Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Erik-jan Riemers
Ah martin, you will be missed too if the mailing list ever dies. Nobody can
nuke a thread like you do.

2016-11-01 12:22 GMT+01:00 Martin V :

> Who gives a fuck?
>
> 1 lis 2016 07:41 "Erik-jan Riemers"  napisał(a):
>
> > Feel free to add me to the party. Still have a couple of tf2's but most
> > have died indeed too. Now its mostly 7d2d/ark related stuff. Although
> less
> > fun since it doesn't have sourcemod (admin wise)
> >
> > 2016-10-31 23:34 GMT+01:00 ics :
> >
> > > Maybe we can, add me up on steam if you like (/id/ics/). However,
> despite
> > > the community servers of mine quieting down, ill still stick with TF2
> > > servers, atleast for a while.
> > >
> > > Though making maps is more interesting to me these days. It's been a
> very
> > > good year and hopefully more to come!
> > >
> > > Cya around!
> > >
> > > -ics
> > >
> > > Simiancage kirjoitti:
> > >
> > >> Saint if you have any ideas on new community based gaming I'd be most
> > >> interested to hear them, currently playing around with an ARK server
> > but it
> > >> is with some personal indulgence as I just bought the htc vive :)
> > >> Thanks to ICS and all others that have felt our pain, maybe we can all
> > >> get together and start something new???
> > >>
> > >> Cheers D3v
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> > >> Sent: 27 October 2016 13:57
> > >> To: Half-Life dedicated Win32 server mailing list <
> > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server
> mailing
> > >> list 
> > >> Subject: Re: [hlds_linux] [hlds] The End
> > >>
> > >> Not to become over dramatic, but us from SpecialAttack have decided to
> > go
> > >> down the same route.
> > >>
> > >>
> > >> It's a shame, but that's how life works. Saying goodbye to VALVe
> hosted
> > >> games after some 17(!) years.
> > >>
> > >>
> > >> It's been a rocky ride with a very sour tasting end, but it is what it
> > is.
> > >>
> > >>
> > >> Cheers all,
> > >>
> > >>
> > >> Saint K.
> > >>
> > >>
> > >>
> > >>   From:   Richard Green 
> > >>   To:   
> > >>   Sent:   10/27/2016 8:02 AM
> > >>   Subject:   [hlds] The End
> > >>
> > >>
> > >>
> > >>
> > >>   After years of watching our community dwindle to no more than a
> group
> > >> of friends it’s time to put the last nail in the coffin,
> Simiancage.org
> > has
> > >> been around since pre 2004 and most of the founders like myself were
> cs
> > >> 1.3/4/5/6 clan members who started Simiancage.
> > >> This has always been cs/css/csgo based community and tf2 was a great
> > >> community builder as was L4D2 however as we all know those days are
> gone
> > >> and it is time to say adjure, valve have succeeded in killing 1 more
> > cs/tf
> > >> based community as we now look towards running new servers of a new
> > style.
> > >> Good luck valve in killing your own reputation further.
> > >> This is not a moan just a statement of Simiancage’s refusal to prop
> > valve
> > >> in these games any further.
> > >> Regards to all
> > >> D3vilfish
> > >> PS Ive enjoyed some of the helpful emails over the years to sort
> > >> server/sourcemod problems out, I remember when updates to tf2 would
> come
> > >> out on new years eve…..
> > >> ICS you have been most helpful over the years too, good luck m8
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] [hlds] The End

2016-10-31 Thread Erik-jan Riemers
Feel free to add me to the party. Still have a couple of tf2's but most
have died indeed too. Now its mostly 7d2d/ark related stuff. Although less
fun since it doesn't have sourcemod (admin wise)

2016-10-31 23:34 GMT+01:00 ics :

> Maybe we can, add me up on steam if you like (/id/ics/). However, despite
> the community servers of mine quieting down, ill still stick with TF2
> servers, atleast for a while.
>
> Though making maps is more interesting to me these days. It's been a very
> good year and hopefully more to come!
>
> Cya around!
>
> -ics
>
> Simiancage kirjoitti:
>
>> Saint if you have any ideas on new community based gaming I'd be most
>> interested to hear them, currently playing around with an ARK server but it
>> is with some personal indulgence as I just bought the htc vive :)
>> Thanks to ICS and all others that have felt our pain, maybe we can all
>> get together and start something new???
>>
>> Cheers D3v
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> Sent: 27 October 2016 13:57
>> To: Half-Life dedicated Win32 server mailing list <
>> h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing
>> list 
>> Subject: Re: [hlds_linux] [hlds] The End
>>
>> Not to become over dramatic, but us from SpecialAttack have decided to go
>> down the same route.
>>
>>
>> It's a shame, but that's how life works. Saying goodbye to VALVe hosted
>> games after some 17(!) years.
>>
>>
>> It's been a rocky ride with a very sour tasting end, but it is what it is.
>>
>>
>> Cheers all,
>>
>>
>> Saint K.
>>
>>
>>
>>   From:   Richard Green 
>>   To:   
>>   Sent:   10/27/2016 8:02 AM
>>   Subject:   [hlds] The End
>>
>>
>>
>>
>>   After years of watching our community dwindle to no more than a group
>> of friends it’s time to put the last nail in the coffin, Simiancage.org has
>> been around since pre 2004 and most of the founders like myself were cs
>> 1.3/4/5/6 clan members who started Simiancage.
>> This has always been cs/css/csgo based community and tf2 was a great
>> community builder as was L4D2 however as we all know those days are gone
>> and it is time to say adjure, valve have succeeded in killing 1 more cs/tf
>> based community as we now look towards running new servers of a new style.
>> Good luck valve in killing your own reputation further.
>> This is not a moan just a statement of Simiancage’s refusal to prop valve
>> in these games any further.
>> Regards to all
>> D3vilfish
>> PS Ive enjoyed some of the helpful emails over the years to sort
>> server/sourcemod problems out, I remember when updates to tf2 would come
>> out on new years eve…..
>> ICS you have been most helpful over the years too, good luck m8
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>> ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Temporary Quickplay changes .. 27 months later

2016-05-10 Thread Erik-jan Riemers
>> douchebags?
> > > >>
> > > >> You can feel free to unsubscrive too.
> > > >>
> > > >> On Mon, May 9, 2016 at 10:54 PM, Aaron Thompson  >
> > > >> wrote:
> > > >>
> > > >> > Can you all go rant somewhere else. Some of us don't have your
> > > problems.
> > > >> > They have forums for a reason please use them or email them
> > directly.
> > > >> > On May 9, 2016 8:14 PM, "Robert Paulson" 
> > > wrote:
> > > >> >
> > > >> > > Why could you not blame Valve? They are 100% fully to blame for
> > the
> > > >> > current
> > > >> > > state of community servers. I am not sure why you think they had
> > no
> > > >> > choice
> > > >> > > and no one should complain.
> > > >> > >
> > > >> > > You cannot expect every single random person to follow the
> rules.
> > > Did
> > > >> > Valve
> > > >> > > close free2play because servers are being plagued with hackers
> > using
> > > >> > > lmaobox and making a new account in 20 seconds? No? Then why are
> > all
> > > >> > > community servers being punished for this identical situation?
> > > >> > >
> > > >> > > The TF2 team was extremely lazy in handling this matter, not
> even
> > > >> willing
> > > >> > > to spend 1 hour a month cleaning up reported servers, and
> decided
> > to
> > > >> > "fix"
> > > >> > > the issue by essentially giving up. All they had to do was ban a
> > few
> > > >> > > servers every month taking up less than an hour of their time.
> > Even
> > > if
> > > >> > they
> > > >> > > cannot get rid of cheating 100%, it would still be better than
> > what
> > > >> they
> > > >> > > are doing now.
> > > >> > >
> > > >> > > All we can hope for now is that Overwatch kills TF2 to show
> them a
> > > >> > lesson,
> > > >> > > but they would probably just keep trying to emulate Overwatch as
> > > much
> > > >> as
> > > >> > > possible rather than reversing all the decisions they made to
> kill
> > > >> > > community servers.
> > > >> > >
> > > >> > >
> > > >> > >
> > > >> > >
> > > >> > > On Thu, May 5, 2016 at 12:27 AM, Erik-jan Riemers <
> > > riem...@binkey.nl>
> > > >> > > wrote:
> > > >> > >
> > > >> > > > TF2 had its best time... it would have been longer if not for
> > > this.
> > > >> As
> > > >> > a
> > > >> > > > community owner for 8+ years i have always tried to do good by
> > the
> > > >> > rules
> > > >> > > of
> > > >> > > > Valve. Only to find tons of servers that don't obey those
> rules.
> > > >> Valve
> > > >> > > > tried its best to counter them but ended up hurting the
> > > communities
> > > >> > that
> > > >> > > > didn't do anything wrong. I can't blame Valve, but the
> > experience
> > > is
> > > >> > bad
> > > >> > > > these days, we used to have a "all maps" server where high
> > > division
> > > >> > > players
> > > >> > > > would come and play, making it interesting for people with
> > skills.
> > > >> > Only a
> > > >> > > > few 'custom' servers are still alive these days, but haunted
> by
> > > >> > cheaters
> > > >> > > > and people that just want to troll and mic spam. No admins are
> > > there
> > > >> > > > anymore because nobody wants to babysit a server full of kids.
> > > >> Slowly
> > > >> > > > closing my TF2 servers. (It's been fun while it lasted)
> > > >> > > >
> > > >> > > > Regardless, thanks Valve for the times we did have a great
> > > >> experience
> > > >> &g

Re: [hlds_linux] Temporary Quickplay changes .. 27 months later

2016-05-05 Thread Erik-jan Riemers
TF2 had its best time... it would have been longer if not for this. As a
community owner for 8+ years i have always tried to do good by the rules of
Valve. Only to find tons of servers that don't obey those rules. Valve
tried its best to counter them but ended up hurting the communities that
didn't do anything wrong. I can't blame Valve, but the experience is bad
these days, we used to have a "all maps" server where high division players
would come and play, making it interesting for people with skills. Only a
few 'custom' servers are still alive these days, but haunted by cheaters
and people that just want to troll and mic spam. No admins are there
anymore because nobody wants to babysit a server full of kids. Slowly
closing my TF2 servers. (It's been fun while it lasted)

Regardless, thanks Valve for the times we did have a great experience for
community's. Perhaps one day we might see a TF3.

2016-05-05 0:48 GMT+02:00 Vivien FRENOT-MATHEVON :

> Still waiting for a fix. :(
>
> Le jeu. 5 mai 2016 00:11, Andreas Willinger  a écrit :
>
> > So, Valve, maybe you should update your Wiki and add "temporary" as
> > "forever" (https://developer.valvesoftware.com/wiki/Valve_Time)
> >
> > Two years, various suggestions have been posted, like improving the UI,
> > some
> > sort of verified server system and others, yet not even a single word
> from
> > Valve.
> >
> >
> >
> > Can we finally get some sort of response or will we wait until TF2 is
> > entirely full of braindead, 12 year-old weekend warriors.
> >
> >
> >
> > Original text for anyone interested:
> >
> >
> >
> > "At this time, we are keeping the default quickplay option to Valve
> > servers.
> > However, note that if a player wants to find a server with any of the
> > supported modifications, then they must land on a community server, since
> > Valve servers do not run with these settings."
> >
> > Posted by Fletcher Dunn on February 8, 2014.
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread Erik-jan Riemers
I just hope the "bars" instead of ping also show the correct ping, as its
still easy to ping mask and have it at a ping of 5. (even though the person
could have 100+)

I wonder if its now possible to write something for it so that if it says 1
bar, kick ;)

2015-12-18 21:28 GMT+01:00 Emil Larsson :

> You can change the bars back to ping in advanced options in the game. Which
> is what I did.
>
> I like the new scoreboard, though I kinda miss being able to see the team
> playercount at a glance.
>
> On Fri, Dec 18, 2015 at 8:27 PM, dan  wrote:
>
> > On 18/12/2015 11:49, Saint K. wrote:
> >
> >> Any chance we can get a player count back at the scoreboard? It's a bit
> >> annoying that on servers with a higher than 24 slot count you cannot
> >> workout anymore how many people are in a team.
> >>
> >
> > Yeah 2nd that. It's awful. Programmer art and bars for ping? Yeuch.
> >
> > It looks like the results of a school kid doing his first custom UI mod
> > and he's
> > asked his dad to upload it to the internet.
> >
> > I'm expecting Gabe to reply with "He's only 6. I didn't want to say no"
> >
> > Either that or someone edited it after the Valve Christmas do.
> >
> > Sober up and fix it please.
> >
> > --
> > Dan
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread Erik-jan Riemers
Respond to valve than, instead of the mailinglist, keep the spam where it
belongs. I assume you also read the cs:go mailing list, you could address
those suggestions too.

2015-07-20 15:59 GMT+02:00 Alice Vostrikova :

> Hello.
>
> I rent my game servers at hosting where many different game servers.
> On Friday, the Valve massively banned CS:GO servers.
> On the same day, Valve banned 3 my TF2 servers.
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.14:28137&format=json
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27095&format=json
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.153:28292&format=json
> Reason: inventory violations.
> I do not give to my players any inventory for money or without money.
>
> Also was banned TF2 server on my hoster without sourcemode (absent any
> plugins or castom tags)!!!
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27767&format=json
> Why on ip of the banned CS:GO servers were banned TF2 servers too?
> Valve banned servers CS:GO on the ip (instead of ip:port)?
>
> Somebody, please give an explanation for the ban TF2 servers!
> I write for the third time on the issue. Is it normaly that, Valve does
> not respond?
>
> --
>
> --
> Почтовый ящик предоставлен сервисом qip.ru
> Заведи бесплатную почту в домене rbcmail.ru и ты!
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Re: [hlds_linux] Community Servers and the Gun Mettle Update

2015-07-02 Thread Erik-jan Riemers
I am actually at the point that i would even pay to have my servers get
normal traffic and the new contracts on it. I Just think there needs to be
a "feature" that allows legit operators to host servers. Mail operators
work on a "the more bounce and spam reports you get, the less mail can go
out" some sort of logic could apply here. The more reports you get (which
could be automaticly tested for certain items) the lesser chance you get
quickplay people and if you drop below a certain point. No longer
contracts. IP's should be saved too etc etc.

But in the end, if i think about all these things and as a veteran server
operator i would already know enough ways around it so its really a cat and
mouse game in the end.

I don't like that valve does only contracts on Valve servers but at least i
can understand why.

2015-07-02 23:40 GMT+02:00 Matthias "InstantMuffin" Kollek <
proph...@sticed.org>:

> I get that a lot (if not all) community admins are dickheads hosting
> ad-infested pay to win servers. I know that there are a lot of scripters
> that publish scripts that allow abusive item farming during certain holiday
> events. I get that there is a need for this to have consequences.
> But what has been happening over the last few years is just that you guys
> seem to be motivated to kill off the entire community and move on to a
> matchmaking-type system. What we need is a decent reporting and blacklist
> system so (following the 20/80 rule) hosting bad servers will not be
> feasible for many/most admins (flag their steam accounts and prohibit them
> from hosting listed servers or whatnot, get creative, or we can help you if
> you guys aren't).
> It's not about killing the community, but about creating and maintaining
> an environment where ideas and creative, innovative servers and communities
> can thrive and bring content for YOUR products to keep them alive.
>
>
> On 02.07.2015 23:22, John Schoenick wrote:
>
>> Hey guys, with today's update we're introducing a few new features that
>> will impact servers, and I just wanted to give you guys a heads up.
>>
>> There is a new quickplay category, featured, that represents the featured
>> maps for a given campaign. In order to have your server in this category,
>> you need to be running the mapcycle mapcycle_featured_maps.txt, and have
>> the special string 'featured' in your quickplay tags.
>>
>> Today's update also introduces contracts, which currently require players
>> be on official servers to complete. Unfortunately, our current setup makes
>> it very difficult to restrict features like this other than in an
>> all-or-nothing manner, and we determined this was necessary to protect the
>> system from immediate abuse.
>>
>> We agree this is not ideal. We are continuing the look at the situation
>> with community servers and how we can better support passionate
>> communities, but currently have nothing to announce.
>>
>> - JohnS
>>
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>
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Re: [hlds_linux] Dear Valve: Feature request regarding "_restart"

2015-06-29 Thread Erik-jan Riemers
+1, always have to use --autoupdate to fool it, since autoupdate does
restart the server (but it also does on quit, i just hard kill it then)
that is not how it should work.

2015-06-30 2:00 GMT+02:00 Jesse Molina :

>
> Dear Valve
>
> I've written my own Linux server manager tool which acts as a replacement
> for the srcds_run script, and a number of server admins use it to manage
> their servers.
>
> Recently I had a user ask me why the "_restart" console command caused the
> server to quit instead of restart.
>
> The answer is that "_restart" on the console is, as far as I can tell,
> identical to the "quit" command. In both instances, the srcds_linux server
> shuts down and quits with exit code 0.
>
> I would like to make a feature request. Please make the "_restart" console
> command quit with a specific exit code to indicate to the parent process
> that it should be restarted.
>
> Alternatively, create a new console command which causes the server to
> quit with a specific exit code.
>
> Just to be clear: This exit code would specifically be reserved as a
> signal to the parent process that the server process should be restarted.
> It should not be interpreted as being a crash or an otherwise unexpected
> event.
>
> One way or another, there needs to be a differentiation between the "quit"
> and "_restart" commands.
>
>
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Re: [hlds_linux] Optional TF2 update released

2015-06-17 Thread Erik-jan Riemers
Thanks, that seems to have fixed the restart/quit issues!

2015-06-17 22:45 GMT+02:00 Eric Smith :

> We've released an optional update for TF2. The notes for the update are
> below. The new version number is 2836387.
>
> -Eric
>
> -
>
> - Fixed an issue causing dedicated servers to occasionally hang on shutdown
> - Hammer tools: Fixed vbsp -onlyents and -onlyprops compiles failing
> - Updated localization files
> - Updated the Maps Workshop Beta
> - Fixed an issue causing clients or servers installed in long path
> names to be unable to load workshop maps
> - Fixed an issue causing clients to occasionally be unable to
> launch a listen server using a workshop map via the 'map' command
> - Fixed an issue causing the initial map load on dedicated servers
> to fail if the map is a workshop map
> - Fixed dedicated servers requiring a reboot to properly handle
> updated workshop maps if the map name changed
>
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-06-16 Thread Erik-jan Riemers
Has been mentioned, multiple people have this issue, see the thread:
[hlds_linux] Crash/hang on quit

2015-06-16 16:12 GMT+02:00 Ross Bemrose :

> Since it hasn't been mentioned on hlds_linux yet, I've noticed that the TF2
> Linux dedicated server now crashes on shutdown even with no addons
> directory present.
>
> quit
> L 06/16/2015 - 10:04:17: server_message: "quit"
> L 06/16/2015 - 10:04:17: Log file closed.
> L 06/16/2015 - 10:04:17: server_message: "restart"
>
> /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp
> (3997) : Assertion Failed: CFileWriterThread: pending file writer
> content_log.txt
> Assert( Assertion Failed: CFileWriterThread: pending file writer
> content_log.txt
>
> ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997
>
> Bad thread
>
> local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp
> (1416) : Assertion Failed: Thread synchronization object is unuseable
> Bad thread localassert_20150616100418_15.dmp[23170]: Uploading dump
> (out-of-process)
> /tmp/dumps/assert_20150616100418_15.dmp
> assert_20150616100418_15.dmp[23170]: Finished uploading minidump
> (out-of-process): success = no
> assert_20150616100418_15.dmp[23170]: error: libcurl.so: cannot open shared
> object file: No such file or directory
> assert_20150616100418_15.dmp[23170]: file
> ''/tmp/dumps/assert_20150616100418_15.dmp'', upload no: ''libcurl.so:
> cannot open shared object file: No such file or directory''
>
> (and it hangs there until I manually close the screen)
>
> On Mon, Jun 15, 2015 at 7:58 PM, Ross Bemrose  wrote:
>
> > Are there any plans on making fuzzy matching work for the names of
> > workshop maps and not just their workshop ID numbers?
> >
> > Right now, changelevel "workshop/454118349" works for changing to
> > cp_glassworks, but "changelevel glassworks" doesn't.
> >
> > Incidentally, for whatever reason TF2's FindMap command seems to resolve
> > workshop maps to their old workshop/ path.  Is this some sort of
> > compatibility shim?
> >
> > Where the file really is:
> > steamapps/workshop/content/440/454118349/cp_glassworks_rc6.bsp
> > What FindMap returns: workshop/cp_glassworks_rc6.ugc454118349
> >
> > My maps/workshop directory is currently empty... I deleted it before I
> > began this testing.  It's still empty *while this map is running*
> >
> >
> > On 6/11/2015 8:09 PM, Eric Smith wrote:
> >
> >> We've released a mandatory update for TF2. The notes for the update are
> >> below. The new version is 2827522.
> >>
> >> -Eric
> >>
> >> -
> >>
> >> - Mann Co. Store summer sale is on!
> >> - Updated dedicated server 'status' command to include sv_tags
> >> - Enabled raw mouse input for Mac clients
> >> - Added OWL 13 tournament medals
> >> - Added TF2Connexion Season 15 tournament medals
> >> - Fixed a client crash related to the HUD
> >> - Updated the localization files
> >> - Updated Mann Co. Store prices for foreign currencies to current USD
> >> equivalents
> >> - Security/crash fixes (thanks to Nathaniel Theis for these reports)
> >> - Fixed a remote code execution bug and a crash related to
> >> malformed custom spray files
> >> - Added checks to the voice system that prevent loading codecs
> >> other than the files that ship with the game
> >> - Updated the Maps Workshop Beta
> >> - Workshop map names (e.g. workshop/cp_foo.ugc123456) can now be
> >> used in the map, changelevel, and nextlevel commands as well as the
> >> mapcycle config
> >> - Allow fuzzy name matching in the map, changelevel, and
> >> nextlevel commands as well as the mapcycle config -- e.g. "changelevel
> >> dustbowl"
> >> - Shorthand workshop map names of the form workshop/ (e.g.
> >> workshop/123456) will now auto-resolve to the full map name
> >> - Running tf_workshop_map_sync is no longer necessary, maps will
> >> be fetched and updated on demand during level change
> >> - tf_workshop_map_sync is no longer blocking, and can be used to
> >> precache maps in the background
> >> - Workshop maps are no longer copied to tf/maps/workshop/ by
> >> default, instead using the single copy in the steamapps/workshop folder
> >> - Fixed some cases of embedded resources in workshop maps, such
> >> as cubemaps, not being loaded properly
> >> - Fixed an issue preventing game servers from properly receiving
> >> updates to workshop map files
> >> - Fixed game servers using registered accounts via
> >> sv_setsteamaccount not being able to download workshop content
> >> - Fixed syncing workshop maps prior to the first map load on a
> >> dedicated server
> >> - Updated in-game workshop import tool
> >> - Fixed not being able to select the class/other tags
> for
> >> cosmetic items
> >> - Hide unused buttons when editing an existing workshop
> >> entry
> >> - Fi

Re: [hlds_linux] Crash/hang on quit

2015-06-15 Thread Erik-jan Riemers
Would be nice if a valve person could say something about this, having to
restart a ton every day. (killall srcds_linux) is the quickest, since they
will restart after that, assuming you don't have other stuff about.

2015-06-15 21:45 GMT+02:00 pilger :

> Having this here as well. And it only happens after some quits... I'm not
> sure why and when.
>
>
> _pilger
>
> On 14 June 2015 at 08:38, Nicolas Seyer  wrote:
>
> > on the same system I have one server that stops but not the other. So I
> > wouldn't think it is due to a library or the system itself
> >
> > On Sun, Jun 14, 2015 at 1:25 PM, Ilya Larin 
> > wrote:
> >
> > > After the one of previous updates happened the same: i bet it now
> > requires
> > > some more libraries in Linux system
> > > On 14 Jun 2015 14:23, "Martin V"  wrote:
> > >
> > > > Gaben for life <3
> > > > 14 cze 2015 13:16 "Erik-jan Riemers"  napisał(a):
> > > >
> > > > > Of about 30 servers, a hand full did restart.. but the majority
> > > crashes.
> > > > > Consider being lucky ;p
> > > > >
> > > > > 2015-06-14 13:10 GMT+02:00 Martin V :
> > > > >
> > > > > > Funny thing is that i dont have that problem. My server has about
> > 100
> > > > > > plugin and I have no problem with exit, quit and restart commands
> > > > > > 14 cze 2015 12:57 "Yun Huang Yong" 
> > napisał(a):
> > > > > >
> > > > > > > "quit" and "exit" both used to exit cleanly prior to the
> update 3
> > > > days
> > > > > > ago.
> > > > > > >
> > > > > > > We've been restarting our servers every night for ~2.5 years by
> > > > simply
> > > > > > > sending an RCON quit.
> > > > > > >
> > > > > > > Hopefully this means it's a relatively easy change to
> revert/fix.
> > > > > > >
> > > > > > > On 14/06/2015 8:48 PM, Erik-jan Riemers wrote:
> > > > > > >
> > > > > > >> And i thought it was just me, but indeed all my servers pretty
> > > much
> > > > > > >> hang/crash. Tried a dozen things cannot get it to work
> normally
> > > > again.
> > > > > > >> Also
> > > > > > >> booted up a micro instance on amazon, installed it fresh on
> > ubuntu
> > > > > 14.04
> > > > > > >> with no extra's and also crashes. I restart the servers at
> night
> > > > every
> > > > > > >> day,
> > > > > > >> but now they all just hang. (on multiple different servers)
> > > > > > >>
> > > > > > >> 2015-06-14 12:04 GMT+02:00 Jesse Molina  >:
> > > > > > >>
> > > > > > >>
> > > > > > >>> srcds_linux did this for years between something like 2009
> and
> > > > 2012.
> > > > > > >>> That's just a guess, I don't exactly remember the time frame.
> > > > > > >>>
> > > > > > >>> You should not expect srcds_linux to quit like it should. It
> is
> > > > not a
> > > > > > >>> very
> > > > > > >>> well behaved bit of software.
> > > > > > >>>
> > > > > > >>>
> > > > > > >>>
> > > > > > >>>
> > > > > > >>> On 6/14/15 1:15, Yun Huang Yong wrote:
> > > > > > >>>
> > > > > > >>>  Since the most recent update it seems that the server
> crashes
> > > (and
> > > > > > >>>> hangs)
> > > > > > >>>> on quit.
> > > > > > >>>>
> > > > > > >>>> This is on a stock (no MetaMod, no SourceMod) server:
> > > > > > >>>>
> > > > > > >>>> quit
> > > > > > >>>> L 06/14/2015 - 18:12:07: server_message: "quit"
> > > > > > >>>> L 06/14/2015 - 18:12:07: Log file closed.
> > > > > > >>>> L 06/14/2015 - 18:12:07: server_message: "restart"
> > &

Re: [hlds_linux] Crash/hang on quit

2015-06-14 Thread Erik-jan Riemers
Of about 30 servers, a hand full did restart.. but the majority crashes.
Consider being lucky ;p

2015-06-14 13:10 GMT+02:00 Martin V :

> Funny thing is that i dont have that problem. My server has about 100
> plugin and I have no problem with exit, quit and restart commands
> 14 cze 2015 12:57 "Yun Huang Yong"  napisał(a):
>
> > "quit" and "exit" both used to exit cleanly prior to the update 3 days
> ago.
> >
> > We've been restarting our servers every night for ~2.5 years by simply
> > sending an RCON quit.
> >
> > Hopefully this means it's a relatively easy change to revert/fix.
> >
> > On 14/06/2015 8:48 PM, Erik-jan Riemers wrote:
> >
> >> And i thought it was just me, but indeed all my servers pretty much
> >> hang/crash. Tried a dozen things cannot get it to work normally again.
> >> Also
> >> booted up a micro instance on amazon, installed it fresh on ubuntu 14.04
> >> with no extra's and also crashes. I restart the servers at night every
> >> day,
> >> but now they all just hang. (on multiple different servers)
> >>
> >> 2015-06-14 12:04 GMT+02:00 Jesse Molina :
> >>
> >>
> >>> srcds_linux did this for years between something like 2009 and 2012.
> >>> That's just a guess, I don't exactly remember the time frame.
> >>>
> >>> You should not expect srcds_linux to quit like it should. It is not a
> >>> very
> >>> well behaved bit of software.
> >>>
> >>>
> >>>
> >>>
> >>> On 6/14/15 1:15, Yun Huang Yong wrote:
> >>>
> >>>  Since the most recent update it seems that the server crashes (and
> >>>> hangs)
> >>>> on quit.
> >>>>
> >>>> This is on a stock (no MetaMod, no SourceMod) server:
> >>>>
> >>>> quit
> >>>> L 06/14/2015 - 18:12:07: server_message: "quit"
> >>>> L 06/14/2015 - 18:12:07: Log file closed.
> >>>> L 06/14/2015 - 18:12:07: server_message: "restart"
> >>>>
> >>>>
> /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp
> >>>> (3997) : Assertion Failed: CFileWriterThread: pending file writer
> >>>> content_log.txt
> >>>> Assert( Assertion Failed: CFileWriterThread: pending file writer
> >>>> content_log.txt
> >>>>
> >>>>
> ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997
> >>>>
> >>>> Not sure if I'm reading this right but it appears that the log file is
> >>>> closed, then something is issuing a "restart" but with the log file
> >>>> already
> >>>> closed the server then crashes into a hung state.
> >>>>
> >>>> The process never exits as it appears to then get stuck somewhere in
> the
> >>>> minidump:
> >>>>
> >>>> assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process)
> >>>> /tmp/dumps/assert_20150614181208_15.dmp
> >>>> Bad thread
> >>>>
> >>>>
> local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp
> >>>> (1416) : Assertion Failed: Thread synchronization object is unuseable
> >>>> Bad thread localassert_20150614181208_15.dmp[17942]: Finished
> uploading
> >>>> minidump (out-of-process): success = yes
> >>>> assert_20150614181208_15.dmp[17942]: response:
> >>>> CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614
> >>>> assert_20150614181208_15.dmp[17942]: file
> >>>> ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes:
> >>>> ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614''
> >>>>
> >>>> Apparently successful but process still never exits.
> >>>>
> >>>> Anyone else get this behaviour?
> >>>>
> >>>> It makes it awkward to exit/restart the server gracefully - I pretty
> >>>> much
> >>>> have to kill the process.
> >>>>
> >>>> cheers,
> >>>> yun
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>>
> >>>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
> >>>  ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >
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> > please visit:
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> >
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Re: [hlds_linux] Crash/hang on quit

2015-06-14 Thread Erik-jan Riemers
And i thought it was just me, but indeed all my servers pretty much
hang/crash. Tried a dozen things cannot get it to work normally again. Also
booted up a micro instance on amazon, installed it fresh on ubuntu 14.04
with no extra's and also crashes. I restart the servers at night every day,
but now they all just hang. (on multiple different servers)

2015-06-14 12:04 GMT+02:00 Jesse Molina :

>
> srcds_linux did this for years between something like 2009 and 2012.
> That's just a guess, I don't exactly remember the time frame.
>
> You should not expect srcds_linux to quit like it should. It is not a very
> well behaved bit of software.
>
>
>
>
> On 6/14/15 1:15, Yun Huang Yong wrote:
>
>> Since the most recent update it seems that the server crashes (and hangs)
>> on quit.
>>
>> This is on a stock (no MetaMod, no SourceMod) server:
>>
>> quit
>> L 06/14/2015 - 18:12:07: server_message: "quit"
>> L 06/14/2015 - 18:12:07: Log file closed.
>> L 06/14/2015 - 18:12:07: server_message: "restart"
>> /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp
>> (3997) : Assertion Failed: CFileWriterThread: pending file writer
>> content_log.txt
>> Assert( Assertion Failed: CFileWriterThread: pending file writer
>> content_log.txt
>> ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997
>>
>> Not sure if I'm reading this right but it appears that the log file is
>> closed, then something is issuing a "restart" but with the log file already
>> closed the server then crashes into a hung state.
>>
>> The process never exits as it appears to then get stuck somewhere in the
>> minidump:
>>
>> assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process)
>> /tmp/dumps/assert_20150614181208_15.dmp
>> Bad thread
>> local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp
>> (1416) : Assertion Failed: Thread synchronization object is unuseable
>> Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading
>> minidump (out-of-process): success = yes
>> assert_20150614181208_15.dmp[17942]: response:
>> CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614
>> assert_20150614181208_15.dmp[17942]: file
>> ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes:
>> ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614''
>>
>> Apparently successful but process still never exits.
>>
>> Anyone else get this behaviour?
>>
>> It makes it awkward to exit/restart the server gracefully - I pretty much
>> have to kill the process.
>>
>> cheers,
>> yun
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread Erik-jan Riemers
You should point that to valve, but like many others that tried and failed
its in the end that you give up. You cant fix an issue like this without
the full support of them. You can try, only to see your "plugin"
circumvented on the payed cheat site plugin websites...

2015-05-19 16:10 GMT+02:00 N-Gon :

> Again.
> Only a small handful of people within UGC know about making Sourcemod
> plugins.
> Instead of being pessimistic about fixing something why not come up with a
> better solution than the one I have presented?
> Such as maybe removing the cvar all together because it serves 0 purpose as
> the 0 backstab method is completely broken and 2 backstab method is
> completely untested AND broken.
> There is no need to have that cvar set to anything other than 1, so why not
> just remove it.
>
> On Tue, May 19, 2015 at 10:01 AM, AnAkkk  wrote:
>
> > Removing a cvar flag with a plugin is only 2 lines, some people sell
> cheat
> > server plugins that got many more features than that, so it's easy for
> > anyone to buy one and put it on their server.
> > With VAC there is at least a chance (even if it's small) that the guy is
> > going to get banned, and there's none if he has access to the server.
> >
> > 2015-05-19 14:54 GMT+01:00 N-Gon :
> >
> > > But the amount of players who can readily make something like that
> within
> > > UGC is not all that high.
> > > People thought of me as a messiah for my simple plugin when I had only
> > > learned about programming in SMod 2 days prior.
> > >
> > > Making a plugin to continue to cheat is way more steps involved than
> > simply
> > > typing an rcon command in console.
> > >
> > > Nothing will ever 100% stop cheaters, but it's silly not to even try to
> > > slow them down.
> > > If we're going to just toss our hands in the air and say it's pointless
> > > because there will always be a workaround then why even bother having a
> > VAC
> > > system in place.
> > >
> > > On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose 
> > wrote:
> > >
> > > > Yes, that was a given.
> > > >
> > > > After all, server plugins can remove the cheat flag just as readily
> as
> > > the
> > > > notify flag.
> > > >
> > > > On Tue, May 19, 2015 at 9:46 AM, AnAkkk  wrote:
> > > >
> > > > > That's pointless, someone could make a a plugin to remove the
> notify
> > > > flag.
> > > > > You should only trust servers that are hosted by leagues where no
> one
> > > has
> > > > > the rcon_password or any access to the machine. There are many
> other
> > > > cvars
> > > > > that can be modified the same way and be used to cheat.
> > > > >
> > > > > 2015-05-19 14:41 GMT+01:00 Ross Bemrose :
> > > > >
> > > > > > Either way, tf_backstab_detection_method should probably be
> flagged
> > > as
> > > > > > Notify so that all players are told when its value changes.
> > > > > >
> > > > > > On Tue, May 19, 2015 at 9:13 AM, N-Gon  >
> > > > wrote:
> > > > > >
> > > > > > > Hey, while we're on the subject of exploits I wanted to bring
> > > > something
> > > > > > up.
> > > > > > >
> > > > > > > tf_backstab_detection_method
> > > > > > >
> > > > > > > Currently that cvar can be changed on the fly with just rcon
> > > access.
> > > > > > > It's not Cheat or Notify flagged.
> > > > > > >
> > > > > > > I've had reports from 3 different UGC Plat players who are
> highly
> > > > > > > suspicious of other teams using this on a toggle to allow their
> > > spies
> > > > > > easy
> > > > > > > facestabs when they need them.
> > > > > > > Adding a flag to this command will not harm anyone and it will
> > be a
> > > > > load
> > > > > > > off the minds of the Comp players who have no way of proving
> this
> > > is
> > > > > > being
> > > > > > > done in official matches.
> > > > > > >
> > > > > > > I made a plugin that, among other things, flagged this thing
> is a
> > > > > cheat.
> > > > > > > It's a nice start but I can't force everyone to use my plugin.
> > But
> > > if
> > > > > > Valve
> > > > > > > were to change this I wouldn't have to :)
> > > > > > >
> > > > > > > -Miggy
> > > > > > >
> > > > > > > On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia <
> > > > garcia.bru...@gmail.com
> > > > > >
> > > > > > > wrote:
> > > > > > >
> > > > > > > > "Fixed *crash* when getting a malformed KeyValues buffer"
> > > > > > > >
> > > > > > > > On Mon, May 18, 2015 at 10:11 PM, N-Gon <
> > > ngongamedes...@gmail.com>
> > > > > > > wrote:
> > > > > > > >
> > > > > > > > > Out of curiosity, what exactly did this do?
> > > > > > > > >
> > > > > > > > > On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson <
> > > > > kyle.l...@gmail.com
> > > > > > >
> > > > > > > > > wrote:
> > > > > > > > >
> > > > > > > > > > Now that this exploit is public knowledge, any idea when
> we
> > > > will
> > > > > > see
> > > > > > > > > > the remaining mainline Source Games updated?
> > > > > > > > > >
> > > > > > > > > > Thanks,
> > > > > > > > > > Kyle.
> > > > > > > > > >
> > > > > > > > > > On Mon, May 18, 2015 at 5:53 PM, Eric Smith <
> > > > > > er...

Re: [hlds_linux] Rethinking the community quickplay ban

2015-02-06 Thread Erik-jan Riemers
As ics stated (and i did in the past) all my regular servers died, all
regulars are gone. I only have non standard game servers that are still
running fine since people search for that (saxton, modded, jump, mge, etc)
the rest is simply dead. Regulars have tried and tried to get something up
and running but nobody came, even with 6 to 10 players for an hour it still
doesn't fill up anymore and therefor dies.

If i join a valve server, its the typical "pub bash" and then a old regular
joins me and tells me how he misses the old servers where the skill level
was much higher too. The problem with regulars is that you just *CANNOT*
find a valve server with a higher skilled set of people. There is always a
big bunch of pool of people that just are f2p or dont know what they are
doing, hence people leave too.

2015-02-06 6:48 GMT+01:00 dan :

> On 06/02/2015 00:07, Gordon Reynolds wrote:
>
>> I'd hate to see this thread de-railed from it's original topic of
>> Quickplay
>> and how it relates to Community Servers. While the change to trading is a
>> big one, it was more of a change to bring TF2 in line with all other Steam
>> trading-supported games.
>>
>
> I think they're linked.
>
> Trading, F2P, the introduction of "scratch card" like gambling games and
> all these "economy" things
> changed TF2 from a team-based, objective based FPS to what it is now.
>
> This has changed the player base too.
>
> Simply put, the people who used to play on your servers are not throwing
> money at Valve for a conga taunt or for a key to open a box.
>
> Valve does what their customers will pay for. Their customers for TF2
> are the people scamming each other, buying keys and items and so on.
>
> TF2 is probably the greatest game never played. As I said recently,
> TF2 is like playing chess against people who stick the pieces in their
> ears,
> strip down to their underpants and run around the room shouting
> "GAAEE"
> who would say "It's only a game, I play for fun" if anyone questioned this
> behaviour.
>
> If you bought the game in 2007 and have played 7000 hours without spending
> another dime Valve aren't that interested in you. Even if you play comp
> Walker has said that's boring. Watching 20 people conga that's like
> the super bowl or the Tour de France right? Well, it is if you watch the
> screen Robin does
> that shows the money rolling in. That gets his boss excited and
> smiling.
>
> They want people who will buy taunts and dance around the maps - or
> buy a gun that tells them what their killstreak is - you did that for free?
> Ah, suckers.
>
> You charged for some of these ideas? Well they took your idea and changed
> it so instead of you getting the money, they did. See how much better
> that is now? No? Let's try it one more time, you have a feature and
> people pay you. Now they have the same feature and people pay Valve.
> See the improvement yet? Maybe you've gotta be working at Valve. They
> saw it straight away when someone put the idea to them.
>
> "So, we'd get the money?...hmm, yeah...let's do that"
>
> They want to introduce young kids to the joys of gambling too.
> So thanks for that Valve.
>
> Steam's trading cards and levelling changed Steam from a service that was
> a bit flaky
> but nevertheless a warm and cuddly idea that sold popular multiplayer
> games and
> updated them over and over into a service designed to attracts buffoons
> who want to
> collect badges and increase their level in a web store.
>
> If you're a gamer, valve don't care. There are probably 100 idiots out
> there throwing
> money at valve for every gamer they have.
>
> The level of programming skill and effort valve need to do to
> get at their money is something a bright school kid could manage. Look at
> the
> features steam has added recently. That music player? The guy that wrote
> that
> must be a hell of a trombonist. Can you imagine his interview
>
> "I mostly play the trombone"
> "Do you think you could write code?"
> "Sure...I could add a music player"
> "What features would it have?"
> "Well, I've used a lot of music players and using my vast knowledge of
> existing players I wouldn't have any"
> "How long do you think it will take you to create a music player without
> any features?"
> "About a year. Most of that could be a 'beta' though. In case some of the
> features
> it doesn't have don't work"
>
> In many cases they can just bundle indie or old publisher titles on steam,
> say "75% off"
> every so often and watch as thousands of people buy them just to get a
> bigger number
> of "games owned" or a few trading cards - and when gamers kick up a fuss
> they just change the steam interface to make it look like it's
> still something to do with buying and playing games.
>
> There are even people who collect and pay hundreds of dollars for
> games that were on steam but have been removed and then
> if you have enough of these removed games you can join a group.
> Can you believe that?
>
> Given thes

Re: [hlds_linux] Spammers delight

2015-01-23 Thread Erik-jan Riemers
Dont forget that once a while you get this nice mail with your password in
plain text..

2015-01-23 2:40 GMT+01:00 Weasels Lair :

> Yeah seems like valve is running some really old school mailing list
> software. Maybe they should switch to Google Groups for Business or
> something.
> On Jan 22, 2015 4:06 PM, "Horse"  wrote:
>
> > The mailing list needs to incorporate what craigslist uses with the
> mailer
> > to avoid this issue.
> > Sad thing is it is being used not so much as problem solving for server
> > owners/administrators but for people to see when updates are coming to
> spam
> > SPUF forums.
> > Who cares who posted about the update first over there that is not what
> its
> > intended function is for.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron
> > Sent: Thursday, January 22, 2015 7:00 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Spammers delight
> >
> > I just got 1 also as a reply from 2012.
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] IPv6 on SRCDS

2015-01-17 Thread Erik-jan Riemers
If we all think like that, we wont have ipv6 in 10 years and it will be too
late. I rather have it *now* and support both so the change can be done in
steps or something like that.

2015-01-17 22:59 GMT+01:00 Robert Paulson :

> I for one hope they don't add IPV6 any time soon.
>
> It is already enough of a hassle to ban all these F2P hackers and it will
> be 10 times worse when everyone has hundreds of ips.
>
> And plugins and databases would need to be upgraded as well.
>
> On Sat, Jan 17, 2015 at 10:14 AM, ics  wrote:
>
> > This has been suggested on this list time to time for the past 4-5 years.
> > No answer has been ever given to one way or the other.
> >
> > -ics
> >
> > Giovanni Harting kirjoitti:
> >
> >  I would guess the new source 2 supports IPv6, everything else would be
> >> terrifying.
> >>
> >> 2015-01-17 16:32 GMT+01:00 Kevin Kelker :
> >>
> >>> -BEGIN PGP SIGNED MESSAGE-
> >>> Hash: SHA1
> >>>
> >>> Hey there,
> >>>
> >>> I've searched around the web
> >>> but didn't find any current news about this:
> >>>
> >>> How about IPv6 on Source dedicated Servers?
> >>> There were some posts back in 2013 that it isn't possible - yet.
> >>>
> >>> But meanwhile IPv6 deployment has made huge steps and here in Germany
> >>> we already have ISPs that only serve native v6 adresses to their
> >>> customers and are doing carrier grade NAT for the remaining IPv4-only
> >>> services (which has, depending on the load of their core routers, a
> >>> horrible performance at some times).
> >>>
> >>> So is there any way now to bind srcds servers to a native v6 or at
> >>> least some word about the progress of making it compatible (maybe even
> >>> a word from a developer here :-) )?
> >>>
> >>> Thanks in advance an best regards!
> >>> Kevin
> >>>
> >>> PS: please don't slap me if I've missed something about that topic.
> >>> Haven't been around quite a long time but tried my best to search the
> >>> forums first.
> >>> -BEGIN PGP SIGNATURE-
> >>> Version: GnuPG v2
> >>>
> >>> iQIcBAEBAgAGBQJUuoCgAAoJEKd25JuJ3jlZNKsP/2D5BRMYeQYJJhGM1UG1zqze
> >>> IgQnwQYI75nt67BUf5TSv3IMjhyGJd7kNt3E+V0qDY/bjhSLnbEuMMAAiW8P3tdD
> >>> HJFwFmJaOR0/IP6Pn/G6md0kKsJ0u5I0K/5CGrWS+YM4M/cvKMeBAvydfO19Fa7O
> >>> CUo3uORvAIotGEaWD36U1T/wedR8kRHkTBlXHn3YV3G9k1qUuMtjegojGm2EtcB5
> >>> Hl/v90jna8amncBhSdyIvNnA98XQvxAGPIW6RLVKImdVfosuit1Z00E0D1IJHPDf
> >>> xpVfM/e1g7FVPBFPQryKwfMhR7imUCQemcBOavLFseFs5SNmxoVFqWVMCWYXlODC
> >>> udSxHrnKSFrB+bJ0OEpkxOhm0QkxxKvrGntXc3cdEhMOio5R0sejSgsSPcP3ebTT
> >>> GMsFsuH1VUUzIMfq5Lh2WSRdnYAe2ao7k6CVMHT7jtFsRw9BZVZHH6ZfeFsCjT0V
> >>> vJWXPq0Xa5NCAVcAyv9dtAKkKyKLcIGdsRSmGr7a+ml7p5SkbiATn5QVmcuUZyL/
> >>> xzqzC27e4eUK4Gs+PgSV7rCaao0hGRfdMynjAf5Gzv0/iQEyk33coi1ECPRrjZrY
> >>> hANbzjlE0pAQsyH9E8nr+yYVqX/MA6XDmiMSDDctdRA1NhUB8+ORBDxPlio/l/0Y
> >>> CBjIqKytuN4ZJ5xhztEb
> >>> =H/tm
> >>> -END PGP SIGNATURE-
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Erik-jan Riemers
Also, i've had several times that tf2 would report back that the map
checksum or whatever doesn't work and when i check my download/maps folder
its still there as a bzipped file. It doesn't download a new one it just
denies me. This is the same issue, have to manually remove the file in
order for it to work.

2014-12-04 17:37 GMT+01:00 Frank :

> Over writing the map with the same name as Valve does it really shouldn't
> make no difference. You are going to upload another map regardless another
> file be it named _v1 or _v2 or whatever. You are still uploading content
> customized from the server to the clients.
>
> The idea here is if I have a customized map made by me named My_Tf2_Map
> then I should be able to alter the map no matter when and upload the exact
> same name and have it over write the original to clients that revisit my
> servers. This should be allowed vs me having to use extensions to the name
> like My_Tf2_Map_v1 or My_Tf2_Map_v2 to continue on like that is just
> counter productive.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Thursday, December 04, 2014 11:05 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server
> content downloading
>
> I really don't think what you are doing is something that you should be
> doing. Modifying maps is wrong, map maker didn't want your logos in there
> so they should not be there and i bet 99% of the real mapmakers don't want
> their maps edited for something that they did not do.
> Besides, decompiling breaks several things. You can add decals to the maps
> without modifying maps too.
>
> PS: Soundscapes are somewhat broken and Valve is aware.
>
> -ics
>
> Aaron Thompson kirjoitti:
> > I usually add my clan acronym to maps weve modified. We leave all
> > credits alone, of course. I used to add stuff to trade minecraft but
> > now ive been having a hard time compiling and the soundscapes are not
> > cooperating anymore. It's annoying. Anyways thats how i avoid making
> > maps and edits that someone could make too.
> > On Dec 3, 2014 7:27 PM, "Ryan Stecker"  wrote:
> >
> >> Changing the filename as a server operator is still fragile. As I
> >> mentioned before, renaming a map without fixing up embedded content
> >> will hose soundscripts and such. There's also not much guarantee that
> >> some other server op won't make a similar rename of a differing file.
> >>
> >> On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers 
> >> wrote:
> >>
> >>> Descent server operators change the version number, descent map
> >>> makers do that too. But agreed on some kind of validation and better
> integration.
> >>> (Not to mention the tons of maps i still have on my download server
> >> which i
> >>> dont use anymore, just because i cant really tell anymore whats
> >>> being
> >> used)
> >>> :)
> >>>
> >>> 2014-12-02 0:29 GMT+01:00 ics :
> >>>
> >>>> With valve, the source of the files is trusted. If this would be
> >>>> implemented, only way to do it is ti integrate maps into steam tf2
> >>>> workshop. I'm surprised why valve doesn't want to do this and yet
> >>>> they reward people who make items all the time. Workshop
> >>>> integration isn't
> >> the
> >>>> best in csgo but it could be further improved to accommodate tf2.
> >>>>
> >>>> -ics
> >>>>
> >>>> - Alkuperäinen viesti -
> >>>>> +1 this for sure. I'd love to see the custom content over write
> >>>>> +much
> >>> like
> >>>>> Valve over writes maps and its content now when a revision bump is
> >>> made.
> >>>>> I get so tired of having to go thru _v1 or v32 etc etc when you
> >> change
> >>>>> just the smallest thing on a map. The client has to re-download it
> >>>>> anyway cause of a new name, may as well make it over write and
> >>>>> start over.
> >>>>>
> >>>>> -Original Message-
> >>>>> From: hlds_linux-boun...@list.valvesoftware.com
> >>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> >>>>> Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM
> >>>>> To: Hal

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Erik-jan Riemers
I understand the logic some people might have about not altering maps, we
also alter maps and such but we dont distrubute it. That little check mark
you click on when creating maps pretty much removes any copyright on maps
created too. But as Aaron too, we leave credits and keep records of the
original authors and where possible we do try to contact the original
author before modification. But one can only do so much.

2014-12-04 17:04 GMT+01:00 ics :

> I really don't think what you are doing is something that you should be
> doing. Modifying maps is wrong, map maker didn't want your logos in there
> so they should not be there and i bet 99% of the real mapmakers don't want
> their maps edited for something that they did not do. Besides, decompiling
> breaks several things. You can add decals to the maps without modifying
> maps too.
>
> PS: Soundscapes are somewhat broken and Valve is aware.
>
> -ics
>
> Aaron Thompson kirjoitti:
>
>  I usually add my clan acronym to maps weve modified. We leave all credits
>> alone, of course. I used to add stuff to trade minecraft but now ive been
>> having a hard time compiling and the soundscapes are not cooperating
>> anymore. It's annoying. Anyways thats how i avoid making maps and edits
>> that someone could make too.
>> On Dec 3, 2014 7:27 PM, "Ryan Stecker"  wrote:
>>
>>  Changing the filename as a server operator is still fragile. As I
>>> mentioned
>>> before, renaming a map without fixing up embedded content will hose
>>> soundscripts and such. There's also not much guarantee that some other
>>> server op won't make a similar rename of a differing file.
>>>
>>> On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers 
>>> wrote:
>>>
>>>  Descent server operators change the version number, descent map makers
>>>> do
>>>> that too. But agreed on some kind of validation and better integration.
>>>> (Not to mention the tons of maps i still have on my download server
>>>>
>>> which i
>>>
>>>> dont use anymore, just because i cant really tell anymore whats being
>>>>
>>> used)
>>>
>>>> :)
>>>>
>>>> 2014-12-02 0:29 GMT+01:00 ics :
>>>>
>>>>  With valve, the source of the files is trusted. If this would be
>>>>> implemented, only way to do it is ti integrate maps into steam tf2
>>>>> workshop. I'm surprised why valve doesn't want to do this and yet they
>>>>> reward people who make items all the time. Workshop integration isn't
>>>>>
>>>> the
>>>
>>>> best in csgo but it could be further improved to accommodate tf2.
>>>>>
>>>>> -ics
>>>>>
>>>>> - Alkuperäinen viesti -
>>>>>
>>>>>> +1 this for sure. I'd love to see the custom content over write much
>>>>>>
>>>>> like
>>>>
>>>>> Valve over writes maps and its content now when a revision bump is
>>>>>>
>>>>> made.
>>>>
>>>>> I get so tired of having to go thru _v1 or v32 etc etc when you
>>>>>>
>>>>> change
>>>
>>>> just the smallest thing on a map. The client has to re-download it
>>>>>> anyway cause of a new name, may as well make it over write and start
>>>>>> over.
>>>>>>
>>>>>> -Original Message-
>>>>>> From: hlds_linux-boun...@list.valvesoftware.com
>>>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
>>>>>> Stecker Sent: Monday, December 01, 2014 6:14 PM
>>>>>> To: Half-Life dedicated Linux server mailing list; Half-Life
>>>>>>
>>>>> dedicated
>>>
>>>> Win32 server mailing list
>>>>>> Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
>>>>>>
>>>>> content
>>>
>>>> downloading
>>>>>>
>>>>>> This email is mostly addressed to anyone within Valve that's still
>>>>>> maintaining the TF2 branch of the source engine, and I suppose anyone
>>>>>>
>>>>> on
>>>>
>>>>> this mailing list that'd like to comment on this recommendation.
>>>>>>
>>>>>> There's one frustrating issue with clients downloading custom content

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Erik-jan Riemers
Descent server operators change the version number, descent map makers do
that too. But agreed on some kind of validation and better integration.
(Not to mention the tons of maps i still have on my download server which i
dont use anymore, just because i cant really tell anymore whats being used)
:)

2014-12-02 0:29 GMT+01:00 ics :

> With valve, the source of the files is trusted. If this would be
> implemented, only way to do it is ti integrate maps into steam tf2
> workshop. I'm surprised why valve doesn't want to do this and yet they
> reward people who make items all the time. Workshop integration isn't the
> best in csgo but it could be further improved to accommodate tf2.
>
> -ics
>
> - Alkuperäinen viesti -
> > +1 this for sure. I'd love to see the custom content over write much like
> > Valve over writes maps and its content now when a revision bump is made.
> > I get so tired of having to go thru _v1 or v32 etc etc when you change
> > just the smallest thing on a map. The client has to re-download it
> > anyway cause of a new name, may as well make it over write and start
> > over.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> > Stecker Sent: Monday, December 01, 2014 6:14 PM
> > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> > Win32 server mailing list
> > Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
> > downloading
> >
> > This email is mostly addressed to anyone within Valve that's still
> > maintaining the TF2 branch of the source engine, and I suppose anyone on
> > this mailing list that'd like to comment on this recommendation.
> >
> > There's one frustrating issue with clients downloading custom content
> > (maps, models, etc) in particular: it's fairly painful when unaware
> > mappers and server operators release or update maps (and other content)
> > without modifying the filename of the content. For maps this is
> > particularly destructive because many clients would be left unable to
> > connect and play on the server in question if the map differs from what
> > the server is running.
> >
> > Additionally, there are some documented cases of clients having their map
> > downloads not get fully completed or get into a corrupt state which is
> > equally as painful for the same reasons. Many users are simply unaware of
> > how to solve this problem by locating and deleting the files in question.
> >
> > I'm sure this is something that can get an ideal solution, so I'd like to
> > propose a few:
> >
> > 1. If the content differs, force a redownload and overwrite the existing
> > file on the client. Now that clients have a separate search path for
> > downloaded content thanks to Fletcher's hard work in refactoring custom
> > content and downloads search paths, there's less risk to overwriting
> > stock game content.
> >
> > 2. Allow multiple downloads side-by-side, perhaps differing in filename
> > by a checksum (or some other recommendation). This would probably have
> > to be virtualized in some way so that the filesystem is aware of the
> > actual name of the map for soundscripts, particle manifests, etc.
> >
> > This issue affects other content such as models and materials, but
> > getting a solution for at least map downloading would be a great step
> > forward. ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> > please visit:
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Re: [hlds_linux] New exploit with the TF2 update

2014-10-30 Thread Erik-jan Riemers
was the "you can walk at round start using the conga"  mentioned to?

2014-10-30 18:03 GMT+01:00 ics :

> And to confirm, yes the elevator bug is back. Did valve started working
> this map over a year ago and forgot to fix the bugs? Also, RED side ammobox
> is inside the rocks. http://cloud-4.steampowered.
> com/ugc/29598440085670745/377BBC6D2F697FC74C6152E02B78C9DD89BAA6C8/
>
> -ics
>
> ics kirjoitti:
>
>  Thats true, on both sides. Though i'm not surprised that this old bug
>> fixed over a year ago resurfaced. I hope the bug where you can die with
>> "intel" will cause the lift to go up hasn't come up back again.
>>
>> -ics
>>
>> Martin V kirjoitti:
>>
>>> there is also a bug for engies on doomsday_event. They are able to make
>>> teleport exits behind spawnroom (behind that glass).
>>>
>>> 2014-10-30 10:13 GMT+01:00 ics :
>>>
>>>  Apparently players can get off from bumpercar track with bumpercar. I
 suspect this is due to engineers eureka effect ecploited somehow. In any
 case, kind of ruins the fun for others.

 -ics
 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

  ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>
>>
>> ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] "Temporary" Quickplay changes ... 8 months later

2014-10-24 Thread Erik-jan Riemers
Text bothers you? Go play on a valve server now with kids screaming in the
mic & spamming the text chat with "can i have a free hat" or whatever. I
cant really see the difference. (and on our servers we didn't spam that
either)

Sounds to me you really got bad at finding a nice server, the thing with a
community is that once you find a server YOU like you can favorite it and
keep playing there. That is what server owners lost. Granted if you click
on quickplay it was more chatroulette.. you first have to go trough waves
of ** before you find something nice. But then you can stick to it.

Chances are slim that valve will change the policy, but (we) the community
that had "legit" servers with a proper valve experience just got screwed by
it.

I would not mind going to some kind of registration process to be able to
host a "valve approved" server. That way quickplay is still fine, but why
would they?

Enough said for now though, we all know the outcome sadly.

2014-10-24 13:14 GMT+02:00 Stefan `Sec` Zehl :

> Hi,
>
> On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
> > I don't think people have a problem with that it's possible to select
> Valve
> > servers in quickplay, but rather that Valve servers is selected by
> default.
> > By default it should be "any server" really, and then people can
> customize
> > that if they want to prefer valve of community servers.
>
> I disagree. People who don't change settings and land on a bad server
> will assume that Valve messed up. So it makes sense to put those players
> on "default" servers.
>
> Look, it's server owners who didn't play by the rules who created this
> problem. Valve fixed it in the way they could do it without eating up
> way more time&people resources. I like the situation now way better than
> before, where I had to keep blacklists to even be able to play sanely.
>
> > They also disabled the HTML motd if you joined through quickplay to
> combat
> > the ad-ridden servers, so that point is moot anyway.
>
> This is also missing the point. Even while playing I can get several
> annoying messages all over my screen (yes, they are text only, but no
> less annoying) bothering me to pay for this oh-so-great server. This is
> nothing anyone wants to see who hits quickplay.
>
> CU,
> Sec
> --
> stop reading here
>
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Re: [hlds_linux] "Temporary" Quickplay changes ... 8 months later

2014-10-24 Thread Erik-jan Riemers
They cannot run ads anymore, if they fake with bots it should not work
either. Either way they changed it so much that it should be "ok
experience" and then they removed community all together. If they wanted
more vanilla experience they should have worked more on removing those bad
servers. I don't run ads on our server, tried it once but didn't like it.
We don't rely on ads to make a living where as some people use ads purely
to make money.

And yes even i DO like the quickplay button but i rather want to join an
active community server that obeys the rules rather then joining yet
another pub bash.

2014-10-24 11:41 GMT+02:00 Stefan `Sec` Zehl :

> Hi,
>
> On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
> > The Quickplay change was the single most harmful change in the history of
> > the game. Gamers are notoriously lazy and entitled. They want their game
> to
> > start *now*, before the loading screen even goes away. They're going to
> > take the path of least resistance when joining a game. That path is
> > Quickplay.
>
> I know this is going to be the unpopular opinion here, but I personally
> like that change. I can not count the number of times I just wanted to
> play now and got thrown onto pay-to-win, advertisement-full servers
> that required me to watch stuff for x seconds, or even wouldn't let me
> connect unless I enabled HTML motds, or bot-filled servers with noone
> else on them.
>
> All these annoyments are gone now. If I feel in the mood for a quick
> game, I get a quick game without any bullshit.
>
> So I for one do like that change.
>
> CU,
> Sec
> --
> "Life is pleasant. Death is peaceful. It's the transition that's
> troublesome." - Isaac Asimov
>
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Re: [hlds_linux] "Temporary" Quickplay changes ... 8 months later

2014-10-24 Thread Erik-jan Riemers
Back in the days i had 2 all maps servers full for almost 16 hours a day.
Then it became just 1 (using regulars, and quickplay was helping still to
fill it up the remaining) and now its just dead. There are plenty of rules
you need before you can be in quickplay.. so the experience is still the
same + a bit community spirit. Let valve use their servers for MVM. I host
a couple of mvm servers and they are pretty much full all the time (that is
because community rather want to run a 24 user server) and i cant blaim
them..

Like others said, now sometimes you go with a friend to a valve server..
only to find out that its for you a pub bash. Community servers usually set
the bar higher on skills too. So now, its either mvm or custom mod servers
since the rest is no fun anymore.

But in the end, what ics said.

2014-10-24 10:08 GMT+02:00 ics :

> After the quickplay change, my 4x24 servers turned from full to 1 full a
> day, excluding the halloween. Just because that extra quickplay traffic was
> cut off, that filled the rest of the empty slots. All i wanted was to offer
> place to play on but it looks like i'm losing most of my interest after 9
> years to continue doing this.
>
> But it seems it's pointless to fight against the windmill to keep this
> conversation up.
>
> -ics
>
> Emil Larsson kirjoitti:
>
>  Well said McKay. VAC is especially useless towards a F2P game as well, a
>> hacker can just use throw away accounts if he is so determined. Not
>> keeping
>> your items sure is a deteerent for honest players, but not so much for
>> people who want to "cheat troll" (which is what half the cheaters I see
>> do,
>> they don't even try to hide it and makes it blindly obvious to annoy
>> players).
>>
>> And is it just me, or have the mailing list discussion dropped off since
>> the quickplay change as well? Majority of the discussions seems to happen
>> in response of updates now too.
>>
>> On Fri, Oct 24, 2014 at 12:47 AM, Alexander Corn 
>> wrote:
>>
>>  Here's a free bump since I didn't check the list in a little while.
>>>
>>> The Quickplay change was the single most harmful change in the history of
>>> the game. Gamers are notoriously lazy and entitled. They want their game
>>> to
>>> start *now*, before the loading screen even goes away. They're going to
>>> take the path of least resistance when joining a game. That path is
>>> Quickplay.
>>>
>>> It's all but impossible to start up a new vanilla server these days.
>>> You'll
>>> get a player or two here and there but the bulk of the population is now
>>> being funneled directly to Valve servers. It's almost ironic that Valve
>>> made it hardest to host servers the way the game was meant to be played.
>>>
>>> As others have said, no Valve server was in the top 200 on Gametracker
>>> before the change. You might ask why community servers deserve traffic,
>>> but
>>> I'll ask right back why servers that people wouldn't join on their own
>>> deserve most traffic.
>>>
>>> VAC is designed to work in cooperation with a server administrator. VAC's
>>> delayed bans are a deterrent. That is, they attempt to prevent people
>>> from
>>> cheating in the first place. They're worthless for removing active
>>> cheaters. That's what server admins are for, but Valve's servers don't
>>> have
>>> any.
>>>
>>> Many players won't ever discover the server browser simply because the
>>> main
>>> menu design discourages them from clicking on the button. Eventually
>>> they'll bore. Bring thrown onto a random Valve server every time is the
>>> same way that Call of Duty works and it's pretty notorious for being a
>>> bland shooter. Who here thought 8 months ago that today we'd be comparing
>>> the TF2 experience to the CoD experience?
>>>
>>> You can add all kinds of game mechanics. In the end, it's the community
>>> that encourages players to come back. Valve servers have no community.
>>>
>>> We don't want Valve servers to be shut down or anything. I just ask for
>>> Valve to reconsider its current stance of "community servers can screw
>>> off"
>>> which was supposed to be temporary as it is.
>>>
>>> Then again, I should be used to the Valve definition of "temporary". Go
>>> type sv_consistency into the console and see for yourself.
>>> On Oct 15, 2014 2:16 PM, "Robert Paulson"  wrote:
>>>
>>>  I don't mind if he keep bumping the thread with these troll posts. A
 bump
 is a bump.

 Dan (needaxeo) has been trolling these mailing lists for the past 2

>>> years.
>>>
 He doesn't want Valve to take any action because he gave up on his own
 community and wants to see everyone else fail. He thinks no one can host

>>> a
>>>
 better server and we are all trying to make a profit off dirt cheap

>>> servers
>>>
 like he did. And he doesn't even play the game anymore so he is just
 here
 trolling.

 Here is the proof when I outed him.



  https://www.mail-archive.com/hlds_linux@list.valvesoftware.
>>> com/msg7

Re: [hlds_linux] "Temporary" Quickplay changes ... 8 months later

2014-10-02 Thread Erik-jan Riemers
Like i said in the past, all my normal servers died. Only my custom servers
are still running normally. Takes ages to fill up a server and it dies
pretty quick too when it becomes later.. quickplay used to help out once
the servers reached a certain point but that is gone now too.

The one thing that is funny, i run a couple of mvm servers.. just for fun.
Those are full almost all the time... but i rather want my normal server
full instead of the mvm ones. I also know why the mvm servers are full all
the time. Almost no community wants to run mvm since you can only play with
a few people and you cant run ads on them either.

Most boring map in the world in my eyes X3 Orange is pretty much full every
day, go figure.

2014-10-02 18:30 GMT+02:00 Ahmed Kandeel :

> How about creating an online petition which we all sign and then deliver it
> to Valve themselves. I think it would be better if we were proactive and
> found out precisely how many communities these changes actually have
> affected.
>
> I used to have a relatively active TF2 community with a server in the top
> 10%. I stopped hosting for a while due to real life commitments and tried
> to start again around February, initially as part of my old community. Our
> most popular servers were mostly stock with a few enhancements that the
> community loved. When I relaunched in February, a number of the original
> core members had moved onto games such as DOTA and thanks to QP changes
> that I was unaware of at the time, those of us that were left were
> scratching our heads as to why the server wasn't filling again.
>
> Initially we thought it might have been the branding of our old community,
> so we created a new one this June or so. I went to Reddit and found out
> about this, only to find it had bitten a number of communities as this
> mailing list shows.
>
> It has been a bitter struggle to get the server half full for even 3 hrs
> each night. At this rate I've decided to forget Quick Play and I'm going to
> be looking at creating a highly customised server that won't really reflect
> the true and vanilla nature of TF2 at all. It is futile trying to compete
> with Valve servers at this moment and very few want to sit on a server for
> 2 hours waiting for it to fill up. If there is no obvious difference
> between your server and a full Valve server, other than a reduced player
> count, guess which one they will choose.
>
> It is all well and good saying pre-existing communities aren't affected by
> this. But it really depends on their size. Even ones with 10K+ members seem
> to have difficult filling more than 2 servers, and definitely can't
> maintain that player number for the same amount of hours. All the new
> players go to Valve servers and eventually the old ones join them because
> it is fun for them to pubstomp and 24 player games are better than ones
> with 10.
>
> On 2 October 2014 14:59, dan  wrote:
>
> > On 02/10/2014 14:15, Frank wrote:
> >
> >> Valve uses the community to make and create all these nice items they
> are
> >> putting out lately...letting everyone else do their work for them
> >>
> >
> > That was an easy thing for them to do though. Rubbish items are easy to
> > dismiss and you
> > pay the ones that get picked a percentage of money they actually earn in
> > the store.
> >
> > So it's a bit disingenuous to suggest Valve "lets everyone else do their
> > work" - they pay them
> > pretty reasonably for it.
> >
> > You can't do that with servers. Firstly because it requires few skills to
> > run one.
> > There's no barrier to entry. There's barely even a financial barrier
> these
> > days.
> >
> > If Valve rewarded server owners then people would all crawl out of the
> > woodwork
> > to run servers to get that reward. Who then decides who gets it? The
> > people that connect to the server? Valve? Some arbitrary scoring system?
> >
> > We've all seen what you do when you decide you need to fight over the
> same
> > few
> > players, and it's not pretty and it does nothing other than hurt the game
> > for players.
> >
> > The other side, as I've said many times, there really is nothing to
> > distinguish
> > a good server that an admin can do. You can create a bad server and you
> > can say
> > what a bad server is like - high ping etc etc etc, but there's nothing
> you
> > can do to the config files
> > that will make your server any better than anyone else's.
> >
> > If there's one thing valve have proven it's that you can run thousands of
> > vanilla servers
> > and fill them and they work fine. If anything with fewer problems than
> > many communities have.
> >
> > Besides, you're not a community of nice people. Why would anyone want
> > to help you do anything? If you can make money from TF2 servers today
> > you're
> > on a cushy number. You can't expect Valve to implement some
> get-rich-quick
> > scheme for you.
> >
> > Even if you say "Just want players, not a reward" the argument remains
> the
> > same.
> > Why should yo

Re: [hlds_linux] Mandatory TF2 update released

2014-09-17 Thread Erik-jan Riemers
like the

- Added new engine for upcoming Team Fortress 3 release
- Added owners of hats when combined hats passed 100+ in backpack.
- Added auto scrap duplicate items (non unique)

2014-09-17 20:07 GMT-04:30 A Fearts :

> Dats a lot of updates doe.
>
> On Wed, Sep 17, 2014 at 8:18 PM, Eric Smith 
> wrote:
>
> > We've released a mandatory update for TF2. The notes for the update are
> > below. The new version number is 2406664.
> >
> > -Eric
> >
> > -
> >
> > - Added Alien: Isolation promo items and enabled Full Moon holiday for
> one
> > week
> > - Added Limited Quantity Item attribute on items that can no longer be
> > crafted or purchased through the Mann Co. Store
> > - Limited Quantity Items can be placed on the Steam Community
> > Market
> > - Removed Audition Reel from crate drop list
> > - Added Director's Cut Reel to crate drop list
> > - Added Limited Late Summer Crate to crate drop list
> > - Fixed the Festive Bat using the lowest LOD for the first person view
> > - Fixed the Scorch Shot taunt attack not firing a projectile
> > - Fixed incorrect bumpmap setting for the Frenchman's Beret
> > - Updated the equip_region for the Mustachioed Mann
> > - Updated sounds for the Boston Basher
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Mandatory TF2 update released

2014-09-17 Thread Erik-jan Riemers
If your using ftp for replays, then that usually is the case. Moved over to
http on the same server just because of those issues.

2014-09-16 21:58 GMT-04:30 Frank :

> Ok I just got this error tonight for the first time after this update
>
> 22:26:51 L 09/16/2014 - 21:27:17: *   ERROR: Publish timed out after 60
> seconds.
>
> Server just locked up - no auto restart either from crash.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Tuesday, September 16, 2014 7:53 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2404372.
>
> -Eric
>
> -
>
> - Fixed a server crash related to the vote kick system
>
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Re: [hlds_linux] Server Does not appear on list after auto restart. Bug?

2014-09-01 Thread Erik-jan Riemers
when that happens did you check what port it started up on? if it started
normally but port was in use and it does +1 on your port number it would
have all above symptons.


2014-08-31 16:21 GMT+02:00 JasperLee93 -RDLoyalty <
jasper_lee_2...@hotmail.com>:

> Hi everyone,
>
>
> As some of you know that I have a server that crashes a few times a day
> due to a Memory Fault I could not solve. I have another situation.
> Sometimes when the Server auto restarts after the crash, the server will
> appear on the server list a few seconds and disappears. On GameTracker,
> SourceBans and my iPhone GSRC, it says OFFLINE, but on the SSH Screen, it
> says normal.
>
>
> This problem happens occasionally and its like killing my server. Is it a
> new bug VALVe has made?
>
>
> Thanks and regards
>
> JasperLee93 -RDLoyalty
>
>
>
>
>
>
> Sent from Windows Mail
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Re: [hlds_linux] [hlds] HLSW Alternatives

2014-08-30 Thread Erik-jan Riemers
Sourcebans comes with a rcon interface too, i once made
https://github.com/Snelvuur/SSMS but its outdated but still works for me.
(efforts for a new one are underway
https://github.com/Ehesp/Sourcemod-Server-Manager-System but with most
single projects time is a problem) feel free to jump in.


2014-08-30 9:02 GMT+02:00 Robert Styler :

> HLSW has a plugin system that uses LUA, maybe someone with LUA experience
> would be able to code a plugin that converts account ids back into steam
> ids for HLSW to work again.
>
>
> On 30 August 2014 07:46, Rudy Bleeker  wrote:
>
> > On Sat, Aug 30, 2014 at 8:45 AM, Rudy Bleeker 
> wrote:
> > > As stated at the top it could be modified to work on Windows as well
> > > and maybe someone has already done this.
> >
> > Apparently someone did indeed:
> > https://forums.alliedmods.net/showthread.php?t=82754
> >
> >
> > --
> > Idleness is not doing nothing. Idleness is being free to do anything.
> >   - Floyd Dell
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-29 Thread Erik-jan Riemers
Your right i'll stop.

Arguing with a fool only proves there are two.


2014-08-29 12:24 GMT+02:00 dan :

> On 29/08/2014 11:16, Erik-jan Riemers wrote:
>
>> Could we now just put a ribbon on top of it or take it off list? I dont
>> mind some arguments now and then but its like reading a book these
>> reply's.. and really dont add that much value to the list now since its
>> more a 'pissing contest'
>>
>
> I won't post replies to you if you don't post them to me Erik.
>
> It's as easy as that.
>
>
> --
> Dan
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-29 Thread Erik-jan Riemers
Could we now just put a ribbon on top of it or take it off list? I dont
mind some arguments now and then but its like reading a book these
reply's.. and really dont add that much value to the list now since its
more a 'pissing contest'


2014-08-29 12:08 GMT+02:00 dan :

> On 28/08/2014 22:23, Robert Paulson wrote:
>
>> Only one insulting anyone's intelligence is you. You think no one here is
>> smart enough to figure out you are a failed server owner who got mad that
>> no one joined your cheap and shoddy server from ThrustVPS.  Now you waste
>> your time flaming this mailing list as though everyone is dumb enough to
>> believe all community servers are equally bad as yours were.
>>
>
> Oh please, sing another tune. You didn't link to my steam account you
> just made yourself look stupid and got the thread closed (yet again)
>
> Talk about the subject or STFU.
>
> I didn't say everyone is smart - you are certainly the most obvious
> counter-example to that idea.
>
> However, suggesting that people are too dumb to join a server or uncheck
> an option is ridiculous.
>
> Since you asked the reason Valve need to warn people about links is
> not because people are stupid so much as it's because people are greedy.
>
> --
> Dan
>
>
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-28 Thread Erik-jan Riemers
Ever tried to call for an admin if a cheater is on a valve server? Or tons
of screaming kids? Reasons why i avoid valve servers and the people that
join ours.
And what McKay says, people are lazy and a lot are just dumb too.. its a
mix.


2014-08-28 22:07 GMT+02:00 Alexander Corn :

> You have pretty clearly never joined a Valve server. As a matter of fact,
> didn't you admit that you don't even play TF2 like a few months ago?
>
> Valve servers are objectively *awful*. As soon as any kind of strain is put
> on them, they just collapse.
>
> Before Quickplay appeared, nobody needed "training". Nobody needs
> "training" now. Why are you incapable of understanding that a large button
> with an attractive label draws more attention than a smaller button with an
> unclear label?
>
> Joining a server with the server browser is not difficult. Joining a server
> with Quickplay just requires less clicks. People generally go the way of
> less clicks. That's all there is to it. It's not a question of
> intelligence, it's a question of laziness.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Thu, Aug 28, 2014 at 3:41 PM, dan  wrote:
>
> > On 28/08/2014 19:22, Alexander Corn wrote:
> >
> >> Dan, have you ever listened to developer commentary in any video game
> that
> >> was ever made? Time and time again, developers need to create "hints" to
> >> point players in the right direction. Ever played Portal? Do you
> remember
> >> how in the earlier levels that teach you how to "fling", the spot on the
> >> wall where you're supposed to place a portal is on a protruding panel?
> >>
> >
> > This is not the same as trying to suggest that you need training to use
> > the game itself.
> >
> > Perhaps I should have said "use the game" rather than "play" to avoid the
> > confusion.
> >
> > Sheesh, my son was playing games and exploring the options before he was
> > in school. The
> > idea about a "checkbox" or a gui or menu item is not something unique to
> > TF2 -
> > and this is  why it's pretty trivial for anyone to explore these options
> > (as they clearly do)
> >
> > What you are trying to suggest here is that opening the box to take out a
> > rubik's cube is like
> > solving a rubik's cube. Therefore people won't play with it because they
> > can't figure out how to open the box and that is, you believe, the reason
> > the people are playing
> > with a different puzzle. I'm saying if you can open a box then anyone can
> > - and only the most
> > deluded on this list (and valve if they believe the nonsense in their
> > employee handbook) think they are special or
> > gifted in some way. Do you think that? Do you think that joining a server
> > before quickplay was added was some kind of amazing
> > thing you did?
> >
> > I'm saying, meh, maybe they like the other puzzle and that's why they
> > aren't bothering to take the rubik's cube out
> > these days. Although when you actually look at the server list in TF2
> > there are clearly myriad people who do take it out
> > they must, and I know from what my family do that the idea everyone is
> > using qp is flawed.
> >
> > As I've said on the list many times, there's no evidence that PC gamers
> > don't find and manipulate
> > game options thoroughly. e.g Open the discussion on any PC game where
> > options are limited and see the tears and wailing of PC gamers
> > complaining about a lack of graphical options or whatever else.
> >
> > The other thing you can do is just look at the history of TF2.  No one
> got
> > "training" before it appeared.
> >
> > If you have any intelligence you'd come up with (and you've had a few
> > years to do this now)
> > a better argument to suggest to Valve why they should put people on your
> > server. Forget for one moment the end goal - just read your
> > arguments and imagine someone was putting them to you. Would you really
> > take anyone seriously
> > who suggested people wouldn't or couldn't uncheck an option box and that
> > having the box checked was "boo hoo unfair"?
> >
> > C'mon, you insult Valve's intelligence with these ridiculous arguments -
> > not the least because they are obviously fallacious,
> > years old and haven't worked. Who was it that said insanity is repeating
> > the same thing over and over and expecting different results.
> >
> > As for Valve's umbrellas "melting" I think you're kidding yourself. See
> in
> > my previous message about the delusion
> > of those with empty servers deciding their servers are better.
> >
> > --
> > Dan.
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released

2014-08-21 Thread Erik-jan Riemers
Add an update to support both for the time being, then give a proper
warning. From what i gather its to stop people from using multiple
accounts, but if all things like sourcebans dont work all cheaters have
free play again. Creating more mayhem ... yet again on community servers.


2014-08-22 1:04 GMT+02:00 Paul :

> At this point surely to revert and fix the bugs mentioned is the only way
> this can be sorted out.
>
> - Fix the insecure error
> - Fix HTML MOTD new window functionality not working correctly (URL
> currently pointing to itself)
> - Allow some time for things like Sourcemod and/or Sourcemod plugins to
> implement the new Steam ID format
>
>
> On 21 August 2014 23:59, Aaron Thompson  wrote:
>
> > 0 out of 10, Valve fails again.
> > Please revert to previous format. There is no obvious need for new ID
> > formats. This should be part of a major announced update and should give
> > players at least a momth in advance to prepare. I really hope you guys
> are
> > still working. Either revert and update later or somehow just revert the
> > ids. Plzkthx
> >  On Aug 21, 2014 5:55 PM, "Paul"  wrote:
> >
> >> What I don't understand is why they chose to modify the HTML MOTD so
> that
> >> the browser shares with the Steam browser control. This seems to have
> >> broken the new window functionality (tested on Flash video object)
> >> unfortunately. Then change the Steam ID format without any notice is the
> >> worst thing of all.
> >>
> >>
> >> On 21 August 2014 23:49, Frank  wrote:
> >>
> >> > This change has broken so many things that I don't even know where to
> >> > begin who in their right mind decided to do this without any
> warning
> >> > what so ever needs to have their head examined!!
> >> >
> >> >
> >> > -Original Message-
> >> > From: hlds_linux-boun...@list.valvesoftware.com
> >> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Gordon
> >> > Reynolds
> >> > Sent: Thursday, August 21, 2014 6:44 PM
> >> > To: Half-Life dedicated Linux server mailing list
> >> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >> >
> >> > Today's Team Fortress 2 update says goodbye to the good old SteamIDs
> >> > (STEAM_0:1:15160181) and says hello to AccountIDs ([U:1:30320363]).
> >> >
> >> > Sadly, this change breaks all things depending on SteamIDs (SourceMod,
> >> > custom ban systems, donator slots, rank systems, etc.)
> >> >
> >> > https://twitter.com/SteamDB/status/502586107754999810
> >> > https://twitter.com/SteamDB/status/502586146623619074
> >> >
> >> >
> >> > On Thu, Aug 21, 2014 at 2:52 PM, Eric Smith 
> >> > wrote:
> >> >
> >> > > We've released a mandatory update for TF2. The notes for the update
> >> > > are below. The new version number is 2369699.
> >> > >
> >> > > -Eric
> >> > >
> >> > > -
> >> > >
> >> > > - Fixed rockets colliding with other projectiles and getting stuck
> in
> >> > > the world
> >> > > - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
> >> > > Power Up Canteen
> >> > > - Fixed the Demoman not being able to equip The Grandmaster
> >> > > - Fixed a bug where Professional Killstreak items were being
> displayed
> >> > > as Specialized
> >> > > - Market Listings for Specialized Killstreak kits for the following
> >> > > items have been removed and will need to be relisted
> >> > > - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
> >> > > Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
> >> > > - Fixed character audio being cut short when characters clap during
> >> > > the Conga taunt
> >> > > - Unusual taunts that are tradable can now be listed on the Steam
> >> > > Community Market
> >> > > - The Classic can now accept Enemies Gibbed strange parts
> >> > > - The Manmelter can now accept Allies Extinguished strange parts
> >> > > - Added mp_spectators_restricted server convar
> >> > > - Prevents players on Red/Blue from joining team
> >> > > Spectator if it would exceed mp_teams_unbalance_limit
> >> > > - Updated the HTML display in the MOTD to use shared Steam browser
> >> > > control
> >> > > - Updated the materials for The Dalokohs Bar
> >> > > - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
> >> > > The Pencil Pusher, and Antlers
> >> > > - Updated the localization files
> >> > > - Updated pl_cactuscanyon
> >> > > -Stage 1
> >> > > - Reworked the geometry of the back
> >> > > stairwell route leading to the final cap
> >> > > -Stage 3
> >> > > - New design of back yard underpass
> >> area
> >> > > - Added new building and route near
> >> > > the underpass
> >> > > - New geometry for Red battlements
> and
> >> > > spawn exit by the first cap
> >> > > - Added new exit from Red spawn
> >> > > leading to the raised middle 

Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread Erik-jan Riemers
Anyone tried replay_buffersize? dont know what it does exactly..


2014-07-17 22:45 GMT+02:00 The Wave :

> Good luck! Be curious to see if it helps.
>
> On 7/17/2014 3:32 PM, Valentin G. wrote:
>
>> Thanks. I'll set everything up to run replays with ramdisk and see how
>> far it goes.
>>
>> On Thu, Jul 17, 2014 at 10:16 PM, The Wave 
>> wrote:
>>
>>> Should qualify that last statement. Every hour I clean out replays more
>>> than
>>> 24 hours old. I don't wipe them all out at once.
>>> -Andrew
>>>
>>> On 7/17/2014 3:10 PM, The Wave wrote:
>>>
>>>> Sorry I'm at work so I can't answer with more precision. I'm afraid
>>>> there
>>>> is quite a bit of data duplication between the folders as I recall. I
>>>> never
>>>> did try to do much about that since my server has space to spare. I do
>>>> clean
>>>> out the replays every 24 hours in the morning. And again I don't recall
>>>> how
>>>> much space gets eaten up by 24hours of playing, but I know my ramdisk is
>>>> 500M and I never had an issue. Hope this helps somewhat.
>>>> On 7/17/2014 11:50 AM, Valentin G. wrote:
>>>>
>>>>> With the local fileserver method, how much data is duplicated between
>>>>> the servers replay directory and the webservers replay directory, can
>>>>> you do anything about that? I've never paid attention to the file
>>>>> sizes, do you have a rough idea how much space the files take up for a
>>>>> day of 24 players on the server? Do you clean up every day or more
>>>>> frequent?
>>>>>
>>>>> On Thu, Jul 17, 2014 at 5:48 PM, The Wave 
>>>>> wrote:
>>>>>
>>>>>> On my host (a linode) I had trouble with replay lag spikes for some
>>>>>> time
>>>>>> due
>>>>>> to slow file system IO. I ended up mounting the replay folder to a
>>>>>> ramdisk,
>>>>>> and then cleaning it out frequently. Not an ideal solution, but it did
>>>>>> solve
>>>>>> the lagging. Might at least be worth a test to see if the spikes
>>>>>> disappear.
>>>>>>
>>>>>>
>>>>>> On 7/17/2014 10:32 AM, Erik-jan Riemers wrote:
>>>>>>
>>>>>>> Just make sure you dont have 500k files in the folders, and http is
>>>>>>> the
>>>>>>> best for now too. I had ftp in use but if it didn't work it would
>>>>>>> stall
>>>>>>> the
>>>>>>> servers and sometimes hang too. With http i never had that issue. I
>>>>>>> think
>>>>>>> there are also option on how quickly it writes it or how big the
>>>>>>> buffers
>>>>>>> are you can use.. its on the tf2 replay wiki. Dont know if that will
>>>>>>> help.
>>>>>>> I've got multiple servers running on the same box with all replay and
>>>>>>> they
>>>>>>> seem to do ok..
>>>>>>>
>>>>>>>
>>>>>>> 2014-07-17 17:23 GMT+02:00 Valentin G. :
>>>>>>>
>>>>>>>  We have had replays enabled for over two years now, but only
>>>>>>>> recently
>>>>>>>> we have been experiencing massive lag spikes on our servers. When
>>>>>>>> replays are disabled the spikes disappear, and a VProf told me that
>>>>>>>> file access is the culprit. We already got our aging hard drive
>>>>>>>> replaced but the issues remain the same. Has anything changed
>>>>>>>> recently
>>>>>>>> that I need to be aware of? The server is currently configured to
>>>>>>>> use
>>>>>>>> a local HTTP to distribute the files. Any tips or tricks on how to
>>>>>>>> resolve this, or is this on Valve to fix?
>>>>>>>>
>>>>>>>> ___
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>>>>>>>> archives,
>>>>>>>> please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>

Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread Erik-jan Riemers
Just make sure you dont have 500k files in the folders, and http is the
best for now too. I had ftp in use but if it didn't work it would stall the
servers and sometimes hang too. With http i never had that issue. I think
there are also option on how quickly it writes it or how big the buffers
are you can use.. its on the tf2 replay wiki. Dont know if that will help.
I've got multiple servers running on the same box with all replay and they
seem to do ok..


2014-07-17 17:23 GMT+02:00 Valentin G. :

> We have had replays enabled for over two years now, but only recently
> we have been experiencing massive lag spikes on our servers. When
> replays are disabled the spikes disappear, and a VProf told me that
> file access is the culprit. We already got our aging hard drive
> replaced but the issues remain the same. Has anything changed recently
> that I need to be aware of? The server is currently configured to use
> a local HTTP to distribute the files. Any tips or tricks on how to
> resolve this, or is this on Valve to fix?
>
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Re: [hlds_linux] Recreating replays

2014-07-16 Thread Erik-jan Riemers
Contacted him and he found the following stuff too:
http://forums.steampowered.com/forums/showthread.php?t=1882941
 and http://pastebin.com/uUQR69Ar ... potential.

Also on
https://support.steampowered.com/kb_article.php?ref=5261-UIHN-1853&l=english
the last few lines say:

"Is there a way to access the format for the recording session block files
and/or session info files? See below."
and there is nothing below there..


2014-07-15 3:29 GMT+02:00 Yun Huang Yong :

> TimePath has been working on a bunch of libraries for Java. This might be
> of interest:
>
> https://github.com/TimePath/hl2-toolkit/tree/master/src/
> main/java/com/timepath/hl2/io/demo
>
>
> On 15/07/2014 4:59 AM, Ryan Kistner wrote:
>
>>  From what I understand, replays contain occasional full updates, but it
>> would require a more in-depth tool to parse through the replays to find
>> a full update to start extracting from. Your best bet would be one of
>> the dota 2 replay tools, however I suspect TF2 does not use protobuf for
>> its replay files.
>>
>> On 7/13/2014 1:35 PM, Erik-jan Riemers wrote:
>>
>>> Doesn't this also on a 24/7 server (with 1 map only) create just 1 big
>>> .dem
>>> file? I tried didroles replay thingy, that works just fine, here is also
>>> the same that he assumes that block 0 till last block is present. Meaning
>>> on a 24/7 map it still gives you a demo of the full complete time since
>>> round start that could be hours ago.
>>>
>>> Are there even linux tools that can manipulate the .dem / .dmx or
>>> whatever
>>> to only work for a certain duration (so say 10 minutes from a 1 hour
>>> demo)
>>>
>>>
>>> 2014-07-13 20:32 GMT+02:00 dan :
>>>
>>>  On 13/07/2014 13:54, Erik-jan Riemers wrote:
>>>>
>>>>  Ok thats one part i was after ;) but say you have a 24/7 server
>>>>> (map) and
>>>>> you want to make a demo file from 12:00 to 12:30 , how would you know
>>>>> which
>>>>> blocks you need to get? Since i've seen replays on the server which can
>>>>> have over 300 blocks. Is it as simple as getting the "start" dmx
>>>>> file and
>>>>> then getting the block from say block 56 to 122? Since i've read
>>>>> that the
>>>>> blocks need *all* blocks because of the way its made.
>>>>>
>>>>>  If you want to do this for the future enabling source tv and
>>>> tv_autorecord
>>>> will
>>>> get you demo files that are easy to copy to a client machine and watch.
>>>>
>>>> That won't help if you need this for existing replay recordings, but
>>>> it's
>>>> a lot easier than
>>>> faffing around with the replay stuff if you think you'll need to do this
>>>> again.
>>>>
>>>> --
>>>> Dan
>>>>
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>>
>>>>  ___
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>>> please visit:
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>>>
>>
>>
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>> please visit:
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>>
>
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Re: [hlds_linux] Recreating replays

2014-07-14 Thread Erik-jan Riemers
I only found this article
https://support.steampowered.com/kb_article.php?ref=5261-UIHN-1853 where it
does state i need all blocks in order to create the proper replay. After
that the tf2 client is smart enough to only take the part of the person
(which is in the .dmx on the client side)


2014-07-14 20:59 GMT+02:00 Ryan Kistner :

> From what I understand, replays contain occasional full updates, but it
> would require a more in-depth tool to parse through the replays to find a
> full update to start extracting from. Your best bet would be one of the
> dota 2 replay tools, however I suspect TF2 does not use protobuf for its
> replay files.
>
>
> On 7/13/2014 1:35 PM, Erik-jan Riemers wrote:
>
>> Doesn't this also on a 24/7 server (with 1 map only) create just 1 big
>> .dem
>> file? I tried didroles replay thingy, that works just fine, here is also
>> the same that he assumes that block 0 till last block is present. Meaning
>> on a 24/7 map it still gives you a demo of the full complete time since
>> round start that could be hours ago.
>>
>> Are there even linux tools that can manipulate the .dem / .dmx or whatever
>> to only work for a certain duration (so say 10 minutes from a 1 hour demo)
>>
>>
>> 2014-07-13 20:32 GMT+02:00 dan :
>>
>>  On 13/07/2014 13:54, Erik-jan Riemers wrote:
>>>
>>>  Ok thats one part i was after ;) but say you have a 24/7 server (map)
>>>> and
>>>> you want to make a demo file from 12:00 to 12:30 , how would you know
>>>> which
>>>> blocks you need to get? Since i've seen replays on the server which can
>>>> have over 300 blocks. Is it as simple as getting the "start" dmx file
>>>> and
>>>> then getting the block from say block 56 to 122? Since i've read that
>>>> the
>>>> blocks need *all* blocks because of the way its made.
>>>>
>>>>  If you want to do this for the future enabling source tv and
>>> tv_autorecord
>>> will
>>> get you demo files that are easy to copy to a client machine and watch.
>>>
>>> That won't help if you need this for existing replay recordings, but it's
>>> a lot easier than
>>> faffing around with the replay stuff if you think you'll need to do this
>>> again.
>>>
>>> --
>>> Dan
>>>
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>>  ___
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>
>
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Re: [hlds_linux] Recreating replays

2014-07-13 Thread Erik-jan Riemers
Doesn't this also on a 24/7 server (with 1 map only) create just 1 big .dem
file? I tried didroles replay thingy, that works just fine, here is also
the same that he assumes that block 0 till last block is present. Meaning
on a 24/7 map it still gives you a demo of the full complete time since
round start that could be hours ago.

Are there even linux tools that can manipulate the .dem / .dmx or whatever
to only work for a certain duration (so say 10 minutes from a 1 hour demo)


2014-07-13 20:32 GMT+02:00 dan :

> On 13/07/2014 13:54, Erik-jan Riemers wrote:
>
>> Ok thats one part i was after ;) but say you have a 24/7 server (map) and
>> you want to make a demo file from 12:00 to 12:30 , how would you know
>> which
>> blocks you need to get? Since i've seen replays on the server which can
>> have over 300 blocks. Is it as simple as getting the "start" dmx file and
>> then getting the block from say block 56 to 122? Since i've read that the
>> blocks need *all* blocks because of the way its made.
>>
>
> If you want to do this for the future enabling source tv and tv_autorecord
> will
> get you demo files that are easy to copy to a client machine and watch.
>
> That won't help if you need this for existing replay recordings, but it's
> a lot easier than
> faffing around with the replay stuff if you think you'll need to do this
> again.
>
> --
> Dan
>
>
> ___
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Re: [hlds_linux] Recreating replays

2014-07-13 Thread Erik-jan Riemers
Ok thats one part i was after ;) but say you have a 24/7 server (map) and
you want to make a demo file from 12:00 to 12:30 , how would you know which
blocks you need to get? Since i've seen replays on the server which can
have over 300 blocks. Is it as simple as getting the "start" dmx file and
then getting the block from say block 56 to 122? Since i've read that the
blocks need *all* blocks because of the way its made.


2014-07-13 9:31 GMT+02:00 Ryan Kistner :

> Hello,
>
> I happen to have downloaded that program recently. Here's a link:
> https://dl.dropboxusercontent.com/u/759758/Didrole.com/Replay2Demo.1.6.rar
>
> From what I understand in vague terms, this program reads in the replay
> files, concats them?, and injects tv_transmitall 1 into the stream.
>
>
> On 7/13/2014 1:04 AM, Nicolas Seyer wrote:
>
>> Hi Erik,
>>
>> I posted about this here:
>> http://gaming.stackexchange.com/questions/121537/viewing-
>> tf2-server-side-replay-blocks
>> before I knew about this mailing list. Unfortunately, the link is dead.
>> Let's hope that Didrole still reads this...
>> http://comments.gmane.org/gmane.games.fps.halflife.hlds/35024
>>
>> /Nicolas
>>
>>
>> On Sun, Jul 13, 2014 at 2:39 AM, Erik-jan Riemers 
>> wrote:
>>
>>  All,
>>>
>>> Is there anyway i can recreate a replay from the server if i know the
>>> date/time a person was on that server? I know there are .dmx and block
>>> files with multiple parts so you could take all those and glue them
>>> together for the time duration.. but i don't know if things like those
>>> work.
>>>
>>> Is there a way to find the session id that the client has? (by not using
>>> the client ofcourse)
>>> On the client i can see:
>>>
>>> cat 20140713-020222-cp_dustbowl.dmx
>>>
>>> "20140713-020222-cp_dustbowl"
>>>
>>> {
>>>
>>> "handle" "652"
>>>
>>> "name" "20140713-020222-cp_dustbowl"
>>>
>>> "recording" "1"
>>>
>>> "base_download_url" "http://replay.download.eu:80/";
>>>
>>> "server_start_record_tick" "5052247"
>>>
>>> "last_block_to_download" "13"
>>>
>>> "last_consec_block_downloaded" "13"
>>>
>>> "server_session_id" "0x002166273602"
>>>
>>> "all_blocks_downloaded" "0"
>>>
>>> }
>>>
>>> But is there then a way to know that "20140713-020222-cp_dustbowl" on the
>>> server?
>>>
>>> Is it even possible to do such a thing?
>>>
>>> Cheers,
>>>
>>>Erik
>>> ___
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>>> please visit:
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>>>
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>
>
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[hlds_linux] Recreating replays

2014-07-12 Thread Erik-jan Riemers
All,

Is there anyway i can recreate a replay from the server if i know the
date/time a person was on that server? I know there are .dmx and block
files with multiple parts so you could take all those and glue them
together for the time duration.. but i don't know if things like those work.

Is there a way to find the session id that the client has? (by not using
the client ofcourse)
On the client i can see:

cat 20140713-020222-cp_dustbowl.dmx

"20140713-020222-cp_dustbowl"

{

"handle" "652"

"name" "20140713-020222-cp_dustbowl"

"recording" "1"

"base_download_url" "http://replay.download.eu:80/";

"server_start_record_tick" "5052247"

"last_block_to_download" "13"

"last_consec_block_downloaded" "13"

"server_session_id" "0x002166273602"

"all_blocks_downloaded" "0"

}

But is there then a way to know that "20140713-020222-cp_dustbowl" on the
server?

Is it even possible to do such a thing?

Cheers,

  Erik
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Re: [hlds_linux] Segmentation Fault Crashing (Help needed)

2014-07-12 Thread Erik-jan Riemers
Did you look at this https://forums.alliedmods.net/showthread.php?t=146644
 ..


2014-07-12 1:24 GMT+02:00 Dondon Tudtud :

> I think that's what -nobreakpad is for, so you can get more information
> about the crash.
>
>
> On Fri, Jul 11, 2014 at 3:10 AM, JasperLee93 -RDLoyalty <
> jasper_lee_2...@hotmail.com> wrote:
>
> > Dear all,
> >
> >
> > thanks for the reply! Will try installing and would get back.
> >
> >
> > Also, a little add on, the server still crashed even when -nobreakpad is
> > off, but would show more message of crash.
> >
> >
> > Would monitor server more tomorrow, thanks for the help!
> >
> >
> > Thanks and regards
> >
> > JasperLee93 -RDLoyalty
> >
> >
> >
> >
> >
> >
> > Sent from Windows Mail
> >
> >
> >
> >
> >
> > From: David Parker
> > Sent: ‎Friday‎, ‎July‎ ‎11‎, ‎2014 ‎3‎:‎03‎ ‎AM
> > To: hlds_linux@list.valvesoftware.com
> >
> >
> >
> >
> >
> > Do you have gdb installed?  If so, you can get a stack trace from the
> core
> > file and that might help narrow down the problem.  Also I would not
> disable
> > breakpad if you're having this kind of issue.
> >
> > I doubt this is a problem, but you have -port specified twice in your
> > command line, and are also forcing -steamport to match -port.  You can
> > probably simplify your command line:
> >
> > ./srcds_linux -game tf -port 27130 +ip 192.168.0.20 +maxplayers 3
> +map
> > slender_scp_087_b_v3 -autoupdate -steam_dir /home2/jasperlee
> > -steamcmd_script /home2/jasperlee/update_tf1.txt -debug -console
> >
> > - Dave
> >
> >
> > On Thu, Jul 10, 2014 at 8:40 AM, JasperLee93 -RDLoyalty <
> > jasper_lee_2...@hotmail.com> wrote:
> >
> > > Dear Valve,
> > >
> > >
> > > I need some help here. I have a TF2 Server that is actually pretty
> taxing
> > > on the server CPU. But my server CPU is not even at 50% and the server
> > > occasionally crashes with:
> > >
> > >
> > > ./srcds_run line:324  Segmentation Fault (core_dumped) $HL_CMD
> > > cat.hlds.pid  no such file or directory
> > >
> > >
> > >
> > > Debug:
> > > --
> > > CRASH: Thu Jul 10 19:52:36 SGT 2014
> > > Start Line: ./srcds_linux -debug -console -game tf -port 27130 +map
> > > slender_scp_087_b_v3 +ip 192.168.0.20 +maxplayers 32 -port 27130
> > > -autoupdate -steam_dir /home2/jasperlee -steamcmd_script
> > > /home2/jasperlee/update_tf1.txt -steamport 27130 -nobreakpad
> > > End of Source crash report
> > > --
> > >
> > >
> > > extra info:
> > >
> > > CPU: Intel Core i7 3770
> > >
> > > RAM: 16GB (8GB used the time it crashed)
> > >
> > > Game: TF2
> > >
> > > sometimes crashes, some days it does not crash at all.
> > >
> > >
> > >
> > >
> > >
> > > May I know if you can help me resolve issue? Have been trying to
> resolve
> > > for the pass 5-6 months.
> > >
> > >
> > > Thanks and regards
> > >
> > > JasperLee93 -RDLoyalty
> > >
> > >
> > >
> > >
> > >
> > >
> > > Sent from Windows Mail
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > Dave Parker
> > Systems Administrator
> > Utica College
> > Integrated Information Technology Services
> > (315) 792-3229
> > Registered Linux User #408177
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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> > please visit:
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> >
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Re: [hlds_linux] Segmentation Fault Crashing (Help needed)

2014-07-10 Thread Erik-jan Riemers
I use this https://forums.alliedmods.net/showthread.php?t=146644, after a
crash i can look up why it crashed or at least get an indication where the
crash was in.


2014-07-10 14:40 GMT+02:00 JasperLee93 -RDLoyalty <
jasper_lee_2...@hotmail.com>:

> Dear Valve,
>
>
> I need some help here. I have a TF2 Server that is actually pretty taxing
> on the server CPU. But my server CPU is not even at 50% and the server
> occasionally crashes with:
>
>
> ./srcds_run line:324  Segmentation Fault (core_dumped) $HL_CMD
> cat.hlds.pid  no such file or directory
>
>
>
> Debug:
> --
> CRASH: Thu Jul 10 19:52:36 SGT 2014
> Start Line: ./srcds_linux -debug -console -game tf -port 27130 +map
> slender_scp_087_b_v3 +ip 192.168.0.20 +maxplayers 32 -port 27130
> -autoupdate -steam_dir /home2/jasperlee -steamcmd_script
> /home2/jasperlee/update_tf1.txt -steamport 27130 -nobreakpad
> End of Source crash report
> --
>
>
> extra info:
>
> CPU: Intel Core i7 3770
>
> RAM: 16GB (8GB used the time it crashed)
>
> Game: TF2
>
> sometimes crashes, some days it does not crash at all.
>
>
>
>
>
> May I know if you can help me resolve issue? Have been trying to resolve
> for the pass 5-6 months.
>
>
> Thanks and regards
>
> JasperLee93 -RDLoyalty
>
>
>
>
>
>
> Sent from Windows Mail
> ___
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> please visit:
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Re: [hlds_linux] Offtopic sort of: Server deployment tools

2014-07-09 Thread Erik-jan Riemers
You mean something like wrench? http://pastebin.com/CS81FnF9


2014-07-09 7:38 GMT+02:00 Weasels Lair :

> Not sure what you mean by "shared".  But, as far as automated deployments
> go, assuming its a Linux-based server it is probably not hard to script
> with bash.
>
>
> On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend 
> wrote:
>
> > Do any of you use any software for deploying shared HLDS servers
> > on-demand? I'm curious whether server rental companies write their
> > deployment tools from scratch or if there are packages out there for this
> > purpose.
> >
> > Im working on something and would like to avoid reinventing that portion
> > of the wheel.
> > --
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?

2014-06-27 Thread Erik-jan Riemers
I actually had high cpu and every xx time i would get the disconnect at the
top and then it would catch up again. In the end it turned out to be a disk
that was redirecting some bad sectors, when it did that it was stalling the
system.

I doubt its the same for you, but just mentioning it. (you never know)
check with for instance "dmesg" if you see some hdd issues.


2014-06-27 8:18 GMT+02:00 Andreas Willinger :

> I have also noticed this. A bigger problem (which exists since the L&W
> update) is, that my servers sometimes drop their ENTIRE population because
> of a "reliable buffer overflow".
> I wasn't yet able to locate the source 100%, but my guess is the conga
> taunt >15 players.
>
> Anyone else noticed this?
>
>
>
> Weasels Lair  wrote:
>
> Hmmm.. trying to figure-out if this is just my TF2 server(s), or something
> bigger.
> But, ever since today's update - I'm a getting a lot of issues with client
> connections timing-out, etc.
> The server never crashes - it just keeps running.
> But the clients get the "connection problem" warning in the upper-right for
> several seconds (5-20), then (mostly) get back in without having to
> disconnect/reconnect.
>
> Anybody else experiencing a lot of this since today's update?
>
> PS: For me this is under Linux (Debian).
>
> 
>
> [hlds_linux] Mandatory TF2 update released
> Eric Smith Thu, 26 Jun 2014 16:22:25 -0700
>
> We've released a mandatory update for TF2. The notes for the update are
> below.
> The new version number is 2298883.
>
> -Eric
>
> -
> - Added a new startup music track from Expiration Date
> - Fixed a client crash related to the B.A.S.E. Jumper
> - Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets
> - Updated the B.A.S.E. Jumper backpack to use an open model when the
> parachute
> is deployed
> - Fixed a few crates not displaying which Unusual Series they can
> potentially
> output
> - Fixed a client crash caused by applying a tool to an empty backpack slot
> - Removed the shot effect for The Classic in DirectX 8
> - Updated the name of The Senguko Scorcher to be The Sengoku Scorcher
> - Updated the Summer Starter Kit and Summer Adventure Pack to be marketable
> - Updated the localization files
> ___
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Re: [hlds_linux] Mandatory TF2 update released

2014-06-20 Thread Erik-jan Riemers
And another follow up, or maybe i missed it. You cant do a taunt anymore at
round end.. normally you could still taunt kill a person then if your
lucky..


2014-06-20 11:21 GMT+02:00 Ryan Stecker :

> Small follow up, I'm seeing the following sound net message being sent
> during one of the spikes:
>
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
>
> Except perhaps 100 lines of this for what appears to be a giant packet
> received in a single tick.
>
> This would definitely give credence to any possible send buffer overflows
> if many sounds are being emitted in a single frame. In fact, earlier one of
> my servers entirely cleared out with every client being disconnected with
> the following message: ERROR! Couldn't send snapshot.
>
> Also, another issue with the taunt menu: if a client receives a full world
> update, they will no longer display the taunt menu and will instead use the
> normal taunt. Recording a demo and stopping it is all that's needed to
> reproduce this.
>
>
>
> On Thu, Jun 19, 2014 at 7:31 PM, Frank  wrote:
>
> > This may also be the cause of the returning "Buffer Overflow" client
> > crashing I've noticed a few times across a few Windows servers. I'm
> unable
> > to verify this against any Linux based at this point.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> > Stecker
> > Sent: Thursday, June 19, 2014 8:23 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Any chance of looking into perf issues when a full server gets in the
> > middle
> > of a conga taunt? Haven't had a chance to run any vprof profiling, but
> the
> > netgraph shows large spikes in what seems to be sounds, and it's followed
> > by
> > lots of client choke.
> >
> >
> >
> http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7
> > DED740B2A2539227025/
> >
> >
> > On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith 
> > wrote:
> >
> > > We've released a mandatory update for TF2. The notes for the update
> > > are below. The new version number is 2290967.
> > >
> > > -Eric
> > >
> > > -
> > >
> > > - Added a new startup music track from Expiration Date
> > > - Added a crafting recipe for The Back Scatter
> > > - Fixed a client crash caused by Strange Fists
> > > - Fixed players using the partner taunts to enter enemy spawn rooms
> > > - Fixed a regression with the Disco Beat Down unusual effect
> > > - Fixed The Classic automatically zooming in after going through a
> > > teleporter while charging
> > > - Updated The Tide Turner to also refill the charge meter from impact
> > > kills
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released

2014-06-20 Thread Erik-jan Riemers
Also a well known "thing" is when you taunt while running towards an edge
you still taunt while you move. In case of the engy, your 'seat' builds up
on the ledge, while you drop down and float in the air below.


2014-06-20 2:31 GMT+02:00 Frank :

> This may also be the cause of the returning "Buffer Overflow" client
> crashing I've noticed a few times across a few Windows servers. I'm unable
> to verify this against any Linux based at this point.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Stecker
> Sent: Thursday, June 19, 2014 8:23 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> Any chance of looking into perf issues when a full server gets in the
> middle
> of a conga taunt? Haven't had a chance to run any vprof profiling, but the
> netgraph shows large spikes in what seems to be sounds, and it's followed
> by
> lots of client choke.
>
>
> http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7
> DED740B2A2539227025/
>
>
> On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith 
> wrote:
>
> > We've released a mandatory update for TF2. The notes for the update
> > are below. The new version number is 2290967.
> >
> > -Eric
> >
> > -
> >
> > - Added a new startup music track from Expiration Date
> > - Added a crafting recipe for The Back Scatter
> > - Fixed a client crash caused by Strange Fists
> > - Fixed players using the partner taunts to enter enemy spawn rooms
> > - Fixed a regression with the Disco Beat Down unusual effect
> > - Fixed The Classic automatically zooming in after going through a
> > teleporter while charging
> > - Updated The Tide Turner to also refill the charge meter from impact
> > kills
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] TF2: 100% CPU spikes since last update

2014-06-17 Thread Erik-jan Riemers
I do see an increased amount of "spikes" compared to what i t was before,
multiple people complaining about that. (on a active server) which wasn't
so bad in the past, i've noticed it myself too.


2014-06-17 12:41 GMT+02:00 Valentin G. :

> Can confirm. Weird CPU spikes with no correlation to server population.
>
> On Tue, Jun 17, 2014 at 10:09 AM, Kevin Dautermann
>  wrote:
> > Also got this problem some days ago,   servers used 98% CPU while the
> server was empty.
> > Running latest builds of sm and mm.
> >
> > Von meinem iPhone gesendet
> >
> >> Am 17.06.2014 um 10:04 schrieb Yun Huang Yong :
> >>
> >> I run a variety of TF2 servers (24p PvP and MvM) and since the last
> update all servers have been experiencing periods of 100% CPU usage where
> nothing seems to be really going on in game but the SRCDS process chews
> 100% of a single core for up to 2 minutes then goes back to normal as if
> nothing happened. During this period the game is super stuttery.
> >>
> >> In one instance an MvM server running Ghost Town decided to chew 100%
> CPU during one of the idle phases between robot waves.
> >>
> >> Is anyone else seeing this behaviour?
> >>
> >> I'm on Ubuntu 12.04 amd64 with Metamod 1.10.0 and
> sourcemod-1.6.0-git4492 (latest snapshot as of this morning). I will try
> disabling MM+SM but in the meantime am wondering if others have seen this
> problem.
> >>
> >> yun
> >>
> >> ___
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Re: [hlds_linux] [hlds] TF2 Replays

2014-05-11 Thread Erik-jan Riemers
i used to have ftp to offload, then i just created a http server on each
server since if the ftp is down, it could lock up your game if the
connection is lost for whatever reason.


2014-05-11 14:58 GMT+02:00 Steven Sumichrast :

> I'm running replays on three servers 24/7 and haven't received complaints.
>  We've been using them since released and haven't turned them off besides
> for the FTP bug at the beginning with threads.
>
> That's maybe a difference -- we are using a FTP offload server. Are you?
>
> We clean up the FTP server nightly deleting replays over 14 days old.
>
> On Sunday, May 11, 2014, Erik-jan Riemers  wrote:
>
> > We dont have any issues either here, but we just have a crontab cleaning
> > old files at night when nobody is playing (makes more sense to me too)
> >
> >
> > 2014-05-11 12:30 GMT+02:00 Valentin G. 
> > >:
> >
> > > We've had no such issues and we are manually cleaning up the replay
> > > files with some find commands. We haven't changed that from way back
> > > when the auto cleanup was completely broken and I haven't heard of any
> > > similar complaints.
> > >  You may want to give that a shot.
> > >
> > > On Sun, May 11, 2014 at 12:16 PM, ics  wrote:
> > > > Ever since the guy who created replay on Valve moved on from TF2, the
> > > replay
> > > > system has been laid off and just kept as it is. There were some bugs
> > > left
> > > > in, such as replays not always getting deleted automatically and now
> > > > propably this where replays are deleted when noticed that they should
> > be
> > > but
> > > > removing them happens at bad time. This could explain the random lags
> > on
> > > > roud starts we've been having.
> > > >
> > > > I do clear up replay dirs occasionally manually but not recently. I
> > will
> > > > disable replay if this keeps up.
> > > >
> > > >
> > > > -ics
> > > >
> > > > Yun Huang Yong kirjoitti:
> > > >>
> > > >> Further info -- I observe that the two problems in the OP are
> > > correlated.
> > > >>
> > > >> During a recent pause I repeatedly looked at the replay directory
> and
> > > >> observe that the server deleted replays that it had just finished.
> > > >>
> > > >> Specifically:
> > > >>   - we were on cp_dustbowl
> > > >>   - there were multiple block files corresponding to the round just
> > > >> finished
> > > >>   - at the start of the next round, we had a 20 second pause
> > > >>   - during that 20 second pause, *all* of the block files for the
> > round
> > > >> just past were deleted
> > > >>
> > > >> We only keep 7 days worth of replays so it's a little baffling what
> > it's
> > > >> doing in any case -- stat()ing and unlinking ~10 files shouldn't
> take
> > 20
> > > >> seconds.
> > > >>
> > > >> I had these settings:
> > > >>
> > > >> replay_data_lifespan"7"
> > > >> replay_dofileserver_cleanup_on_start"1"
> > > >>
> > > >> Now commented out. Will have to wait for overnight restart of server
> > > >> (people are playing) to see it fixes things.
> > > >>
> > > >> Are there any other settings related to cleanup that I should
> disable?
> > > >>
> > > >> ics, do you have similar settings for cleanup?
> > > >>
> > > >> On 11/05/2014 6:34 PM, Erik-jan Riemers wrote:
> > > >>>
> > > >>> 15/20 seconds does not seem to sound like any "io" issues, since it
> > is
> > > >>> just
> > > >>> on round start, maybe its even some dns lookup that goes bad? (just
> > > >>> thinking out loud here) you could fix/found out by installing
> bind9,
> > > >>> point
> > > >>> your resolv.conf to it and placing it into debug mode to see the
> > logs.
> > > >>> (google for instructions, you can just let it forward to your
> regular
> > > dns
> > > >>> servers was like 5 minutes work) you never know!
> > > >>>
> > > >>> Also check your sysctl.conf if there are not strange "addition

Re: [hlds_linux] TF2 Replays

2014-05-11 Thread Erik-jan Riemers
We dont have any issues either here, but we just have a crontab cleaning
old files at night when nobody is playing (makes more sense to me too)


2014-05-11 12:30 GMT+02:00 Valentin G. :

> We've had no such issues and we are manually cleaning up the replay
> files with some find commands. We haven't changed that from way back
> when the auto cleanup was completely broken and I haven't heard of any
> similar complaints.
>  You may want to give that a shot.
>
> On Sun, May 11, 2014 at 12:16 PM, ics  wrote:
> > Ever since the guy who created replay on Valve moved on from TF2, the
> replay
> > system has been laid off and just kept as it is. There were some bugs
> left
> > in, such as replays not always getting deleted automatically and now
> > propably this where replays are deleted when noticed that they should be
> but
> > removing them happens at bad time. This could explain the random lags on
> > roud starts we've been having.
> >
> > I do clear up replay dirs occasionally manually but not recently. I will
> > disable replay if this keeps up.
> >
> >
> > -ics
> >
> > Yun Huang Yong kirjoitti:
> >>
> >> Further info -- I observe that the two problems in the OP are
> correlated.
> >>
> >> During a recent pause I repeatedly looked at the replay directory and
> >> observe that the server deleted replays that it had just finished.
> >>
> >> Specifically:
> >>   - we were on cp_dustbowl
> >>   - there were multiple block files corresponding to the round just
> >> finished
> >>   - at the start of the next round, we had a 20 second pause
> >>   - during that 20 second pause, *all* of the block files for the round
> >> just past were deleted
> >>
> >> We only keep 7 days worth of replays so it's a little baffling what it's
> >> doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20
> >> seconds.
> >>
> >> I had these settings:
> >>
> >> replay_data_lifespan"7"
> >> replay_dofileserver_cleanup_on_start"1"
> >>
> >> Now commented out. Will have to wait for overnight restart of server
> >> (people are playing) to see it fixes things.
> >>
> >> Are there any other settings related to cleanup that I should disable?
> >>
> >> ics, do you have similar settings for cleanup?
> >>
> >> On 11/05/2014 6:34 PM, Erik-jan Riemers wrote:
> >>>
> >>> 15/20 seconds does not seem to sound like any "io" issues, since it is
> >>> just
> >>> on round start, maybe its even some dns lookup that goes bad? (just
> >>> thinking out loud here) you could fix/found out by installing bind9,
> >>> point
> >>> your resolv.conf to it and placing it into debug mode to see the logs.
> >>> (google for instructions, you can just let it forward to your regular
> dns
> >>> servers was like 5 minutes work) you never know!
> >>>
> >>> Also check your sysctl.conf if there are not strange "additions" to it,
> >>> highly doubt there could be anything in there that would screw it up...
> >>> but
> >>> again just throwing it out there.
> >>>
> >>>
> >>> 2014-05-11 9:36 GMT+02:00 Yun Huang Yong :
> >>>
> >>>> Oh wow. For us it's happening across both of our 24p servers (we only
> >>>> have
> >>>> 2).
> >>>>
> >>>> And over the last few months it's gone from happening occasionally
> for a
> >>>> few seconds, to happening on 80% of round changes, for 15-20 seconds.
> >>>>
> >>>> That suggests it may be related to something that might be growing
> with
> >>>> time but I prune the replays directly externally so there's never more
> >>>> than
> >>>> 7 days worth of files.
> >>>>
> >>>> Do you run any of the following?
> >>>>- SourceBans
> >>>>- gameME
> >>>>- Ultimate Map Chooser (with or without NativeVotes?)
> >>>>- mp_scrambleteams_auto
> >>>>
> >>>> Actually, could I get a list of your plugins on the server that has
> >>>> issues?
> >>>>
> >>>> Here's mine for reference:
> >>>> (sm plugins list output, sorted by plugin name for readability)
> >>>&g

Re: [hlds_linux] TF2 Replays

2014-05-11 Thread Erik-jan Riemers
15/20 seconds does not seem to sound like any "io" issues, since it is just
on round start, maybe its even some dns lookup that goes bad? (just
thinking out loud here) you could fix/found out by installing bind9, point
your resolv.conf to it and placing it into debug mode to see the logs.
(google for instructions, you can just let it forward to your regular dns
servers was like 5 minutes work) you never know!

Also check your sysctl.conf if there are not strange "additions" to it,
highly doubt there could be anything in there that would screw it up... but
again just throwing it out there.


2014-05-11 9:36 GMT+02:00 Yun Huang Yong :

> Oh wow. For us it's happening across both of our 24p servers (we only have
> 2).
>
> And over the last few months it's gone from happening occasionally for a
> few seconds, to happening on 80% of round changes, for 15-20 seconds.
>
> That suggests it may be related to something that might be growing with
> time but I prune the replays directly externally so there's never more than
> 7 days worth of files.
>
> Do you run any of the following?
>   - SourceBans
>   - gameME
>   - Ultimate Map Chooser (with or without NativeVotes?)
>   - mp_scrambleteams_auto
>
> Actually, could I get a list of your plugins on the server that has issues?
>
> Here's mine for reference:
> (sm plugins list output, sorted by plugin name for readability)
>
>   13 "AFK Manager" (3.5.2) by Rothgar
>   22 "Admin File Reader" (1.6.0-dev+4308) by AlliedModders LLC
>   02 "Admin Help" (1.6.0-dev+4308) by AlliedModders LLC
>   43 "Admin Menu" (1.6.0-dev+4308) by AlliedModders LLC
>   09 "AdminSentinel" (1.2.100) by StrontiumDog
>   21 "Advertisements" (0.5.5) by Tsunami
>   04 "AllChat" (1.1.1) by Frenzzy
>   40 "Anti-Flood" (1.6.0-dev+4308) by AlliedModders LLC
>   23 "Basic Chat" (1.6.0-dev+4308) by AlliedModders LLC
>   05 "Basic Comm Control" (1.6.0-dev+4308) by AlliedModders LLC
>   48 "Basic Commands" (1.6.0-dev+4308) by AlliedModders LLC
>   31 "Basic Info Triggers" (1.6.0-dev+4308) by AlliedModders LLC
>   39 "Basic Votes" (1.6.0-dev+4308) by AlliedModders LLC
>   46 "Client Preferences" (1.6.0-dev+4308) by AlliedModders LLC
>   19 "Fun Commands" (1.6.0-dev+4308) by AlliedModders LLC
>   29 "Fun Votes" (1.6.0-dev+4308) by AlliedModders LLC
>   18 "Melee" (0.4.2) by linux_lover
>   11 "NativeVotes Basic Commands" (1.0) by Powerlord and AlliedModders LLC
>   49 "NativeVotes" (0.8.1) by Powerlord
>   36 "Network Tools" (1.3) by Kyle Sanderson
>   14 "Nextmap" (1.6.0-dev+4308) by AlliedModders LLC
>   08 "Player Commands" (1.6.0-dev+4308) by AlliedModders LLC
>   50 "Reserved Slots" (1.6.0-dev+4308) by AlliedModders LLC
>   15 "Sound Commands" (1.6.0-dev+4308) by AlliedModders LLC
>   33 "SourceBans" (1.4.10) by SourceBans Development Team
>   01 "Spray Tracer" (5.8a) by Nican132, CptMoore, Lebson506th
>   12 "TF2 Class Restrictions" (0.6) by Tsunami
>   07 "Win panel for losing team" (1.4) by Reflex
>   20 "[ANY] Connection Method Viewer" (1.2.0) by Dr. McKay
>   41 "[TF2] Balls" (0.4) by Geit
>   24 "[TF2] High Five Enemies" (1.3) by FlaminSarge
>   34 "[UMC] Admin Menu" (3.4.7-dev) by Steell
>   03 "[UMC] Echo Nextmap" (3.4.7-dev) by Steell
>   26 "[UMC] End of Map Vote" (3.4.7-dev) by Steell
>   51 "[UMC] Map Commands" (3.4.7-dev) by Steell
>   35 "[UMC] Map Weight" (3.4.7-dev) by Steell
>   25 "[UMC] Native Voting" (3.4.7-dev) by Steell
>   37 "[UMC] Nominations" (3.4.7-dev) by Steell
>   45 "[UMC] Player Limits" (3.4.7-dev) by Steell
>   17 "[UMC] Post-Played Exclusion" (3.4.7-dev) by Sazpaimon and Steell
>   32 "[UMC] Random Cycle" (3.4.7-dev) by Steell
>   53 "[UMC] Rock The Vote" (3.4.7-dev) by Steell
>   06 "[UMC] Time Limits" (3.4.7-dev) by Steell
>   28 "[UMC] Ultimate Mapchooser Core" (3.4.7-dev) by Steell
>   42 "[UMC] Vote Command" (3.4.7-dev) by Steell
>   44 "gameME Plugin" (4.3) by TTS Oetzel & Goerz GmbH
>
>
>
> On 11/05/2014 5:09 PM, ics wrote:
>
>> Yes, the odd random lagspikes (on round starts) can be caused by replay.
>> I've been getting those and i haven't found the actual reason but replay
>> has been one of the suspects. It's odd, doesn't happen always but
>> randomly. 1 server on the same machine is fine, the other has these huge
>> lags occasionally.
>>
>> -ics
>>
>>
>> Yun Huang Yong kirjoitti:
>>
>>> A while back I posted about some strange start-of-round pauses. The
>>> symptom is that at the start of each round the server "pauses" for
>>> 15-20 seconds during which time players get the red disconnection
>>> message in the top right corner. The server always recovers but during
>>> that time some players may timeout/disconnect.
>>>
>>> Turning off Replays appears to fix this but I'm unable to reliably
>>> reproduce the problem so have been unable to determine if this problem
>>> is due solely to Replays, or Replays + some SourceMod/plugin
>>> interaction. We can only tell that this problem appears to be related
>>> to Replays by disabling Replays for a full week and notin

Re: [hlds_linux] [hlds] Help with "Rubberband Effect"

2014-04-11 Thread Erik-jan Riemers
i assume you disabled sprays too? if you got 10k sprays in your folder it
also brings it to it knees performance wise. If you can install it, i
normally use "iotop" to see big troublemakers (although you might not see
the other guys since its a vps)

As comparison, updating 15 servers on a normal hdd took ages. Using ssd
only took a couple of minutes. (yes i now use linked installs)

I dont know if it works, but you can also test your hdd speed with hdparm.
But again, i am no expert in the field, just suggestions.


2014-04-11 4:09 GMT+02:00 Yun Huang Yong :

> On 11/04/2014 11:30 AM, pilger wrote:
>
>> @yun
>> What if they guarantee *my VPS* will have the 100 IOPS?
>>
>
> You've reached the limits of my knowledge :]
>
> BTW I neglected the read ops before. I don't have useful data for a single
> TF2 instance (I typically run ~4 TF2 servers per VPS) but one of my VPS
> bursts up to 480 read ops/sec. Write ops rarely go above 10/s, even with
> replays + logging. In terms of throughput reads burst over 16MB/s but
> writes are <100kB/s.
>
> But I stress that these numbers include 2 x MvM servers + 1 x 24p all full
> at the time. I can't break out the numbers for the 24p on its own because
> the per-process data that I have shows the read reqs made by srcds but a
> bunch of that would be satisfied by OS caching so it doesn't translate to
> actual disk I/O.
>
> Which points at another issue with trying to just run the numbers --
> there's caching happening within your VM, and possibly underneath as well,
> and both would be dynamically changing depending on what you & your
> neighbours are doing.
>
> It keeps coming back to -- try it and see :]
>
> BTW I understand your pain. Australia is also expensive (relative to
> US/Europe but I think cheaper than Brazil) and over 16 months of running
> TF2 servers we have been through 4 providers and migrated hosts within
> providers umpteen times. That's how I got to the point of monitoring
> crazily and to the conclusion that you have to talk to the hosts + be
> prepared to trial/move a lot.
>
>
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Re: [hlds_linux] TF2 server hangs between rounds

2014-03-27 Thread Erik-jan Riemers
A long shot, but if you start up the server, it says what
your RDTSC_FREQUENCY is, try and set the hardcoded, or even disable it.
When 1 system was an exact copy of another, it usually was something with
this.


2014-03-27 12:01 GMT+01:00 Yun Huang Yong :

> Sometimes when one of my servers is changing rounds within a map the
> entire server freezes for 5-15 seconds. During this time all players see
> the red "server disconnection" message in the top right corner.
>
> Eventually the server wakes up again and everything is fine. If there are
> votes happening during this time (we run Ultimate Map Chooser so there
> often is) votes are received & counted correctly so it appears that it's
> not a network issue. However the issue occurs whether or not any votes are
> running.
>
> The issue tends to occur mostly when the server is full (24p).
>
> Monitoring on these hosts is quite granular -- every 10 seconds -- and I
> observe no problems with disk I/O or CPU during these pauses.
>
> We run servers on two different machines at different hosts but with the
> same SourceMod plugins, and it only happens on one of the hosts so I don't
> think it's SM/plugin related.
>
> Does anyone know what may be causing this?
>
> One theory I have is that the server may be waiting on some sort of Steam
> reply. Is anyone aware of Steam/VAC related traffic that would occur during
> round changes?
>
> Thanks,
> Yun
>
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Re: [hlds_linux] wrench: a Linux command-line srcds control manager

2014-03-20 Thread Erik-jan Riemers
Looks like a lot of effort went into this, nice work. Although i would
suggest putting it up on github/bitbucket or something to let others see
progress make updates too if they added value.


2014-03-20 7:43 GMT+01:00 Jesse Molina :

>
> Below is a srcds manager script that I've been using for awhile now to
> take care of my srcds installations. I figure someone else might find it
> useful.
>
> It is a bash script. Linux only, no Windows.
>
> wrench script
> http://pastebin.com/CS81FnF9
>
> md5sum:
> 80a423123f6c3f638004e9ae68e5eb23 wrench.sh
>
> Readme file
> http://pastebin.com/mHWJm62R
>
> Sample DB
> http://pastebin.com/eMKUsADN
>
> Download like so:
>
> wget http://pastebin.com/download.php?i=CS81FnF9 -O wrench.sh
> wget http://pastebin.com/download.php?i=mHWJm62R -O wrench_README.txt
>
>
> Notable features:
>
> Does starts, stops, restarts, updates, etc.
>
> Symlinked installs and a single master installation for each game type.
>
> Automatic updates for all installed srcds server types.
>
> Uses tmux instead of screen.
>
> Keeps config info in a little SQLite database. (no complicated SQL server
> install needed)
>
>
>
> It's convoluted, but it works for me.
>
>
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Re: [hlds_linux] [hlds] Advertise a server using account ID

2014-03-06 Thread Erik-jan Riemers
Something like this would be nice if it actually was used more, only a few
sip tools actually use this. Even modern browsers don't even have support
for this on _http level. (if they did, you can throw away your load
balancers)


2014-03-06 23:20 GMT+01:00 Weasels Lair :

> > From: Andre Müller 
> > Date: Thu, Mar 6, 2014 at 2:50 AM
> > Subject: Re: [hlds] Advertise a server using account ID
> > To: Half-Life dedicated Win32 server mailing list <
> h...@list.valvesoftware.com>
> >
> > Please read this http://en.wikipedia.org/wiki/SRV_record or
> > other better articles where srv is explained before you are
> > writing sensless stuff.
>
> I am not seeing anything I said as "senseless".  SRV's give a client (that
> know's what to query for) a mechanism to find what host+port to goto to
> find it.
>
> Quoting from that article you linked:
>
> > An SRV record has the form:
> >
> > _service._proto.name. TTL class SRV priority weight port target.
> >
> > service: the symbolic name of the desired service.
> > proto: the transport protocol of the desired service; this is usually
> either TCP or UDP.
> > name: the domain name for which this record is valid, ending in a dot.
> > TTL: standard DNS time to live field.
> > class: standard DNS class field (this is always IN).
> > priority: the priority of the target host, lower value means more
> preferred.
> > weight: A relative weight for records with the same priority.
> > port: the TCP or UDP port on which the service is to be found.
> > target: the canonical hostname of the machine providing the service,
> ending in a dot.
> >
> > An example SRV record in textual form that might be found in a zone file
> might be the following:
> >
> > _sip._tcp.example.com. 86400 IN SRV 0 5 5060 sipserver.example.com.
>
> So, if the clients know to query for "_hlds._udp." + whatever FQDN they
> were given, something like this would work:
>
> _hlds._udp.gameserver1.example.com. 86400 IN SRV 0 5 27015
> gameserver1.example.com.
>
> Clients looking for "gameserver1.example.com", query for "_hlds._
> udp.gameserver1.example.com.", and get told to connect using port 27015
> (or
> whatever's in the SRV record) to the A-record matching "
> gameserver1.example.com."
>
> Those operators hosting multiple games on the same IP address, could just
> use different FQDN's for each:
>
> _hlds._udp.gameserver1.example.com. 86400 IN SRV 0 5 27015
> gameserver1.example.com.
> _hlds._udp.gameserver2.example.com. 86400 IN SRV 0 5 28015
> gameserver2.example.com.
> _hlds._udp.gameserver3.example.com. 86400 IN SRV 0 5 29015
> gameserver3.example.com.
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Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers

2014-02-25 Thread Erik-jan Riemers
I've always noticed that during the holidays/summer you have more players,
and at  the end of the year to and the start of the year its still low.
After that it goes up again.


2014-02-25 3:24 GMT+01:00 Weasels Lair :

> Actually, if you plot that over the last 12 months, and throw some other
> games in for comparison ... it doesn't look related at all.  Looks like
> game-play for most of the games goes up/down about the same percent at
> about the same time.
>
>
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440q240q10q730&from=136169280&to=139322880
>
> TF2 just seems to swing more wildly.
>
>
>
> On Mon, Feb 24, 2014 at 2:42 PM, Robert Paulson  >wrote:
>
> > TF2 player counts have stagnated and even dropped a bit since January 23.
> >
> >
> >
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time
> >
> > To Fletcher and any other Valve employee responsible for this change:
> This
> > change will harm TF2 popularity in the long run. Please don't put this on
> > the back burner because it is destroying player-bases that took years to
> > build. It takes a long time for a server to reach critical mass.
> >
> > There are very few people using quickpick or changing quickplay options.
> We
> > know this because quickplay connects remained at 7%, down from 30% before
> > these changes. Since there is no communication what the exact motivations
> > were to remove community servers from quickplay, here are some general
> > solutions.
> >
> > - The play now option button should be labeled. The cancel button could
> be
> > moved to the top right and changed to X.
> > - After 4 hours of play, automatically check community servers.
> > - After 4 hours of play, switch the play multiplayer button with the
> > servers button.
> >
> >
> >
> >
> > On Wed, Feb 19, 2014 at 12:06 PM, Abdulrahman Abdulkawi <
> > abdulk...@live.co.uk> wrote:
> >
> > > I doubt they will change the default option (since they can't guarantee
> > > the server they are sent to, follows quickplay rules).
> > >
> > > @Fletcher Dunn - can you not make a compromise that would work for both
> > > of us? I think having a notification/box pop up upon opening the
> > quickplay
> > > after having play X hours with default filters set - to alert the user
> if
> > > they wish to expand their search filter to find community servers as
> well
> > > as valve servers (with an easy yes/no button).
> > >
> > > Sent from Blackberry.
> > > From: ics
> > > Sent: Wednesday, 19 February 2014 19:44
> > > To: Half-Life dedicated Linux server mailing list
> > > Reply To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] [hlds] Valve Only Servers in Community
> Servers
> > >
> > >
> > > Valve did nice job of alienating players from community servers. 2/4 of
> > > the 24 slot servers i run are now dead in the water.
> > >
> > > -ics
> > >
> > > Erik-jan Riemers kirjoitti:
> > > > Mine already died, only custom servers are still doing fine.
> Everything
> > > but
> > > > stock.. after +- 6 years of having a successful stock server it has
> now
> > > > died completely.
> > > >
> > > >
> > > > 2014-02-19 17:39 GMT+01:00 Invalid Protocol <
> > > > invalidprotocolvers...@gmail.com>:
> > > >
> > > >> Very few players use the server browser or change the default
> settings
> > > when
> > > >> looking for playing a classic game (not prop-hunt, saxon, custom
> maps
> > > >> etc...). Now Quickplay sends almost all players to Valve servers. I
> > > doubt
> > > >> that many community servers running classic maps / gameplay will
> > > survive.
> > > >>
> > > >>
> > > >> On Wed, Feb 19, 2014 at 4:44 AM, Robert Paulson <
> > thepauls...@gmail.com
> > > >>> wrote:
> > > >>> This isn't really a big deal.
> > > >>>
> > > >>> As I predicted, just about no one uses quickpick. Only 5% of our
> > > players
> > > >>> now are from quickplay and 1% use quickpick. I am sure everyone
> here
> > > >> using
> > > >>> Doctor McKay's plugin can confirm this.
> > > >>>
> 

Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers

2014-02-19 Thread Erik-jan Riemers
Mine already died, only custom servers are still doing fine. Everything but
stock.. after +- 6 years of having a successful stock server it has now
died completely.


2014-02-19 17:39 GMT+01:00 Invalid Protocol <
invalidprotocolvers...@gmail.com>:

> Very few players use the server browser or change the default settings when
> looking for playing a classic game (not prop-hunt, saxon, custom maps
> etc...). Now Quickplay sends almost all players to Valve servers. I doubt
> that many community servers running classic maps / gameplay will survive.
>
>
> On Wed, Feb 19, 2014 at 4:44 AM, Robert Paulson  >wrote:
>
> > This isn't really a big deal.
> >
> > As I predicted, just about no one uses quickpick. Only 5% of our players
> > now are from quickplay and 1% use quickpick. I am sure everyone here
> using
> > Doctor McKay's plugin can confirm this.
> >
> > Being the default for play now is too much of an advantage and there's
> not
> > enough being done to put community servers on an even playing field with
> > official servers.
> >
> >
> > On Sun, Feb 16, 2014 at 1:29 AM, Doctor McKay 
> > wrote:
> >
> > > If any other option has "Don't care" chosen, the "Gameserver Host"
> option
> > > will be interpreted as "Don't care". I've already informed Valve and
> they
> > > are aware of this.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Sun, Feb 16, 2014 at 4:12 AM, Paul  wrote:
> > >
> > > > I agree, othrewise that kind of makes the whole idea unfair to
> > > communities
> > > > and players if that's how they intended it to be (when opting to go
> to
> > a
> > > > community server).
> > > >
> > > >
> > > > On 15 February 2014 19:06, Abdulrahman Abdulkawi <
> abdulk...@live.co.uk
> > > > >wrote:
> > > >
> > > > > Valve servers are showing up when searching for "Community
> Servers".
> > > > >
> > > > > If this is "how it's meant to be", then that needs to be changed -
> If
> > > we
> > > > > don't get listed in 'Valve servers' option, then Valve Servers
> > > shouldn't
> > > > > get listed for "Community Servers".
> > > > >
> > > > > All other filters are 'default'.
> > > > >
> > > > > ___
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> > archives,
> > > > > please visit:
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> > > > >
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> > > > please visit:
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> > > >
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Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-08 Thread Erik-jan Riemers
Also, if you run your stuff from a script and save the port into say $port,
you can reuse it for all the other ports by just saying $[$port+5] , this
saves you the trouble to keep a record of all the ports in your scripts.
(besides the default one)


2014-02-09 1:02 GMT+01:00 Rudy Bleeker :

> On Sun, Feb 9, 2014 at 12:58 AM, Ross Bemrose  wrote:
> > +clientport is mandatory if you use the -strictportbind command-line
> option.
> > As is one of either -nohltv or +tv_port.
>
> That too. If you're using -strictportbind you need to set a hostport,
> a client port and a tv port or turn sourcetv off. The steamport is the
> only port not subject to strict port binding.
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Erik-jan Riemers
Now that this is in place, will the future also hold a "steam group" option
like l4d/l4d2 so you can see the servers from that group? Since its easy to
find a nice server, but maybe that community has more servers too offer..
it is not easy for a client to find the others only to search on name.


2014-02-06 2:27 GMT+01:00 Chris Oryschak :

> Agreed.
>
> There's honestly no point in participating in QP if the box isn't
> unchecked.  We can all look at stats the past 2 weeks and realize we get
> little to no QP players because of this checkbox, now adding all these
> rules to participate in QP is pointless as it would give us small advantage
> in helping to populate our servers.
>
>
> On Wed, Feb 5, 2014 at 8:23 PM, Frank  wrote:
>
> > I agree here, the "official servers" box needs to be UNCHECKED by default
> > not the other way around. This needs to take effect with the update
> > tomorrow
> > to go ahead and fix this problem as so many have expressed over the last
> > week.
> >
> > This wasn't even mentioned by Fletch in the recent mails tonight or from
> > anyone at Valve over the course of this past week and the countless mails
> > sent thru this mailing list from the majority of owners not happy about
> it.
> > The data shows it causes issues when left checked by default - just
> uncheck
> > it and let people decide after the fact.
> >
> >
> > ___
> > If the default "official servers" box isn't going to be removed,
> community
> > servers will still be cut off from the majority of new players, whether
> > they
> > qualify or not. The new guidelines for quickplay also make it impossible
> > for
> > server owners to support or stand out.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Erik-jan Riemers
In my eyes, custom servers are still something i can manage since people
search for that. All quickplay servers are on my list of "to be removed" we
used to have say 6 to 8 players that would join a server (regulars) and
then quickplay would kick in and send some clients to it. When its above
10-15 the "i only come when its full regulars" will be coming too.

Now it just sits there around 6 to 8 players, people try to fill it up but
nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
offered by community = dead.

The funny part is that mvm is actually still pretty full here..


2014-02-05 Aaron Thompson :

> I agree that they should revert the change, yet this does not affect me. I
> get all my traffic from the browser. :) the way things used to be.
>
> Sincerely,
> Aaron
> On Feb 5, 2014 3:15 PM, "Robert Paulson"  wrote:
>
> > That is easy for you to say but absolutely unhelpful to server owners who
> > started with vanilla settings. They can change to non quickplay settings
> to
> > appeal to browser only players, but then they will alienate their current
> > players, losing all their seeders, AND they have to compete with your
> > established server to fight over the few server browsers looking for a
> new
> > server.
> >
> > We also have servers that were never on quickplay and they are seeing a
> > small but accelerating decrease of players. Why is this also harming
> > non-quickplay servers? Because new players are now being conditioned to
> > play on official Valve servers and they are never made aware that there
> are
> > non-quickplay type servers they would enjoy.
> >
> > This will eventually affect your non-quickplay server even if you don't
> > notice it yet. You will not see this reflected on your gametracker rank
> > because it affects all community servers.
> >
> > Bribe players with secret saxtoners to stay on your server as if we
> weren't
> > spending enough money on servers? Using your steam group? Do you know
> there
> > is a very small and invisible limit on the people you can invite now and
> > another limit that makes all non-friend invites silently fail?  Isn't
> there
> > something wrong with the system when these gimmicks are the only way to
> get
> > players instead of letting community servers compete equally with
> official
> > servers?
> >
> > I am sorry but your suggestions don't help at all. Disabling community
> > quickplay must be reversed or a compromise must be made if Valve really
> > cares about the long term player experience instead of a sloppy fix for
> > players too lazy to use the browser and likely to not have paid Valve a
> > single dime.
> >
> >
> > On Wed, Feb 5, 2014 at 11:40 AM, Martin V  wrote:
> >
> > > "And my servers are in the top 50 on Gametracker."
> > > My server is in top20-15 and I don't see any player drops/decreasing.
> > > Probably because my server is 'banned' (or has really LOW priority
> > > in quickplay) from quickplay system for my tags:
> > > increased_maxplayers,nocrits,nodmgspread,respawntimes
> > >
> > > Maybe you should try not to depend on quickplay so much? Try expending
> > your
> > > community and put some life into servers. Make some events. Prizes for
> > > players etc.
> > > Try using your steam group to fill the server with loyal players. Throw
> > > some secret saxtoners like we do :)
> > > USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D
> > >
> > > Try using this plugin:
> > > https://forums.alliedmods.net/showthread.php?p=2060588 <-- it show you
> > > where your traffic is comming from (what connection method).
> > >
> > >
> > > 2014-02-05 Chris Oryschak :
> > >
> > > > ics,
> > > >
> > > > You're not the only one; i'm seeing the exact same trend on my
> servers.
> > > >  Traffic is 50-58% decreased and I heavily rely on my community of 5
> > yrs
> > > to
> > > > get the servers going come mid/late afternoon when they get home from
> > > > school & work.
> > > >
> > > > If it wasn't for having my community built up for so long my servers
> > > would
> > > > be on the brink of death, give it a few months and without being able
> > to
> > > > attract more players to replenish the community base i can see my
> > servers
> > > > dwindling down to nothing.
> > > >
> > > > And my servers are in the top 50 on Gametracker.
> > > >
> > > > Fletcher - Can you chime in on this, it would be really nice to get a
> > > Valve
> > > > response on the mailing list instead of having to rely on 3rd party
> > > sources
> > > > of email exchanges.  I know why Valve has done what they have done
> but
> > it
> > > > would be really nice to get some feedback and/or maybe collectively
> > come
> > > up
> > > > with some solutions that favor both the community servers and valves
> > > strict
> > > > 'vanilla' experience.
> > > >
> > > > We (community operators) would just like to regain some comfort
> knowing
> > > > this isn't the death of us.
> > > >
> > > >
> > > >
> > > >
> > > > On Wed, Feb 5, 2014 at 12:53 PM, ics  wrote:
>

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Erik-jan Riemers
All my "quickplay" servers died, and i aint exactly tiny, but all my custom
servers still do just fine but a "all maps 1" server is never full anymore.
Even an x3 map with no quickplay is always full.. i have no clue where they
are coming from these days. But as any community i do it for the community
and for the fun. (not for the money, as i see the main reason why quickplay
went this way with people setting up 100 servers just to farm with ads)


2014/1/24 Valentin G. 

> I can't actually believe people are still defending this decision.
>
>
> On Fri, Jan 24, 2014 at 4:31 AM, Mike jons 
> wrote:
>
> > I completely agree Dan. I am just a small community with a couple
> servers,
> > but the population went straight down the drain after this patch. They
> > would normally be full this time of night. My servers are vanilla and as
> > plain as they almost get besides having sourcemod for admin on there. No
> > extra modifications or any of that. Yet, Valve doesn't realize that this
> > will kill off a bunch of the smaller guys because of the lack of players
> > now.
> >
> > > Date: Thu, 23 Jan 2014 21:34:11 -0500
> > > From: ch...@oryschak.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Prevent game servers from redirecting players
> > to alternate servers when players connect through quickplay
> > >
> > > Dan,
> > >
> > > That's only ~1/2 my player slots filled when it's normally near full
> > > capacity thanks to quickplay filling in the gaps.  I'm a community that
> > has
> > > been around for a long time and couldn't imagine anyone starting out to
> > try
> > > to build themselves now.
> > >
> > > These numbers are after an update release that (everyone knows)
> provides
> > a
> > > much larger influx of players on your server for that day.
> > >
> > > At least 5 yrs ago when we all started running servers there was no
> > > quickplay that instantly stole players; it was fair game for everyone -
> > as
> > > they all used the gamebrowser to find the server of choice.  Now QP
> takes
> > > in probably close to 50%+ of the player traffic that is now 99% going
> to
> > > Valve's servers.
> > >
> > > This is crippling for everyone. As Robert has said, i have never spoken
> > out
> > > on all the previous changes but this was the last kick at the cat and
> > feel
> > > i need to voice my concerns.
> > >
> > >
> > >
> > >
> > > On Thu, Jan 23, 2014 at 9:09 PM, dan  wrote:
> > >
> > > > On 24/01/2014 01:24, Chris Oryschak wrote:
> > > >
> > > >> I currently have 235 players on my servers right now, of all of
> those
> > only
> > > >> 23 players are from quickplay.
> > > >>
> > > >
> > > > What difference will this change make to you then?
> > > >
> > > > --
> > > > 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:
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> >
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Re: [hlds_linux] TF2: Idle server using 33% CPU

2013-12-09 Thread Erik-jan Riemers
perhaps you can run an strace on it, maybe you can see something fishy


2013/12/9 Peter Lindblom 

> Chris Oryschak skrev 2013-12-09 16:41:
>
>  Has anyone run into any problems where an TF2 server at idle (directly
>> after a restart, no one on) is sitting around 33% CPU usage. Multiple
>> restarts yields the same results.
>>
>> >From HTOP this is what i see.
>> 5  [###
>>33.6%]
>>
>>
>> Ubuntu 11.04
>> ___
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>> please visit:
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>>
>>
>>  Is it started by root ??
>
> Peter
> Sweden
>
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-11 Thread Erik-jan Riemers
i believe so. Also says on the etneraween item, "to create halloween" when
its normal.


2013/11/12 ics 

> One question, how does eternaween item is different from tf_forced_holiday
> 2? Does it enable giftdrops or just enable item usage? I see there is a new
> cvar tf_item_based_forced_holiday defaulted to 0 so is this just a way for
> player to call halloween on at the server without server owner doing it?
>
> -ics
>
> Eric Smith kirjoitti:
>
>  We've released a mandatory TF2 update. The notes for the update are
>> below. The new version is 1997557.
>>
>> -Eric
>>
>> --
>>
>> - The Grandmaster will now update its model based on the owner's current
>> kill streak
>> - Removed the requirement for SSE2 that was introduced during a previous
>> update
>> - Updated The Jupiter Jumpers so they can be equipped with the Mantreads
>> and the Gunboats
>>
>> Halloween event notes:
>> - The Eternaween server enchantment can now be used to call a server vote
>> to enable Halloween items on that server for a two-hour period
>> - Fixed an exploit in Helltower caused by attempting to change teams
>> while in hell
>> - Updated Halloween spells so that the effects will only be visible
>> during Halloween/Full Moon events. Spells will not be removed from the
>> items they have been applied to.
>> - All Halloween event items have automatically expired except the Spooky
>> Crate and the Pile Of Curses, which will automatically expire tomorrow.
>>
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>
>
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Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-11-07 Thread Erik-jan Riemers
Well 4 hightower servers, all empty at the moment. I know where they are..
and i only have sourcemod to do admin work like ban cheaters and such..
cant get any more vanilla ... and i know 1 server has a high rating, but
even that doesn't help.


2013/11/7 Rick Dunn 

> While your argument is sound for the changes made *today*, it is taking
> today's changes entirely out of context with the long history of
> communities getting the shaft out of TF2 in general.  For a long while, the
> *largest* of communities were held together with bubblegum, duct tape, and
> fake client counts that kept their servers full pretty much 24x7.  Valve
> said to stop it, so most of us did, and our servers died overnight.
>  Servers that had been full for over 12 hours a day, 7 days a week, died.
>  They then announced the quickplay system, and that fixed it, but it was
> flawed because people kept getting dumped into heavily modded, trolly
> servers.  Some communities run lightly modded servers that enhance gameplay
> through minimalist mod systems rather than disgusting, overbearing mods,
> but Valve made the change so that only vanilla servers get quickplay
> traffic, killing our servers that we had just filled again.  We adapted and
> unmodded a good portion of our machines specifically to have vanilla
> quickplay traffic, which, through our tasteful, non-ad-filled HTML MOTD,
> added members at a semi-regular interval to our community, which had shrunk
> considerably.  We followed every rule to the letter, dotted our i's and
> crossed our t's, but quickplay traffic soon dwindled to nothing because of
> the giant mass of people putting up servers with fake playercounts and
> forced ads in order to play.  Rather than do anything to try and fix the
> problem, Valve has just fixed it the same way they always do.  Let's screw
> it up for everyone.  Let's have 700+ of our own servers up to take a nice
> chunk of traffic to begin with, and make it so that every server you join
> looks exactly the same.  We no longer have any way to make our community
> either noticeable through small non-gameplay-changing member perks like we
> had originally, we can no longer display our colors through HTML MOTDs, we
> basically have *ZERO* way of attracting any attention to ourselves to
> possibly get an occasional member out of quickplay.
>
> The point is not that they've done this just now and "why are you mad about
> it it's not a big change", the point is that the cumulative changes to the
> entire TF2 system over the past 2 years has done some extremely detrimental
> things to communities in general, and it's getting to the point where TF2
> is going to be impossible to maintain, and when it does, there will be too
> many players that can't find a server, and when they can't find a server,
> they'll just leave rather than trying to play, and THEN who's gonna buy
> hats and keys?
>
>
> On Thu, Nov 7, 2013 at 3:45 AM, dan  wrote:
>
> > On 07/11/2013 01:14, Bjorn Wielens wrote:
> >
> >> seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of
> >> numbers I'm going to re-raise my earlier point about valve actively
> >> "skimming" the bulk of the quickplay traffic for themselves and leaving
> >> barely anything for communities.
> >>
> >
> > Anything for communities to do what?
> >
> > Seems fairly evident that if Valve servers are full then people either
> > clicked quickplay or joined their servers directly.
> > In neither case were the people specifically interested in joining your
> > server or any other community one.
> >
> > Bearing in mind too that Valve run servers around the world. So there
> > won't be "hundreds" of them competing with your local server.
> >
> > That said I think it was a pity they switched most (all?) of their
> servers
> > to Halloween maps because (a) it (mostly) sucks and (b) it doesn't
> > leave any Valve servers for people that don't want to play Halloween
> maps.
> > But that's the only reason.
> >
> > Equally though, you could say they've helped communities fill servers
> that
> > serve the other maps but you didn't.
> >
> > I've said it before you cannot make your server special or interesting
> > unless you DON'T want quickplay traffic.
> > (I would argue further that you cannot make it special or interesting at
> > all - but that is debatable perhaps whereas
> > for quickplay it's pretty much self-evident given the rules for adding a
> > server to the pool)
> >
> > There's no point otherwise. Quickplay means "I want the game Valve wrote
> > without any crap" - and, by definition, this makes all
> > the servers the same. If they aren't the same, as sometimes happens, then
> > quickplay sucks.
> >
> > And really, as I've said before, there's no point competing for this pool
> > of players. You're not going to gain anything
> > doing that. If there are more servers than people then you may as well
> put
> > your time and effort into something else.
> >
> > If you have an existing community then you ca

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

2013-11-07 Thread Erik-jan Riemers
Those are not always vanilla, and you cant just ssh or rdp into a community
system to check for things (from valve's perspective)


2013/11/7 1nsane <1nsane...@gmail.com>

> They should get that anyway as server crash dumps are uploaded to valve
> automatically via google breakpad.
>
>
> On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers 
> wrote:
>
> > Valve might actually have a big pool of servers around the world so that
> if
> > crashes occur they get enough feedback automaticly from the servers too..
> > (besides the ones we send in)
> >
> >
> > 2013/11/7 dan 
> >
> > > On 07/11/2013 01:14, Bjorn Wielens wrote:
> > >
> > >> seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of
> > >> numbers I'm going to re-raise my earlier point about valve actively
> > >> "skimming" the bulk of the quickplay traffic for themselves and
> leaving
> > >> barely anything for communities.
> > >>
> > >
> > > Anything for communities to do what?
> > >
> > > Seems fairly evident that if Valve servers are full then people either
> > > clicked quickplay or joined their servers directly.
> > > In neither case were the people specifically interested in joining your
> > > server or any other community one.
> > >
> > > Bearing in mind too that Valve run servers around the world. So there
> > > won't be "hundreds" of them competing with your local server.
> > >
> > > That said I think it was a pity they switched most (all?) of their
> > servers
> > > to Halloween maps because (a) it (mostly) sucks and (b) it doesn't
> > > leave any Valve servers for people that don't want to play Halloween
> > maps.
> > > But that's the only reason.
> > >
> > > Equally though, you could say they've helped communities fill servers
> > that
> > > serve the other maps but you didn't.
> > >
> > > I've said it before you cannot make your server special or interesting
> > > unless you DON'T want quickplay traffic.
> > > (I would argue further that you cannot make it special or interesting
> at
> > > all - but that is debatable perhaps whereas
> > > for quickplay it's pretty much self-evident given the rules for adding
> a
> > > server to the pool)
> > >
> > > There's no point otherwise. Quickplay means "I want the game Valve
> wrote
> > > without any crap" - and, by definition, this makes all
> > > the servers the same. If they aren't the same, as sometimes happens,
> then
> > > quickplay sucks.
> > >
> > > And really, as I've said before, there's no point competing for this
> pool
> > > of players. You're not going to gain anything
> > > doing that. If there are more servers than people then you may as well
> > put
> > > your time and effort into something else.
> > >
> > > If you have an existing community then you can run whatever you like.
> > > Valve won't take your players.
> > >
> > > But it makes no sense to call yourself a community if you don't have a
> > > full server of regular players that
> > > actually want to play on your server. Nor if your full server is just
> > > because quickplay has sent you a bunch of people.
> > > 24 quickplay players is not a community.
> > >
> > > --
> > > Dan
> > >
> > >
> > > ___
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> > > please visit:
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Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-11-07 Thread Erik-jan Riemers
Valve might actually have a big pool of servers around the world so that if
crashes occur they get enough feedback automaticly from the servers too..
(besides the ones we send in)


2013/11/7 dan 

> On 07/11/2013 01:14, Bjorn Wielens wrote:
>
>> seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of
>> numbers I'm going to re-raise my earlier point about valve actively
>> "skimming" the bulk of the quickplay traffic for themselves and leaving
>> barely anything for communities.
>>
>
> Anything for communities to do what?
>
> Seems fairly evident that if Valve servers are full then people either
> clicked quickplay or joined their servers directly.
> In neither case were the people specifically interested in joining your
> server or any other community one.
>
> Bearing in mind too that Valve run servers around the world. So there
> won't be "hundreds" of them competing with your local server.
>
> That said I think it was a pity they switched most (all?) of their servers
> to Halloween maps because (a) it (mostly) sucks and (b) it doesn't
> leave any Valve servers for people that don't want to play Halloween maps.
> But that's the only reason.
>
> Equally though, you could say they've helped communities fill servers that
> serve the other maps but you didn't.
>
> I've said it before you cannot make your server special or interesting
> unless you DON'T want quickplay traffic.
> (I would argue further that you cannot make it special or interesting at
> all - but that is debatable perhaps whereas
> for quickplay it's pretty much self-evident given the rules for adding a
> server to the pool)
>
> There's no point otherwise. Quickplay means "I want the game Valve wrote
> without any crap" - and, by definition, this makes all
> the servers the same. If they aren't the same, as sometimes happens, then
> quickplay sucks.
>
> And really, as I've said before, there's no point competing for this pool
> of players. You're not going to gain anything
> doing that. If there are more servers than people then you may as well put
> your time and effort into something else.
>
> If you have an existing community then you can run whatever you like.
> Valve won't take your players.
>
> But it makes no sense to call yourself a community if you don't have a
> full server of regular players that
> actually want to play on your server. Nor if your full server is just
> because quickplay has sent you a bunch of people.
> 24 quickplay players is not a community.
>
> --
> Dan
>
>
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Erik-jan Riemers
In the last half year to a year, all my quickplay servers died to almost 0
players on it. I assume its also because of the fast majority of servers
being put in to make money. All my NON quickplay servers are pretty full
and even more then it used to be. Now there might be a shift. I dont think
i will loose players if they add more non quickplay servers since thats a
pool of people that dont use quickplay in the first place.


2013/11/7 Todd Pettit 

> Agreed. but if the vast majority of players connect through quickplay and
> it cuts deeply in to server Ad revenue, which seems likely, then admins
> will be looking elsewhere and those are the logical places to go.
>
> - Original Message -
> From: "DontWannaName!" 
> To: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> Cc: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> Sent: Wednesday, November 6, 2013 8:02:21 PM
> Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
>
> A server can be listed in the browser and still be in quickplay...
>
> Sent from my iPhone 5
>
> > On Nov 6, 2013, at 3:55 PM, Todd Pettit  wrote:
> >
> > I am just saying there will be more because servers who were relying
> only on ads to fund their servers or generate revenue will surely move into
> those types of servers.
> >
> >
> > - Original Message -
> > From: "Aaron Thompson" 
> > To: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> > Sent: Wednesday, November 6, 2013 7:51:21 PM
> > Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
> >
> > There would be regardless if what valve does.
> >
> > Sincerely,
> > Aaron
> >> On Nov 6, 2013 6:50 PM, "Todd Pettit"  wrote:
> >>
> >> Yes and now there will be hundreds more jailbreak, freak fortress and
> >> trade servers for you to compete with.
> >>
> >> Good show indeed.
> >>
> >> - Original Message -
> >> From: "Aaron Thompson" 
> >> To: "Half-Life dedicated Linux server mailing list" <
> >> hlds_linux@list.valvesoftware.com>
> >> Sent: Wednesday, November 6, 2013 7:40:53 PM
> >> Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
> >>
> >> I wasn't so sure about this, and honestly doesn't affect me because I
> run
> >> trade servers and jailbreak, but it seems fine. If you join the server,
> you
> >> don't have to download any HTML junk and don't have to watch any
> ads...but
> >> if you like the server, save to favorites and reconnect you see whatever
> >> the HTML page is, depending on whether or not the client has HTML
> enabled.
> >> Guys, this is a victory for matchmaking clients who just want to play
> and
> >> not get spammed by the servers they join. I like it. Valve, please roll
> it
> >> out in a way that doesn't break the game and people like me are cool
> with
> >> the change #1. Good show!
> >>
> >> Sincerely,
> >> Aaron
> >>> On Nov 6, 2013 6:30 PM, "Robert Paulson" 
> wrote:
> >>>
> >>> From what I heard ads needed to be watched for X seconds before being
> >> paid.
> >>> Any communities that were reliant on ads being served to quickplay
> users
> >>> would have already shut down by now.
> >>>
> >>> This new limitation just seems to serve as an annoyance to perfectly
> >>> legitimate server owners rather than to kill off all ad supported
> >> servers.
> >>>
> >>> I hope there will be more people who share my views rather than
> thinking:
> >>> oh good Valve is going to shut down more of our competition.
> >>>
> >>>
>  On Wed, Nov 6, 2013 at 4:19 PM, N-Gon 
> wrote:
> 
>  Oddly enough, a handful of communities have been shut down because of
> >> the
>  recent changes. This one will affect a few more.
>  Can't say I'm saddened by this since those communities were cancer to
> >>> TF2.
> 
> 
>  On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson  > wrote:
> 
> > Can you tell us the reason for this change? Is there no other
> >> solution
> > rather than removing functionality from the game?
> >
> > The complaint before was forced ads. Servers cannot resend the MOTD
> >> to
> > quickplay players anymore so I don't understand why additional
>  restrictions
> > need to be introduced.
> >
> > HTML motds are superior to text motds even only shown at connection.
> >>> They
> > look better and they allow you to update the page without rebooting
> >> the
> > server. Especially when it comes to TF2 players, no one is going to
> >> pay
> > attention to an unformatted wall of text that could contain important
>  rules
> > or links to your website. With these new restrictions both the
> >> webpage
>  and
> > the text file needs to be maintained.
> >
> >
> > On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn
> > wrote:
> >
> >> It's something enforced by the client, and is a function of how
> >> they
> >> connected to tha

Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Erik-jan Riemers
then dont set "validate" in your tf.txt script when updating, and the
replay.cfg should go in your custom folder..

And again, the time they fixed the issues compared to last year we should
not be complaining.


2013/11/2 Daniel . 

> Why is every server restart validating the install, redowloading updates
> and removing the replay.cfg file since the update yesterday?
> Has any one else noticed this?
>
>
> 2013/11/2 Frank 
>
> > Every year is the same thing, we spend 2-3 days if not longer thru
> several
> > updates to fix issues from this and other large updates like it. Never in
> > the last few years have they ever extended the event just for this
> although
> > I agree I believe they should. Issue I have with just even asking is the
> > event itself was delayed way too long and too close to Halloween (which
> is
> > now gone). The Xmas update IMO should be released no later than the 2nd
> > week
> > of December to at least give the holiday feel as with most of us we can't
> > wait for the 25th to come and go - at least that is how I feel, too much
> > holiday food will kill anyone.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno
> > Garcia
> > Sent: Friday, November 01, 2013 10:04 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Eric,
> >
> > Due to issues with the server and client binaries these past two days:
> > shouldn't the Halloween event be extended for 2 or 3 more days to
> > compensate
> > the users?
> >
> > Sincerely,
> > Bruno
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Mandatory TF2 update released

2013-10-31 Thread Erik-jan Riemers
For whats its worth, it is better then last year. So i aint complaining.


2013/10/31 martin v 

> Valve (as always) fucked up everything. Money > players/servers
>
>
> 2013/10/31 Todd Pettit 
>
> > Yes, I am also getting occasional crashes on the new map.
> >
> > - Original Message -
> > From: "Saint K." 
> > To: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thursday, October 31, 2013 7:15:24 AM
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > We're still seeing crashes on our servers.
> >
> > Anyone else experiencing them?
> >
> > Saint K.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Thursday, October 31, 2013 2:33 AM
> > To: Half-Life dedicated Linux server mailing list (
> > hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
> > mailing list (h...@list.valvesoftware.com); '
> > hlds_annou...@list.valvesoftware.com' (
> > hlds_annou...@list.valvesoftware.com)
> > Subject: [hlds_linux] Mandatory TF2 update released
> >
> > We've released a mandatory TF2 update for Halloween. The notes for the
> > update are below. The new version is 1979503.
> >
> > -Eric
> >
> > --
> >
> > - Added new main menu character images for Scream Fortress 2013
> > - Fixed a server crash related to The High Five taunt
> > - Fixed neutral pumpkin bombs exploding with blue particles
> > - Fixed health on hit particle effect precache error
> > - Fixed client nTextureFrame < 0 warning spew in dev console
> > - Updated the round restart event to remove spells after playing in hell
> > - Updated plr_hightower_event to improve server stability
> > - Updated The Chicken Kiev so it can't be equipped with the Cold War
> > Luchador or the Large Luchador
> > - Re-enabled the crafting recipes for zombie costumes
> >
> > Notes missed from Monday's update:
> > - Updated the Vaccinator to use the reload key to cycle through resist
> > types
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Mandatory TF2 update released

2013-10-31 Thread Erik-jan Riemers
Indeed, normal servers are working fine "as far as i can tell"


2013/10/31 Andreas Willinger 

> Also experiencing those, all our "normal" (non-Halloween) Servers are
> working fine.
>
> -Ursprüngliche Nachricht-
> Von: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Saint K.
> Gesendet: Donnerstag, 31. Oktober 2013 13:07
> An: Half-Life dedicated Linux server mailing list
> Betreff: Re: [hlds_linux] Mandatory TF2 update released
>
> Apparently so. The other mails came in a little late.
> Saint K.
>
>
> Saint K. , 31/10/2013 12:56 PM:
> We're still seeing crashes on our servers.
>
> Anyone else experiencing them?
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, October 31, 2013 2:33 AM
> To: Half-Life dedicated Linux server mailing list
> (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
> mailing list (h...@list.valvesoftware.com);
> 'hlds_annou...@list.valvesoftware.com'
> (hlds_annou...@list.valvesoftware.com)
> Subject: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory TF2 update for Halloween. The notes for the
> update are below. The new version is 1979503.
>
> -Eric
>
> --
>
> - Added new main menu character images for Scream Fortress 2013
> - Fixed a server crash related to The High Five taunt
> - Fixed neutral pumpkin bombs exploding with blue particles
> - Fixed health on hit particle effect precache error
> - Fixed client nTextureFrame < 0 warning spew in dev console
> - Updated the round restart event to remove spells after playing in hell
> - Updated plr_hightower_event to improve server stability
> - Updated The Chicken Kiev so it can't be equipped with the Cold War
> Luchador or the Large Luchador
> - Re-enabled the crafting recipes for zombie costumes
>
> Notes missed from Monday's update:
> - Updated the Vaccinator to use the reload key to cycle through resist
> types
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
> ___
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>
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-10-31 Thread Erik-jan Riemers
When i had sourcemod on i believe it happens when it spawns a bot. But
indeed without addons same issue.


2013/10/31 martin v 

> There are still a lot of server crashes on pl_hightower_event.
> I've tried without addons folder and i was still crashing so this is not a
> sourcemod issue. EVERY SINGLE CRASH was while beeing in hell. My friends
> running other servers have the same issue - crash while in hell.
>
>
> 2013/10/31 Kyle Sanderson 
>
> > Were you guys able to fix the null model_t* trace-ray engine bug? I
> > encountered it last week in cstrike where a solid didn't have a collision
> > model, resulting in GetCollisionModel returning NULL. The initial generic
> > call in cstrike came from the unducks in movement. The dumps I've seen
> > (from TF pre-today update) have the same offset, so I'm largely assuming
> > it's the same. Presumably High Tower has/had a similar problem? It also
> > looks like guards are already present for a NULL vcollide_t *.
> >
> > The crashes I've encountered/seen are in bool
> > CEngineTrace::ClipRayToVPhysics( const Ray_t &, unsigned int,
> ICollideable
> > *, studiohdr_t *, trace_t * );. Other functions that deal with solids
> > appear to check for (and expect) a NULL model_t *.
> >
> > Thanks,
> > Kyle.
> >
> >
> > On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith 
> > wrote:
> >
> > > There was a typo in the last line of the notes. There was a missed note
> > in
> > > "yesterday's" update. We're still investigating issues as they come up,
> > so
> > > please report them as you find them.
> > >
> > > Thanks.
> > >
> > > -Eric
> > >
> > >
> > > -Original Message-
> > > From: Eric Smith
> > > Sent: Wednesday, October 30, 2013 6:33 PM
> > > To: Half-Life dedicated Linux server mailing list (
> > > hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
> > > mailing list (h...@list.valvesoftware.com); '
> > > hlds_annou...@list.valvesoftware.com' (
> > > hlds_annou...@list.valvesoftware.com)
> > > Subject: Mandatory TF2 update released
> > >
> > > We've released a mandatory TF2 update for Halloween. The notes for the
> > > update are below. The new version is 1979503.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > - Added new main menu character images for Scream Fortress 2013
> > > - Fixed a server crash related to The High Five taunt
> > > - Fixed neutral pumpkin bombs exploding with blue particles
> > > - Fixed health on hit particle effect precache error
> > > - Fixed client nTextureFrame < 0 warning spew in dev console
> > > - Updated the round restart event to remove spells after playing in
> hell
> > > - Updated plr_hightower_event to improve server stability
> > > - Updated The Chicken Kiev so it can't be equipped with the Cold War
> > > Luchador or the Large Luchador
> > > - Re-enabled the crafting recipes for zombie costumes
> > >
> > > Notes missed from Monday's update:
> > > - Updated the Vaccinator to use the reload key to cycle through resist
> > > types
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-23 Thread Erik-jan Riemers
" One cheater is one too many" regardless if we are talking about ban
happy admins.
I run css and tf2 servers, in my sourcebans I've got now since 2008 about
16.000 bans. (these are the perm bans) let us say for the sake of arguing,
that only 50% is a real cheater. That still leaves 8000 cheaters..

Don't know about you, but that's a lot of havoc in my eyes. Too much, but
from the way things are going it will always stay that way sadly. Whenever
someone builds a nice anti cheat thing, the other side will just decode it
or something and find a way against it. Has always been like that.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David
Fountain
Sent: donderdag 24 oktober 2013 8:37
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

More toned than not people call someone a cheater simply because they
don't understand how they were seen because they didn't see their
attacker.

If you ask me. Make your own server and ban who you don't want playing.
Simple as that then no one can bitch when your servers empty because
you're ban happy lol

SavSin
On Oct 23, 2013 10:48 PM, "Todd Pettit"  wrote:

> One cheater is one too many. One cheater with name changer, aimbot and
> speed hack can clear out a server in minutes. Most cheaters prefer to
> be more subtle and use wallhacks and if you are not using SMAC or
> something else than you have no clue how many there are but I can damn
> well guarantee you have more than one. I thought the same thing till I
> installed SMAC. I suspected a few players but I caught hundreds within
> days. If you aren't checking for cheaters you have cheaters and any
cheaters is too many.
>
> - Original Message -
> From: "dan" 
> To: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> Sent: Thursday, October 24, 2013 12:06:12 AM
> Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.
>
> On 21/10/2013 16:46, 1nsane wrote:
> > It did happen. There was a noticeable increase in hackers,
> > especially on servers that don't have admins on all the time. Such as
valve's own.
>
> Valve's EU servers are certainly not havens for cheaters ime.
>
> There are a few cheaters but it's a tiny percentage.
>
> It's not even one cheater per server. If it was then I wouldn't be
> able play the game (i.e if a cheater joins I find another server. But
> if every server had just one cheater on it then I couldn't do that -
> there'd be literally nowhere to play)
>
> And that has never happened. I've never had to search for a server
> that didn't have a cheater on it.
> I've never even done something like jump to 3 or 4 different servers
> because they've all had cheaters on. Most days I don't see any.
>
> So, if we focus on 24 man servers for a second we can conclude the
> number of cheaters on 24 man servers is probably less than 1/24 of the
> player base - and I would argue significantly less than that.
>
> See, I don't think people care about it that much. In most activities
> people generally want to get better at it. You see a group of guitar
> players or pianists and they want to get better. People that draw
> pictures usually do it to get better at it. Gamers, in general, are
> not interested in getting better. They crave mediocrity.
>
> If you're below mediocre, to them "you're a noob" but if you're better
> than average they'll hate you for it.
>
> Why would anyone with that mindset cheat? And it's the mindset, I'd
> say, of at least 90% of the TF2 pub community. They are happy being
> crap at the game and will often say things to that extent like "I only
> play for fun" or "No one's interested in capping the point / capturing
> the intel / what the score is"
>
> They want roughly to be on par with the other players. They want to
> blame the weapon / class / lag for every death and they want everyone
> to crave the same level of mediocrity they have reached and then
> stopped at once they reached it.
>
> As a few of you have noted cheating is cheap (it's always been cheap,
> it's just cheaper now) and it's trivial and easy to do (to the point
> where calling it hacking seems ridiculous.
> That would make someone who flushes the toilet after having a dump a
> hydro engineer or something)
>
> Yet, self-evidently, few choose to do it. Indeed, you want this
> feature because you want to ban what is effectively the same guy
> creating lots of accounts for himself.
> That in itself suggests that cheating is not rife.
>
> Because if lots of people cheated then it wouldn't matter if you could
> stop one person from creating numerous accounts or not. It would be
> like banning a bad driver from the roads. Which makes no real
> difference because there are literally millions of incompetent drivers
> and more join the roads every year.
>
> If there was a high percentage of cheaters you may as well just switch
> all 

Re: [hlds_linux] Now that halloween is coming for TF2

2013-10-10 Thread Erik-jan Riemers
I have to agree with ics. Regardless if it has to go to github. A mention
here doesn't hurt anyone. (add an option to turn the thriller taunt off too
and yes there is a plugin for that too)


2013/10/10 Rudy Bleeker 

> Feature requests should be done on Valve's github, where they track all
> issues and feature requests for their games. This mailinglist is for
> announcements from Valve and arguably also for discussions about the games
> for us server maintainers.
>
> https://github.com/ValveSoftware/Source-1-Games
>
>
> On Thu, Oct 10, 2013 at 8:15 AM, ics  wrote:
>
> > What part of option you didn't understand? Let's not make this a forum
> > thread. I just submitted a request, you didn't like it, fine. I respect
> > your opinion but there is no need for further discussion about this
> issue.
> >
> > -ics
> >
> >
> > Carl kirjoitti:
> >
> >  Killing people on the enemy team is almost the entire reason to play the
> >> game.
> >>
> >> Even so, if during the Halloween event both sides can't work together,
> >> then they didn't really display the teamwork to be worthy of the
> >> achievement.
> >>
> >> On 10/9/2013 10:23 PM, ics wrote:
> >>
> >>> Now that halloween is coming for TF2, can we please this year get a
> cvar
> >>> option to disable killing of the enemy team on a server when boss
> appears?
> >>> If the boss is like merasmus, it's very hard to achieve anything
> because
> >>> there is always one, two or three wiseguys ruining others fun. If the
> boss
> >>> is pumpkinhead, killing should be rather easy anyway so it would made
> the
> >>> cvar obsolete.
> >>>
> >>> I was asked last year why can't i make it so that others wont be able
> to
> >>> kill you while boss is on since majority of the servers where trying
> to get
> >>> merasmus down level by level and always there was few guys making it
> >>> impossible.
> >>>
> >>> Thanks for consideration.
> >>>
> >>> -ics
> >>>
> >>> __**_
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
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> >>>
> >>
> >>
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> >>
> >
> >
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>
>
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>   - Floyd Dell
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-09-05 Thread Erik-jan Riemers
i think in order of "work" the idea of mckay would be the simplest for
valve to implement. we can only hope they would give some kind of statement
if they will introduce this, and when not, why?

I've got pretty much every server registered except 24/7 custom maps but i
have no problem registering those too if it adds benefit.


2013/9/5 Doctor McKay 

> The idea of assigning a server a Steam ID is an interesting one, but we
> actually already have a system for this, at least in TF2. If a server is
> logged in to Steam, then when you favorite it you could actually favorite
> the server's account ID. Then the favorites list would retrieve the
> server's current address from Steam based on the account ID.
>
> This could also be an additional benefit to registering your server beyond
> just Quickplay participation (which is only relevant if you're not running
> custom maps/mods) and event participation (which is only relevant about two
> weeks out of the year).
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Thu, Sep 5, 2013 at 9:14 AM, Mart-Jan Reeuwijk  >wrote:
>
> > yeah, problem is, brick wall in front of that guy.
> >
> > If I have a bunch of favorited servers, and a server drops off due a IP
> > change, that server wont see me back. For:
> > A: I'm not even aware the server is gone, unless its a special mod that I
> > like.
> > B: As I have enough other favorites, I wont be searching for servers in
> > the internet tab.
> > Majority of servers out there run mandatory Pinion nowadays, so searching
> > for new servers is a pain anyways.
> >
> > And NO, I'm NOT looking for EMPTY servers. So I sort on # of players on
> > it, and look for a map I like.
> >
> > But the most important question is: Would I like to keep the server in my
> > Fav's, regardless of their IP?
> >
> > And the answer is yes, for once they made it to my favs, the server
> proved
> > to me to not be a bad one (pinion R**e, lag, crap plugins, etc)
> > That is the purpose of my Favorites to me: get back to servers that
> didn't
> > make me a bad experience. If one such changed, for example add Pinion,
> and
> > I didn't like it anymore, I leave and remove it from favs...
> >
> > That is the "special" part of having a Favorite server list, those
> servers
> > earned to be there.
> >
> >
> >
> >
> > >
> > > From: martin v 
> > >To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > >Sent: Thursday, 5 September 2013, 7:23
> > >Subject: Re: [hlds_linux] Add something to the game so that server ops
> > can ban HWID too.
> > >
> > >
> > >Let's don't let this topic die.
> > >
> > >
> > >2013/8/28 dan 
> > >
> > >> On 26/08/2013 04:07, Mart-Jan Reeuwijk wrote:
> > >>
> > >>> I do not agree on your assumption.
> > >>>
> > >>> Most players use their favorites, they have a bunch of them in there,
> > for
> > >>> various mods within the game.
> > >>> Personally, I have like 80-100 servers in there, I really wouldn't
> > notice
> > >>> a server dropping off cos they changed IP.
> > >>>
> > >>
> > >> Well you wouldn't really have to notice it would you? Most of the time
> > >> Robert must be crying because
> > >> you're not on his server you're on one of the other 99 in your
> > favourites
> > >> list. So your argument
> > >> doesn't really solve Robert's problem does it? He wants you to have
> one
> > >> favourite server - his.
> > >>
> > >> Please, at least use some common sense before replying.
> > >>
> > >> What assumption do you disagree with? I'm saying in order to have 100
> > >> servers in your faves list
> > >> you must have found and joined those servers at one point without them
> > >> being in that list. You cannot argue
> > >> with that, it's a simple fact.
> > >>
> > >> So, if you've only 99 servers (and it's clear you don't know if you
> have
> > >> 80 or 100) panic!
> > >> No don't panic, do exactly what you did to find those 99 servers to
> find
> > >> the missing one.
> > >>
> > >> Or just play on one of the other 99.
> > >>
> > >> It's clear from your point of view there are far more servers than
> > you'll
> > >> ever have the time to play on
> > >> even if you spent 24 hours a day playing tf2. There will always be
> empty
> > >> servers if there
> > >> are more servers than people. Valve can't do anything with DNS to
> change
> > >> that.
> > >>
> > >>
> > >>
> > >>  As there are enough other servers to play on, I would not need to
> > "find"
> > >>> that server again in the server browser. I just go to another
> favorite
> > >>> server. Why? See pinion story, most non-favorited has pinion in a
> very
> > >>> intrusive way enabled.
> > >>>
> > >>
> > >> Exactly. There's nothing special about servers. Nothing at all that
> > makes
> > >> them worth chasing rather than playing on a new one
> > >> or a different one. Nothing that makes much sense adding 100 of them
> to
> > >> "favourites". You can find another server to play on as easily as
> > >> you found a serve

Re: [hlds_linux] Mandatory TF2 update released

2013-08-29 Thread Erik-jan Riemers
i sure hope its not your *.ain files that are corrupt in the maps folder.
Delete those and update and try again. (not saying it will fix it, but it
could)


2013/8/29 ics 

> Re-install steamcmd to another folder (fetch new package and install it)
> and then update your game. Then run with option validate again.
>
> That really sounds like incomplete installation.
>
> -ics
>
> Valentin G. kirjoitti:
>
>  As I already said: SM is not the cause of the issue. It's the same with
>> and
>> without SM or Metamod, and I already have all the newest versions.
>>
>> We have narrowed it down to prop_static's with VPhysics as their solid
>> type. Something weird in the collision engine?
>>
>>
>> On Thu, Aug 29, 2013 at 5:47 PM, ElitePowered . > >wrote:
>>
>>  Try updatind sm and mm
>>>
>>>
>>> On Thu, Aug 29, 2013 at 11:22 AM, Valentin G. 
>>> wrote:
>>>
>>>  Debian Squeeze here too btw. CPU is AMD FX-8120


 On Thu, Aug 29, 2013 at 11:41 AM, Valentin G. 

>>> wrote:
>>>
 One of my regulars just informed me that the non-solid props issue also
> hits other maps:
>
>
>
>  http://cloud.steampowered.com/**ugc/631916199048049949/**
>>> B9932C1908A32D8656DA1A289EDB06**8805E38627/
>>>
 Here he just walked into one of the containers in granary and was then
> able to shoot from within. Really annoying.
>
>
> On Thu, Aug 29, 2013 at 6:50 AM, Todd Pettit  wrote:
>
>  I just tried to raffle off some free hats and half the people can't
>>
> trade

> now after the steam updates and neither can I.
>>
>>
>> - Original Message -
>> From: "bl4nk" 
>> To: "Half-Life dedicated Linux server mailing list" <
>> hlds_linux@list.valvesoftware.**com
>> >
>> Sent: Wednesday, August 28, 2013 10:11:17 PM
>> Subject: Re: [hlds_linux] Mandatory TF2 update released
>>
>> Hah, I just got done making a video using that same exact staircase as
>>
> an

> example. This is definitely a big problem, as it makes lots of props
>> non-solid. I just ran a validate check, and nothing was missing or
>> corrupt,
>> so I don't think that's the problem. My server(s) are running on
>>
> Debian
>>>
 Squeeze.
>>
>>
>> On Wed, Aug 28, 2013 at 10:02 PM, Valentin G. 
>> wrote:
>>
>>  Our clipping issue is still present, even after multipe restarts and
>>>
>> todays
>>
>>> update. With and without MM/SM.
>>>
>>> This is how it looks like:
>>>
>> https://www.youtube.com/watch?**v=gclswvK9NhY

> Any ideas?
>>>
>>>
>>> On Thu, Aug 29, 2013 at 3:24 AM, ElitePowered . <
>>>
>> elitepowe...@gmail.com

> wrote:
 We're getting a HUGE amount of lag after update.


 On Wed, Aug 28, 2013 at 9:14 PM, Russell Smith <

>>> ve...@tinylittlerobots.us
>>>
 wrote:
> Still seeing console spam with these errors on server launch and
>
 restart
>>>
 after todays update:
>
>
> Tried to Seek NULL file handle!
> Tried to Seek NULL file handle!
> FS:  Tried to Read NULL file handle!
> FS:  Tried to Read NULL file handle!
>
>
> On 28.08.2013 17:26, Eric Smith wrote:
>
>  We've released a mandatory update for TF2. The notes for the
>>
> update

> are below. The new version is 1886191.
>>
>> -Eric
>>
>> --
>>
>> - Fixed the Linux dedicated server failing to run on older
>>
> Linux
>>>
 versions

> - Fixed the HUD 3D Character causing other HUD items to
>>
> sometimes
>>>
 disappear
>> - Fixed a client HUD crash when Spies disguise as class that
>>
> has
>>>
 a

> non-active weapon like the Chargin' Targe
>> - Fixed an outdated tip for the Quick-Fix
>> - Fixed a shadow bug for the Warrior's Spirit
>>
>> ___
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>> 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/**

Re: [hlds_linux] TF2: New 3D character portraits cause issues with action slot items

2013-08-29 Thread Erik-jan Riemers
I am sure this is a bug, even the engy can go into "build" mode on respawn.
Constantly have to change weapon when you eureka away.


2013/8/28 Gordon Reynolds 

> I like to keep my Halloween Goodie Cauldron, or the Manniversary Package
> equipped, I hope this won't use it!
>
>
> On Wed, Aug 28, 2013 at 2:37 PM, Ross Bemrose  wrote:
>
> > So, apparently the new 3D character portraits cause players to
> > automatically use their action slot items when they spawn.  For some
> reason
> > they don't do the animation parts of it, but the sounds still play.
> >
> > Why am I mentioning this on the server mailing lists?  Because if a
> server
> > forces a player to equip an item their class usually can't equip, they
> > repeatedly use the action slot item.  Needless to say, if the player has
> > one of the taunts equipped, this breaks Randomizer; Vs. Saxton Hale;
> Freak
> > Fortress 2; and other game modes that rely on custom items.
> >
> > __**_
> > 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>
> >
>
>
>
> --
> - Gordon Reynolds
> ___
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Re: [hlds_linux] Mandatory TF2 update released

2013-08-28 Thread Erik-jan Riemers
Have not checked my servers playwise, but they are all started and
running. Debian though. No errors so far.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: woensdag 28 augustus 2013 8:47
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

./srcds_linux: symbol lookup error: bin/libtcmalloc_minimal.so.4:
undefined
symbol:
_ZZN22TCMallocImplementation16GetFreeListSizesEPSt6vectorIN15MallocExtensi
on12FreeListInfoESaIS2_EEE14kLargeSpanType


2013/8/28 Peter Reinhold 

> On 28.08.2013 07:21, Peter Reinhold wrote:
>
>  Seeing these, and servers just crash after update
>>
>> --
>> ./srcds_linux: error while loading shared libraries:
>> bin/libtcmalloc_minimal.so.4: ELF file OS ABI invalid Add "-debug" to
>> the ./srcds_run command line to generate a debug.log to help with
>> solving this problem Wed Aug 28 08:18:15 CEST 2013: Server restart in
>> 10 seconds
>> --
>>
>> Centos 5.9, 32 bit
>>
>> Anyone else experiencing this, and maybe have a fix?
>>
>
> Interestingly, there are no problems on my other box, which is a 64
> bit Centos.
>
>
> /P
>
>
> __**_
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> please visit:
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> 
>
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Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam community group associated with a server.

2013-08-27 Thread Erik-jan Riemers
There is nothing wrong with showing the website to steam group when you
type !join.

But other than that, since steam groups are not bound to servers for
instance, the "benefit" for the end user has little value these days.
(unlike in l4d2, even though everybody abuses the steam groups that nobody
at valve ends will fix :) )

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasel
Sent: woensdag 28 augustus 2013 7:56
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam
community group associated with a server.

[Feature Request] [TF2] User-initiated join to Steam community group
associated with a server.

Primarily oriented to TF2, but would be nice for any SCRDS (and HLDS?)
game server?

There are several servers out there that have managed to setup an
automated Steam Community Group invite whenever a player joins the server
that doesn't already belong to the group.

I have been tempted to setup something like that myself, but haven't for
several reasons:
1) The way its being done is probably against Valve's terms-of-service.
2) As a player, I hate getting group invite spam.
3) I would prefer something USER-INITIATED.

However, there is IMH(f)O, good reason to make finding and joining a group
associated with a server easier for players:
1) Most users a idiots who can't read and correctly type a URL.
2) There is currently no easy way to do this in-game (i.e. inside TF2 for
example).
3) Many serves link Steam group membership to extra in-game features.
4) It drives the utilization of Steam community groups - instead of just
being meaningless garbage.

What I would like to see is perhaps an extension of the "registration"
system that TF2 already uses, with enhancements such as this:
1) Add an in-game command that players can use to initiate their own
request to join a particular group - with the game automatically knowing
what group is associated with the server they are playing-on.  Maybe like
on the menu, or bind to a key or, better-yet as an in-game chat-trigger
("!join" or "!invite") or something like that.
2) The game client gets the information from Steam or from the server.
Either as another CVAR that server operators set, or better yet by
automatically using the Steam user that the server is "registered" to -
and automatically using that Steam account's "primary group".

Anyway, posting this in the GitHub and on the HLDS mailing list.

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Re: [hlds_linux] l4d2 update

2013-08-27 Thread Erik-jan Riemers
I dont know what changed, but i checked the steam api url for out of date
and that triggered my tools yesterday.


2013/8/27 wickedplayer494 . 

> If you saw it on either SteamDB or SteamPing, it might be a mystery.
> However, the SteamDB page for 550 (
> http://steamdb.info/app/550/#section_history) only shows "Changed
> changenumber – 267715 › 272381" and no branch updates. Usually, this means
> that only something server-side was changed in the changelist 272381
> involving L4D2, meaning that the game's actual content wasn't updated.
>
>
> On Tue, Aug 27, 2013 at 1:06 AM, Erik-jan Riemers 
> wrote:
>
> > So i noticed a l4d2 update yesterday, what was the change?
> >
> > Appcode 550 does not show changes..
> >
> > Cheers,
> >  Erik
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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[hlds_linux] l4d2 update

2013-08-26 Thread Erik-jan Riemers
So i noticed a l4d2 update yesterday, what was the change?

Appcode 550 does not show changes..

Cheers,
 Erik

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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread Erik-jan Riemers
If valve stores the hwid, it would be much nicer to just ask "What other
steamid's does this user use too?" and valve could reply, not even sending
out the hwid to the middle person.
We could query that as a api service, and would also help with trade
banning and the likes or ban evasion. Sure it might be more traffic, but
in the end if the storm calms down, so will that (until they "cheaters"
find something new)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert
Paulson
Sent: maandag 26 augustus 2013 0:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Add something to the game so that server ops can
ban HWID too.

For those of you who don't pay attention to his posts for the past couple
of years, the line of thinking from dan needaxeo goes something like this:

"Once I put up a plain server and no one joined it because everyone else
cheats and they couldn't possibly have a better server. So any
improvements especially those helping non-Valve servers should be ignored
because it helps cheaters trick players. Also every player thinks the same
way I do so no one ever has a reason to join any server over a Valve
server."

I don't know how many times I have to repeat this but you can make all the
"logical" assumptions you want and assume that most players are smart and
aren't lazy (lol?). It just doesn't line up with reality which is why
people keep requesting DNS.

If there was nothing special about any particular server in the first
place then there wouldn't be a large population drop every time the IP
changed.


On Sun, Aug 25, 2013 at 2:51 PM, Eli Witt  wrote:

> past time to take this off the mailing list, thanks in advance you two.
>
>
> On Sun, Aug 25, 2013 at 5:18 PM, dan  wrote:
>
> > On 25/08/2013 21:50, Robert Paulson wrote:
> >
> >> You can keep arguing about how "logical" your thinking is but it
> >> doesn't matter because it doesn't line up with reality. I've seen
> >> this problem affect dozens of servers, even those that are totally
> >> off quickplay such as Azelphur's Surf server.
> >>
> >
> > Who cares?
> >
> > If "most users" (and let's face it, most users have never and will
> > never connect to your server)  are really as stupid as you hope (and
> > as I said, if you think you know how to do something that a lot of
> > people don't then you've got a rude awakening coming up at some
> > point in your life) then clearly they find another server to play
> > on.
> >
> > What do you imagine they do? Sit in a pool of tears wondering where
> > your server went?
> >
> > Do you not have a web site or a server? You know a server that can
> > run plugins and pop up information, on the MOTD and so on?
> >
> > Perhaps a lot of servers find their users switched off MOTD because
> > they used it for something no one wants to read.  (Of course your
> > users won't have switched it off because they are all, according to
> > you, conveniently too stupid to do anything)
> >
> > So, you know, if /you/ can't find or join a server feel free to ask
> > and we'll talk you through the process, But don't sit there trying
> > to kid the list that most users are dumb.
> >
> > If you're really struggling to think of ways of communicating that
> > you
> are
> > changing
> > ip address to the small group of people that use your server
> > regularly, again, ask away for ideas.
> > But don't sit there trying to kid us that you cannot fix your broken
> > server without this feature.
> >
> > If a server empties when it changes IP then self-evidently there was
> > nothing particulary special about that server.
> >
> > Personally, I cannot think of a single server on the TF2 list that
> > has
> any
> > characteristic that would make me join it rather than another.
> > Except stuff like ping and the network connection to it, and whether
> > it's got people on it and whether it's running a map I want to play.
> > You know, all the stuff that the server browser tells you when you
> > search for a server.
> >
> > So, perhaps I join servers from history, perhaps I join from them
> > from
> the
> > main server list. The point
> > is, if one server disappears it doesn't make diddly squat difference
> > to the game. There are plenty of other servers. OTOH, if a new
> > server appears, I'm as likely to play on that as any other.
> >
> > Whereas you are trying to kid us that a server that is getting
> > ddosed or that is on a crap host with lag spikes doesn't matter
> > because your dumb users put up with it? Yet that's the reason you
> > want the feature?
> > Start talking sense.
> >
> > --
> > Dan
> >
> >
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
> > ux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
> __

Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread Erik-jan Riemers
About finding servers easy, use sv_tags. You can search on tags, so in our
case they search for "lz" and find all our servers in the browsers easily.

Given, I've mentioned the whole dns entry I think 2 or 3 years ago. People
suggested multiple solutions, all great but none of them ever made it.
Would be easy if you register your server, to add an extra entry called
"host" or something which gets stored at valve's place. (I think we can
all cope with not storing the port too)

We also use subdomains, but that’s hardly used by anyone.  Most people
either search on the tag or come random.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
Reeuwijk
Sent: zondag 25 augustus 2013 1:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Add something to the game so that server ops can
ban HWID too.

That is not what they mean. They mean that the client saves it by DNS name
like

srv1.community.xxx:27015
srv1.community.xxx:27020
srv2.community.xxx:27015
etc
instead that that gets resolved to IP, and then saved as a IP:port in the
server list. They want the clients to save it by URL:port, so moving to a
new hardware server won't lose their players.

I rather see that comm's can add servers by IP to their Steam group, and
that those get into a tab in the steam browser for easy finding their
servers.

Let the client be able to enable or disable this (choose default
opt-in/opt-out, then per group in or out), so ppl with a huge list of
groups can opt out default, and include only a few groups, and ppl who
have few groups can opt in and exclude a few groups.

Server owners can easily update the list of servers, Valve can verify
quite easily on their backend if its really a server, and it solves all
problems with "saving" servers in the favorites, for they can go to that
tab, favorite all they want, and get on.




>
> From: ElitePowered . 
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Sunday, 25 August 2013, 1:01
>Subject: Re: [hlds_linux] Add something to the game so that server ops
can ban HWID too.
>
>
>You can just use subdomains.
>
>
>On Sat, Aug 24, 2013 at 6:53 PM, Nomaan Ahmad 
wrote:
>
>> I agree with the domain suggestion.
>>
>>
>> On 24 August 2013 23:09, Robert Paulson  wrote:
>>
>> > When is the whining about Pinion going to stop? Valve already made
>> > it so players who join through matchmaking cannot have forced ads.
>> > Since they require 100% completion there's almost no chance of
>> > getting paid from quickplay players.
>> >
>> > I'd rather Valve focus on more important issues such as saving
>> > servers by domain name.
>> >
>> > How many of you are stuck on old hardware or a host going down the
>> > toilet because changing IPs would kill off your population? How
>> > many of you need DDoS protection but can't because proxying from a
>> > new IP would result in more player loss than a DDoS?
>> >
>> > This feature is applicable to every game that uses the browser, and
>> > would be beneficial to both players and server owners. This is what
>> > Valve
>> should
>> > be working on next.
>> >
>> >
>> > On Sat, Aug 24, 2013 at 1:31 PM, Mart-Jan Reeuwijk
>> > > > >wrote:
>> >
>> > >
>> > > That would only work if that would be a form of tracking number
>> > > instead
>> > of
>> > > the HWID itself, for HWID's can be influenced, so if the hacker
>> > > or w/e changes it, it should not have a big impact on
>> > > tracability, multiple
>> > HWID's
>> > > would then be linked to a tracking ID, for they can attempt to
>> customize
>> > > MAC addresses, reinstallation with different OS's, adjusting
>> > > driver versions etc, or w/e the combination of things is they use
>> > > for
>> > generating a
>> > > HWID.
>> > >
>> > > Tbh, its a lot of work for some Valve themselves doesn't see much
>> benefit
>> > > from.
>> > >
>> > > Maybe the discussion would have to be focused on the advantages
>> > > for
>> Valve
>> > > to implement it, in their user experiences and the monetary ROI.
>> > > (apart from the whining of us about alts being a problem, for I
>> > > rather see the pinion crap end.)
>> > >
>> > >
>> > >
>> > >
>> > > >
>> > > > From: Scruppy Dawg 
>> > > >To: Bjorn Wielens ; Half-Life dedicated Linux
>> server
>> > > mailing list 
>> > > >Sent: Saturday, 24 August 2013, 13:50
>> > > >Subject: Re: [hlds_linux] Add something to the game so that
>> > > >server ops
>> > > can ban HWID too.
>> > > >
>> > > >
>> > > >As long as Valve stores the HWID for each SteamID then they
>> > > >could make
>> > > that
>> > > >available as a banning mechanism to server ops without exposing
it.
>> They
>> > > >would just have to add something to the Steam authentication
>> > > >when you
>> > join
>> > > >a server and check that HWID against your banned list.
>> > > >
>> > > >I would ban a SteamID and add the option that I want 

Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers?

2013-08-11 Thread Erik-jan Riemers
Or auto blacklist that server, would be my preference.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
Reeuwijk
Sent: maandag 12 augustus 2013 3:47
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Uh, so are we going to take care of all these
fake player servers?

Yeap, and any excess players reported by the server can be reported as
"Bot".




>
> From: Saul Rennison 
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Monday, 12 August 2013, 2:18
>Subject: Re: [hlds_linux] Uh, so are we going to take care of all these
fake player servers?
>
>
>That would be the most sensical solution to the problem. Let Steam report
currently connected clients to the master that is updated when clients
authenticate with servers.
>
>On Mon, Aug 12, 2013 at 12:41 AM, Drogen Viech
>
>wrote:
>
>> Why not just count the amount of players on valves end and then send
>> that along with the server list? Or would that take up too much
>> computing power on valves servers?
>> 2013/8/1 Scruppy Dawg :
>>> 209.22.16.210 in the original post should have been 209.222.16.210
>>>
>>> Thanks for acting on the others.
>>>
>>>
>>> On Thu, Aug 1, 2013 at 2:08 PM, ics  wrote:
>>>
 I shall take back what i said.

 -ics

 ics kirjoitti:

  Fakeplayers aren't the only issue. I've reported another community
that
> recently got banned due to abusing quickplay rules. They changed
> IP-addresses to circumvent the ban. But no one seems to care at
> Valve end about it.
>
> This is no witchunt but it sucks that another server next to yours
> is sucking off players from the system that could be playing on a
> server that doesn't violate rules.
>
> -ics
>
> D Bauhmz kirjoitti:
>
>> Hate to be pushy and seem impatient but these servers have been
>> reported for a few weeks now.
>>
>>
>>     - 173.234.142.122
>>     - 209.22.16.210
>>     - 174.34.172.202
>>     - 173.208.108.250
>>     - 173.208.123.42
>>     - 108.61.31.154
>>
>> That's taken from this reddit post
>> http://www.reddit.com/r/tf2/**comments/1j6r6x/the_fake_**player_p
>> roblem/> er_problem/>
>>
>> I just counted and it appears there are 92 servers doing this.
>> ElitePowered
>> (http://community.**elitepowered.com
>> )
>> is the community behind all of these blank hostname servers.
>>
>> You can verify this through the MOTD. Here is an image of the
>> relevant part from the MOTD source:
>>
>> http://i.imgur.com/nikM45b.png
>>
>> I know one could potentially fake this by creating an
>> elitepowered account with Pinion, but elitepowered has already
>> been known to do this sort of thing. They bought out
>> thebattlegrounds after they got delisted for doing this too.
>>
>> What is Valve doing about this? If servers can make all this
>> money off running multiple advertising networks on their server
>> with fake clients for months before Valve acts then I see no
>> reason why more communities shouldn't be doing it.
>>
>> Here is a screenshot of all the servers in the server browser:
>>
>> http://i.imgur.com/0H8Ifs2.png
>>
>> If you want to verify this, join one of the 16/24 servers and
>> view the output of status/ping. Or you can just watch the obvious
>> bots posing as humans and tricking Quickplay.
>> __**_
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>> archives, please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_
>> linux> s_linux>
>>
>
>
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> inux linux>
>


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 nux

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Re: [hlds_linux] TF2 Saxton Hale Segmentation Faults

2013-08-11 Thread Erik-jan Riemers
https://forums.alliedmods.net/showpost.php?p=2010501&postcount=4004

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Kester
Sent: zaterdag 10 augustus 2013 3:29
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 Saxton Hale Segmentation Faults

My usual google-fu isn't turning up anything.  Running on 64 bit Debian,
kernel 2.6.32-19-pve.  Attached is the debug.log for the two times the
server gives a Segmentation Fault in Saxton Hale (v.1.42).

We've isolated it to the server crashes when Saxton Hale kills an
opponent.

Any help is appreciated, I can provide more information as needed, just
let me know.
--
Thanks,

Andrew Kester

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Re: [hlds_linux] Packet Sizes?

2013-07-15 Thread Erik-jan Riemers
There where some easy exploits out there, which got fixed by DAF on
sourceop, but i have not seen any activity around it or what its replaced
by for that matter. Don't know if this is inside SMAC from sourcemod too.

Either way, the ddos I usually get also slows done by ssh connections
speed, so its just a DOS on the connection , not the server alone.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Vitor F. -
Killall
Sent: maandag 15 juli 2013 22:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Packet Sizes?

Less than 32 bits is invalid, i think.

I am using this rule: iptables -A INPUT -p udp --destination-port
27000:27040 -m length --length 0:32 -j DROP


2013/7/15 PAL-18 

> My game servers have been getting DDOS'd lately and im getting DDOS
> protection put in place and i need to know the valid size of UDP 27015
> for SRCDS servers. Does anyone know this information? Hopefully
> someone from Valve?
>
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Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-14 Thread Erik-jan Riemers
Although helpfull in some cases (Called throttle these days) you do need
to understand what happens. I don't always get that, but I am no dev.

The Mvm still crashes a lot compared to before, they usually die on below
error, but that only tells me something about buying an upgrade.

server_srv.so!ApplyUpgrade_Default(CMannVsMachineUpgrades const&,
CTFPlayer*, CEconItemView*, int, bool) + 0x1f0
server_srv.so!CUpgrades::ApplyUpgradeToItem(CTFPlayer*, CEconItemView*,
int, int, bool, bool) + 0xe7
server_srv.so!CTFPlayer::ReapplyPlayerUpgrades() + 0x12c
server_srv.so!CTFPlayer::ManageRegularWeapons(TFPlayerClassData_t*) +
0x648
etc etc

Only thing I can gather from it, seems to be a server issue :)

Where as a:

sourcemod.2.ep2v.so!CNativeOwner::GetMarkSerial() [NativeOwner.cpp:15 +
0x0]
sourcemod.2.ep2v.so!ShareSystem::BindNativesToPlugin(CPlugin*, bool)
[ShareSys.cpp:346 + 0x10]
sourcemod.2.ep2v.so!CPluginManager::TryRefreshDependencies(CPlugin*)
[PluginSys.cpp:1511 + 0x1b]
sourcemod.2.ep2v.so!CPluginManager::RunSecondPass(CPlugin*, char*,
unsigned int) [PluginSys.cpp:1475 + 0xf]
etc etc

Would seems to be a sourcemod issue. But that's just my simple
understanding.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: zondag 14 juli 2013 10:15
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

Install the Accelerator extension for SourceMod to easily view your crash
dumps later on.
On Jul 14, 2013 4:06 AM, "ics"  wrote:

> I just ment it went down once for some reason, which now turned out to
> be stalemate related crash. Srcds boots up 10 seconds after crash on
> linux anyway but I just ment i can't look after the server all the
> time and investigate what caused the crash.
>
> -ics
>
> Jeremy Visser kirjoitti:
>
>> On 12/07/2013, at 12:24 AM, ics  wrote:
>>
>>> I run a server with process only 24/7 for now and its crashed
>>> atleast once today. I was at work and unable to monitor it but one
>>> of our admins said it went down.
>>>
>> You don't auto-respawn it with systemd or upstart? :-)
>>
>>
>> __**_
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>> x
>>
>
>
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Re: [hlds_linux] command line too long, 512 max

2013-07-12 Thread Erik-jan Riemers
Coming back on this item, with forked servers for l4d2, it seems you
cannot use server_cfg##.cfg and then -fork 8 inside an +exec command at
the end.

Does this mean that any commands with ## for fork support needs to go in
the commandline?

-Original Message-
From: Erik-jan Riemers [mailto:riem...@binkey.nl]
Sent: donderdag 23 mei 2013 19:51
To: Half-Life dedicated Linux server mailing list
Subject: RE: [hlds_linux] command line too long, 512 max

I actually didn't know that, i still learn more each day :) thanks for the
reply's.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: donderdag 23 mei 2013 19:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] command line too long, 512 max

To elaborate on what Fletcher is saying, change your command-line to:

screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf -port 27015
-replayserverdir tradeunusual -maxplayers 32 -pidfile
~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
-steamcmd_script /home/lzgames/steamcmd/tf.txt -insert_search_path
tf/servercustom/trade
+exec commandline_tradeunusual.cfg


Note the lack of +xxx commands and the addition of the final +exec
commandline_tradeunusual.cfg. Create a file called
commandline_tradeunusual.cfg, and fill it with:

servercfgfile server_tradeunusual.cfg
ip 144.76.59.36
clientport 27030
motdfile motd_tradeunusual.txt
sv_logsdir logs_tradeunusual/

mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
sm_basepath addons/sourcemod_tradeunusual

exec autoexec_tradeunusual.cfg

map trade_post_a34




Kind regards,
Saul Rennison


On 23 May 2013 17:19, Fletcher Dunn  wrote:

> You might try moving some of the +options into a single startup script
> and
> +exec them all at once.  For example I am pretty sure that
> ++servercfgfile, motdfile, +map, +exec could all be executed from a
startup script.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
> Riemers
> Sent: Thursday, May 23, 2013 9:09 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] command line too long, 512 max
>
> Well the topic says it all.
>
> Starting a tf2 server, with the search path options being able to add
> multiple search paths and all other stuff to run multiple servers from
> 1 install makes my startup line rather big. Can this be bumped up a
> bit or can the search paths be moved into a file or anything else?
>
> As example:
>
> screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf
> +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015
> +clientport 27030 -replayserverdir tradeunusual -maxplayers 32
> +motdfile motd_tradeunusual.txt +map trade_post_a34  -pidfile
> ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
> -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec
> autoexec_tradeunusual.cfg
> +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
> ++sm_basepath
> addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/
> -insert_search_path tf/servercustom/trade
>
> Gives me about 577 characters. I've got in my scripts ~/steamcmd but
> it writes it out full in the script though. I could change the name of
> the server to reduce a bit more.
>
> And yes I could add some of these options in my server.cfg, but I
> rather keep them outside so I can easily create new servers.
>
> Erik
>
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Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-11 Thread Erik-jan Riemers
Also seeing crashes on normal servers and mvm servers. But could still be
sourcemod related on some plugin, time will tell. Some plugins are broken
(spammy in the logs)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: donderdag 11 juli 2013 16:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I run a server with process only 24/7 for now and its crashed atleast once
today. I was at work and unable to monitor it but one of our admins said
it went down. Could be related to the map itself as no other of the
4 servers is crashing than the one running process continuously. Though i
re-change the map after 10 rounds.

MVM is also crashing for some reason.

-ics

Saint K. kirjoitti:
> The quick-fix thing was a coincidence.
>
> Somehow our server keeps crashing near the end of the cp_process map.
The other new map it plays through nicely. The crash occurs each time near
the end of process but I can't figure out how to replicate it.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com
> [hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K.
> [sai...@specialattack.net]
> Sent: 11 July 2013 13:38
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update
>
> Has anyone notice the server crashing with the quick-fix bug?
>
> One of our players said he just got the bug and seconds after the server
went down.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com
> [hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay
> [mc...@doctormckay.com]
> Sent: 11 July 2013 07:41
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update
>
> I can confirm the Quick-Fix bug. Was able to replicate it myself.
>
> Dr. McKay
>
> On Thursday, July 11, 2013, ics wrote:
>
>> There's also map exploit in cp_standin_final. Can get out of the map
>> http://forums.steampowered.**com/forums/showthread.php?p=**34645640> ttp://forums.steampowered.com/forums/showthread.php?p=34645640>
>>
>> That thread might have also some other things to consider fixing.
>>
>> -ics
>>
>> Ross Bemrose kirjoitti:
>>
>>> I've only seen this in videos, but apparently the healing effects of
>>> the quick-fix uber are not ending if the round resets (such as by
>>> ending or restart vote).  Meaning that the former medic (and their
>>> patient?) continually have the quick fix effect applied forever,
>>> even after they die (i.e. headshot or backstab) and respawn.
>>>
>>> This can be exploited easily on the winning team, since they can
>>> still activate ubers before the end of the round.
>>>
>>>
http://www.twitch.tv/ggglygy/**b/428663081has an example at around 2:53:00.
>>>
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>>> ux>> x>
>>>
>>
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>>
>
> --
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Re: [hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Erik-jan Riemers
you dont have hltv turned on by chance?


2013/7/9 Chris Oryschak 

> My server just started doing this, the browser/hlsw reports the server as
> 31/32 but when you goto connect it says  'Server is Full'.
>
> rcon status indicates the server is full with:
> players : 33 (33 max)
>
> But queries are reporting 1 less player
>
> Replay is enabled.
> No reserved slots (plugin not loaded).
> sv_visiblemaxplayers = -1
>
>
> I haven't changed a thing, it just started doing it at random.  I haven't
> altered the server in any way for many weeks with the exception of server
> updates.
> A server restart did not fix it.
>
> Has anyone come across this problem?
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Re: [hlds_linux] Number of open files limit

2013-07-06 Thread Erik-jan Riemers
1.6M, just for srcds? That can't be right :)

Anyways, if you don't see any messages indicating that you reached your
limit then its ok. Mine is still default and I have not run into any
issues with it. But if it does, it will show in the console, so if you see
it enlarge it. If it runs fine, then you can just leave it like it is.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PAL-18
Sent: zaterdag 6 juli 2013 6:22
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Number of open files limit

Will a file open amount that is over the hard limit cause a problem for
srcds servers? (eg. crashing, etc.)

I use Ubuntu 12.04 TLS and the default hard limit is 4096, but currently
1,613,582 files are open.  I dont know if i should increase the limit.

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Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

2013-06-27 Thread Erik-jan Riemers
Will you be pushing the time (Monday) further so that we can just install
a fresh install which has all of it?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kerry
Davis
Sent: donderdag 27 juni 2013 19:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

Indeed, I neglected to get the run script updated. Unfortunately we won't
be able to update the script until the next release next week, but for now
the linked script on github will do the trick, thanks!

We're also updating the platform-specific configurations to get only the
necessary executables.

-Kerry

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dirk D
Sent: Wednesday, June 26, 2013 2:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

The srcds_run script is still using the HLDSUpdateTool when using the
-autoupdate switch (the script wasn't updated at all as far as I can
tell).
I took the liberty to merge the current TF2 SteamPipe srcds_run with the
provided L4D2 srcds_run and came up with this for the time being:
https://gist.github.com/dirkd/e5518c09dc22f45b2a53

SteamCMD also fetches all available executables (for Linux, Windows and
OSX) and even hl2.sh and some icon files when updating AppID 222860.
Is this intended or just a problem with the appinfo metadata, because
appinfo.vdf seems to contain separate content configurations for Windows
and Linux (SubAppIDs 222862 & 22863) like it does for TF2 which doesn't
show this behavior?


On Wed, Jun 26, 2013 at 8:09 PM, Kerry Davis
wrote:

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

2013-06-20 Thread Erik-jan Riemers
there are plugins out there that record the complete movie like it does on
war servers. i normally just put a script around it to place it into a
public http folder so any person playing on the war server can see his
movie back. Same could work on a pub i suppose.


2013/6/20 Peter Reinhold 

> On 20.06.2013 11:16, Jeff Sugar wrote:
>
>  And, even if I did want to enable SourceTV, it would nevertheless be
>> useful
>> to be able to do things like convert replays to proper dem files :)
>>
>
> I'd really like to offer players the possibility of downloading an entire
> match (even if its on a pub server), instead of just the on-death replays.
>
>
> /Peter
>
>
>
>
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Re: [hlds_linux] Viewing replay files as demo

2013-06-20 Thread Erik-jan Riemers
You can have replay and souce tv both enabled, works fine on my end. Only
if you run 32 slots servers you will have a problem. Because clients will
crash (exit with too many slots) you need to remove it back to 31 or 30 to
be able to work (test it out)


2013/6/20 Peter Reinhold 

> Hi all,
>
> Back when replay was still young, I (and others) tried to use the replay
> DMX files as demo files (to be able to view potential cheaters, etc), and
> kind-a-sort-a got it to work, but not quite.
>
> I was wondering if anyone knows if advances have been made, or maybe a
> patch note somewhere that I overlooked, that makes it possible to use the
> replay files as a, completely, valid .DEM file?
>
> Reason is, I just installed SMAC, and would like to use the autodemo, but
> I read on the forums that replay and sourcetv doesn't play nice together,
> and using the replay files would be an acceptable compromise.
>
>
> /Peter
>
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Re: [hlds_linux] SteamCMD FQDNs and/or IP addresses

2013-06-11 Thread Erik-jan Riemers
Just open it "outbound" only then?


2013/6/11 escapedturkey 

> It appears SteamCMD requires port 80 to be open. I prefer not to have
> port 80 open for game machines. Does anyone have a list of the FQDNs
> and/or IP addresses used by the SteamCMD distribution servers?
>
> Thank you. =)
>
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Re: [hlds_linux] Server crashes on map change.

2013-06-09 Thread Erik-jan Riemers
Thats the one thing it doesn't do with us. If it hangs on 100% cpu, its
usually mid-game.
Last time we had crashes on map change was because of replay, but they
fixed that issue.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz
Sent: zondag 9 juni 2013 5:44
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server crashes on map change.

We're getting server crashes about once a day or so that only appear to
happen on map change. Server is completely locking up and hitting >100%
CPU each time. There doesn't seem to be any rhyme or reason to it other
than that it happens on map change.

CentOS 6.4 x64
1270v2
2.6.32-358.6.2.el6.x86_64 #1 SMP

Anyone else?
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Re: [hlds_linux] TF2 Serverupdate not possible again

2013-06-04 Thread Erik-jan Riemers
Last time it failed for me totally. Downloaded the steamcmd again and
removed the ~/Steam folder (or whatever the dir is) in my homefolder, then
restarted. That worked.


2013/6/4 Rob Nelson 

> That's for items.txt.  You know, for hats.
>
>
> On Tuesday, June 04, 2013 2:49:17 AM, Jan wrote:
> > Steamcmd
> > >Success! App '232250' already up to date.
> >
> > then, the server starts
> > >Received 1747122 bytes item schema version 43D56980 direct data;
> > update is queued.
> >
> > My update.txt
> >> // update_tf2_ds.txt
> >> //
> >> @ShutdownOnFailedCommand 0 //set to 0 if updating multiple servers at
> >> once
> >> @NoPromptForPassword 1
> >> login anonymous
> >> force_install_dir /home/hlds_tf2/orange
> >> app_update 232250 validate
> >> quit
> >
> >
> > I've updated the server multiples times, but it doesn't work.
> >
> > I already know about the problem. had this 2 weeks ago, solution was
> > reinstall the server (New Hostsystem)
> >
> >
> > Ubuntu 12.04.2 x64
> > Intel i7-3770
> > 32 GB DDR3 RAM
> > 2x 3 TB SATA 6 Gb/s HDD Software-RAID 1
> >
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>
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Re: [hlds_linux] TF2 server crash

2013-06-02 Thread Erik-jan Riemers
You can't spam with SMAC installed afaik.

Anyways, the youtube guy ->
http://steamcommunity.com/profiles/76561198069953074 in case you want a
pre ban..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
Bemrose
Sent: zondag 2 juni 2013 20:41
To: Half-Life Linux dedicated server mailing list; Half-Life Windows
dedicated server mailing
Subject: [hlds_linux] TF2 server crash

Hi everyone,

Summary:
There seems to be a new TF2 server crash technique floating around, likely
related to the cooldown on action slot items being missing since the
SteamPipe update.

Long Boring Details:

I don't have any hard evidence in it, having only seen two total reports
of it happening.

The first report is a video on Youtube of someone doing it, conveniently
showing their loadout in the video:
https://www.youtube.com/watch?v=SS8FsJrBqb0

In case they delete or hide their video, when the crash happens, their
loadout consists of:
stock Minigun, stock Heavy Shotgun, stock Fists, Bill's Hat (painted team
spirit), Bronze Dueling Badge, and Noise Maker - Banshee)

The second report was from the server side in the Donors part of the
Allied Modders forum, having these lines:

This is the line relevant line in the server log before the crash:
L 06/01/2013 - 11:43:33: "iCrashServers<7>"
triggered "player_loadout" (primary "15") (secondary "11") (melee "5")
(pda "-1") (pda2 "-1") (building "-1") (head "-1") (misc "-1")

So, we know they're using 15 (Stock Minigun), 11 (stock Heavy Shotgun),
stock Fists, no hat or misc.  However, the server doesn't log the contents
of their action item.

Then there's this post from the other day:
https://forums.alliedmods.net/showthread.php?p=1961783#post1961783

which says "Since steampipe i have seen players spamming taunts/action
slot items hundreds of times a second. This creates many many entities
very quickly.. Medic/shred alert... I think it is some kind of
valve/engine bug that allows them to flood, dunno. May be related to
tf2items, but it happens. For now I just limit taunts to every few seconds
using gettime and plugin handled via command listener... "

It doesn't take a stretch of the imagination to conclude that action slot
items are the crash of this crash and that the crash in question is caused
by the server running out of edicts.

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Re: [hlds_linux] Freezing servers?

2013-06-02 Thread Erik-jan Riemers
It happens now and then.. not that often, but it does.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
Wielens
Sent: zondag 2 juni 2013 13:06
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Freezing servers?


Has anyone else here encountered issues with servers that stop responding
as of late?

I seem to have one particular server that does it but others with
identical plugins do not, and it's not a matter of use... I have other
servers that have been full regularly with uptimes of over 9 days, whereas
this one seems to be doing this every few days.

Symptoms are no response from console, ~3GB memory usage, no response to
status queries.

If nobody has encountered this before I'll chalk it up to a WTF and just
rebuild the server.
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Re: [hlds_linux] Fix Request: config_arena.cfg

2013-05-25 Thread Erik-jan Riemers
I've reported this earlier too, lets hope they add this in one of the next
updates.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: zaterdag 25 mei 2013 8:07
To: HLDS Linux
Subject: [hlds_linux] Fix Request: config_arena.cfg



Can we please have config_arena.cfg not overwritten after every update
-or- usage of verify. As of current with the config file edited with exec
server.cfg and everything else removed still causes the steampipe updater
to overwrite. Rather annoying

Thanks
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Re: [hlds_linux] command line too long, 512 max

2013-05-23 Thread Erik-jan Riemers
I actually didn't know that, i still learn more each day :) thanks for the
reply's.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: donderdag 23 mei 2013 19:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] command line too long, 512 max

To elaborate on what Fletcher is saying, change your command-line to:

screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf -port 27015
-replayserverdir tradeunusual -maxplayers 32 -pidfile
~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
-steamcmd_script /home/lzgames/steamcmd/tf.txt -insert_search_path
tf/servercustom/trade
+exec commandline_tradeunusual.cfg


Note the lack of +xxx commands and the addition of the final +exec
commandline_tradeunusual.cfg. Create a file called
commandline_tradeunusual.cfg, and fill it with:

servercfgfile server_tradeunusual.cfg
ip 144.76.59.36
clientport 27030
motdfile motd_tradeunusual.txt
sv_logsdir logs_tradeunusual/

mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
sm_basepath addons/sourcemod_tradeunusual

exec autoexec_tradeunusual.cfg

map trade_post_a34




Kind regards,
Saul Rennison


On 23 May 2013 17:19, Fletcher Dunn  wrote:

> You might try moving some of the +options into a single startup script
> and
> +exec them all at once.  For example I am pretty sure that
> ++servercfgfile, motdfile, +map, +exec could all be executed from a
startup script.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
> Riemers
> Sent: Thursday, May 23, 2013 9:09 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] command line too long, 512 max
>
> Well the topic says it all.
>
> Starting a tf2 server, with the search path options being able to add
> multiple search paths and all other stuff to run multiple servers from
> 1 install makes my startup line rather big. Can this be bumped up a
> bit or can the search paths be moved into a file or anything else?
>
> As example:
>
> screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf
> +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015
> +clientport 27030 -replayserverdir tradeunusual -maxplayers 32
> +motdfile motd_tradeunusual.txt +map trade_post_a34  -pidfile
> ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
> -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec
> autoexec_tradeunusual.cfg
> +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
> ++sm_basepath
> addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/
> -insert_search_path tf/servercustom/trade
>
> Gives me about 577 characters. I've got in my scripts ~/steamcmd but
> it writes it out full in the script though. I could change the name of
> the server to reduce a bit more.
>
> And yes I could add some of these options in my server.cfg, but I
> rather keep them outside so I can easily create new servers.
>
> Erik
>
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[hlds_linux] command line too long, 512 max

2013-05-23 Thread Erik-jan Riemers
Well the topic says it all.

Starting a tf2 server, with the search path options being able to add
multiple search paths and all other stuff to run multiple servers from 1
install makes my startup line rather big. Can this be bumped up a bit or
can the search paths be moved into a file or anything else?

As example:

screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf +servercfgfile
server_tradeunusual.cfg +ip 144.76.59.36 -port 27015 +clientport 27030
-replayserverdir tradeunusual -maxplayers 32 +motdfile
motd_tradeunusual.txt +map trade_post_a34  -pidfile ~/tf/tradeunusual.pid
-autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script
/home/lzgames/steamcmd/tf.txt +exec autoexec_tradeunusual.cfg
+mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini +sm_basepath
addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/
-insert_search_path tf/servercustom/trade

Gives me about 577 characters. I've got in my scripts ~/steamcmd but it
writes it out full in the script though. I could change the name of the
server to reduce a bit more.

And yes I could add some of these options in my server.cfg, but I rather
keep them outside so I can easily create new servers.

Erik

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