Re: [hlds_linux] hlds_linux Digest, Vol 65, Issue 1

2013-07-03 Thread Dan Offord
You missed a - before steamcmd_script in your command line

--
Dan

On 3 July 2013 11:45, sylvain  wrote:

>
> i'have install left4dead2 with steam cmd with this command line
>
> ./steamcmd.sh +login anonymous +force_install_dir l4d2f2 +app_update
> 222860 validate +quit
>
> and i'm launch my server but i have an error
>
> ./srcds_run -game left4dead2 +sys_ticrate 100 +map c1m1_hotel +ip
> 178.33.252.126 -port 27031 -autoupdate -console -secure -maxplayers 10
> -nohltv -autoupdate -steam_dir /home/source2/steam steamcmd_script
> /home/source2/steamcmd.sh
> ERROR: You must set both the steam_dir and steamcmd_script.
> mercredi 3 juillet 2013, 12:43:19 (UTC+0200): Server Failed
>
>
> ___
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> please visit:
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Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

2013-06-27 Thread Dan Offord
Is there a timeframe for Left 4 Dead 1 to be moved over to
SteamCMD/SteamPipe as well?

Thanks,

Dan

On 26 June 2013 19:09, Kerry Davis  wrote:

> Hello!
>
> We have converted Left 4 Dead 2 to be delivered through SteamPipe.
>
> Next Monday (July 1) servers downloaded with the HLDSUpdateTool will no
> longer be compatible. Only the server obtained using SteamCMD will work.
> The server is currently available for download; we encourage all server
> operators to download and install the server now if you haven't already.
> The server is interoperable with the current public Left 4 Dead 2 client.
>
> The AppID for the SteamPipe version of the server is 222860.
>
> Instructions for using SteamCMD to update your servers are available here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> - Kerry
>
> ___
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> please visit:
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Re: [hlds_linux] Email Archive

2012-11-27 Thread Dan Offord
There is also:
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/

Which has a search feature & is indexed by google.

Regards,

Dan

On 27 November 2012 03:29, Jesse Molina  wrote:

>
> Neither are good solutions.
>
> The official private list is not indexed by search engines, and there is
> no search feature, so there is no way to find what you want.
>
>
>
> As for i3d.net, they just use their archive as link bait to get more
> subscribers to their message boards.
>
> After three or four hits on their website, you get the following message:
>
>
>
> Hey there!
>
> It appears that you've exceeded the maximum number of posts you can view,
> but wait, there's a simple solution. To unlock the forum and continue
> viewing messages, all you need to do is sign up for a free account. The
> entire process takes just a few minutes so create your account now and view
> as many threads as you like, post in our topics and use our downloads pages
> with over 300 GB of files!
>
> Already a member? Login at the top of this page to stop seeing this
> message.
>
>
>
>
>
> Tom Grant wrote:
>
>> There already is
>> https://list.valvesoftware.**com/cgi-bin/mailman/private/**hlds_linux/
>> and
>> http://forum.i3d.net/hlds-**valve-linux-newsletter/
>>
>>
>> On Mon, Nov 26, 2012 at 9:45 PM, Cameron Munroe
>> **wrote:
>>
>>
>>>
>>> Are we allowed to make an archive of this email list to a website?
>>> It would be nice for later use.
>>> --
>>>
>>> -- Cameron
>>> Munroe
>>>
>>> http://www.cameronmunroe.com/
>>> http://www.gaming-servers.net/
>>> http://www.munroenet.com/
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>>
>>
>>
>>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
>
>
>
>
> __**_
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> please visit:
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Re: [hlds_linux] Latest TF2 update breaks on FreeBSD

2012-09-22 Thread Dan Offord
That's a work around & not a fix.

Fletcher did try and look at this in February but not much has happened
since then.

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 21 September 2012 22:55, babaj  wrote:

> mjaster  gazeta.pl> writes:
>
> >
> > resinstalling server helped
> > but after few hours of running this error happend again.
> > Anyone found solution to this.
> > 64bit freebsd 8
> >
> >
>
> this decision is:
>
> http://www.mczone.ru/relations/num/fetched-bytes-item-schema-version-via-http;-
> update-is-queued-singleprocesspipe_linuxcpp-errno=12/548/1
>
>
> ___
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> please visit:
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Re: [hlds_linux] MvM update imminent

2012-08-30 Thread Dan Offord
We found during testing that tf_mvm_missioncyclefile crashes the server on
start up

This was reported to the list, but I've not seen any kind of fix.

Regards,

Dan


On 30 August 2012 15:26, feugatos  wrote:

> On 16/8/2012 3:56 πμ, Fletcher Dunn wrote:
>
>> Mailing list use FAIL.
>>
>> Here's the contents of the file I meant to attach:
>>
>>
>> "tf_mvm_missioncycle.res"
>> {
>> "categories" "2"
>> "1"
>> {
>> "count" "3"
>>
>> "1"
>> {
>> "map" "mvm_decoy"
>> "popfile" "mvm_decoy"
>> }
>> "2"
>> {
>> "map" "mvm_coaltown"
>> "popfile" "mvm_coaltown"
>> }
>> "3"
>> {
>> "map" "mvm_mannworks"
>> "popfile" "mvm_mannworks"
>> }
>> }
>> "2"
>> {
>> "count" "6"
>>
>> "1"
>> {
>> "map" "mvm_decoy"
>> "popfile" "mvm_decoy_advanced"
>> }
>> "2"
>> {
>> "map" "mvm_coaltown"
>> "popfile" "mvm_coaltown_advanced"
>> }
>> "3"
>> {
>> "map" "mvm_mannworks"
>> "popfile" "mvm_mannworks_advanced"
>> }
>> "4"
>> {
>> "map" "mvm_decoy"
>> "popfile" "mvm_decoy_advanced2"
>> }
>> "5"
>> {
>> "map" "mvm_coaltown"
>> "popfile" "mvm_coaltown_advanced2"
>> }
>> "6"
>> {
>> "map" "mvm_mannworks"
>> "popfile" "mvm_mannworks_ironman"
>> }
>> }
>> }
>>
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Fletcher Dunn
>> Sent: Wednesday, August 15, 2012 5:48 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>> valvesoftware.com )
>> Subject: [hlds_linux] MvM update imminent
>>
>> The update is going live any second now.
>>
>> To host an MvM server:
>> * Make sure maxplayers is 32!
>> * No PvP maps in the MvM mission cycle file.  (More details on this file
>> will follow.)
>> * Set tf_mm_servermode 2 (or 0)
>> *  Boot the server on one of the MvM maps:
>> mvm_decoy
>> mvm_mannworks
>> mvm_coaltown
>>
>> * Use the default mission cycle file (attached) or edit as you prefer
>>
>> * Convars:
>> Vote issues specific to MvM:
>> sv_vote_issue_changelevel_**allowed_mvm
>> sv_vote_issue_kick_allowed_mvm
>>
>> We also suggest sv_minrate 3
>>
>> To host a PvP server:
>> *   No MvM maps in the mapcycle file.
>> *   Set tf_mm_servermode 1 (or 0)
>> *   Boot the server on a PvP map in your map cycle.
>>
>>
>> A few last qestions:
>>
>>
>> We will host some "Boot Camp" (non Mann UP!) servers, but we are
>> expecting that the demand for servers of both kinds will be extremely high,
>> so we are moving most of our servers to Mann UP.
>>
>> In summary: almost all of the "boot camp" players --- which is likely to
>> be a majority of players today --- will be hosted on community servers.
>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
> I found that with tf_mvm_missioncyclefile you can set which .res file to
> use when cycling maps, but how do we set which category to choose when
> there are multiple categories inside the file?
>
> Thanks,
> Dimitri.
>
>
> __**_
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> please visit:
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread Dan Offord
>  * No PvP maps in the MvM mission cycle file.  (More details on
this file will follow.)

Will we be able to set where this file is? similar to mapcyclefile?

Regards,

Dan

On 15 August 2012 17:54, Fletcher Dunn  wrote:

> MOAR IMPORTANT FACTS!
>
> The MvM in-game voting system restricts the options given to players to
> change the map or mission.  Similarly, PvP voting restricts the options to
> what's in your mapcycle file.
>
> So...
>
> To host a PvP server:
>
> * No MvM maps in the mapcycle file.
>
> * Set tf_mm_servermode 1 (or 0)
>
> * Boot the server on a PvP map in your map cycle.
>
> To host an MvM server:
>
> * Make sure maxplayers is 32!
>
> * No PvP maps in the MvM mission cycle file.  (More details on
> this file will follow.)
>
> * Set tf_mm_servermode 2 (or 0)
>
> * Boot the server on a MvM map in your map cycle.
>
> If you do the above, the server will essentially be locked in either one
> mode or the other, and players will not be able to switch.  (Barring any
> use of rcon, etc.)
>
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
> Sent: Wednesday, August 15, 2012 9:33 AM
> To: Half-Life dedicated Win32 server mailing list
> Cc: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
>
>
> A few quick questions, if I may.
>
> 1) Will it be possible to force a server to run in only MvM mode, like how
> Arena mode currently works? If so, how is this done?
>
> 2) If a server has the capability, will spectators be able to join and
> watch MvM matches without SourceTV? If so, will they be able to cycle in
> and out after each match, like Arena mode?
>
> I apologize if these have already been answered.
> On Aug 15, 2012 10:51 AM, "Fletcher Dunn"  > wrote:
> 7th.
>
> We'll do the best we can and are hoping to not release it too late.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com> [mailto:
> hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of Benedict Glover
> Sent: Wednesday, August 15, 2012 8:47 AM
> To: hlds_linux@list.valvesoftware.com hlds_linux@list.valvesoftware.com>
> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
>
>
> 6th
>
> > From: flub...@gmail.com
> > Date: Wed, 15 Aug 2012 17:42:15 +0200
> > To: hlds_linux@list.valvesoftware.com hlds_linux@list.valvesoftware.com>
> > Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> >
> > 5Th
> >
> > 2012/8/15 Vader_666 mailto:vader...@gmail.com>>
> >
> > > 4th
> > >
> > > 2012/8/15 Giovanni Harting  chefeification...@gmail.com>>
> > >
> > > > Third.
> > > >
> > > > 2012/8/15 Dr. McKay  li...@doctormckay.com>>
> > > >
> > > > > I second this request.
> > > > >
> > > > >
> > > > > Dr. McKay
> > > > > http://www.doctormckay.com
> > > > >
> > > > > On Aug 15, 2012, at 10:11 AM, "Frank"  > wrote:
> > > > >
> > > > > > Is there any chance at all in having this update release
> > > > > > before 5PM
> > > > EST??
> > > > > > The Meet the Pyro update released so late for many of us that
> > > > > > we
> > > didn't
> > > > > have
> > > > > > time to do much in the form of damage control and make the
> > > > > > needed adjustments server side till the next day. It would be
> > > > > > nice to have
> > > it
> > > > > > release early enough so we can set servers up without it being
> > > > > > into
> > > the
> > > > > wee
> > > > > > hours of the night again.
> > > > > >
> > > > > > I believe that's just a very small favor to ask as this update
> > > appears
> > > > it
> > > > > > may be a beast.
> > > > > >
> > > > > > Thanks guys!
> > > > > >
> > > > > > -Original Message-
> > > > > > From: hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com>
> > > > > > [mailto:hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com>] On Behalf
> > > > > > Of
> > > > Fletcher
> > > > > > Dunn
> > > > > > Sent: Tuesday, August 14, 2012 1:17 PM
> > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > (hlds_linux@list.valvesoftware.com hlds_linux@list.valvesoftware.com>); Half-Life dedicated Win32
> > > server
> > > > > > mailing list
> > > > > > Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> > > > > >
> > > > > > OK, a little investigating reveals that this statement I made:
> > > > > >
> > > > > > * You can switch the server in and out of any matchmaking mode
> > > > > > pool
> > > or
> > > > > back
> > > > > > to any regular game mode at any time.
> > > > > >
> > > > > > Is not really accurate!  Sorry!  If the server is EMPTY or has
> > > > > > fewer
> > > > > than 6
> > > > > > players, yes, there are no problems with switching --- that is
> true.
> > > > > > Howe

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Dan Offord
Is there any chance of FreeBSD updates in this version?

If there you're using any custom configs for MvM will we be able to set
them (similar to servercfgfile?)

Thanks,

Dan


On 14 August 2012 18:28, Fletcher Dunn  wrote:

> Out of the question.  Valve doesn't do "3".  Come on, you guys know this.
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
> Sent: Tuesday, August 14, 2012 10:22 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF MvM hosting questions
>
> After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE
>
> - Original Message -
> From: Cameron Munroe  cmun...@cameronmunroe.com>>
> Date: Tuesday, August 14, 2012 11:21 am
> Subject: Re: [hlds] TF MvM hosting questions
> To: tmar...@shaw.ca, Half-Life dedicated Win32
> server mailing list  h...@list.valvesoftware.com>>
>
> > Awww my idea went out... Well now our idea.
> >
> >
> > On 8/14/2012 10:20 AM, T Marler wrote:
> > >What about less than 6? Say... 3 Saxton Hales?
> > >
> > >- Original Message -
> > >From: Fletcher Dunn  fletch...@valvesoftware.com>>
> > >Date: Tuesday, August 14, 2012 11:00 am
> > >Subject: Re: [hlds] TF MvM hosting questions
> > >To: Half-Life dedicated Win32 server mailing list
> > mailto:h...@list.valvesoftware.com>>,
> "Half-Life dedicated Linux
> > server mailing list (hlds_linux@list.valvesoftware.com hlds_linux@list.valvesoftware.com>)"
> >  hlds_linux@list.valvesoftware.com>>>
> > >> We will not have Steam group functionality tomorrow.
> > >>
> > >> You actually have to set maxplayers to 32 to host MvM (to make
> > >> room for all the bots).  That's why the mode is expensive
> > >> CPU-wise, to not only simulate all those players but run their
> > >> AI logic as well.  We'll have more details on the
> > >> recommended settings tomorrow.
> > >>
> > >> Regarding exactly what happens if a 24-player server switches to
> > >> MvM:  I actually don't think we have worked that out yet.
> > >>
> > >> I'm pretty sure on day one there will be lots of people trying
> > >> out all sorts of things.  Our approach to experimentation
> > >> in MvM will be the same as in PvP: we encourage it, provided
> > >> that players are opting in to any major deviations from the
> > >> vanilla experience.  Our servers will all be configured
> > >> vanilla, and the matchmaking will enforce the 6 player limit,
> > >> and the server browser will be the primary means for players to
> > >> find those sorts of customizations.  What will the most
> > >> interesting customizations be?  What will the standard tags
> > >> be used that we request server operators to set in order to help
> > >> players find the modifications they want or avoid the ones they
> > >> don't like?  We can't know that yet.  That's something
> > >> we expect you guys and your players to figure out.
> > >>
> > >> I will hazard a guess that raising the player count well
> > above 6
> > >> would be detrimental the experience.  There ratio of humans
> > >> to bots would be off and the human defending team would not have
> > >> enough challenge.  (As an extreme example: imagine a 32-
> > >> player server where everybody is defending an there are no
> > >> bots.)  Exactly how far it can be raised above 6 without
> > >> totally breaking the game is speculation of course.  I
> > >> think a smart server operator will start out with the server
> > >> configured relatively vanilla, and then watch how the game
> > >> unfolds and listen to their players, and try to make smart
> > >> decisions about which areas to experiment, rather than assuming
> > >> the same sorts of adjustments your community prefers in PvP will
> > >> automatically apply to this mode.  A fun co-op mode with
> > >> more than six players is likely to require entirely new
> > >> missions.  (The mission decides the pattern of enemy robots
> > >> that come at you.)  We have purposefully made it easy for
> > >> players to create their own missions.
> > >>   (It's a lot easier than creating a whole new map!)
> > >> But if you play with more than six players, with the missions
> > >> we've made, I think the balance will be way off.
> > >>
> > >> - Fletch
> > >>
> > >> -Original Message-
> > >> From: hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com> [mailto:hlds-
> > >> boun...@list.valvesoftware.com]
> On Behalf Of Saint K.
> > >> Sent: Tuesday, August 14, 2012 4:51 AM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] TF MvM hosting questions
> > >>
> > >> Will we be able to restrict a MvM server to people in the
> > >> steamgroup only, like in L4D2?
> > >>
> > >> Saint K.
> > >> 
> > >> From: hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com> [hlds-
> > >> boun...@list.valvesoftware.com

Re: [hlds_linux] FreeBSD problems? Try TF beta steam binaries

2012-04-10 Thread Dan Offord
Hi,

Is there any update on this at all?

Thanks,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 16 March 2012 22:52, Fletcher Dunn  wrote:
> Whoops, yep, we applied our fix in the wrong place.  We'll make another stab 
> at the correct fix and release something next week.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dan Offord
> Sent: Friday, March 16, 2012 3:36 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] FreeBSD problems? Try TF beta steam binaries
>
> Sorry Fletcher, I managed to break it :(
>
> I did a clean install of the TF2 beta which started up fine.
> Once I removed the existing item_games.txt so that I could simulate an 
> update, the server dies with:
>
> Assigned anonymous gameserver Steam ID [A-1:587595776(2902)].
> VAC secure mode is activated.
> tf_server_identity_account_id not set; not logging into registered account 
> Fetched 1099635 bytes item schema version 9A6B8A8B via HTTP; update is queued.
> singleprocesspipe_linux.cpp (166) : Assertion Failed:
> CSingleProcessPipe::BWrite wrote too few bytes (8187/1099641) errno=115 
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/singleprocesspipe_linux.cpp
> 166 Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
> (8187/1099641) errno=115
>
> If I run a truss on server start I get:
>
> write(1,"Fetched 1099635 bytes item schem"...,79) = 79 (0x4f)
> linux_mprotect(0x33476000,0x2,0x3,0x3340,0x96000,0x6) = 0 (0x0)
> linux_mprotect(0x33496000,0x3,0x3,0x3340,0xc6000,0x6) = 0 (0x0)
> linux_mmap2(0x0,0x81000,0x3,0x22,0x,0x6) = 821194752 (0x30f27000)
> madvise(0x33486000,0x4,0x4,0x33465278,0x4,0x6) = 0 (0x0)
> linux_mremap(0x30f27000,0x81000,0x101000,0x1,0x10,0x6) ERR#12 'Cannot 
> allocate memory'
> linux_mmap2(0x0,0x101000,0x3,0x22,0x,0x6) = 878911488 (0x34632000)
> munmap(0x30f27000,528384)            = 0 (0x0)
> linux_mremap(0x34632000,0x101000,0x201000,0x1,0x20,0x6) ERR#12 'Cannot 
> allocate memory'
> linux_mmap2(0x0,0x201000,0x3,0x22,0x,0x6) = 882114560 (0x3494)
> munmap(0x34632000,1052672)           = 0 (0x0)
> linux_socketcall(9,(0xa3a0)LINUX_SETSOCKOPT, 100663209, 0, 1610612736, 
> 0x301a19, 1073741824 ) = 5 (0x5) 
> linux_socketcall(9,(0xa3a0)LINUX_SETSOCKOPT, 3152409, 1073741824, 
> 16777126, 0x3800, 1728053162 ) = 17 (0x11)
> linux_select(0xf,0xa960,0x0,0x0,0xa9e0,0x6) = 1 (0x1)
> linux_select(0xf,0xa900,0x0,0x0,0xa980,0x6) = 1 (0x1) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, -22128, 4, 0, 0xa980,
> 11 ) = 4 (0x4)
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 0, 807010672, 0, 
> 0x7320, 0 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1634623346, 153249133, 
> 1702119714, 0x7474416d, 1348626802 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 2064189706, 151587341, 
> 1668489737, 0x5f74756f, 1801675106 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1411588617, 1700224838, 
> 1650553441, 0x485f656c, 220361825 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 2037669740, 153249136, 
> 1869575202, 0xa0d226c, 571017481 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 151587082, 1836212514, 
> 1601794671, 0x63736564, 571017506 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 571023980, 573583409, 
> 151587341, 0x74692209, 1902079333 ) = 1024 (0x400) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1986098990, 151653666, 
> 1679952137, 0x5f706f72, 1853190003 ) = 1020 (0x3fc) 
> linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1835365481, 1887007839, 
> 163462, 0x922656d, 1179919138 ) ERR#81 'Need authenticator'
> SIGNAL 2 (SIGINT)
>
> We're running a custom compile of truss to show more information for 
> LINUX_SETSOCKOPT.
>
> If you want more information / want to run more tests, if you let me know I'm 
> more than happy to help :)
>
> Kind Regards,
>
> Dan Offord
>
> Technical Systems Administrator
>
> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield Southampton, 
> Hampshire, SO45 1XR
>
> Registered in England & Wales No. 3370594
>
> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> Twitter: @liv3d | Skype: mpukliv3d
>
>

Re: [hlds_linux] FreeBSD problems? Try TF beta steam binaries

2012-03-16 Thread Dan Offord
Sorry Fletcher, I managed to break it :(

I did a clean install of the TF2 beta which started up fine.
Once I removed the existing item_games.txt so that I could simulate an
update, the server dies with:

Assigned anonymous gameserver Steam ID [A-1:587595776(2902)].
VAC secure mode is activated.
tf_server_identity_account_id not set; not logging into registered account
Fetched 1099635 bytes item schema version 9A6B8A8B via HTTP; update is
queued.
singleprocesspipe_linux.cpp (166) : Assertion Failed:
CSingleProcessPipe::BWrite wrote too few bytes (8187/1099641) errno=115
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/singleprocesspipe_linux.cpp
166 Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
(8187/1099641) errno=115

If I run a truss on server start I get:

write(1,"Fetched 1099635 bytes item schem"...,79) = 79 (0x4f)
linux_mprotect(0x33476000,0x2,0x3,0x3340,0x96000,0x6) = 0 (0x0)
linux_mprotect(0x33496000,0x3,0x3,0x3340,0xc6000,0x6) = 0 (0x0)
linux_mmap2(0x0,0x81000,0x3,0x22,0x,0x6) = 821194752 (0x30f27000)
madvise(0x33486000,0x4,0x4,0x33465278,0x4,0x6) = 0 (0x0)
linux_mremap(0x30f27000,0x81000,0x101000,0x1,0x10,0x6) ERR#12 'Cannot
allocate memory'
linux_mmap2(0x0,0x101000,0x3,0x22,0x,0x6) = 878911488 (0x34632000)
munmap(0x30f27000,528384)= 0 (0x0)
linux_mremap(0x34632000,0x101000,0x201000,0x1,0x20,0x6) ERR#12 'Cannot
allocate memory'
linux_mmap2(0x0,0x201000,0x3,0x22,0x,0x6) = 882114560 (0x3494)
munmap(0x34632000,1052672)   = 0 (0x0)
linux_socketcall(9,(0xa3a0)LINUX_SETSOCKOPT, 100663209, 0, 1610612736,
0x301a19, 1073741824 ) = 5 (0x5)
linux_socketcall(9,(0xa3a0)LINUX_SETSOCKOPT, 3152409, 1073741824,
16777126, 0x3800, 1728053162 ) = 17 (0x11)
linux_select(0xf,0xa960,0x0,0x0,0xa9e0,0x6) = 1 (0x1)
linux_select(0xf,0xa900,0x0,0x0,0xa980,0x6) = 1 (0x1)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, -22128, 4, 0, 0xa980,
11 ) = 4 (0x4)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 0, 807010672, 0,
0x7320, 0 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1634623346, 153249133,
1702119714, 0x7474416d, 1348626802 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 2064189706, 151587341,
1668489737, 0x5f74756f, 1801675106 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1411588617, 1700224838,
1650553441, 0x485f656c, 220361825 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 2037669740, 153249136,
1869575202, 0xa0d226c, 571017481 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 151587082, 1836212514,
1601794671, 0x63736564, 571017506 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 571023980, 573583409,
151587341, 0x74692209, 1902079333 ) = 1024 (0x400)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1986098990, 151653666,
1679952137, 0x5f706f72, 1853190003 ) = 1020 (0x3fc)
linux_socketcall(10,(0xa1c0)LINUX_SETSOCKOPT, 1835365481, 1887007839,
163462, 0x922656d, 1179919138 ) ERR#81 'Need authenticator'
SIGNAL 2 (SIGINT)

We're running a custom compile of truss to show more information for
LINUX_SETSOCKOPT.

If you want more information / want to run more tests, if you let me know
I'm more than happy to help :)

Kind Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 16 March 2012 00:29, Fletcher Dunn  wrote:

> If you are running FreeBSD and seeing an error like this:
>
>
>Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
> (8187/1083600) errno=12,
>
> then you might try the Steam binaries released today with the TF beta.  It
> includes the fix for this problem.
>
> If the beta doesn't uncover any problems with these binaries, we'll
> release them for all Orangebox servers with the next TF update.
>
> Your humble servant,
> - Fletch
>
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> please visit:
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[hlds_linux] Latest TF2 update breaks on FreeBSD

2012-02-24 Thread Dan Offord
Hi There,

Since yesterday's update to Team Fortress 2, I'm now seeing all
servers on FreeBSD 8.2

Having spent a while googling for this error, it appears to have
happened before, but no one has ever fixed it or it's been 'fixed'
when the next TF2 update has hit

The error message I'm currently seeing is:

Connection to Steam servers successful.
   Public IP is 85.236.100.241.
Assigned anonymous gameserver Steam ID [A-1:3232827393(2881)].
VAC secure mode is activated.
tf_server_identity_account_id not set; not logging into registered account
L 02/24/2012 - 11:44:14: tf_server_identity_account_id not set; not
logging into registered account
Fetched 1083594 bytes item schema version 245345AC via HTTP; update is queued.
singleprocesspipe_linux.cpp (166) : Assertion Failed:
CSingleProcessPipe::BWrite wrote too few bytes (8187/1083600) errno=12
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/singleprocesspipe_linux.cpp
166 Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
(8187/1083600) errno=12

- Even on servers signed in to quickplay:

Connection to Steam servers successful.
   Public IP is 85.236.100.241.
Assigned anonymous gameserver Steam ID [A-1:3241275392(2881)].
VAC secure mode is activated.
Received auth challenge; signing into gameserver account...
Fetched 1083594 bytes item schema version 245345AC via HTTP; update is queued.
singleprocesspipe_linux.cpp (166) : Assertion Failed:
CSingleProcessPipe::BWrite wrote too few bytes (8187/1083600) errno=12
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/singleprocesspipe_linux.cpp
166 Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
(8187/1083600) errno=12


Other stuff:

root@blade08:orangebox> uname -ar
FreeBSD blade08.multiplay.co.uk 8.2-RELEASE-p6 FreeBSD 8.2-RELEASE-p6
#13: Mon Jan 16 09:26:52 GMT 2012
r...@loncore0.multiplay.co.uk:/usr/obj/usr/src/sys/MULTIPLAY  amd64

Metamod - has been disabled & it didn't change/fix anything for the tests above.

Command line used to test both cases was:
With token: ./srcds_run -console -game tf -port 1337 +maxplayers 12
+map ctf_2fort +tf_server_identity_account_id 12345
+tf_server_identity_token "token-went-here"
Without: With token: ./srcds_run -console -game tf -port 1337
+maxplayers 12 +map ctf_2fort

If anyone has any ideas / fixes for this, I would be willing to try
pretty much anything at this point

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d
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Re: [hlds_linux] What files/folders, if any, are safe to symlink?

2011-08-05 Thread Dan Offord
You could set +servercfgfile on your command line.
This way, you would only need to use 1 install of tf2 and multiple servers.

Regards,

Dan


On 5 August 2011 14:15, Peter Reinhold  wrote:

> Hi all,
>
> Just wondering if it is safe to symlink datafiles across multiple TF2
> servers, so I only have to update a single instance, instead of many?
>
> Anyone have any experience on this, maybe even a small shellscript to do
> it?
>
>
> /Peter
>
>
> __**_
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Re: [hlds_linux] Left 4 Dead 2 server pre-load availability?

2009-10-26 Thread Dan Offord
I spoke to both Chet & Mike today, they said the dedicated server would be
for Linux would be out "after Tuesday", but the windows dedicated server
would be out at the same time as the demo

Regrds,

Dan

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: 26 October 2009 21:02
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 server pre-load availability?

I don't think we get the demo files at this point. They would be out 
already. Maybe we get them for the public demo release or perhaps just 
for the final game.  This is gotta be some testing thing to see how good 
their own servers will run. I predict lack of servers once again if this 
keeps up. Maybe they do what COD6 team did, no ded servers - at all ;)

-ics

Jay Deiman kirjoitti:
> I'm wondering when we will be able to start pre-loading the l4d2 linux 
> server?  If I'm not mistaken, the demo is being released tomorrow 
> (Tuesday, the 27th).  Is there going to be a demo server released with 
> this (as there was with the first l4d)?
>
> Also, is there a place where we can view a changelog for server-side 
> configs or are we basically going to be able to use pretty much the same 
> configs for l4d2?
>
> We are getting close to the release at this point and I would like to do 
> some prep so I can have servers up and running for the release and 
> currently, I've not really seen anything on the mailing list about it. 
> Is there a website with details I'm not aware of?
>
> Thanks,
>
> Jay
>
>   


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Re: [hlds_linux] Banned players are unbanned on server restart

2009-10-01 Thread Dan Offord

You really should do:

addip 0 123.123.123.123;writeip

That will save them to file

Regards,

Dan

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Vegard
Mortensen
Sent: 01 October 2009 16:53
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Banned players are unbanned on server restart

Hi

Im not sure if this problem has been posted before (I could not find it).

I have noticed that Counter-Strike Source servers only store its banned  
players in memory.
So when you restart the server all players are unbanned.


Problem:

I ban a player via IP using the following in the terminal
(You can also ban a player by steamID using banid)

addip 0 123.123.123.132

I can now see the banned ip by using listip.
Now I restart the server (using quit and starting srcds again).

The ip 123.123.123.132 is no longer banned.
I thought the banned plaers would be saved in a file something?


Does anyone else have this problem and a possible fix?


-- 
Vennlig hilsen
Vegard Mortensen
Ingame.no

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Re: [hlds_linux] Weird Particle Errors Since Last Update? [TF2]

2009-08-24 Thread Dan Offord
It's actually Team Fortress birthday today & not Valves ;)

Regards,

Dan

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zover Mirklo
Sent: 24 August 2009 12:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Weird Particle Errors Since Last Update? [TF2]

I think, thats because its Valves birthday today. :) It was like this
also last year on August 24. 



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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Dan Offord
Scenario 2 will never happen.

You can't join the game, if you don't have the map, the join button is 
just greyed out.
Ideally, you would still have an option to download it from the servers 
redirect.

ics wrote:
> I know i cannot download from the server while not connected into one. 
> Let me twist the wire:
>
> Scenario 1:
> 1. Lobby leader has custom campaign installed.
> 2. Other players join lobby which do not have the campaign
> 3. Since the campaign has download URL, they get to download the 
> campaign _before_ lobby leader starts the game OR he can start the game 
> and others join whilst they download it from the URL.
> 4. No one downloads from the lobby creator, only from the URL specified 
> in campaign VPK files.
>
> Scenario 2:
> 1. Player direct connects to a server which as campaign on
> 2. Player doesnt have the campaign but he gets a dl prompt to download 
> it from the campaign URL
> 3. Player downloads the map from the associated URL specified in the 
> campaign files
>
> Got it?
>
> -ics
>
>   


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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Dan Offord
The first major issue with this is the fact, that the internet is 
changing & sites delete / remove links.

What is going to happen once the site with the link on goes down / 
becomes a site just full of adverts... or the file gets deleted?

A better system, would have been to use sv_downloadurl from the server 
first to download the vpk via a redirect site, and if that fails fall 
back to the download url within the vpk file.

Jonah Hirsch wrote:
> It will not work. Here's how the VPK system works.
>
> When a mapmaker packages their VPK file, they have to make a "missions.txt"
> file. This contains information such as campaign name, version, author,
> which maps are for which type of game, and the images.
>
> It also includes a download url. (Remember this!)
>
> To start an add-on game, one person needs the addon. When anyone else tries
> to join their lobby, they are presented with a message saying they need to
> download the addon, and is presented with the download url that the mapmaker
> provided.
>
> It's very similar to how it used to work. The only advantage is starting the
> add-on campaign from the lobby, instead of changing the map once you connect
> to the server.
>
> Instead of making a lobby and giving people a link, l4d gives people the
> link for you.
>
> It'd be very nice if the server could push out the file, or you could use
> sv_downloadurl, but if it did people wouldn't be there for the beginning of
> a map.
>
>
> On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal wrote:
>
>   
>> As far as I know, sv_downloadurl has never worked and I doubt it does now
>> or
>> else it would have been mentioned in the patch notes. I have yet to test
>> the
>> VPK system, so I really have no idea how that works exactly
>>
>>
>> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
>> les...@counter-strike.net> wrote:
>>
>> 
>>> Has anyone figured out a definitive answer as to whether this works, or
>>> how the new system works when getting the custom campaigns downloaded
>>> and installed?
>>>
>>> Kevin
>>>
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>>>   
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>> 
>
>
>
>   



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Re: [hlds_linux] [L4D] Fixing the taglstring issue?

2009-04-23 Thread Dan Offord
Are you running SourceMod - or do you have something else added to the tags?

One of our public search key servers doesn't really get close to the 63char
limit:

> Tags:
> Public: empty,coop,versus,survival
> Private: empty,grp00i,key:hashmpukl4d1013,coop,versus,survival


We did however swap over to a 1.3.0 snapshot of SourceMod which has
sourcemod tag removed.

--

@Daniel:
If you don't include sv_gametypes it will still default to
coop,versus,survival so it makes no real difference

2009/4/24 Daniel Worley 

> Do you need the sv_gametypes?  I don't use it and I'm able to play whatever
> on my server.
>
> On Thu, Apr 23, 2009 at 8:29 PM, Da-Huntha 
> wrote:
>
> > Recently with the addition of the new gamemode, the tagstring gets too
> > long because of the added gamemode tag.
> > My server has sv_steamgroup, sv_search_key and all gamemodes set
> > (sv_gametypes "coop,versus,survival").
> > Now when I start my server it complains my tagstring is too long. The
> > only fixes I see are:
> > 1. Omit a game mode
> > 2. Not using the convenient  sv_search_key but using the
> > ms_force_dedicated cvar (Takes ages to connect, have to use IP)
> > 3. Not linking the server to the steam group
> >
> > I really don't want to do anything of this if there's a way to fix it.
> > Does anyone have any alternatives?
> >
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Re: [hlds_linux] Left 4 Dead Update Available

2009-03-11 Thread Dan Offord
We are also seeing this issue :(

2009/3/12 

> Seems to be a query problem, sourcebans cant even query the servers.
>
>
>
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Re: [hlds_linux] sv_search_key - Yet again

2009-01-31 Thread Dan Offord
Morgan Humes wrote:
> We haven't been able to get it to work, would you mind posting your entire
> command line & server.cfg (minus your password & etc)?  I would LOVE to see
> someone's config that is working.
>
>
> Thanks,
>
> Morgan Humes
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This is our search key server config:


// Server Details
hostname "Multiplay.co.uk :: L4D - #mpukl4d - #09"
// Timelimit
// mp_timelimit // timelimit isn't used in game
// Passwords
rcon_password " "
sv_password " "

// Fast downloads
sv_downloadurl http://redirect.multiplay.co.uk/files/hl2ds/l4d/left4dead

sv_region 3
sv_pure 1
sv_consistency 1

// Log Settings
log on
sv_log_onefile 0
sv_logbans 1
sv_logecho 0

exec banned_user.cfg
exec banned_ip.cfg

// Difficulty of the current game  (Easy, Normal, Hard, Impossible)
// z_difficulty "Impossible"

// Steam Group Tie-in
sv_steamgroup 594586
// Steam Group Exclusive
sv_steamgroup_exclusive 0 // Pointless setting which causes search key 
to fail
// Searchkey hax
sv_search_key "hashmpukl4d" // haxy hax
// Stop randomers joining
sv_allow_lobby_connect_only 1



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Re: [hlds_linux] sv_search_key - Yet again

2009-01-31 Thread Dan Offord
Set:
sv_steamgroup_exlusive 1 to 0

Having it as 1 breaks the search key.

Morgan Humes wrote:
> Sorry to bring up yet another pain -- but I have been trying to get the
> sv_search_key to work - and have never been successful so maybe someone
> could point out what I am doing wrong.
>
> I start L4D via the following command line:
>
> srcds_run -console -game left4dead +map l4d_vs_hospital01_apartment +ip
> x.x.x.x +sv_search_key "ninjaturtles"
>
> I am using the following config file (in the cfg folder - server.cfg):
>
> rcon_password ""
> hostname "EGS Left4Dead Server"
>
> //allow non-lobby people to join
> sv_allow_lobby_connect_only 0
>
> //Let people know they can join ANY time!
> sv_tags "Server Browser Join Enabled"
>
> //omg hard!
> z_difficulty hard
>
> sv_steamgroup x
> sv_steamgroup_exclusive 1
>
> sv_search_key "ninjaturtles"
>
> So then when I make a lobby I issue sv_search_key "ninjaturtles" in the
> console, and I attempt to start the game, and I never can find a server :(
>
> Any help would be appreciated - this lobby system has given me far too many
> headaches!
>
> Morgan Humes
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Re: [hlds_linux] Proposal: Change rcon_password so it cannot be changed while server is running

2008-10-16 Thread Dan Offord
Mattie wrote:
> As people mentioned, steam won't work because of remote rcon (like HLSW, web
> consoles, etc). An IP whitelist could be better, but it's more complicated
> to implement and people use HLSW from multiple locations.
>
> Still, what I'm looking for is the simplest, least impactful change to
> improve security. Rcon behavior is surely over a decade old by now and
> people use it in different ways-- the idea is to minimally impact the
> day-to-day for admins while preventing their servers from being taken over
> when they're not around because of some Source or plugin exploit.
>
> Is this sacrifice too big to prevent newbie and experienced admins some of
> the current grief they have from getting banned from their own servers, etc?
> That's really the question I'm asking here.
>
> Thanks for all the great feedback so far, guys!
> -Mattie
>
> On Thu, Oct 16, 2008 at 1:55 AM, kama <[EMAIL PROTECTED]> wrote:
>
>   

Surely, the best way to do this would be to lock setting an 
rcon_password to the server.cfg and the only way to change it would be 
either map change and/or exec server.cfg and/or restarting the server. 
This way rather than starting to limit it to ips/steam ids and having to 
create mass whitelists, its in one file & only people with access can 
set it.



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Re: [hlds_linux] sv_benchmark_force_start exploit info and *fix*

2008-04-29 Thread Dan Offord
Ahh okay, I see.
Thank you :) That appears to work then :)

1nsane . wrote:
> You're doing it wrong...
>
> Add this to your server.cfg:
> ncp sv_benchmark_force_start
>
> On Tue, Apr 29, 2008 at 2:21 PM, Dan Offord <[EMAIL PROTECTED]> wrote:
>   

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Re: [hlds_linux] sv_benchmark_force_start exploit info and *fix*

2008-04-29 Thread Dan Offord
This hot fix appears to not work.

Based on the fact, I placed this on a test server, clean TF2 install no
server.cfg or sv_cheats setup. (so no rcon password)

I was still able to load the sv_benchmark_force_start with Nephyrin's plugin
loaded.

Included server log:

[EMAIL PROTECTED] orangebox % ./srcds_run -game tf +maxplayers 24 -ip
8*.***.***.*2 -port 27015 +map ctf_2fort
Auto detecting CPU
Using AMD Optimised binary.
Server will auto-restart if there is a crash.

Console initialized.
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
maxplayers set to 24
maxplayers set to 24
Unknown command "startupmenu"
Network: IP 8*.***.***.*2, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
ConVarRef room_type doesn't point to an existing ConVar
exec: couldn't exec skill1.cfg
Executing dedicated server config file
exec: couldn't exec server.cfg
exec: couldn't exec ctf_2fort.cfg
Adding master server 68.142.72.250:27011
Adding master server 72.165.61.189:27011
Connection to Steam servers successful.
   VAC secure mode is activated.
plugin_print
Loaded plugins:
-
0:  "NephCVUH - Lets you protect (and unprotect in some compiles) cvars"
-
Client "[MPUK] liv3d" connected (8*.***.***.*5:27005).
status
hostname: Team Fortress
version : 1.0.2.3/14 3434 secure
udp/ip  :  85.17.19.182:27015
map : ctf_2fort at: 0 x, 0 y, 0 z
players : 1 (24 max)

# userid name uniqueid connected ping loss state adr
#  2 "[MPUK] liv3d" STEAM_0:1:5*1 00:41 72 0 active 8*.***.***.*5:27005
rcon_password
"rcon_password" = ""
 - remote console password.
Starting benchmark in 1 seconds...
Starting benchmark!
Benchmark: 7% complete.
Benchmark: 13% complete.
Benchmark: 19% complete.
Benchmark: 24% complete.
Benchmark: 29% complete.
Benchmark: 33% complete.
Benchmark: 37% complete.
Benchmark: 40% complete.
Benchmark: 43% complete.
Benchmark: 47% complete.
Benchmark: 50% complete.
Benchmark: 53% complete.
Benchmark: 57% complete.
Benchmark: 60% complete.
Benchmark: 63% complete.
Benchmark: 65% complete.
Benchmark: 68% complete.
Benchmark: 71% complete.
Benchmark: 74% complete.
Benchmark: 77% complete.
Benchmark: 80% complete.
Benchmark: 82% complete.
Benchmark: 85% complete.
Benchmark: 88% complete.
Benchmark: 91% complete.
Benchmark: 94% complete.
Benchmark: 97% complete.
-- SERVER BENCHMARK RESULTS --
Total time  : 83.82 seconds
Num ticks simulated : 3300
Ticks per second: 39.37
Benchmark CRC   : -48024
--
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[hlds_linux] Re: [hlds] TF2 Update

2007-10-09 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
   - Team Fortress 2 stats are only gathered when playing a real game

^^ Will someone please define a "real" game?
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Re: [hlds_linux] sv_downloadurl woes (happens everytime)

2007-10-04 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Try using lighttpd on Windows
https://www.kevinworthington.com/index.php/2005/11/23/lighttpd-for-windows/

I've never had a single problem with it and downloads all files :)

On 04/10/2007, ics <[EMAIL PROTECTED]> wrote:
>
> It's the IIS plague again. Works only with the filetypes that have been
> set. Apache handles everything.
>
> -ics
>
>
> Don Redhorse kirjoitti:
> > hmm.. with me it only works with bz2 files, plus it makes it ofcourse a
> > lot faster, but whatever..
> >
> >
> > - Original Message -
> > Subject: Re: [hlds_linux] sv_downloadurl woes (happens everytime)
> > Date: Wed, October 3, 2007 11:41
> > From: "Tom Leighton" <[EMAIL PROTECTED]>
> >
> >
> >> +1
> >>
> >> Cc2iscooL wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> False.
> >>>
> >>> On 10/3/07, Don Redhorse <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  All files on the fastdownload url MUST be .bz2 format, bzip2
>  On Tue, 2007-10-02 at 01:22 +0100, David Williams wrote:
> 
> 
> > hey guys sorry for not posting in a while.
> >
> > One of my clients has asked me to setup sv_downloadurl for him. and
> as
> > usual it's giving my problems
> > all the files are on the remote web server
> > (http://www.noquestionsasked.co.uk/cstrike/maps) i stress that apart
> > from the stock maps that is an exact mirror of the game servers maps
> > folder (server is at 82.136.34.111:27017).
> >
> > Now, whenever the game server switch's to gg_gamecube if a client
> > connects that doesn't not already have the files it d/ls them and
> then
> > says it can't find gg_gamecube.bsp (does the same with all new maps
> to
> > the client). sv_pure is off and "trickle" d/ls work fine.
> >
> > Once again i have been beaten by sv_downloadurl and i'm starting to
> >
> > lose
> >
> > my rag with it. it doesn't help the documentation sucks and it
> doesn;t
> > matter what howto/forum thread you look at it doesn;t help. if
> anyone
> > can tell me what i missed i would be greatful.
> >
> > oh one thing. the .res files where made by hand and i'm not 100% on
> the
> > formatting of them
> >
> >
> > ___
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> >
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> 
> 
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> >
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Re: [hlds_linux] Team Fortress 2 Server Updated/Linux Server available

2007-09-21 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash

Console initialized.
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
maxplayers set to 24
maxplayers set to 24
Unknown command "startupmenu"
Network: IP 65.23.157.204, mode MP, dedicated Yes, ports 27025 SV / 27006 CL
-- Sits here for a few mins --
ConVarRef room_type doesn't point to an existing ConVar
exec: couldn't exec skill1.cfg
Executing dedicated server config file
net.cpp (960) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) &&
cSendBufSize <= iVal
net.cpp (968) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) &&
cRecvBufSize <= iVal
Server logging enabled.
Server logging data to file logs/L0921000.log
L 09/21/2007 - 06:36:34: Log file started (file "logs/L0921000.log") (game
"/home/hlds/srcds/orangebox/tf") (version "3239")
exec banned_user.cfg: file size larger than 1 MB!
exec banned_ip.cfg: file size larger than 1 MB!
Adding master server 68.142.72.250:27011
Adding master server 69.28.151.162:27011
Using 'steambeta1:27013' CSER server!
Connection to Steam servers successful.
   VAC secure mode is activated.


also:
[EMAIL PROTECTED] ~/srcds/orangebox/tf/cfg $ ls -l banned_user.cfg
-rw-r--r-- 1 hlds hlds 0 Sep 21 06:35 banned_user.cfg
[EMAIL PROTECTED] ~/srcds/orangebox/tf/cfg $ ls -l banned_ip.cfg
-rw-r--r-- 1 hlds hlds 0 Sep 21 06:35 banned_ip.cfg
[EMAIL PROTECTED] ~/srcds/orangebox/tf/cfg $

Both of these files are 0 bytes, yet srcds say they are over 1mb...

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Re: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Do we have a time for the beta (client) release?

On 14/09/2007, Martin Nicholls <[EMAIL PROTECTED]> wrote:
>
> It's the beta people are asking about, which is released Monday. Allot of
> people are gonna be disappointed if the servers aren't around.
>
> That said I hope, no sure, Valve have something lined up.
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Keeper
> > Sent: 14 September 2007 21:22
> > To: hlds_linux@list.valvesoftware.com
> > Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?
> >
> > I'm sure they'll release it close to the same time as the clients.
> > They are
> > currently working on getting this beta ready.  I'm sure once they do
> > they'll
> > let us know.  With three weeks until release, I doubt they make us wait
> > long...
> >
> > Can't wait tho :D
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Rupert
> > Walden
> > Sent: Friday, September 14, 2007 3:53 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?
> >
> > Bump. Bins please Valve?  :)
> >
> >
> >
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Re: [hlds_linux] TF2 beta

2007-09-12 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
On 12/09/2007, Martin Nicholls  wrote:
You'd hope it would when preloading starts (which it has). Dunno, I want my
server up before Monday, what use would it be to have people running around
with no servers to play in? *Everybody* is gonna be playing the beta.

Maybe, but Fortress Forever gets released tomorrow... so that may draw some
attention away.


On 12/09/2007, Martin Nicholls <[EMAIL PROTECTED]> wrote:
>
> You'd hope it would when preloading starts (which it has). Dunno, I want
> my
> server up before Monday, what use would it be to have people running
> around
> with no servers to play in? *Everybody* is gonna be playing the beta.
>
> And yeah, you're not exactly going to be playing the beat after the final
> game is released are you?
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Nic Strix
> > Sent: 12 September 2007 18:05
> > To: hlds_linux@list.valvesoftware.com
> > Subject: RE: [hlds_linux] TF2 beta
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > if the example of dods is to go by then the server gets released same
> > time as client
> >
> > another question is if the beta client also available if only tf2 is
> > pre-purchased?
> >
> > N
> >
> >
> >
> > > From: [EMAIL PROTECTED]> To: hlds_linux@list.valvesoftware.com>
> > Subject: Re: [hlds_linux] TF2 beta> Date: Wed, 12 Sep 2007 19:56:25
> > +0300> > If they want to have ANY servers available for players to play
> > except> their own or "selected few hosting services" which have the
> > files> already when TF2 beta stage is released on 17th, they propably
> > release> them anytime now. If not, perhaps few days before the official
> > release.> > -ics> > tsuehpsyde kirjoitti:> > --> > [ Picked text/plain
> > from multipart/alternative ]> > Not that we know of.> >> > On 9/12/07,
> > Saint K. <[EMAIL PROTECTED]> wrote:> >> >> This is a multi-part
> > message in MIME format.> >> --> >> [ Picked text/plain from
> > multipart/alternative ]> >> Hi all,> >>> >> I've been offlist for a
> > while, so exxcuse me if this has been asked> >> already, but does any
> > one know when the TF2 beta server files will become> >> availible?> >>>
> > >> cheers,> >>> >> Saint K.> >> --> >>> >>> >>
> > ___> >> To unsubscribe,
> > edit your list preferences, or view the list archives,> >> please
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Re: [hlds_linux] Reducing Cheats on Servers

2007-09-07 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
What is really needed then is a project liked SteamBans but, only bans the
IP's of cheaters shared between hosts.
If they do indeed have multiple ip's then a mass ban via servers would make
cafe owners think twice about it all.


On 07/09/2007, Crazy Canucks <[EMAIL PROTECTED]> wrote:
>
> Personally I think you should ip ban.  It's up to the NetCafe operators
> to make sure cheats aren't being installed and used on their machines.
> Maybe if they find their clients unable to access servers they will get
> the hint and start using proper security and policing on their machines...
>
> Drek
>
> Guy Watkins wrote:
> > } -Original Message-
> > } From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > } [EMAIL PROTECTED] On Behalf Of Whisper
> > } Sent: Friday, September 07, 2007 12:39 AM
> > } To: hlds_linux@list.valvesoftware.com; HLDS
> > } Subject: [hlds_linux] Reducing Cheats on Servers
> > }
> > } --
> > } [ Picked text/plain from multipart/alternative ]
> > } The following is only our point of view, your mileage may vary.
> > }
> > } It is becoming increasingly apparent to us that the majority of the
> cheats
> > } we see on our Counter-Strike:Source servers are coming from NetCafe
> > } Accounts.
> > }
> > } VAC for the most part seems to be working as a deterrent to the
> majority
> > } of
> > } normal users. I do not have access to VAC banning stats, but for all I
> > } know
> > } it maybe banning boatloads of players.
> > }
> > } The main problem here is, VAC's delayed banning system has no effect
> > } whatsoever on NetCafe Accounts, as it is a simple case for a NetCafe
> users
> > } to log out of the STEAM account they are using at the NetCafe and then
> log
> > } back in when they have been banned from a server by an admins and
> renter
> > } the
> > } server with a new STEAM_ID, and in any case, who cares about being VAC
> > } banned if you effectively have unlimited access to STEAM_ID's that
> aren't
> > } yours any how?
> > }
> > } Here is the thing though, most Netcafes are connected to the Internet
> via
> > } Static IP's.
> > }
> > } It is a rather trivial task to go through the logs with a program like
> > } HLStatsX and run a query that generates a list of STEAM_ID's on a per
> IP
> > } basis.
> > }
> > } Then you check to see which IP's have lots of STEAM_ID's attached to
> them,
> > } and then you add those IP addresses to your banned_ip.cfg file and run
> it
> > } at
> > } server start, instant mass reduction of cheats you will see on your
> > } server.
> > }
> > } If you want to be sure, just do a traceroute to the IP in question
> just to
> > } be sure you are not wiping a college or university out, but most often
> you
> > } will find that these are not going to have Netcafe accounts associated
> > } with
> > } them anyhow.
> > }
> > } But you can be almost certain that if you see more than 20 STEAM_ID's
> > } originating from the 1 IP address, you have found a NetCafe that is
> using
> > } your servers.
> > }
> > } Now the problem for Valve, is if lots of Game Server Providers start
> IP
> > } banning NetCafes from their servers, it instantly devalues Valves
> NetCafe
> > } program, since the NetCafe users will find it increasingly difficult
> to
> > } find
> > } servers to play on the Internet. In fact it is my understanding that
> if
> > } you
> > } IP ban, then your servers will no longer even come up on that IP's
> server
> > } browser, they will either not show up at all, or they show up as not
> > } responding, in either case the result is the same.
> > }
> > } I do not have a simple answer to this, but whilst delayed banning
> exists,
> > } there is no other way to stop cheats on servers who have effectively
> > } unlimited access to STEAM Accounts, other than to IP ban them.
> > }
> > } Thoughts?
> > } --
> >
> > Wow, that explains something I see.  When someone says "please ban
> ",
> > the user just says "ban me lol".  Or something similar.  I was assuming
> they
> > must have a keygen and did not care because they could generate a new
> key
> > quickly.  I would love to see someone post a list of IPs to ban.  I
> would
> > ban them at the firewall.
> >
> > I really do wish Valve would ban cheaters instantly.  The aim bots are
> > perfect and really up the game for everyone else.
> >
> > I guess when I see someone cheating I should ban the user and IP
> address.
> > But as you say, the NetCafe would become useless over time.
> >
> > Guy
> >
> >
> > ___
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> please visit:
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> >
> >
>
>
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Re: [hlds_linux] Steam Update Tool (write privileges) - FreeBSD 7.0

2007-08-26 Thread Dan Offord
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[ Picked text/plain from multipart/alternative ]
Why are you doing this as root?

Surely you should be doing this as a normal user?

On 26/08/07, Vlad (e-Plutonia Inc.) <[EMAIL PROTECTED]> wrote:
>
> WTF, seriously?
>
> On 8/26/07, Gary Stanley <[EMAIL PROTECTED]> wrote:
> > mkdir -p ~/.steam
> >
> > At 04:28 PM 8/26/2007, Vlad (e-Plutonia Inc.) wrote:
> > >Running on FreeBSD 7.0-CURRENT with Linux Base Gentoo Stage3
> > >
> > >[EMAIL PROTECTED] ~]# ./steam
> > >Checking bootstrapper version ...
> > >Unable to write to the current Steam application folder.
> > >Please move Steam to a folder where you have write privileges.
> > >
> > >This is in /root with the file owned by root / wheel with proper
> > >permissions, i tried creating .steam which still didn't work.
> > >
> > >Any ideas?
> > >
> > >--
> > >Vlad Fadyeyev
> > >e-Plutonia Inc.
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list
> > >archives, please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> please visit:
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> >
>
>
> --
> Vlad Fadyeyev
> e-Plutonia Inc.
>
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Re: [hlds_linux] Half-Life 1 Deathmatch and Team Fortress Classic Updated

2007-04-24 Thread Dan Offord
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[ Picked text/plain from multipart/alternative ]
Jason:

This issue still isn't fixed.  I was still able to crash a server using the
same exploit.

Dan.

On 23/04/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>
> Updates to Half-Life 1 Deathmatch and Team Fortress Classic have been
> released.  Please run hldsupdatetool to download these updates.  The
> specific changes include:
>
> - Fixed game server crash when lastinv was inappropriately used
>
> Jason
>
>
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Re: [hlds_linux] STEAM_ID_PENDING

2007-04-19 Thread Dan Offord
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[ Picked text/plain from multipart/alternative ]
Try this link

http://portforward.com/english/applications/port_forwarding/Steam_Server/Steam_Serverindex.htm

Also, I very much doubt this is a amxmodx issue

On 19/04/07, Andreas Kang Schøyen <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> Just to be on the safe side, witch ports is needed to get steam
> valifiaction on steamids?
>
> Med vennlig hilsen:
> Andreas Kang Schøyen
> It konsulent
> NovaNett IT A/S
> Adr: Grønland 14, 0188 Oslo
> E-post: [EMAIL PROTECTED] 
> Tlf: 22170020 / Mob 9699
> Faks: 22178218
> Web: www.novanett.no 
>
> 
>
> From: [EMAIL PROTECTED] on behalf of Andreas Kang
> Schøyen
> Sent: Thu 19.04.2007 15:44
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] STEAM_ID_PENDING
>
>
>
> I have just noticed that this happens ONLY when I run AMXMODX..
>
>
> Med vennlig hilsen:
> Andreas Kang Schøyen
> It konsulent
> NovaNett AS
> Adr: Grønland 14, 0188 Oslo
> E-post: [EMAIL PROTECTED]
> Tlf: 22170020 / Mob 9699
> Faks: 22178218
> Web: www.novanett.no
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Andreas Kang Schøyen
> Sent: Wednesday, April 18, 2007 8:25 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] STEAM_ID_PENDING
>
> This is a multi-part message in MIME format.
> --
> Hello!
>
>
> My server is running amxmodx and ptb plugin, and it works fine for a
> little time. But after some minutes all the new players that connect get
> STEAM_ID_PENDING.. and it stays like this for ever.. any clues?
>
> --
> [ winmail.dat of type application/ms-tnef deleted ]
> --
>
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