Re: [hlds_linux] Mandatory Team Fortress 2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lag?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Method To Increase Server Traffic
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming later TOMORROW
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server stalls at stats command
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF MvM hosting questions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reliable Snapshot Overflow
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] OS
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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quickplay and personal respawn times.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Serverliste ingame Modern Warfare 3
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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released
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 ___ 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] Linux Distribution and Kernel
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 ___ 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] More than 32 slots with the new TF2 update?
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. ___ 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] dproto
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... ___ 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 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 ___ 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
Re: [hlds_linux] sv_region and L4D matchmaking
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. ___ 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] sv_region and L4D matchmaking
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. ___ 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] L4D2 server requirements
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. ___ 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 browser engine support for steam?
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, ___ 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] Public rcon_password query. Opens rcon to everyone.
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 :) ___ 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
Re: [hlds_linux] New browser engine support for steam?
@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, ___ 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
Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(
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 :) ___ 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