Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
er_favorites
>>>>> - Paco Ernesto  serverbrowser_history
>>>>> - Machiavellian Spork   serverbrowser_favorites
>>>>> - Kbeezey   serverbrowser_history
>>>>> 
>>>>> 
>>>>> On Thu, Nov 14, 2013 at 10:39 AM, ics  wrote:
>>>>> 
>>>>> Quite surprising results. Well not really. I just assumed quikcplay
>>>>>> connected players count would be higher but it does seems that ~70%
>>>>>> of
>>>>> our
>>>>> 
>>>>>> players join through favorites.
>>>>>> 
>>>>>> Thanks for the plug-in!
>>>>>> 
>>>>>> -ics
>>>>>> 
>>>>>> Doctor McKay kirjoitti:
>>>>>> 
>>>>>>   Here is a plugin that simply displays how all in-game players
>>>>>> connected
>>>>> to
>>>>> 
>>>>>> the server after running a command:
>>>>>>> https://forums.alliedmods.net/showthread.php?t=229731
>>>>>>> 
>>>>>>> More full-featured stats will be released soon.
>>>>>>> 
>>>>>>> 
>>>>>>> Dr. McKay
>>>>>>> www.doctormckay.com
>>>>>>> 
>>>>>>> 
>>>>>>> On Tue, Nov 12, 2013 at 3:13 PM, ics  wrote:
>>>>>>> 
>>>>>>>   I'd settle for a command that lists where current players of the
>>>>>>> server
>>>>>>> 
>>>>>>>> came from, for example addition into status command field along
>>>>>>>> with
>>>>>>> ping
>>>>> 
>>>>>> and such.
>>>>>>>> 
>>>>>>>> -ics
>>>>>>>> 
>>>>>>>> DontWannaName! kirjoitti:
>>>>>>>> 
>>>>>>>>Grab the client value using sourcemod?
>>>>>>>> 
>>>>>>>> Sent from my iPhone 5
>>>>>>>>> 
>>>>>>>>>On Nov 12, 2013, at 12:01 PM, Todd Pettit
>>>>>>>>> 
>>>>>>>>> wrote:
>>>>>>>>> 
>>>>>>>>> "cl_connectmethod" = "serverbrowser_favorites"
>>>>>>>>>> 
>>>>>>>>>> Ok, it works for myself but I know how I connected how do you
>>>>>>>>>> see how others connected?
>>>>>>>>>> 
>>>>>>>>>> 
>>>>>>>>>> - Original Message -
>>>>>>>>>> From: "Fletcher Dunn" 
>>>>>>>>>> To: "Half-Life dedicated Linux server mailing list"
>>>>>>>>>> >>>>>>>>> valvesoftware.com>
>>>>>>>>>> Cc: "Half-Life dedicated Win32 server mailing list (
>>>>>>>>>> h...@list.valvesoftware.com)" 
>>>>>>>>>> Sent: Tuesday, November 12, 2013 2:45:44 PM
>>>>>>>>>> Subject: Re: [hlds_linux] Where is my traffic coming from?
>>>>>>>>>> 
>>>>>>>>>> It tells you what tab they used.  So you know whether they used
>>>>>>>>>> the favorites tab versus the main server list.
>>>>>>>>>> 
>>>>>>>>>> -Original Message-
>>>>>>>>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>>>>>>>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>>>>>>>>> ElitePowered .
>>>>> 
>>>>>> Sent: Tuesday, November 12, 2013 11:25 AM
>>>>>>>>>> To: Half-Life dedicated Linux server mailing list
>>>>>>>>>> Subject: Re: [hlds_linux] Where is my traffic coming from?
>>>>>>>>>> 
>>>>>>>>>> What's the point of having this feature on the other games if
>>>>>>>>>> the
>>>>>>>>> only
>>>>> 
>>>>>> way to connect is via the server browser?
>>>>

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
There hasn't been an engine update yet. 

Sent from my iPhone 5

> On Nov 14, 2013, at 8:41 AM, Jonathan Price  wrote:
> 
> It appears that this plugin isn't detecting where players are connecting from 
> on HL2:DM. Has it not been updated with this new CVAR yet? I seem to remember 
> valve said that all source games would gain this ability.
> 
> Also, very interesting to see other people's stats, thanks for posting!
> 
> -Pricetx
> 
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Grab the client value using sourcemod?

Sent from my iPhone 5

> On Nov 12, 2013, at 12:01 PM, Todd Pettit  wrote:
> 
> "cl_connectmethod" = "serverbrowser_favorites" 
> 
> Ok, it works for myself but I know how I connected how do you see how others 
> connected?
> 
> 
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Cc: "Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com)" 
> Sent: Tuesday, November 12, 2013 2:45:44 PM
> Subject: Re: [hlds_linux] Where is my traffic coming from?
> 
> It tells you what tab they used.  So you know whether they used the favorites 
> tab versus the main server list.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
> Sent: Tuesday, November 12, 2013 11:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Where is my traffic coming from?
> 
> What's the point of having this feature on the other games if the only way to 
> connect is via the server browser?
>> On Nov 12, 2013 2:09 PM, "DontWannaName!"  wrote:
>> 
>> Is it able to tell if they connect from their favorites?
>> 
>> Sent from my iPhone 5
>> 
>>> On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
>>> 
>> wrote:
>>> 
>>> Several server operators have requested the ability to know how 
>>> their
>> clients are connecting to their server.  The latest TF update added a 
>> new client convar, cl_connectmethod, that contains a string value that 
>> indicates how the client connected to your server.  It's sent in the 
>> same way as cl_rate and others, and a plugin should be able to access 
>> this information.  It will be empty if joined directly through a 
>> console "connect" command.  I apologize that I don't have the list of 
>> values at hand, but I'm sure some helpful server operator or plugin 
>> author will post the list of codes that are sent.
>>> 
>>> Please be aware that the field is not secure, and the work required 
>>> to
>> secure it is not trivial.  Without too much effort a client could send 
>> you pretty much any string they want.  So this is best used for 
>> general reporting purposes and understanding where your players are 
>> coming from, not to treat players differently based on how they connect.
>>> 
>>> This is a Source engine change, so it will be available in CS:S, 
>>> DoD:S,
>> and HL2:DM in the next update for those games.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives,
>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
>> ___
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>> please visit:
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

> On Nov 12, 2013, at 11:02 AM, Fletcher Dunn  
> wrote:
> 
> Several server operators have requested the ability to know how their clients 
> are connecting to their server.  The latest TF update added a new client 
> convar, cl_connectmethod, that contains a string value that indicates how the 
> client connected to your server.  It's sent in the same way as cl_rate and 
> others, and a plugin should be able to access this information.  It will be 
> empty if joined directly through a console "connect" command.  I apologize 
> that I don't have the list of values at hand, but I'm sure some helpful 
> server operator or plugin author will post the list of codes that are sent.
> 
> Please be aware that the field is not secure, and the work required to secure 
> it is not trivial.  Without too much effort a client could send you pretty 
> much any string they want.  So this is best used for general reporting 
> purposes and understanding where your players are coming from, not to treat 
> players differently based on how they connect.
> 
> This is a Source engine change, so it will be available in CS:S, DoD:S, and 
> HL2:DM in the next update for those games.
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread DontWannaName!
A server can be listed in the browser and still be in quickplay...

Sent from my iPhone 5

> On Nov 6, 2013, at 3:55 PM, Todd Pettit  wrote:
> 
> I am just saying there will be more because servers who were relying only on 
> ads to fund their servers or generate revenue will surely move into those 
> types of servers.
> 
> 
> - Original Message -
> From: "Aaron Thompson" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Sent: Wednesday, November 6, 2013 7:51:21 PM
> Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
> 
> There would be regardless if what valve does.
> 
> Sincerely,
> Aaron
>> On Nov 6, 2013 6:50 PM, "Todd Pettit"  wrote:
>> 
>> Yes and now there will be hundreds more jailbreak, freak fortress and
>> trade servers for you to compete with.
>> 
>> Good show indeed.
>> 
>> - Original Message -
>> From: "Aaron Thompson" 
>> To: "Half-Life dedicated Linux server mailing list" <
>> hlds_linux@list.valvesoftware.com>
>> Sent: Wednesday, November 6, 2013 7:40:53 PM
>> Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
>> 
>> I wasn't so sure about this, and honestly doesn't affect me because I run
>> trade servers and jailbreak, but it seems fine. If you join the server, you
>> don't have to download any HTML junk and don't have to watch any ads...but
>> if you like the server, save to favorites and reconnect you see whatever
>> the HTML page is, depending on whether or not the client has HTML enabled.
>> Guys, this is a victory for matchmaking clients who just want to play and
>> not get spammed by the servers they join. I like it. Valve, please roll it
>> out in a way that doesn't break the game and people like me are cool with
>> the change #1. Good show!
>> 
>> Sincerely,
>> Aaron
>>> On Nov 6, 2013 6:30 PM, "Robert Paulson"  wrote:
>>> 
>>> From what I heard ads needed to be watched for X seconds before being
>> paid.
>>> Any communities that were reliant on ads being served to quickplay users
>>> would have already shut down by now.
>>> 
>>> This new limitation just seems to serve as an annoyance to perfectly
>>> legitimate server owners rather than to kill off all ad supported
>> servers.
>>> 
>>> I hope there will be more people who share my views rather than thinking:
>>> oh good Valve is going to shut down more of our competition.
>>> 
>>> 
>>>> On Wed, Nov 6, 2013 at 4:19 PM, N-Gon  wrote:
>>>> 
>>>> Oddly enough, a handful of communities have been shut down because of
>> the
>>>> recent changes. This one will affect a few more.
>>>> Can't say I'm saddened by this since those communities were cancer to
>>> TF2.
>>>> 
>>>> 
>>>> On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson >>>> wrote:
>>>> 
>>>>> Can you tell us the reason for this change? Is there no other
>> solution
>>>>> rather than removing functionality from the game?
>>>>> 
>>>>> The complaint before was forced ads. Servers cannot resend the MOTD
>> to
>>>>> quickplay players anymore so I don't understand why additional
>>>> restrictions
>>>>> need to be introduced.
>>>>> 
>>>>> HTML motds are superior to text motds even only shown at connection.
>>> They
>>>>> look better and they allow you to update the page without rebooting
>> the
>>>>> server. Especially when it comes to TF2 players, no one is going to
>> pay
>>>>> attention to an unformatted wall of text that could contain important
>>>> rules
>>>>> or links to your website. With these new restrictions both the
>> webpage
>>>> and
>>>>> the text file needs to be maintained.
>>>>> 
>>>>> 
>>>>> On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn
>>>>> wrote:
>>>>> 
>>>>>> It's something enforced by the client, and is a function of how
>> they
>>>>>> connected to that particular server, not any particular server
>>>> settings.
>>>>>> 
>>>>>> If they connect via the server browser (or command line, etc) then
>>> they
>>>>>> will show HTML.
>>>>>> 
>>>>>>

Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread DontWannaName!
Couldn't you just leave the txt file empty?

Sent from my iPhone 5

> On Nov 6, 2013, at 3:22 PM, "Valentin G."  wrote:
> 
> about:blank is no longer valid?
> 
> 
> On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
> wrote:
> 
>> That's correct; #2 is a Source engine change.
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
>> Sent: Wednesday, November 06, 2013 3:09 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
>> 
>> Does the latter impact all Source 2k7 games?
>> 
>> Thanks,
>> Kyle.
>> 
>> 
>> On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
>> wrote:
>> 
>>> We're making two changes to TF HTML MOTD support that server operators
>>> should be aware of:
>>> 
>>> 
>>> 1.)HTML MOTD's will no longer be shown by clients that connect via
>>> quickplay.  Those clients will show the plaintext message instead.
>>> (The file identified by the convar motdfile_text, which defaults to
>>> motd_text.txt.)
>>> 
>>> 2.)When sending a URL to the "info" panel by name, the URL must begin
>>> with 'http://' or 'https://'.  Note that this change does not affect
>>> putting a URL in motd.txt directly, which has always required a
>>> protocol prefix in order for the file contents to be interpreted as a
>> URL.
>>> 
>>> ___
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>>> please visit:
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Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-10-31 Thread DontWannaName!
The question you should be asking is why their 30 Halloween servers are full 
while your two are empty. Do they have more people joining to help fill them? 
Who knows.

Sent from my iPhone 5

> On Oct 31, 2013, at 11:31 AM, Daniel Barreiro 
>  wrote:
> 
> The Valve servers may affect the traffic, but not as much as it's been
> affected. It's the over saturation of servers in general, especially from
> the clans that put up 25+ event servers hoping for traffic.
> Skial is running 16, Saigns is running 30, etc.
> Yes the 76 Valve put up will affect the traffic, but there seems to be more
> to this honestly. The past 2 days have been 24/7 traffic, suddenly it
> plummets for a ton of people. Part of it may be more servers have been put
> up, but the fact everyone started having issues after the update seems to
> point to something else.
> 
> 
>> On Thu, Oct 31, 2013 at 2:20 PM, Calvin Judy  wrote:
>> 
>> Absolutely, I don't see any reason to keep my event servers up now.
>> 
>> http://i.imgur.com/bejbG1m.png
>> 
>> This is pretty disappointing.
>> 
>> 
>> - Original Message - From: "Bjorn Wielens" 
>> 
>> To: "Half-Life dedicated Linux server mailing list" > valvesoftware.com >
>> Sent: Thursday, October 31, 2013 1:58 PM
>> 
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>> 
>> 
>> If the existence of the valve servers is the sole cause of the massive
>> decrease in traffic to communities... It poses a rather large issue for
>> those communities.
>> It means that the sheer number of valve's quickplay-eligible servers is
>> outshadowing _many_ communities (as judging by the messages in this thread),
>> and the server market is being over-saturated to the point where
>> communities basically have a hard time getting a foothold unless there is
>> an established playerbase
>> that is large enough to sustain the server with very little traffic influx.
>> 
>> Ultimately, it means communities likely won't bother with event servers as
>> a result of no traffic anyway... and this will rebound very rapidly in the
>> opposite direction.
>> I thought the entire goal of quickplay was to help get traffic _to_
>> communities and help players discover them (for those that keep their
>> servers within a set of parameters)... not "keep all the traffic for Valve
>> servers".
>> 
>> I realize this sounds pretty scathing , but it is something I think we (as
>> community server operators) need to be seriously aware of - for the day
>> that no more communities exist to keep the hat market up, will be the day
>> TF2 truly dies :D
>> 
>> 
>> 
>> __**__
>> From: Fletcher Dunn 
>> To: Half-Life dedicated Linux server mailing list > valvesoftware.com >
>> Cc: "Half-Life dedicated Win32 server mailing list (
>> h...@list.valvesoftware.com)" 
>> Sent: Thursday, October 31, 2013 2:30:23 PM
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>> 
>> 
>> There were no Valve event servers running until last night.
>> 
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Daniel Barreiro
>> Sent: Thursday, October 31, 2013 10:13 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>> 
>> Never run any bots, all of my servers were full yesterday and are
>> completely dead last night until now.
>> Only change was the update.
>> One of the servers wasn't registered until this event (converted it from a
>> custom server temporarily just to get a 24/7 helltower server for the
>> week), so it was a brand new ID.
>> 
>> 
>> On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy  wrote:
>> 
>> None of my servers are running any sort of bots, and they all dropped
>>> quickplay traffic completely last night.
>>> 
>>> Can you double check to verify this update didn't create an additional
>>> issue, as it sure does look like something is wrong.
>>> 
>>> ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
>>> 
>>> 
>>> - Original Message - From: "Fletcher Dunn" <
>>> fletch...@valvesoftware.com>
>>> To: "Half-Life dedicated Linux server mailing list"
>>> >> 
>>> Cc: 
>>> Sent: Thursday, October 31, 2013 12:32 PM
>>> 
>>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>>> 
>>> 
>>> We recently fixed a bug that has been giving servers running bots an
>>> 
 unfair and unintended quickplay scoring advantage. This could change
 traffic patterns.
 
 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.com
 
 **>[mailto:
 hlds_linux-bounces@**list.**valvesoftware.com
 >>> alvesoftware.com>]
 On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [h

Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-10-31 Thread DontWannaName!
Ran modified game servers providing a different experience.

Sent from my iPhone 5

> On Oct 31, 2013, at 10:51 AM, "Saint K."  wrote:
> 
> Out of interest, why are there so much VALVe servers online?
> 
> What have we done so wrong the past decades that we've hosted servers that 
> VALVe now "hijacks" all player traffic?
> 
> Saint K.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> Sent: Thursday, October 31, 2013 6:30 PM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com)
> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
> 
> There were no Valve event servers running until last night. 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel 
> Barreiro
> Sent: Thursday, October 31, 2013 10:13 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
> 
> Never run any bots, all of my servers were full yesterday and are completely 
> dead last night until now.
> Only change was the update.
> One of the servers wasn't registered until this event (converted it from a 
> custom server temporarily just to get a 24/7 helltower server for the week), 
> so it was a brand new ID.
> 
> 
>> On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy  wrote:
>> 
>> None of my servers are running any sort of bots, and they all dropped 
>> quickplay traffic completely last night.
>> 
>> Can you double check to verify this update didn't create an additional 
>> issue, as it sure does look like something is wrong.
>> 
>> ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
>> 
>> 
>> - Original Message - From: "Fletcher Dunn" < 
>> fletch...@valvesoftware.com>
>> To: "Half-Life dedicated Linux server mailing list" 
>> > >
>> Cc: 
>> Sent: Thursday, October 31, 2013 12:32 PM
>> 
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>> 
>> 
>> We recently fixed a bug that has been giving servers running bots an
>>> unfair and unintended quickplay scoring advantage.  This could change 
>>> traffic patterns.
>>> 
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com>> alvesoftware.com>]
>>> On Behalf Of Marco Padovan
>>> Sent: Thursday, October 31, 2013 8:52 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>>> 
>>> Same here... seeing the same issue on 12servers all where full 
>>> yesterday :)
>>> 
>>> 
>>> On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy >>> wrote:
>>> 
>>> Server was full last night before update..but no one has been on 
>>> since
 the update.
 
 Thankfully I am not the only one with this issue!
 
 
 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander < 
 thesupremec...@gmail.com> wrote:
 
> Seeing problems on my end as well. A server holding at 24/24 
> constant before the update has seen all of its traffic vanish even 
> with a few players to seed QuickPlay traffic.
> 
> 
>> On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy 
> wrote:
> 
>> VAC secure mode is activated.
>> Connection to game coordinator established.
>> Current item schema is up-to-date with version 553324E3.
>> Received auth challenge; signing into gameserver account...
>> L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
>> account...
>> L 10/31/2013 - 06:01:08: Loading map "plr_hightower_event"
>> Game server authentication: SUCCESS! Standing: Good. Trend: 
>> Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: 
>> SUCCESS! >
> Standing:
>> Good. Trend: Upward Fast
>> 
>> 
>> I'm not seeing any bad ratings on mine, but quickplay traffic 
>> just vanished.
>> 
>> 
>> - Original Message - From: "Lambda"
>> 
>> To: "Half-Life dedicated Linux server mailing list" >>> **
>> valvesoftware.com
>> > re.com>
>> 
>> Sent: Thursday, October 31, 2013 11:29 AM
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the
 update?
>> 
>> 
>> 
>> Same here, i checked the quickplay status and it went from "Good"
>> to
> "Bad"
>>> out of a sudden, funny thing is that the client command to list 
>>> the identities and the status says that they're all good but 
>>> upon server launch it says that its "Bad"
>>> 
>>> 
>>> 2013/10/31 Calvin Judy 
>>> 
>>> http://i.imgur.com/bejbG1m.png
 
 There has been a significant drop in quickplay traffic on our 
 servers
>

Re: [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread DontWannaName!
If the servers can't update then players can't update? So it cancels out?

Sent from my iPhone 5

On Sep 3, 2013, at 5:29 PM, Ross Bemrose  wrote:

> They've done 3 Tuesdays in a row, but that doesn't mean it's a regular 
> pattern, especially since it was Wednesdays during the month before that.
> 
> On 9/3/2013 8:21 PM, Weasel wrote:
>> I believe the advertised "regular" maintenance window for Steam is 4:00 PM 
>> (Pacific) every Tuesday.
>> Of course, they don't always get started right at 4:00 PM.
>> The TF2 release was announced at 4:26 PM (Pacific).
>> Yes, to be fair, today they apparently did not get started on the Steam 
>> maintenance until 4:54 PM (Pacific).
>> 
>> Basically, my point being ... why would you release something that EVERYBODY 
>> has to download and apply, during (even or approaching) the 
>> regularly-scheduled maintenance window for the system that provides the 
>> download/update function?
>> 
>> It's like saying, "hey everyone! download and apply this mandatory fix 
>> immediately!" ... then laughing and saying "you didn't think you could 
>> actually DO that now? did you? ha-ha-ha, DENIED!"
>> 
>> Anyway, it's just a game I guess.  So, not really upset.
>> Just thought it was ... eh ... un-coordinated.
>> 
>> On Tue, 2013/09/03 05:08 PM, Ross Bemrose  wrote:
>>> While I agree the timing could be better, the Steam update didn't start
>>> until roughly 15 minutes ago and the TF2 update was an hour ago.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
> 
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Are you sure? It seems right to me right now. 

Sent from my iPhone 5

On Jul 24, 2013, at 7:13 PM, Jesse Molina  wrote:

> 
> You are misunderstanding the problem.
> 
> Valve's API webserver is saying the update today never happened.  Their web 
> API is broken.
> 
> Update version released today per annoucement: 1844935
> Actual version on the SteamPipe repositories: 1844935
> Update version the web API says is UpToDate right now: 1833886 <-- wrong
> 
> 
> 
> My auto update system doesn't do an integer comparison to see if the new 
> version is positive from the previous version, it just checks to see if they 
> differ.  If they do, it updates.
> 
> I have a lot of sanity checking in the system, which disables the whole thing 
> after three failed updates.  If that wasn't in place it would be updating 
> over and over again right now.
> 
> 
> 
> My master server updated correctly after the first update went out.  The 
> problem is that 30 minutes later, the web API service says the version 
> reverted, when it really did not.
> 
> 
> 
> DontWannaName! wrote:
>> Did you try updating again with verify?
>> 
>> I emailed Eric and he said they are working on a fix for 2003.
>> 
>> Sent from my iPhone 5
>> 
>> On Jul 24, 2013, at 7:00 PM, Jesse Molina  wrote:
>> 
>>> 
>>> It is entirely possible that they have multiple servers which provide the 
>>> web API services, and that one of them was an improper state.
>>> 
>>> I got unlucky.
>>> 
>>> Well... it's still broken right now:
>>> 
>>> api.steampowered.com. is 63.228.223.110
>>> 
>>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
>>> 
>>> truefalsefalse1833886Your
>>>  server is out of date, please upgrade
>>> 
>>> 1833886 is the OLD version.
>>> 
>>> 
>>> 
>>> DontWannaName! wrote:
>>>> I was able to start my servers just fine. Windows 2008.
>>>> 
>>>> Sent from my iPhone 5
>>>> 
>>>> On Jul 24, 2013, at 6:39 PM, Jesse Molina  wrote:
>>>> 
>>>>> 
>>>>> It looks like some of the update servers backed out the update or were 
>>>>> otherwise in an improper state after the update today.  My auto update 
>>>>> system first updated, then downgraded again when the UpToDateCheck 
>>>>> version reverted.
>>>>> 
>>>>> Can I get a response from Valve?  Would it be reasonable to expect that a 
>>>>> release version could revert, or will versions always be a positive 
>>>>> increment, even in the event of a content reversion?
>>>>> 
>>>>> FYI It was more than 30 minutes after the first update that the reversion 
>>>>> occurred.  My update check interval is every minute.
>>>>> 
>>>>> 
>>>>> 
>>>>> 20130724165401-20228
>>>>> Checking: srcds-tf2-MASTER
>>>>> srcds-tf2-MASTER: Local steam.inf filepath: 
>>>>> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
>>>>> srcds-tf2-MASTER: Local version is 1833886
>>>>> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
>>>>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
>>>>> srcds-tf2-MASTER: Remote version is: 1844935
>>>>> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
>>>>> 
>>>>> 
>>>>> 20130724173001-23606
>>>>> Checking: srcds-tf2-MASTER
>>>>> srcds-tf2-MASTER: Local steam.inf filepath: 
>>>>> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
>>>>> srcds-tf2-MASTER: Local version is 1844935
>>>>> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
>>>>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
>>>>> srcds-tf2-MASTER: Remote version is: 1833886
>>>>> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> Eric Smith wrote:
>>>>>> We've released a mandatory update for TF2. The notes for the update are 
>>>>>> below. The new version is 1844935.
>>>>>> 
>>>>>> -Eric
>>>>>> 
>>>>>> --
>>&g

Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina  wrote:

> 
> It is entirely possible that they have multiple servers which provide the web 
> API services, and that one of them was an improper state.
> 
> I got unlucky.
> 
> Well... it's still broken right now:
> 
> api.steampowered.com. is 63.228.223.110
> 
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
> 
> truefalsefalse1833886Your
>  server is out of date, please upgrade
> 
> 1833886 is the OLD version.
> 
> 
> 
> DontWannaName! wrote:
>> I was able to start my servers just fine. Windows 2008.
>> 
>> Sent from my iPhone 5
>> 
>> On Jul 24, 2013, at 6:39 PM, Jesse Molina  wrote:
>> 
>>> 
>>> It looks like some of the update servers backed out the update or were 
>>> otherwise in an improper state after the update today.  My auto update 
>>> system first updated, then downgraded again when the UpToDateCheck version 
>>> reverted.
>>> 
>>> Can I get a response from Valve?  Would it be reasonable to expect that a 
>>> release version could revert, or will versions always be a positive 
>>> increment, even in the event of a content reversion?
>>> 
>>> FYI It was more than 30 minutes after the first update that the reversion 
>>> occurred.  My update check interval is every minute.
>>> 
>>> 
>>> 
>>> 20130724165401-20228
>>> Checking: srcds-tf2-MASTER
>>> srcds-tf2-MASTER: Local steam.inf filepath: 
>>> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
>>> srcds-tf2-MASTER: Local version is 1833886
>>> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
>>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
>>> srcds-tf2-MASTER: Remote version is: 1844935
>>> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
>>> 
>>> 
>>> 20130724173001-23606
>>> Checking: srcds-tf2-MASTER
>>> srcds-tf2-MASTER: Local steam.inf filepath: 
>>> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
>>> srcds-tf2-MASTER: Local version is 1844935
>>> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
>>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
>>> srcds-tf2-MASTER: Remote version is: 1833886
>>> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
>>> 
>>> 
>>> 
>>> 
>>> Eric Smith wrote:
>>>> We've released a mandatory update for TF2. The notes for the update are 
>>>> below. The new version is 1844935.
>>>> 
>>>> -Eric
>>>> 
>>>> --
>>>> 
>>>> - Ended the Mann Co. Store summer sale
>>>> - The Summer Claim check is now a rare drop
>>>> - Medics using the Quick-Fix will now take jump force from Pyros using the 
>>>> Detonator to explosive jump
>>>> - Fixed a client crash related to missing particle systems
>>>> - Fixed a server crash when entering Sudden Death mode with only melee 
>>>> weapons
>>>> - Fixed players sometimes being damaged by doors when they are closing
>>>> - Fixed soccer/beach balls sometimes blocking Payload carts and trains
>>>> - Fixed paint can icons not showing the Red/Blue colors correctly
>>>> - Fixed the Loch-n-Load gun sight not drawing in the correct place
>>>> - Fixed the Bonk Boy model using the incorrect normals
>>>> - Updated Cp_Badlands and Koth_Badlands
>>>>- Opened the windows around the center point
>>>>- Smoothed player clipping around doorways
>>>> 
>>>> ___
>>>> hlds_announce mailing list
>>>> hlds_annou...@list.valvesoftware.com
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
>>> 
>>> --
>>> # Jesse Molina
>>> # Mail = je...@opendreams.net
>>> # Cell = 1-602-323-7608
>>> 
>>> 
>>> 
>>> ___
>>> 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
> 
> -- 
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
> 
> 
> 
> ___
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> visit:
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
I was able to start my servers just fine. Windows 2008. 

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina  wrote:

> 
> It looks like some of the update servers backed out the update or were 
> otherwise in an improper state after the update today.  My auto update system 
> first updated, then downgraded again when the UpToDateCheck version reverted.
> 
> Can I get a response from Valve?  Would it be reasonable to expect that a 
> release version could revert, or will versions always be a positive 
> increment, even in the event of a content reversion?
> 
> FYI It was more than 30 minutes after the first update that the reversion 
> occurred.  My update check interval is every minute.
> 
> 
> 
> 20130724165401-20228
> Checking: srcds-tf2-MASTER
> srcds-tf2-MASTER: Local steam.inf filepath: 
> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
> srcds-tf2-MASTER: Local version is 1833886
> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
> srcds-tf2-MASTER: Remote version is: 1844935
> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
> 
> 
> 20130724173001-23606
> Checking: srcds-tf2-MASTER
> srcds-tf2-MASTER: Local steam.inf filepath: 
> /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
> srcds-tf2-MASTER: Local version is 1844935
> srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=0&format=xml
> srcds-tf2-MASTER: Remote version is: 1833886
> srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
> 
> 
> 
> 
> Eric Smith wrote:
>> We've released a mandatory update for TF2. The notes for the update are 
>> below. The new version is 1844935.
>> 
>> -Eric
>> 
>> --
>> 
>> - Ended the Mann Co. Store summer sale
>> - The Summer Claim check is now a rare drop
>> - Medics using the Quick-Fix will now take jump force from Pyros using the 
>> Detonator to explosive jump
>> - Fixed a client crash related to missing particle systems
>> - Fixed a server crash when entering Sudden Death mode with only melee 
>> weapons
>> - Fixed players sometimes being damaged by doors when they are closing
>> - Fixed soccer/beach balls sometimes blocking Payload carts and trains
>> - Fixed paint can icons not showing the Red/Blue colors correctly
>> - Fixed the Loch-n-Load gun sight not drawing in the correct place
>> - Fixed the Bonk Boy model using the incorrect normals
>> - Updated Cp_Badlands and Koth_Badlands
>>- Opened the windows around the center point
>>- Smoothed player clipping around doorways
>> 
>> ___
>> hlds_announce mailing list
>> hlds_annou...@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
> 
> -- 
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
I'm just trolling. I was attacked last week. I know who everyone is. ;) 

Sent from my iPhone 5

On Jul 2, 2013, at 9:37 AM, Andre Müller  wrote:

> Look again, what I've written...
> 
> Sorry guy, it wasn't. The dns attack is very well known. If you have
> haters, it's easy for them, to get you and your hoster down.
> So the only way for your hoster is, to diabble the route to your ip. If you
> aren't the only customer on this ip, the hoster is fucked up.
> It is dangerous to host game servers. Everywhere are this guys...
> 
> 
> The internet is evil.
> 
> 
> 2013/7/2 DontWannaName! 
> 
>> So your the ass hole that DNS attacked my servers
>> 
>> Sent from my iPhone 5
>> 
>> On Jul 2, 2013, at 8:16 AM, Andre Müller  wrote:
>> 
>>> I think not. I don't mean something like a dDoS with 50GiB inbound
>> traffic
>>> (it's possible with dns-servers). It also hits the hoster, which may not
>>> happen! It is enough to crash thier servers maybe one time an hour with
>>> some bad packets, so they will loose thier ranking.
>>> 
>>> Maybe this also really fucks up thier players and they will explore the
>>> blacklist function.
>>> ___
>>> 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
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
So it was really you... I see what's going on here.

Sent from my iPhone 5

On Jul 2, 2013, at 8:33 AM, Asher Baker  wrote:

> I think you jump to conclusions way too quickly.
> 
> On Tue, Jul 2, 2013 at 4:24 PM, DontWannaName!  wrote:
>> So your the ass hole that DNS attacked my servers
>> 
>> Sent from my iPhone 5
>> 
>> On Jul 2, 2013, at 8:16 AM, Andre Müller  wrote:
>> 
>>> I think not. I don't mean something like a dDoS with 50GiB inbound traffic
>>> (it's possible with dns-servers). It also hits the hoster, which may not
>>> happen! It is enough to crash thier servers maybe one time an hour with
>>> some bad packets, so they will loose thier ranking.
>>> 
>>> Maybe this also really fucks up thier players and they will explore the
>>> blacklist function.
>>> ___
>>> 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
> 
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
So your the ass hole that DNS attacked my servers

Sent from my iPhone 5

On Jul 2, 2013, at 8:16 AM, Andre Müller  wrote:

> I think not. I don't mean something like a dDoS with 50GiB inbound traffic
> (it's possible with dns-servers). It also hits the hoster, which may not
> happen! It is enough to crash thier servers maybe one time an hour with
> some bad packets, so they will loose thier ranking.
> 
> Maybe this also really fucks up thier players and they will explore the
> blacklist function.
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread DontWannaName!
Does anyone have examples of such servers, because I havent seen many.


On Tue, Jun 18, 2013 at 1:47 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> I would keep using the default respawn times because it makes a huge
> difference in map balance?
>
> Why is this even a question, have you ever tried to balance a map for TF2,
> or any game with respawn waves, or are you one of those people who, upon
> dying, frantically just clicks their mouse in a silent building rage in
> some attempt to spawn faster?
>
>
> On Tue, Jun 18, 2013 at 1:43 PM, DontWannaName!  >wrote:
>
> > No I blame you invalid protocol, thats the most logical assumption.
> >
> >
> > On Tue, Jun 18, 2013 at 1:40 PM, Invalid Protocol <
> > invalidprotocolvers...@gmail.com> wrote:
> >
> > > Let's assume that there's no quickplay rule regarding respawn times, or
> > > even
> > > better, let's assume that there's no quickplay at all. What would you
> do?
> > > :)
> > > You would still use the default respawn times or you would mod the
> > > server(s)
> > > to have faster / instant respawn?
> > >
> > > My opinion is that many are using now the default respawn times only
> > > because
> > > Valve said so, not because they think that players want this. You
> should
> > > blame Valve for adding stupid rules, not the "malicious" server
> > operators.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > Sent: Tuesday, June 18, 2013 9:42 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Policy of Truth: Respawn Times
> > >
> > > I can understand players frustration regarding respawn times, since
> they
> > > want to play, not wait for to play. Arena doesn't get much love due to
> > > this. But the regular player doesn't understand that maps do not work
> as
> > > they should witn such respawn that they expect.
> > >
> > > Also I just think it's unfair for other people who run servers to have
> > > these servers that have instant or faster spawn in quiickplay cycle
> > > along with the rest of us.
> > >
> > > -ics
> > >
> > > Gordon Reynolds kirjoitti:
> > > > I can see respawntimes are a hard one to easily verify, you have to
> > join
> > > > the server yourself, and most new users have no concept of what a
> > "normal
> > > > respawn" time is. I cannot tell you how many times I've seen people
> > type
> > > > something along the lines of, "wtf is with this respawn, 20 seconds?
> > I'm
> > > > out" and then just leave.
> > > >
> > > >
> > > > On Tue, Jun 18, 2013 at 11:27 AM, ics  wrote:
> > > >
> > > >> Last time i checked, nearly a month ago, there were several
> > communities
> > > >> having multiple servers that modified respawn times. Either very
> fast
> > or
> > > >> instant. They all were in quickplay participants. I checked and
> > reported
> > > >> each one of them. I'm not sure if they are along anymore or has
> > someone
> > > >> actually gone through reports and removed the servers from quickplay
> > > >> through penalty ban.
> > > >>
> > > >> -ics
> > > >>
> > > >> Michael Johansen kirjoitti:
> > > >>
> > > >>   I don't know whether the plugins are fixed, but I know of many
> > people
> > > >>> that are not subscribed to this list, and are running an old
> version
> > of
> > > >>> some plugin released on AM a couple of months ago which does not
> add
> > > the
> > > >>> tags required. I know the plugin authors have added this feature
> now,
> > > but
> > > >>> who knows, people might not be watching the forums for new plugins
> as
> > > most
> > > >>> of them are "set and forget".
> > > >>>
> > > >>>   From: abdulk...@live.co.uk
> > > >>>> To:
> > > hlds_linux@list.valvesoftware.**com
> > > >>>> Date: Tue, 18 Jun 2013 18:47:34 +0100
> > > >>>> Subject: [hlds_linux]  Policy of Truth: Respawn Times
> > > &g

Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread DontWannaName!
No I blame you invalid protocol, thats the most logical assumption.


On Tue, Jun 18, 2013 at 1:40 PM, Invalid Protocol <
invalidprotocolvers...@gmail.com> wrote:

> Let's assume that there's no quickplay rule regarding respawn times, or
> even
> better, let's assume that there's no quickplay at all. What would you do?
> :)
> You would still use the default respawn times or you would mod the
> server(s)
> to have faster / instant respawn?
>
> My opinion is that many are using now the default respawn times only
> because
> Valve said so, not because they think that players want this. You should
> blame Valve for adding stupid rules, not the "malicious" server operators.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Tuesday, June 18, 2013 9:42 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Policy of Truth: Respawn Times
>
> I can understand players frustration regarding respawn times, since they
> want to play, not wait for to play. Arena doesn't get much love due to
> this. But the regular player doesn't understand that maps do not work as
> they should witn such respawn that they expect.
>
> Also I just think it's unfair for other people who run servers to have
> these servers that have instant or faster spawn in quiickplay cycle
> along with the rest of us.
>
> -ics
>
> Gordon Reynolds kirjoitti:
> > I can see respawntimes are a hard one to easily verify, you have to join
> > the server yourself, and most new users have no concept of what a "normal
> > respawn" time is. I cannot tell you how many times I've seen people type
> > something along the lines of, "wtf is with this respawn, 20 seconds? I'm
> > out" and then just leave.
> >
> >
> > On Tue, Jun 18, 2013 at 11:27 AM, ics  wrote:
> >
> >> Last time i checked, nearly a month ago, there were several communities
> >> having multiple servers that modified respawn times. Either very fast or
> >> instant. They all were in quickplay participants. I checked and reported
> >> each one of them. I'm not sure if they are along anymore or has someone
> >> actually gone through reports and removed the servers from quickplay
> >> through penalty ban.
> >>
> >> -ics
> >>
> >> Michael Johansen kirjoitti:
> >>
> >>   I don't know whether the plugins are fixed, but I know of many people
> >>> that are not subscribed to this list, and are running an old version of
> >>> some plugin released on AM a couple of months ago which does not add
> the
> >>> tags required. I know the plugin authors have added this feature now,
> but
> >>> who knows, people might not be watching the forums for new plugins as
> most
> >>> of them are "set and forget".
> >>>
> >>>   From: abdulk...@live.co.uk
>  To:
> hlds_linux@list.valvesoftware.**com
>  Date: Tue, 18 Jun 2013 18:47:34 +0100
>  Subject: [hlds_linux]  Policy of Truth: Respawn Times
> 
>  This has been brought up several times but it is only getting worse,
>  this needs to be addressed.
> 
>  There are many quickplay-enabled servers out there that change the
>  respawn times without having the 'respawntimes' sv_tag. I have used
> the
>  server-report feature to bring this to Valve's attention only for
> nothing
>  to happen after weeks. The amount of servers now doing this has only
>  increased to the point that when a quickplay-user joins a populated
> 32/32
>  server, they would complain and leave due to long respawn times (not
>  realizing that other servers have fast-respawn enabled on quickplay).
> 
>  Are we to see any enforcement, or should we join the crowd doing this
>  considering it is becoming necessary to compete and maintain the
> community.
> 
>  __**_
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>  please visit:
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> 
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> >>>
> >>
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> >
> >
>
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Re: [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread DontWannaName!
Map stamps?

Sent from my iPhone 5

On May 17, 2013, at 1:39 PM, Saint K.  wrote:

> Random question regarding community items. The people who create the items 
> earn money because of the key sales.
> 
> How about community made maps, will there ever be a financial gain for map 
> creators of TF2 to stimulate the creation of more pro-looking (Read: VALVe 
> style) maps?
> 
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com 
> [hlds_linux-boun...@list.valvesoftware.com] on behalf of Eric Smith 
> [er...@valvesoftware.com]
> Sent: 17 May 2013 20:08
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory TF2 update released
> 
> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below.
> 
> -Eric
> 
> ==
> 
> Source Engine Changes
> - Fixed server CPU spikes caused by compression of string tables and packets.
> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars 
> for investigating server performance
> - net_compresspackets_minsize default value increased to 1024.  This convar 
> now also determines the threshold to determine when a "fragment" (logical 
> game network message, before being broken up into network packets) is 
> compressed.
> - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked 
> vprof_dump_spikes and vprof_dump_oninterval to reduce output
> 
> Team Fortress 2
> - Added the Robotic Boogaloo community update: 
> http://www.teamfortress.com/roboticboogaloo/
> - Fixed a chat exploit that would cause other clients to timeout from 
> dedicated servers
> - Updated the Mann Co. Store
>   - Added RoboCrate Keys
>   - Added A Random RoboKey Gift
>   - Added Pile of RoboKey Gifts
>   - Backpack Expanders on sale at 80% off
> - Updated the localization files
> 
> 
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Re: [hlds_linux] Server crash bug in latest build

2013-05-17 Thread DontWannaName!
How bad is the bug?

Sent from my iPhone 5

On May 17, 2013, at 11:42 AM, Fletcher Dunn  wrote:

> There is a bug in the update we just released.
> 
> 
> 
> Setting net_compresspackets to 0 is a workaround.
> 
> 
> 
> We'll have a new update released shortly.  Apologies.
> 
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Re: [hlds_linux] crash problems in Freak Fortress 2 and Vanilla Server

2013-05-06 Thread DontWannaName!
Source mod is far from vanilla...

Sent from my iPhone 5

On May 6, 2013, at 10:51 AM, Ondřej Hošek  wrote:

> On Mon, 2013-05-06 at 19:36 +0200, Albert Kim wrote:
>> hi, im new to the HLDS mailing list, i've got a problem that nobody has
>> seemed to be able/willing to diagnosis, i only know a medium tech knowledge
>> of servers, because im mostly focusing on creating the actual content
>> (maps, models, sounds) instead.
>> 
>> My Freak Fortress 2 and Vanilla Server has been crashing a lot, on map
>> change, or (final) round end.
> 
> That's a load of SourceMod error messages. Have you tried asking in the
> SourceMod forums? Do you have the newest versions of all plugins? If you
> have installed the SteamPipe beta gamedata, have you deleted it again
> now that it has gone official and the automatic updater took over?
> 
> Cheers,
> ~~ Ondra
> 
> 
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-04 Thread DontWannaName!
I'm seeing some kind of spikes as well on my servers and players notice. I'm on 
windows though. 

Sent from my iPhone 5

On May 4, 2013, at 9:11 AM, Essay Tew Phaun  wrote:

> I created another thread but I may as well post here that I too am having
> sv drops. They're very random and they don't happen a ton but it happens
> enough that people complain. See the "huge sv drops and var spikes" topic.
> 
> 
> On Sat, May 4, 2013 at 7:12 AM, Bjorn Wielens  wrote:
> 
>> No FTP either, replays are locally hosted. Thanks for the idea though.
>> 
>> 
>> 
>> 
>> From: ics 
>> To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> Sent: Saturday, May 4, 2013 7:44:23 AM
>> Subject: Re: [hlds_linux] SteamPipe CPU Increase?
>> 
>> 
>> Using FTP method of replay is known to cause issues. I've run
>> http-method on 4 servers for long time and i've seen no issues with it.
>> 
>> -ics
>> 
>> Mikael Pedersen kirjoitti:
>>> On Fri, 3 May 2013 19:19:08 -0700 (PDT), you wrote:
>>> 
 Further update, is anyone else experiencing spikes running Replay? I
>> disabled it and it seems to have helped to some extent as it _looks_ like
>> the servers are no longer spiking into the 100% region.
>>> 
>>> I am running a single 24 man TF2 server on an Intel E7200 (Core 2 Duo,
>>> 2.53 GHz). Running it on one core only, and it is using 65 to 75% of
>>> that core when the server is full. No spikes that I can see. I haven't
>>> received any complaints either.
>>> Replay is enabled, but both replays and log files are written to a
>>> ramdisk. If replays has anything to do with the spikes, maybe that is
>>> why I don't see anything.
>>> 
>>> -Mikael
>>> 
>>> ___
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>> please visit:
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>> 
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-02 Thread DontWannaName!
I'm on Windows and only seeing 25 percent with 137 players on TF2. But I'm 
running powerful quads. Not dual. 

Sent from my iPhone 5

On May 2, 2013, at 5:43 PM, Chris Oryschak  wrote:

> I too have notice a significant increase in CPU usage. Can more people
> confirm?
> On May 2, 2013 8:40 PM, "Abdulrahman Abdulkawi" 
> wrote:
> 
>> Is anybody running the E3 CPU range without any problems?
>> I've removed /addons/ and the CPU is still high (90%+), and jumps a lot.
>> Tried disabling replay too.
>> 
>>> Subject: Re: [hlds_linux] SteamPipe CPU Increase?
>>> From: abdulk...@live.co.uk
>>> Date: Thu, 2 May 2013 01:47:55 +0100
>>> To: hlds_linux@list.valvesoftware.com
>>> 
>>> Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd,
>> in comparison with 60-70% on hlds.
>>> 
>>> No error spam on console.log.
>>> 
>>> Sent from my iPhone
>>> 
>>> On 2 May 2013, at 01:32, "Marcos Vidal" 
>> wrote:
>>> 
 El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
> I'm not sure If I'm the only one with this problem; has anyone
>> noticed CPU increases in running a server on SteamPipe, in comparison to
>> HLDS (populated server).
> ___
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>> archives, please visit:
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 Yes, I'm having this problem too. A server with 11 players went from
>> 1-3% to 7% on Intel E3-1240 v2.
 
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Re: [hlds_linux] SteamPipe Replay autoexec.cfg player count bug

2013-04-29 Thread DontWannaName!
Aren't you only suppose to enable replay from the command line?

Sent from my iPhone 5

On Apr 29, 2013, at 6:18 PM, Ross Bemrose  wrote:

> So, I just ran into this neat little bug on a vanilla (no addons directory) 
> Linux SteamPipe server I'm preparing as a backup for tomorrow's changeover.
> 
> If replay is loaded from autoexec.cfg, it incorrect subtracts one from the 
> displayed max players.
> 
> That is, if sv_visiblemaxplayers is set to 24 or -1 (on a maxplayers 24 
> server), it shows as 0/23 in the Steam and TF2 server browsers. This persists 
> after a map change.
> 
> Starting with -replay on the command line shows 0/24 as expected. 
> Unfortunately, I don't have access to the command line on another server, and 
> this issue WILL cause problems there because of it.
> 
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Re: [hlds_linux] [hlds_announce] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-29 Thread DontWannaName!
That's the game data being out of date. Iv played around with SM for steam 
pipe. 

Everyone will need new game data and sound plugins that were relative to the 
sounds folder may need to be updated. So I suggest updating MM and SM before 
the move then letting game data auto update to avoid crashes on start. 

Sent from my iPhone 5

On Apr 29, 2013, at 9:13 AM, pilger  wrote:

> It was, indeed. I've ran the SteamCMD a couple of times and it said
> everything was up to date.
> 
> Oddly enough, the problem resolved itself. I've restarted the server a
> couple of times while trying to figure out the correct place to put my
> custom maps and at the end of it, I could join just fine.
> 
> Go figure.
> 
> Now it's crashing when someone joins but It seems to be related to
> Sourcemod, so I'll seek help there.
> 
> 
> Thanks for the time!
> 
> _pilger
> 
> 
> On 29 April 2013 12:58, Doctor McKay  wrote:
> 
>> Is the server up to date?
>> 
>> Dr. McKay
>> 
>> On Monday, April 29, 2013, pilger wrote:
>> 
>>> I'm gettin the "Older version" error here while trying to connect a
>>> standart client to a SteamPipe server. Any tips on how to solve it!? I've
>>> already tried verifying the client integrity with no luck.
>>> 
>>> _pilger
>>> 
>>> 
>>> On 25 April 2013 10:15, Andre Müller >
>>> wrote:
>>> 
 I'm using symlinks for all serverfiles. Only files, which have to
>>> modified
 by user, are not symlinks. The temp directory [a-z0-9]{40} are written
>>> into
 an exclude file, before my rsync to the slaves are starting. It was for
>>> my
 solution the easiest way to exclude them.
 Am 25.04.2013 08:26 schrieb "Peter Reinhold" > 
 :
 
> On 25.04.2013 02:35, Abdulrahman Abdulkawi wrote:
> 
> The following currently exist, so I have them symlinked (as with
>> most
>> other necessary files/folders),
>> 
>> tf2_misc_000.vpk
>> tf2_misc_001.vpk
>> tf2_misc_002.vpk
>> tf2_misc_003.vpk
>> tf2_misc_004.vpk
>> tf2_misc_005.vpk
>> tf2_misc_006.vpk
>> tf2_misc_007.vpk
>> tf2_misc_008.vpk
>> tf2_misc_dir.vpk
> 
> I am symlinking the following
> 
> tf/tf2_misc_000.vpk
> tf/tf2_misc_001.vpk
> tf/tf2_misc_002.vpk
> tf/tf2_misc_003.vpk
> tf/tf2_misc_004.vpk
> tf/tf2_misc_005.vpk
> tf/tf2_misc_006.vpk
> tf/tf2_misc_007.vpk
> tf/tf2_misc_008.vpk
> tf/tf2_misc_009.vpk
> tf/tf2_misc_010.vpk
> tf/tf2_misc_dir.vpk
> tf/tf2_sound_misc.vpk.sound.**cache
> tf/tf2_sound_vo_english_dir.**vpk
> tf/tf2_sound_vo_english.vpk.**sound.cache
> tf/tf2_textures_dir.vpk
> hl2/hl2_misc_000.vpk
> hl2/hl2_misc_001.vpk
> hl2/hl2_misc_002.vpk
> hl2/hl2_misc_003.vpk
> hl2/hl2_misc_004.vpk
> hl2/hl2_misc_005.vpk
> hl2/hl2_misc_dir.vpk
> 
> and also the maps/ folder
> 
> This makes a TF2 install only take up about 200MB. (It could be even
 less,
> but I felt that only symlinking the large files made real sense)
> 
> 
> /Peter
> 
> __**_
> To unsubscribe, edit your list preferences, or view the list
>> archives,
> please visit:
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>>> **com/cgi-bin/mailman/listinfo/**hlds_linux<
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>> 
>> 
>> --
>> 
>> 
>> Doctor McKay
>> http://www.doctormckay.com
>> mc...@doctormckay.com
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[hlds_linux] VPK Tool Wiki Page

2013-04-25 Thread DontWannaName!
I have updated the VPK tool wiki page with as much information as I can at
the moment. It is now up to date and formatted.

https://developer.valvesoftware.com/wiki/VPK


For those of you having problems with key values, I added an example of how
to correctly create one:

https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK

If you have any questions feel free to ask here and I can update the page
with answers when we get them or add to it.

-DWN
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Re: [hlds_linux] How to use VPK Tool ?

2013-04-25 Thread DontWannaName!
Ill write it up if its not already done. The info maybe somewhere else.


On Wed, Apr 24, 2013 at 10:32 PM, Netshroud  wrote:

> So add it in :P
>
> vpk.exe's self-help contains the commands you need.
>
> On 25/04/2013, at 3:18 PM, DontWannaName!  wrote:
>
> > It appears that the wiki page with this is missing the signing
> information:
> > https://developer.valvesoftware.com/wiki/VPK
> >
> >
> > On Thu, Mar 21, 2013 at 6:22 PM, Fletcher Dunn
> > wrote:
> >
> >> You must specify both keys.  Only the private key is actually used.  The
> >> other is just to make sure that the key you think is the one used to
> verify
> >> the signature is actually the key that does properly verify the
> signature.
> >> (And it does actually verify the signature to make sure signing worked.)
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER
> Jonathan
> >> Sent: Thursday, March 21, 2013 6:13 PM
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] How to use VPK Tool ?
> >>
> >> Ok good new ! :)
> >>
> >> to sign the vpk file, I have to use the private? or public key?
> >>
> >> ___
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> >> please visit:
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Re: [hlds_linux] How to use VPK Tool ?

2013-04-24 Thread DontWannaName!
It appears that the wiki page with this is missing the signing information:
https://developer.valvesoftware.com/wiki/VPK


On Thu, Mar 21, 2013 at 6:22 PM, Fletcher Dunn
wrote:

> You must specify both keys.  Only the private key is actually used.  The
> other is just to make sure that the key you think is the one used to verify
> the signature is actually the key that does properly verify the signature.
>  (And it does actually verify the signature to make sure signing worked.)
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER Jonathan
> Sent: Thursday, March 21, 2013 6:13 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] How to use VPK Tool ?
>
> Ok good new ! :)
>
> to sign the vpk file, I have to use the private? or public key?
>
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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread DontWannaName!
Wrong app Id ;) there is a validate parameter. 

Sent from my iPhone 5

On Apr 24, 2013, at 11:41 AM, Peter Reinhold  wrote:

> On 24.04.2013 19:39, DontWannaName! wrote:
> 
>> Are you using the right command arguments to verify?
> 
> I'm just doing "app_update", I would think that there should be no need to 
> verify anything?
> 
> 
> /Peter
> 
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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread DontWannaName!
Are you using the right command arguments to verify?

Sent from my iPhone 5

On Apr 24, 2013, at 11:35 AM, Peter Reinhold  wrote:

> On 24.04.2013 19:03, Fletcher Dunn wrote:
> 
>> We've released a mandatory update to the SteamPipe beta.  Please note
>> that your server will NOT automatically detect that it is out of date
>> and restart; you will need to manually update it.  (This should be the
>> last such manual restart.)
> 
> Did I miss something about changing the appid?  Or something other?
> 
> When I do an update, I just get "Already up to date"
> 
> -- START --
> @ShutdownOnFailedCommand 1
> "@ShutdownOnFailedCommand" = "1"
> @NoPromptForPassword 1
> "@NoPromptForPassword" = "1"
> login anonymous
> 
> Connecting anonymously to Steam Public...Success.
> force_install_dir /opt/srcds/base_tf2/
> app_update 229830
> Success! App '229830' already up to date.
> -- END --
> 
> This can't be right?
> 
> 
> /Peter
> 
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Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-17 Thread DontWannaName!
What is the purpose of the Media and materials folders on the server side
now that they are mostly empty? Where do sprays go on the server when
clients upload them?


On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
wrote:

> There was a configuration problem that just got fixed.
>
> Please note: we still have not yet released a client that can talk to this
> server.  Please hold off on reporting problems for now.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of CG
> Sent: Wednesday, April 17, 2013 2:10 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
>
> Anyone else missing the srcds.exe file or any .exe for the matter?
>
>
> On Wed, Apr 17, 2013 at 12:56 PM, Chris Oryschak 
> wrote:
>
> > Under Ubuntu 10.10 when trying to launch TF2 it crashes with:
> >
> > warning: the debug information found in "/lib/ld-2.12.1.so" does not
> > match "/lib/ld-linux.so.2" (CRC mismatch).
> >
> >
> > Anyone else have this problem?
> >
> >
> > On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com 
> > wrote:
> >
> > > So is this migration gonna be difficult? Or automated?
> > >
> > >
> > > Sent from my Verizon Wireless 4G LTE DROID
> > >
> > > Fletcher Dunn  wrote:
> > >
> > > >Make sure you are using anonymous logon.
> > > >
> > > >-Original Message-
> > > >From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
> > Imperium
> > > >Sent: Wednesday, April 17, 2013 12:43 PM
> > > >To: Half-Life dedicated Linux server mailing list
> > > >Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> > > >
> > > >Hi, when i try to download the files via steampipe it says:
> > > >
> > > >app_update 232250 validate
> > > >ERROR! Failed to install app '232250' (No subscription) exit
> > > >
> > > >Am i doing something wrong?
> > > >Thanks
> > > >
> > > >
> > > >2013/4/17 Dimitrios Zarras 
> > > >
> > > >> I just found out! I have downloaded the server beta and tried to
> > > >> connect and an error message popped up saying that the server is
> > > >> running a newer version of the game.
> > > >>
> > > >> LOL!
> > > >>
> > > >>
> > > >> On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
> > > >> wrote:
> > > >>
> > > >> > The server is indeed available for download if anybody wants to
> > > >> > start the download now.  However, we're still working on
> > > >> > getting the client beta configured, so there isn't a client yet
> > > >> > that is
> > > compatible with it.
> > > >>  We'll
> > > >> > let the list know when it's available and you can actually test
> > > things.
> > > >> >
> > > >> > It seems likely that the TF2 switchover planned for next
> > > >> > Tuesday will be delayed.  We want to make sure people have
> > > >> > plenty of time to get setup
> > > >> and
> > > >> > test against the official client.  And the cstrike release
> > > >> > found some
> > > >> bugs
> > > >> > we are working on.
> > > >> >
> > > >> > -Original Message-
> > > >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > >> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> > > >> > LouLouBizou
> > > >> > Sent: Wednesday, April 17, 2013 10:38 AM
> > > >> > To: Half-Life dedicated Linux server mailing list
> > > >> > Cc: Half-Life dedicated Win32 server mailing list
> > > >> > Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> > > >> >
> > > >> > released  ...
> > > >> >
> > > >> > 2013/4/17 Fletcher Dunn 
> > > >> >
> > > >> > > Hopefully today.
> > > >> > >
> > > >> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > >> > > hlds-boun...@list.valvesoftware.com] On Behalf Of big john
> > > >> > > Sent: Wednesday, April 17, 2013 8:37 AM
> > > >> > > To: Half-Life dedicated Win32 server mailing list
> > > >> > > Subject: [hlds] TF2 Steampipe version release?
> > > >> > >
> > > >> > > When will the TF2 Dedicated Server for steam pipe be
> > > >> > > released? App ID
> > > >> > > 232250 I suppose.
> > > >> > > ___
> > > >> > > 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_li
> > > >> > nux
> > > >> >
> > > >> > ___
> > > >> > To unsubscribe, edit your list preferences, or view the list
> > > >> > archives, please visit:
> > > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_li
> > > >> > nux
> > > >> >
> > > >>
> > > >>
> > > >>
> > > >> --
> > > >> Dimitrios Zarras (feugatos)

Re: [hlds_linux] [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread DontWannaName!
Just run updater.smx... It's nifty. Like magic. 

Sent from my iPhone 5

On Apr 16, 2013, at 12:47 PM, ics  wrote:

> Nope, thats why i wanted to warn people having old versions.
> 
> -ics
> 
> Nicholas Hastings kirjoitti:
>> Did you happen to be running the newest version, released almost three weeks 
>> ago, that had a fix specifically for this update? (due to sv_consistency 
>> being removed).
> 
> 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-11 Thread DontWannaName!
Sounds like you haven't played pl_poodoo yet...

Sent from my iPhone 5

On Apr 10, 2013, at 11:28 AM, Gordon Reynolds  
wrote:

> That's actually a feature of hoodoo. It realizes you've
> (mistakenly/drunkenly/done-on-a-dare..aly) decided to play hoodoo. By the
> time stage 3 rolls around the server has had enough of this shit, and just
> wants to end it asap.
> 
> 
> On Tue, Apr 9, 2013 at 11:31 PM, ics  wrote:
> 
>> That map have had issues before. Valve already reduced entities on it
>> while back but the carts not moving is still there after the changes. It
>> doesn't happen always but randomly. There also was anotehr issue related to
>> carts but i can't remember what it was. It's like pl_hoodoo_final where the
>> cart is still occasionally (though very rare) moving by itself on round 3,
>> despite it was somewhat fixed.
>> 
>> -ics
>> 
>> 1nsane kirjoitti:
>> 
>> That one was from pipeline, yes.
>>>  But I also experienced new crashes on some of the other payload servers
>>> when they weren't really crashing before that update.
>>> 
>>> 
>>> On Tue, Apr 9, 2013 at 5:12 PM, ics  wrote:
>>> 
>>> Was this in plr_pipeline? I had to take it off from cycle long ago due to
 carts getting stuck on stage 3 and not moving despite players trying to
 do
 anything. Could be that now the server just crashes if it happens.
 
 -ics
 
 1nsane kirjoitti:
 
  I've noticed some new crashes on our Payload/Payload Race servers that
 
> might be related to this.
> 
> Some backtraces make it seem as though a cart was blocked by something
> and
> that caused it to explode.
> 
> #0  0xf001e4f0 in CFuncTrackTrain::Blocked(CBaseEntity*) ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #1  0xefbfee4c in CBaseEntity::VPhysicsUpdatePusher(
> IPhysicsObject*)
> ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #2  0xef8e65c2 in CBaseEntity::VPhysicsUpdate(IPhysicsObject*) ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #3  0xefd53bd2 in PhysFrame(float) ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #4  0xefd53d7a in CPhysicsHook::FrameUpdatePostEntityThink() ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #5  0xef9763b0 in InvokePerFrameMethod ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> #6  0xef9767a7 in IGameSystem::FrameUpdatePostEntityThinkAllS**
> **ystems()
> ()
> from /home/tf2/orangebox/tf/bin/server_srv.so
> 
> 
> 
> On Tue, Apr 9, 2013 at 10:26 AM, Ryan Stecker  
>> wrote:
>  I believe that particular changelog is referencing vphysics
> improvements.
> 
>> Previously certain code in vphysics wasn't being compiled with any
>> optimizations in linux, and now they've been enabled. I can't speak for
>> any
>> other changes that may have been done, however.
>> On Apr 9, 2013 8:13 AM, "Yun Huang Yong"  wrote:
>> 
>>  On 4/04/2013 10:08 AM, Eric Smith wrote:
>> 
>>>  - Improved performance of Linux dedicated server binaries
>>> 
  Has anyone seen an *increase* in CPU usage since the most recent
>>> (3rd/4th
>>> April) update?
>>> 
>>> My players have been complaining of lag and upon investigation the
>>> 
>>> network
>> 
>> is fine and it appears to be a CPU issue.  I took a look at my
>>> graphite
>>> graphs and found that there appears to be have been an increase in CPU
>>> usage since the update:
>>> 
>>> https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**
>>> 20130404.png>> cpu-usage-post-**20130404.png
>>> <
>>> 
>>> https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-
>> 20130404.png
>> 
>> 
>>> Note: due to server being in Australia the update was released in the
>>> 
>>> flat
>> 
>> gap between 04/04 and 04/05 on the graph, being ~10am local time.
>>> 
>>> Running on Ubuntu 11.10 64 bit.
>>> 
>>> The server has been running for ~6 months with the same setup and
>>> during
>>> the period shown the # of players has been roughly the same.  The
>>> machine
>>> runs 3 servers - 2x24p and 1xMvM.
>>> 
>>> Excuse the gaps in the data - the server is fine, there was network
>>> 
>>> issues
>> 
>> with the graphite collector machine causing monitoring data to be
>>> lost.
>>> 
>>> cheers,
>>> yun
>>> 
>>> ___

Re: [hlds_linux] Spectator "airspeed" on sourceTV?

2013-04-08 Thread DontWannaName!
https://developer.valvesoftware.com/wiki/Console_Command_List

Sent from my iPhone 5

On Apr 8, 2013, at 12:29 PM, Peter Reinhold  wrote:

> Hi all,
> 
> I'm having a bit of a problem on my STV, when free-roaming, the airspeed of 
> the spectator is incredibly slow compared to other servers running the same 
> map.
> 
> Does anyone know the CVAR (or other setting) that controls this?
> 
> 
> /Peter
> 
> ___
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> visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
You shouldn't be using a motd that lags users. That's common sense...

Sent from my iPhone 5

On Apr 3, 2013, at 10:38 PM, Robert Paulson  wrote:

> The whole issue started from the Traffic to Cash plugin which was spamming
> webpages every second which understandably causes lag.
> 
> That is why I propose Valve use a rate limit instead. A reasonable rate
> limit would allow for legitimate use of the MOTD without the ability to
> cause lag. I posted the details earlier in the mailing list. Confirmation
> pop-ups is not a good solution. Imagine typing !rules or !bp or !radio and
> then having to click another button every time you type.
> 
> The current solution makes legitimate servers lag players more because now
> you can't change the MOTD to a blank page after it is closed.
> 
> 
> On Wed, Apr 3, 2013 at 10:17 PM, Erik-jan Riemers  wrote:
> 
>> Sounds like the "auto redirect" feature from back in the days, this one
>> also got nerfed.
>> BUT, you can still do that but it ASKS the client if he/she wants to
>> connect to it.
>> 
>> So just simply put it back on somehow and ask the player "Do you want to
>> see this motd the server is offering to you?" That way you can still have
>> a rules and a radio plugin too.
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
>> Sent: donderdag 4 april 2013 6:17
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>> 
>> On 04/04/2013 00:17, Essay Tew Phaun wrote:
>>>  What's the report a server feature for, anyway?
>> 
>> You can't expect Valve be tough on others because you weren't willing to
>> accept them being tough with you.
>> 
>> Perhaps it's much easier to remove the feature and then you can't use it
>> or abuse it. You don't really expect them to trust anyone's judgement or
>> take it on face value what the spirit of rules are do you?
>> 
>> Most of all, you can't abuse it and then claim that it's not abuse either
>> because the game lets you do it or because there isn't a 150 page bill of
>> rights written by lawyers and signed in blood explicitly going over every
>> permitted or prohibited thing that one or more of you might dream up next
>> to try and get a few bucks by annoying your players in the hope they'll
>> pay for you to stop annoying you.
>> 
>> --
>> Dan
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
>> ___
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>> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
The server should be showing the motd first not the ad. If they really cared 
about players seeing it that is. 

Sent from my iPhone 5

On Apr 3, 2013, at 6:57 PM, Nomaan Ahmad  wrote:

> So let me get this straight. If some server uses pinion, and if a client
> connects with quickplay/matchmaking system, He/She will only see the pinion
> ad. When he/she tries to see server rules, he cant. :/
> 
> I think this should be reversed.
> 
> 
> On 4 April 2013 02:43, Todd Pettit  wrote:
> 
>> Try per day.
>> 
>> - Original Message -
>> From: "Gordon Reynolds" 
>> To: "Half-Life dedicated Linux server mailing list" <
>> hlds_linux@list.valvesoftware.com>
>> Sent: Wednesday, April 3, 2013 9:36:26 PM
>> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>> 
>> I was not aware of that Traffic to Cash plugin.
>> 
>> Holy crap is that a disgusting plugin. It reeks of those "get paid to surf
>> the internet" deals from the 00s where people were setting up bots that
>> automatically surfed the web for them, so they could pick up a $25 check in
>> a month.
>> 
>> 
>> On Wed, Apr 3, 2013 at 5:58 PM, Nicholas Hastings
>> wrote:
>> 
>>> You can simulate it by connecting with the console connect command with a
>>> parameter of "matchmaking" after the address.
>>> 
>>> Ex.
>>> connect X.X.X.X matchmaking
>>> 
>>> --
>>> Nicholas Hastings
>>> AlliedMods.net <http://www.alliedmods.net>
>>> 
>>> 1nsane <mailto:1nsane...@gmail.com>
>>>> Wednesday, April 03, 2013 7:36 PM
>>>> 
>>>> How can we make sure now that our plugins work (as best as possible)
>> with
>>>> this change? Is there a way to force this change even if you connect
>>>> directly? You know, for testing purposes and to shut up those who will
>> say
>>>> this change isn't enough? Mostly the vocal few on SPUF.
>>>> 
>>>> Because right now I have no idea if the radio on my servers work or not,
>>>> because I connect directly and that has no changes.
>>>> 
>>>> 
>>>> __**_
>>>> 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>
>>>> Essay Tew Phaun <mailto:sc2p...@gmail.com>
>>>> Wednesday, April 03, 2013 7:31 PM
>>>> 
>>>> Eh, I think most players understand that in order to utilize something
>>>> like
>>>> a radio or similar that a web page is opened to provide it. They're
>>>> essentially requesting that by typing in a command and sending it.
>>>> 
>>>> 
>>>> __**_
>>>> 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>
>>>> DontWannaName! <mailto:ad...@topnotchclan.com**>
>>>> Wednesday, April 03, 2013 7:26 PM
>>>> 
>>>> 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
>>>> 
>>>> __**_
>>>> 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>
>>>> Essay Tew Phaun <mailto:sc2p...@gmail.com>
>>>> Wednesday, April 03, 2013 7:17 PM
>>>> 
>>>> 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?
>>>> 
>>>> 
>

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
True, but I doubt there's an easy way to differentiate the two. Perhaps an 
error message in chat telling the user that its blocked because it may have not 
been requested like a popup blocker then allow the player to accept the window?

Sent from my iPhone 5

On Apr 3, 2013, at 4:31 PM, Essay Tew Phaun  wrote:

> Eh, I think most players understand that in order to utilize something like
> a radio or similar that a web page is opened to provide it. They're
> essentially requesting that by typing in a command and sending it.
> 
> 
> On Wed, Apr 3, 2013 at 7:26 PM, DontWannaName! 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  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 
>> 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 
>>>> 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:
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>> ___
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>> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
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  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  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 
>> 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
>> ___
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>> please visit:
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Re: [hlds_linux] Server Lockup Fix?

2013-03-05 Thread DontWannaName!
Have you tried changing the map

Sent from my iPhone 5

On Mar 4, 2013, at 12:02 AM, Erik-jan Riemers  wrote:

> We always restart our servers every day. Single map servers (2fort for
> instance) start to get weird lags and other "issues" if you keep it
> running too long.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
> Munroe
> Sent: maandag 4 maart 2013 6:36
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Server Lockup Fix?
> 
> 
> 
> TF2
> 
> On 03/03/2013 09:16 PM, David Fountain wrote:
> 
>> What game.
> 
>> On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
> wrote:
>> 
>>> After my servers have been up
> for about a week they randomly lockup. Please note they don't crash, they
> just simply freeze and use 100% of a single core on the processor.
> I do run sourcemod on the servers, but I don't think that has anything to
> do with it. In any case I was wondering if anyone knew of a fix.
> Thanks in advance. ___ To
> unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1]
> 
> 
> 
> 
> Links:
> --
> [1]
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Re: [hlds_linux] Tf2 beta: please make steamcmd able to convert old servers

2013-02-28 Thread DontWannaName!
My suggestion: delete everything but cfg addons maps and motd map cycle/list 
then update with steamcmd?

Sent from my iPhone 5

On Feb 28, 2013, at 6:35 PM, Marco Padovan  wrote:

> Hi,
> 
> Is there any possibility to see something similar to the clients conversion
> taking place for servers too?
> 
> Or at least ok for a full redownload but please have steamcmd remove old
> unused files and move mods/maps/whatever was not vanilla to the right new
> places?
> 
> Thank you,
> Best regards
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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-12 Thread DontWannaName!
I doubt that he is talking specifically about you.

I just checked the list myself and clearly saw multiple servers with very
few tags still missing the required tags as per their settings.

On Tue, Feb 12, 2013 at 9:29 PM, Kyle Sanderson  wrote:

> Unfortunately, I don't believe anything has changed since you requested
> this last year Fletcher. I could be totally wrong, but the truncation issue
> still exists (today, I checked). This is still, absolutely impossible to
> achieve if you're a server owner. Valve has to either raise the character
> limit, or move to another method of applying tags. I'd love to have all my
> server tags show, but they're still getting cut off. I'm not really that
> concerned with prioritizing tags to the front.
>
> Thanks,
> Kyle.
>
> -- Forwarded message --
> From: Kyle Sanderson 
> Date: Thu, Jan 5, 2012 at 4:42 PM
> Subject: Re: [hlds] Plugins that modify game ruels should also set the tags
> To: Half-Life dedicated Win32 server mailing list <
> h...@list.valvesoftware.com>, Half-Life dedicated Linux server mailing
> list
> 
>
>
> Sorry for the previous email, I wasn't at home. The overflow seems to have
> been worked around by hard limiting to 127 characters. Can this actually
> get fixed instead of the current inplace hack? At the moment, it's whomever
> loads first gets their tags set, and the rest are left out to dry. I should
> probably also mention that tags are overwriting other tags at the moment if
> there's no room, which is of course gross.
>
>
> No one can actually comply with this,
> Kyle.
>
>
> On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn
> wrote:
>
> >  Hello all,
> >
> > This is a reminder to make sure that your properly advertises the
> > appropriate tags (e.g. respawntimes, norespawntime, friendly,
> nodmgspread ,
> > nocrits, and increased_maxplayers), when the associated gameplay changes
> > are in effect.
> >
> > ** **
> >
> > If you are using a plugin to achieve these changes, the plugin should set
> > the tag.
> >
> > ** **
> >
> > Your humble servant,
> >
> > Fletch
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
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Re: [hlds_linux] tf_use_fixed_weaponspreads & Quickplay

2013-02-07 Thread DontWannaName!
Does it add a server tag? If so then I would assume even more so.


On Thu, Feb 7, 2013 at 12:18 AM, Essay Tew Phaun  wrote:

> This was my assumption as well but one of our players requested it, noting
> that he couldn't find any information on it disabling Quickplay. I did some
> searching and couldn't find any info on it either. The only mention of
> something similar is for damage spread and the nodmgspread tag.
>
> On Thu, Feb 7, 2013 at 3:02 AM, DontWannaName!  >wrote:
>
> > I would assume it does, its too game changing for new players.
> >
> >
> > On Thu, Feb 7, 2013 at 12:00 AM, Essay Tew Phaun 
> > wrote:
> >
> > > The quickplay article here makes no mention of it:
> > > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513and I
> > > can't find anywhere where it is explicitly stated that fixed weapon
> > spreads
> > > disables you from Quickplay. Googling really doesn't result in any
> > concrete
> > > answers. There are a few people who are saying it's in the
> "blacklisted"
> > > cvars which I can't find any reference to.
> > >
> > > "Just go try it" Well, I'd rather have official word from Valve on
> > whether
> > > this is okay for Quickplay or not.
> > > ___
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> > > please visit:
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> > >
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Re: [hlds_linux] tf_use_fixed_weaponspreads & Quickplay

2013-02-07 Thread DontWannaName!
I would assume it does, its too game changing for new players.


On Thu, Feb 7, 2013 at 12:00 AM, Essay Tew Phaun  wrote:

> The quickplay article here makes no mention of it:
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 and I
> can't find anywhere where it is explicitly stated that fixed weapon spreads
> disables you from Quickplay. Googling really doesn't result in any concrete
> answers. There are a few people who are saying it's in the "blacklisted"
> cvars which I can't find any reference to.
>
> "Just go try it" Well, I'd rather have official word from Valve on whether
> this is okay for Quickplay or not.
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
I changed the png name after updating the cache values and that worked. Good to 
know it follows the headers. I assumed it was WebKit caching everything. 

Sent from my iPhone 5

On Jan 21, 2013, at 7:53 PM, Asher Baker  wrote:

> Steam's HTTP stuff is very agressive about caching, if those headers
> weren't there originally, it may be a while before it even decides to
> revalidate.
> 
> On Tue, Jan 22, 2013 at 1:43 AM, Carl  wrote:
>> Can you add the following headers:
>> 
>> Expires: Mon, 26 Jul 1997 05:00:00 GMT
>> Pragma: no-cache
>> Cache-Control: post-check=0, pre-check=0
>> Cache-Control: no-store, no-cache, must-revalidate
>> 
>> 
>> 
>> 
>> On 1/21/2013 5:34 PM, DontWannaName! wrote:
>>> 
>>> It has no cache, which I changed to today. Yet I go ingame and it is
>>> still cached.
>>> 
>>> 
>>> Connection: close[CRLF]
>>> User-Agent: Web-sniffer/1.0.44 (+http://web-sniffer.net/)[CRLF]
>>> Accept-Encoding: gzip[CRLF]
>>> Accept:
>>> text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[CRLF]
>>> Accept-Language: en-US,en;q=0.5[CRLF]
>>> Accept-Charset: ISO-8859-1,UTF-8;q=0.7,*;q=0.7[CRLF]
>>> Cache-Control: no-cache[CRLF]
>>> Referer: http://web-sniffer.net/[CRLF][CRLF]
>>> 
>>> Image has Cache-Control:no-store, no-cache, must-revalidate, max-age=0
>>> 
>>> 
>>> 
>>> On Mon, Jan 21, 2013 at 5:26 PM, Carl  wrote:
>>> 
>>>> What are the caching settings on the url that is served?
>>>> 
>>>> Could you dump the http headers from the url in question?
>>>> 
>>>> 
>>>> On 1/21/2013 2:55 PM, DontWannaName! wrote:
>>>> 
>>>>> No the URL has been the same. I simply update a png within the HTML. I
>>>>> even turned off server side caching. I bet if I changed the source file
>>>>> it
>>>>> would just refresh the cache then I'd have to do it next time.
>>>>> 
>>>>> I like to update my motd a lot.
>>>>> 
>>>>> Sent from my iPhone 5
>>>>> 
>>>>> On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:
>>>>> 
>>>>> 
>>>>>> Did you change the url in the motd.txt of changed the physical page?
>>>>>> 
>>>>>> 
>>>>>> On , DontWannaName! wrote:
>>>>>> 
>>>>>>  F5 is not a fix for casual players...
>>>>>>> 
>>>>>>> Sent from my iPhone 5
>>>>>>> 
>>>>>>> On Jan 21, 2013, at 2:18 PM, Steven Haigh
>>>>>>  wrote:
>>>>>> 
>>>>>>> On 22/01/2013 9:09 AM, DontWannaName!
>>>>>>> wrote:
>>>>>>> For some reason my motd keeps getting cached ingame. I
>>>>>>>> 
>>>>>>>> have changed it yet it loads the cached version in the browser.
>>>>>>>> There's
>>>>>> 
>>>>>> obviously no F5 ingame and I want clients to see the new version. The
>>>>>> URL shows correctly out of game. Is this some setting in WebKit?
>>>>>> Yeah. Valve seem to break the MOTD code every few releases Good QA
>>>>>> ;) __**_ 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>[1]
>>>>>> 
>>>>>>  __**_
>>>>>>> 
>>>>>>> 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>[1]
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> Links:
>>>>>> --
>>>>>> [1]
>>>>>> 
>>>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/m

Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
It has no cache, which I changed to today. Yet I go ingame and it is
still cached.


Connection: close[CRLF]
User-Agent: Web-sniffer/1.0.44 (+http://web-sniffer.net/)[CRLF]
Accept-Encoding: gzip[CRLF]
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[CRLF]
Accept-Language: en-US,en;q=0.5[CRLF]
Accept-Charset: ISO-8859-1,UTF-8;q=0.7,*;q=0.7[CRLF]
Cache-Control: no-cache[CRLF]
Referer: http://web-sniffer.net/[CRLF][CRLF]

Image has Cache-Control:no-store, no-cache, must-revalidate, max-age=0



On Mon, Jan 21, 2013 at 5:26 PM, Carl  wrote:

> What are the caching settings on the url that is served?
>
> Could you dump the http headers from the url in question?
>
>
> On 1/21/2013 2:55 PM, DontWannaName! wrote:
>
>> No the URL has been the same. I simply update a png within the HTML. I
>> even turned off server side caching. I bet if I changed the source file it
>> would just refresh the cache then I'd have to do it next time.
>>
>> I like to update my motd a lot.
>>
>> Sent from my iPhone 5
>>
>> On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:
>>
>>
>>> Did you change the url in the motd.txt of changed the physical page?
>>>
>>>
>>> On , DontWannaName! wrote:
>>>
>>>  F5 is not a fix for casual players...
>>>> Sent from my iPhone 5
>>>>
>>>> On Jan 21, 2013, at 2:18 PM, Steven Haigh
>>>>
>>>  wrote:
>>>
>>>> On 22/01/2013 9:09 AM, DontWannaName!
>>>>>
>>>> wrote:
>>>
>>>> For some reason my motd keeps getting cached ingame. I
>>>>>>
>>>>> have changed it yet it loads the cached version in the browser. There's
>>> obviously no F5 ingame and I want clients to see the new version. The
>>> URL shows correctly out of game. Is this some setting in WebKit?
>>> Yeah. Valve seem to break the MOTD code every few releases Good QA
>>> ;) __**_ 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>[1]
>>>
>>>  __**_
>>>> 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>[1]
>>>
>>>
>>>
>>>
>>> Links:
>>> --
>>> [1]
>>> 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<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
No the URL has been the same. I simply update a png within the HTML. I even 
turned off server side caching. I bet if I changed the source file it would 
just refresh the cache then I'd have to do it next time.

I like to update my motd a lot.

Sent from my iPhone 5

On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:

> 
> 
> Did you change the url in the motd.txt of changed the physical page?
> 
> 
> On , DontWannaName! wrote: 
> 
>> F5 is not a fix for casual players...
> 
>> Sent from my iPhone 5
>> 
>> On Jan 21, 2013, at 2:18 PM, Steven Haigh
>  wrote:
>> 
>>> On 22/01/2013 9:09 AM, DontWannaName!
> wrote: 
>>> 
>>>> For some reason my motd keeps getting cached ingame. I
> have changed it yet it loads the cached version in the browser. There's
> obviously no F5 ingame and I want clients to see the new version. The
> URL shows correctly out of game. Is this some setting in WebKit?
> Yeah. Valve seem to break the MOTD code every few releases Good QA
> ;) ___ To unsubscribe, edit
> your list preferences, or view the list archives, please visit:
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> 
>> ___
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> 
> 
> 
> 
> Links:
> --
> [1]
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
F5 is not a fix for casual players...

Sent from my iPhone 5

On Jan 21, 2013, at 2:18 PM, Steven Haigh  wrote:

> On 22/01/2013 9:09 AM, DontWannaName! wrote:
>> For some reason my motd keeps getting cached ingame. I have changed it yet 
>> it loads the cached version in the browser. There's obviously no F5 ingame 
>> and I want clients to see the new version. The URL shows correctly out of 
>> game. Is this some setting in WebKit?
> 
> Yeah. Valve seem to break the MOTD code every few releases Good QA ;)
> 
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[hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
For some reason my motd keeps getting cached ingame. I have changed it yet it 
loads the cached version in the browser. There's obviously no F5 ingame and I 
want clients to see the new version. The URL shows correctly out of game. Is 
this some setting in WebKit?

Sent from my iPhone 5
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-10-17 Thread DontWannaName!
It's all on the blog...

Sent from my iPhone 5

On Oct 17, 2012, at 3:36 PM, "Doctor McKay"  wrote:

> Anyone mind shedding light on what this Mann Up penalty system is?
> 
> 
> 
> Dr. McKay
> http://www.doctormckay.com
> 
> -Original Message- From: Eric Smith
> Sent: Wednesday, October 17, 2012 6:26 PM
> To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux 
> server mailing list ; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
> 
> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below.
> 
> -Eric
> 
> --
> 
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed the "disconnect" command regression from the previous update
> - Fixed tools like vbsp working with new model format
> - Fixed a con_logfile ConVar exploit
> 
> 
> Team Fortress 2
> - Fixed a common "FindModel" crash for replays
> - Fixed the Crafty Hair not using styles for the yellow and brown hair
> - Improved the "Restore" UI for customizing items in backpack
> - Fixed floating arrows on carried objects
> - Mann vs. Machine
>  - Added a penalty system to deter players from repeatedly abandoning Mann Up 
> games
>  - Corrected the respawn time for the Mannslaughter mission
>  - Updated MissionCycle behavior.  Servers will always cycle to a mission 
> listed in the MissionCycle file.
> 
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Re: [hlds_linux] Bad Standing for TF2

2012-08-31 Thread DontWannaName!
Valve put this up sometime. It has the cvar info.

https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933


On Fri, Aug 31, 2012 at 6:07 PM, cladiron  wrote:
> sry for the re-post, but i would suggest something like HLSW so you can
> scroll up and see ALL the cvars.
>
> On Fri, Aug 31, 2012 at 9:06 PM, cladiron  wrote:
>
>> A note to some of the newer admins here, you can also type this in the
>> server console or HLSW if you run that.
>> cvarlist
>>
>> I have always thought it was ashammed that there is no example_server.cfg
>> located in the cfg folder.
>> This way admins wouldn't have to guess at what cvars are useable in each
>> game.
>>
>> On Fri, Aug 31, 2012 at 6:22 PM, Christian Gerbrandt > > wrote:
>>
>>> Also to mention, that mp_timelimit is 0 by default for mvm.
>>> I don't have it set in my configs, and there is no timelimit, and both
>>> have
>>> standing good.
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
>>> Sent: 30 August 2012 14:17
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Bad Standing for TF2
>>>
>>> On Thu, Aug 30, 2012 at 2:12 PM, feugatos 
>>> wrote:
>>> > Would 20 minutes be a good value for timelimit?
>>>
>>> Have you actually played MvM? :) The only correct value for timelimit is
>>> 0.
>>>
>>> Everything else just kicks players off "randomly" from their mission,
>>> which
>>> is extremely aggravating.
>>>
>>> --bp
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>>
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>>>
>>
>>
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Re: [hlds_linux] Server dump contains nothing?

2012-08-21 Thread DontWannaName!
There is a way to turn on larger dumps, I think its -debug in the
command line...

On Tue, Aug 21, 2012 at 7:51 PM, Bruno Garcia  wrote:
> Hello,
>
> I've been having several crashes during map changes on my Counter-Strike:
> Source server. and I'm trying to pinpoint the cause of this problem.
> I've looked at the server dumps that are generated upon a crash, but the
> stack information only contains the modules loaded when the server crashed.
>
> I find this pretty useless. Isn't there another way of debugging a server
> crash?
>
> Any help is appreciated!
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Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread DontWannaName!
Is there something we will see in console when it tries to send
players to our passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc  wrote:
> Did any of you set mp_allowspectate to 0 ?
>
> On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
> wrote:
>
>> I know my server @ 66.212.17.44:27016 has a password, is that one on the
>> list?
>>
>>
>>
>> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>>
>>> I could really use some help understanding how to reproduce this problem.
>>>
>>> What *should* be happening, and what I reproduced when I tested it, was
>>> if you have sv_password set, it would immediately set tf_mm_servermode 0.
>>>
>>> Can anybody explain how a server is in the matchmaking pool with a
>>> password set?
>>>
>>>
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of Alastor Raynes
>>> Sent: Tuesday, August 21, 2012 1:20 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] MvM server browser player counts and improtant note
>>> regarding replay
>>>
>>>
>>> Fletch,
>>>
>>> I wanted to bring a bug to your attention. You guys probably already know
>>> about this, but I thought I'd make you aware of it.
>>>
>>> Boot Camp matchmaking has the capability to connect to servers who have
>>> passwords set. This results in a rather frustrating 20 minute wait,
>>> followed by a Bad Password error and the need to re-queue.
>>>
>>> Please ignore this if it has been fixed.
>>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" >> mailto:fletcherd@**valvesoftware.com >>
>>> wrote:
>>> We made some changes in today's update to make MvM player counts in the
>>> server browser make as much sense as possible within the current framework.
>>>
>>> Here's how it works:
>>>
>>> Bots should do not show at all in any client-visible way.  (Although,
>>> they still show in the "status" output.)
>>>
>>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>>
>>> In this scheme, your server appears to have space if a player can join
>>> and play on the defending team, it appears to be full if this is not the
>>> case.  The existing server browser framework does not make it
>>> straightforward to clients connected as spectator from the player count.
>>>  This logic was the best compromise.
>>>
>>> One final note: We discovered a small problem with today's update.  If
>>> you have replay enabled, the above logic will think replay is a "spectator"
>>> and your server will show 7 max players.  We'll fix this in an upcoming
>>> update.
>>>
>>> - Fletch
>>>
>>> __**_
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>>> please visit:
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>>
>>
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-17 Thread DontWannaName!
Can you make it required instead of option ;)

On Fri, Aug 17, 2012 at 4:26 PM, Frank  wrote:
> Also, now I have a Linux server giving clients "Server info data overflow"
> messages so they can't join so now I have to reset an almost full server
> *sigh*
>
> Please get these fixed before the weekend.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
> Sent: Friday, August 17, 2012 7:18 PM
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> I just had a regular server go down again (Windows) for this error:
>
> Host_Error:  Overflow error writing string table baseline ServerMapCycle
>
> It was fully updated and was full when it basically "locked up" with this
> error on the screen when I remoted in to see what was wrong.
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Friday, August 17, 2012 6:35 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Updated client rate value to default to 3 to improve network
> performance for most players
>- Rate was previously set by Steam's Internet connection speed setting
> - Updated client rate value to be stored in the config.cfg file
>
> Team Fortress 2
> - Fixed a crash caused by a string table overflow
> - Fixed a client crash related to the freeze panel
> - Fixed a client crash related to ragdolls
> - Fixed a client crash related to the Mann vs. Machine upgrade panel
> - Fixed a client crash related to Mann vs. Machine stats
> - Fixed a crash related to server plug-ins spawning a Mann vs. Machine Tank
> before the game is ready
> - Updated the dedicated server to exit when attempting to start a Mann vs.
> Machine map with less than 32 maxplayers
> - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
> when the defenders lose
> - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
> clickable sometimes
> - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
> - Fixed the Mann vs. Machine wave summary dialog showing up at the beginning
> of the first wave
> - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
> - Updated upgrade icons to remove numbers
> - Fixed Sentry Busters picking disposable buildings as valid targets
> - Fixed an instance of the Sentry Buster sound looping endlessly
> - Updated the backpack image for Archimedes to fix an alpha channel problem
> - Updated the colors for The Battery Bandolier
> - Fixed the disconnect reason not being localized properly for Mann vs.
> Machine mode
> - Fixed player glow colors not based on player health in some community mods
> outside of Mann vs. Machine mode
> - Removed console spew related to missing movement warnings
> - Updated the matchmaking ConVar tf_mm_strict
>- A value of 2 will hide the server from the server browser but will
> still allow direct connections
> - Updated Mvm_Mannworks
>- Adjusted clipping on left side drop down where bots may become stuck
>- Fixed lighting seam near base
>- Fixed vphysics prop error in console
>- Minor clipping pass on areas players may become hung up on
>
>
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Re: [hlds_linux] [hlds] tf_mm_strict values swapped

2012-08-17 Thread DontWannaName!
It seems ad hoc is blocking player names from being shown in HLSW. I
don't think its suppose to do that?

On Fri, Aug 17, 2012 at 4:10 PM, Fletcher Dunn
 wrote:
> Actually, that description below was incorrect.
>
> If you set tf_mm_servermode 0, then tf_mm_strict 0 and tf_mm_strict 2 will 
> both deny directions connections.
>
> We'll get an update fixed for this ASAP.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter HLDS
> Sent: Friday, August 17, 2012 4:06 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] tf_mm_strict values swapped
>
> But what about tf_mm_strict 0?
>
> That SHOULD allow direct connections, AND show in server browser, no?
>
> On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:
>
>> There is a bug with the tf_mm_strict change in the update we released a few 
>> minutes ago.
>>
>> The values as documented are swapped between 1 and 2.
>>
>> In this update:
>> tf_mm_strict 1 currently DOES NOT allow direct connections
>> tf_mm_strict 2 currently DOES allow direct connections
>>
>> We'll release an optional update shortly to fix this to match the 
>> documentation.
>>
>
>
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-17 Thread DontWannaName!
I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn  wrote:

> tf_mm_strict 1 does two things:
> 
> * hides the server from the server browser list results
> * causes your server to reject direct joins not negotiated through 
> matchmaking.
> 
> We could easily make that a 3-values variable, if people thing it would be 
> useful.  (Allow direct connections but not be visible on the server browser).
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
> Sent: Friday, August 17, 2012 3:54 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> 
> On 15.08.2012 23:14, Ross Bemrose wrote:
> 
>> Also, does tf_mm_strict 1 let people who have the server favorited see 
>> it in their favorites list?
> 
> tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see 
> the server in their list is kind of moot.
> 
> 
> /Peter
> 
> 
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Re: [hlds_linux] Release MvM soon ?

2012-08-15 Thread DontWannaName!
It's 5:30 here could be a few more hours.

Sent from my iPhone 4

On Aug 15, 2012, at 5:21 PM, Jacques Ahlers  wrote:

> Hello, Just wondering if I am at the right day. It,s 02:20 here in europe
> and I am waiting for the update.
> It is this night (my time) right ? Or am I trying to stay awake for nothing
> ?
> 
> Jacques
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread DontWannaName!
Shouldn't  it use the master ip of the server to communicate with Steam, not an 
additional that is running a game server?

A bunch of my servers are disconnected to the gms. Which sucks. 2 will stay in 
LAN mode unless I run steamcmd. 

Sent from my iPhone 4

On Aug 14, 2012, at 4:59 PM, Fletcher Dunn  wrote:

> The public IP shown in your server console is the address from which Steam is 
> receiving communication from your server.
> 
> When we just now did regular Steam maintenance, your server might have 
> switched to TCP to talk to Steam.  If you specify a particular interface, 
> that setting can get lost due to a bug, if it retries and falls back to TCP.  
> Or it might be a NAT problem.
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
> Sent: Tuesday, August 14, 2012 4:34 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master 
> server?
> 
> Fletcher,
> 
> Two of my servers just did it again.  Neither of the servers restarted or 
> crashed.  When I type  "status" i'm getting an incorrect Public IP.
> 
> This all seemed to happen ~10mins ago when I lost connection to steam 
> friends.  I've also been noticing my servers bouncing up/down from the master 
> server list.
> This is indicated in both the API URL and by doing a simple refresh in-game.
> 
> Chris
> 
> 
> On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
> wrote:
> 
>> Try typing "status"  is the reported public IP the same as what you expect?
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
>> Sent: Monday, August 13, 2012 2:58 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the 
>> master server?
>> 
>> Is their a reason why a server would drop off from the master server list?
>> Is there a way to manually make it re-register itself?
>> 
>> The reason i'm asking is because I host 8 servers on one box.
>> 
>> Over the night 3 servers dropped off master server list.  Performing a 
>> server restart to srcds brought the server back up to be listed.
>> 
>> I left one server in this weird state incase someone at valve wants to 
>> look into it.
>> 
>> Two servers are running on the IP: 142.54.178.234 One is on port 27015 
>> and the other is 27016
>> 
>> As you see from the API, its working correctly and only seeing the 
>> server on port 27016.
>> 
>> 
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=
>> 142.54.178.234&format=json
>> 
>> 
>> The server on 27015 isn't showing up at all.. though if you toss the 
>> IP in HLSW you will see its up and runnning.
>> 
>> Any idea on why this happens?
>> 
>> Thanks,
>> Python
>> 
>> 
>> 
>> 
>> On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina 
>> wrote:
>> 
>>> 
>>> Works as-expected for me.  My host has eight srcds servers running 
>>> on multiple IPs.
>>> 
>>> However, one of the TF2 servers which I help host was being listed 
>>> on the primary host's IP, instead of the secondary IP which it is 
>>> configured to be using.  It's that well-known steamclient reconnect 
>>> bug. Once I restated the server, it instantly went back to the right 
>>> IP and this was reflected in the webapi service.
>>> 
>>> I have eight srcds servers running on this host; TF2, CSS, HL2MP, 
>>> L4D, and L4D2. Only this one TF2 server has ever done this (based on 
>>> logs over the last 18 months), and it is noteworthy that it is the 
>>> only one which uses standard ports.  All the other servers use 
>>> non-standard ports piled onto a single IP.  Maybe coincidental, maybe not.
>>> 
>>> 
>>> 
>>> Hosts primary IP, should be nothing here ever:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
>>> ?*
>>> *
>>> addr=66.113.99.98&format=xml>> Ge tServersAtAddress/v0001?addr=66.113.99.98&format=xml>
>>> 
>>> Assigned IP of the occasionally-errant TF2 server:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
>>> ?*
>>> *
>>> addr=66.113.99.99&format=xml>> Ge tServersAtAddress/v0001?addr=66.113.99.99&format=xml>
>>> 
>>> Everything else on this host:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
>>> ?*
>>> *
>>> addr=66.113.99.100&format=xml>> /G etServersAtAddress/v0001?addr=66.113.99.100&format=xml>
>>> 
>>> 
>>> 
>>> Here is a little bit of info on the process before I restarted it.
>>> lsof shows the .98 IP being used, when it should not be.
>>> 
>>> tmux session:
>>> server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012) 
>>> [153x67]
>>> 
>>> Process command arguments:
>>> ./srcds_linux -game tf -ip 66.113.99.99 +clientport 2

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread DontWannaName!
Two of my servers are doing this. The gms doesn't see them even though they are 
running. They are reporting the wrong ip in console on startup as well. 

Sent from my iPhone 4

On Aug 14, 2012, at 4:34 PM, Chris Oryschak  wrote:

> Fletcher,
> 
> Two of my servers just did it again.  Neither of the servers restarted or
> crashed.  When I type  "status" i'm getting an incorrect Public IP.
> 
> This all seemed to happen ~10mins ago when I lost connection to steam
> friends.  I've also been noticing my servers bouncing up/down from the
> master server list.
> This is indicated in both the API URL and by doing a simple refresh in-game.
> 
> Chris
> 
> 
> On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
> wrote:
> 
>> Try typing "status"  is the reported public IP the same as what you expect?
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
>> Sent: Monday, August 13, 2012 2:58 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
>> server?
>> 
>> Is their a reason why a server would drop off from the master server list?
>> Is there a way to manually make it re-register itself?
>> 
>> The reason i'm asking is because I host 8 servers on one box.
>> 
>> Over the night 3 servers dropped off master server list.  Performing a
>> server restart to srcds brought the server back up to be listed.
>> 
>> I left one server in this weird state incase someone at valve wants to
>> look into it.
>> 
>> Two servers are running on the IP: 142.54.178.234 One is on port 27015
>> and the other is 27016
>> 
>> As you see from the API, its working correctly and only seeing the server
>> on port 27016.
>> 
>> 
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234&format=json
>> 
>> 
>> The server on 27015 isn't showing up at all.. though if you toss the IP in
>> HLSW you will see its up and runnning.
>> 
>> Any idea on why this happens?
>> 
>> Thanks,
>> Python
>> 
>> 
>> 
>> 
>> On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina 
>> wrote:
>> 
>>> 
>>> Works as-expected for me.  My host has eight srcds servers running on
>>> multiple IPs.
>>> 
>>> However, one of the TF2 servers which I help host was being listed on
>>> the primary host's IP, instead of the secondary IP which it is
>>> configured to be using.  It's that well-known steamclient reconnect
>>> bug. Once I restated the server, it instantly went back to the right
>>> IP and this was reflected in the webapi service.
>>> 
>>> I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
>>> and L4D2. Only this one TF2 server has ever done this (based on logs
>>> over the last 18 months), and it is noteworthy that it is the only one
>>> which uses standard ports.  All the other servers use non-standard
>>> ports piled onto a single IP.  Maybe coincidental, maybe not.
>>> 
>>> 
>>> 
>>> Hosts primary IP, should be nothing here ever:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
>>> *
>>> addr=66.113.99.98&format=xml>> tServersAtAddress/v0001?addr=66.113.99.98&format=xml>
>>> 
>>> Assigned IP of the occasionally-errant TF2 server:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
>>> *
>>> addr=66.113.99.99&format=xml>> tServersAtAddress/v0001?addr=66.113.99.99&format=xml>
>>> 
>>> Everything else on this host:
>>> http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
>>> *
>>> addr=66.113.99.100&format=xml>> etServersAtAddress/v0001?addr=66.113.99.100&format=xml>
>>> 
>>> 
>>> 
>>> Here is a little bit of info on the process before I restarted it.
>>> lsof shows the .98 IP being used, when it should not be.
>>> 
>>> tmux session:
>>> server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
>>> [153x67]
>>> 
>>> Process command arguments:
>>> ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
>>> 27015
>>> +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
>>> +-pidfile
>>> /xxx/server.pid -maxplayers 26 +map pl_badwater
>>> 
>>> Process started at:  Fri Aug  3 18:05:23 2012 Process started
>>> elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
>>> 
>>> lsof says the following network sockets are in use by PID 12453:
>>> COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
>>> srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
>>> 66.113.99.99:27015
>>> srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
>>> 66.113.99.99:27005
>>> srcds_lin 12453 hlds9u  IPv4 519822255  0t0  UDP
>>> 66.113.99.99:27025
>>> srcds_lin 12453 hlds   10u  IPv4 519822256  0t0  TCP
>>> 66.113.99.99:27015 (LISTEN)
>>> srcds_lin 12453 hlds   20u  IPv4 776732447  0t0  TCP
>> 66.113.99.

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

2012-08-14 Thread DontWannaName!
Choosing the map or maybe chatting for example before starting a game?

Sent from my iPhone 4

On Aug 14, 2012, at 3:19 PM, Fletcher Dunn  wrote:

> What is the use case for that?  Friends could just join the server directly, 
> there doesn't seem to be a need to form a party at all.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
> Sent: Tuesday, August 14, 2012 2:57 PM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> 
> Is there any way to point the lobby to a specific server at all? Cvar?
> 
> Sent from my iPhone 4
> 
> On Aug 14, 2012, at 2:54 PM, Russell Smith  wrote:
> 
>> If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
>> that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
>> be added down the line though.
>> 
>> On 14.08.2012 14:46, DontWannaName! wrote:
>>> Can we do reserved lobbies like with keys? So all friends go to the 
>>> same community server?
>>> 
>>> Sent from my iPhone 4
>>> 
>> 
>> 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Is there any way to point the lobby to a specific server at all? Cvar?

Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith  wrote:

> If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
> that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
> be added down the line though.
> 
> On 14.08.2012 14:46, DontWannaName! wrote:
>> Can we do reserved lobbies like with keys? So all friends go to the
>> same community server?
>> 
>> Sent from my iPhone 4
>> 
> 
> 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Can we do reserved lobbies like with keys? So all friends go to the same 
community server?

Sent from my iPhone 4

On Aug 14, 2012, at 2:40 PM, Nomaan Ahmad  wrote:

> Some servers ops will know how to make it balanced... class limiting is one
> of them.
> 
> On 14 August 2012 22:33, Russell Smith  wrote:
> 
>> I think he was referring to game balance being broken on > 24 player games.
>> 
>> 
>> On 14.08.2012 14:19, Nomaan Ahmad wrote:
>> 
>>> What do you mean by rubbish to play? CPUs have gotten more powerful over
>>> the years too. If some is running on tf2's minimum requirement I think
>>> they
>>> should upgrade in order to play on bigger servers. Same goes to server
>>> operators, they need to host their games it on high end servers if they
>>> want more slots.
>>> 
>>> On 14 August 2012 22:04, dan  wrote:
>>> 
>>> On 14/08/2012 21:15, Fletcher Dunn wrote:
 
 I think the biggest challenge with doubling the player count (meaning
> number of mercs running around, whether AI or human) is just plain old
> performance, both server and client.
> 
> 
 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.
 
 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.
 
 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan
 
>>> 
>> 
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Re: [hlds_linux] [hlds_announce] [hlds] Mandatory TF2 update released

2012-08-02 Thread DontWannaName!
Mine are crashing with it in server cfg. They won't start unless I remove the 
cvar. 

Sent from my iPhone 4

On Aug 2, 2012, at 5:23 PM, Fletcher Dunn  wrote:

> OK, I think putting it in a server.cfg is the workaround for now.
> 
> We'll fix it to make it legal to set it in autoexec in a later update.
> 
> Thanks for the bug report.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
> Beretta
> Sent: Thursday, August 02, 2012 5:21 PM
> To: Half-Life dedicated Win32 server mailing list
> Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated 
> Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
> 
> setting it later from rcon doesn't crash
> 
> 
> On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
> wrote:
> 
>> Thanks, we'll look into it.  Try setting it later, does it still crash 
>> for you?
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
>> Beretta
>> Sent: Thursday, August 02, 2012 5:15 PM
>> To: Eric Smith
>> Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 
>> server mailing list; Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
>> released
>> 
>> having tf_mm_servermode 1 in autoexec.cfg will make the server crash 
>> at startup verified on a dozen windows and linux servers
>> 
>> 
>> 
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Re: [hlds_linux] Random CPU Spikes

2012-07-28 Thread DontWannaName!
I see this too. I think it has something to do with entities because of the red 
spike in net graph but I'm not sure.

Sent from my iPhone 4

On Jul 28, 2012, at 12:33 AM, Russell Smith  wrote:

> It doesn't happen on player joins.  I haven't been able to see any 
> commonalities between occurrences that would indicate what the cause is.
> 
> On 7/28/2012 12:31 AM, doc wrote:
>> Is it completely random or during someone joining?
>> 
>> On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith
>> wrote:
>> 
> 
> 
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Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
I have on 5 gig netspike file and one 3 gig. :/

On Thu, Jul 12, 2012 at 10:36 AM, DontWannaName! wrote:

> Mine is too big to open in Windows unfortunately.
>
>
> On Wed, Jul 11, 2012 at 11:38 AM, ics  wrote:
>
>> I think i'm seeing a pattern which causes the overflows and there's
>> nothing *I* can do about these things. This is just 3 clients from 2
>> different servers but i suspect the rest will be showing the same stuff.
>> The rest of the data is just plain small compared to these on those
>> snapshots.
>>
>> StringTable soundprecache : 8257 bits (1032.125 bytes)
>> StringTable instancebaseline :   160672 bits (20084.000 bytes)
>> StringTable userinfo :11919 bits (1489.875 bytes)
>> StringTable DynamicModels : 7128 bits ( 891.000 bytes)
>> Total Delta :   130135 bits (16266.875 bytes)
>>
>> StringTable soundprecache :11173 bits (1396.625 bytes)
>> StringTable instancebaseline :   192452 bits (24056.500 bytes)
>> StringTable userinfo : 7610 bits ( 951.250 bytes)
>> StringTable DynamicModels : 8030 bits (1003.750 bytes)
>> Total Delta :   100317 bits (12539.625 bytes)
>>
>> StringTable soundprecache :10887 bits (1360.875 bytes)
>> StringTable instancebaseline :   176476 bits (22059.500 bytes)
>> StringTable userinfo : 8675 bits (1084.375 bytes)
>> StringTable DynamicModels :11910 bits (1488.750 bytes)
>> Total Delta :   110850 bits (13856.250 bytes)
>>
>> -ics
>>
>> 11.7.2012 20:40, Fletcher Dunn kirjoitti:
>>
>> Ah, if you are seeing it mostly on the saxton servers, then that could be
>>> a clue.  There's could be some big array or object or something in the
>>> saxton entities being networked inefficiently.
>>>
>>> The netspike file should make it obvious where the bandwidth is going.
>>>  But if you need some help analyzing it, email it to me directly.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Erik-jan Riemers
>>> Sent: Wednesday, July 11, 2012 10:30 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] netspike.txt
>>>
>>> When you update, put in the notes the cvars or whatever you can setup
>>> for those option. Since I only see it on a couple of servers (saxton
>>> servers mostly, but hey I can understand) its actually a nice feedback to
>>> know that clients are having issues and it could be related too a plugin
>>> too.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com
>>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Fletcher Dunn
>>> Sent: woensdag 11 juli 2012 18:58
>>> To: Half-Life dedicated Linux server mailing list; ics
>>> Subject: Re: [hlds_linux] netspike.txt
>>>
>>> The netspike file has long existed in the Source engine as a way to
>>> track which entities were causing large spikes of network traffic.  There's
>>> a convar you can use to configure a threshold when it will get dumped.  (I
>>> think by default it's off.)  Recently there was a change where, if a client
>>> was dropped to the infamous "snapshot overflow" error, it would re-run the
>>> network packing code for that client, forcing the netspike file to be
>>> dumped, to help figure out what entities are the cause of the problem.
>>>  That could definitely cause CPU spikes.  I didn't realize we had shipped
>>> with that debugging mode on.  We'll make it configurable by convar for the
>>> next release.
>>>
>>> In the meantime, each time it dumps a network trace, it means you
>>> dropped a client.  It needed to send them a full snapshot of the game
>>> state, but the snapshot was too big, so it had to drop the client.  You
>>> might want to see which entities are responsible for so much traffic,
>>> because you are dropping players.
>>>
>>> If there's something particular to your server, this trace will help you
>>> tune it.  If you find a problem you think is global to the game, please
>>> report it here.
>>>
>>> Your humble servant,
>>> Fletch
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com
>>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>>

Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
Mine is too big to open in Windows unfortunately.

On Wed, Jul 11, 2012 at 11:38 AM, ics  wrote:

> I think i'm seeing a pattern which causes the overflows and there's
> nothing *I* can do about these things. This is just 3 clients from 2
> different servers but i suspect the rest will be showing the same stuff.
> The rest of the data is just plain small compared to these on those
> snapshots.
>
> StringTable soundprecache : 8257 bits (1032.125 bytes)
> StringTable instancebaseline :   160672 bits (20084.000 bytes)
> StringTable userinfo :11919 bits (1489.875 bytes)
> StringTable DynamicModels : 7128 bits ( 891.000 bytes)
> Total Delta :   130135 bits (16266.875 bytes)
>
> StringTable soundprecache :11173 bits (1396.625 bytes)
> StringTable instancebaseline :   192452 bits (24056.500 bytes)
> StringTable userinfo : 7610 bits ( 951.250 bytes)
> StringTable DynamicModels : 8030 bits (1003.750 bytes)
> Total Delta :   100317 bits (12539.625 bytes)
>
> StringTable soundprecache :10887 bits (1360.875 bytes)
> StringTable instancebaseline :   176476 bits (22059.500 bytes)
> StringTable userinfo : 8675 bits (1084.375 bytes)
> StringTable DynamicModels :11910 bits (1488.750 bytes)
> Total Delta :   110850 bits (13856.250 bytes)
>
> -ics
>
> 11.7.2012 20:40, Fletcher Dunn kirjoitti:
>
> Ah, if you are seeing it mostly on the saxton servers, then that could be
>> a clue.  There's could be some big array or object or something in the
>> saxton entities being networked inefficiently.
>>
>> The netspike file should make it obvious where the bandwidth is going.
>>  But if you need some help analyzing it, email it to me directly.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Erik-jan Riemers
>> Sent: Wednesday, July 11, 2012 10:30 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] netspike.txt
>>
>> When you update, put in the notes the cvars or whatever you can setup for
>> those option. Since I only see it on a couple of servers (saxton servers
>> mostly, but hey I can understand) its actually a nice feedback to know that
>> clients are having issues and it could be related too a plugin too.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Fletcher Dunn
>> Sent: woensdag 11 juli 2012 18:58
>> To: Half-Life dedicated Linux server mailing list; ics
>> Subject: Re: [hlds_linux] netspike.txt
>>
>> The netspike file has long existed in the Source engine as a way to track
>> which entities were causing large spikes of network traffic.  There's a
>> convar you can use to configure a threshold when it will get dumped.  (I
>> think by default it's off.)  Recently there was a change where, if a client
>> was dropped to the infamous "snapshot overflow" error, it would re-run the
>> network packing code for that client, forcing the netspike file to be
>> dumped, to help figure out what entities are the cause of the problem.
>>  That could definitely cause CPU spikes.  I didn't realize we had shipped
>> with that debugging mode on.  We'll make it configurable by convar for the
>> next release.
>>
>> In the meantime, each time it dumps a network trace, it means you dropped
>> a client.  It needed to send them a full snapshot of the game state, but
>> the snapshot was too big, so it had to drop the client.  You might want to
>> see which entities are responsible for so much traffic, because you are
>> dropping players.
>>
>> If there's something particular to your server, this trace will help you
>> tune it.  If you find a problem you think is global to the game, please
>> report it here.
>>
>> Your humble servant,
>> Fletch
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Thorsten Knoll
>> Sent: Wednesday, July 11, 2012 8:39 AM
>> To: ics; Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] netspike.txt
>>
>> i only have it on my registered servers with quickplay.
>> on my not registered servers there´s no netspike.txt.
>>
>> -moss
>>
>> Am 11.07.2012 12:47, schrieb ics:
>>
>>> I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess
>>> opening and writing to that file could cause the cpu spikes some are
>>> having. What is this file for? Can someone from valve enlighten the
>>> matter?
>>>
>>> -ics
>>> - Alkuperäinen viesti -
>>>
 yes it looks like debuggin info of some sort. My two servers have
 those files to and both are 2.0Gb each

 On 2012-07-11 11:20, Jesse Molina wrote:

> Interesting.
>
> This file has indeed appeared on some servers on a host which I manage.
>
> In one case, the file is now 1.3GB in size.
>
> I suspect

Re: [hlds_linux] Recent CPU Spikes

2012-07-09 Thread DontWannaName!
I too am seeing spikes to 100 percent CPU on windows on core 0 and other cores 
being used at the same time. I have no affinity set.

Sent from my iPhone 4

On Jul 9, 2012, at 5:04 PM, ve...@tinylittlerobots.us wrote:

> Yes, sprays are enabled.  Erik mentioned this in his reply earlier.  As I 
> said I have a daily job set to clean these up, so there is no build up.
> 
> I should mention since I haven't, I have two separate non-forked srcds 
> installations that both are having this same issue.
> 
> On 09.07.2012 16:47, Cameron Munroe wrote:
>> Do you have sprays enabled?
>> 
>> Go into your server to the downloads folder and see if you have a
>> bunch of .dat files. If it is over 1000 that might be your problem.
> 
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread DontWannaName!
You will need to remove this file sdktools.ext.2.ep2v in the extensions
folder to get the server started. Nicholas looks to be updating the
gamedata, but the new one doesnt work yet.
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread DontWannaName!
Command Aborted :(

On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith  wrote:

> We've released mandatory updates to Team Fortress 2, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. The notes for the updates are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
> server admins to control the maximum RCON packet size and whether or not
> users get banned for exceeding that limit. The defaults reflect the
> existing behavior.
> - Fixed not being able to import custom spray images on Macs
> - Fixed Macs cancelling http map downloads that take longer than 30 seconds
>
> Team Fortress 2
> - Added Pyrovision!
> - Added new game mode Special Delivery and map Doomsday!
> - Friendly players glow when carrying the flag
> - Fixed rare cases where flag could fall out of the world
> - Fixed cases where the Payload HUD looked like the cart is still on a
> hill when it isn't
> - Fixed cases where some clients didn't receive broadcasts about long
> continuous particle effects being started or stopped
> - Updated the HTML renderer for displaying server MOTD
> - Votes created by a dedicated server no longer trigger a failed vote
> cooldown
> - Fixed map triggered annotation events not working on dedicated servers
> - Fixed the game crashing if tempents are created that use invalid
> materials
> - Using a Name Tag while in game notifies everyone of the name change
> - Fixed Strange Part: Projectiles Reflected not tracking grenade and
> sentry rocket deflections
> - Added new items
>* City on Fire item sets
>* Pyroland weapons and cosmetics
>* Community-contributed cosmetic items for all classes
>* Mysterious treasures have been incinerated, but are now craftable
>* Added crafting recipe for Pile of Ash
>* Scorched Keys are now available in the store for a limited time
>* New promo item
> - Weapon balancing changes
>* Gloves of Running Urgently
>* Removed self-damage over time penalty
>* Heavy takes mini-crits while active and for 3 seconds
> after switching away
>* Attack damage penalty reduced from -50% to -25%
>* Tomislav
>* Spin-up speed bonus reduced from +40% to +10%
>* Quick-Fix
>* Medic mirrors blast jump of their heal target
>* Crusader's Crossbow
>* Reload speed time reduced by +40%
>* Cozy Camper
>* Regenerates 1 heath per second
>* Reduced movement penalty from -90% to -80%
>* Sticky Jumper and Rocket Jumper
>* Added 'flying' sound to blast jumps
>* The Concheror
>* Changed rage building source from "damage done and damage
> received" to only "damage done"
>* Increased the rate at which Rage builds for this item by
> +25%
>* The Equalizer
>* Removed player move speed modification and added it to a
> new item named The Escape Plan
>* All owners of the Equalizer will be automatically granted
> The Escape Plan
>* Crit-a-Cola
>* Added +25% increased movement speed while active
>* Increased duration from 6 to 8 seconds
>* Atomic Bonk
>* Increased duration from 6 to 8 seconds
>* All Flamethrowers
>* Increased base damage by +10%.
>* Backburner
>* Removed +10% damage bonus attribute
>* Note: Because of base damage increase, damage remains
> unchanged
>* Degreaser
>* Added -10% damage penalty attribute
>* Note: Because of base damage increase, damage remains
> unchanged
>* Phlogistinator
>* Damage defense while taunting reduced from -90% to -75%
> - Item bug fixes
>* Fixed sentry sometimes spawning in shielded mode while the
> Wrangler was equipped, but not deployed
>* Improved visual and audio cues for when the Manmelter is ready to
> fire
>* Fixed Manmelter being able to earn crits via friendly Pyro
> self-damage
>* Fixed Scotch Bonnet's blue team skin not showing
>* Fixed Unarmed Combat's taunt not working
>* Unarmed Combat's color now matches the team using it
>* Fixed the Apparition's Aspect showing a burning texture in DX8
>
>
>
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Re: [hlds_linux] Mandatory CS:S update coming

2012-05-22 Thread DontWannaName!
Now its weird when they arent for TF2. :P

On Tue, May 22, 2012 at 1:17 PM, Kyle Sanderson  wrote:

> Awesome! Thanks Eric!
>
> Kyle.
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread DontWannaName!
Well you get money for every person who sees it. If you cheat people to seeing 
it, you get more money. It's bad.

Sent from my iPhone 4

On May 18, 2012, at 3:29 PM, Michael Johansen  wrote:

> 
> What's so bad earning money about advertisements in MOTDS? I use it to pay 
> for my servers, only to go in zero each month. 
>> From: crazydog...@gmail.com
>> Date: Fri, 18 May 2012 15:27:02 -0700
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Policy of truth
>> 
>> And make money off of advertisements in MOTDS...
>> ---
>> Jonah Hirsch
>> 
>> 
>> 
>> On Fri, May 18, 2012 at 2:50 PM, 1nsane <1nsane...@gmail.com> wrote:
>> 
>>> Well you can always sell admin.
>>> 
>>> On Fri, May 18, 2012 at 5:33 PM, doc  wrote:
>>> 
 It's pointless to quell them when they can just make a new group/server
>>> but
 I can't imagine it's a painless process, there probably is some large hit
 in traffic (as if they get any 'real' traffic anyways).
 
 What is the point in running servers like this? I'm actually interested
>>> in
 how fooling people to come to your servers does you any good - do they
 somehow monetize stupid people?
 
 On Fri, May 18, 2012 at 2:07 PM, m33crob  wrote:
 
> This seems kind of pointless, no?
> 
> TF2 doesn't have group functions.  This leads me to believe that there
 is a
> back end ban on anyone in the group(s) from registering servers and
>>> using
> QuickPlay. This would be unfair to the innocent casualties; but also
 would
> seem that they could just leave the group and register, or just create
>>> a
> new steam account that is not part of the groups to get around it...
> 
> Perhaps there is better system in place that VALVe is not telling us
> about?
> 
> On Fri, May 18, 2012 at 11:44 AM, doc  wrote:
> 
>> STRIKE DOWN THE UNCLEAN
>> PURGE THE SINNERS.
>> 
>> On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
>> wrote:
>> 
>>> Last week the TF2 team banned some server groups that were in
 violation
>> of
>>> the Policy of Truth.
>>> 
>>> We received numerous complaints from server operators about a
>>> handful
> of
>>> servers, and we investigated those reports.  Any action we have
>>> taken
> was
>>> based upon violations that we witnessed firsthand.
>>> 
>>> Bans are applied to the group itself, not to any particular IP
 address
>>> range.
>>> 
>>> These bans will last 6 weeks.
>>> 
>>> Thank you,
>>> The Team Fortress Team
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 archives,
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
FYI dont hit enter to copy during the update, it will eventually stall
until you hit enter again. :(

On Thu, May 17, 2012 at 5:54 PM, DontWannaName! wrote:

> im still connecting 15 minutes in for the second depot.
>
>
> On Thu, May 17, 2012 at 5:44 PM, Steven Miano  wrote:
>
>> That's nothing, I'm still waiting:
>>
>>  13:34 [209.197.26.242:27030] Failed.  Failed to connect to
>> 209.197.26.242:27030, errno 115 "Operation now in progress"
>>
>> ...at least we get feedback though - before it would just look like it was
>> hanging forever. :-)
>>
>> Thanks for the update tonight!
>>
>>
>> On Thu, May 17, 2012 at 8:40 PM, DontWannaName! > >wrote:
>>
>> > I just got 4 minutes in and waited 5 minutes to connect to one server.
>> >
>> >  3:47 Checking...: tf\sound\vo\taunts
>> >  4:19 Missing: tf\steam.inf
>> >  4:19 17 file(s) totaling 66947516 bytes will be downloaded
>> >  4:19 Checking local files and building download list for depot 442
>> 'Team
>> > Fortress 2 Materials' ver
>> > sion 178
>> >  4:19 Patching from version 177; connecting to content server
>> >  4:20 [4.28.151.210:27030] Disconnecting
>> >  4:21 [208.64.203.16:27030] Connecting...
>> >  4:24 [208.64.203.16:27030] Failed.  Failed to connect to
>> > 208.64.203.16:27030, WinSock Error 0
>> > "No error"
>> >  4:24 [208.64.200.9:27030] Connecting...
>> >  4:27 [208.64.200.9:27030] Failed.  Failed to connect to
>> > 208.64.200.9:27030, WinSock Error 0 "N
>> > o error"
>> >  4:27 [208.64.202.252:27030] Connecting...
>> >  4:30 [208.64.202.252:27030] Failed.  Failed to connect to
>> > 208.64.202.252:27030, WinSock Error
>> > 0 "No error"
>> >  4:30 [209.197.6.230:27030] Connecting...
>> >  4:33 [209.197.6.230:27030] Failed.  Failed to connect to
>> > 209.197.6.230:27030, WinSock Error 0
>> > "No error"
>> >  4:33 [209.197.6.231:27030] Connecting...
>> >  4:36 [209.197.6.231:27030] Failed.  Failed to connect to
>> > 209.197.6.231:27030, WinSock Error 0
>> > "No error"
>> >  4:36 [208.111.152.86:27030] Connecting...
>> >  4:39 [208.111.152.86:27030] Failed.  Failed to connect to
>> > 208.111.152.86:27030, WinSock Error
>> > 0 "No error"
>> >  4:39 [63.146.112.132:27030] Connecting...
>> >  4:42 [63.146.112.132:27030] Failed.  Failed to connect to
>> > 63.146.112.132:27030, WinSock Error
>> > 0 "No error"
>> >  4:42 [69.28.140.244:27030] Connecting...
>> >  4:45 [69.28.140.244:27030] Failed.  Failed to connect to
>> > 69.28.140.244:27030, WinSock Error 0
>> > *"No error"
>> >  4:45 [69.28.151.26:27030] Connecting...
>> >  4:48 [69.28.151.26:27030] Failed.  Failed to connect to
>> > 69.28.151.26:27030, WinSock Error 0 "N
>> > o error"
>> >  9:41 [63.237.208.106:27030] Connecting...
>> >  9:44 [63.237.208.106:27030] Failed.  Failed to connect to
>> > 63.237.208.106:27030, WinSock Error
>> > 0 "No error"
>> >  9:46 [208.64.203.16:27030] Connecting...
>> >  9:49 [208.64.203.16:27030] Failed.  Failed to connect to
>> > 208.64.203.16:27030, WinSock Error 0
>> > "No error"*
>> >  9:49 [208.64.200.9:27030] Connecting...
>> >  9:52 [208.64.200.9:27030] Failed.  Failed to connect to
>> > 208.64.200.9:27030, WinSock Error 0 "N
>> > o error"
>> > *  9:54 [208.74.64.70:27030] Connecting...
>> >  9:54 [208.74.64.70:27030] Connection established; handshaking...
>> >  9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
>> > 10054 "Connection reset by
>> > peer"*
>> >  9:54 [209.197.6.230:27030] Connecting...
>> >  9:57 [209.197.6.230:27030] Failed.  Failed to connect to
>> > 209.197.6.230:27030, WinSock Error 0
>> > "No error"
>> >  9:57 [209.197.6.231:27030] Connecting...
>> >
>> > Weird.
>> >
>> > On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson 
>> > wrote:
>> >
>> > > Can we please get a CS:S sync? All of these fixes engine
>> fixes/additions
>> > > look awesome, but we're still way behind.
>> > >
>> > > Thanks,

Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
im still connecting 15 minutes in for the second depot.

On Thu, May 17, 2012 at 5:44 PM, Steven Miano  wrote:

> That's nothing, I'm still waiting:
>
>  13:34 [209.197.26.242:27030] Failed.  Failed to connect to
> 209.197.26.242:27030, errno 115 "Operation now in progress"
>
> ...at least we get feedback though - before it would just look like it was
> hanging forever. :-)
>
> Thanks for the update tonight!
>
>
> On Thu, May 17, 2012 at 8:40 PM, DontWannaName!  >wrote:
>
> > I just got 4 minutes in and waited 5 minutes to connect to one server.
> >
> >  3:47 Checking...: tf\sound\vo\taunts
> >  4:19 Missing: tf\steam.inf
> >  4:19 17 file(s) totaling 66947516 bytes will be downloaded
> >  4:19 Checking local files and building download list for depot 442 'Team
> > Fortress 2 Materials' ver
> > sion 178
> >  4:19 Patching from version 177; connecting to content server
> >  4:20 [4.28.151.210:27030] Disconnecting
> >  4:21 [208.64.203.16:27030] Connecting...
> >  4:24 [208.64.203.16:27030] Failed.  Failed to connect to
> > 208.64.203.16:27030, WinSock Error 0
> > "No error"
> >  4:24 [208.64.200.9:27030] Connecting...
> >  4:27 [208.64.200.9:27030] Failed.  Failed to connect to
> > 208.64.200.9:27030, WinSock Error 0 "N
> > o error"
> >  4:27 [208.64.202.252:27030] Connecting...
> >  4:30 [208.64.202.252:27030] Failed.  Failed to connect to
> > 208.64.202.252:27030, WinSock Error
> > 0 "No error"
> >  4:30 [209.197.6.230:27030] Connecting...
> >  4:33 [209.197.6.230:27030] Failed.  Failed to connect to
> > 209.197.6.230:27030, WinSock Error 0
> > "No error"
> >  4:33 [209.197.6.231:27030] Connecting...
> >  4:36 [209.197.6.231:27030] Failed.  Failed to connect to
> > 209.197.6.231:27030, WinSock Error 0
> > "No error"
> >  4:36 [208.111.152.86:27030] Connecting...
> >  4:39 [208.111.152.86:27030] Failed.  Failed to connect to
> > 208.111.152.86:27030, WinSock Error
> > 0 "No error"
> >  4:39 [63.146.112.132:27030] Connecting...
> >  4:42 [63.146.112.132:27030] Failed.  Failed to connect to
> > 63.146.112.132:27030, WinSock Error
> > 0 "No error"
> >  4:42 [69.28.140.244:27030] Connecting...
> >  4:45 [69.28.140.244:27030] Failed.  Failed to connect to
> > 69.28.140.244:27030, WinSock Error 0
> > *"No error"
> >  4:45 [69.28.151.26:27030] Connecting...
> >  4:48 [69.28.151.26:27030] Failed.  Failed to connect to
> > 69.28.151.26:27030, WinSock Error 0 "N
> > o error"
> >  9:41 [63.237.208.106:27030] Connecting...
> >  9:44 [63.237.208.106:27030] Failed.  Failed to connect to
> > 63.237.208.106:27030, WinSock Error
> > 0 "No error"
> >  9:46 [208.64.203.16:27030] Connecting...
> >  9:49 [208.64.203.16:27030] Failed.  Failed to connect to
> > 208.64.203.16:27030, WinSock Error 0
> > "No error"*
> >  9:49 [208.64.200.9:27030] Connecting...
> >  9:52 [208.64.200.9:27030] Failed.  Failed to connect to
> > 208.64.200.9:27030, WinSock Error 0 "N
> > o error"
> > *  9:54 [208.74.64.70:27030] Connecting...
> >  9:54 [208.74.64.70:27030] Connection established; handshaking...
> >  9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
> > 10054 "Connection reset by
> > peer"*
> >  9:54 [209.197.6.230:27030] Connecting...
> >  9:57 [209.197.6.230:27030] Failed.  Failed to connect to
> > 209.197.6.230:27030, WinSock Error 0
> > "No error"
> >  9:57 [209.197.6.231:27030] Connecting...
> >
> > Weird.
> >
> > On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson 
> > wrote:
> >
> > > Can we please get a CS:S sync? All of these fixes engine
> fixes/additions
> > > look awesome, but we're still way behind.
> > >
> > > Thanks,
> > > Kyle.
> > >
> > > On Thu, May 17, 2012 at 5:24 PM, Eric Smith 
> > > wrote:
> > >
> > > > We've released a mandatory update to Team Fortress 2. The notes for
> the
> > > > update are below.
> > > >
> > > > -Eric
> > > >
> > > > --
> > > >
> > > > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > > > - Fatal engine errors are now written to the server log file
> 

Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
I just got 4 minutes in and waited 5 minutes to connect to one server.

  3:47 Checking...: tf\sound\vo\taunts
  4:19 Missing: tf\steam.inf
  4:19 17 file(s) totaling 66947516 bytes will be downloaded
  4:19 Checking local files and building download list for depot 442 'Team
Fortress 2 Materials' ver
sion 178
  4:19 Patching from version 177; connecting to content server
  4:20 [4.28.151.210:27030] Disconnecting
  4:21 [208.64.203.16:27030] Connecting...
  4:24 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:27030, WinSock Error 0
"No error"
  4:24 [208.64.200.9:27030] Connecting...
  4:27 [208.64.200.9:27030] Failed.  Failed to connect to
208.64.200.9:27030, WinSock Error 0 "N
o error"
  4:27 [208.64.202.252:27030] Connecting...
  4:30 [208.64.202.252:27030] Failed.  Failed to connect to
208.64.202.252:27030, WinSock Error
0 "No error"
  4:30 [209.197.6.230:27030] Connecting...
  4:33 [209.197.6.230:27030] Failed.  Failed to connect to
209.197.6.230:27030, WinSock Error 0
"No error"
  4:33 [209.197.6.231:27030] Connecting...
  4:36 [209.197.6.231:27030] Failed.  Failed to connect to
209.197.6.231:27030, WinSock Error 0
"No error"
  4:36 [208.111.152.86:27030] Connecting...
  4:39 [208.111.152.86:27030] Failed.  Failed to connect to
208.111.152.86:27030, WinSock Error
0 "No error"
  4:39 [63.146.112.132:27030] Connecting...
  4:42 [63.146.112.132:27030] Failed.  Failed to connect to
63.146.112.132:27030, WinSock Error
0 "No error"
  4:42 [69.28.140.244:27030] Connecting...
  4:45 [69.28.140.244:27030] Failed.  Failed to connect to
69.28.140.244:27030, WinSock Error 0
*"No error"
  4:45 [69.28.151.26:27030] Connecting...
  4:48 [69.28.151.26:27030] Failed.  Failed to connect to
69.28.151.26:27030, WinSock Error 0 "N
o error"
  9:41 [63.237.208.106:27030] Connecting...
  9:44 [63.237.208.106:27030] Failed.  Failed to connect to
63.237.208.106:27030, WinSock Error
0 "No error"
  9:46 [208.64.203.16:27030] Connecting...
  9:49 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:27030, WinSock Error 0
"No error"*
  9:49 [208.64.200.9:27030] Connecting...
  9:52 [208.64.200.9:27030] Failed.  Failed to connect to
208.64.200.9:27030, WinSock Error 0 "N
o error"
*  9:54 [208.74.64.70:27030] Connecting...
  9:54 [208.74.64.70:27030] Connection established; handshaking...
  9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
10054 "Connection reset by
peer"*
  9:54 [209.197.6.230:27030] Connecting...
  9:57 [209.197.6.230:27030] Failed.  Failed to connect to
209.197.6.230:27030, WinSock Error 0
"No error"
  9:57 [209.197.6.231:27030] Connecting...

Weird.

On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson  wrote:

> Can we please get a CS:S sync? All of these fixes engine fixes/additions
> look awesome, but we're still way behind.
>
> Thanks,
> Kyle.
>
> On Thu, May 17, 2012 at 5:24 PM, Eric Smith 
> wrote:
>
> > We've released a mandatory update to Team Fortress 2. The notes for the
> > update are below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Fatal engine errors are now written to the server log file
> > - Added sv_lowedict_threshold and sv_lowedict_action which allow the
> > engine to take action before running out of free edicts
> >   - Possible values for sv_lowedict_action are: 0 - no action, 1 - warn
> to
> > log file, 2 - attempt to restart the game, if applicable, 3 - restart the
> > map, 4 - go to the next map in the map cycle
> >
> > Team Fortress 2
> > - Added The Sneaky Spats of Sneaking
> > - Added new promotional items
> > - Added koth_badlands to eligible quickplay maps
> > - Added changelevel_next server command which changes to the next map in
> > the map cycle
> > - Added mp_restartgame_immediate ConVar which has the same effect as
> > mp_restartgame without a delay
> > - Fixed The Manmelter using the wrong muzzle flash effect
> > - Fixed The Frying Pan not being positioned correctly for some classes
> >
> >
> >
> >
> > ___
> > 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
>
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Re: [hlds_linux] Reconnect to steam command?

2012-04-19 Thread DontWannaName!
My players also said this was happening on one of my servers too. No reconnect. 

Sent from my iPhone 4

On Apr 19, 2012, at 7:52 PM, "bottige...@gmail.com"  
wrote:

> I just tried both h...@gmx.com and Asherkin's suggestion on a server
> that did not reconnect to the item server today for over an hour.
> 
> Both of them didn't work.
> 
> I ran Tshark to monitor the traffic on port 26901, and there were no
> packets being sent or received. I believe it would be easy for Valve
> to implement a reconnect command or properly fix the automatic retry.
> It makes for a poor player experience to have items randomly go down
> and then having to reboot the server to reconnect.
> 
> 
> On Tue, Apr 10, 2012 at 3:19 PM, Valentin G.  wrote:
>> Just today I had an issue where a single server would not connect to the
>> account. I changed cvars around, disabled and re-enabled quickplay but
>> nothing helped.
>> Restarted the server and it instantly connected on startup. Don't know why
>> that was. I had the same problem some time ago and it did in fact reconnect
>> after
>> a couple of seconds. Weird.
>> 
>> On Wed, Apr 11, 2012 at 12:16 AM, hlds  wrote:
>> 
>>> It should attempt to reconnect in few seconds.
>>> 
>>> See the log file, maybe it helps. In Linux it is named
>>> connection_log_.txt and should be located in /home//Steam/logs
>>> ( is the one used for running the server). The log file contains
>>> details about protocol (TCP/UDP), the IP of CM server, why disconnected
>>> etc... The most important line for you is "StartAutoReconnect() will start
>>> in XX seconds".
>>> 
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>>> bottige...@gmail.com
>>> Sent: Tuesday, April 10, 2012 10:07 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Reconnect to steam command?
>>> 
>>> It doesn't work. It just prints Connection to Steam servers lost.
>>> (Result = 3) and never attempts to reconnect.
>>> 
>>> On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker  wrote:
 It's about 5% of the work to just inject a disconnected callback into
 the queue :P
 
 ~
 "Their heads are green, and their hands are blue,
   And they went to sea in a Sieve." - Edward Lear
 
 
 
 On Mon, Apr 9, 2012 at 5:52 AM, hlds  wrote:
> There is no command for this.
> 
> It can be done with a plugin, but is a lot of work and it must be fixed
> almost everytime Valve updates steamclient.so library (is stripped, so
> signatures must be used for everything). The idea is to call
> CCMinterface::ConnectionDisconnected method with k_EResultIOFailure
>>> error
> code, to force the server to reconnect to another CM in few seconds.
>>> This
>>> is
> tricky because the call must be made from a thread managed by
>>> steamclient.so
> library, not from server's main thread. For Windows probably is same
>>> thing.
> 
> There's a manual solution too: find the port used by server for talking
>>> with
> CM server (usually is 26901, but only if is not already used) and use
>>> the
> firewall to block the communication. In few seconds you'll see that the
> server loses connection with Steam servers. Then remove the firewall
>>> rule
> and the server will reconnect back in few seconds, probably to a
>>> different
> CM server, maybe using a different protocol (TCP instead UDP).
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> bottige...@gmail.com
> Sent: Monday, April 09, 2012 3:52 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Reconnect to steam command?
> 
> Is there a command to reconnect to Steam?
> 
> Sometimes a server will lose connection to the item server or
> quickplay, and it will not reconnect until the server is rebooted.
> Changing maps does not help.
> 
> ___
> 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] About Full moon and halloween items

2012-04-06 Thread DontWannaName!
Yes, this is confirmed. I have reported it to Valve already. :) A server
restart is required during the full moon time for the items to work.

On Fri, Apr 6, 2012 at 1:11 PM, ics  wrote:

> I run 4 TF2 servers, from which 2 i rebooted this morning. It seems that
> the full moon setting isn't active on the other 2 that had not been
> rebooted. You can select the layout but it won't show in-game. Works fine
> on the rebooted servers. Can anyone confirm this?
>
> -ics
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
My download just started, I started the update as soon as I got the email.
I think Fletcher is looking for update testers on Linux. Im Windows.

On Thu, Mar 15, 2012 at 4:34 PM, Frank  wrote:

> I have 3 client computers that updated almost instant - however I have 6
> servers that are not even starting to update yet.
>
> Is there any way in the near future please - make it so servers get
> priority
> for updates. Clients can't play unless servers are updated so they should
> be
> first in line.
>
> I'm sure I brought this up before along with the need for the in game
> trading system returned, both are very important however this one is big
> time important.
>
> Thanks
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, March 15, 2012 7:03 PM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released
>
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed IP bans not applying to RCON access
>
> Team Fortress 2
> - Added The Cozy Camper
> - Added a new TF2 sub-forum: Competitive Team Play and League discussion
> - Fixed Solider buffs and rage meters not always being reset
> - Updated The Black Rose so it can be gift wrapped
> - Updated The Phlogistinator:
>   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
> enough to allow it to be infinitely chained
>   - Direct damage reduced by 10%. Afterburn damage is unchanged
>   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
> - Updated arena_nucleus
>   - Fixed z-fighting bug on lower platform
> - Community Requests
>   - Added player_carryobject and player_dropobject game events
> - http://media.steampowered.com/apps/tf2/blog/7535.png
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
> ___
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> please visit:
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>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I didnt want to ruin it, but everyone else already did.

On Thu, Mar 15, 2012 at 4:07 PM, Vathral  wrote:

> On 3/15/2012 7:05 PM, DontWannaName! wrote:
>
>> I feel like a loser for getting my phone out to scan that haha.
>>
>> On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith
>>  wrote:
>>
>>  We've released a mandatory update to Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>>
>>>  What does it say? Updated localization files? :)
>
>
> __**_
> 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>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I feel like a loser for getting my phone out to scan that haha.

On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith  wrote:

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed IP bans not applying to RCON access
>
> Team Fortress 2
> - Added The Cozy Camper
> - Added a new TF2 sub-forum: Competitive Team Play and League discussion
> - Fixed Solider buffs and rage meters not always being reset
> - Updated The Black Rose so it can be gift wrapped
> - Updated The Phlogistinator:
>   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
> enough to allow it to be infinitely chained
>   - Direct damage reduced by 10%. Afterburn damage is unchanged
>   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
> - Updated arena_nucleus
>   - Fixed z-fighting bug on lower platform
> - Community Requests
>   - Added player_carryobject and player_dropobject game events
> - http://media.steampowered.com/apps/tf2/blog/7535.png
>
> ___
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Re: [hlds_linux] Replay still freezing servers!

2012-03-15 Thread DontWannaName!
I emailed Jon but didn't hear back. I stopped using FTP. 

Sent from my iPhone 4

On Mar 15, 2012, at 2:49 PM, Lambda  wrote:

> Same, i had to disable replay on my servers because of this issue.
> 
> 2012/3/15 
> 
>> Seriously is there a reason as to when replay cannot publish to ftp that it
>> must freeze the servers and drop all players still?, servers all now
>> disabled replay due to sad fact of replay killing them!
>> D3v
>> 
>> 
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>> please visit:
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Re: [hlds_linux] Replay Crashing Me

2012-03-10 Thread DontWannaName!
I finally fixed this... I changed this setting when you arent suppose to
resulting in a crash. So dont do it... But the ftp and down website issue
still persists.

// Don't offload over FTP.  Use a local web server.  DO NOT EDIT THIS LINE.
replay_fileserver_offload_enable"0"

On Thu, Mar 1, 2012 at 11:03 PM, DontWannaName! wrote:

> That was my phone, I didnt think it would double post... I should BCC just
> to make you happy haha.
>
>
> On Thu, Mar 1, 2012 at 11:01 PM, Mart-Jan Reeuwijk wrote:
>
>>
>> I do understand you want to solve your problem, but could you please
>> learn how to email? by not sending to every mailing list twice by reply all
>> and put again in the CC and whatnot etc.
>>
>>
>>
>> >
>> > From: DontWannaName! 
>> >To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> >Cc: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> >Sent: Friday, 2 March 2012, 7:00
>> >Subject: Re: [hlds_linux] Replay Crashing Me
>> >
>> >I thought I did too but the logs above what I didn't paste include all
>> the local settings. And the cfgs are setup correctly to execute the right
>> one. Unless both can somehow be enabled and the default value of offload
>> enabled is 1...
>> >
>> >It's ran under the right permissions.
>> >
>> >Sent from my iPhone 4
>> >
>> >On Mar 1, 2012, at 9:49 PM, "hlds"  wrote:
>> >
>> >> I understand that it crashes when you're trying to use a remote
>> server, but
>> >> what is the error when using a local folder? From the logs it seems
>> that you
>> >> still have replay_fileserver_offload_enable set to 1.
>> >>
>> >> To setup a local server:
>> >>
>> >> replay_fileserver_offload_enable "0"
>> >> replay_local_fileserver_path
>> >> "/var/www/www.myserver.com/htdocs/replays/server1"
>> >> replay_fileserver_host "www.myserver.com"
>> >> replay_fileserver_port "80"
>> >> replay_fileserver_path "/replays/server1"
>> >>
>> >> Then use a browser to test that
>> http://www.myserver.com:80/replays/server1
>> >> is for accessing the files from local folder.
>> >>
>> >> Note that the user used for running the server must be able to write to
>> >> replay_local_fileserver_path.
>> >>
>> >> -Original Message-
>> >> From: hlds_linux-boun...@list.valvesoftware.com
>> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>> >> DontWannaName!
>> >> Sent: Friday, March 02, 2012 7:06 AM
>> >> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux
>> >> server mailing list
>> >> Subject: [hlds_linux] Replay Crashing Me
>> >>
>> >> I cant seem to get my replay system to work correctly. When my website
>> goes
>> >> down, it completely crashes me servers and they do not recover until
>> the
>> >> website comes back online. I dont think this is intended, however I am
>> >> trying to avoid this problem. I am trying to setup a local http server
>> and
>> >> that is also causing the same crashes, the error I get doesnt make
>> sense. I
>> >> dont know what empty means because I set my host name correctly in the
>> >> local http config. It does in fact generate minidumps. Also, every web
>> host
>> >> has downtime eventually, so no comment...
>> >>
>> >> *   Testing file publisher...
>> >> *
>> >> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
>> >> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
>> >> L 03/01/2012 - 20:57:07: *
>> >> Validating...L 03/01/2012 - 20:57:07:
>> OK
>> >> L 03/01/2012 - 20:57:07: *
>> >> *L 03/01/2012 - 20:57:07: *  Hostname:
>> >> L 03/01/2012 - 20:57:07: *
>> >> Validating...L 03/01/2012 - 20:57:07:
>> FAILED
>> >> *
>> >> L 03/01/2012 - 20:57:07: *
>> >> **
>> >> * ** ERROR: Empty!*
>> >> *
>> >> L 03/01/2012 - 20:57:07: *
>> >> L 03/01/2012 - 20:57:07: *
>> >> L 03/01/2012 - 20:57:0

Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
That was my phone, I didnt think it would double post... I should BCC just
to make you happy haha.

On Thu, Mar 1, 2012 at 11:01 PM, Mart-Jan Reeuwijk wrote:

>
> I do understand you want to solve your problem, but could you please learn
> how to email? by not sending to every mailing list twice by reply all and
> put again in the CC and whatnot etc.
>
>
>
> >____
> > From: DontWannaName! 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Cc: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Friday, 2 March 2012, 7:00
> >Subject: Re: [hlds_linux] Replay Crashing Me
> >
> >I thought I did too but the logs above what I didn't paste include all
> the local settings. And the cfgs are setup correctly to execute the right
> one. Unless both can somehow be enabled and the default value of offload
> enabled is 1...
> >
> >It's ran under the right permissions.
> >
> >Sent from my iPhone 4
> >
> >On Mar 1, 2012, at 9:49 PM, "hlds"  wrote:
> >
> >> I understand that it crashes when you're trying to use a remote server,
> but
> >> what is the error when using a local folder? From the logs it seems
> that you
> >> still have replay_fileserver_offload_enable set to 1.
> >>
> >> To setup a local server:
> >>
> >> replay_fileserver_offload_enable "0"
> >> replay_local_fileserver_path
> >> "/var/www/www.myserver.com/htdocs/replays/server1"
> >> replay_fileserver_host "www.myserver.com"
> >> replay_fileserver_port "80"
> >> replay_fileserver_path "/replays/server1"
> >>
> >> Then use a browser to test that
> http://www.myserver.com:80/replays/server1
> >> is for accessing the files from local folder.
> >>
> >> Note that the user used for running the server must be able to write to
> >> replay_local_fileserver_path.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> >> DontWannaName!
> >> Sent: Friday, March 02, 2012 7:06 AM
> >> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux
> >> server mailing list
> >> Subject: [hlds_linux] Replay Crashing Me
> >>
> >> I cant seem to get my replay system to work correctly. When my website
> goes
> >> down, it completely crashes me servers and they do not recover until the
> >> website comes back online. I dont think this is intended, however I am
> >> trying to avoid this problem. I am trying to setup a local http server
> and
> >> that is also causing the same crashes, the error I get doesnt make
> sense. I
> >> dont know what empty means because I set my host name correctly in the
> >> local http config. It does in fact generate minidumps. Also, every web
> host
> >> has downtime eventually, so no comment...
> >>
> >> *   Testing file publisher...
> >> *
> >> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
> >> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> >> L 03/01/2012 - 20:57:07: *
> >> Validating...L 03/01/2012 - 20:57:07: OK
> >> L 03/01/2012 - 20:57:07: *
> >> *L 03/01/2012 - 20:57:07: *  Hostname:
> >> L 03/01/2012 - 20:57:07: *
> >> Validating...L 03/01/2012 - 20:57:07:
> FAILED
> >> *
> >> L 03/01/2012 - 20:57:07: *
> >> **
> >> * ** ERROR: Empty!*
> >> *
> >> L 03/01/2012 - 20:57:07: *
> >> L 03/01/2012 - 20:57:07: *
> >> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable"
> is
> >> now 0.
> >> L 03/01/2012 - 20:57:07: *
> >> L 03/01/2012 - 20:57:07: *
> >> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> >> replay.cfg.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
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> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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> please visit:
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> >
> >
> >
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I thought I did too but the logs above what I didn't paste include all the 
local settings. And the cfgs are setup correctly to execute the right one. 
Unless both can somehow be enabled and the default value of offload enabled is 
1...

It's ran under the right permissions. 

Sent from my iPhone 4

On Mar 1, 2012, at 9:49 PM, "hlds"  wrote:

> I understand that it crashes when you're trying to use a remote server, but
> what is the error when using a local folder? From the logs it seems that you
> still have replay_fileserver_offload_enable set to 1.
> 
> To setup a local server:
> 
> replay_fileserver_offload_enable "0"
> replay_local_fileserver_path
> "/var/www/www.myserver.com/htdocs/replays/server1"
> replay_fileserver_host "www.myserver.com"
> replay_fileserver_port "80"
> replay_fileserver_path "/replays/server1"
> 
> Then use a browser to test that http://www.myserver.com:80/replays/server1
> is for accessing the files from local folder.
> 
> Note that the user used for running the server must be able to write to
> replay_local_fileserver_path.
> 
> -Original Message-----
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> DontWannaName!
> Sent: Friday, March 02, 2012 7:06 AM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
> server mailing list
> Subject: [hlds_linux] Replay Crashing Me
> 
> I cant seem to get my replay system to work correctly. When my website goes
> down, it completely crashes me servers and they do not recover until the
> website comes back online. I dont think this is intended, however I am
> trying to avoid this problem. I am trying to setup a local http server and
> that is also causing the same crashes, the error I get doesnt make sense. I
> dont know what empty means because I set my host name correctly in the
> local http config. It does in fact generate minidumps. Also, every web host
> has downtime eventually, so no comment...
> 
> *   Testing file publisher...
> *
> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> L 03/01/2012 - 20:57:07: *
> Validating...L 03/01/2012 - 20:57:07: OK
> L 03/01/2012 - 20:57:07: *
> *L 03/01/2012 - 20:57:07: *  Hostname:
> L 03/01/2012 - 20:57:07: *
> Validating...L 03/01/2012 - 20:57:07: FAILED
> *
> L 03/01/2012 - 20:57:07: *
> **
> * ** ERROR: Empty!*
> *
> L 03/01/2012 - 20:57:07: *
> L 03/01/2012 - 20:57:07: *
> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable" is
> now 0.
> L 03/01/2012 - 20:57:07: *
> L 03/01/2012 - 20:57:07: *
> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> replay.cfg.
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
> 
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Ok I think its .dmx and application/octet-stream so I added that... unsure
if that would fix it though. The error sounds like some domain issue.

On Thu, Mar 1, 2012 at 9:29 PM,  wrote:

> While I'm not sure what the error is exactly based on what you pasted into
> the first email, make sure you have a MIME mapping set in IIS for the file
> extensions the replay system uses.
>
> On 02/03/2012, at 4:26 PM, Cameron Munroe 
> wrote:
>
> > Here is an example of how powerful apache is.
> >
> > http://apache.org/server-status
> >
> >
> > Even if you dont use it for your other sites it would be great for tf2
> replays.
> >
> >
> > On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:
> >
> >> I run my own hardware. Game server hosts are not my thing after running
> >> servers for so long. If it helps the IIS server works fine.
> >>
> >>
> >>
> >> On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe <
> cmun...@cameronmunroe.com>wrote:
> >>
> >>> Is this TF2 server a server that you host on a vps or deadicated
> server or
> >>> is this a server that you purchase via slot?
> >>> On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
> >>>
> >>>> My webhost is Dreamhost which seems to be down at the moment for me...
> >>>> lovely...
> >>>>
> >>>> I have tried both, the domain name is just an A record pointing to
> the IP
> >>>> anyways. Both gave me that error.
> >>>>
> >>>> On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe <
> >>> cmun...@cameronmunroe.com>wrote:
> >>>>
> >>>>> are you using a DNS name, if so change this to a direct ip. Also who
> >>> hosts
> >>>>> your webserver?
> >>>>> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
> >>>>>
> >>>>>> I cant seem to get my replay system to work correctly. When my
> website
> >>>>> goes
> >>>>>> down, it completely crashes me servers and they do not recover until
> >>> the
> >>>>>> website comes back online. I dont think this is intended, however I
> am
> >>>>>> trying to avoid this problem. I am trying to setup a local http
> server
> >>>>> and
> >>>>>> that is also causing the same crashes, the error I get doesnt make
> >>>>> sense. I
> >>>>>> dont know what empty means because I set my host name correctly in
> the
> >>>>>> local http config. It does in fact generate minidumps. Also, every
> web
> >>>>> host
> >>>>>> has downtime eventually, so no comment...
> >>>>>>
> >>>>>> *   Testing file publisher...
> >>>>>> *
> >>>>>> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web
> server
> >>>>>> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> Validating...L 03/01/2012 -
> 20:57:07:
> >>> OK
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> *L 03/01/2012 - 20:57:07: *  Hostname:
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> Validating...L 03/01/2012 -
> 20:57:07:
> >>>>> FAILED
> >>>>>> *
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> **
> >>>>>> * ** ERROR: Empty!*
> >>>>>> *
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
> "replay_enable"
> >>>>> is
> >>>>>> now 0.
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> L 03/01/2012 - 20:57:07: *
> >>>>>> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> >>>>>> replay.cfg.
> >>>>>> ___
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>> please visit:
> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >&g

Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Yes, they are going to hear it from me. But for future stability I want to
get this to work. I already run IIS and id like to get this working. That
error message doesnt mean much to me at all. Especially when everything
else checks out before it just fine.

On Thu, Mar 1, 2012 at 9:17 PM, Cameron Munroe wrote:

> You can always host an apache server on that box to host the replays if
> you are having massive outages from dreamhost. I would suggest getting in
> contact with them and informing them of your outages and how it is not on
> par with what they should be providing.
>
> If it is windows server I suggest WAMP.
> On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:
>
> > I run my own hardware. Game server hosts are not my thing after running
> > servers for so long. If it helps the IIS server works fine.
> >
> >
> >
> > On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe <
> cmun...@cameronmunroe.com>wrote:
> >
> >> Is this TF2 server a server that you host on a vps or deadicated server
> or
> >> is this a server that you purchase via slot?
> >> On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
> >>
> >>> My webhost is Dreamhost which seems to be down at the moment for me...
> >>> lovely...
> >>>
> >>> I have tried both, the domain name is just an A record pointing to the
> IP
> >>> anyways. Both gave me that error.
> >>>
> >>> On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe <
> >> cmun...@cameronmunroe.com>wrote:
> >>>
> >>>> are you using a DNS name, if so change this to a direct ip. Also who
> >> hosts
> >>>> your webserver?
> >>>> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
> >>>>
> >>>>> I cant seem to get my replay system to work correctly. When my
> website
> >>>> goes
> >>>>> down, it completely crashes me servers and they do not recover until
> >> the
> >>>>> website comes back online. I dont think this is intended, however I
> am
> >>>>> trying to avoid this problem. I am trying to setup a local http
> server
> >>>> and
> >>>>> that is also causing the same crashes, the error I get doesnt make
> >>>> sense. I
> >>>>> dont know what empty means because I set my host name correctly in
> the
> >>>>> local http config. It does in fact generate minidumps. Also, every
> web
> >>>> host
> >>>>> has downtime eventually, so no comment...
> >>>>>
> >>>>> *   Testing file publisher...
> >>>>> *
> >>>>> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
> >>>>> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> Validating...L 03/01/2012 - 20:57:07:
> >> OK
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> *L 03/01/2012 - 20:57:07: *  Hostname:
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> Validating...L 03/01/2012 - 20:57:07:
> >>>> FAILED
> >>>>> *
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> **
> >>>>> * ** ERROR: Empty!*
> >>>>> *
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
> "replay_enable"
> >>>> is
> >>>>> now 0.
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> L 03/01/2012 - 20:57:07: *
> >>>>> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> >>>>> replay.cfg.
> >>>>> ___
> >>>>> 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
> >>
> > ___
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> please visit:
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>
>
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Turns out my web host's server is down for a file check, the one server im
on... This same kind of crash has happened when replay cant connect to my
website. The fail safe of disabling replay doesnt stop the crash, however
replay being disabled is logged. The crash comes after. Local http is
better anyways, its not that much bandwidth.

On Thu, Mar 1, 2012 at 9:14 PM, DontWannaName! wrote:

> I run my own hardware. Game server hosts are not my thing after running
> servers for so long. If it helps the IIS server works fine.
>
>
>
>
> On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
> wrote:
>
>> Is this TF2 server a server that you host on a vps or deadicated server
>> or is this a server that you purchase via slot?
>> On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
>>
>> > My webhost is Dreamhost which seems to be down at the moment for me...
>> > lovely...
>> >
>> > I have tried both, the domain name is just an A record pointing to the
>> IP
>> > anyways. Both gave me that error.
>> >
>> > On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe <
>> cmun...@cameronmunroe.com>wrote:
>> >
>> >> are you using a DNS name, if so change this to a direct ip. Also who
>> hosts
>> >> your webserver?
>> >> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
>> >>
>> >>> I cant seem to get my replay system to work correctly. When my website
>> >> goes
>> >>> down, it completely crashes me servers and they do not recover until
>> the
>> >>> website comes back online. I dont think this is intended, however I am
>> >>> trying to avoid this problem. I am trying to setup a local http server
>> >> and
>> >>> that is also causing the same crashes, the error I get doesnt make
>> >> sense. I
>> >>> dont know what empty means because I set my host name correctly in the
>> >>> local http config. It does in fact generate minidumps. Also, every web
>> >> host
>> >>> has downtime eventually, so no comment...
>> >>>
>> >>> *   Testing file publisher...
>> >>> *
>> >>> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
>> >>> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> Validating...L 03/01/2012 - 20:57:07:
>> OK
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> *L 03/01/2012 - 20:57:07: *  Hostname:
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> Validating...L 03/01/2012 - 20:57:07:
>> >> FAILED
>> >>> *
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> **
>> >>> * ** ERROR: Empty!*
>> >>> *
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
>> "replay_enable"
>> >> is
>> >>> now 0.
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> L 03/01/2012 - 20:57:07: *
>> >>> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
>> >>> replay.cfg.
>> >>> ___
>> >>> 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
>> >>
>> > ___
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>> please visit:
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>>
>>
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>> please visit:
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>>
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I run my own hardware. Game server hosts are not my thing after running
servers for so long. If it helps the IIS server works fine.



On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe wrote:

> Is this TF2 server a server that you host on a vps or deadicated server or
> is this a server that you purchase via slot?
> On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
>
> > My webhost is Dreamhost which seems to be down at the moment for me...
> > lovely...
> >
> > I have tried both, the domain name is just an A record pointing to the IP
> > anyways. Both gave me that error.
> >
> > On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe <
> cmun...@cameronmunroe.com>wrote:
> >
> >> are you using a DNS name, if so change this to a direct ip. Also who
> hosts
> >> your webserver?
> >> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
> >>
> >>> I cant seem to get my replay system to work correctly. When my website
> >> goes
> >>> down, it completely crashes me servers and they do not recover until
> the
> >>> website comes back online. I dont think this is intended, however I am
> >>> trying to avoid this problem. I am trying to setup a local http server
> >> and
> >>> that is also causing the same crashes, the error I get doesnt make
> >> sense. I
> >>> dont know what empty means because I set my host name correctly in the
> >>> local http config. It does in fact generate minidumps. Also, every web
> >> host
> >>> has downtime eventually, so no comment...
> >>>
> >>> *   Testing file publisher...
> >>> *
> >>> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
> >>> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> >>> L 03/01/2012 - 20:57:07: *
> >>> Validating...L 03/01/2012 - 20:57:07:
> OK
> >>> L 03/01/2012 - 20:57:07: *
> >>> *L 03/01/2012 - 20:57:07: *  Hostname:
> >>> L 03/01/2012 - 20:57:07: *
> >>> Validating...L 03/01/2012 - 20:57:07:
> >> FAILED
> >>> *
> >>> L 03/01/2012 - 20:57:07: *
> >>> **
> >>> * ** ERROR: Empty!*
> >>> *
> >>> L 03/01/2012 - 20:57:07: *
> >>> L 03/01/2012 - 20:57:07: *
> >>> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable"
> >> is
> >>> now 0.
> >>> L 03/01/2012 - 20:57:07: *
> >>> L 03/01/2012 - 20:57:07: *
> >>> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> >>> replay.cfg.
> >>> ___
> >>> 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:
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> >>
> > ___
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>
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
My webhost is Dreamhost which seems to be down at the moment for me...
lovely...

I have tried both, the domain name is just an A record pointing to the IP
anyways. Both gave me that error.

On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe wrote:

> are you using a DNS name, if so change this to a direct ip. Also who hosts
> your webserver?
> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
>
> > I cant seem to get my replay system to work correctly. When my website
> goes
> > down, it completely crashes me servers and they do not recover until the
> > website comes back online. I dont think this is intended, however I am
> > trying to avoid this problem. I am trying to setup a local http server
> and
> > that is also causing the same crashes, the error I get doesnt make
> sense. I
> > dont know what empty means because I set my host name correctly in the
> > local http config. It does in fact generate minidumps. Also, every web
> host
> > has downtime eventually, so no comment...
> >
> > *   Testing file publisher...
> > *
> > L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
> > L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
> > L 03/01/2012 - 20:57:07: *
> > Validating...L 03/01/2012 - 20:57:07: OK
> > L 03/01/2012 - 20:57:07: *
> > *L 03/01/2012 - 20:57:07: *  Hostname:
> > L 03/01/2012 - 20:57:07: *
> > Validating...L 03/01/2012 - 20:57:07:
> FAILED
> > *
> > L 03/01/2012 - 20:57:07: *
> > **
> > * ** ERROR: Empty!*
> > *
> > L 03/01/2012 - 20:57:07: *
> > L 03/01/2012 - 20:57:07: *
> > L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable"
> is
> > now 0.
> > L 03/01/2012 - 20:57:07: *
> > L 03/01/2012 - 20:57:07: *
> > L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
> > replay.cfg.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
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[hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I cant seem to get my replay system to work correctly. When my website goes
down, it completely crashes me servers and they do not recover until the
website comes back online. I dont think this is intended, however I am
trying to avoid this problem. I am trying to setup a local http server and
that is also causing the same crashes, the error I get doesnt make sense. I
dont know what empty means because I set my host name correctly in the
local http config. It does in fact generate minidumps. Also, every web host
has downtime eventually, so no comment...

*   Testing file publisher...
*
L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: OK
L 03/01/2012 - 20:57:07: *
*L 03/01/2012 - 20:57:07: *  Hostname:
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: FAILED
*
L 03/01/2012 - 20:57:07: *
**
* ** ERROR: Empty!*
*
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable" is
now 0.
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
replay.cfg.
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread DontWannaName!
I think the delay between the news and when the files are actually put on
the servers or are accessible is quite long. I just was able to start
updating both my client and server. My client and server started at the
same time, both were getting errors before. This happens with most large
updates.

On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith  wrote:

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Limit the effective FOV of players using wide-screen resolutions with
> aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar
> can be changed to remove the restriction or make the restriction also apply
> to full-screen players.
>
> Team Fortress 2
> - Fixed Cp_Foundry not ending the map in the middle of a round when
> mp_timelimit is hit
> - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
> - Fixed incorrect player animations for the Buff Banner and the
> Battalion's Backup
> - Fixed some cases where strange Ullapool Cabers and wrenches would fail
> to correctly count kills
> - Improvements for client stability
> - Updated the localization files
> - Crafting changes:
>   - Added crafting recipes for weapons introduced during the holiday update
>   - When selecting items for use in crafting, the items selected will show
> their quality in addition to the item name
>   - Ellis's Cap can now be used as a crafting reagent
> - Item changes
>   - Added The Lucky Shot helmet
>   - Added The Killer Exclusive to the Mann Co. store
>   - Added Mask of the Shaman to the item drop list
>   - Fixed particle display problems for items with multiple effects
>   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
>   - Updated the Desert Marauder and the Villain's Veil so they can be
> equipped together
>   - Updated the Fancy Dress Uniform and the Kringle Collection so they can
> be equipped together
>   - The Bombinomicon no longer shakes the screen and has a delay before
> the explosion so that Snipers, Spies, and others can get better feedback on
> the actual cause of death
>   - The Bazaar Bargain functionality has changed: only one stored head is
> lost on a miss or a bodyshot and no heads are gained when missing while
> crit-boosted
>
>
> ___
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Re: [hlds_linux] Policy of truth

2012-01-04 Thread DontWannaName!
Well that is good news, however a month is a very liberal punishment for groups 
that have been doing this for 3 years. 

Sent from my iPhone 4

On Jan 4, 2012, at 1:15 PM, Fletcher Dunn  wrote:

> Today the Team Fortress team took action to bring certain server operators 
> into compliance with our previously announced "honest server policy".  
> Examples of server modifications that resulted in this policy include:
> * Running bots and trying to make them appear that they were human players
> * Running bots and circumventing or modifying the usual mechanisms that the 
> bots are advertised to the server browser
> * 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.
> 
> We have not taken action against individual servers, but rather against an 
> entire related server group.  Hopefully the necessity for this policy is 
> clear.  We took two different actions, depending on the severity of 
> modification we found:
> * Preventing IP addresses from logging a TF gameserver account, which 
> excludes them from quickplay.
> * Delisting IP addresses from the master server (server browser and Quick 
> Match system) for one month.
> 
> Finally, we would like to say thanks to the server operators who have 
> continued to run honest servers, and to those who heeded our earlier warning 
> and subsequently changed their practices.  We thank you for that.  We hope 
> that our actions today show that we want to help you compete for player 
> traffic on the basis of providing a good environment for players.
> 
> Thank you,
> The Team Fortress Team
> 
> 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread DontWannaName!
I dont know why, but I keep getting plagued with command aborted :(

On Thu, Dec 15, 2011 at 8:18 PM, Tyler Davies wrote:

> Checking bootstrapper version ...
> removing stale semaphore last operated on by process 28342 with name
> 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
> Updating Installation
> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
> progress"
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
> sleeps
> Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, set
> the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
> This value is dependent upon the CPU clock speed and architecture and
> should be determined separately for each server. The use of this mechanism
> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Segmentation fault (core dumped)
> BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
> core file size >= 41066496, found: 12414976.
> Cannot access memory at address 0xf77e9908
> Cannot access memory at address 0xf77e9908
> Cannot access memory at address 0xf77e9908
>
> warning: the debug information found in "/lib/ld-2.12.1.so" does not match
> "/lib/ld-linux.so.2" (CRC mismatch).
>
>
> On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose 
> wrote:
>
> > Renamed addons, server still crashes, so apparently srcds itself is
> > crashing.  Trying to force a -verify_all now, but of course, now I get to
> > deal with the server updater's legendary responsiveness...
> >
> >
> > On 12/15/2011 10:54 PM, PharaohsPaw wrote:
> >
> >> Something did, as my server is segfaulting on start.
> >>>
> >>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
> >>>
>  Anyone know if sourcemod offsets changed?
> 
>   If one of you guys that got an update successfully woudln't mind
> >> posting
> >> the contents of your updated tf2/orangebox/tf/steam.inf file, I am
> willing
> >> to try to help figure out what this update broke with metamod/sourcemod
> >> (assuming you guys are running them).
> >>
> >> I'm no Bailopan but I know a few things about them. :)
> >>
> >> __**_
> >> 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>
> >>
> >
> >
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> > please visit:
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-30 Thread DontWannaName!
You could always email the devs directly and ask.

Sent from my iPhone 4

On Nov 30, 2011, at 9:07 AM, "timur 'grammaton' celikkesen" 
 wrote:

> Hi there...
> 
> trying it for a last time ... :-/
> 
> It would be really really really nice from the Valve Guys if they could 
> simply answer to this question:
> 
> 
> Dedicated (Community not Matchmaking) Servers during the  CS:GO Beta - Yes or 
> No?
> 
> 
> 
> Cheers
> 
> grammaton
> 
> 
> 
> 
> 
> 
> 
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-18 Thread DontWannaName!
Im sure they will let us know when the beta is released or beforehand.
(Even if its not I am pretty sure you can use the client files to host a
server)

On Fri, Nov 18, 2011 at 2:36 AM, timur 'grammaton' celikkesen <
gramma...@gmail.com> wrote:

> like i said   few hours or DAYS  (<<
> and i think we had enough offtopic content in the last weeks here
>
> so please let us stay on target:   dedicated servers for cs:go - yes or no?
>
>
> cheers
>
> grammaton
>
>
>
> From: Phil Quinn
> Sent: Friday, November 18, 2011 11:15 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Global Offensive Dedicated
>
>
> I read it as they would have a date for the beta today, not that they were
> releasing it.
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@**list.valvesoftware.com]
> On Behalf Of timur 'grammaton' celikkesen
> Sent: 18 November 2011 09:37
> To: hlds_linux@list.valvesoftware.**com
> Subject: [hlds_linux] Global Offensive Dedicated
>
> Hi there..
>
> as csgo_dev tweeted - i assume that we are just a few hours or days away
> from the release of the beta.
>
> Will it be possible to setup dedicated servers during the beta?
>
> If so - any advise or information from valve regarding the setup with some
> time in advance...not just 30 mins before the release? :D
>
>
> cheers
>
> grammaton
>
>
> __**_
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>
>
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread DontWannaName!
I am being plagued with command aborted. :(

Sent from my iPhone 4

On Nov 10, 2011, at 4:24 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below.
> 
> Thanks.
> 
> -Eric
> 
> 
> 
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Added rate limiting for connections and added the following ConVars to 
> support that:
>   - sv_max_connects_sec
>   - sv_max_connects_window
>   - sv_max_connects_sec_global
> 
> Team Fortress 2
> - Added a full moon background for the main menu
> - Added new promo items
> - Fixed a Linux dedicated server crash when using +randommap on the command 
> line
> - Fixed some bugs with the way items appear in the Steam Community and Steam 
> Trading
> - Optimized several materials to improvement performance
> - Updated the localization files
> 
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Re: [hlds_linux] Valve Security Breach

2011-11-10 Thread DontWannaName!
If you haven't noticed, most credit card companies have very good fraud 
prevention now. What's the worst they can do? I mean it's bad, but really not 
the end of the world. You guys are just causing unneeded drama about an issue 
that they are handling internally.

Sent from my iPhone 4

On Nov 10, 2011, at 3:51 PM, Nathan Radcliffe  wrote:

> msleeper, please comment.  Really looking forward to it.
> 
> On 10 November 2011 23:43, DontWannaName!  wrote:
> 
>> Lol we don't even know how many steam accounts are even on that server. I
>> bet it's not as many and therefor not as big of an issue. Especially since
>> the info is useless to the hackers.
>> 
>> At least the forums are coming back online.
>> 
>> Sent from my iPhone 4
>> 
>> On Nov 10, 2011, at 3:32 PM, px  wrote:
>> 
>>> Здравствуйте, Nicolas.
>>> 
>>> Вы писали 11 листопада 2011 р., 1:20:40:
>>> 
>>> http://kotaku.com/5858473/
>>> 
>>>> Sounds serious without being serious.
>>>> Frightening nonetheless.
>>>> --
>>>> Nicolas "NykO18" Grevet
>>> 
>>> 
>>>> 2011/11/11 
>>> 
>>>>> Confirmation that the attack breached more than their forums:
>>>>> 
>>>>> http://www.rockpapershotgun.com/2011/11/10/steam-hacked/
>>>>> 
>>>>>> -Original Message-
>>>>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>>>>>> boun...@list.valvesoftware.com] On Behalf Of Jesse Porter
>>>>>> Sent: 09 November 2011 20:28
>>>>>> To: Half-Life dedicated Linux server mailing list
>>>>>> Subject: Re: [hlds_linux] Valve Security Breach
>>>>>> 
>>>>>> Without rancor or anger, I tell you this is very unhelpful, regardless
>>>>>> of
>>>>>> what your position is on the SPUF closure.
>>>>>> 
>>>>>> On Wed, Nov 9, 2011 at 12:23 PM, Dan  wrote:
>>>>>> 
>>>>>>> On 09/11/2011 19:18, Mart-Jan Reeuwijk wrote:
>>>>>>> 
>>>>>>>> Well, some of his community gamers may well be also users on SPUF
>>>>>>>> 
>>>>>>> 
>>>>>>> Some of his users may have bought batches of tinned spam from Crayed
>>>>>>> mentos starting #219-245.
>>>>>>> If they eat it, there's a chance it was contaminated with e-coli
>>>>>> virus and
>>>>>>> they might die an agonising and painful death.
>>>>>>> 
>>>>>>> Yet he's not mentioned it to them.
>>>>>>> 
>>>>>>> So why so particular with this?
>>>>>>> 
>>>>>>> Let's be honest with each other and Valve. We want to know what
>>>>>> happened
>>>>>>> for the same reason that a cage full of chimps will open a box you
>>>>>> put in
>>>>>>> their cage.
>>>>>>> It's nothing more than curiosity.
>>>>>>> 
>>>>>>> And this list is a place where people @ Valve post things that's
>>>>>> still
>>>>>>> open.
>>>>>>> 
>>>>>>> --
>>>>>>> Dan.
>>>>>>> 
>>>>>>> 
>>>>>>> __**_
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives,
>>>>>>> please visit:
>>>>>>> 
>>>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
>> 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
>>> 
>>> 
>>> 
>>> 
>>> --
>>> С уважением,
>>> px  mailto:p...@i.kiev.ua
>>> 
>>> 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>> 
>> ___
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Re: [hlds_linux] Valve Security Breach

2011-11-10 Thread DontWannaName!
Lol we don't even know how many steam accounts are even on that server. I bet 
it's not as many and therefor not as big of an issue. Especially since the info 
is useless to the hackers.

At least the forums are coming back online.

Sent from my iPhone 4

On Nov 10, 2011, at 3:32 PM, px  wrote:

> Здравствуйте, Nicolas.
> 
> Вы писали 11 листопада 2011 р., 1:20:40:
> 
> http://kotaku.com/5858473/
> 
>> Sounds serious without being serious.
>> Frightening nonetheless.
>> --
>> Nicolas "NykO18" Grevet
> 
> 
>> 2011/11/11 
> 
>>> Confirmation that the attack breached more than their forums:
>>> 
>>> http://www.rockpapershotgun.com/2011/11/10/steam-hacked/
>>> 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Jesse Porter
 Sent: 09 November 2011 20:28
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Valve Security Breach
 
 Without rancor or anger, I tell you this is very unhelpful, regardless
 of
 what your position is on the SPUF closure.
 
 On Wed, Nov 9, 2011 at 12:23 PM, Dan  wrote:
 
> On 09/11/2011 19:18, Mart-Jan Reeuwijk wrote:
> 
>> Well, some of his community gamers may well be also users on SPUF
>> 
> 
> Some of his users may have bought batches of tinned spam from Crayed
> mentos starting #219-245.
> If they eat it, there's a chance it was contaminated with e-coli
 virus and
> they might die an agonising and painful death.
> 
> Yet he's not mentioned it to them.
> 
> So why so particular with this?
> 
> Let's be honest with each other and Valve. We want to know what
 happened
> for the same reason that a cage full of chimps will open a box you
 put in
> their cage.
> It's nothing more than curiosity.
> 
> And this list is a place where people @ Valve post things that's
 still
> open.
> 
> --
> Dan.
> 
> 
> __**_
> 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
> 
> 
> 
> 
> -- 
> С уважением,
> px  mailto:p...@i.kiev.ua
> 
> 
> ___
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> visit:
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
I think you are thinking the worst. All someone needs to post what they did
is access to the VB admin CP which just requires an admin. My guess is it
isnt as bad as people are making it out to be and right now everyone is
speculating the worst. Just chill

On Tue, Nov 8, 2011 at 4:51 PM, Nathan Radcliffe  wrote:

> Correct, but where else should it be posted?  On the forums maybe?  It's
> been nearly two days, and still no official press release.  A few people
> have reported receiving spam emails and I've seen unconfirmed reports of
> password databases being leaked.
> I don't have much doubt that most people on this list have good password
> management, but I'm sure there's still millions of forums users unaware
> that any hack happened, or if they are aware, how it may have effected
> them.
>
> On 8 November 2011 20:05, msleeper  wrote:
>
> > This is not relevant to server administration.
> >
> > On Tue, Nov 8, 2011 at 1:07 AM, m33crob  wrote:
> > > Hello Valve,
> > >
> > >  I'd like to request notification via these mailing lists once/if Valve
> > > makes a statement about todays security breach and subsequent downtime.
> > >
> > >
> >
> http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
Looks like its disabled now...

http://sourceop.com/modules.php?name=Forums&file=viewtopic&t=90261&postdays=0&postorder=asc&start=75

On Tue, Nov 8, 2011 at 3:58 PM, coffee problem wrote:

> Unfortunately, they are probably going to just let it stay hacked. Since
> they have said they aren't going to chase the fake clients issue due to
> more bugs being introduced by patching against it, why bother with the
> forums? Fix one hole, someone finds another.
>
> Oh well, it was a good community while it lasted!
>
> CP
>
> On Tue, Nov 8, 2011 at 1:07 AM, m33crob  wrote:
>
> > Hello Valve,
> >
> >  I'd like to request notification via these mailing lists once/if Valve
> > makes a statement about todays security breach and subsequent downtime.
> >
> >
> >
> http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
Lol please stop making terrible excuses to connect any Steam issue with the 
forum issue. They are completely unrelated. You need to contact support. 
Everyone else just needs to be patient with the forums. They probably don't 
want it to happen again so it's going to take time.

Sent from my iPhone 4

On Nov 8, 2011, at 1:31 AM, Russell Smith  wrote:

> Haven't been able to add any funds to my Steam Wallet all night for the TF2 
> store.  Get a CC declined message almost instantly when going through 
> Firefox.  If I try in game the page just errors out after trying to load for 
> 20 seconds or so.  Might be related.
> 
> On 11/7/2011 10:14 PM, Richard GrosJean wrote:
>> Steam store is loading just fine here. AFAIK only the forums are affected.
>> 
>> On Tue, Nov 8, 2011 at 8:10 AM, Necavi  wrote:
>>> Is valve under some sort of major attack? I've noticed that the forums were
>>> hacked, the VAC servers are down, and several parts of the site (such as the
>>> steam store) won't load and are throwing out errors...this seems rather
>>> serious. and maybe it's just where I've been looking, but I haven't seen any
>>> official comment from Valve regarding any of these things.
>>> 
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of m33crob
>>> Sent: Monday, November 07, 2011 22:08
>>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
>>> server mailing list
>>> Subject: [hlds_linux] Valve Security Breach
>>> 
>>> Hello Valve,
>>> 
>>>  I'd like to request notification via these mailing lists once/if Valve
>>> makes a statement about todays security breach and subsequent downtime.
>>> 
>>> http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-at
>>> tack/
>>> ___
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>>> please visit:
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>>> 
>>> 
>>> ___
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>>> please visit:
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-06 Thread DontWannaName!
saigns isnt bad cause of their extra fun mods, its because they run bots
that appear as humans it is hard to notice if you dont go play there.

On Sun, Nov 6, 2011 at 9:11 AM, James Botting wrote:

> Yes, because i want every abusive player that was kicked from my
> server reporting me for abuse because they want revenge.
> Or free to play players reporting me because a plugin kicks them on
> connect to my trade servers. (what's the point in them joining a trade
> server when they can't trade?)
>
> On 6 Nov 2011, at 12:32, bp  wrote:
>
> > The Report Players button is there whenever you play on a server that
> > you are not having FUN on. The worst that would happen is simply the
> > server getting deregistered: players would no longer connect through
> > matchmaking, a service that's after all aimed at newbies who probably
> > would prefer the vanilla experience. I know I for one did, but people
> > have different tastes and the whole point of the reporting tool is
> > providing feedback about what people like and don't like to Valve.
> >
> > In this perspective, I think that excessive modding that makes the
> > game not fun is a valid reason to report - just like abusive
> > administrators who freeze other people in place and noclip to grab the
> > gifts themselves.
> >
> > On the other hand... well, if you don't like it, don't play on it. It
> > would make sense to propose the user to report a server right after
> > being forcibly disconnected (something Valve's working on IIRC), but
> > allowing users to report any server at any time is probably asking for
> > abuse of the tool.
> >
> > --bp
> >
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-05 Thread DontWannaName!
No, but they can dock them in points appropriately for providing a poor
experience to gamers on their servers.

On Sat, Nov 5, 2011 at 10:33 PM, Bacon Cat  wrote:

> Their Servers, their rules. Valve can't stop them running the servers how
> they want.
>
> On Sun, Nov 6, 2011 at 4:34 AM, Drogen Viech  >wrote:
>
> > The saigns.de guys banned me for whatever reason, probably for calling
> > their servers pay-to-win-infested bullshit - so i'd wanted to join and
> > report them for giving out items to players they don't have (obviously
> > valve didn't want this days back when purposely denying
> > player-attachments?)
> >
> > (Also, they seem to fake alot of messages to trick people into
> > thinking their bots are real players - they even managed to modify the
> > "status" command output afaik)
> >
> > ___
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