Re: [hlds_linux] Server freezes after restart given
I am running _restart for ages, have almost no issues with it. On a rare condition day I have a crash which hangs the server but thats 1 in say a few months. (from 20 servers) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank Sent: dinsdag 13 maart 2012 20:53 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Server freezes after restart given Right, But what I'm saying is there was no issues up till about 2 Valve updates back - something has changed and it has nothing to do with SourceMod. In the mean time the memory has been bumped up to a full 2GB to see if it was a memory issue that I'm not seeing. I have no issues on the other Linux servers I'm running using the _restart command and all of them are nearly identical. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Tuesday, March 13, 2012 3:50 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server freezes after restart given screen -S name_from_screensession -X quit 2012/3/13 Frank ad...@gamerscrib.net: Quit Ctrl + C in screen will quit just fine like normal however I don't wish to log into each back end to submit a Quit - Start - I'm using a quick solution thru Rcon to submit. ___ 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] Mandatory Team Fortress 2 Update Released
Plenty of tools for that.. would be lower on the list imho. On Fri, 09 Mar 2012 12:50:39 +, dan needa...@ntlworld.com wrote: On 08/03/2012 23:55, Emil Larsson wrote: While it's welcome to see the update pending message again, it's a bit... spammy currently. At least it's not easily missed. It'd be nice if the server could just update itself if it's empty. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Then dont take a dump in the railway station in the first place. Joking aside, nemrun/ssms do updates just fine. But i prefer to have valve work on crash fixes/more important stuff. On Fri, 09 Mar 2012 14:45:13 +, dan needa...@ntlworld.com wrote: On 09/03/2012 14:27, Eric Riemers wrote: Plenty of tools for that.. would be lower on the list imho. This tool solution is like the toilet paper they put in railways stations, it doesn't remove the problem, it just moves it around from one place to another. I don't want the server to update automatically, only to leave me having to update the tool. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Eric, Any chance we will see in the future (just asking) an improved method of updating, that it won't start doing massive IO because its checking the files? A list of crc of all the files to check if there the same would be easier no? (or something like that) Thanks for the stability improvements / crash fixes. Eric :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: vrijdag 9 maart 2012 0:46 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 -- Team Fortress 2 - Added The Nine-Pipe Problem - Added hud_fastswitch to the Advanced Options dialog - Fixed a commentary string that referenced the Soldier instead of the Heavy - Fixed a client crash that could occur when a server used SetCustomModel to change the player model - Fixed a crash that could occur while trying to get The Argyle Sap achievement - General improvements to client stability - Updated the Spirit of Giving so it can have a custom name applied to it - Updated the map arena_well - Updated the skybox - Made some miscellaneous material improvements ___ 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
[hlds_linux] jump back lag ;p
Maybe it's just a setting .. I've got some lag issues, it is as if you play the game and then send back a few ticks. Then its ok for some time and then it happens again at random. Feels like I set some setting incorrectly, because it really feels like you get pushed back a few moments in time. Have this on CS:S, although the TF2 on the same box runs fine for me. (and I just copied over the rate settings and such from tf2 with no luck) Any ideas? Eric ___ 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] jump back lag ;p
In my case its all the players on the server (CS:S) .. I tested it myself and had the same issue. Normally if just 1 or 2 scream lag you can ignore it because it could be on their end. I have only gotten a few complaints from players that they indeed see a dip when a new player connected. Although this could also just be plugin related. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: woensdag 7 maart 2012 11:00 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Does this happen to everyone on the server, or just you? I've noticed this on TF2. The instant when connecting players finish loading the level and enter the world the server fps sometimes dips for a split second and you get a lag effect like you mention. You'll see little orange triangles on the interpolation graph right as a player joins when the lag occurs. It doesn't happen every time a player joins, but it's been particularly noticeable lately with all the client crashes. A big group of players will rejoin simultaneously and there will be a few corresponding fps dips as they re-enter. On 3/7/2012 1:47 AM, Eric Riemers wrote: Maybe it's just a setting .. I've got some lag issues, it is as if you play the game and then send back a few ticks. Then its ok for some time and then it happens again at random. Feels like I set some setting incorrectly, because it really feels like you get pushed back a few moments in time. Have this on CS:S, although the TF2 on the same box runs fine for me. (and I just copied over the rate settings and such from tf2 with no luck) Any ideas? Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] jump back lag ;p
I must say that in the past I didn't see any of these issues. I do see it on tf2 if its busy but even with only bots on CS:S I still get it frequently (as to the point its really annoying) comared to TF2 which is still acceptable -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: woensdag 7 maart 2012 11:41 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Yeah it doesn't happen every time. I use gameME, but like I said earlier I've tried running completely vanilla with no plugins at all and it still occurs. As far as I know HLStatsX does the GeoIP lookup in the perl daemon process anyway, not in the SourceMod plugin. On 3/7/2012 2:27 AM, ics wrote: I've seen this slight lag upon when player joins to TF2 server but not every time. I've assumed that the fault is in hlstatsx that checks the players country where he comes from and that is the cause. Does any one of you who have the issue use hlstats or am i in the same boat with you? Also i'm interested to know if there is any interaction between server and steam that might cause this when player connects to a server? -ics ___ 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] jump back lag ;p
The bots go away if the server fills up.. and I was testing this in the morning with 0.00 cpu usage on the box, so we can rule that one out :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: woensdag 7 maart 2012 11:59 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Bots use the CPU more than players, so if it's a CPU resource spike that's occurring on player connects then it would make sense that it happens more with bots on the server. On 3/7/2012 2:44 AM, Eric Riemers wrote: I must say that in the past I didn't see any of these issues. I do see it on tf2 if its busy but even with only bots on CS:S I still get it frequently (as to the point its really annoying) comared to TF2 which is still acceptable ___ 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] jump back lag ;p
p.s. i have a cs:s server running on another box which runs just fine .. so it must be some setting/network related.. going to be not funny to look for that needle again.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: woensdag 7 maart 2012 11:59 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Bots use the CPU more than players, so if it's a CPU resource spike that's occurring on player connects then it would make sense that it happens more with bots on the server. On 3/7/2012 2:44 AM, Eric Riemers wrote: I must say that in the past I didn't see any of these issues. I do see it on tf2 if its busy but even with only bots on CS:S I still get it frequently (as to the point its really annoying) comared to TF2 which is still acceptable ___ 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] jump back lag ;p
Hmm.. i got 96000 log files, in total of 19gb I'll clean it up and see if it helps ;) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: woensdag 7 maart 2012 12:33 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Off topic because this isn't the OP's problem, but we had such an issue on player connect which was traced to a log file written to by either sourcemod or hlstatsx directly whenever a player joined. The log had never been rotated and was massive. Truncating the file resolved the issue. ics i...@ics-base.net wrote: I've seen this slight lag upon when player joins to TF2 server but not every time. I've assumed that the fault is in hlstatsx that checks the players country where he comes from and that is the cause. Does any one of you who have the issue use hlstats or am i in the same boat with you? Also i'm interested to know if there is any interaction between server and steam that might cause this when player connects to a server? -ics 7.3.2012 12:09, Russell Smith kirjoitti: If your issue is the same as mine, I tried running my server vanilla with no metamod/sourcemod and still had the same problem. On 3/7/2012 2:02 AM, Eric Riemers wrote: In my case its all the players on the server (CS:S) .. I tested it myself and had the same issue. Normally if just 1 or 2 scream lag you can ignore it because it could be on their end. I have only gotten a few complaints from players that they indeed see a dip when a new player connected. Although this could also just be plugin related. _ 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] jump back lag ;p
Indeed it was not, cleared out any logs.. still the same. Took a while to delete though.. :P -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: woensdag 7 maart 2012 14:11 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Isn't a log issue -ics 7.3.2012 13:33, gamead...@127001.org kirjoitti: Off topic because this isn't the OP's problem, but we had such an issue on player connect which was traced to a log file written to by either sourcemod or hlstatsx directly whenever a player joined. The log had never been rotated and was massive. Truncating the file resolved the issue. icsi...@ics-base.net wrote: I've seen this slight lag upon when player joins to TF2 server but not every time. I've assumed that the fault is in hlstatsx that checks the players country where he comes from and that is the cause. Does any one of you who have the issue use hlstats or am i in the same boat with you? Also i'm interested to know if there is any interaction between server and steam that might cause this when player connects to a server? -ics 7.3.2012 12:09, Russell Smith kirjoitti: If your issue is the same as mine, I tried running my server vanilla with no metamod/sourcemod and still had the same problem. On 3/7/2012 2:02 AM, Eric Riemers wrote: In my case its all the players on the server (CS:S) .. I tested it myself and had the same issue. Normally if just 1 or 2 scream lag you can ignore it because it could be on their end. I have only gotten a few complaints from players that they indeed see a dip when a new player connected. Although this could also just be plugin related. _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] jump back lag ;p
I let the server run its test like normal before it starts up. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of daniel jokiaho Sent: woensdag 7 maart 2012 15:21 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] jump back lag ;p Perhaps clock drifting? On 2012-03-07 14:16, Eric Riemers wrote: Indeed it was not, cleared out any logs.. still the same. Took a while to delete though.. :P -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: woensdag 7 maart 2012 14:11 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] jump back lag ;p Isn't a log issue -ics 7.3.2012 13:33, gamead...@127001.org kirjoitti: Off topic because this isn't the OP's problem, but we had such an issue on player connect which was traced to a log file written to by either sourcemod or hlstatsx directly whenever a player joined. The log had never been rotated and was massive. Truncating the file resolved the issue. icsi...@ics-base.net wrote: I've seen this slight lag upon when player joins to TF2 server but not every time. I've assumed that the fault is in hlstatsx that checks the players country where he comes from and that is the cause. Does any one of you who have the issue use hlstats or am i in the same boat with you? Also i'm interested to know if there is any interaction between server and steam that might cause this when player connects to a server? -ics 7.3.2012 12:09, Russell Smith kirjoitti: If your issue is the same as mine, I tried running my server vanilla with no metamod/sourcemod and still had the same problem. On 3/7/2012 2:02 AM, Eric Riemers wrote: In my case its all the players on the server (CS:S) .. I tested it myself and had the same issue. Normally if just 1 or 2 scream lag you can ignore it because it could be on their end. I have only gotten a few complaints from players that they indeed see a dip when a new player connected. Although this could also just be plugin related. _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser?
Every now and then we start to talk about this non ip's in the browser list and something smarter. The only people that can tell is valve if they are working on something like this. I can recall my own mail where I said, somewhere around Christmas (2012) and I would still be happy :) An it is in the works would be a great response.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: zondag 4 maart 2012 21:53 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser? You say this as if it's new news, we're all part of the same list and we all read the same messages informing us of such. On 3/4/2012 3:50 PM, Saul Rennison wrote: Exactly this. Servers have always been assigned Steam IDs, but only recently has the logged on message appeared (a server update made Steam communication more verbose IIRC). Kind regards, *Saul Rennison* On 4 March 2012 18:38, icsi...@ics-base.net wrote: That message came only visible with the recent updates. It might not be what you think as servers have always had steamid's too. -ics 4.3.2012 20:21, hlds kirjoitti: This would be only the best thing that could possibly happen in the entire world. On 3/4/2012 1:19 PM, E3pO wrote: So i just noticed this in my logs: Connection to Steam servers successful. Public IP is xxx.xxx.xxx.xxx Assigned anonymous gameserver Steam ID [A-1:XX(2891)]. VAC secure mode is activated. Maybe a soon to come server browser that goes by game server's steam id's instead of IP address? I would love this to be implemented very soon... I would finally be able to upgrade some of my boxes to new and better data centers without the worry of loosing 5 years of members favorites stored IP for the server __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps ://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_linuxhttps ://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_linuxhttps ://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] Plr_pipeline carts stuck
Hoodoo also has the win for free bug , but i must say i have not seen it anymore (its very rare) On Fri, 2 Mar 2012 15:29:02 +, Anthony Michall sr...@dot.net wrote: I also had an interesting bug on plr_pipeline, where a cart started moving by itself with nobody pushing it, at full speed. The entire other team was standing was standing in front of it with no effect, it still carried on. Does the map need looking at? Sent from my Windows Phone -Original Message- From: ics Sent: 02/03/2012 07:20 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Plr_pipeline carts stuck ___ 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
[hlds_linux] SSMS 1.0.0
Since we are all in the tools time i've bumped SSMS to version 1.0.0 Still rough around the edges but one of the new things supported now is the youtube crawler for tf2. Basicly it will store all the map id's and check for a period of 1 month on youtube to match the id's. For those interested: https://github.com/Snelvuur/SSMS/blob/master/replay/crawler.php is the part that looks up the id's and goes to youtube. A working example (as it shows in the crawler) is on http://www.youtube.com/user/LethalZone , it auto favorites the movies that where done on our servers. SSMS stores more information, like which server has which youtube movie but thats something for a webmaster to make nice Cheers, Eric ___ 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] Servers most probably delisted - reasons and info
You won't get delisted for reserved slot/teambalance immunity. But if you changed the respawn times and don't put that in your sv_tags for instance, that could be a cause. Either way, you might just be unlucky and it works tomorrow again.. you never know sometimes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: zondag 19 februari 2012 19:46 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Servers most probably delisted - reasons and info Hi guys, None of my servers are appearing on the server browser. I've searched for all possible tags I have set on them and none of them appears.Other servers appear just fine using other tags, but if I add the same tag to one of my servers, it does not show up. Server is logged in using the id and token i got from cl_gameserver_create_identity (copy paste) and I know it works.Connection to Steam servers is successful and the server runs just fine. What have I done to be delisted? None of my servers run any sort of pay2win system, all players get is a reserved slot and immunities from teambalancers and so on. Who should I contact in regards to this - either to remove the stuff that did it or just to get info. Server IP: 83.170.119.169 ___ 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] Servers most probably delisted - reasons and info
Looking at those tags, it does not say registered which it normally does if you register, also it says instantrespawn , but I don't see any respawn tags in there too? (like norespawntime for instance) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of lwf Sent: zondag 19 februari 2012 21:05 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers most probably delisted - reasons and info These are the tags from BlackOutGaming.org :: TF2 #8 - Trade | InstantRespawn Players (83.170.119.169:27015) according to game-monitor.com: blackout,blackoutgaming,blackoutgaming.org,buwk,emo,gameM,gravity,replays,t rade,trade_plaza,tradeplaza,trading,uk,unitedkingdom Probably has nothing to do with it, but you may want to clean that mess up. blackoutgaming.org covers both blackout and blackoutgaming so both of these doesn't do anything useful. buwk? emo? Another server has re, I don't understand the purpose. But enough nitpicking. There's no tag for the modified spawn timers. Neither does it appear to be registered, or at least not logged in. On Sun, Feb 19, 2012 at 19:55, Michael Johansen michs...@live.no wrote: --verify_all and -retry is being ran whenever the servers update, which is each day at 5.00 GMT +1. I also haven't got anything that modifies the respawntimes (everything is vanilla) and nothing like a item scheme update either. From: rugbykr...@hotmail.com Date: Sun, 19 Feb 2012 18:53:03 + To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Servers most probably delisted - reasons and info I had this issue a couple of months back, try running a '--verify_all' with hldsupdatetool on your servers. Also, do you have anything along the lines of an item schema update in the console? If you do, leave it a couple of hours, it should sort itself. Sent from my Windows Phone From: Michael Johansen Sent: 19/02/2012 18:46 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Servers most probably delisted - reasons and info Hi guys, None of my servers are appearing on the server browser. I've searched for all possible tags I have set on them and none of them appears.Other servers appear just fine using other tags, but if I add the same tag to one of my servers, it does not show up. Server is logged in using the id and token i got from cl_gameserver_create_identity (copy paste) and I know it works.Connection to Steam servers is successful and the server runs just fine. What have I done to be delisted? None of my servers run any sort of pay2win system, all players get is a reserved slot and immunities from teambalancers and so on. Who should I contact in regards to this - either to remove the stuff that did it or just to get info. Server IP: 83.170.119.169 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
I've got many complains from people on the trade servers and on forums.. At least they changed the sort order to match your backpack i believe, that was reason number 1 for not using it at all. (which should have been there *before* the change) lets hope on a new update later next week. On Fri, 17 Feb 2012 08:18:30 -0800, Kyle Sanderson kyle.l...@gmail.com wrote: Well, they can't really roll back now. It's Friday, and we all know what happens with Friday updates :P Kyle. On Feb 17, 2012 8:12 AM, ics i...@ics-base.net wrote: I understand having 2 duplicate systems made into one and have options like other games and items from other games to be traded between players but what i don't understand is why much faster and reliable than the current system was removed before the system was made more convenient and faster? Players will get used to the current one too but that's not the point. If you wanted to do a quick trade, that was it. Now it just takes too long. Shoudl have kept the old intact untill things were ready to be released to wider audience. -ics 17.2.2012 17:55, AnAkIn . kirjoitti: I prefer the Steam trading system. 2012/2/17 hldsh...@gmx.com: We had two trading mechanism, one being fast and quite reliable (if we can use this word for something related to Steam/TF2), while the other allowing advanced trades (more than 8 items + trading games etc...), but being slow and failing many times. Now we have only one. I didn't know that removing a feature used by many players is a good thing... I understand Valve's point of view (is easier to maintain and improve one mechanism instead of having two), but why is this a good thing for others? -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Friday, February 17, 2012 4:44 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released For every complaint that gets filed I'd like to vote FOR steam overlay/inventory trading. I think it's a good thing and more importantly: haters gotta hate. On Thu, Feb 16, 2012 at 5:56 PM, Frankad...@gamerscrib.net wrote: To be honest I was expecting a roll-back to at least the Option of having in-game trade overlay returned. Can someone at least reply if this is being looked at after all the opposition and complaints its gotten? On another note glad to see the client crashes fixed and the server restart requests..very much appreciated! Thanks __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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_linuxhttps://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
[hlds_linux] identity token double?
Hi, By mistake i had the same identity on my tf2 on 2 servers, but it didn't complain and both servers where logged in just fine. (according to status command) Would this not do something 'wrong' at valve part? Or give me a bad rep ? Should it not complain that it is already logged in somewhere else? Just curious here.. Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Don't know about the clients, but my servers are running fine though.. (with or without their impact on the problem) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: vrijdag 10 februari 2012 20:59 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released I haven't had any server crashing issues, but lots of client crashes where more than half of the server crashes simultaneously. The OS X client has also been broken since before yesterdays patch as well. The problems seemed to have started when the Steam client update came out on the 7th. My Mac regulars complain that TF2 crashes as soon as they open it. On 2/10/2012 10:33 AM, st...@simiancage.org wrote: Unfortunately we've now seen an increase in server crashes and client crashes, haven't looked at logs yet but has anyone else been getting the same? ___ 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] No Steam Logon - massive lag
Nobody has a clue, but sometimes stuff happens. And they are working on it , and sometimes not. We can chit chat all we want in the end, but it will not make valve work faster. Best is to give proper feedback and wait and hope a bit.. So how about that no steam issue.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan Sent: woensdag 8 februari 2012 17:33 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] No Steam Logon - massive lag On 08/02/2012 12:35, ics wrote: I just read what they have stated previously so you would understand why things take time or won't happen. No offence but in one post you tell me they are aware and are working on it, and in the next 2 you say it'll take time or won't happen because they aren't working on it and have different priorities. Both are mutually exclusive. Which leads me to the inevitable conclusion that you have absolutely no clue at all what Valve are or aren't doing with TF2 or anything else. Thanks all the same, -- Dan ___ 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] Replay ftp error client time out
I've seen this before, and tried to identify the problem. A valve person did ask for more information about this but I could not get more info (it doesn't happen all the time) problem is that by the time you would find out, it has already skipped and continued so you can't do any troubleshooting. I did once have the same issue where the replay was giving a error and was hanging the server when my ftp server got ddossed (damn script kiddies) because of that the server was pretty laggy and timing out a bit. I don't know if they can reproduce that, it would be a start. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of st...@simiancage.org Sent: woensdag 8 februari 2012 21:15 To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Replay ftp error client time out We have recently been plagued with the following replay error: * ERROR: Publish timed out after 60 seconds. This then in turn gives a mass disconnect of all clients as the server freezes due to default settings replay_fileserver_offload_aborttime is 60 seconds. Obviously that the replay offload of files connection issue is not valves fault or problem, whilst the replay offload times out it freezes the server which really shouldn't be happening. We don't wish to use local hosting and hoping that this issue can be solved. Is there a reason that while replay ftp is timing out that it should freeze the game sever? Changing replay_fileserver_offload_aborttime to its minimum of 30 seconds would hopefully stop clients timing out but honestly how many clients will look at a frozen game for 30 seconds? For now we have disabled replay which is a popular client tool. Regards D3v ___ 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] Autoupdate broken again on linux hlds?
On a side note, my nuclear dawn server did get a Server will be restarted on next map (yesterday) just fine, is this only tf2 issue then? On Fri, 3 Feb 2012 16:28:15 +1300, BJ Snell bjsn...@gmail.com wrote: Ah, great to know. I didn't dig down into the replies on patches. Figured it could do with its own thread. Thanks Frank. On Fri, Feb 3, 2012 at 4:22 PM, Frank ad...@gamerscrib.net wrote: I asked about this last week or the last update and they replied to say its broken as of now. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of BJ Snell Sent: Thursday, February 02, 2012 10:19 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Autoupdate broken again on linux hlds? Has anyone noticed if something changed with the autoupdate side of the linux hlds server? They would normally get the console message This server will update on map change when an update is out but for the last few weeks it doesn't happen. Prior to the last few weeks they have been updating like this on their own with no problems. NB: This is a repost as the problem seems to have come back. I posted on the 22nd Dec about it and the few patches after that it magically started working again. Somewhere along the line it has broken again. Today's update didn't work again either and I had to manually update. Nothing has changed between it working and not working. Eric Smith said he forwarded my earlier email onto the correct team at Valve, hopefully that happened. Can anyone at Valve confirm if there is a problem or something I/we need to change on our servers? Has anyone else noticed this problem? Cheers, Brian ___ 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] Mandatory Team Fortress 2 Update Released
- Fixed a server crash caused by Holiday Punch critical attacks on physics objects I hope that solves a few random crashes :) thanks for the update. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: donderdag 2 februari 2012 23:12 To: Half-Life dedicated Linux server mailing list; 'Half-Life dedicated Win32 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) - Adjusted error messages on servers when players drop due to Steam authentication failure to be more clear - Additional important server messages now go to the server log instead of just the console Team Fortress 2 - Added The Conquistador - Added The Map Maker's Medallion - Added new promotional items - Added information about item origins to the WebAPI - Added DamagedPlayer animation event for the HUD, fired when the local player damages other players - Fixed The Head Warmer not displaying unusual particle effects correctly - Fixed paint applying incorrectly on Max's Severed Head - Fixed a server crash caused by Holiday Punch critical attacks on physics objects - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper - Updated cp_foundry: - Clip brush collision smoothing by the forward spawn alternate exit - Fixed Nobuild exploits - Fixed the teleporter player trap on the roof of the forward spawn alternate exit - Fixed Nodraw and texturing errors - Fixed clipping of barrels on final cap points - Fixed fade distance on props - Fixed lighting bugs in spytech vistas - Removed props hidden in geometry - Removed ability for players to cap the final point by standing on the catwalk behind it ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:GO hostname setting?
In the end, it doesn't matter how they would implement it, as long as there is at least 1 system that handles that. Some ideas have their pros and cons but I am sure valve can work out something here. Would be nice if a valve person could say a word or 2 on how they think about it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonas Stendahl Sent: maandag 30 januari 2012 11:29 To: Mart-Jan Reeuwijk; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] CS:GO hostname setting? We already have our tf_server_identity_token for registered servers (in TF at least). If adding a server to favorites would associate it with that token the server wouldn't die because of IP changes. On Mon, Jan 30, 2012 at 4:15 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote: hmm, must agree on the vulnerability on that. Valve could do some with ID's there, that a favorited server delivers their ID to favorite and valve resolves it to the actual server. But I rather have it linked by IP in steamgroups. Server admins can then put ALL the right IP's in the list, etc. so people get the choice of which server of the group they want to play on. Some groups have like 50 servers. Its a pain to add them all manually. From: dmex dme...@gmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, 30 January 2012, 3:33 Subject: Re: [hlds_linux] CS:GO hostname setting? I think the main reason why Valve disallowed hostnames was due to how dns allows the assignment of multiple A records to the one name in the zone. If you had three servers, some would configure their records with all three addresses and you could end up on an entirely different server to the one you actually wanted to connect due to what order these are returned or due to a few other reasons. One obvious concern would be ISPs who run their own gaming network like here in Australia, they would be able to re-route your DNS entry very easily for their customers back to their servers, it's much harder to re-route your IP address. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Necavi Sent: Monday, 30 January 2012 8:41 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] CS:GO hostname setting? They have done something about it, they prevented it from being available in the source engine. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett Sent: Sunday, January 29, 2012 16:40 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] CS:GO hostname setting? No need to yell, but the 'negative' you proposed is already wild in counter-strike 1.6 without even exploiting the said proposal and Valve has yet to do anything about it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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
[hlds_linux] CS:GO hostname setting?
Valve, Although i don't see it happening with the older games, but if you are going to make CS:GO the same model as tf2/css (so we can run servers) Please try and make something that people can just add their favorites based on hostname. Just set a hostname var in the server.cfg and let the client save that. That way when there are ip changes, your server doesn't die because the playerbase is gone. (ip changes do happen more then we like, not always in our hand) I'll be realistic, if we get this hostname stuff by Christmas I would still be a happy person. (but then include major other source games too) Thanks, Eric ___ 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] trade server crashes
Dont know if its of any help, but the excessive sizelevel goes up to 1055 and then it says which entity, and then it hangs. This time it was the prop_physics. *** ERROR *** Excessive sizelevel (1052) for element *** ERROR *** Excessive sizelevel (1053) for element *** ERROR *** Excessive sizelevel (1054) for element *** ERROR *** Excessive sizelevel (1055) for element Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics) On Thu, 26 Jan 2012 11:42:20 +0100, Eric Riemers riem...@binkey.nl wrote: Pretty sure its the map now.. *** ERROR *** Excessive sizelevel (1052) for element *** ERROR *** Excessive sizelevel (1053) for element *** ERROR *** Excessive sizelevel (1054) for element *** ERROR *** Excessive sizelevel (1055) for element Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball) Even points to the beachball, time to get a beachball free map.. On Fri, 20 Jan 2012 10:39:38 +0100, Eric Riemers riem...@binkey.nl wrote: So there was some talk about the vphysics some time ago, in particular trade server maps that keep on crashing.. Well on my end they still do unless i turn on some setting which basicly screws up balls/beachball/etc then its fine. Did anyone find a sollution for this, or perhaps a map update that could resolve this (its already a oldy) Merci, Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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] Is today's update mandatory?
The json api still gives the correct version. You can always use an auto update tool that uses that. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: zaterdag 28 januari 2012 0:40 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Is today's update mandatory? As per Fletcher dunn's last email in hlds, it ain't. If you're only subscribed to _linux... some general stuff can show up in the hlds mailing list (and vice versa) - whatever your platform, I'd advice being subscribed to both. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: 27 January 2012 23:38 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Is today's update mandatory? I just got DoD:S and TF2 client updates. Since the MasterServerRestart message is broken, is this a mandatory update? (I'll also note there aren't currently any update notes on Steam.) ___ 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] trade server crashes
Pretty sure its the map now.. *** ERROR *** Excessive sizelevel (1052) for element *** ERROR *** Excessive sizelevel (1053) for element *** ERROR *** Excessive sizelevel (1054) for element *** ERROR *** Excessive sizelevel (1055) for element Ignoring bogus angles (nan,nan,nan) from vphysics! (entity beachball) Even points to the beachball, time to get a beachball free map.. On Fri, 20 Jan 2012 10:39:38 +0100, Eric Riemers riem...@binkey.nl wrote: So there was some talk about the vphysics some time ago, in particular trade server maps that keep on crashing.. Well on my end they still do unless i turn on some setting which basicly screws up balls/beachball/etc then its fine. Did anyone find a sollution for this, or perhaps a map update that could resolve this (its already a oldy) Merci, Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] trade server crashes
2 hours testing is hardly any test for this issue.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett Sent: donderdag 26 januari 2012 20:10 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] trade server crashes The engine works fine for me, I just spectated a turny on my servers for about 2 hours which is more then enough time for a few games. No crashes. I think its just you guys. ___ 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] trade server crashes
Tried it, didn't crash it here on a trade server.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank Sent: donderdag 26 januari 2012 21:56 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] trade server crashes If that is true (I've not tested it) but if true that just makes for a perfect magnet to those that want to get even with a server...join up, toss out or find soccer ball then change class to punch it - Boom server goes down. SO yeah if that is true it needs fixed yesterday! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes Sent: Thursday, January 26, 2012 3:42 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] trade server crashes Use the holiday punch and punch the soccer ball boom goes the server. ___ 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] The policy of truth is still in effect
I am pretty sure that if you are a normal server operator that you have no issues. If you are fooling people with plugins then you already know your crossing the line. And informing all server operators is like asking people to read and agree to the terms of use which nobody reads ;p -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yuki Sent: woensdag 25 januari 2012 22:04 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] The policy of truth is still in effect If Valve had this attitude, where would they be now? It's Valve's duty to inform *ALL* server owners what they can and can't do. It's almost like VAC banning people without even explaining what VAC is. On 25/01/2012 20:18, Andre Müller wrote: Thier problem, not our problem! 2012/1/25 Yukid...@dazzozo.com Will this ever be officially stated outside of the mailing list? I'm sure there's a few server owners out there that don't follow the list and could be punished for simply not knowing. On 24/01/2012 20:08, Fletcher Dunn wrote: Yesterday the Team Fortress team took further action pursuant to the policy of truth that was announced in December of last year. We delisted some servers that were reporting inaccurate information in server-browser-related communications. Our goals are for players to be able to find the server they are looking for quickly and easily, and for server operators to compete solely on the basis of the quality of the experience they provide. Any plugins that modify server browser communications (or modify the information contained in those packets) are counter to those goals. The following guidelines are self-evident: * All of the data you report to clients and to Steam must be accurate. * You must use the Source engine, using the steam libraries, to send all server-browser-related communications. * Do not modify or manually send any packets to Steam. * Do not modify or manually send any client ping replies. (Those that convey server browser info, player counts, etc.) * Do not to set any values that are sent in these communications outside the legal range. * The data reported to the master server and to clients must match. If you aren't running any plugins that do any of these sorts of things, you can disregard this post. If you are, please stop. If you feel that you have a real reason to make these modifications to your server, then communicate with us and help us understand! We'll try to work out a solution that fits everybody's needs. Thanks, The Team Fortress Team __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin uxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linu x __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linu xhttps://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
[hlds_linux] trade server crashes
So there was some talk about the vphysics some time ago, in particular trade server maps that keep on crashing.. Well on my end they still do unless i turn on some setting which basicly screws up balls/beachball/etc then its fine. Did anyone find a sollution for this, or perhaps a map update that could resolve this (its already a oldy) Merci, Eric ___ 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] HLDS/SRCDS query app for Android
My tool (ssms) sends out notifications if a server is down for xx time. I am sure there is an android app to receive those messages. Could be a nice addition to the query app. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: vrijdag 20 januari 2012 4:56 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] HLDS/SRCDS query app for Android I use this app every few hours to check up on my servers ;). It would be really sweet if it included some kind of widget for the main screen that updates every so often and a notification system to alert if a server hasn't responded more then 10 checks or so. I've noticed a server can be full and responding and the next few refreshes it will look offline while other servers still show up. Such a great app ;) On Jan 19, 2012 8:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote: While I realize this thread is now over a year old, thanks for this! Kyle. On Wed, Jan 5, 2011 at 6:44 AM, clad iron cladi...@gmail.com wrote: also, i did not have to install another app for installs as mentioned. Only had to allow 3rd party apps to be installed not from within the market. On Wed, Jan 5, 2011 at 9:42 AM, clad iron cladi...@gmail.com wrote: Just downloaded this. Works good on new droidX. Those other additions you mentioned will be nice. Works good so far for monitoring. On Tue, Jan 4, 2011 at 3:34 PM, oGre o...@muppfarmen.se wrote: Brilliant! I really liked the test version you put up earlier, so I'll give this a go ASAP. Thanks! oGre 2011/1/4 David A. Parker dpar...@utica.edu: Hello! I posted to these lists back in October looking for people to test my HLDS/SRCDS query app for Android. Several people responded, and I would like to thank everyone who volunteered to test the app for their time and their feedback. This app started as a small independent study project for my computer science degree, but like most of my projects, it grew into something much larger than originally planned. Now, I'm pleased to say that the app is finally finished! It is called CheckValve, and yes, it's open source under the GPL (several people asked me if it would be). If you are interested in using it, please visit the following URL: http://sites.google.com/site/checkvalveapp I threw the website together in one night, so it is a work in progress that I hope to improve, but it gets the job done. You can get the .apk file from the Files section of the website, and you can install it on your phone using one of the free app installer apps available in the Market. Or you can use the adb tool provided with the Adnroid SDK, if you happen to have that installed. I have not yet uploaded the app to the Market, because I am cheap and I don't want to pay the $25 fee, but I'll probably do that soon. Here is a list of the changes that have been made since the original version I posted a few months ago: * Fixed a bug that caused Show Players to fail sometimes on L4D2 servers * Fixed a crash when changing the orientation of the screen while the progress dialog was showing * Fixed the player search feature * Fixed a bug that caused the server list to refresh in the background whenever the Edit button was clicked in the Manage Servers dialog * Fixed a bug that caused the server list to refresh in the background whenever the Edit Server option was selected in the context menu * Fixed a bug that caused the first letter of the first player's name to be missing in the Show Players results * Fixed a bug that caused the app to re-run the player search query if the phone was rotated while on the Search Results screen * Fixed a bug that caused the app to re-ping all of the servers if the phone was rotated while on the the Ping Servers screen * Made the Manage Server List, Search Results, and Ping Servers interfaces fullscreen * Added confirmation dialog for server deletion * Added the ability to move a server up or down in the list * Added progress dialogs for ping and player search * Updated the Querying Servers progress dialog so it won't show its title bar * Removed row highlighting in the player search results * Added the GPLv3 license Here is a list of things that would be cool, but are not in the app: * Drag-and-drop servers up or down in the list * RCON support * Show server chat messages * Background server checks * Alerting the user if a server is down This is juts a wish list. I hope to find time to
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
I assume if you compare versions from your server with the web api it will just work. (I believe nemruns tool does this too) and so does mine. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: woensdag 18 januari 2012 0:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released There is a bug related to autoupdating right now. It was introduced when we switched from the UDP heartbeating (and only affects TF for this reason). It will be fixed in a future Steam client update. - Fletch From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Russell Smith [ve...@tinylittlerobots.us] Sent: Tuesday, January 17, 2012 1:59 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released Neither of my servers set to autoupdate received any notification. I had to manually restart them both to get the update. On 1/17/2012 1:54 PM, Andrew DeMerse wrote: It was definitely marked as required. My servers saw the version change and updated. On Tue, Jan 17, 2012 at 4:34 PM, Ronny Schedeli...@ronny-schedel.dewrote: ___ 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] Mandatory Team Fortress 2 Update Released
All tf2 servers, issuing a quit at the same time.. I wonder what the download server would think of that.. ;-) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan Sent: woensdag 18 januari 2012 10:43 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released On 18/01/2012 08:58, PharaohsPaw wrote: Looks like about all I can really do if I want a true fuhgeddaboudit auto-updating solution The only way we can get this is if Valve fix -autoupdate Whatever 3rd party tool someone else writes to autoupdate may require updating itself if Valve change something, defeating the purpose of using it. game changesoops the tool breaks Since debugging the tool is more complicated than doing the thing the tool does, it's pointless. That's how Steam works, it updates itself and it updates the games. So, modulo bugs, your games update without needing intervention or 3rd party tools. That's the solution to this, Valve need to speak to the people who wrote Steam about how they did it ;) Seriously though, surely all that autoupdate needs to do is, instead of outputting the console messages over and over like it currently does, is to issue a quit. The restart will then update. That's what I do, after all, when the console spams the messages, type 'quit' in console. What's the big deal I'm missing with making it do that? I can't believe it would take more than 15 minutes to do if you spent 10 minutes in the snack room trying to choose between the giant pink cookie or the healthy salad bar. But, there must be some reason they haven't done it. A gifted programmer might even make the disconnect message the clients get say Hey, we're updating, restart TF2 and come back later. but that's icing on the cake. In the meantime, it's manual updates. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Agree on this, i just issue a update on all servers at the same time since if 1 start the others are laggy anyway. On Wed, 18 Jan 2012 12:55:40 +0100, Peter Reinhold peter_va...@reinhold.dk wrote: On 18.01.2012 12:01, Claudio Beretta wrote: Exactly I don't know which is the problem, but it easy to observe that the Steam client works perfectly with little delay and fast download speed while hldsupdatetool on windows and linux takes ages to start downloading even small updates. I think this is because it validates the entire game on every update (at least on my server, the updatetool goes HD read berserk, which makes it more or less impossible for me to run updates while the servers are running, without causing severe lag) It would be nicer if the system were a little bit more intelligent, and maybe trusted the server when it said I have version X, and then only served the files relevant for that. If you had done something bad, specifying a -verify_all could result in a all-folder scan, locating files that are different from the current running version. /Peter ___ 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
[hlds_linux] master server bad?
Are any of the master servers down/working badly? I keep getting socket errors when trying to query the master server. (get challenge) Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] new tool for management
All, My contribution to management and automatic updates. I hope people find it usefull. https://forums.alliedmods.net/showpost.php?p=1623326postcount=1 Erik ___ 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] new tool for management
So any reason why you would think it doesn't work for windows? It uses rcon and similar things to get its data, if you send a _restart and have auto update no restart in your windows batch file it works just the same (I had windows servers running too) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad Sent: zaterdag 14 januari 2012 15:36 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] new tool for management Hi, Thanks for this. Windows support would be awesome :) On 14 January 2012 11:38, Eric Riemers riem...@binkey.nl wrote: All, My contribution to management and automatic updates. I hope people find it usefull. https://forums.alliedmods.net/showpost.php?p=1623326postcount=1 Erik ___ 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] hlds_linux Digest, Vol 47, Issue 30
Hmm thanks for that kinda (i would have appreciated if you would have send it to me in private) without blabbing it on the web. (so happens to be I am online) Honest mistake, forgot 1 file. I am new to all the github stuff.. As for any security concerns, nobody needs to worry about that. I build it for private use and as the README states, I suggest you use a .htaccess/.htpasswd to make it secure. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Damian Bushong Sent: zaterdag 14 januari 2012 22:28 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Okay then, feel free to install it. Be sure to drop by on 4chan and leave them a link to your installations, too. I'm sure they'd appreciate a the donation of zombie systems with an ignorant admins to exploit and infect. :) Also to Eric, change your MySQL user/password now and get the username/password/database connection information out of status.php ASAP. You left that stuff in and committed it. Github's got a guide on removing sensitive data from repos here: http://help.github.com/remove-sensitive-data/ Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Phil Tann Sat, 14 Jan 2012 13:16:45 -0800 So we can expect your alternative option to be posted on allied mods when? PryMaL pry...@geekout.info *Sent from my Android* ___ 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] hlds_linux Digest, Vol 47, Issue 30
We all learn with trial and error. Valve still makes simple mistakes so I am bound to make bigger ones :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: zaterdag 14 januari 2012 22:42 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Mentioning the bit about the password yes is probably bad but I advocate getting the security concerns out to the mailing group - you might fix it but unless you make a big ruckus over it then there might be people who have the old insecure version. Good job releasing something open source though! I have a few projects I've never gotten the courage to release, mostly for these reasons. Also thanks for actually doing something about a problem instead of just whining/wishing there was A Better Way. On Sat, Jan 14, 2012 at 1:37 PM, Eric Riemers riem...@binkey.nl wrote: Hmm thanks for that kinda (i would have appreciated if you would have send it to me in private) without blabbing it on the web. (so happens to be I am online) Honest mistake, forgot 1 file. I am new to all the github stuff.. As for any security concerns, nobody needs to worry about that. I build it for private use and as the README states, I suggest you use a .htaccess/.htpasswd to make it secure. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Damian Bushong Sent: zaterdag 14 januari 2012 22:28 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Okay then, feel free to install it. Be sure to drop by on 4chan and leave them a link to your installations, too. I'm sure they'd appreciate a the donation of zombie systems with an ignorant admins to exploit and infect. :) Also to Eric, change your MySQL user/password now and get the username/password/database connection information out of status.php ASAP. You left that stuff in and committed it. Github's got a guide on removing sensitive data from repos here: http://help.github.com/remove-sensitive-data/ Re: [hlds_linux] hlds_linux Digest, Vol 47, Issue 30 Phil Tann Sat, 14 Jan 2012 13:16:45 -0800 So we can expect your alternative option to be posted on allied mods when? PryMaL pry...@geekout.info *Sent from my Android* ___ 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] another request about update releases
Dont some scripts just check the steam.inf (or what that file was) for the version number? But indeed, that should be better. On Thu, 12 Jan 2012 01:43:34 -0700, Jesse Molina je...@opendreams.net wrote: Meetoo. PharaohsPaw wrote: As you can see, it made it to 100%, but rather than the depot server (or master, or whatever we are getting update content from) returning a success return code to the steam binary actually updating our server files, it just hangs up the phone abruptly, forcing another update run attempt to happen. Which will take a lot longer to finish if (as is usually the case) a LOT more servers are trying to update by this time. If there is anything possible to do to try to improve the code so this doesn't happen, it would help a lot of servers get back up faster (not just mine) so your customers can start playing again. Not criticizing BTW. ___ 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] Left 4 Dead 1 2 servers losing Steam connection
That l4d2 doesn't get any players is been going on for some time now. L4d1 on the other hand is working just fine here, have players on it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: woensdag 4 januari 2012 19:07 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Left 4 Dead 1 2 servers losing Steam connection Hi, our L4D 1 2 servers losing the Steam connection and don't receive any players anymore. What happend? Best regards Ronny Schedel ___ 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] Policy of truth
Thanks for this, if I see with status - account: logged in, does this mean that my servers are ok, as in.. if it is delisted or anything will that show up there? Because sometimes you wonder if it is still working :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: woensdag 4 januari 2012 22:15 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: [hlds_linux] Policy of truth 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 ___ 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] Policy of truth
Nevermind :) cl_gameserver_list to the rescue, standing = good. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: woensdag 4 januari 2012 23:35 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Policy of truth Thanks for this, if I see with status - account: logged in, does this mean that my servers are ok, as in.. if it is delisted or anything will that show up there? Because sometimes you wonder if it is still working :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: woensdag 4 januari 2012 22:15 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: [hlds_linux] Policy of truth 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 ___ 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] please lock maxplayers
If they change it, just charge more.. put it in that thing that nobody reads when they say agree ;-) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: dinsdag 3 januari 2012 12:41 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] please lock maxplayers Nope, monitoring and disabling malicious customers is the best solution. There are plenty of ways to change maxplayers. autoexec.cfg has plenty of legitimate uses. On 3 Jan 2012, at 11:35, Drogen Viech drogenvi...@googlemail.com wrote: I'm a total newbie at linux, but couldn't you have crownjobs running, querying servers and sending e-mails to customer support if customers changed maxplayers to something too high? Just saying, chmodding autoexec.cfg to 444 and disallowing chmod is the better solution of course 2012/1/3 Ulrich Block ulbl...@gmx.de: Also you can move, chmod and edit files with serveplugins. It is not hard to replace a file with antother using sourcemod. To prevent such a behavior the user also should not be able to change the chmod. Am 03.01.2012 10:00, schrieb Emil Larsson: Yup, you can probably just simple do chmod 444 autoexec.cfg and it's basically solved. Or chmod 744 autoexec.cfg and then change ownership with chown to someone that isn't the customer. I admit though, autoexec.cfg is a useful configuration to edit so it's probably better still to be able to lock the playercount if you lease servers. 2012/1/3 Björn Rohlénbjorn.roh...@gmail.com ...or just don't let your customers edit autoexec.cfg? 2012/1/3 Andre Müllergbs.dead...@gmail.com You can change the cvar maxplayers before the game starts. When you put this two lines in your autoexec.cfg the maxplayers cvar is overwritten and fixed (tested with css): maxplayers 64 map de_dust Maybe Valve can lock maxplayers, when it is set with -maxplyers in the start command. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics
Fireworks are over, back to work :) vphysics.so related issues where back in beginning of july too.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: zaterdag 31 december 2011 23:01 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics Lol just checking in b4 fireworks starts here in a hour, and reading this, is that its just valve firework, and they keep celebrate all year long. From: Frank ad...@gamerscrib.net To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Saturday, 31 December 2011, 22:25 Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../iv p_uti lity/ivu_vhash.cxx 157 IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../iv p_uti lity/ivu_vhash.cxx 157 Once again... almost like clockwork - its just getting annoying to see a server do so well then tank to lose everyone. Other issues I noticed last night were the old Halloween errors of client failure code 6..time outs of clients etc.. a big problem or problems. ___ 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] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics
I have an idle server too, it runs fine. It is only the trade_plaza which is misbehaving. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: donderdag 29 december 2011 18:22 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics Doubtful. My Idle servers normally have uptimes of required patch required patch and do not crash at all. On Thu, Dec 29, 2011 at 11:38 AM, Chris Oryschak ch...@oryschak.com wrote: Both maps trade_post_a34 and I just tested trade_plaza which crashed with the following message: NOTE: My regular TF2 rotation servers are not crashing.. maybe its due to a specific uptime on a map? On Wed, Dec 28, 2011 at 6:11 AM, Eric Riemers riem...@binkey.nl wrote: I've got the trade server with the pool + ball, it just crashed again too :) (trade_plaza) Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics) After that 100% cpu lockup. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: woensdag 28 december 2011 4:08 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics I remember a trade map that had a pool with a ball laying around (as a prop_physics so you could push it around) - maybe insert this into the maps cfg file? sv_cheats 1 ent_remove_all prop_physics ent_remove_all prop_physics_multiplayer sv_cheats 0 2011/12/28 Eli Witt eliw...@gmail.com: Isn't props_gameplay/ball001.mdl the ball that's spawned with the scout misc slot item? That would make sense, valve giving scouts an item to crash servers with. On Tue, Dec 27, 2011 at 9:41 PM, Frank ad...@gamerscrib.net wrote: Custom trade server map - but I've had this happen on a payload map such as Goldrush. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Porter Sent: Tuesday, December 27, 2011 8:35 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics It's helpful to know what map was generating these errors. Do you remember? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics
Before the update i had almost 0 crashes, I've seen a increase of crashes on several servers including stock maps too. (but far less than non-stock servers, dodgeball, saxton, trade etc) but today wasn't a bad day, only 3 crashes for the trade server and once for other servers (it could be far worse) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: donderdag 29 december 2011 22:23 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics 0 crashes on any of my servers, it's either plugin related or too many players roaming around with some physics object that jams and boom. I run only stock and custom maps, no trade servers though. -ics 29.12.2011 22:35, 1nsane kirjoitti: Indeed it is something on Valve's side as it happens on stock maps as well. It would be nice if they acknowledged it and said that a real fix is on the way. On Thu, Dec 29, 2011 at 3:31 PM, Frankad...@gamerscrib.net wrote: To me though this fix is unacceptable since everything worked fine before the xmas update so something on Valves side with the xmas update is causing it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics
I've got the trade server with the pool + ball, it just crashed again too :) (trade_plaza) Ignoring bogus angles (nan,nan,nan) from vphysics! (entity prop_physics) After that 100% cpu lockup. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: woensdag 28 december 2011 4:08 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics I remember a trade map that had a pool with a ball laying around (as a prop_physics so you could push it around) - maybe insert this into the maps cfg file? sv_cheats 1 ent_remove_all prop_physics ent_remove_all prop_physics_multiplayer sv_cheats 0 2011/12/28 Eli Witt eliw...@gmail.com: Isn't props_gameplay/ball001.mdl the ball that's spawned with the scout misc slot item? That would make sense, valve giving scouts an item to crash servers with. On Tue, Dec 27, 2011 at 9:41 PM, Frank ad...@gamerscrib.net wrote: Custom trade server map - but I've had this happen on a payload map such as Goldrush. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Porter Sent: Tuesday, December 27, 2011 8:35 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers Locking up - Ignoring bogus angles (nan, nan, nan) from vphysics It's helpful to know what map was generating these errors. Do you remember? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth failures
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 End of hlds_linux Digest, Vol 46, Issue 33 ** -- Message: 3 Date: Wed, 14 Dec 2011 00:58:05 +0200 From: hlds h...@gmx.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] steamworks_sessionid_server 0 Message-ID: 000601ccb9ea$af692090$0e3b61b0$@com Content-Type: text/plain; charset=us-ascii I think that the YouTube videos are already tagged using the keywords from sv_tags. For example if you have in server's config something like: sv_tags ihatesteam Then you can find all replay videos using: http://www.youtube.com/results?search_query=%2Bihatesteam+%2Breplay+%2Bvalve search=tagsearch_sort=video_date_uploaded Note that you must use %2B before each keyword to get the expected results. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yeef Sent: Tuesday, December 13, 2011 7:37 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] steamworks_sessionid_server 0 I don't know that there's any good way to get a full list for a particular server, just for individual matches. I suppose you could petition Valve to have the replay editor automatically add tags for server IP and/or hostname or some other unique token that makes it clear which server it was recorded on. As for me, I primarily use the match id just as a little added feature. My server automatically records and uploads matches via SourceTV which are then served on a web page for my users. I intend to add a link to each demo file that will search for replays from that match on youtube using the match ID tag. Players will also be able to add the match tag to their videos if they make them outside of the normal replay editor (though I doubt many will). On Tue, Dec 13, 2011 at 11:37 AM, Eric Riemers riem...@binkey.nl wrote: Well if it changes constantly, how accurate can you get the list of youtube movies for a particular server then? I assume if your running for a year and changed maps 30 times a day, you would get around 10k of id's? A bit much to query on youtube right? What do you use it for/how now? On Tue, 13 Dec 2011 11:29:31 -0500, Yeef va...@yeef.net wrote: It is the steamworks session converted to hex. I've been logging the steamworks session id to a database ever since that thread and the match_id tags on youtube have always matched the values in the database after converting to hex. Just note that it takes a few seconds after map change for the server to get the session id from the steam servers. Until it does it'll just show it as 0. On Tue, Dec 13, 2011 at 10:42 AM, Eric Riemers riem...@binkey.nl wrote: I also noticed some old post that changing this value into hex could come up with your youtube match id for replays.. however i just checked but it doesn't add up. Stealing the thread here a bit, match id's youtube.. anyone knows? On Tue, 13 Dec 2011 17:26:18 +0200, ics i...@ics-base.net wrote: It's just a session id for steamworks related reporting aka your server reports to Steam what happens on it. Odd if it can be changed by users to something else. -ics 13.12.2011 15:05, Daniel Nilsson kirjoitti: Some users now and then tries to change this variable steamworks_sessionid_server from my default value to 0, why? What is it used for? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_lin ux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linu x ___ 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] Don't agree with banning the credit card...
Cheater: Hmm I got vac banned.. Valve: Yup, you need to buy another game.. Cheater: Ok Valve: More hats! p.s. happy Christmas days -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: zaterdag 24 december 2011 22:09 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Don't agree with banning the credit card... Why the hell would they ban credit cards, to stop people... from rebuying games they've been banned from? Just think about what you just proposed. Banning credit cards: SO PEOPLE COULDN'T BUY THE GAMES. Kind regards, *Saul Rennison* On 24 December 2011 20:48, Kyle 1poc...@comcast.net wrote: Not true about where the hackers are getting their accounts from. The average gamer is in their mid 30's, and is using a credit card to purchase their new gaming accounts. Banning the use of the credit card that was used to purchase the account that was used to hack with, is the single most effective way to prevent the hacker from simply using that card to buy a new account to hack with. Furthermore: Since the mac addresses of network hardware can be spoofed, there is no way (that I'm aware of) to effectivly ban a computer from steam, or any other gaming platform. The only real way to effectivly keep hackers off of you're server, is to train you're admins to detect them, and then harass the hacker so much, that they quit you're server. Most hackers are stupid and do not even know how to spoof their MAC address, so if you IP ban them, it may take them days to get back on you're server, due to the fact that they also probably use cable, and cannot simply release and quickly renew their IP address, unless it's dynamic. Then also use GeoIPlocation to check where that hacker was playing from, and keep it in a database to compare with the next hacker, in order to see if it may be the same player who was previously caught hacking. Then use some sort of tool or plugin to notify server admins that a player in the hacker database has entered the server, and too keep an eye on him. I run HL1 mods, and use HLTV to record demos of all players 24/7. This will provide a good way of watching these hackers when you're not on the server. Valve could easily come up with a solution that would make it very hard for hackers, but it all comes down to $'s The thing is, when a company starts buidling any game. SECURITY needs to be the upper most important thing in their minds. There are so many bugs and glitches in both HLDS and SRCDS, that if fixed could make it much easier for server admins to catch and deal with hackers. EXAMPLE: When running HLDS on any Linux platform and recording a game demo while playing from a windows OS, the demos are corrupted when played back. Valve still hasn't fixed that problem. Message: 4 Date: Sat, 24 Dec 2011 11:32:25 -0800 (PST) From: Mart-Jan Reeuwijk mreeu...@yahoo.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104 Message-ID: 1324755145.92060.**yahoomail...@web110610.mail.**gq1.yahoo.com13247 55145.92060.yahoomail...@web110610.mail.gq1.yahoo.com Content-Type: text/plain; charset=iso-8859-1 Dont agree with banning the credit card, there is no use. Most just buy an account from some website. I'd be way more for a system where one could ban their COMPUTER that is used to cheat. So server admins can ban that. You wont see the hacker back then. The 5 dollar account that is bought is no counter vs a 500 dollar pc. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Question for more experienced admins
On CSS its daily routine to get a few with SMAC. Don't know if that's normal but we almost never get a complaint on the forum. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Sent: donderdag 22 december 2011 22:56 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Question for more experienced admins Thanks all for the suggestions. SMAC with aimbot protection seems like a good way to start, since I am already running sourcemod. Never thought to look for such a plugin. -Andrew On Thu, Dec 22, 2011 at 3:19 PM, AnAkIn . anakin...@gmail.com wrote: There is at least 1-2 cheaters detected per day with DBlocker ( http://dblocker.didrole.com/) on my server. Unfortunately, banning them is useless, they just create a new steam account every time. 2011/12/22 Andrew DeMerse ademe...@gmail.com I just checked my SMAC logs, and only saw 1 false positive in the past month. No confirmed. Maybe you're being targeted by the same person on f2p accounts? On Thu, Dec 22, 2011 at 4:15 PM, Mike Johansen michs...@live.no wrote: I myself haven't experienced an aimbotter for a few months, not since I installed SMAC (SourceMod Anti-Cheat) and enabled aimbot protection in it. It does give a few false positives, but it has maybe banned one innocent player per 20 confirmed aimbotters. Which I find acceptable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Sent: 22. desember 2011 21:46 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Question for more experienced admins The last week or two I have seen a sharp uptick in the number of aimbot reports come in. Most often, they involve a spy using either the enforcer or the ambassador and a dead ringer. I try to take such accusations seriously, so I have spectated these players and I have seen a few I would swear are legit complaints. Usually involving: consistent shots across large map spaces, against scouts (headshots even), while jumping themselves. Most of them do not respond to speech or chat, so I end up simply banning them to keep the other players from revolting. Anybody else seen this kind of trouble? Or have I simply been hit with a rash of really really good spy players lately who don't like to talk. Thanks -Andrew -- Andrew (Wave Admin) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com ___ 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 -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Andrew (Wave Admin) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com ___ 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] Failed to update item schema.
Same here, but so far doesn't seem to have impact ingame. (but i could be wrong) On Mon, 19 Dec 2011 09:06:40 +0100, Peter Reinhold peter_va...@reinhold.dk wrote: On 17.12.2011 17:24, E3pO wrote: http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2bbf9b4a4ef6b3afe516d278396a2.txt I've been getting this all weekend, and still does upon restarting the servers this monday morning Failed to update item schema: HTTP status 404 fetching http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2bbf9b4a4ef6b3afe516d278396a2.txt /Peter ___ 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] Failed to update item schema.
http://api.steampowered.com/IEconItems_440/GetSchema/v0001/?key=CA50C8327B7201AE44E2198F8D40EE59format=xml this one still works.. but points to the same 404 in the xml.. (no clue who's key that is, googles fault) :p On Mon, 19 Dec 2011 09:57:07 -0500, Frank ad...@gamerscrib.net wrote: Yes same thing on my servers Failed to update item schema: HTTP status 404 fetching http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2 bbf9b4a4ef6b3afe516d278396a2.txt Causing an issue..I don't know but it shouldn't be giving that either way. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Monday, December 19, 2011 4:04 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Failed to update item schema. Same here, but so far doesn't seem to have impact ingame. (but i could be wrong) On Mon, 19 Dec 2011 09:06:40 +0100, Peter Reinhold peter_va...@reinhold.dk wrote: On 17.12.2011 17:24, E3pO wrote: http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2 bbf9b4a4ef6b3afe516d278396a2.txt I've been getting this all weekend, and still does upon restarting the servers this monday morning Failed to update item schema: HTTP status 404 fetching http://media.steampowered.com/apps/440/scripts/items/items_game.4e84efa6f9b2 bbf9b4a4ef6b3afe516d278396a2.txt /Peter ___ 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] Wanted: bug reports for clients dropping due to auth
If you read the subject... you know that they want something in order to fix it. On Mon, 19 Dec 2011 16:36:01 +0100, Laurenz Ruprecht laurenz.rupre...@zmx.at wrote: This problem still exists ='( Does anyone know when there will be a solution? Mit freundlichen Grüßen Laurenz Ruprecht ___ 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] steamworks_sessionid_server 0
I also noticed some old post that changing this value into hex could come up with your youtube match id for replays.. however i just checked but it doesn't add up. Stealing the thread here a bit, match id's youtube.. anyone knows? On Tue, 13 Dec 2011 17:26:18 +0200, ics i...@ics-base.net wrote: It's just a session id for steamworks related reporting aka your server reports to Steam what happens on it. Odd if it can be changed by users to something else. -ics 13.12.2011 15:05, Daniel Nilsson kirjoitti: Some users now and then tries to change this variable steamworks_sessionid_server from my default value to 0, why? What is it used for? ___ 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] steamworks_sessionid_server 0
Well if it changes constantly, how accurate can you get the list of youtube movies for a particular server then? I assume if your running for a year and changed maps 30 times a day, you would get around 10k of id's? A bit much to query on youtube right? What do you use it for/how now? On Tue, 13 Dec 2011 11:29:31 -0500, Yeef va...@yeef.net wrote: It is the steamworks session converted to hex. I've been logging the steamworks session id to a database ever since that thread and the match_id tags on youtube have always matched the values in the database after converting to hex. Just note that it takes a few seconds after map change for the server to get the session id from the steam servers. Until it does it'll just show it as 0. On Tue, Dec 13, 2011 at 10:42 AM, Eric Riemers riem...@binkey.nl wrote: I also noticed some old post that changing this value into hex could come up with your youtube match id for replays.. however i just checked but it doesn't add up. Stealing the thread here a bit, match id's youtube.. anyone knows? On Tue, 13 Dec 2011 17:26:18 +0200, ics i...@ics-base.net wrote: It's just a session id for steamworks related reporting aka your server reports to Steam what happens on it. Odd if it can be changed by users to something else. -ics 13.12.2011 15:05, Daniel Nilsson kirjoitti: Some users now and then tries to change this variable steamworks_sessionid_server from my default value to 0, why? What is it used for? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] A question about serverscore
Fyi, i've had 6 all maps + a 2fort server all full. These days i am happy if i get 2 all maps server full. The time of endless pools of people are gone i think :) Strangely enough, the servers where i dont have quickplay on will fill up quicker then quickplay servers simply because they are known by a playerbase. On Fri, 09 Dec 2011 10:55:19 +0100, Peter Reinhold peter_va...@reinhold.dk wrote: Hi all, After reading a mail on this list a while ago about the serverscore system (and a plugin to show it), i've been thinking about it some, and I have a question which some of you might be able to help me with. Case in point, i'm running two TF2s, a Badwater 24/7 server, and an allmaps, and i've seen a sharp decrease in players on the allmaps server over the last month and a halv, and I can see it trending Downward fast when I start it up. As I understand, the score system works that when a player joins, he has -15 points, and (s)he then gains a point pr minute played up to a max of 60 points pr. day. This means that a player has to stay on the server for at least 15 minutes to break even serverscore wise, and this is where I see a problem. My servers have gained a (small) contingency of regular players, but, when one of these join and finds the server empty, maybe idles for a minute or two, and then leaves (and who can blame them), they are unwillingly punishing a server they would like to play on, and having 10-15-20 of these players doing this over an afternoon punishes the server HARD, as I understand it. Have I understood this correctly? And, if so, would there be any willingness on Valve behalf to change this, so that maybe server score is only regulated when theres a minimum of, for instance 6, players online? Otherwise, its pretty hard to keep a server populated via the quickplay functionality. /Peter ___ 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] BRINK linux server
Last details I know.. March 6, some guy said: While we are working on a Linux server, it most likely won't be ready in time for launch next week. Actual status: none Conclusion: I would say forget about linux -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Francesco Bolzoni Sent: woensdag 7 december 2011 9:39 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] BRINK linux server Hi all, i'm new here. I have a little server that we use with some friends. As we now own BRINK, and our server is under Linux, i wpuld like to know if and/or when the brink dedicated LINUX server come out. Thanks for answer ___ 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] TF2 - Game server authentication: FAILURE!
Well Incorrect identity token is already a thing to look at.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore Imperium Sent: maandag 5 december 2011 16:10 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 - Game server authentication: FAILURE! Hello guys, I see this in my console at server startup: Connection to Steam servers successful. Public IP is xxx.xxx.xxx.xxx VAC secure mode is activated. Current item schema is up-to-date with version BD014349. Received auth challenge; signing into gameserver account... Game server authentication: FAILURE! Incorrect identity token Is there something wrong with my server? Does it affect something in it? Thank you! Nevermore ___ 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
[hlds_linux] replay issues
So our replay ftp server went down, i thought it was fixed at some point.. but now ALL my servers are down because of the replay server not being there. They are all just hanging doing nothing. * * Replay recording shutting down due to publishing error! Recording will begin * at the beginning of the next round, but may fail again. * And hanging, on another box: * ERROR: Publish timed out after 60 seconds. And after that same message as above, but still hanging. Eric ___ 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] L4D2 sv_password bug
Cant really choose a map like that? but like others said, matchmaking can be turned of that you require a key for instance which just works fine. i've never had the need to use a sv_password though, any examples why that is a 'need' ? On Fri, 2 Dec 2011 03:13:14 -0800 (PST), Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: even if on server: sv_password fubar on client console: password fubar connect w.x.y.z:port ? (dont have l4d(2), so dont know/cannot test) From: Amer stalker...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, 2 December 2011, 3:51 Subject: Re: [hlds_linux] L4D2 sv_password bug Unfortunately you can't connect to it at all when it's password protected. It doesn't even prompt for password. It could be that the server doesn't respond to a2s packet from client when you have sv_password set. From my test running both l4d and l4d2 servers, I could confirm that this bug only exist in l4d2, but not in l4d. This is still a bug, no matter what unintentional good it brings, it needs to be fixed 2011/12/1 James Puckett jamesrichardpuck...@gmail.com: Since it takes it out of the server list aren't you achieving the same security as a password, just tell your friend or whatever to connect via console? ___ 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
[hlds_linux] l4d2 check up?
On a different side note for l4d2.. I use forks, works just fine. If a update comes out i send out a signal on the management port to do a shutdown (it will wait till all forks are down and then do a restart to update) This works fine too, but my tool checks if something is up or not, so if one of the forks is still up it will try to send a restart again because it doesn't know if that fork has been restarted or not. I solved this by saying in my tool that the its down and should not be checked untill it went down (unresponsive) and then back up. But how do i know it is back up again? If it restarts within a minute (my poll time) it could still think its still going down. So... How can i see if a fork has just recently been restarted because of a update? Is there a query method for l4d2 which shows you that the fork in question is awaiting a restart (because of a shutdown for instance) - this would be very handy. The only thing i could find is do a stats and check for uptime, but that is just dirty. Ofcourse i could always just do a .quit but i hate to get kicked in the middle of a game, i think most agree on that. Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] freeplay status?
Valve, Maybe handy to put in the status command besides: account : logged in map : pl_goldrush at: 0 x, 0 y, 0 z replay : recording players : 25 (27 max) Things like that (account logged in) for freeplay, that if you have a wrong map or crits disabled that it would show: Account: logged in (not eligible) Something like that would be handy to easily spot a issue with f2p. Just throwing it out there.. Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Beta Update
If you just run the game in full screen windowed with -noborder you would already have the best alt-tab experience.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G. Sent: vrijdag 18 november 2011 20:06 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Beta Update Just tried it out and it is flat out amazing. Long overdue but amazing. This puts TF2 from the worst Alt-Tab handling to the easily the best I have ever seen. On some occassions HUD elements will be drawn at incorrect places after going back into the game though. That might be related to the custom HUD I'm using and hud_reloadscheme will fix this. On Thu, Nov 17, 2011 at 11:05 PM, Tony Paloma to...@valvesoftware.com wrote: We've released an optional update for the Team Fortress 2 Beta. The specific changes include: - Reduce memory usage and improve Alt-Tab handling under Windows Vista and Windows 7 Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming...
Its out, within 45 minutes even.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Vince Batchelor Sent: woensdag 16 november 2011 22:40 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update coming... It appeared in the same thread as the one from last week in my gmail page. That's probably why he's confused. On Nov 16, 2011 1:37 PM, Ross Bemrose rbemr...@vgmusic.com wrote: Maybe he lives on accelerated time, where 20 minutes is really 45 minutes long. On Wed, Nov 16, 2011 at 4:36 PM, Rick Payton r...@mai-hawaii.com wrote: Only been 20 minutes between Eric's email and yours, according to received time ... patience perhaps? --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: Wednesday, November 16, 2011 11:27 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update coming... Valve time strikes again? On Wed, Nov 16, 2011 at 4:07 PM, Eric Smith er...@valvesoftware.com wrote: We should have it ready in the next 45 minutes or so. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released
Yeah my car broke down, fix it.. thats about the same what your saying here.. What have you tried already? Did you do a verify all? Did you startup without addons.. etc etc. On Fri, 11 Nov 2011 12:25:21 +0100, oGre o...@muppfarmen.se wrote: Both our Linux servers crash on startup. Invalid map 'koth_ravine_b2' included in map cycle file. Ignored. 538/ - tf_pumpkin_bomb: UTIL_SetModel: not precached: models/props_halloween/pumpkin_explode.mdl 538/ - tf_pumpkin_bomb: UTIL_SetModel: not precached: models/props_halloween/pumpkin_explode.mdl PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_2011122836_1.dmp 2011/11/11 James Botting bottswan...@googlemail.com Use cl_gameserver_reset_itentity on that one to regenerate and try the regenerated one instead. On 11 Nov 2011, at 01:43, clad iron cladi...@gmail.com wrote: I am getting this on 1 of our servers. L 11/10/2011 - 19:12:00: Received auth challenge; signing into gameserver account... L 11/10/2011 - 19:12:00: Game server authentication: FAILURE! L 11/10/2011 - 19:12:00:Incorrect identity token L 11/10/2011 - 19:12:00: server_cvar: sv_registration_message Incorrect identity token I typed out the token, and DOUBLE checked it was correct. This is no chance of any letter/number/symbol to me mistaken for something else. I have also tried it with and without quotes. Anyone else getting this ? On Thu, Nov 10, 2011 at 7:55 PM, E3pO e...@wmclan.net wrote: On my windows box i am getting more and more of these every update: material models/player/items/medic/medic_mirror has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/all_halo has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_gold has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_silver has a normal map and $bas ealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_platinum has a normal map and $b asealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/spacechem_pin has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_gold has a normal map and $basealp haenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_silver has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_bronze has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_gold has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_silver has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_bronze has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_part has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_participant has a normal m ap and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular . material models/player/items/all_class/ugc_highlander_platinum_1 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_platinum_2 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_platinum_3 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_1 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_2 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_3 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_iron_1
Re: [hlds_linux] Valve Security Breach
mistakes happen, valve is only human too. Lets keep the list back to server administration again.. On Fri, 11 Nov 2011 23:13:38 +0800, dmex dme...@gmail.com wrote: What is there to 'clear up', they did gain access to the steam database. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: Friday, 11 November 2011 11:10 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Valve Security Breach The Norwegian newspaper VG announced that VALVE had been compromised and that they gained access to the master-Steam database, where everything is stored.http://www.vg.no/spill/artikkel.php?artid=10015971 Anyone clear this up? Date: Fri, 11 Nov 2011 04:50:43 +0200 From: i...@ics-base.net To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Valve Security Breach If you do a lot of Steam purchases, it's a conviniency issue. Few clicks and you are done. After entering the stuff 360 times you really rethink twice but being security paranoid, you don't fill anything in. Steam however still has your account information that you entered on first time creating account. Only the credit cart part will not be on record, except for past purchases so it's still there even if you do not leave it there to be ready. I'm but surprised that if the Steam database was compromised, why is the Steam service still running? No one said that the hole is fixed or whatever method that was being used is now blocked. -ics 11.11.2011 4:22, Chris Brunelle kirjoitti: Seriously, who the hell fills all that information in? On Thu, Nov 10, 2011 at 6:26 PM, dmexdme...@gmail.com wrote: Don't worry, He'll be fine after his nappy gets changed ;) I am a bit annoyed Gabe didn't mention all the unencrypted personal information stored on the same Steam database the hackers now have, It's more than enough to pull off really good social engineering/phishing attacks and maybe even some ID theft. At minimum your Steam account contains the following unencrypted personal details: First Last name, Date of birth, Billing address, City, State, Zipcode, Country and telephone number. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Friday, 11 November 2011 8:59 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Valve Security Breach Never has a more irrational or reactionary mail been posted to this list. On Thu, Nov 10, 2011 at 7:52 PM, Danneeda...@ntlworld.com wrote: On 10/11/2011 23:55, DontWannaName! wrote: 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. It's not the end of the world, no. That was May 21st. And again in October. The end of the world I can handle, I've lived through enough, but it is the end of steam as a viable service I can trust. It wasn't that long ago Gabe was giving away his password with a kind of hack me if you can bravado to advertise Steam Guard (and clearly from myriad internet posts many think Steam is secure because of it) But it isn't. There's only one game dev / publisher that has a database that has my name, address, CC info and anything of value attached to it. That one is Steam. So, one by one, as other developers have been hacked, I've been thinking At least it's not steam, if they get that, I'm outta here But I see nowhere to go forwards. Gabe's we'll reopen the forums asap I find almost unbelievably trite as though he's hoping so long as we can argue about how overpowered the heavy is/isn't next week we'll carry on regardless as though nothing happened :/ The way I see it, either Valve were incompetent (unlikely since I'm sure Gabe said in interview they'd looked at their systems after the other companies were hacked like Sony and so on) or you cannot secure a system no matter how competent you are. Either way, I may as well just take cash to the store or find a different hobby. If I get mugged on the way there or back, at least I might get a description of who did it. -- 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
Re: [hlds_linux] Modern Warfare 3
Guys, this is the linux list, not windows... please try there (i bet you get more answers too) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin Howard Sent: woensdag 9 november 2011 9:03 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Modern Warfare 3 What is the start up command though, to start up the server? From: Nomaan Ahmad n0man@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, November 9, 2011 1:27:18 AM Subject: Re: [hlds_linux] Modern Warfare 3 I have been playing around with MW3 server, it seems like its a Windows Only release. There is limit of 18 slots on the dedicated server. I have installed it using hldsupdatetool like this: hldsupdatetool.exe -command update -game modernwarfare3 -dir . I had to use Steam.dll from my steam folder and uploaded to the mw3's server root. It seems like its online on HLSW. Unfortunately I cant afford the game to test it yet :( Here is what it looks like on console: version 1.2.358 Connecting to online services Connected to online services. Executing server config server.cfg ]map mp_interchange --- Spawning map: mp_interchange, gametype war Initializing Steam Game Server: game port 27015, auth port 8766, query port 27017, gamedir modernwarfare3, version 1.0.0.0 Steam Game Server initialized as Internet Server. No Steam Master Servers found. Server will LAN visible only. Steam Game Server connected. Local IP 94.23.25.185, Public IP 94.23.25.185, Game Port 27015 Steam Game Server is VAC Secure Spawn map (mp_interchange, war) complete. --- Steam Master Servers found (2). Server will be Internet Server listed. map rotation is disabled - forcing map_restart. --- Spawning map: mp_interchange, gametype war Spawn map (mp_interchange, war) complete. --- On 9 November 2011 05:59, buster_c...@gmx.net wrote: hello, but ... what about the no steam logon error? i cant join my hosted server? i ask again, its possible atm to host servers? or not yet? i would be pleased if valve would give a comment? or someone else. iam not sure but yesterday evening there were no german mw3 server online? its a bug? -peter -- NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2
Just the ability to assign a steamgroup to your server, based on a registered id which should be done by a admin of that steamgroup would already help out a lot for l4d2 (no more strange groups in your listing) but this could be applied to tf2 easier, since we have the registered servers. Overall I must say this is the best idea I've heard so far. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: zaterdag 5 november 2011 19:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2 The whole idea could be taken more further than just that. It could be made so that when player clicks the button, he gets a chance to add the steamgroups gameservers to his favorites. This way the players would be more tied to the actual servers than random server given by quickplay. Note that the player could remove the servers at any time or deny adding of group servers into his/her favorites. -ics 5.11.2011 19:54, st...@simiancage.org kirjoitti: I did suggest this sometime ago for L4D2 but it fell on death ears! Maybe tf2 can kick it in to play? Im certainly all for it! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eddy Tarantulo Sent: 05 November 2011 06:44 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2 Marvelous idea. On Fri, Nov 4, 2011 at 9:21 AM, Peter Reinhold peter_va...@reinhold.dkwrote: On 03.11.2011 22:28, Michael Holmes wrote: groups. Same would happen if TF2 would get such feature. Official TF2 group id would suddenly be added to the servers out there. Unless they require the server to be linked to an account with admin in that group. Which would be a perfectly logical choice, seeing as the infrastructure is practically there already. Just what I was about to suggest, that more or less would make abusing that system impossible. /P __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://li s t.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Voice chat muting
Something similar is there which has partially (50%) what you want, but someone would have to create a plugin for it (it is possible, see https://forums.alliedmods.net/showthread.php?t=165329page=2) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: zaterdag 5 november 2011 23:28 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Voice chat muting Here is an idea for a cool feature... I don't know if this already exists or not. Let's call it automatic mute management. Since you've said that the server actually receives the signal from clients to mute other players, and thus it restricts the voice data, you could count the number of mutes against a player. If a threshold is met. For example, if four people mute a player, he gets muted for everyone at the server. A server with a local administrator doesn't have these kinds of problems, but local admins are often not around, so automation like this could be helpful. I have found that players are very reluctant to kick or ban other players, even for the worst cases of voice spamming. Sazpaimon wrote: Since the server actually handles the muting (it decides whether or not to send voice packets to the client), it can be done with a Sourcemod plugin. I have written something that hooks into when a client someone and stopped it from running, so muting is essentially impossible (I have it enabled on a micspam server). So it shouldn't be too difficult to write something that also stops people from spamming voice commands in addition to muting the mic. On 11/5/2011 1:40 PM, Bruno Garcia wrote: I actually mean client sided, but on big servers admins are hardly in-game This should be an option when muting. On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan Reeuwijkmreeu...@yahoo.comwrote: that is a client side event, sent to the server, that then is send to all of the team... as filtering such is a client side issue, I guess SPUF is more appropriate for this. If you mean in an admin perspective, there are mute/gag options, which also end this kind of stuff from the player. From: Bruno Garciagarcia.bru...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Saturday, 5 November 2011, 18:29 Subject: [hlds_linux] Voice chat muting When you mute a player, you won't hear his microphone output, but he can still call for Medic, or even annoy you with repeating the same phrase over and over again. Mute should also work for that. Any chance of it happening? ___ 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 -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608 # Web = http://www.opendreams.net/jesse/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] So Valve you ***** up the LAN play (Lo?c P?ron)
Guys, at least change the topic.. I dont need to see fuck everytime when I open my email list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: zondag 30 oktober 2011 16:59 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron) I'm afraid you don't get to dictate who can and can't post on the mailing list, depending on whether or not they agree with you. It's probably worth mentioning that he plays for http://www.team-verygames.net who pretty much win every LAN competition in Europe: http://www.team-verygames.net/fr/index.vg#palmares ...so I think he knows what he's talking about. (I don't play or care about CSS; I just had good reason to look them up recently) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of molnár lászló Sent: 30 October 2011 09:03 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron) Please dont join the conversaiton if you don't know the game bugs.. thx. We are on a LAN with aprox 30 teams and, yea i got plenty of time to test it out and FB buged, and with zb-z it got worser so we had to play without them. So pleas valve take a look at them (mp_fadetoblack, and pleas give bakc teh steamID-s ven szerver got sv_lan 1) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings
On a side note, make sure you actually capture the point and start the timer at least once, otherwise presents don't drop. At least that was in our case when regulars joined the server all waiting for them to appear ;p (they actually didn't cap) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: vrijdag 28 oktober 2011 22:38 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] TF2 registered servers: check for rogue '=' in the convar settings If your server is not getting Halloween drops, check if your config file has an '=' in the lines to set the registration convars. Also, make sure you put the identity token in quotes. If you have these two problems, you probably (quite reasonably) cut and paste the two config file lines from the client console when you registered your server. That output erroneously had the ='s in them, and did not quote the identity token. We fixed the output soon after we shipped the registered server feature, which explains why a lot of people not getting the drops are also saying that they have been registered for a long time. In case that does not fix the problem, the next update will provide more verbose logging so such errors will not go undetected for so long. Your humble servant, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Forum vs. email list
I prefer the mailinglist, tons of reasons why i would want that more then a forum (ease of use being one of them) But if we *have* to move to the forums, at least make it so that we have our own section only for server maintainers, say for instance only people with a registered server with good standings is allowed to post there. Granted it might not be bullit proof but it might keep at least 90% of the non-relevant forum people out there. And ofcourse, assuming this has push alerts (with full reply for ease of use?) On Tue, 25 Oct 2011 08:03:08 +0300, ics i...@ics-base.net wrote: I prefer mailing list. Just because it's easy to use while reading regular e-mail and you can just pick a message to read easily, delete immediately the rest that you don't need. On forum, you have to browse around on many threads and it's very time consuming. I also hate the SPUF style where you just get post to your mail that happened after your reply and the messages after that are ignored untill i visit the forum again. Forums might be clean first but full of dirt later. Too many immature people there, way less here on this list. People go crazy on forums whenever someone from Valve replies, they want to contribute. I'ts a mess there. Benefit on forums is the the easier search and messages browsing if you prefer reading all once a week and have time to go through all the messages. The count of messages that should not be posted would rise high too. It would be harder to find the thing you are looking for. It's good for historians. How many people browse old messages anyway and why? To check something or find answer? Isn't wiki for the answers better or some sort of section how to run a server for dummies. The recent change where there's as much as ~10 people been around from Valve within a month is something i've never seen before. I thought the list would live long and the latter closing notice would have been proved wrong but i guess there is pressure to close the list down. This is way more convinient than forums. Please do not close this down. -ics 25.10.2011 7:28, Andrew kirjoitti: What about adding some kind of easy searching to the mailing list archives? That seems to be only commonly brought up minus to keeping this format. I am able to access them (the archives) with my login, but the standard listings by month and downloadable gzip'ed archives makes searching nontrivial. Improving that would be a big + On Mon, Oct 24, 2011 at 11:24 PM, m33crobad...@m33crob.com wrote: I too would prefer to keep the mailing list. If a forum materializes out of this conversation, I would be interested in becoming a moderator. I'm already super active in the Steam Forums and you guys may or may not have noticed that I update the Steam Forums server sections almost everyday. On Mon, Oct 24, 2011 at 9:15 PM, Jesse Molinaje...@opendreams.net wrote: I prefer mailing lists, which is why I am here. Discussion and replies are below: I prefer mailing lists because there is a small technical barrier to entry. Chances are that you had to use a search engine to find it, which means you probably already tried to find what you were looking for via that search engine and failed. Many noobs don't even know what a mailman list is, and that's good. I want to talk to other people who can actually help me. This mailing list is not primarily for a social experience. For most forums, a significant amount of code is dedicated to smileys, avatars, signatures, friends/foes, etc, because they need the social experience, because they are ad-revenue driven. The amount of whitespace on web forums, compared to email, is terrible. Here's a thought: The quality of the discussion is primarily impacted by how those with authoritative knowledge (Valve employees and pros) engage in the discussion. If Valve employees were more inclined to participate in discussion on a web forum, I'd go web forum. I would not cry too hard if this one mailing list went away. It's just games. About the archives: Why are they password protected, and why has my password never ever worked? From day one, the password that came in my welcome email didn't work and I never tried again. I have never ever searched the archives because I can't. It is nice to have a single point of discussion for issues, as opposed to many different sites and applications. As an example, I am an aquarium hobbyist, and I often visit five different web forums because each has some specialty, or the community is fractured up. This is annoying. This is also why I don't check forums.srcds.com but once in a great while. I've never seen a duel-pane message board reader that worked well. I see browsing message boards as messy business. I use mutt and Seamonkey as my mail clients, depending on where I'm at. I use my android phone to check email. Checking a web forum would be
[hlds_linux] Trades tf2
Hi, I assume now that items that you buy in the store we will get a fix for the trades too? Since I got many reports on our trade server that people trade items now that are bought on the store (you can trade them now, but you cannot use them in crafting) and this does not show up during the trade. (there should be something that indicates this noncraftable during a trade) Just reporting.. nothing more, don't want to start the whole hats party thread :) Cheers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
http://www.sourcemod.net/smdrop/1.4/sourcemod-1.4.0-hg3407-linux.tar.gz grab the gamedata from that, seems to start up my tf2 just fine.. all major mods are broken though (saxton/prophunt/dodgeball/etc) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: donderdag 13 oktober 2011 22:41 To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. Counter-Strike: Source has also been moved to use its own engine and dedicated server depots. Because of this, dedicated server files for Counter-Strike: Source will now be under a 'css' folder. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed an issue with the multi-threaded renderer which could cause a crash on map change - Adjusted whitespace to improve formatting in status command output - Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to Map changes - Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers) - Made sndplaydelay executable by servers - Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar - Server processing delays have been reduced, especially for servers on modern Linux kernels - Entity processing logic has been optimized to significantly reduce CPU usage on full servers - Multi-threaded server code is now enabled by default under Linux (already enabled on Windows) - An exploit with non-printable characters causing lag on Windows servers has been fixed - CPU is fully yielded back to the system whenever the server is running faster than the tickrate - Dramatic increase in performance for low-level math libraries Day of Defeat: Source - Removed tickrate command line parameter - Updated the localization files Counter-Strike: Source - Prevent AWP cycle time exploit using quick switch - Fixed bug causing HUD History to display item pickups from nearby players - Increased sized of HUD History resource to prevent clipping - Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into account armor for damage calculations - Reduced standing and moving accuracy for pistols - Decreased accuracy while moving with sniper rifles - Added additional legacy mode (3) to cl_dynamiccrosshair - Updated the localization files Team Fortress 2 Manniversary: - Experimenting with a new store interface with a subset of players - Added several dozen community items in celebration of the Manniversary - Added loadout presets -- each class can now store four complete loadouts, including weapons and cosmetic items, and change between them with the press of a button. - Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!) - Added new co-operative high five taunt - Class select menu now shows the active loadout for each class - Characters can now equip two misc-slot items at once - Added a new in-game abuse-reporting system (see Capture abuse report data under Miscellaneous controls) - Non-newly-released weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial period. - All items purchased in the store can be used for crafting and can be traded after a few days - Added a new startup music track from Meet The Medic - Integrated with the new Steam Workshop to enable the publication and management of community contributed content Maps: - Added new community control point map Gullywash. Stamps are available in the store to support community map authors! - Barnblitz is now available for offline practice - Frontier: various geometry fixes - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn areas Replay: - New camera shake functionality added for replays that are not sufficiently dramatic - New slow-motion functionality added for replays where even camera shake does not provide sufficient drama - Added support for recording voice chat into replays Items: - Pocket Medic can now be equipped by the Soldier in addition to the Heavy - World Traveler's Hat and the Connoisseur's Cap are now paintable - Bonk Boy and Foster's Facade are now misc slot items - Fixed The Director's Vision not playing animations correctly for all classes in the loadout screen -
Re: [hlds_linux] Clients drop due to loss of connection to VAC servers
I've seen this on tf2 too, half the server would get empty. It has been a while since last time though, it is hard to troubleshoot because you need to be on the server to know it happened. No other form besides users will give you the feedback. I'll keep an eye on it and report back if I see it again. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: dinsdag 6 september 2011 3:46 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Clients drop due to loss of connection to VAC servers Evan/Jeff, When was the first time you saw this happen? Does it happen more frequently now? -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan Sharp Sent: Monday, September 05, 2011 6:44 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Clients drop due to loss of connection to VAC servers Yeah I have been getting it, usually half the player my servers drop around the same time when it happens. Sent from my EVO. On Sep 5, 2011 8:43 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Since the game went F2P. Kyle. On Mon, Sep 5, 2011 at 5:34 PM, Jon Lippincott j...@valvesoftware.com wrote: Anyone else seeing this? -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones Sent: Monday, September 05, 2011 12:21 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Clients drop due to loss of connection to VAC servers I'm having a curious issue. From what I can gather this doesn't seem to be happening to any other servers my clients play on. After they have been on my CS:S servers (either server, I run 2) for a little while quite a few of my clients will drop with an error message stating that they lost connection to VAC servers. This is happening quite frequently. I keep my servers up to date, by updating them nightly. They are high quality servers with a good connection running out of a data center in Chicago. They have been there for a while and this only started happening within the last month. At this point I have no idea what the problem is and I'm thinking about doing a complete reinstall. Any ideas? . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
There is a plugin for that on AM to punish quickly changing names players. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AJ Palkovic Sent: donderdag 1 september 2011 2:11 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Another common problem is hackers who are repeatedly changing their name, making it quite difficult to determine their steamid. It would be nice to rate limit name changes if possible. For instance if someone changes their name more than 4 times in 1 minute, they are blocked from changing their name again for 10 minutes? On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick nephy...@doublezen.netwrote: Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are rarely trying to hide what they're doing - they're often getting headshots as fast as they can fire while taunting people in chat. Speedhackers are very common too - a lot of these get detected by our anti-hack script, which has been averaging a ban per day since the F2P update. Wallhacks are hard, because there's no obvious giveaways if the player isn't being obvious, and most people who want to be obvious go the aimbot route. We get a few auto-detections of these per month from our anti-hack script, but the script is far from perfect, and I suspect there's a lot more of them than anyone realizes. I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. - Neph On 08/31/2011 02:39 PM, Jon Lippincott wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://lis t.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Update on RO2 Linux Servers
http://www.game-monitor.com/search.php?vars=os=linuxgame=tf2 then type windows in the url for os. You end up with the same conclusion. Linux has more servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh Sent: maandag 29 augustus 2011 23:53 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Update on RO2 Linux Servers Your link counts web hosts. I'm talking about game server hosts which is mainly who John Gibson is looking for to host beta servers. Date: Mon, 29 Aug 2011 14:15:20 -0700 From: bottige...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Update on RO2 Linux Servers That is false by every study known. Here is an example http://w3techs.com/technologies/overview/operating_system/all The main motivation for game programmers not to make Linux servers is because they don't feel like programming on Linux when they are much more comfortable on Windows since that's where the client is made. I am not planning to run any RO2 servers, but I will say this. Forcing your hosts to pay for the Windows license will only mean less money for the rest of the server. On Mon, Aug 29, 2011 at 1:59 PM, Jay Singh singh...@live.com wrote: There are more hosts out there that run Windows over Linux. Date: Mon, 29 Aug 2011 21:34:22 +0100 From: javato...@yahoo.es To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Update on RO2 Linux Servers Most of gsp have their custom webpanel to manage them or use commercial ones(gamecp,etc) so no need of vnc, but most use linux because of security. How are you supposed to administrate a Windows box, vnc? Don't make me laffo. B) 2011/8/29 Björn Rohlénbjorn.roh...@gmail.com: perhaps they are not interested in people playing their game? :) On Mon, Aug 29, 2011 at 9:42 PM, Marcelhlds_li...@vermasslt.de wrote: On 29.08.2011 20:46, John Gibson wrote: I'm sorry to say but we've made the decision to hold off on having Linux servers for RO2, at least for the initial launch. We will be looking at the possibility of putting out a Linux server version post launch depending on what the level of demand there is for them. We appreciate the great support the Linux server admins have given Tripwire Interactive and our games over the years so thank you again. I'm pretty sure you'll regret this. No linux dedicated server = no multiplayer. -- Marcel __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhtt p://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:GO info - VALVe becoming evil?
With no valve admins on it, spammers on it, cheaters, and god knows what without any control.. good luck with that. The reason why people stick to certain servers is because there are admins and people know what the servers does. I see no reason why community/providers cant host 5vs5 ranked. We host war servers for tf2 too, which works just fine. Time will tell.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta Sent: zondag 28 augustus 2011 16:18 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] CS:GO info - VALVe becoming evil? If it will be as you described, this looks like a very good model. On Sun, Aug 28, 2011 at 3:27 PM, ics i...@ics-base.net wrote: According to all that i've read about it from the testers, interviews, previews, etc, CS:GO concentrates on 2 gamemodes, 5vs5 matches and public play (like cs1.6 and css are today). The ranked mode aka 5vs5 is where players rank aka his skill level is being monitored. So he ends up playing 5vs5 matches against players of his/her skill level instead of complete frustration and failure. All 5vs5 servers are hosted by Valve so there will be no cheating (from the servers part) or misinformation, plugins, etc. Valve will set up servers for all the continents for this purpose for PC, Xbox360 and PS3. There will be no community ranked servers for it. Thats the current information about it There will be a public mode available for PC that you can have a dedicated server for. -ics 28.8.2011 16:00, Hahahaha kirjoitti: This is all rumora though isn't it? About allowing community based servers or not? I'd be up to hosting a cs:go server if they did allow it. Just so I understand what do you guys mean when you're talking about it being a ranked server or not? What does it mean to be a ranked server? Sent from my iPhone On 2011-08-27, at 3:32 PM, Evandumbd...@gmail.com wrote: Not sure if you guys read the stuff in the trailer. *More *Maps, *More *Game Modes, *More *Weapons Its *More *of a glorified expansion pack for CS:S than a full game. They probably just spent all their time porting the game over to consoles.. and hopefully did it right this time. Anyways.. CS:GO will sell like hotcakes and unless valve plans on hosting enough servers for everyone that plays it -- there will be a need for community based server... ranked or not. Also, people love mods, wc3 mod for example and there will be achievement servers and trade servers (to trade all of the hats they will put in the game) which the community will need to host. --below is a rant... The ONLY reason I see valve selling this game as a new game is so when they release it for consoles it will not be as an old game (cs:s). It gets a new title and some new stuff. This stuff... like maps, game modes, and weapons have, in the past, always been DLC for games like TF2. No one wants to buy a game that is new to console but 7 years old... the solution, add some stuff that would/should be DLC (free or not), slap a new name on it and market it as the next big step in a line of otherwise great games. Now if CS:GO is free or extremely discounted for people that have CS:S... I could see this as an attempt to expand their market/client base without hurting their current client base. On Sat, Aug 27, 2011 at 12:40 PM, docdrga...@gmail.com wrote: I like CS because it feels like the arcade version of a lot of military shooters. Sure it's not realistic to shoot an AWP from the hip but sometimes it feels just -really badass-. On Sat, Aug 27, 2011 at 8:24 AM, Evaldashlds_li...@evagames.eu** wrote: Yes this information about servers is disappointing, but... I still think that this game will be an other copy of the original... Like L4D2 of Condition Zero. Already watched the trailer. Models still run like with paper-made weapons. And where is the portal2 quality visuals? I think VALVe should give their developers an opportunity to try running and jumping with real weapons. :-) Las time I've tried the AK47, my shoulder hurt two weeks :-)) So.. you people still think, that players will be playing a skinned CS:S version an we will need so much servers? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp:// 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_linuxhttp://l ist.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
I think they could do even more, but in the end the impact on servers on cpu (anti wallhack for instance) might be that high and since its still single threaded On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn . anakin...@gmail.com wrote: Valve could block wallhacks and speedhacks with some server side code if they wanted to. 2011/8/26 Kigen theki...@gmail.com There isn't just that. But I mentioned it since it was what was being discussed. A lot of things get broken in cheats when you use this plugin. But it does cause some other issues (small, but noticeable). On Thu, Aug 25, 2011 at 9:05 PM, J M invaderam...@gmail.com wrote: The client doesn't decide it, but it knows when it's going to happen at the same time the server does. This is so that client side prediction can work effectively with crits. Whether an attack is a crit is decided by both the server and the client at the same time. They used to allow clients to decide it, and crit hacks used to be much more useful. Nowadays, crit hacks simply shoot every time there is going to be a crit, instead of forcing crits every time you shoot. On Thu, Aug 25, 2011 at 9:55 PM, Necavi nec...@0xf.org wrote: Out of curiosity, why should the client decide when a critical hit occurs? I can see some benefit to it, but mostly I see it as exploitable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds Sent: Thursday, August 25, 2011 17:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy program and the admin at that time was complaining he couldn't use the status command. Is it possible to have the status command blocked somehow? The cheater in question posted this youtube video on this hack forum. http://casualhacks.net/forum/showthread.php?t=69 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: SourceTV and Replay
I though 31 was the max but i believe its changed: From their website: Increasing the max player count above 24 will incur a matchmaking scorking penalty, but will not disqualify you from the list Still awaiting on the change they will allow nocrits servers to just be able to get players too, although with a penalty (but i would be fine with that) On Thu, 25 Aug 2011 14:23:21 +0300, ics i...@ics-base.net wrote: Good point. There's a lot of servers that have more slots as intended. However, if maxplayers now is 34 while replay and stv is enabled at the same time, does it affect matchmaking? Servers over 32 aren't receiving any players so if these 2 are on, does the matchmaking count them as extra slots, result being 34 while only 32 are in use for real? -ics - Alkuperäinen viesti - Any reason why 32+ slot servers aren't simply filtered out at the master servers? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2: SourceTV and Replay the extra slot for tv is already being used to host 33 slots servers (teams of 16vs17 players) what's stopping us from running more than 33 slots is a limit in the client if they increase this limit to 34, we'll figure out a way to use it On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech drogenvi...@googlemail.comwrote: Why not? Servers won't be able to use those 2 extra slots for players to join anyways (without a server side hack, that is) 2011/8/25 John Schoenick nephy...@doublezen.net: You... didn't bump TF2's maxplayers to 34 now did you? Please tell me you didn't. On 08/24/2011 04:05 PM, Jon Lippincott wrote: Nope - just fixed it. This will go out with the next update. Thanks for the heads up! -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
The only thing i know is that they cant put multiple accounts (max 3 i think) on 1 creditcard... if you want more on 1 account, but hey for cheaters they don't care... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: donderdag 25 augustus 2011 22:40 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? No, they aren't. 2011/8/25 bottige...@gmail.com bottige...@gmail.com Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy program and the admin at that time was complaining he couldn't use the status command. Is it possible to have the status command blocked somehow? The cheater in question posted this youtube video on this hack forum. http://casualhacks.net/forum/showthread.php?t=69 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ 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
[hlds_linux] l4d2 version
All, Is it just me or is the version number of l4d2 servers higher then the master server is advertising? Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] replay still bad sometimes
During normal gameplay there was a hiccup with the replay system and got this: * * * * ** ERROR: Couldn't connect to server * * * * Replay recording shutting down due to publishing error! Recording will begin * at the beginning of the next round, but may fail again. * After that the server was hanging... had to restart. Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] stutter issue
I was also experiencing lag with certain amount of players or lower amount but with some players having a high ping and on other servers they did not. In the end I found the issue for this, it seemed on windows in the cfg it had: host_framerate 264 and this was the cause on Linux. Since we have multiple admins around someone inserted this at some point in time and cause the mayhem with the move to Linux. Hopefully it will save someone some issues in the future too like Ross mentioning one of the issues tooo. Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: maandag 8 augustus 2011 21:45 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] stutter issue Ah thanks for this tip, it did fix this weird issue! Many thanks, since this was our test server that's now working our main still needs fixing but there everybody is just hanging when there is more then say 5 players, but I think that could be hardware related.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: maandag 8 augustus 2011 20:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] stutter issue I started experiencing problems with weird stuttering (or the opposite, where the world moves WAY faster than it should) as soon as the RDTSC_FREQUENCY detection was added to the game. Therefore, I disabled in via set in my Bash .profile for the server user (export RDTSC_FREQUENCY=disabled). This way, the detection is skipped and all the weird timing issues went away. On Mon, Aug 8, 2011 at 2:40 PM, Eric Riemers riem...@binkey.nl wrote: So we have a issue: http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531 84FA3A C9A2ADCCA6EF6F133/ As you can see the trails from the nades are dotted. This normally should be one straight line, everything is in slowmotion a bit. I have no clue what to do and maybe one had it before. It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the only thing running on is 1 tf2 server so its doing pretty much nothing. Running debian 6, tried installing version 5 too, tried Ubuntu too and tried a 1000hz kernel (just for the fun of it) all the same issue, its either slowmo or so slow it wont walk anymore at all. Did traceroutes, used mtr and that seems just fine. Connectivity is fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it. Had some other people take a look at it and still not known. Also did a clean install and a complete copy from a server that is working for Linux. (including not using any mods/replay) We have another eq4 same issue (this one is test) and we have a current eq4 which works just normal (also debian) Here is the weird part, install windows on it and it works just fine! And another weird one, install counter strike on it and that one works fine too, its *only* tf2 that is giving this issue. Might be a big lap of text, but I am pretty clueless, any hints/tips and I will follow them up, if you want to enjoy a slowmo action, you can try to 213.133.123.103:27015 Eric (lethal-zone.eu) ___ 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
[hlds_linux] stutter issue
So we have a issue: http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA53184FA3A C9A2ADCCA6EF6F133/ As you can see the trails from the nades are dotted. This normally should be one straight line, everything is in slowmotion a bit. I have no clue what to do and maybe one had it before. It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the only thing running on is 1 tf2 server so its doing pretty much nothing. Running debian 6, tried installing version 5 too, tried Ubuntu too and tried a 1000hz kernel (just for the fun of it) all the same issue, its either slowmo or so slow it wont walk anymore at all. Did traceroutes, used mtr and that seems just fine. Connectivity is fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it. Had some other people take a look at it and still not known. Also did a clean install and a complete copy from a server that is working for Linux. (including not using any mods/replay) We have another eq4 same issue (this one is test) and we have a current eq4 which works just normal (also debian) Here is the weird part, install windows on it and it works just fine! And another weird one, install counter strike on it and that one works fine too, its *only* tf2 that is giving this issue. Might be a big lap of text, but I am pretty clueless, any hints/tips and I will follow them up, if you want to enjoy a slowmo action, you can try to 213.133.123.103:27015 Eric (lethal-zone.eu) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] stutter issue
Ah thanks for this tip, it did fix this weird issue! Many thanks, since this was our test server that's now working our main still needs fixing but there everybody is just hanging when there is more then say 5 players, but I think that could be hardware related.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: maandag 8 augustus 2011 20:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] stutter issue I started experiencing problems with weird stuttering (or the opposite, where the world moves WAY faster than it should) as soon as the RDTSC_FREQUENCY detection was added to the game. Therefore, I disabled in via set in my Bash .profile for the server user (export RDTSC_FREQUENCY=disabled). This way, the detection is skipped and all the weird timing issues went away. On Mon, Aug 8, 2011 at 2:40 PM, Eric Riemers riem...@binkey.nl wrote: So we have a issue: http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531 84FA3A C9A2ADCCA6EF6F133/ As you can see the trails from the nades are dotted. This normally should be one straight line, everything is in slowmotion a bit. I have no clue what to do and maybe one had it before. It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the only thing running on is 1 tf2 server so its doing pretty much nothing. Running debian 6, tried installing version 5 too, tried Ubuntu too and tried a 1000hz kernel (just for the fun of it) all the same issue, its either slowmo or so slow it wont walk anymore at all. Did traceroutes, used mtr and that seems just fine. Connectivity is fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it. Had some other people take a look at it and still not known. Also did a clean install and a complete copy from a server that is working for Linux. (including not using any mods/replay) We have another eq4 same issue (this one is test) and we have a current eq4 which works just normal (also debian) Here is the weird part, install windows on it and it works just fine! And another weird one, install counter strike on it and that one works fine too, its *only* tf2 that is giving this issue. Might be a big lap of text, but I am pretty clueless, any hints/tips and I will follow them up, if you want to enjoy a slowmo action, you can try to 213.133.123.103:27015 Eric (lethal-zone.eu) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Running +- 15 servers, no map change crashes and so far i have not seen a single crash for the last 2 days (tf2) On Thu, 4 Aug 2011 20:29:06 -0700, Matthew Attaway mata...@gmail.com wrote: No map change crashes on mine either. No source mod, standard maps, fairly high population. Cheers, Matt On Thu, Aug 4, 2011 at 8:21 PM, msleeper mslee...@ismsleeperwrong.comwrote: 4 servers, no map change crashes. On Thu, Aug 4, 2011 at 8:59 PM, tylerschw...@gmail.com wrote: I also have not noticed any crashed throughout these last few updates. I have one lightly trafficked server, however. Debian Intel Sourcemod Replay Sent via BlackBerry by ATT -Original Message- From: Aaron \DJ Zyrphon\ Thompsonrmesc...@gmail.com Sender: hlds_linux-boun...@list.valvesoftware.com Date: Thu, 4 Aug 2011 19:53:19 To: steve.gr...@gmail.com; Half-Life dedicated Linux server mailinglisthlds_linux@list.valvesoftware.com Reply-To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2 Update Released I'm just putting this out there: I am not having tis map change crash issue and I run 8 servers, 4 of which are not 24/7 map servers. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: Björn Rohlén bjorn.roh...@gmail.com To: steve.gr...@gmail.com, Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Fri, Aug 5, 2011 00:45:47 GMT+00:00 Subject: Re: [hlds_linux] Team Fortress 2 Update Released blizzard does not do these things against their population. -The G On Thu, Jul 28, 2011 at 2:23 AM, steve grout steve.gr...@gmail.com wrote: ok, so did another verify all... removed sourcemod, removed replay.. and every single map change the server crashes.. im lost now! On 28/07/2011 01:04, Jesse Molina wrote: no hlds_announce list usage? Even though it's not a required update? Jason Ruymen wrote: Updates to Team Fortress 2 are now available. The specific changes include: - Fixed a Mac client crash triggered after selecting a team. - Fixed a couple of replay issues. - Updated the localization files. Jason __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linux http://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linux http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] What files/folders, if any, are safe to symlink?
If you run multiple servers with the same addons, you can all symlink it to the same file in /shared/plugins for instance. On Fri, 5 Aug 2011 15:25:47 +0200, Claudio Beretta beretta.clau...@gmail.com wrote: depending on how much you are going to mod the servers, you can even run multiple servers from the same path there are several convars you can set to specify files and dirs different from the default (IE: motdfile motd27025.txt) write cvarlist and search for file dir path to find all of them If you want to symlink, I'd say everything exept cfg and addons. On Fri, Aug 5, 2011 at 3:15 PM, Peter Reinhold peter_va...@reinhold.dkwrote: Hi all, Just wondering if it is safe to symlink datafiles across multiple TF2 servers, so I only have to update a single instance, instead of many? Anyone have any experience on this, maybe even a small shellscript to do it? /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Random server crashes / temp fix
Did have one crash just now since last update: DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. L 08/05/2011 - 21:21:02: Canazza146STEAM_0:0:5022617Red joined team Blue L 08/05/2011 - 21:21:02: |LZ| XD Nimba145STEAM_0:0:34097986Red joined team Blue After that no response from console, was taking up 100% cpu. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: vrijdag 5 augustus 2011 20:48 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Random server crashes / temp fix Storage size isn't of issue. What worries me is that apparently somehow a corruption can exist there which can cause a server to crash when a specific player joins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper [mslee...@ismsleeperwrong.com] Sent: 05 August 2011 20:51 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Random server crashes / temp fix It does. Even if you don't use nemrun, you should clear out your downloads periodically since srcds doesn't every do it and you'll wind up with many many gigs of sprays. On Fri, Aug 5, 2011 at 11:24 AM, Ross Bemrose rbemr...@vgmusic.com wrote: I think the nemrun startup script has an option to clear the downloads directory every time the server starts. On Fri, Aug 5, 2011 at 11:05 AM, Saint K. sai...@specialattack.net wrote: We've found a cause of the server crashes we were still experiencing at random (much much lower then before, but we still had them). We were able to locate a user who was able to crash each and every single server we ran, on different machines, fully tested reproduced without running any modifications. All this user had to do was connect to the server. After removing all the content in */orangebox/tf/downloads/ on all servers this user was no longer able to crash them by joining. Somewhere there must have been some corruption in a file, triggered by this user joining. Saint K. P.s. I while writing this, I just noticed another crash on a server, so we're clearly not done yet with the crashes, the above just has fixed one of many crashes it seems ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program
Any time span on a reply then, i prefer not to mail too often. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson Sent: donderdag 4 augustus 2011 2:52 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; TWI Server Admins Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program Yes, we're still talking to people. We just got fairly overloaded with responses and a lot of them weren't clear which is why I posted up this message on the list a few days ago: So just to be clear, if you are just interested in hosting a server for the beta and you got an e-mail from me requesting you fill out an NDA, please ignore that NDA part :) You won't need to sign an NDA to host a server for the beta. That was mainly meant for GSP companies. If I missed anyone that was interested in hosting a server for the beta, or a GSP, please e-mail with either the subject RO2 Beta Server if you are just interested in hosting a server or GSP interested in the RSP and RO2 beta if you are GSP. That way I can keep all these e-mails straight :) As we are firming up our plans, it looks like for the beta we'll probably just release the beta server files over HLDS and anyone can host a server if they want to. Originally we were planning to do something much smaller and just work directly with a few GSPs and trusted admins for the last phase of the beta. But to be quite frank the pre-sales for the game have been going so well it looks like we'll need WAY more servers than anticipated :) We're still solidifying how we'll handle ranked servers during the beta period as well so stay tuned for more info on that. Cheers, John Gibson President Tripwire Interactive On Wed, Aug 3, 2011 at 8:22 PM, James Puckett jamesrichardpuck...@gmail.com wrote: I don't think John is still letting people do this, I emailed him twice and I got no response.(once a month ago and once a few days ago) On Tue, Aug 2, 2011 at 1:17 PM, Mike jons darkcloud...@hotmail.com wrote: Sorry for the late reply on the beta, but I was wondering if I could still get into the beta server hosting. I help run the community called RareBreedGaming. You can contact me at the email blindedsoldi...@gmail.com Date: Mon, 1 Aug 2011 20:56:39 -0400 From: j...@tripwireinteractive.com To: serveradm...@tripwireinteractive.com; h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program I apologize for taking so long, but I finally got around to sending out responses to the people that messaged me regarding the RO2 beta and Ranked Server program. Looking back I should have made them two different messages, because it was a little tricky to tell who was interested in hosting a server for the beta, and who was a GSP interested in being involved with the ranked server program. So just to be clear, if you are just interested in hosting a server for the beta and you got an e-mail from me requesting you fill out an NDA, please ignore that NDA part :) You won't need to sign an NDA to host a server for the beta. That was mainly meant for GSP companies. If I missed anyone that was interested in hosting a server for the beta, or a GSP, please e-mail with either the subject RO2 Beta Server if you are just interested in hosting a server or GSP interested in the RSP and RO2 beta if you are GSP. That way I can keep all these e-mails straight :) Thanks, John Gibson President Tripwire Interactive On Sat, Jul 23, 2011 at 4:25 PM, John Gibson j...@tripwireinteractive.comwrote: Hopefully it is OK to send this message out here, I thought it was the best way to get in touch with as many server admins/GSPs as possible. We have a couple of things coming up that I'd like to mention to the server admins/GSP's out there. Red Orchestra 2 Beta - sometime in the not too distant future we are going to be doing a much larger scale beta for Red Orchestra 2. We estimate we'll need anywhere between 100-300 servers up at the peak to meet the demand. We're going to be putting up quite a few official servers ourselves (by ourselves I mean renting them from a GSP), but are also looking for server admins/GSPs that would like to participate in the beta and put up some servers themselves. If you are interested in participating by putting up some servers, please message me off list with your contact info, server hosting company or clan/community name, and any other information you think I should know :) Ranked Server Program - this part is primarily for the
Re: [hlds_linux] crashes after update 2nd of August (minidumps)
Btw, tf2items on Linux doesn't work (makes crashes too) so make sure you don't send in those if you have/had it running. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: woensdag 3 augustus 2011 11:20 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] crashes after update 2nd of August (minidumps) Strange crash dumps. They seem broken, not openable with any debugging program. 2011/8/3 Saint K. sai...@specialattack.net Oh bugger, this was meant as direct mail to Fletch, not to the mailing list. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [ sai...@specialattack.net] Sent: 03 August 2011 09:11 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] crashes after update 2nd of August (minidumps) Hi Fletch, Here's a bunch of new mini dumps. Crashing has gone way down, but still occasionally crashes are observed. I am not entirely sure about the first mini-dumps if they are with the new update applied, however, the ones timestamped on the 3rd of August are for sure after the update. http://www.specialattack.net/~saintk/dumps.rar Regards, Saint K. ___ 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 -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ 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
[hlds_linux] tf2 crashes
Although the storm of mails have halted a bit. I still see crashes which actually stop my server from restarting. This was still ongoing by valve right? Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] tf2 crashes
Good, thanks for the update. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: maandag 1 augustus 2011 19:00 To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com' Subject: Re: [hlds_linux] tf2 crashes We will release an optional update this afternoon. It will fix the crash bug caused by the Righteous Bison. It will also throttle the diagnostic spew about invalid positions / angles. We'll look at the specific types of entities causing the check to trigger and fix them to avoid it. The spew is alerting us to entities with suspicious positions / orientations, and helped us identify the crash. - Fletch -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bajdechi Nightbox Alexandru Sent: Monday, August 01, 2011 8:21 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] tf2 crashes I hope so. 2011/8/1 Eric Riemers riem...@binkey.nl Although the storm of mails have halted a bit. I still see crashes which actually stop my server from restarting. This was still ongoing by valve right? Eric ___ 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
[hlds_linux] publish error?
I just had this on one of our servers: L 07/31/2011 - 01:00:39: [ultimate-mapchooser.smx] MAPVOTE: Players voted for ma p 'ph_maze_a4' from group 'group3' L 07/31/2011 - 01:01:00: TEA_TREE725STEAM_0:1:19805047Blue triggered ro cket_jump * ERROR: Publish timed out after 60 seconds. After that, all clients where disconnected and it was hanging. Took some time before it went back to normal, all clients got disconnected no steam login I have not seen this before (was only on 1 server) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update
Had 3 crashes (but can't be sure it was a valve issue though) but did have 1 hang, which didn't restart, looks like: *** glibc detected *** ./srcds_linux: free(): invalid pointer: 0xe9080070 *** === Backtrace: = /lib32/libc.so.6(+0x6bf31)[0xf7526f31] /lib32/libc.so.6(+0x6d7a8)[0xf75287a8] /lib32/libc.so.6(cfree+0x6d)[0xf752b88d] bin/libtier0.so(+0x13143)[0xf7711143] /home/lz/am4/orangebox/tf/bin/server.so(+0x5b4392)[0xf3c89392] /home/lz/am4/orangebox/tf/bin/server.so(+0x5b5115)[0xf3c8a115] /home/lz/am4/orangebox/tf/bin/server.so(+0x5a821b)[0xf3c7d21b] /home/lz/am4/orangebox/tf/bin/server.so(+0x3d4c0a)[0xf3aa9c0a] /home/lz/am4/orangebox/tf/bin/server.so(+0xa8670a)[0xf415b70a] /home/lz/am4/orangebox/tf/bin/server.so(+0x871044)[0xf3f46044] /home/lz/am4/orangebox/tf/bin/server.so(+0x66ee0b)[0xf3d43e0b] /home/lz/am4/orangebox/tf/bin/server.so(+0x66eff9)[0xf3d43ff9] /home/lz/am4/orangebox/tf/bin/server.so(+0x6c9188)[0xf3d9e188] /home/lz/am4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1366 0)[0xef4a2660] /home/lz/am4/orangebox/bin/engine.so(+0x1b22d9)[0xf6d622d9] /home/lz/am4/orangebox/bin/engine.so(+0x114561)[0xf6cc4561] /home/lz/am4/orangebox/bin/engine.so(+0x114c37)[0xf6cc4c37] /home/lz/am4/orangebox/bin/engine.so(+0x114e08)[0xf6cc4e08] /home/lz/am4/orangebox/bin/engine.so(+0x1c7d24)[0xf6d77d24] /home/lz/am4/orangebox/bin/engine.so(+0x1c4569)[0xf6d74569] bin/dedicated.so(+0x4da20)[0xf7054a20] bin/dedicated.so(+0x4d777)[0xf7054777] /home/lz/am4/orangebox/bin/engine.so(+0x1c4b8b)[0xf6d74b8b] /home/lz/am4/orangebox/bin/engine.so(+0x1dd8e1)[0xf6d8d8e1] /home/lz/am4/orangebox/bin/engine.so(+0x1c5b3a)[0xf6d75b3a] bin/dedicated.so(+0x4dc23)[0xf7054c23] bin/dedicated.so(+0x51471)[0xf7058471] bin/dedicated.so(+0x52ced)[0xf7059ced] bin/dedicated.so(+0x51471)[0xf7058471] bin/dedicated.so(+0x4e03a)[0xf705503a] bin/dedicated.so(DedicatedMain+0x24)[0xf705632f] ./srcds_linux[0x80488ec] /lib32/libc.so.6(__libc_start_main+0xe6)[0xf74d1c76] ./srcds_linux[0x8048771] === Memory map: 08048000-08049000 r-xp 08:03 9718891 /home/lz/am4/orangebox/srcds_linux 08049000-0804a000 r-xp 08:03 9718891 /home/lz/am4/orangebox/srcds_linux 0804a000-0804b000 rwxp 1000 08:03 9718891 /home/lz/am4/orangebox/srcds_linux 08a6e000-135f rwxp 00:00 0 [heap] Snip snip dedfd000-dee0 ---p 00:00 0 dee0-deecf000 rwxp 00:00 0 PreMinidumpCallback: updating dump comment then it hangs.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bajdechi Nightbox Alexandru Sent: vrijdag 29 juli 2011 23:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update I've lost reputation because of your crashes, a server full crash = server empty. You've better fix it today because it already took too long. 2011/7/29 Aaron DJ Zyrphon Thompson rmesc...@gmail.com I run the patch on my 8 servers, and only had one crash yesterday. The mantreads are definitely fixed but I'm sure there are still a few bugs out there. For anyone experiencing crashes on map changes, reinstall MM and SM and any extensions, gamedata, translations and plugins. That's usually what fixes it for me. Sent from my MOTOBLUR smartphone on ATT -Original message- From: Michael Johansen michs...@live.no To: hlds_linux@list.valvesoftware.com Sent: Fri, Jul 29, 2011 20:42:32 GMT+00:00 Subject: Re: [hlds_linux] Team Fortress 2 Update Im not even running any anti-cheats or any of that sorts except DAF and i haven't had any crashes. None of my servers are running the patch. Stock SM addons + a few of my own plugins. Date: Fri, 29 Jul 2011 23:37:48 +0300 From: i...@ics-base.net To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2 Update I run it and i've gotten only 1 crash in the middle of the map this morning on one server. The rest 2 are running so far without crashes and 1 isn't even updated due to it being full all the time. I don't think it's KAC that crashes the servers. -ics 29.7.2011 23:14, Info kirjoitti: How many of those experiencing crashes on map change are running SMAC/Kigen's Anti Cheat? It seems to be a major factor in the crashes I've experienced--100% crash on map change when loaded, but no crashes (yet) when unloaded. On Fri, Jul 29, 2011 at 12:38, Michael Johansenmichs...@live.no wrote: We're kinda in the same situation, mine doesn't crash on changelevel tho. Date: Fri, 29 Jul 2011 22:30:43 +0300 From: alexandrualexa...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2 Update I'm in the same situation as Michael. Weapons disabled, crash on changelevel. 2011/7/29 Michael Johansenmichs...@live.no Just an update from my situation; after i disabled the
Re: [hlds_linux] Need a secure upload location for dump files
You can also just stop emailing, your wasting bandwidth on the mailing list. On Wed, 27 Jul 2011 23:16:04 -0700, James Puckett jamesrichardpuck...@gmail.com wrote: Why would you want to waste bandwidth. You could be downloading warez with that. On Wed, Jul 27, 2011 at 9:06 PM, Cheyenne cheye...@hsrvr.us wrote: I can donate a part of my bandwidth for something like that. If people would want it. On 7/27/2011 11:01 PM, doc wrote: Why the hostility? I don't think they sit down and go right, how are we going to break the game today, we really have been lacking in 20-something year olds bitching at us On Wed, Jul 27, 2011 at 8:42 PM, James Puckett jamesrichardpuck...@gmail.com** wrote: Because its valve and they like to fuck over the community every now and then. Am I right Valve employees? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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_linuxhttp://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