Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread Craig H
I know a few servers open a MotD window as a warning for players breaking
the rules. My community's in particular has a plugin that automatically
shows a player an oops, you broke a rule page if they trigger our word
filter.
On Apr 3, 2013 4:26 PM, DontWannaName! ad...@topnotchclan.com wrote:

 I think it's a good idea. Servers have no business opening motd windows on
 clients that do not request them. It makes sense to do it for match made
 players who are usually newer.

 Spam: Verb
 Send the same message indiscriminately to (large numbers of recipients) on
 the Internet.

 Sent from my iPhone 5

 On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

  Similar to the removal of /me. Taking out good features for the actions
 of
  the malicious. How about you just punish those doing it. What's the
 report
  a server feature for, anyway?
 
 
  On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
  - Prevent game servers from opening the MOTD panel more than once if
 the
  player connected through matchmaking or quickplay
 
  Pathetic.
 
  Thanks,
  Kyle.
 
 
  On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update for Team Fortress 2. The notes for
 the
  update are below.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Prevent game servers from opening the MOTD panel more than once if
 the
  player connected through matchmaking or quickplay
  - Added new promo items
  - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
  continue to heal players
  - Fixed buildings destroyed by the Red-Tape Recorder not always
  displaying
  a death notice
  - Fixed a bug in Mann Vs. Machine related to carrying buildings and
 using
  the Upgrade Buildings canteen
  - Fixed the guitar sound not always playing when taunting with the Neon
  Annihilator
  - Fixed missing cloak effect for the Wanga Prick
  - Fixed the Bat Outta Hell using the Red team arms skin while on the
 Blue
  team
  - Fixed custom cursors in VR mode
  - Fixed Hydra input in VR mode
  - Improved performance of Linux dedicated server binaries
 
 
 
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Re: [hlds_linux] Lag?

2012-10-31 Thread Craig H
Unless framerate and CPU usage factor into why players with pings 60 are
suddenly 1.5 to 3 times what they were (I sit at 1.6, thankfully) I don't
see how the complaint is relevant to the topic.
On Oct 31, 2012 3:11 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 Well they actually had multiple updates before improving cpu footprint and
 several other updates related to it. So you are not totally correct here.
 Granted it gets bigger, but you get *more* in the same game. It is only
 natural with all these new mods and hats and whatever that it needs a bit
 more too.

 They acknowledged that there is a problem, these things take time too.
 Frankly, the Halloween update was one of the cleanest in ages (except for
 the lag that is)
 Sure lag is a big issue, but they did give modders the chance to update
 and people could get sourcemod/metamod whatever up and running in no time.

 But a update would be nice from their side.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: woensdag 31 oktober 2012 22:53
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Lag?

 The glorious downside to Valve's flat organizational scheme.

 Lots of things *can* get done, but everyone just piling shit in week after
 week makes for very unoptimized programming.

 Pretty soon clients are going to require i7 3960X's with four-way SLI to
 run TF2 at 50FPS. Servers are going to need quad sockets.


 Completely serious too. Proof is in the performance degradation we've seen
 since the un-hatbloated launch.



 On Wed, Oct 31, 2012 at 4:58 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

  Yes, quite a lot. I know there are others on the list reporting it and
  there have been a few other posts on it too. They said they're looking
  in to it.
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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-17 Thread Craig H
Good concept, bad way to implement it.

The concept of raffles or lotterys for players is great, it can improve
player retention by encouraging them to stick around and contribute and
potentially raise money to be used for paying the operating costs of the
server itself.

The method you bring up to do so, however, seems sketchy and less useful.
The practice works best at a smaller scale, where the people running the
raffle are also the ones directly responsible for day-to-day operation of
the server and leading/moderating the community that surrounds it. Many
communities (A certain Battlefield 2142 group comes to mind) use this,
raising money from donations to pay the monthly hosting cost and raffling
away the rest to the players.

Going through somebody else isn't necessary or desirable for these
communities, because they benefit more from doing it all themselves.
On Oct 17, 2012 9:24 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 Pinion had the same issue. Because of gambling sort of speak a lot of the
 pot of gold was denied in certain country's.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy
 Bleeker
 Sent: woensdag 17 oktober 2012 16:50
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Method To Increase Server Traffic

 Depends on which country you're in I suppose, but speaking for the
 netherlands I think you're right and setting this up without a licence
 would
 be illegal.

 On Wed, Oct 17, 2012 at 4:08 PM, Saint K. sai...@specialattack.net
 wrote:
  Doesn't this require a gamble license as you are providing a lottery
  service?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcin Lis
  [velt...@gmail.com]
  Sent: 17 October 2012 10:27
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Method To Increase Server Traffic
 
  I am pathetic!
 
  Wysłane z iPhone'a
 
  Dnia 17 paź 2012 o godz. 08:17 Cameron Munroe cmun...@cameronmunroe.com
 
  napisał(a):
 
  Well, I'm glad we could smash heads a little bit, I will come back
  criticizing once some changes have been made and maybe just maybe you
  will get some A++ ratings.
 
 
  Forum post so you reference, post, point to, state is a lie, or
  completely ignore.
  https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-
  prize-a-scam
 
  On 10/16/2012 11:11 PM, PAL-18 wrote:
  You wouldn't take them so they came here, to my servers.
 
Its not that i dont take them on my servers but those who dont listen
  to
everyone's pleas of mercy get vote banned (1 hour temporary) by all
  the
other players.
 
 
  Pinion was able to pull off the fact that they could award the server
  owners when one of there players also one, is it possible for you? The
  items are great, but still the fact is now about getting a bunch of
 cats
  and hearding them to the sign in or it will never get off the floor,
 and
  yes they are cats.
 
This system is actually already in place on my site.  It was for
  players
only, but now that server hosts dont have to pay, i can open it for
  server
hosts too.  The way it works is this: refer the most active players
 (4
points to be considered active) each month and win the prize. The
  count
resets each month to keep it fair for everyone. Every user who signs
  up gets
a unique registration url and this url when clicked creates a cookie
  that
lasts for 1 month so even if the player doesnt sign up right away,
 the
registration will still be credited to you.
 
Also, nice comparison about the cats.  :3 (these guys are pro's!
  http://www.youtube.com/watch?v=Pk7yqlTMvp8)
 
 
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 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-13 Thread Craig H
On Sep 13, 2012 1:11 AM, Herover leon.l.a.niel...@gmail.com wrote:

 Could we move the add discussion to another thread? I'm kinda
 interrested in the html page issue, not the to-add-or-not-to-add
 discussion.

What he said.
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Re: [hlds_linux] Mandatory TF2 update coming

2012-08-23 Thread Craig H
Thanks for the heads-up, really needed it tonight.

On Thu, Aug 23, 2012 at 5:24 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds_linux] Mandatory TF2 update coming later TOMORROW

2012-08-21 Thread Craig H
Operator's Rocket Launcher. +25% damage, -80% projectile speed. It'll
crash, break and explode. Eventually.
On Aug 21, 2012 1:24 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Agreed.

 On Tue, Aug 21, 2012 at 2:33 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On 21.08.2012 03:35, martin v wrote:
 
   It would be so cool if valve would reward all server supervisors with
  community item for patience :D
 
 
  Best idea ever! ;)
 
 
  /Peter
 
 
 
 
 
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Re: [hlds_linux] Server stalls at stats command

2012-08-17 Thread Craig H
MvM or regular TF2?
On Aug 17, 2012 1:48 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 After the last update we experience a lot of crashes on our TF2 servers.
 Each and every time a server has crashed after a stats command has been
 sent through rcon (but not every time when you give a stats command it
 crashes!) the server has stalled and requires a reboot. This happeneds
 about every 1-2 hours.

 Saint K.
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Craig H
Great, thanks for the info, Fletch! I'll be stress-testing my machine and
network tonight to see if I can host a few.
On Aug 13, 2012 10:40 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 Here are some answers to questions regarding hosting MvM servers:

 * Players can join your server through any means they can join PvP games:
 the server browser, ad hoc joins, or the new matchmaking system (quickplay
 beta).
 * To accept matchmaking traffic, you must select which sort of traffic you
 want.  (Regular PvP traffic or MvM traffic.)  Set tf_mm_servermode 2 to
 be placed in the MvM pool.
 * For MvM matchmaking, if 6 players are sent to your server to start a new
 game, it will switch to whatever map the players selected.
 * You will need a TF gameserver account to accept matchmaking traffic.
 * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.
 * The CPU usage for a 6 player MvM game is about the same as for a regular
 TF server.  (Yep, this mode requires significantly more CPU cycles per
 player than the PvP mode, that's an unfortunate fact.)
 Given the surge of players that comes with any major release, and the
 player / server ratio of this game mode, the demand for MvM servers will
 probably be high.  We expect that a large number of players will want to
 try out the new mode, so we will be converting most of our servers to host
 MvM, and then adjust the allocation based on what players are playing.

 I, for one, DO NOT welcome our new robot overlords!

 - Fletch
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Re: [hlds_linux] Reliable Snapshot Overflow

2012-07-22 Thread Craig H
What game/mod are you running a server for?
On Jul 22, 2012 5:59 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Hi all,

 For quite some time now I've been getting reports from clients saying
 they're being prevented from joining my servers. They're being kicked
 with this message. 'Disconnect: ERROR! Reliable snapshot overflow..'

 Here's a pastebin link with my info in hopes that it's helpful.
 http://pastebin.com/hYvzC7Ng

 The error is very prominent, and is preventing clients (Including
 myself) from joining the server. From my understanding, and reading a
 number of other threads on the list, the issue is present in TF2 as
 well.

 Thanks,
 Kyle.

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Re: [hlds_linux] OS

2012-07-09 Thread Craig H
Ubuntu 10.4, since I've been told it is what Valve uses (so probably less
likely to break) using XFCE for the desktop environment. Recently moved to
it after Windows was no longer an option, no problems to report so far, but
honestly the server has never been stressed or used for anything other than
testing simple scripts.
On Jul 9, 2012 5:30 PM, Collin Howard my_azz...@yahoo.com wrote:

 Thank you for the replies guys, i have been using centos 5.x for past 2
 years but getting tired of segmentation faults. I have used gentoo before
 on a box and have a small amount of experience with it. Im thinking about
 officially moving to gentoo. Also whats your opinions on using windows if
 you are specifically running gldsrc games such as cs1.6? From what I have
 heard its better optimized for windows and therefore gives better
 performance?



 
  From: Ook ooksser...@zootal.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, July 9, 2012 3:45:37 PM
 Subject: Re: [hlds_linux] OS

 Slackware 13.37 64 bit with the 3.3.7 kernel. Rock solid. Gets the job
 done. Not really for the linux newbies, as it doesn't do much hand-holding.
 Slackware is a basic distro without a lot of gui bells and whistles. I used
 to use Windows 2000, but got tired of the regular BSODs everytime I passed
 gas or a flock of cosmic rays blew by. Replaced Win2000 with linux, hasn't
 gone down once. Even the X server is surprisingly stable, the current
 version of xfce is lean and bloat free and more important, very stable.

 I run xfce because I use bpftp for my ftp server, and it is a windows
 program. Works great via wine. Everything else I've converted from their
 Windows equivalents to native linux apps. 3GB on the box, two OP4 servers,
 one minecraft server, one ftp server via wine, apache, noip, and it's
 currently using 1.5GB and 5% cpu (older Phenom four core cpu, one of the
 slower ones).



 On 07/08/2012 07:12 PM, Collin Howard wrote:
  Is Gentoo a good distro for goldsrc HLDS? What distro's do you server
 ops use and recommend? I'm not looking for a OS battle here. Just a simple
 answer with a small explanation why. :)
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Re: [hlds_linux] Quickplay and personal respawn times.

2012-01-06 Thread Craig H
Personally I feel this conversation has gone a bit off in terms of
answering the original question, so back to that:

How does TF2 detect if servers are editing gameplay
(respawn times) and not editing tags?
I ask because all my servers run a custom plugin that allows players to
buy faster/instant respawns using points they earn for playing (earning
kills, capping points, etc).  However this does not change global respawn
times and so does not edit the value of sv_tags.

Is this type of thing going to trip something in the client that then
reports my server to valve, or is this whole process tracked with the abuse
reporting system?

To my knowledge, Valve has not revealed how the server tracks this, and I
don't believe that they will, since doing so would provide users and
authors of the systems at fault for the recent sweep of infractions a
reference point for finding/building a workaround.

As for if what you are doing will trip the system, I have no way of knowing
for certain but I assume that it would, since you are, to quote Fletcher,
Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications.

My suggestion would be to simply enable the tags and take the penalty.
Quickplay traffic should still come every so often, and if your users
really do like the modifications I doubt you will have problems keeping
your servers full.

On Fri, Jan 6, 2012 at 11:14 AM, Frank ad...@gamerscrib.net wrote:

 Regardless what the blog states as a player (not just a server
 administrator) I go into the game to play not wait around in Spawn Q
 watching others play - to me this game is run and gun shootem up...
 strategy
 is one thing but I don't come to TF2 to incorporate strategy I come to kill
 and destroy!

 So I won't play on servers unless  they have instant spawn - All of mine
 are
 instant spawn but that to me shouldn't decrease the ability to get players
 cause many players want this as well.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil
 Larsson
 Sent: Friday, January 06, 2012 1:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Quickplay and personal respawn times.

 Regarding respawn times: http://www.tf2.com/post.php?id=1872

 It's a good blog entry that covers why TF2 have respawn times at all. I
 always link to that when people ask why we have default respawn times.

 On Fri, Jan 6, 2012 at 7:06 PM, doc drga...@gmail.com wrote:

  Limiting number of class allowed? Allowing people to buy faster
  respawn time?
 
  I'm kind of saddened that people believe this is the best way to move
  forward with their servers. The respawn waves / times are well
  balanced and halving them really won't do much other than build points
  for the other team; there might be a reason they are waiting to spawn.
  I can understand that people WANT faster respawn times - I can't tell
  you how many times I'll have someone join, and then make some comment
  about what the fuck is with these spawn times, even though they have
 been left default.
 
  It's an easy rule - if you want quickplay traffic then play TF2 like
  it was meant to play. Not what you believe is more fun to play
  like, I'm sure hockey would be more fun with 3 more people and two
  pucks per team, doesn't mean it makes the game much better.
 
  On Fri, Jan 6, 2012 at 8:18 AM, Andrew thew...@thewaveserver.com
 wrote:
 
   Do those of you running Quickplay servers see a significant
   difference in traffic over non-quickplay ones? I don't have any
   reason to change, since making my server quickplay elligible with
   full respawns would make it no different from hundreds of others out
   there. But I am curious.
  
   I'll see how long players keep dropping by and my friends keep playing.
   -Andrew
  
 
  We have been quick play since it came out and for a while we were
  seeing consistent FULL server load - since the glut of games that came
  out Q4 2011 the population has dropped, and now we will sit half-full
  more than full, quickplay traffic or no. If you have a server that
  doesn't have problems filling up (and has weird mods like respawntime
  modifications) then by all means do not enable quickplay - it's not as
  if you get extra points or accolades for doing such. You are correct
  in the observation that it would make you like a ton of other servers
  out there, so competition is just harder because of this.
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Re: [hlds_linux] Serverliste ingame Modern Warfare 3

2011-11-14 Thread Craig H
I hardly think that support for a MW3 server is too far a stretch, since it
uses Steam and VAC and is delivered using the HLDS update tool.

On subject, last I recall the server binaries are Windows-only. Since you
posted to the linux list, are you using a VM (if so which one and how is it
configured) or Wine? Also some additional information about your
server/network setup would be helpful.

If you AREN'T using Linux to host these servers, then what others have said
is correct and you have the wrong list.
On Nov 14, 2011 1:10 PM, ics i...@ics-base.net wrote:

 Activision, EA. Same garbage, different A-hole. Enough with the MW3
 subject.

 Lets keep topics on Valve games on Valve list.

 -ics

 14.11.2011 23:06, msleeper kirjoitti:

 No I have no idea who produces MW3. I assumed it was EA because who
 else would churn out recycled garbage year after year.

 On Mon, Nov 14, 2011 at 4:01 PM, James Puckett
 jamesrichardpuck...@gmail.com**  wrote:

 You know MW3 isnt produced by EA misleeper?

 On Mon, Nov 14, 2011 at 12:49 PM, msleepermsleeper@**
 ismsleeperwrong.com mslee...@ismsleeperwrong.comwrote:

  You would get better answers on some sort of MW3 or EA specific
 mailing list or forum. 99.9% of us are familiar with Source and Valve
 games and have no idea how to operate Modern Warfare servers. You're
 on the wrong list.

 On Mon, Nov 14, 2011 at 1:45 PM,buster_c...@gmx.net  wrote:

 i have another problem, i use multiple ips on one root for the

 gamservers...now i connect to one added ip and a friend want to follow
 via
 steam friendlist, no chance  he will be forwarded to the gameserver
 which
 is on the main ip from the root  bug? or did i something wrong?


  Original-Nachricht 

 Datum: Mon, 14 Nov 2011 18:14:16 +0100
 Von: buster_c...@gmx.net
 An: Half-Life dedicated Linux server mailing list

 hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 

 Betreff: Re: [hlds_linux] Serverliste ingame Modern Warfare 3
 noone an idea?

 i have two rootserver  on one i can only connect on the gameserver
 with
 the main ip the other ones not. on the other rootserver i can connect
 to
 all... whats wrong? i tried turn off firewall, but nothing happends.

 same with

 these steam.dll ... nothing.

  Original-Nachricht 

 Datum: Sun, 13 Nov 2011 09:04:58 +0100
 Von: buster_c...@gmx.net
 An: Half-Life dedicated Linux server mailing list

 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com
 

 Betreff: Re: [hlds_linux] Serverliste ingame Modern Warfare 3
 i did it but it doesnt work!

 i copied the steam.dll from my client version to the root directory
 of

 the

 server and after i got the same error  no steam auth ...

  Original-Nachricht 

 Datum: Sat, 12 Nov 2011 22:45:53 -
 Von: Steven 
 Hartlandkilling@multiplay.**co.ukkill...@multiplay.co.uk
 
 An: Half-Life dedicated Linux server mailing list

 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com
 

 Betreff: Re: [hlds_linux] Serverliste ingame Modern Warfare 3
 As mentioned several times copy Steam.dll to the game directory

 See the following forum thread for other issues:-
 http://www.callofduty.com/**thread/100568363?tstart=0http://www.callofduty.com/thread/100568363?tstart=0

 Regards
 Steve

 - Original Message -
 From:buster_c...@gmx.net
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com
 
 Sent: Saturday, November 12, 2011 3:10 PM
 Subject: Re: [hlds_linux] Serverliste ingame Modern Warfare 3


  nothing special. same like the other ones...

 version 1.2.358
 Connecting to online services
 Connected to online services.
 net_port is write protected.
 Executing server config server.cfg
 Succeeded reading from default.dspl
 Loaded 1 map entries
 Loading DSR TDM_default.dsr...
 Loading Succeeded for DSR TDM_default.dsr
 --**-
 Spawning map: mp_interchange, gametype war
 Initializing Steam Game Server: game port 27015, auth port 8766,

 query

 port 27016, gamedir modernwarfare3, version 1.0.0.0

 Steam Game Server initialized as Internet Server.
 No Steam Master Servers found. Server will LAN visible only.
 Steam Game Server connected. Local IP xx.xx.xx.xx, Public IP

 xx.xx.xx.xx, Game Port 27015

 Steam Game Server is VAC Secure
 Spawn map (mp_interchange, war) complete.
 --**-

 Whats wrong?

 -peter

  Original-Nachricht 

 Datum: Sat, 12 Nov 2011 09:58:26 -0500
 Von: Lane Eckleyl...@hypernia.com
 An: \'Half-Life dedicated Linux server mailing list\'

 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com
 

 Betreff: Re: [hlds_linux] Serverliste ingame Modern Warfare 3
 Going to guess that it is a port conflict - what does the console

 report?

 Lane Eckley
 Hypernia Hosting Corp
 Desk: 1.305.390.2124
 Toll Free: 1.800.284.6978 ext. 600
 http://www.hypernia.com
 

Re: [hlds_linux] High ping on LAN server?

2011-10-27 Thread Craig H
Having run more servers on LAN than not I can say I've seen this before. Why
it behaves that way I haven't the slightest idea, but I've seen similar
results on a network with 8 clients connected to a local CS:S server with a
total of 26 computers, including the server, on the network. In my case we
were running sv_lan 1.
On Oct 26, 2011 9:31 PM, Harry Strongburg harry.h...@harry.lu wrote:

 I am getting high ping reported on a LAN server. It is not sv_lan 1,
 however all clients are connected to a local IP address, and the server
 includes the launch option -ip 172.31.x.x which is a local IP.

 The pings reported by status are usually ~35 to 39 ms. A normal ICMP
 ping to the server returns 1 ms. I understand srcd's version of ping
 is different than an ICMP, but it's still abnormal, no? Not to mention
 on the scoreboard I have 5 ms, on net_graph 1 I have ~13ms, and on the
 ping and status commands I have ~35.

 Why is srcds is reporting ping as such? Is it normal for ping to be that
 high on a LAN server? Thanks.

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Re: [hlds_linux] Mandatory TF2 Update Released

2011-08-18 Thread Craig H
Glad to see the Linux file with the update! Hopefully things will run
smoothly.

As a player, I'm relieved to know that the replay bug was fixed. Any chance
of allowing the HUD to be rendered in replays in the future? I'm kind of
shocked it isn't even an option.

On Thu, Aug 18, 2011 at 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for Team Fortress 2.  The update notes
 are below.

 Thanks.

 Eric Smith
 Valve


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Added libgcc_s.so.1 to supply dependency for some Linux distributions
 that do not come with this file

 Team Fortress 2
 - Added the Deus Ex promo items
 - Added a bell when the Sniper Rifle is fully charged
   - Toggled in the Adv. Options dialog
 - Fixed disguised Spies showing their critboost status
 - Fixed a replay render bug where .wav files did not get written for raw
 TGA/WAV export
 - Updated the localization files



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Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Craig H
I spoke to Robin Walker about clientside plugins a while ago. One of the
reasons it took so long to get that update out was because while there are a
ton of plugins used to cheat, there are a few genuinely useful ones that
sadly get drowned out by all the bad ones. The example he gave me was P-REC,
which auto-records demos and is highly regarded by the competitive
community. They wanted to make sure they could stop things like LSS, but
allow those useful plugins to exist. Using non-approved plugins from this
point forward will get you hit with a VAC ban.

On Wed, Sep 8, 2010 at 2:19 PM, Kevin b er kevin-b...@starmen.net wrote:

 The check used was already found, documented, and bypassed.  I wouldn't
 count cheats like that out for very long.

 On Wed, Sep 8, 2010 at 4:11 PM, Oleg Koshmeliuk busy.ora...@gmail.com
 wrote:

  RIP LSS http://3rdera.com/
 
  2010/9/9 hyp...@arcor.de
 
   Could it be? Nomore SourceMod on clients???
  
   Am 8 Sep 2010 um 20:13 hat Jason Ruymen geschrieben:
  
Required updates to Team Fortress 2, Counter-Strike: Source and Day
 of
   Defeat: Source are now available.  Please run hldsupdatetool to receive
  the
   updates.  The specific changes include:
   
Source Engine Changes (CS:S, DoD:S, TF2)
- Disabled clients loading server plug-ins unless the plug-ins are
  signed
   by Steam or the client is running in insecure mode.
- Added a checkbox to the Options-Audio dialog to control muting the
   audio when the game window is in the background.
   
Counter-Strike: Source
- Fixed crash in custom maps using the trigger_camera entity.
   
Team Fortress 2
- Fixed another bug in the Steamworks internal stats reporting.
- Updated the localization files.
   
Jason
   
   
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Re: [hlds_linux] Linux Distribution and Kernel

2010-08-31 Thread Craig H
In actual response to the original question, Ubuntu is fine, I find it a lot
easier to use than a lot of other distributions. As for your question about
x86 or x64, if your box can run the 64-bit version there really isn't much
of a reason not to.

On Tue, Aug 31, 2010 at 12:34 AM, Ulrich Block ulbl...@gmx.de wrote:

  +1
 On my Systems I go for the largest throughput and not highest/most stable
 fps.
 Without preemtion, RT and such nobody complained about the servers so far.

 Am 31.08.2010 07:56, schrieb Nephyrin Zey:

  +1 to Everything Gary said - RT kernels are generally a waste. They
 might ensure more accurate wakeups, but the sleep(1) call really
 limits how accurate those can be anyway even with hires timers, a
 ld_preload to mess with sleep() could get you much more
 accurate/efficient wakeups, but that's more involved and only really
 helps CPU usage when the server is not under load.

 Non-hi-res kernels tend to use a bit less CPU (though again, usually
 only under low loads) because they wake up less often and waste less
 time waking up and going back to sleep for the next tick. The expense
 of this would be slightly less accurate gameframe times, but on the
 order of1-2ms so its not really significant.

 The main thing I would worry about, then, is kernel version - newer
 kernels have a better CPU scheduler, and a lot of work has been done
 on this recently. Also keep in mind that FPS is largely bogus - a
 server pulling 10k FPS can be crapper than one pulling 100. The
 reasons behind this are complicated, but do yourself a favor and dont
 even look at FPS - join the server and throw up net_graph 4. If you're
 getting 66 updates per second (or whatever your tickrate is) and var:
 is pretty stable below 10-12ms or so, your server is essentially
 lag-free. The number of variables that go into effective lag is so
 complicated that anyone claiming to notice a difference of 2ms from
 kernel wakeup timings is full of it.

 You'll also find plenty of people who claim to know better, or have
 complex (and wrong, unsourced) explanations about why 1000FPS is good
 - which is why its that much more important to just use net_graph and
 sane judgement, and don't believe any of the voodoo unless you see
 real results

 - Neph

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

2010-07-02 Thread Craig H
TF2 was budgeted for 24 players, after that performance starts dropping
notably with each additional player. 32 is bad enough, I can only imagine
how poorly a 64 player game would run.

On Fri, Jul 2, 2010 at 12:05 PM, clad iron cladi...@gmail.com wrote:

 agreed, it would be nice to be able to have more slots on some of those
 *custom
 *maps.

 On Fri, Jul 2, 2010 at 2:19 PM, Allan Button abut...@netaccess.ca wrote:

  You would not be forced to join that server. Calm down.
 
  Allan
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ken
  Sent: Friday, July 02, 2010 8:38 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] More than 32 slots with the new TF2 update?
 
  Oh god, please don't valve. 32 2fort is already painful enough. Dustbowl
  would give me the shivers as well.
 
  Plus, yes, there would be performance issues on both servers and clients.
 
  Sent from my iPad
 
  On 2/07/2010, at 6:57 PM, Shane Arnold clontar...@iinet.net.au wrote:
 
   I thought the hardlimit on slots was in place due to Orangebox Engine
   performance/limitations? Do existing extra-slot plugins not allow 64
   players?
  
   On 2/07/2010 1:54 PM, Harry Strongburg wrote:
   Now that the new TF2 update warns about servers with more than 24
 slots
  as being possibly unbalanced..
  
   Can we get 64+ slot servers without needing to use any extra mods or
  plugins? People will know it will be unbalanced, but if people want to
 have
  that many slots, I don't see why they should be denied that.
  
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Re: [hlds_linux] dproto

2010-03-14 Thread Craig H
Please cease this debate. I don't mean to play mailing list police, but
I'm pretty sure that pretty much everyone here is unwilling to help with
this type of  plugin or has no experience with it. If you want some help
with it, I suggest going to whoever made it.

On Sun, Mar 14, 2010 at 11:40 AM, Joseph Laws jl...@hd-gaming.com wrote:

 And where might you be parking this car with 40 pounds of coke in the back?

 :p

 On 3/14/2010 2:20 PM, Rusty Bower wrote:
  Lol. Just because I let someone borrow my car. I'm still responsible
  for it...
 
  Like the 40 pounds of coke in the back...
 
  Rusty
  Sent from my iPhone
 
  On Mar 14, 2010, at 14:10, petga...@maxrate.pl  wrote:
 
 
  You probably didn't read what I have written before,  customers which
  rents server from us is his owner for this time, and we are not
  responsible for what is on this servers, which files he stores and
  what
  modifications are there. This all in our terms, before the customer
  registrate on our web site, he have to approve it.
  W dniu 2010-03-14 19:04, Saul Rennison pisze:
 
  But they're your servers... so you are responsible for what's on
  them.
 
  Thanks,
  - Saul.
 
 
  On 14 March 2010 17:49, petga...@maxrate.pl   wrote:
 
 
 
  We do not offer the non steam servers, check our offer in web site
  please, my answer was only because the customers are wery
  difficult this
  time, and ask us about some modifications which we not allowed to
  to. In
  our regulations which are also on our web site is clearly written,
  that
  we are not responsible for what the customers doing with their
  rented
  servers.
 
  W dniu 2010-03-14 18:43, Steven Crothers pisze:
 
 
  What's worse is that maxrate.pl (the OP's domain) is actually a
  GSP,
  profiting off of these sales of illegal servers.
 
  Perhaps it's good that Valve's mail list was posted to, now they
  can
  blacklist his ip ranges.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Ross
 
 
  Bemrose
 
 
  Sent: Sunday, March 14, 2010 1:25 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] dproto
 
  Counter-Strike + Counter-Strike: Condition Zero is $9.99 USD on
  Steam.
 
  It also has two other bundles:
  Counter-Strike 1 Anthology for $14.99.  Includes:  Counter-
  Strike, Day
  of Defeat, Deathmatch Classic, Ricochet, Counter-Strike:
  Condition Zero.
  Counter-Strike Complete for $29.99.  Includes: Counter-Strike,
  Day of
  Defeat, Deathmatch Classic, Ricochet, Counter-Strike: Condition
  Zero,
  Counter-Strike: Source.
  And of course, the Valve Complete Pack for $99.99.  I won't list
  that
 
 
  here.
 
 
  On 3/14/2010 1:11 PM, Cc2iscooL wrote:
 
 
 
  Doesn't 1.6 only cost like 5-10 $ nowadays?
 
  On Mar 14, 2010 12:10 PM, Steven Crothers
 steven.croth...@gmail.com
 
 
  wrote:
 
  Good, perhaps that'll encourage your cheap-self to buy the game.
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-bounc...
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  No virus found in this incoming message.
  Checked by AVG - www.avg.com
  Version: 9.0.733 / Virus Database: 271.1.1/2746 - Release Date: 03/14/10
 03:33:00
 
 
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Re: [hlds_linux] sv_region and L4D matchmaking

2010-01-12 Thread Craig H
Matchmaking uses your selected Steam download server to determine who to
match you with. In Steam, go to settings and click on the downloads tab. Set
that to a nearby location and you should be good.

On Tue, Jan 12, 2010 at 11:32 AM, tom nikitopoulos screwtop...@gmail.comwrote:

 ditto.. yeah what he said
 i also think there should be a rule that u cant tie up a server to play
 campaign by urself.
 go play singleplayer

 On Tue, Jan 12, 2010 at 4:08 AM, Nikolay Shopik sho...@inblock.ru wrote:

  I'm wondering if sv_region is taken in consideration when doing
  matchmaking server search? Because I've seen a lot time when we put into
  server with ping 200-300 and these looks like from different region.
 
 
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Re: [hlds_linux] sv_region and L4D matchmaking

2010-01-12 Thread Craig H
Set your download server to somewhere in Russia and you will see what I
mean. You'll get matched with Russian players, and connect to Russian
servers essentially every single time.

On Tue, Jan 12, 2010 at 1:59 PM, Nikolay Shopik sho...@inblock.ru wrote:

 Even if it so, this basically has nothing to do with server selection.

 On 12.01.2010 22:54, Craig H wrote:
  Matchmaking uses your selected Steam download server to determine who to
  match you with. In Steam, go to settings and click on the downloads tab.
 Set
  that to a nearby location and you should be good.



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Re: [hlds_linux] L4D2 server requirements

2009-10-21 Thread Craig H
It'll probably take a little more processing power per fork, I don't see it
as being that substantial of an increase. I'd be amazed if it is really
worth noting.
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Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread Craig H
It would certainly be nice.

On Thu, Jun 4, 2009 at 1:31 AM, Saint K. sai...@specialattack.net wrote:

 I have a request. Most likely a bit radical for your design, but very
 much wanted.

 The problem is as following. Steam uses IE as engine to display stuff in
 the store, the motd etc etc.
 As you know, IE is used less and less, and people now a days chose not
 to install or update IE at all because their using an alternative
 browser. (Our webstats show that IE is by far no longer the most used
 browser).

 Now to come to our problem, because we don't install or update IE
 anymore, we get faced with all sorts of render problems caused by the
 old IE engine (IE6). Widespread webmasters are fully dropping IE6
 supports because their tired of having to implement countless hacks to
 make it browser compatible.

 Could steam please consider implementing or supporting alternative
 browser engines?

 Cheers,

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Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-04 Thread Craig H
Jesus Christ... that needs to be fixed ASAP

On Thu, Jun 4, 2009 at 6:55 AM, David A. Parker dpar...@utica.edu wrote:

 That's scary.  And if you take the game=tf2 off the end of that URL,
 you get the rcon passwords for a ton of servers running a variety of
 games (TF2, CS:S, etc.)

 - Dave

 Maximilian L. wrote:
  I just had some fun on game-monitor.com and i fellt over this
 
 http://www.game-monitor.com/search.php?search=rcon_passwordtype=variablegame=tf2
  All seem to run with sourcemod... is there an exploid?
 
  -
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
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 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177


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Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread Craig H
@Evaldas Žilinskas: IE6 lacks a notable number of things including support
for transparent .PNG files.


On Thu, Jun 4, 2009 at 6:49 AM, Evaldas Žilinskas hlds_li...@gameconnect.lt
 wrote:

 Never seen problems using MOTD and framesets. CSS2 was quite well
 supported.

 - Original Message -
 From: Saint K. sai...@specialattack.net
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, June 04, 2009 4:36 PM
 Subject: Re: [hlds_linux] New browser engine support for steam?


 It has everything to do with it. Me as server admin notice issues with the
 display of MOTD screens on our servers. Therefore this list is the
 appropriate place to post such a question.

 I have no client reason to request a browser engine switch. My question is
 formulated from a server op's point of view, and not a client point of view
 (and the forums are useless anyway if you want to discuss something without
 getting spammed the fk out of your topic or a random moderator removing the
 topic for whatever reason).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn
 Rohlén
 Sent: donderdag 4 juni 2009 15:22
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New browser engine support for steam?

 Why is this issue brought up on a linux-server mailinglist? It has
 NOTHING to do with this list or the people reading it! :\

 This will only serve to getting less attention from developers and
 users regarding the important topics at hand -- use the forums and
 steam-client suggestion thread instead.

 -TheG

 On Thu, Jun 4, 2009 at 2:17 PM,  gamead...@127001.org wrote:
  Indeed; while originally Valve used IE for reliability (you knew it was
  there), the reason for changing would also be reliability (you know it'll
  render the same in all clients)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of Saint K.
  Sent: 04 June 2009 13:12
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] New browser engine support for steam?
 
  I can understand the earlier choice of using IE as engine.
  Although now
  the market is changing, MS is being forced to de-attach IE
  from windows
  most likely; I feel its time for a change, especially now
  when we start
  to notice our users are having issues with the old IE6 engine.
 
  Cheers,
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  gamead...@127001.org
  Sent: donderdag 4 juni 2009 14:01
  To: crazy_canu...@rogers.com; 'Half-Life dedicated Linux
  server mailing
  list'
  Subject: Re: [hlds_linux] New browser engine support for steam?
 
  No, it's to do with the fact that on a windows box, it's the one
  embeddable
  browser you can guarentee will be installed. Nothing to do with
  brainwashed
  or bribed programmers.
 
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
   Of Crazy Canucks
   Sent: 04 June 2009 12:37
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] New browser engine support for steam?
  
   I'll second and third this. It seems that most game
   developers make use
   of the IE browser engine. Might have something to do with
  the way M$
   has bought its way into our educational systems...
  
   Craig H wrote:
It would certainly be nice.
   
On Thu, Jun 4, 2009 at 1:31 AM, Saint K.
   sai...@specialattack.net wrote:
   
   
I have a request. Most likely a bit radical for your
   design, but very
much wanted.
   
The problem is as following. Steam uses IE as engine to
   display stuff in
the store, the motd etc etc.
As you know, IE is used less and less, and people now a
   days chose not
to install or update IE at all because their using an alternative
browser. (Our webstats show that IE is by far no longer
   the most used
browser).
   
Now to come to our problem, because we don't install or update IE
anymore, we get faced with all sorts of render problems
   caused by the
old IE engine (IE6). Widespread webmasters are fully dropping IE6
supports because their tired of having to implement
   countless hacks to
make it browser compatible.
   
Could steam please consider implementing or supporting
  alternative
browser engines?
   
Cheers,
   
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Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(

2009-05-27 Thread Craig H
Same.

On Wed, May 27, 2009 at 8:58 PM, Rodrigo Peña yo@korrupzion.com wrote:

 +1

 Steven J. Sumichrast escribió:
  This happened for the first time on my server tonight. I've never
  experienced yhe disconnection until tonight.
 
  Had to restart during prime time to fix it. Grumble.
 
  Steven J. Sumichrast
 
  On May 27, 2009, at 10:36 PM, FPSB | Goerge
  brutalgoerge...@gmail.com wrote:
 
 
  Seems like they had fixed that for a little bit, but perhaps one of
  these
  recent small updates broke it again.
 
  it went down today, and none of my servers reconnected until I
  restarted
  them.
 
  Annoying, but I guess worse things could happen :)
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