTECTED] wrote: Have you contacted the HLSW people? They would know what is wrong before anyone here. If there a HLSW forum? They may have a fix already. Or is that an unsupported piece of software? } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of tsuehpsyde } Sent: Sunday, May 18, 2008 1:01 PM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] HLSW Banlist Broken } } My main concern is that the Linux SourceDS binaries now have a restriction } on how much data they can send back from an RCON request, as HLSW was } working fine before the update. Again, it's possible that HLSW is somehow } incompatible now, but it's been working for four years now, so I'm } guessing } it's due to the RCON *fix* making it more restrictive on the data it sends } via RCON. I could be wrong, but I'm just trying to figure it out. } } -tsuehpsyde } } On Sun, May 18, 2008 at 11:02 AM, Mark Chandler [EMAIL PROTECTED] } wrote: } } Maybe hlsw is having problems. Need to take it up with who ever wrote } it. } } -Original Message- } From: [EMAIL PROTECTED] } [mailto:[EMAIL PROTECTED] On Behalf Of } tsuehpsyde } Sent: Sunday, May 18, 2008 11:23 PM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] HLSW Banlist Broken } } From 1.1.6: } } 10:21:35 listid } 10:21:36 L 05/18/2008 - 11:20:56: rcon from 24.x.x.x:3014: command } listid } 10:21:36 HLSW NOTE: Disconnected } } It hangs for a moment, then reconnects and runs status/starts watching } the } users in the server. Maybe our banlist has become too large? Our current } list is 340K in size. } } -tsuehpsyde } } On Sun, May 18, 2008 at 5:41 AM, ics [EMAIL PROTECTED] wrote: } } HLSW1.1.6 works but you can always execute the commands manually in } any } version, just as if you were on the server using ron itself. } } To ban: } ban 0 steamid } writeid } } To remove ban: } removeid steamid } writeid } } To list bans } listid } } -ics } } tsuehpsyde kirjoitti: }Since the last update that fixed the RCON nuking issue, the ability } to }view/add/remove bans to CS:S has broken. I can't find any versions } of } HLSW }that work, and I assume this is tied to the RCON fix implemented. Is } this }something broke in SourceDS or is this something HLSW has to fix on } their }end? Kind of a pain since I have to SSH in and stuff commands into } the }screen to remove bans now instead of using HLSW. =( } }-tsuehpsyde }___ }To unsubscribe, edit your list preferences, or view the list } archives, } please visit: }http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released - spys/teleporter change
Seeing those dumb spies glow after taking a teleport was so much fun :( Now the spies will begin to steal teleports from slow classes like heavies and soldiers too! Valve, this one was really a bad idea On Wed, Apr 30, 2008 at 2:28 PM, Kevin J. Anderson [EMAIL PROTECTED] wrote: I highly disagree on the spys not glowing from the teleporter... It was previously a sign of a dumb spy, and turning this off will make life only easier for spies, when there are already generally too many of them in a lot of maps. Just my opinion. Jason Ruymen wrote: The required Team Fortress 2 update is now live. Please run hldsupdatetool to receive it. The specific changes include: Teleporter effect no longer shows up on invisible or disguised Spies. ___ 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