Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability
Oh… Show me other company that still supports 10 year old games like Half-Life, by providing community integration, Russian walk prevention and exploit fixing updates? Maybe EA :-)? These things cost money and they are not responsible because of some of dumb players, trying to use found game exploits as a cheat or as a way to hack something. They do their best and I’m sure about that. More customers you have, more exploits and bugs will be found. And… making a dialogue with everyone – it’s impossible. I own a company with only a few thousand customers and even then it’s hard to maintain everyone. How many customers VALVe has? players, server admins, source engine owners, third party mod developers, cybercafé owners, content resellers, steam store sellers… Hey Alfred, I’ve found a bug, answer me! Believe me – NOT so easy! Evaldas, GameConnect, Lithuania www.gameconnect.lt - Original Message - From: Stefan Popp m...@stefanpopp.de To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, August 18, 2009 10:37 PM Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability Wheres the point? Its their product, and they have to support the product. If i code any application and i wait 4 weeks (or more :P) until i fix anything for my customers, i can go directly to die. I never said valve didnt support their products, but the point is, how they do that. And the royal way of support is fast fixing of bugs, and if providing sdk's, updating the materials around. And currently i think Valve makes bad support. Maybe, they kicked some programmers or somethin? But as customer i didnt care about their resources, i only care about theire reaction times if i got problems ;) or? Saint K. schrieb: Imo VALVe is still the only one who cares and interacts so much with their community. Yes they have their flaws, and they can be ugly at times, but hey, what other dev mails you straight away when you report a bug to resolve it? So far this only happends to me with VALVe. From other devs u should thank god on your knees to ever get any response at all. The games are worth their money, and the suport on their games is insanely long. VALVe still has and will continue to have my support. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan Popp Sent: dinsdag 18 augustus 2009 20:51 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability The wish is currently present ;) Due a lot of stuff valve didnt managed the right way ;) 1. bad code and many ways to crash servers from client side 2. changing engine stuff without telling plugin developer about changes or any new sdk's 3. no statements about this and a lot of other points ;) there are a lot of reasons why i wish to get my money back, but i still hope that valve goes back to their roots and care about theire community ;) Best regards, Stefan Popp Adam Nowacki schrieb: You'd wish you never bought any Valve games the day this happens. Stefan Popp wrote: Sorry, but this must be corrected ;) -Valve should start coding c++ with steams ;) +Valve should start coding c++ with streams ;) Best regards, Stefan Popp Stefan Popp schrieb: Well, Valve should start coding c++ with steams ;) Who works with printfs today? I hope Valve will fix the whole source to prevent overflows. C++ is you friend, not old C stuff... Best regards, Stefan Popp Claudio Beretta schrieb: Thanks, anyone knows if a workaround is available? BTW: aren't security researchers supposed to contact the developers before releasing 0-day exploits?This is the 2nd 0-day exploy from aluigi in a few weeks -.- On Tue, Aug 18, 2009 at 6:44 PM, Morgan Humes mrh9...@lanaddict.com wrote: A friend forwarded me this info regarding a vulnerability. I am unable to test this at the moment, but it does look like it is possible. Thought I would get this out to the community before others start using this to cause havoc. http://www.vupen.com/english/advisories/2009/2296 http://aluigi.altervista.org/adv/sourcefs-adv.txt Morgan Humes ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability
I wouldn’t call COD2 a game without bugs. :) When did we see last update? Oh yes… 3 years ago. :-) And talking about Microsoft… Their support is quite interesting. You call, they tell you how to use your control panel, but when we go back to the part, when bugs and exploits must be fixed… They decide directly from air witch exploits must be fixed and witch will remain for ever to deal with. We have Windows Vista, everyone is crying, people are dying… and what? We will get new Windows product, witch will cost money. Vista will remain slow working with its bugs and other things people paid money for. Everyone has a politics to do their commercial. I don’t blame Valve… Evaldas, GameConnect, Lithuania www.gameconnect.lt - Original Message - From: Stefan Popp m...@stefanpopp.de To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, August 19, 2009 12:59 AM Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability Thats true ;) Best example: SAP =D Oliver Salzburg schrieb: Well, some people just need 10 years to get their shit right... Evaldas Žilinskas wrote: Oh… Show me other company that still supports 10 year old games like Half-Life, by providing community integration, Russian walk prevention and exploit fixing updates? Maybe EA :-)? These things cost money and they are not responsible because of some of dumb players, trying to use found game exploits as a cheat or as a way to hack something. They do their best and I’m sure about that. More customers you have, more exploits and bugs will be found. And… making a dialogue with everyone – it’s impossible. I own a company with only a few thousand customers and even then it’s hard to maintain everyone. How many customers VALVe has? players, server admins, source engine owners, third party mod developers, cybercafé owners, content resellers, steam store sellers… Hey Alfred, I’ve found a bug, answer me! Believe me – NOT so easy! Evaldas, GameConnect, Lithuania www.gameconnect.lt - Original Message - From: Stefan Popp m...@stefanpopp.de To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, August 18, 2009 10:37 PM Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability Wheres the point? Its their product, and they have to support the product. If i code any application and i wait 4 weeks (or more :P) until i fix anything for my customers, i can go directly to die. I never said valve didnt support their products, but the point is, how they do that. And the royal way of support is fast fixing of bugs, and if providing sdk's, updating the materials around. And currently i think Valve makes bad support. Maybe, they kicked some programmers or somethin? But as customer i didnt care about their resources, i only care about theire reaction times if i got problems ;) or? Saint K. schrieb: Imo VALVe is still the only one who cares and interacts so much with their community. Yes they have their flaws, and they can be ugly at times, but hey, what other dev mails you straight away when you report a bug to resolve it? So far this only happends to me with VALVe. From other devs u should thank god on your knees to ever get any response at all. The games are worth their money, and the suport on their games is insanely long. VALVe still has and will continue to have my support. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan Popp Sent: dinsdag 18 augustus 2009 20:51 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability The wish is currently present ;) Due a lot of stuff valve didnt managed the right way ;) 1. bad code and many ways to crash servers from client side 2. changing engine stuff without telling plugin developer about changes or any new sdk's 3. no statements about this and a lot of other points ;) there are a lot of reasons why i wish to get my money back, but i still hope that valve goes back to their roots and care about theire community ;) Best regards, Stefan Popp Adam Nowacki schrieb: You'd wish you never bought any Valve games the day this happens. Stefan Popp wrote: Sorry, but this must be corrected ;) -Valve should start coding c++ with steams ;) +Valve should start coding c++ with streams ;) Best regards, Stefan Popp Stefan Popp schrieb: Well, Valve should start coding c++ with steams ;) Who works with printfs today? I hope Valve will fix the whole source to prevent overflows. C++ is you friend, not old C stuff... Best regards, Stefan Popp Claudio Beretta schrieb: Thanks, anyone knows if a workaround is available? BTW: aren't
Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update Released
Thank you for bringing Lithuanian (UTF-8) characters back to the game chat. ;) Evaldas, GameConnect, Lithuania - Original Message - From: Jason Ruymen jas...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Sent: Saturday, August 15, 2009 3:03 AM Subject: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update Released A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source UpdateReleased
Some of the Lithuanian characters like ĄČĘŠŲŽ weren’t working until this update. - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, August 17, 2009 4:45 PM Subject: Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source UpdateReleased I thought game chat already had UCS-1 support? As with all VGUI-text related things :\ Thanks, -Saul. On 17 Aug 2009, at 15:29, Evaldas Žilinskas hlds_li...@gameconnect.lt wrote: Thank you for bringing Lithuanian (UTF-8) characters back to the game chat. ;) Evaldas, GameConnect, Lithuania - Original Message - From: Jason Ruymen jas...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Sent: Saturday, August 15, 2009 3:03 AM Subject: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update Released A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OP4 Missing opfor_i386.so
I think that‘s a normal thing. I mean, that content servers do not filter content by operating system. L4D downloads a dozen of windows libraries, xbox configs and even EXE files on linux version. CS Beta Steamworks is still available, event if it’s outdated. So that’s normal, that you can download a linux version of OP4, even if there is no opfor_i386.so. I bet, that they are to busy for things like that. Maybe some day there will be an “updatetool” cleanup. :) Evaldas - Original Message - From: Ook ooksser...@zootal.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, July 23, 2009 3:42 AM Subject: Re: [hlds_linux] OP4 Missing opfor_i386.so I think he has a good point. I'm guessing that the .so file isn't available from hldsupdatetool (steam - why on earth call the linux version steam? that makes no sense...) because valve can't distribute it for some obscure legal reasons. File Planet and several other download sites can distribute it, but Valve can't. The alternative explanation are that Valve didn't know it's been missing all these years (unlikely) or Valve just doesn't care and cant' be bothered to add it. I like to think that they can't do it rather then they just haven't bothered. - Original Message - From: Mike Zimmermann rem...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, July 22, 2009 5:28 PM Subject: Re: [hlds_linux] OP4 Missing opfor_i386.so You seriously have the worst email possible. -Mike On Wed, Jul 22, 2009 at 6:52 PM, valvesoftware@dynamicbits.com wrote: I'm quite impressed today. An update was promised and delivered on time and several questions have been quickly answered. Hopefully the streak will continue.. *fingers crossed* Are there any plans to fix the Opposing Force download? (This is the same problem Ook alluded to in his message yesterday.) LoadLibrary failed on ./gearbox/dlls/opfor_i386.so: ./gearbox/dlls/opfor_i386.so: cannot open shared object file: No such file or directory Host_Error: Couldn't get DLL API from ./gearbox/dlls/opfor_i386.so! FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from ./gearbox/dlls/opfor_i386.so! -- Andy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] TF2 update (DODS problems)
OK, let‘s complain about DOD:s one more time... Today’s TF2 engine update updated TF2 and DOD:s so... What do we have? Exe build: 13:45:36 Jun 8 2009 (3866) (300) – NOT WORKING! Players crash to desktop. Exe build: 07:57:44 Jun 25 2009 (3883) (300) – ACCEPTS PLAYERS Exe build: 10:50:39 Jul 14 2009 (3902) (300) – NOT WORKING! Players crash to desktop. Can anyone confirm a working 3902? And yes, I do backup every update, because it’s almost impossible to host DOD:s these days. :) Evaldas, GameConnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 update (DODS problems)
Thank You. Already found the problem. When I start server with 33 players, and SourceTV, server adds +1 slot (34‘th slot) and players start getting errors. - Original Message - From: Ronny Schedel i...@ronny-schedel.de To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, July 15, 2009 11:57 AM Subject: Re: [hlds_linux] TF2 update (DODS problems) This is running fine, server is full with players: version : 1.0.0.12/15 3902 secure Debian Lenny fully updated. Kernel 2.6.28.2 modified. We had no problems with the last updates, try without any plugins installed. OK, let‘s complain about DOD:s one more time... Today’s TF2 engine update updated TF2 and DOD:s so... What do we have? Exe build: 13:45:36 Jun 8 2009 (3866) (300) – NOT WORKING! Players crash to desktop. Exe build: 07:57:44 Jun 25 2009 (3883) (300) – ACCEPTS PLAYERS Exe build: 10:50:39 Jul 14 2009 (3902) (300) – NOT WORKING! Players crash to desktop. Can anyone confirm a working 3902? And yes, I do backup every update, because it’s almost impossible to host DOD:s these days. :) Evaldas, GameConnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Coming
At least tested with Day of Defeat ? :) Or we should backup our engines before updating :) - Original Message - From: Jason Ruymen jas...@valvesoftware.com To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com Sent: Wednesday, June 24, 2009 12:21 AM Subject: [hlds_linux] Team Fortress 2 Update Coming A required update for Team Fortress 2 is on the way. It should be live in about an hour. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta
Confirm Works fine. I've set some of my servers the -sys_ticrate 300 option and console still reports sys_ticrate is 1000 as set in server.cfg, but stats report that fps do not go over 290. - Original Message - From: Alfred Reynolds alf...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, June 18, 2009 1:30 AM Subject: Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta Yes, some of the updates do apply to all HL1 servers (on both win32 and linux) so please do try it out. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Robert Whelan Sent: Wednesday, June 17, 2009 3:11 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds] Counter-Strike 1.6 Beta Hey Alfred, Is this like the Half-Life 1 Engine beta hlds0319 update? Meaning, it was a published as a beta Half-Life 1 Engine update though released as a CS 1.6 update after several weeks? The reason I ask is we run a few TFC servers still and the hlds0319 tested fine for us though we missed out on the release because it was title a CS 1.6 release, lol. Anyways... figured I'd ask. Should we run the update cs0616 being it would more then likely impact the Win32 Server Engine again? Thx From: Alfred Reynolds alf...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com Sent: Wednesday, June 17, 2009 3:21:08 PM Subject: [hlds] Counter-Strike 1.6 Beta We have a beta update available for Counter-Strike 1.6, to get this beta run the hldsupdatetool with -beta cs0616 on the command line. This beta include just a few tweaks since the last release, including: - Added -sys_ticrate command line option to allowed forced override of ticrate CS 1.6 - Added -nobots option to allow forced override of bots on servers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lotus.clan
Oh... com on... Valve could just remove TF2 SDK ability to use fake players inside plugins or just automatically temporary delist servers, who have players with “BOT” tags. (cracked - STEAM_ID_PENDING, achievement servers – BOT_TAGS). I bet that this would require less resources and could be done automatically by master servers for ALL Source games. - Original Message - From: 1nsane 1nsane...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sunday, June 07, 2009 1:54 PM Subject: Re: [hlds_linux] Lotus.clan Lotus is awesome. I'm awesome and you clearly suck :D. There's a bunch of servers with fake players that aren't delisted. Remember there's a public fake player plugin that hasn't been broken. Anyone is free to use it: https://forums.alliedmods.net/showthread.php?t=74304 Go around joining some of the top ranked servers run by random clams and type in meta list in console and you'll see. On Sun, Jun 7, 2009 at 2:23 AM, D3vilfish priv...@caterhamhill.net wrote: Isn't it time that like Q clan valve stepped in and sorted out lotus clan. Using tactics to fill there servers with fake connections is never going to give the client end user a good gaming experience. Joining a server 25/32 and finding nobody is actually on the server is exactly what the delisting was all about yet Lotus bypassed the whole rating showing there actual servers with real connections in all valve/3rd party browsers desktop, in game, hlsw. There servers performance isn't particularly good there website is a mess and all there doing is conning money from end users for so called popular servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New browser engine support for steam?
Never seen problems using MOTD and framesets. CSS2 was quite well supported. - Original Message - From: Saint K. sai...@specialattack.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, June 04, 2009 4:36 PM Subject: Re: [hlds_linux] New browser engine support for steam? It has everything to do with it. Me as server admin notice issues with the display of MOTD screens on our servers. Therefore this list is the appropriate place to post such a question. I have no client reason to request a browser engine switch. My question is formulated from a server op's point of view, and not a client point of view (and the forums are useless anyway if you want to discuss something without getting spammed the fk out of your topic or a random moderator removing the topic for whatever reason). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén Sent: donderdag 4 juni 2009 15:22 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] New browser engine support for steam? Why is this issue brought up on a linux-server mailinglist? It has NOTHING to do with this list or the people reading it! :\ This will only serve to getting less attention from developers and users regarding the important topics at hand -- use the forums and steam-client suggestion thread instead. -TheG On Thu, Jun 4, 2009 at 2:17 PM, gamead...@127001.org wrote: Indeed; while originally Valve used IE for reliability (you knew it was there), the reason for changing would also be reliability (you know it'll render the same in all clients) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 04 June 2009 13:12 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] New browser engine support for steam? I can understand the earlier choice of using IE as engine. Although now the market is changing, MS is being forced to de-attach IE from windows most likely; I feel its time for a change, especially now when we start to notice our users are having issues with the old IE6 engine. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: donderdag 4 juni 2009 14:01 To: crazy_canu...@rogers.com; 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] New browser engine support for steam? No, it's to do with the fact that on a windows box, it's the one embeddable browser you can guarentee will be installed. Nothing to do with brainwashed or bribed programmers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Crazy Canucks Sent: 04 June 2009 12:37 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] New browser engine support for steam? I'll second and third this. It seems that most game developers make use of the IE browser engine. Might have something to do with the way M$ has bought its way into our educational systems... Craig H wrote: It would certainly be nice. On Thu, Jun 4, 2009 at 1:31 AM, Saint K. sai...@specialattack.net wrote: I have a request. Most likely a bit radical for your design, but very much wanted. The problem is as following. Steam uses IE as engine to display stuff in the store, the motd etc etc. As you know, IE is used less and less, and people now a days chose not to install or update IE at all because their using an alternative browser. (Our webstats show that IE is by far no longer the most used browser). Now to come to our problem, because we don't install or update IE anymore, we get faced with all sorts of render problems caused by the old IE engine (IE6). Widespread webmasters are fully dropping IE6 supports because their tired of having to implement countless hacks to make it browser compatible. Could steam please consider implementing or supporting alternative browser engines? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] dod_jagd problems since spy update
I‘ve already reported the problem. No one even replied. :) Everyone is to excited playing “World of TeamFortress 2” and complaining about the item drop problems. :) - Original Message - From: Ronny Schedel i...@ronny-schedel.de To: hlds_linux@list.valvesoftware.com Sent: Thursday, May 28, 2009 9:40 AM Subject: [hlds_linux] dod_jagd problems since spy update Hello, we have alot of complains on DOD:S about dod_jagd not working with the latest OB engine update (TF2 spy/sniper update). When the map is loaded the players get dropped to the desktop, the game crashes. Anyone knows a fix or workaround for this problem? Best regards Ronny Schedel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Running 2 instances of TF2 srcds + optimization help
Talking about the optimizations, I agree… it’s hard to run a 32slot TF2 server. I have XEON X3360 (2.83GHz) and on some maps it’s impossible to maintain a 66tick rate. It starts dropping to 50 and below, because CPU usage gets up to ~80% of core. Really, I don’t think, that X3380 (3GHz) would do any better. By the way, running a DODs 33slot server only takes ~60% of core. So I maintain the topic... Any TF2 optimizations? :-) Anyone? By the way Jordan, you can always try +exec server1.cfg +exec server2.cfg and set different mapcycle files. - Original Message - From: Jordan Toor gamma...@gmail.com To: hlds_linux@list.valvesoftware.com Sent: Sunday, May 24, 2009 8:54 PM Subject: [hlds_linux] Running 2 instances of TF2 srcds + optimization help So I'm running currently 1 instance of TF2 on our server, which is a PowerEdge 2650 which has 2 2.8ghz Xeon processors and 2 GB of ram, on Ubuntu SE. I have had to set the cap at 18 players because when it is any higher and either a lot of people are talking or there are a lot of rockets flying around, it starts to get laggy and I see lerp go yellow on my net_graph 3. I would like to run another TF2 instance, since it has a second processor, so my first question is: Is there a way to run 2 instances using the same installation, but I would like to have different configs for each server? I'd rather not want to update 2 installations and have to do every action twice when I make a change to one (which gets annoying to do for each of my other servers). Secondly, is there any optization things that you guys suggest I do to the server or the configs? I can paste back anything you guys would like to see or know, if it helps. Thanks, Jordan Toor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Available
Talking about TF2, any ideas why, after the update, DOD:s players crash on dod_jagd map? After the connection made, players report hl2.exe crashes. I happens on my server and any other I've tried. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] game.cfg
Hey there, I don’t want to be very pedantically, but is there everything ok with game.cfg (dods)? sv_rollangle 0 mp_facefronttime 600 mp_flashlight 1 sv_turbophysics 1 sv_stopspeed 50 sv_friction 8 sv_unlag_fixstuck 1 Most of the commands don’t event exist, the sv_friction looks quite suspicious. Developer Community says that there are only 5 available commands for sv_friction and maximum is 4. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OrangeBox Source Engine issue (Files differsdepending mod update)
These are protocol changes. TF2/DOD:s use p15 and custom mos use p14. There is something with SourceSDK. - Original Message - From: Marc.B vg.ha...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, May 14, 2009 4:08 PM Subject: Re: [hlds_linux] OrangeBox Source Engine issue (Files differsdepending mod update) Ok. Thanks for the informations :) Sounds however strange to have to different Orangebox Engine... one for TF2 / DOD:S and another one for third party mods. Thanks for the help, Cheers, Marc. On 5/14/09, Nicholas Hastings nshasti...@gmail.com wrote: Nevermind, I responded too quickly :P Age of chivalry is already it's own game. Do what Yaakov said. Just separate directories. Nicholas Hastings wrote: As of a couple months ago, Orangebox mods use a different engine than TF2 and DODS. You must install to a separate directory, using the game orangebox Marc.B wrote: Hey all, I would need someone from Valve to check out this issue with Orangebox. Here is the problem. Let's say I have Orangebox Source Engine installed with TF2 and Ageofchivalry for example If I run an update with very_all for TF2 I have got this files in orangebox/bin ae7cd80aabbe6f63b56e51f2b34bef35 datacache_i486.so 908f9af25d626d1c74f3cb1ea3b8d55a dedicated_i486.so f8d870698f416ec5fecf25d13b5c8c31 engine_i486.so 60571293229c509d03fdbabf454418e6 libsteam_api_linux.so c348e7256919dc3f917a2622b03f9a91 libsteamvalidateuseridtickets_i486.so 512e6794abb48691883785842d3c4ceb libtier0_s_linux.so 8b4a50a1e9ba718667decba87291fedb libvstdlib_s_linux.so 2326fcd9566e200452e68a294953d958 materialsystem_i486.so cfe0433a2d2f3eaf27fb77b988555ecd scenefilecache_i486.so daa8d4534f2e399ece352a3ddec727cb shaderapiempty_i486.so ac221777966a17b2334f1cc0e34e5441 soundemittersystem_i486.so a0708fdeca8be69702b864db89acbe09 steam_api_i486.so 2132d80067c5a749df1b46aa14adc9b2 steamclient_i486.so 8dbdc2ff12272bc7968960030c99f064 steamclient_linux.so 7ce7dc7607b2b0486fbf2cf8867d564d studiorender_i486.so 018db5abfe79890f85bbc4d8b86ad476 tier0_i486.so 978625cfb2935956a31bcdea352fa0a5 tier0_s_i486.so 8d9251ae5b054c80e4fc33ad1ac8e081 vphysics_i486.so 8b29be967ed91f94a6be52423ec6853f vstdlib_i486.so f0499fdc86631503ba96ff2696972e96 vstdlib_s_i486.so If after that I run an update with verify_all for ageofchivalry, I have got these files: c981f268f1a1135cf512c6485412aee1 datacache_i486.so 743d1dc06e1c535e2e5d99d718805fc7 dedicated_i486.so 99d419014ad3a4840961f71138556b10 engine_i486.so 60571293229c509d03fdbabf454418e6 libsteam_api_linux.so c348e7256919dc3f917a2622b03f9a91 libsteamvalidateuseridtickets_i486.so 512e6794abb48691883785842d3c4ceb libtier0_s_linux.so 8b4a50a1e9ba718667decba87291fedb libvstdlib_s_linux.so 381199fcdf4bd34cd992a3a9563a6af3 materialsystem_i486.so 8ea305c69bb107688bff7c8879b21ecf scenefilecache_i486.so b3ad8114f281714bfbf1a6c9b684e116 shaderapiempty_i486.so 6e9b7325ba01afee8f964b6fe83a2747 soundemittersystem_i486.so a0708fdeca8be69702b864db89acbe09 steam_api_i486.so 2132d80067c5a749df1b46aa14adc9b2 steamclient_i486.so 8dbdc2ff12272bc7968960030c99f064 steamclient_linux.so 6f7c1aee04aa2a6c92678e668f612484 studiorender_i486.so e1eed67419b32ed1c6c23b3b2aa8b049 tier0_i486.so 978625cfb2935956a31bcdea352fa0a5 tier0_s_i486.so c8916ede32a06f4559bd3fe00651b51d vphysics_i486.so 1f78d35913f641cf5aafc9b308cd vstdlib_i486.so f0499fdc86631503ba96ff2696972e96 vstdlib_s_i486.so As you may have notice; some file differs: datacache_i486.so dedicated_i486.so engine_i486.so materialsystem_i486.so scenefilecache_i486.so shaderapiempty_i486.so soundemittersystem_i486.so studiorender_i486.so tier0_i486.so vphysics_i486.so vstdlib_i486.so The problem is if I run TF2 with the file of the ageofchivalry update, the server segfault. Indeed, Ageofchivalery run fine and I can connect on the server. If I run TF2 with the TF2 update file, everything run fine. If I run ageofchivalry with those TF2 update files, the server start, looks to run fine, but impossible to connect to it, I got an error message each time saying 'Invalid Steam key size'. Running the ageofchivalry steam update fix the problem but broke TF2, and probably DOD:S (haven't tested). Any idea ? Thanks for your help, Marc. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Minimum and Recommended server specs for TF2?
I have X3360 (2.83GHz / Quad). When server is in COOP mode it uses ~30% of core. When server is in VERSUS mode then it is ~20% of core. Memory is always about 250-300MB per process. - Original Message - From: DontWannaName! ad...@topnotchclan.com To: logan.rogers-fol...@tntnetworx.net; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, May 01, 2009 10:19 AM Subject: Re: [hlds_linux] Minimum and Recommended server specs for TF2? I would say a dual core processor and 2 gigs of ram with a 7200rpm HD at least. It really depends what you expect to put on it. On Thu, Apr 30, 2009 at 10:46 PM, Logan Rogers-Follis logan.rogers-fol...@tntnetworx.net wrote: What is the Minimum and Recommended server specs for a TF2 Linux server? -- Logan Rogers-Follis ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Multiple IP's - master server problem
Hello, I have a problem here. I have server with multiple IPs set on one NIC. eth0 - *.*.*.218 eth0:1 - *.*.*.219 When I start server with setting +ip *.*.*.218 – server appears on master server list. When I start game with +ip *.*.*.219 – server accepts players, VAC is working, I get Connection to Steam servers successful. But it doesn’t appear on master server list. Is this a linux configuration problem or something else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Server Performance Getting Ridiculous
That‘s a normal thing. More code on every update cause more calculations. And there you get performance drops. Of course I can’t really claim Valve because I still have few Pentium 4’s and they do perform dods better that Protocol 7. Servers are running 24 players 66tick. - Original Message - From: Ben B brutalgoerge...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sunday, March 22, 2009 7:10 AM Subject: [hlds_linux] TF2 Server Performance Getting Ridiculous With these latest updates, I can barely run a 32 player server anymore, core usage according to top is 95% when full. My 24 man server is starting to average around 80% core usage when full. It seemed just a few weeks ago that the 32 man server would top out at 75%, and the 24 at 65%, each able to get good fps at those loads. At 95%, the server fps hangs around 30. Yuck. This is a Q9400 system :( If things keep going the way they are with a few more updates, 32 player tf2 servers on most machines are going to be unplayable, and 24 man servers will start to get jittery. -- From Ben B. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] qucik question reguarding server cfg files
As I remember, there are some XBOX configs in some games too. So I think that valve isn’t filtering any content especially for servers, because Linux L4D version downloads dll/exe files :-) - Original Message - From: Vegard Mortensen veg...@ingame.no To: hlds_linux@list.valvesoftware.com Sent: Friday, March 20, 2009 8:45 AM Subject: [hlds_linux] qucik question reguarding server cfg files Hi does anyone know if the following files are required to run a Counter-Strike source server? They all come default with the installer in /cstrike/cfg/. buypresetsdefault_ct.vdf buypresetsdefault_ter.vdf game.cfg skill1.cfg They all seem pretty much useless to me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Delisting Information
Anyway, I would suggest just adding “Quality Servers” filter on server browser. Like VAC or “IS NOT FULL”. Then anyone would be happy. For example, I always use the “VAC – Enabled” filter and never play on insecure servers. So how about making this “delisting” thing a user choice ? - Original Message - From: Erik Johnson e...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, March 16, 2009 11:50 PM Subject: Re: [hlds_linux] TF2 Delisting Information I'm pretty official. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dustin Doiron Sent: Monday, March 16, 2009 1:42 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Delisting Information Will there be an official way to appeal an action? On Mon, Mar 16, 2009 at 4:24 PM, Erik Johnson e...@valvesoftware.comwrote: You can mail me if that happens. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Monday, March 16, 2009 11:56 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Delisting Information Thanks for the information, it helps a lot. Just one quick question: - We'll add a new message printed to the server console that tells the server where it stands score-wise. It'll be focused on warning you if you're heading towards being delisted. Will there be some sort of action admins can take or process they can follow if they think their servers are being incorrectly flagged for some reason? I fully realize you don't want every admin running a misbehaving server to spam you with requests for intervention. But at the same time, no such system can be perfect, and it would suck to see that you are headed for delisting and have no way to contact Valve about it. Thanks again, Dave -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dustin Doiron infiniGaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Delisting Information
Thank you for the information. That‘s what we all needed. - Original Message - From: Erik Johnson e...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Sent: Monday, March 16, 2009 8:32 PM Subject: [hlds_linux] TF2 Delisting Information Right now, we're not trying to provide a finely tuned quality difference between servers to players looking for a server. Instead, we're focused on finding and removing the very worst servers. This is why we're not showing server scores in the serverbrowser. If we did that, we think it'd be very hard for new servers to build communities, which a number of you have already identified as a problem. Our first pass was a manual one, so we knew there wouldn't be an exploitation issue. Going forward, we'll be making this into an automatic process, with the following additions: - Each player will be able to negatively affect a server's score only once per day. - We'll add a new message printed to the server console that tells the server where it stands score-wise. It'll be focused on warning you if you're heading towards being delisted. Some minor notes in response to questions being posed on the list: - Reserved slots won't result in any scoring implications if you're using them correctly (i.e. have set sv_visiblemaxplayers properly, or are using a SourceMod method) - Bots aren't counted in the scoring. - Delistings are temporary (1 month right now) - Level changes do not affect scoring (i.e. players are not considered as having disconnected reconnected over a level change) - Servers with low connection counts are not subject to being delisted. This means if you're testing something on your new server you don't have much to worry about. At least for now, this isn't meant to be a method to tell us or the community as a whole how good a server is. It is strictly for identifying servers that are doing really bad things like lying about their player count or redirecting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Delisting
Question If I have a slot plugin, and players get kicked, when they connect, due reserved slots msg? Will I get the -15point pennalt? Yes I will :) andevery minute I get at least 10 tries to connect. :) -150points every minute... - Original Message - From: David A. Parker dpar...@utica.edu To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, March 13, 2009 3:58 PM Subject: Re: [hlds_linux] TF2 Delisting I read that blog post last night, and I agree with the OP that Valve is going about this the wrong way. It seems to me that entirely delisting servers with poor scores is a bad idea. What they should do is put a server score field into the serverbrowser, so players can sort by score. Hacked servers, etc., would still be listed, bu they would be at the bottom. Also, as mentioned before, there is sure to be some kind of exploit to rapidly connect and disconnect from a server a few hundred times, effectively delisting it. Just my $0.02 (USD). - Dave Donnie Newlove wrote: On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak d...@devicenull.org wrote: I'm a bit worried about this new server delisting system.. I see a few issues: A) Every major GSP (a large portion of the servers) reuses IP addresses between different clients. It's entirely possible (and very likely) that someone is going to get their server delisted, then request that their IP be changed, leaving the next client to deal with that. Are these delistings permanent? Then every major GSP will have to forbid hacking servers to inflate the player count if they want to protect their addresses. Which is of course great. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Delisting
You’re wrong and Valve is doing its job wrong. But I don’t want to flame off topic about how companies should do their job dealing with cracked industry - Original Message - From: Carl aidsf...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, March 13, 2009 5:23 PM Subject: Re: [hlds_linux] TF2 Delisting This new scoring system would help get rid of servers like yours. Evaldas Z(ilinskas wrote: Question If I have a slot plugin, and players get kicked, when they connect, due reserved slots msg? Will I get the -15point pennalt? Yes I will :) andevery minute I get at least 10 tries to connect. :) -150points every minute... - Original Message - From: David A. Parker dpar...@utica.edu To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, March 13, 2009 3:58 PM Subject: Re: [hlds_linux] TF2 Delisting I read that blog post last night, and I agree with the OP that Valve is going about this the wrong way. It seems to me that entirely delisting servers with poor scores is a bad idea. What they should do is put a server score field into the serverbrowser, so players can sort by score. Hacked servers, etc., would still be listed, bu they would be at the bottom. Also, as mentioned before, there is sure to be some kind of exploit to rapidly connect and disconnect from a server a few hundred times, effectively delisting it. Just my $0.02 (USD). - Dave Donnie Newlove wrote: On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak d...@devicenull.org wrote: I'm a bit worried about this new server delisting system.. I see a few issues: A) Every major GSP (a large portion of the servers) reuses IP addresses between different clients. It's entirely possible (and very likely) that someone is going to get their server delisted, then request that their IP be changed, leaving the next client to deal with that. Are these delistings permanent? Then every major GSP will have to forbid hacking servers to inflate the player count if they want to protect their addresses. Which is of course great. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Available
Yes, I can confirm that. I can see my L4D servers using HLSW 1.3.1. A bit scary is that protocol is reported as 242. Yesterday it was 38. :-) Bu I think it’s only because console doesn’t report the game protocol at all. And yes, metamod isn’t detected anymore. - Original Message - From: Coldorak coldorak@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, March 12, 2009 8:36 AM Subject: Re: [hlds_linux] Left 4 Dead Update Available Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I don't have sv_password on my server.cfg / serverXX.cfg The servers show up in HLSW, but HLSW doesn't report they're running metamod/sourcemod. And my PHP scripts querying the servers from my website homepage does not show the L4D server any more. Cold On Thu, Mar 12, 2009 at 6:41 AM, James Gurney ja...@globalmegacorp.orgwrote: Saw a new bug tonight. 2 of us fell through the scissor lift (the one you turn on which calls a horde) on Mercy and got stuck inside it. Never seen that one before today.. Jason Ruymen wrote: A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive it. The specific changes include: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- http://www.coldfire.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Connection Problem
OK, what‘s with the „Connection problem“ when players spawn on dods after the protocol change? I’m using SUSE 9.3. Best wishes, Evaldas GameConnect Lithuania www.gameconnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Connection Problem
Well, if my company workers would code like Valve does. :-) I bet that money is the last thing we would get. Anyway, anyone is getting the player “Connection problem” issue? - Original Message - From: 1nsane 1nsane...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Saturday, March 07, 2009 9:10 PM Subject: Re: [hlds_linux] Connection Problem Seems like Valve fired their QA years ago... so now we get updates like this. Completely untested :/. 2009/3/7 Evaldas Žilinskas hlds_li...@gameconnect.lt OK, what‘s with the „Connection problem“ when players spawn on dods after the protocol change? I’m using SUSE 9.3. Best wishes, Evaldas GameConnect Lithuania www.gameconnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Orange Box Engine Update Released
Thank's for the MOD part :-) - Original Message - From: Jason Ruymen jas...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Sent: Wednesday, February 18, 2009 1:44 AM Subject: [hlds_linux] Orange Box Engine Update Released Updates to the Orange Box Engine have been released. The updates are optional for Team Fortress 2 and Day of Defeat: Source. The specific changes include: - Updated the engine to report SteamIDs using the Steam_0 format instead of Steam_1 - Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods running the current Orange Box engine - Reverted the change that capped rate at 3 Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable
Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail says: “along with an optional update for Day of Defeat: Source has been released“ I understand, that optional part means, that you can update today or you can update your server tomorrow. People will be able to play. But today I’ve opened my steam, browsed the server list and on ~70% of servers I get the killing “Invalid Steam key size.” error. Then checked the “Build: 3751” servers. Everything is OK with them. But how about custom OrangeBox mods? This new engine release kills most of the mods. It was an TF2 update, not entire OrangeBox update… “Client.dll Init()…” error? Is it so hard to check it the community part is ready for the new update, or how about the part, that would inform about the update few days before going public? Anyway, sad to say, Valve F.A.I.L. again :-) Evaldas - Original Message - From: Jason Ruymen jas...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Sent: Tuesday, February 17, 2009 2:30 AM Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable A required update for Team Fortress 2, along with an optional update for Day of Defeat: Source has been released. Please run hldsupdatetool to receive the update. The specific changes include: - Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher Syringe Gun) - Ultimately reduces damage done by pipebombs to enemies 512 units from the Demoman - Moved the unlockable system over to the new item backend: - Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout - Made tf_damage_disablespread a replicated convar, so clients can see the value of it on the server they're connected to - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to better explain its function now that stalemate is optional - Protected several more commands from client exploitation - Fixed muzzle flashes shell ejections still playing when viewmodels are hidden - Server tags can now be used to include or exclude servers from the list Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] New update (crashes immediately)
SuSE Linux 9.3 server:~ # uname -r 2.6.11.4-21.17-smp After about 10 seg. faults server is up and runing. Best wishes, Evaldas GameConnect Lithuania www.gameconnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Counter-Strike 1.6 Beta
Hello, Does anyone know if “Counter-Strike Steamworkd Beta” is over? Officially I didn’t see any news about that. But we had a protocol upgrade to version (48) and Half-Life is still (1.1.2.6). As I remember beta is (1.1.2.8). So… does anyone know more than I do? :-) Best wishes, Evaldas GameConnect Lithuania www.gameconnect.lt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike 1.6 Beta Update
Today I've reinstalled the beta again. Debug log shows and these files are in place, but I still get the same error. -- CRASH: Thu Oct 23 12:10:48 EEST 2008 Start Line: ./hlds_i686 -game cstrike_beta +port 27016 +map de_dust2 +ip 193.189.86.177 -debug -pidfile hlds.17277.pid Using host libthread_db library /lib/tls/libthread_db.so.1. Core was generated by `./hlds_i686 -game cstrike_beta +port 27016 +map de_dust2 +ip 193.189.86.177 -de'. Program terminated with signal 11, Segmentation fault. #0 0x4385f58d in CalcUnIPThisBox () from ./steamclient_linux.so #0 0x4385f58d in CalcUnIPThisBox () from ./steamclient_linux.so No symbol table info available. FromTo Syms Read Shared Object Library 0x40020c00 0x40021924 Yes /lib/libdl.so.2 0x40028320 0x40030614 Yes /lib/tls/libpthread.so.0 0x4004ac60 0x4012a78c Yes /lib/tls/libc.so.6 0x47a0 0x4001318f Yes /lib/ld-linux.so.2 0x40176b20 0x401f6ad4 Yes /server/game_servers/cs/engine_i686.so 0x406912f0 0x406a4ce4 Yes ./libsteam_api_c_linux.so 0x406bb350 0x406d4144 Yes /lib/tls/libm.so.6 0x406e6a60 0x406f4b4d Yes /server/game_servers/cs/filesystem_stdio_i386.so 0x433a1074 0x434ca408 Yes ./cstrike_beta/dlls/cs_i386.so 0x4367edd0 0x43985694 Yes ./steamclient_linux.so 0x43aec1a0 0x43b0ceb4 Yes ./libtier0_s_r_linux.so 0x43b24cd0 0x43b450b4 Yes ./libvstdlib_s_r_linux.so Stack level 0, frame at 0xbffee1d0: eip = 0x4385f58d in CalcUnIPThisBox(); saved eip End of crash report -- - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, October 23, 2008 1:48 AM Subject: Re: [hlds_linux] Counter-Strike 1.6 Beta Update Make sure you installed into a clean directory and you don't have libraries from the game in your /lib or /usr/lib path. -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Evaldas Žilinskas Sent: Wednesday, October 22, 2008 2:43 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Counter-Strike 1.6 Beta Update I do get some problems with starting up after the update Console initialized. scandir failed:/server/cs/./valve/SAVE scandir failed:/server/cs/./platform/SAVE Protocol version 48 Exe version 1.1.2.8/Stdio (cstrike_beta) Exe build: 17:26:41 Aug 27 2008 (4352) STEAM Auth Server couldn't exec language.cfg Server IP address *.*.*.*:27016 scandir failed:/server/cs/./valve/SAVE scandir failed:/server/cs/./platform/SAVE [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. ./hlds_run: line 342: 11924 Segmentation fault $HL_CMD Add -debug to the ./hlds_run command line to generate a debug.log to help with solving this problem Thu Oct 23 00:49:01 EEST 2008: Server restart in 10 seconds Thu Oct 23 00:49:11 EEST 2008: Server Quit - Original Message - From: Jason Ruymen [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, October 21, 2008 1:52 AM Subject: [hlds_linux] Counter-Strike 1.6 Beta Update The Counter-Strike 1.6 Beta has been updated. Run hldsupdatetool to receive this update. The specific changes include: - Update hltv to work with Linux Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike 1.6 Beta Update
I do get some problems with starting up after the update Console initialized. scandir failed:/server/cs/./valve/SAVE scandir failed:/server/cs/./platform/SAVE Protocol version 48 Exe version 1.1.2.8/Stdio (cstrike_beta) Exe build: 17:26:41 Aug 27 2008 (4352) STEAM Auth Server couldn't exec language.cfg Server IP address *.*.*.*:27016 scandir failed:/server/cs/./valve/SAVE scandir failed:/server/cs/./platform/SAVE [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. ./hlds_run: line 342: 11924 Segmentation fault $HL_CMD Add -debug to the ./hlds_run command line to generate a debug.log to help with solving this problem Thu Oct 23 00:49:01 EEST 2008: Server restart in 10 seconds Thu Oct 23 00:49:11 EEST 2008: Server Quit - Original Message - From: Jason Ruymen [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, October 21, 2008 1:52 AM Subject: [hlds_linux] Counter-Strike 1.6 Beta Update The Counter-Strike 1.6 Beta has been updated. Run hldsupdatetool to receive this update. The specific changes include: - Update hltv to work with Linux Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] (SPAM) -Re: srcds_i686 for orangebox?
I bet that it has to do something with Linux optimizations for fps. I mean, that it’s hard to find a windows server running stable in 1000fps and most of people run it on default 60fps. So here are your differences. Compile kernel in 1000Hz, add some boosts, 100tick and “boom”, cpu usage goes all the way up. Evaldas - Original Message - From: Nephyrin Zey [EMAIL PROTECTED] To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, June 05, 2008 6:20 AM Subject: (SPAM) -Re: [hlds_linux] srcds_i686 for orangebox? Thanks for the responses I still get as much as 2-3x more CPU usage on linux than windows though :( - Neph On Wed, Jun 4, 2008 at 3:37 PM, Ondřej Hošek [EMAIL PROTECTED] wrote: Here you go, straight from the horse's mouth: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg44646.html We are moving to a newer compiler version and the performance difference has gone away between the different types [...]. ~~ Ondra On 05.06.08 0:03 Uhr, Nephyrin Zey wrote: Are there any plans to provide alternate srcds compiles for orangebox? Or did the alternate compiles for early engines just end up causing more headaches than benefit? - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Day of Defeat: Source Beta Dedicated Server
Hello, I get at console output: MasterRequestRestart Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. Server works fine, but console is flooded by these messages. Any ideas? And yes, server is up to date. Evaldas - Original Message - From: Ondřej Hošek [EMAIL PROTECTED] To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Saturday, May 24, 2008 3:18 AM Subject: Re: [hlds_linux] [hlds] Day of Defeat: Source Beta Dedicated Server Are you in the orangebox subdirectory? I think you have to be. Check for the existence of a dodsbeta folder wherever you are. On 24.05.08 2:04 Uhr, Andrey Egorov wrote: Hi for all. I download server and it don't working [EMAIL PROTECTED] srcds]$ ./srcds_run -game dodsbeta +port 27030 +map dod_argentan Invalid game type 'dodsbeta' sepecified. 24 03:48:02 MSD 2008: Server Failed What happend? Andrey. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] What is your cpu load?
Ou! I have a question. How these Intel 5310 are performing with older engine SRCDS servers? At the moment my Pentium 935’s aren’t doing any good. I mean, that one 66tick 24slot DODS server does about 70% of one core load. But we are talking about 3.2GHz over clocked up to 3.8GHz. Anyway, 5310 is only 1.6GHz and “Protocol 7” doesn’t support any multicore load balancing… and I bet that it will not in the future. How does the 5310 handle? What CPU loads you get? - Original Message - From: Gary Stanley [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com; hlds_linux@list.valvesoftware.com Sent: Saturday, January 26, 2008 11:11 PM Subject: Re: [hlds_linux] What is your cpu load? At 10:49 AM 1/26/2008, Vince W. wrote: We see the same thing. Intel 5310 1.6GHz quadcore Xeon 8MB cache, 4MB RAM. Running Centos 5.1 x86 with a couple different flavors of custom kernels compiled for max performance with these CPU's, and glibc-2.5-18.el5_1.1. (Note: we also saw same issues on a 3GHz dual core box running single instances.) We run 28-slot servers, currently 3 of them, on the box. We have seen CPU utilization at 90% on one server instance with the server full and at a busy point, even with the other 2 instances empty, and performance of the game as described below. We only run 1 plugin (beetlesmod), though performance is same without it. Up to this point I have not attempted to use taskset to lock processes to individual CPU cores, as I am not sure what its effect would be if there is any multi-core utilization going on in the server. I found some discussion of this the other day when I discovered the host_thread_mode cvar but then subsequently learned googling that it doesn't do anything for dedicated servers, but that some(...) multi-core utilization is already in the dedicated server binaries. So it doesn't seem to make sense to taskset the game to only 1 core unless I'm just not understanding. I'm also thinking that I would probably lose the benefit of trying to keep the gameserver processes running on specific CPU cores, and at the same time accomodate any multicore processing going on in the dedicated server, by using taskset to bind each process to 2 specific cores (and mixing it up a bit with which cores each process gets taskset to). I may just be over-analyzing all of this with a less-than-perfect understanding of any of it. But what I do know is, TF2 uses a LOT more CPU on Linux than CS:S does to handle the same level of activity/# of busy player slots - at least twice as much, from what I have seen. I can't help wondering if there is not a lot more optimization that could be done with the code, or how it is compiled, so that it can run more efficiently in Linux. The server drops to low double-digit server fps when things get really busy - for example, heavy firefights, or the end of stage 2 dustbowl when everybody is shooting, all engies banging on their gear, etc., and lags noticeably. The incoming updates from the server sometimes dips as low as 15 per second, and stats output showing as low as 20 server fps. We had to reduce the slots from 32 to 28 to get this more under control. We also use Beetlemod's (small|medium|large)maps.cfg files to vary the max ping limit allowed based on number of players on the server, so when the server is full 300ms ping is max we allow before the player gets kicked. REALTIME/TICKLESS KERNEL I've tried 2.6.24-rc5rt -- tickless kernel, hires timers, compiled with every compiler flag optimization the CPU family supports, kernel IRQ balancing enabled (and userspace irqbalance daemon disabled) etc. The server will hover around 935+ server fps on this kernel under low in-game demand (though I normally fps_max much lower - 200), but it can't sustain it when things get busy in the game. Based on top output, the CPU load of each server instance seems to be spread across all 4 CPU cores, but I'm not so sure this is a good thing. (if we really are doing that much task migration it is going to introduce overhead) For me, the problem using the realtime kernel is that I keep seeing Warning: System clock went backwards 1 seconds messages come through in bursts in the game console periodically, and when this happens, the server lags for 3-5 seconds - this really annoys the connected players (and me). I've tried both hpet and acpi_pm clocksources (the server has both), but same problem with either. This may be something needing to be addressed in the kernel timers code with realtime patches in use, or maybe even an indication of a jittery timers on the hardware (but I don't think so). Or maybe it's just how the gameserver reads the time. But overall, I haven't seen where the game really runs noticeably better on this kernel, regardless of how I tune the realtime priority (with chrt) or nice levels. This is an issue with RT kernels. timers are supposed to monotonically increase for each read. HPET is your best bet for anything. ACPI is a little
Re: [hlds_linux] So.. p3 support for linux binary? yes/no please
How do you run SRCDS stable on P3? I mean, what kind of hardware do you have? I have few P4s with 3ghz ant HT, but one 24slot dods server runing ant 66tick and ~200fps is maximum what can I get. I mean, isn't a time to R.I.P. some old hardware? 'cause soon we'll be blaming valve for getting low fps on durons 700mhz :) - Original Message - From: [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Sunday, October 07, 2007 3:13 AM Subject: [hlds_linux] So.. p3 support for linux binary? yes/no please A lot of us have fast, server-grade P3 servers. Can we please get an official word on whether the Linux binary will support this hardware, or are we wasting our time? Like others have pointed out, the Windows SRCDS doesn't have this requirement. I just want a clear answer on this so I can assess my options. I will likely just abandon TF2 hosting personally, as I cannot afford to replace all my machines at this time -- others may choose to purchase new hardware. But at least give us the data we need to make this decision! My trusty P3 servers are fast enough to run this game with the maxplayers I have in mind, and did so for CS:S for years now. I understand the game is essentially beta, and I am happy to wait for a fix. I just want to know if one is forthcoming or not. Looking through archives of this list, I'm seeing very conflicting information about this issue. On person says this isn't intended, Alfred seems to be saying we're SOL. I hope this isn't true, I'm very excited about hosting this game. Thanks for your time! -- cj_ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New server
Why the hell do you need a 1TB to host SRCDS? - Original Message - From: Henrik Dige Semark [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, August 13, 2007 5:39 PM Subject: [hlds_linux] New server I'm going to buy a new server for my 2 CS:S 32/(4) game... But I'm not sure what I'm going to buy. My new spec. will by something like: OS: OpenSuSE 10.2 x86_64 AMD 64bit x2 4800+ ~ 2,5GHz or 5000+ ~ 2,6GHz (it have to be AMD) 2GB Kingston ECC ram 1TB HDD is this okay ? or shod i look for something more power full ? sorry for my bad English Med Venlig Hilsen / Best regards Henrik Dige Semark [EMAIL PROTECTED] henrik.semark.dk _ Prøv nogle af de nye onlinetjenester på Windows Live Ideas - de er så nye, at de endnu ikke er udgivet officielt. http://ideas.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Beta Update
I wonder, is there a way hldsupdatetool not to overwrite gameinfo.txt? :) - Original Message - From: Jason Ruymen [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Sent: Tuesday, June 12, 2007 5:45 AM Subject: [hlds_linux] Source Engine Beta Update An update to the Source Engine/Dedicated Server beta is now available. To update, run hldsupdatetool or Steam with the command -beta srcds0407. If this update goes well, we plan on releasing it within a few days. The specific changes include: - Fixed sv_pure 1 not protecting sounds by default - Fixed sv_pure 2 not allowing custom maps - Made sv_pure_kick_clients default to 1 - Fixed a Linux server crash - Fixed a client crash - Reallowed ent_fire Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.13/843 - Release Date: 2007.06.10 13:39 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Did I miss any RPM?
Made an update to my suse box (via console). All everything is working fine, but HLDS/SRCDS. Did I miss something? ERROR: Auto detecting CPU Using SSE2 Optimised binary. Auto-restarting the server on crash Failed to open bin/dedicated_i686.so (tier0_i486.so: cannot open shared object file: No such file or directory) Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Mon Jun 4 01:40:23 EEST 2007: Server restart in 10 seconds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Did I miss any RPM?
Well, I updated only linux, game files were untouched, but i tryed './steam -verify_all' anyway ant the same. Maybe, there is something with linked libs or gdb? - Original Message - From: Dan E [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, June 04, 2007 1:52 AM Subject: RE: [hlds_linux] Did I miss any RPM? Try an update with -verify_all ? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Evaldas Žilinskas Sent: Sunday, June 03, 2007 6:41 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Did I miss any RPM? Made an update to my suse box (via console). All everything is working fine, but HLDS/SRCDS. Did I miss something? ERROR: Auto detecting CPU Using SSE2 Optimised binary. Auto-restarting the server on crash Failed to open bin/dedicated_i686.so (tier0_i486.so: cannot open shared object file: No such file or directory) Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Mon Jun 4 01:40:23 EEST 2007: Server restart in 10 seconds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] [HLDS Question] turn off .ztmp compression
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey there, does anyone remember how to turn off the HLDS *.ztmp compression? Pagarbiai, Evaldas Žilinskas, Lemita UAB Tel.: 8~37 312 999, 8~679 26 812 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OK, getting frustrated now!
Same here with Pentium (Single Core, 3GHz). When I run a dods server with ~20 players at 66tick I get ~70-100% CPU usage. FPS are droping, servers is hanging (depending on map). Sooo I think that server upgrade is needed for you and me. Something close to Intel E6600 or Xeon 5120 :). - Original Message - From: David Syers [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, December 18, 2006 7:52 PM Subject: [hlds_linux] OK, getting frustrated now! -- [ Picked text/plain from multipart/alternative ] Can someone explain the following, or if it is just shite coding on valves part: * I run a server that has a dual core pentium 3.4GHz processor and runs 2 x 100 tick 18 man CSS servers. * It has the kernel compiled at 1000 * My startup line has +fps_max 600 (will largely hold 333fps) I can look at the server cpu usage, memory usage and CSS stats all in real time. Now why the hell does a server drop from 333fps to as low as 10fps? What causes this? The CPU usage gets no higher than 60% (one core for the process - other is at 1-5% if the other server is empty), but the drops can happen at 60% or anywhere below, so the CPU usage seems to have no bearing on this. The memory usage does not change - I have memory that is not currently in use, so this seems not to be a factor either. I have no swap being used, the server is regularly rebooted to clear any memory that is not released (although as mentioned I have spare) and all servers except literally the ones to run the server have been stopped (but as mentioned CPU usage is never over 60%, and system use is negligable) I am totally confused as to why the fps will not stay above 100 when the hardware is clearly not struggling!! Would it be better to force is to use the 486 process instead of the 686?? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.23/591 - Release Date: 2006.12.17 15:17 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] New update shows some errors :)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] New update shows some errors :) Anyone geting this? -- server:/server/installs/game_server/source # ./srcds_run -binary ./srcds_i686 -tickrate 66 -game dod -port 27015 +ip xx.xx.xx.xx +map dod_avalanche +maxplayers 24 -debug Enabling debug mode Auto-restarting the server on crash ./srcds_run: line 344: 27102 Segmentation fault (core dumped) $HL_CMD warning: current_sos: Can't read pathname for load map: Input/output error Cannot access memory at address 0xbfffc29c debug.cmds:4: Error in sourced command file: Cannot access memory at address 0xbfffc29c email debug.log to [EMAIL PROTECTED] Sat Dec 2 15:34:52 EET 2006: Server restart in 10 seconds ./srcds_run: line 344: 27109 Segmentation fault (core dumped) $HL_CMD -- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] cs nonsteam
Why not? Disabling sv_lan 1 would kill ~60% of all nosteam servers :). - Original Message - From: Shawn Zipay [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, October 09, 2006 10:14 PM Subject: Re: [hlds_linux] cs nonsteam -- [ Picked text/plain from multipart/alternative ] There's no singular company that can attack and win the war on piracy. Valve does as much as they possibly can given their limited resources. On 10/9/06, Evaldas Zilinskas [EMAIL PROTECTED] wrote: And what about that? We live in XXI and todays no one cares about the EULA and paper stuff like that untill they get sued. We have lots of big communitys at our country that provide illegal updates, and that sux. Software providers don't want to sell games (VALVe ones) because no one buys them, there are cheaters all over around... And VALVe doesn't even try stop something (or just have no time for extra 30.000-50.000 people, that would buy their games, if they haven't got a link to download them free). --- It's evening, I'm tired after work and lectures, so my English is bad, but I think, that you got the point ;). - Original Message - From: Kevin Ottalini [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, October 09, 2006 8:06 PM Subject: Re: [hlds_linux] cs nonsteam It's against the EULA and common sense to provide hacked servers for hacked clients. - Original Message - From: Tomasz Formanowski To: hlds_linux@list.valvesoftware.com Sent: Monday, October 09, 2006 6:50 AM Subject: [hlds_linux] cs nonsteam Hi, I was wondering if it's legal to host non-steam servers. We don't do it, but there are some gsp's that do. What is Valve's opinion on this matter ? regards Tomek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.407 / Virus Database: 268.13.1/466 - Release Date: 2006.10.07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.407 / Virus Database: 268.13.1/466 - Release Date: 2006.10.07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Buying a Xeon
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, Most of my servers run on 3GHz Pentium (sock. 478). Not even a Dual Core. I want to upgrade some of them to Xeons and at the momment i'm interested in Xeon 5110 (1.6GHz, 4MB L2, 1066MHZ FSB). One people say, that 1.6GHz will be not enought to run game servers, other say that these Woodrest chips do more than GHz's can show and runing 2*24slot servers will do his job fine at 66ticks. Did anyone try them? Are they 64bit designed? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] HPK (High Ping Kicking)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Dear admins, Has anyone seen any HPK (High Ping Kicking) system? I mean that there is no such thing on source, but maybe anyone scripted one. Really, I don't like Mani, because of the memory leaks and other things like that. And people, from countries like Argentina with pings more than 300-400 are anoying. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Ping...
Pong! Ironical: Well, Valve has a lot of job to do now :). They are reading everyones emails and disabling accounts that have lots of legit games. Sorry, no 64bit for linux at least 2 years :). - Original Message - From: [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, August 07, 2006 2:45 PM Subject: Re: [hlds_linux] Ping... Yes Some are still waiting for the 64bit binaries - were we all know the estimated time is when it's done ;-) On the other hand, the weekly update isn't weekly anymore... No important updates on HLDS and/or SRCDS... (and no information about VAC updates...) -Ursprüngliche Nachricht- Von: hlds_linux@list.valvesoftware.com Gesendet: 07.08.06 13:34:07 An: hlds_linux@list.valvesoftware.com Betreff: [hlds_linux] Ping... Damn this list is quiet ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] VAC 1 and 2
And you think, that VALVe will leave VAC1 servers (and it's system) online only because of the AMD64 witch is not updated for ages? :). Plus, sometimes i thin that VAC1 = VAC2 just some updated tracking things. - Original Message - From: Andrew Forsberg [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, July 11, 2006 11:49 PM Subject: RE: [hlds_linux] VAC 1 and 2 He's specifically interested in VAC2 on the old 64 bit build of hlds. Which, as stated, does not exist. There is only VAC1 available for those servers. Also, VAC2 is *not* just a client side system. A server does have to auth with the VAC servers in order to run it. On Tue, 2006-07-11 at 11:41 -0400, Scott Tuttle wrote: If you are running 32 bit and your server is secure then you are set. On 32 bit hlds/srcds instances vac2 is the only vac available. You either run vac2 or you run in insecure mode. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] VAC 1 and 2
I'm about 90% sure, that VAC1 or VAC2 is more like clienside stuff. When they update it, we just get a platform update thing, and even if your engine shows old VAC message, people are using the VAC2 on their clients. Only thing that server needs to do is tell client if the module needs to be activated (secure server) or no (insecure). - Original Message - From: Andrew Forsberg [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, July 11, 2006 3:28 AM Subject: RE: [hlds_linux] VAC 1 and 2 You can't. It has never been released for the 64 bit platform. On Mon, 2006-07-10 at 21:15 +, Henrik Semark wrote: [ Converted text/html to text/plain ] I know that VAC1 start it self, but how do I start VAC2 ? / [Team-Jogge] SuicideMe [DK] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Cpu usage
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, I don't want to discuss about the current problem with CPUs, because on every srcds site you can see that. I would preffer to see answers. So, yesterday I ran a 24slot server DODs using 66tic. And when people reached the number of 18-20, CPU was ~90%. Is this normal? I mean, that on the same CPU and Linux I can run 2 dod1.3 servers with 32 slot and get ~60-70% CPU. And dod1.3 do update players 100k/s just fine, and here? You have 66updates/s and so high CPU usage. At the momment I'm runing 3.4GHz Pentium4 (800MHz FSB etc, etc...) +2GB DDR*400 and SuSe Linux. Better MHz suggestin is only a 3.8 one, but I don't think that +400MHz will slow my problems. So I know that current SRCDS anticheat system with updates, ticrates a bit slow the aimboting and something like that, but from admin side of this, It's a pain in the ass. Because CPUs with 5GHz haven't showed yet :). What do the people on this list think? Maybe an other beta test would bring the things to the right side? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] sv_voicequality
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there something like sv_voicequality on SRCDS? At the moment I'm doing some search on the cmdlist and nothing yet. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Error: Material
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can anyone tell me, why srcds can't find some files? Do you get the same? Yesterday I looked at my DODS server and there were more errors at startup. maxplayers set to 16 Network: IP 193.189.86.177, mode MP, dedicated Yes, ports 27018 SV / 27006 CL Executing dedicated server config file Error: Material sprites/bubble : proxy AnimatedTexture not found! Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] uploading of .wad files
Good mappers include textures into bsp files, so you do not need any WAD. And *.RES files aren't so bad. Why the **ck you would need a super duper programing script to download some wads, when you can use RES. - Original Message - From: Martin Zwickel [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Cc: [EMAIL PROTECTED] Sent: Tuesday, May 30, 2006 12:19 PM Subject: Re: [hlds_linux] uploading of .wad files -- On Mon, 29 May 2006 23:24:46 +0200 W0kk3L [EMAIL PROTECTED] bubbled: Yes The .res files really sux! I have never seen any gameserver that doesn't push all needed files to the client except HLDS! Is there a way to let a plugin determine the dependencies of the map to automatically create the precache?!?! That would be one of the most useful plugin for HLDS. That's why I love EPIC and how they designed the UT series. PS.: A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? also a stripped mail would save space!!! - Original Message - From: Henrik Semark [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, May 29, 2006 10:39 PM Subject: Re: [hlds_linux] uploading of .wad files [ Converted text/html to text/plain ] sow if I have this files(image) 0soup0_simpsons.wad cs_snowbase.wad greenvalley.wad 23a.wad cs_thunder.wad ice_patinoire.wad 23b.wad cs_woodz.wadiceworld3k.wad 3dmsnowy.wad csde_thinice.waditsitaly.wad (image) I just have to add: if (file_exists(de_rotterdam.wad)) precache_generic( de_rotterdam.wad) Fore every .wad file ? -- MyExcuse: Jan 9 16:41:27 huber su: 'su root' succeeded for on /dev/pts/1 Martin Zwickel [EMAIL PROTECTED] Research Development TechnoTrend AG http://www.technotrend.de -- [ signature.asc of type application/pgp-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Get rid of the i486
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] To Alfred: There is no way you could play Source games on PC with CPU lower then 600 MHz. I think most of the list people agree with that. So, there is no way you could run a Source ~6-10 slot Source server on Linux with PC that doesn’t have “Streaming SIMD Extensions (SSE)”. So it‘s like a playing a game on Pentium with no MMX. So let’s back to the point. Making a binary for old CPU’s that can’t handle the load is useless. For that I prefer seeing only i686 and AMD binaries. Maybe one with “safe mode” would be useful. One, where you can select from the command line something like ./srcs_run –binary engine_safe –no_sse –no_sse2 or something. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 15091 Illegal instruction
Don't know about SSE2 but AMD 1.2Ghz should have SSE. My old Celeron 850 had it. - Original Message - From: Ondřej Hošek [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Sunday, May 28, 2006 11:42 PM Subject: Re: [hlds_linux] 15091 Illegal instruction Try the following: $ cat /proc/bus/cpuinfo | grep flags If this pipe returns a line containing sse, your processor should be SSE-compatible. As a temporary workaround, you may try ./srcds_run -binary ./srcds_i486, which shouldn't require SSE. ~~ Ondra Calitaco wrote: It's on a AMD 1.2Ghz Thunderbird with 1gig of ram. Worked fine until a few days ago. I guess it must've auto updated. --- Evaldas Zilinskas [EMAIL PROTECTED] wrote: Can you tell me about your hardware? I'm using suse 9.3 and no problems with SSE ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS drops of the Steam internet server list
Let me guess, you are from lithuania? - Original Message - From: Faustas Buškevičius [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, May 09, 2006 5:47 PM Subject: Re: [hlds_linux] HLDS drops of the Steam internet server list Heh, I guess I've detected something. I've noticed that when starting the server, it returns something like this Adding master server 68.142.72.250:27010 Adding master server 69.28.151.162:27010 Could not establish connection to Steam servers. The server does not show up, I can refresh my browser as much as I want. After numerous server restarts (7 to 10), server returned Adding master server 68.142.72.250:27010 Adding master server 69.28.151.162:27010 Connection to Steam servers successful. and the server showed up just as it should do. So my guess is that theres a problem with VALVe's masterservers ? To be exact, problem with connection to them. So if no one will suggest something more effective, I think the only way to fix this crap is to restart your server until it connects to masterservers. It seems that all my server also have been dropped from the list... And those have been up for aprox 2.5 years without changing IP's... Maybe thats why I have seen a decline on player ount on all our servers lately. /Bjorn On Tue, 9 May 2006, [UTF-8] Faustas Buškevi�^Mius wrote: I have a bit different setup over here. I have a linux box, which acts as a router (we connect our gameservers (with IPs of 10.X.X.X class) to it). So one box has ports 1020-1030, the other one has 27000-27099 rerouted. Here's the problem: one gameserver (running on port 1024) shows up in Internet servers list almost instantly when I press 'refresh all' button without any filters set, and the other one (running on default port 27015) does not show up at all, even when browser stops after receiving more than 28k servers. Yes, I do use '-master' when starting the second server and no, I don't use 'sv_lan 1' in my config. About server configs: the first one (showing up) - 1.4 GHz AMD Athlon, 256 MB RAM; second one (does not showing up) - 3 GHz Pentium4, 1 GB DDR2 RAM. Any suggestions ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I had a server running on LAN for the last 2 years. I set it up to run on the internet. My server won't stay on the Steam internet server list for more than 5 minutes. Yet, if anyone adds the ip in their favorites they can always get on and play. That tells me my router is OK. I have seen many variations of this problem on different boards, but none of the solutions listed has solved my problem. Here are some set up particulars. ./hlds_run -game czero -ip XX.X.XXX.XXX -port 27015 +maxplayers 20 + map de_dust2_cz -autoupdate -master - secure 1 -sport 27031 I can remove most of this stuff and get the same problem. Also, this error comes up during server boot up. cminterface.cpp 588 : Assertion Failed: Null != m_hConnection Here is what start up looks like. Using Pentium II Optimised binary. Auto-restarting the server on crash Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Condition Zero Base Content' version 16 Checking/Installing 'Counter-Strike Base Content' version 17 Checking/Installing 'Linux Server Engine' version 35 Checking/Installing 'Half-Life Base Content' version 8 HLDS installation up to date Console initialized. Protocol version 47 Exe version 1.0.0.2/Stdio czero Exe build: 20:06:30 Mar 7 2006 3421 STEAM Auth Server couldn't exe language.cfg Server IP address 172.16.21.22:27015 Metamod version 1.17.2 Copyright c 2001-2004 Will Day [EMAIL PROTECTED] Metamod comes with ABSOLUTELY NO WARRANTY; for details type 'meta gpl'. This is free software, and you are welcome to redistribute it under sertain conditions; type 'meta gpl' for details. Navigation map loaded * Server language set to: EN * Multilingual AMX Mod * Available languages: - EN : 100.00% - FR : 100.00% cminterface.cpp 588 : Assertion Failed: Null != m_hConnection Executing AMX Configuration File Adding master server 207.173.177.11:27010 Adding master server 68.142.72.250:27010 Scrolling message displaying frequency: 10:00 minutes Type 'amx_help' in the console to see available commands Time Left: 39:43 min. Next Map: de_dust_cz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CPU usage
I use only metamod 1.2.1. - Original Message - From: 1nsane . [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, April 20, 2006 6:58 AM Subject: Re: [hlds_linux] CPU usage -- [ Picked text/plain from multipart/alternative ] Evaldai, My 20 slotter with 100 tick uses up only about 35% cpu when its full. Is that a clean install? What kind of mods (if any) do you have? One of my server runs at 64 tick and right now with 3 people and 2 bots it only uses up 2.6 % of the dual xeon (2.4 GHZ 2GB RAM) So your 33 tick server should'nt really be using up that much. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] mp_footsteps / sv_footsteps / :-)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] mp_footsteps mp_footsteps = 1 game notify sv_footsteps sv_footsteps = 1 game notify replicated - Play footstep sound for players Why do we need both of them? :). Sometimes I think, that VALVe guys don't clean up the old code :). -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] mp_footsteps / sv_footsteps / :-)
Nothing, but you people from WEST do things your way. There can be a TRACTOR at the center of the highway, but if no one will be hurt, there will be no needence to remove it :-). We EAST people still are kind of pedants, it there is no needence of the code = we remove it. - Original Message - From: Craig Moore [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Friday, April 21, 2006 1:06 AM Subject: Re: [hlds_linux] mp_footsteps / sv_footsteps / :-) What is it hurting? One is just a replica of the other. On 4/20/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] mp_footsteps mp_footsteps = 1 game notify sv_footsteps sv_footsteps = 1 game notify replicated - Play footstep sound for players Why do we need both of them? :). Sometimes I think, that VALVe guys don't clean up the old code :). -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CPU usage
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] WTF, CSS server runs at 300fps, but cpu usage is 15% with only 2 players in it! tell me, how much will 32 players use? ticrate is 33, cpu 3.0ghz HD pentium @800mhz fsb, and 2GB DDR400mhz. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Very high CPU usage since HLDS Engine upgrade 35
True, my CS server's CPU usage is high too. Runing a 32slot server on 3GHz is almost inposible. You can uninstall all mods, but when there is at least 26 players, server's cpu usage grows up to 90%. - Original Message - From: [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Friday, April 14, 2006 8:29 PM Subject: [hlds_linux] Very high CPU usage since HLDS Engine upgrade 35 Greetings Since I upgraded my Natural-Selection Linux Server from 'Linux Server Engine' version 29 to 35, it takes very high CPU usage. Around 20-30% more than usual, so that I had to reduce the Serverslots from 32 to 20, as else the Pings increase about 300, up to 600 and higher. I'm 100% sure, that it is the Engine update 35, as I didnt change anything else on the Server since months - and before there were no problems. I run a Amd Athlon 3000+ with 1 GB Ram and Suse 9.3 with Kernel: Linux linux 2.6.11.4-21.10-default #1 Tue Nov 29 14:32:49 UTC 2005 i686 athlon i386 GNU/Linux Its a rootserver and theres nothing else running on it. Unfortunaly I forgot to make an backup before I updated the Server, so it would be nice if you could tell me where I can dowload the older HLDS version 29, or lower, so I can downgrade till that problem is fixed. cheers SecurityFox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CPU usage
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Strange things happening on my linux box. 16 player server is causing 60% cpu usage. PC is 3GHz pentium, 1GB DDR. Maybe something with kernel? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] problem in nosteam when trying to add server to Favorites
The part with word nosteam says everything :D - Original Message - From: Enes Sönmez [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Tuesday, March 28, 2006 7:36 PM Subject: [hlds_linux] problem in nosteam when trying to add server to Favorites -- [ Picked text/plain from multipart/alternative ] I cant add my nosteam servers to my Favorites list in CS 16. Using Linux Redhat, FC3 Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SRCDS fps much more accurate than HLDS
HLDS tickrate? fps_max? There is no thing like that on HLDS - Original Message - From: Martin Zwickel [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, March 16, 2006 10:45 AM Subject: [hlds_linux] SRCDS fps much more accurate than HLDS -- Hi there! I have 2 servers running on one box. one SRCDS v57 and one HLDS v35. Yesterday I wrote a script to build a graph of the hlds/srcds stats output, and now I wonder why SRCDS's fps is much more accurate than HLDS's? Here a diff: SRCDS: http://server.clanngc.de/rrdtool/stats_thunder-day.png HLDS: http://server.clanngc.de/rrdtool/stats_flash-day.png fps values: hlds: fps: 250 fps_max = 166 tickrate = 300 srcds: fps: 166 fps_max = 300 tickrate = 100 Kernel runs with HZ: 1000 The HLDS fps values go from 232 to 274. But in 90% it's ~250 fps. WTF? ps.: HLDS fps_max is now also 300. Makes no difference. Regards, Martin -- MyExcuse: piezo-electric interference Martin Zwickel [EMAIL PROTECTED] Research Development TechnoTrend AG http://www.technotrend.de -- [ signature.asc of type application/pgp-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SRCDS fps much more accurate than HLDS
But fps_max do not affect HLDS fps. - Original Message - From: Ludoservers [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, March 16, 2006 11:08 AM Subject: RE: [hlds_linux] SRCDS fps much more accurate than HLDS HLDS have its own tickrate setting in the sys_tickrate cvar (def. 100), and have fps_max cvar (def. 72) :) -Mensaje original- De: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] En nombre de Evaldas Žilinskas Enviado el: jueves, 16 de marzo de 2006 9:59 Para: hlds_linux@list.valvesoftware.com Asunto: Re: [hlds_linux] SRCDS fps much more accurate than HLDS HLDS tickrate? fps_max? There is no thing like that on HLDS - Original Message - From: Martin Zwickel [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, March 16, 2006 10:45 AM Subject: [hlds_linux] SRCDS fps much more accurate than HLDS -- Hi there! I have 2 servers running on one box. one SRCDS v57 and one HLDS v35. Yesterday I wrote a script to build a graph of the hlds/srcds stats output, and now I wonder why SRCDS's fps is much more accurate than HLDS's? Here a diff: SRCDS: http://server.clanngc.de/rrdtool/stats_thunder-day.png HLDS: http://server.clanngc.de/rrdtool/stats_flash-day.png fps values: hlds: fps: 250 fps_max = 166 tickrate = 300 srcds: fps: 166 fps_max = 300 tickrate = 100 Kernel runs with HZ: 1000 The HLDS fps values go from 232 to 274. But in 90% it's ~250 fps. WTF? ps.: HLDS fps_max is now also 300. Makes no difference. Regards, Martin -- MyExcuse: piezo-electric interference Martin Zwickel [EMAIL PROTECTED] Research Development TechnoTrend AG http://www.technotrend.de -- [ signature.asc of type application/pgp-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SRCDS fps much more accurate than HLDS
It's hard to answer this. Maybe it has something to do with Linux versions and server mods. On my server after the AMXX 1.70 release I got better FPS results. Now when I run sys_ticrate 1000 and pingboost 1 server FPS jump from 500 to 1000 (depends on map that I'm runing then). de_aztec was always a plague on my Pentium. I heard that people get much stable FPS when they run BSD. Of course I don't believe in that and I still stick close to my SuSE 9.x ;). - Original Message - From: Martin Zwickel [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Cc: [EMAIL PROTECTED] Sent: Thursday, March 16, 2006 3:26 PM Subject: Re: [hlds_linux] SRCDS fps much more accurate than HLDS -- On Thu, 16 Mar 2006 14:51:02 +0200 Evaldas Žilinskas [EMAIL PROTECTED] bubbled: But fps_max do not affect HLDS fps. It doesn't matter if fps_max do affect HLDS fps, the question is: Why is it unstable like hell?! -- MyExcuse: You must've hit the wrong any key. Martin Zwickel [EMAIL PROTECTED] Research Development TechnoTrend AG http://www.technotrend.de -- [ signature.asc of type application/pgp-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] HLDS
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hmmm, after the new cs_i386.so mapcycle don't work, and when I change maps manually - server crashes. Made a rolback few minutes ago. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] This server is using newer protocol (7) that your client have (5)
Go to USA. Peole there play legal games :). Besides, that most off the people play illegal games is not an option for supporting piracy. - Original Message - From: Dmitriy Gorbenko [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, February 06, 2006 3:23 PM Subject: Re: [hlds_linux] This server is using newer protocol (7) that your client have (5) This is a multi-part message in MIME format. -- Well, what can I say... I live in Ukraine, the country where legal and recent copy of Valve software is rare thing. So, as I understand, Vavle did not provide support for out-of-date clients ? Reinder P. Gerritsen writes: Okay, Clear. Now I run - and I think most of us do - a CS Source server, and I realy can't come up with a reason that you so desperately require support for an older protocol version. Afaik you simply require the latest srcds just to be able to run the most recent map changes. Anyone with a legal copy will automatically be provided with the latest verstion. So why bother to struggle with something like holdig back a version? What am I missing in this picture? -- [ bazil.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] This server is using newer protocol (7) that your client have (5)
Oh no... You do use cracked (hexed) linux libraries, so you aren't so innocent m? You know that people can connect because you downloaded some engine files and use sv_lan 1 :). It would be nie to see VALVe doing some licensed stuff about admins using prehacked binnaries of something :). - Original Message - From: Dmitriy Gorbenko [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Monday, February 06, 2006 4:39 PM Subject: Re: [hlds_linux] This server is using newer protocol (7) that your client have (5) This is a multi-part message in MIME format. -- to wait next time What you mean ? And, besides, I am not an a criminal man - dedicated servers from Valve are free spread software. Are my clients, which want to play CS, are criminals ? Maybe yes. But, this is Ukraine (as Russian like), and no one here will pay $19 (or more) for game, which everyone can buy for $2. Very sad... Reinder P. Gerritsen writes: Would be a prety good guess, I'd say. Legal copies of Valve software can be simply bought online, I don't think the Ukraine is an exception to that possibility. But frankly, that's not Valves problem, and I can't say I'm sorry for them atleast trying to prohibit the use of 'nntp'-copies. I guess you'll either have to keep an eye on the newsgroups or get yourself a valid creditcard if you want to play again The last option atleast makes sure that you don't have to wait next time -- [ bazil.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] FPS-drops
You get 3% CPU usage when server is empty? - Original Message - From: Mathias Sandahl [EMAIL PROTECTED] To: hlds_list hlds_linux@list.valvesoftware.com Sent: Thursday, February 02, 2006 2:30 PM Subject: [hlds_linux] FPS-drops -- [ Picked text/plain from multipart/alternative ] Hello! I have a problem with FPS-drops on my server. System: Slackware 10.2 / 2.6.14.2 PREEMPT / HZ 1000 Intel P4 3.0 GHz (HT disabled) 1264mb RAM (PC3200 400MHZ) Start: hlds_run -game cstrike +maxplayers 16 +map de_dust2 Server.cfg: - - - - - - - - mp_buytime 0.25 mp_autokick 1 mp_autoteambalance 0 mp_c4timer 35 mp_flashlight 0 mp_footsteps 1 mp_forcechasecam 0 mp_freezetime 4 mp_friendlyfire 0 mp_hostagepenalty 0 mp_limitteams 0 mp_logmessages 1 mp_mapvoteratio 0.6 mp_roundtime 3 mp_timelimit 15 mp_tkpunish 1 sv_restartroud 0 decalfrequency 60 log on mp_falldamage 1 pausable 0 sv_aim 0 sv_cheats 0 sv_maxspeed 320 sv_lan 0 sv_failuretime 0.5 sv_minrate 0 sv_maxrate 2 sv_minupdaterate 0 sv_maxupdaterate 101 sys_ticrate 500 sv_unlag 1 sv_maxunlag 0.5 sv_voiceenable 0 sv_unlagsamples 1 sv_unlagpush 0 - - - - - - - - This is from a vanilla counterstrike (latest beta) server. No plugins and no players online! - - - - - - - - stats CPU In Out Uptime Users FPS Players 5.00 0.00 0.00 822 92 494.56 0 stats CPU In Out Uptime Users FPS Players 5.00 0.00 0.00 822 92 495.29 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 495.79 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 495.79 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 496.28 0 stats CPU In Out Uptime Users FPS Players 4.80 0.00 0.00 822 92 494.56 0 stats CPU In Out Uptime Users FPS Players 4.80 0.00 0.00 822 92 496.03 0 stats CPU In Out Uptime Users FPS Players 6.00 0.00 0.00 822 92 4.00 0 == DROP! stats CPU In Out Uptime Users FPS Players 3.00 0.00 0.00 822 92 494.80 0 stats CPU In Out Uptime Users FPS Players 3.00 0.00 0.00 822 92 495.29 0 stats CPU In Out Uptime Users FPS Players 3.33 0.00 0.00 822 92 495.29 0 - - - - - - - - I use arrowup to send the stats-command so the interval is about 0.5 sec between each execution. I always get a drop down to around 5-10 fps then it immediately goes back to normal. No specific interval between the drops, they seem to come at random. With players online it drops more frequantly and the CPU usage is sometimes redicilously high, up to 80%. Apache/MySQL/PHP also running on the server and nothing more. Any ideas?! /Mathias -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] FPS-drops
Interesting. I'm using 1000 HZ kernel, but server use 0% CPU when they're empty. - Original Message - From: Mathias Sandahl [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, February 02, 2006 3:03 PM Subject: Re: [hlds_linux] FPS-drops -- [ Picked text/plain from multipart/alternative ] Yes! it goes from 3-12% on an empty server, never ever 0% . Could it be caused by HZ 1000 and PREEMPT kernel? /Mathias On 2/2/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote: You get 3% CPU usage when server is empty? - Original Message - From: Mathias Sandahl [EMAIL PROTECTED] To: hlds_list hlds_linux@list.valvesoftware.com Sent: Thursday, February 02, 2006 2:30 PM Subject: [hlds_linux] FPS-drops -- [ Picked text/plain from multipart/alternative ] Hello! I have a problem with FPS-drops on my server. System: Slackware 10.2 / 2.6.14.2 PREEMPT / HZ 1000 Intel P4 3.0 GHz (HT disabled) 1264mb RAM (PC3200 400MHZ) Start: hlds_run -game cstrike +maxplayers 16 +map de_dust2 Server.cfg: - - - - - - - - mp_buytime 0.25 mp_autokick 1 mp_autoteambalance 0 mp_c4timer 35 mp_flashlight 0 mp_footsteps 1 mp_forcechasecam 0 mp_freezetime 4 mp_friendlyfire 0 mp_hostagepenalty 0 mp_limitteams 0 mp_logmessages 1 mp_mapvoteratio 0.6 mp_roundtime 3 mp_timelimit 15 mp_tkpunish 1 sv_restartroud 0 decalfrequency 60 log on mp_falldamage 1 pausable 0 sv_aim 0 sv_cheats 0 sv_maxspeed 320 sv_lan 0 sv_failuretime 0.5 sv_minrate 0 sv_maxrate 2 sv_minupdaterate 0 sv_maxupdaterate 101 sys_ticrate 500 sv_unlag 1 sv_maxunlag 0.5 sv_voiceenable 0 sv_unlagsamples 1 sv_unlagpush 0 - - - - - - - - This is from a vanilla counterstrike (latest beta) server. No plugins and no players online! - - - - - - - - stats CPU In Out Uptime Users FPS Players 5.00 0.00 0.00 822 92 494.56 0 stats CPU In Out Uptime Users FPS Players 5.00 0.00 0.00 822 92 495.29 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 495.79 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 495.79 0 stats CPU In Out Uptime Users FPS Players 4.75 0.00 0.00 822 92 496.28 0 stats CPU In Out Uptime Users FPS Players 4.80 0.00 0.00 822 92 494.56 0 stats CPU In Out Uptime Users FPS Players 4.80 0.00 0.00 822 92 496.03 0 stats CPU In Out Uptime Users FPS Players 6.00 0.00 0.00 822 92 4.00 0 == DROP! stats CPU In Out Uptime Users FPS Players 3.00 0.00 0.00 822 92 494.80 0 stats CPU In Out Uptime Users FPS Players 3.00 0.00 0.00 822 92 495.29 0 stats CPU In Out Uptime Users FPS Players 3.33 0.00 0.00 822 92 495.29 0 - - - - - - - - I use arrowup to send the stats-command so the interval is about 0.5 sec between each execution. I always get a drop down to around 5-10 fps then it immediately goes back to normal. No specific interval between the drops, they seem to come at random. With players online it drops more frequantly and the CPU usage is sometimes redicilously high, up to 80%. Apache/MySQL/PHP also running on the server and nothing more. Any ideas?! /Mathias -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] HLDS server hosting
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey people :), I wonder, how much illegal is alowing illegal players (who didn't bought the game) to join the server? Has VALVe any copyright thing about using edited server binaries? Has anyone heard something about that?Nothing personal, just searching for a wayt to close some illegal servers :). Evaldas, Lemita Computers, Lithuania -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_unlag
Thank you. So what's the problem for me, you would ask. The problem is, that players on my server to often die, when they are already out of firing range, so I decided to find something about this unlag system. - Original Message - From: Peter Kirby [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Friday, January 20, 2006 8:00 PM Subject: Re: [hlds_linux] sv_unlag On 20/01/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello again, Can anyone tell the right meaning of the sv_unlag? Well we wish it was sv_unlag 1 to remove all lag from the server ;) Really it should always be on (maybe not if you're playing on a seriously low ping LAN). Setting sv_unlag to 0 should have the same effect as setting cl_lc 0 on all clients. The server would not bother calculating for lag compensation (e.g. most people's shots wouldn't register because they would be 50 or so ms behind real time). e.g. Usually when you shoot at someone on your screen (the client) your crosshair is on the other player's head. But when you hit fire, the command is sent. During which the play has moved on. Most of the time by the time the command gets to the server that player would have moved on (hence the player would see no hit). What actually happens (when unlag is 1) is that the server checks the history for both you and the player at the time you hit fire (I don't know if it uses ping or whether with the fire command the client sends the server frame number IT was receiving at the time for comparison) to decide if you made a hit or not. This is why sometimes you die when you KNEW you made it out of firing range ;) Better to leave it on and let clients decide which they prefer. Something worth playing with might be sv_maxunlag. It defines the maximum number of seconds the server will compensate upto. I think by default this is 0.5 (500ms). If you are catering only for DSL you could lower this. I am not sure whether a lower value would translate to less taxing CPU workloads. I've never bothered changing from default. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] sv_unlag
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello again, Can anyone tell the right meaning of the sv_unlag? Evaldas Žilinskas Lemita Computers, Lithuania -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL
I think, that banners are blocked by the Steam client. I did some tests and older versions of Counter-Strike can see this banner, when downloading files. - Original Message - From: Interpret This [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Sunday, January 01, 2006 11:53 PM Subject: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL -- [ Picked text/plain from multipart/alternative ] I would also like to see the downloadurl banner implemented again. Game server hosting companies would be more likely to setup the sv_downloadurl feature for their clients if they can get a little back in advertising. Valve we need this feature back. It would be good for the community. While your at it you could hide our sv_downloadurl path. No one likes leechers. On 12/29/05, Mike Beane [EMAIL PROTECTED] wrote: This came up and unfortunately died back in May. I still think a secondary banner spot, below the VAC symbol area would be a good solution. - Mike Mike Beane wrote: Perhaps a secondary banner spot, below the Source content server banner, would be a common ground solution on this? Evaldas Zilinskas wrote: It will not work. VAVe has disabled this stuff. - Original Message - From: Pedro Salicrup [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 29, 2005 2:16 AM Subject: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL It doesnt work for me either -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.14.9/216 - Release Date: 12/29/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Wrong IDs
There is some **it going on with the 3327 release. People are using wrong user IDs. For example today I got number 69... but really my ID is 03... Later I figered out, that 69... is one's of my server players. So, i gave my server a rolback to 3213 and server is showing correct IDs again. So v29 version of HLDS is pease of... (you know what). Need to do some fixing and fast, because not everyone backs up their server files like me. Otherwise, VAC can ban wrong IDs too. If I can get wrong ID and get banned, I think that VAC will ban ID that I'm using, so really VAC will ban someone that didn't cheat. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: RE:[hlds_linux] Choke Engine CPU High
What do you mean tweaked. That info would be usefull for my server too :) - Original Message - From: Pedro Salicrup [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 15, 2005 8:17 PM Subject: Re: RE:[hlds_linux] Choke Engine CPU High -- [ Picked text/plain from multipart/alternative ] Could you tell us what tweaks you did? On 12/15/05, Matt Leonhardt [EMAIL PROTECTED] wrote: I had high loads 20-40% on the CPU usage. We tweaked our linux kernels a bit. rebooted, every server ran smoothly after that. - Original Message - From: Xavier Kerestesy [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 15, 2005 8:59 AM Subject: RE:[hlds_linux] Choke Engine CPU High This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Same here, I've been rebuilding my kernels and all trying to resolve this issue. This is killing my reputation and business. Is everyone with this issue using Linux or both Windows and Linux? Xavier Yes i do. I focussed on network problems until i read this. All i can say is that we have large spike in choke too with our HLDS Server, despite overall cpu load at 30-40%. On the same machine are some SRDS working smoothly at same time. -Urspr=FCngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von flags Gesendet: Donnerstag, 15. Dezember 2005 08:32 An: hlds_linux@list.valvesoftware.com Betreff: [hlds_linux] Choke Engine CPU High This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is anyone else seeing large spikes in choke, and Game Engine shows 99% CPU usage even though ssh top shows the engine only using 20-30%? We did not have this problem before December, was there an update that has caused this? I know we tried older kernels and do not see any difference. There is not problem with the network, as the other games that have always ran on the servers, run smoothly. Does anyone have suggestions or ideas? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: RE:[hlds_linux] Choke Engine CPU High
Ou, well it will be hard to do that over SSH :). But I don't have any problems with my Suse 9.1 (it's old built as, you know, but works great). - Original Message - From: Xavier Kerestesy [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 15, 2005 9:04 PM Subject: RE: RE:[hlds_linux] Choke Engine CPU High I've done some tweaking as well and have gotten some improvement. Really we are changing some core settings, which require recompiling the OS. I don't recommend this for the everyday person, as there are some major consequences. Instead, we need to have the developers investigate and fix the issue for everyone. Xavier -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Evaldas Žilinskas Sent: Thursday, December 15, 2005 10:44 AM To: hlds_linux@list.valvesoftware.com Subject: Re: RE:[hlds_linux] Choke Engine CPU High What do you mean tweaked. That info would be usefull for my server too :) - Original Message - From: Pedro Salicrup [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 15, 2005 8:17 PM Subject: Re: RE:[hlds_linux] Choke Engine CPU High -- [ Picked text/plain from multipart/alternative ] Could you tell us what tweaks you did? On 12/15/05, Matt Leonhardt [EMAIL PROTECTED] wrote: I had high loads 20-40% on the CPU usage. We tweaked our linux kernels a bit. rebooted, every server ran smoothly after that. - Original Message - From: Xavier Kerestesy [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Thursday, December 15, 2005 8:59 AM Subject: RE:[hlds_linux] Choke Engine CPU High This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Same here, I've been rebuilding my kernels and all trying to resolve this issue. This is killing my reputation and business. Is everyone with this issue using Linux or both Windows and Linux? Xavier Yes i do. I focussed on network problems until i read this. All i can say is that we have large spike in choke too with our HLDS Server, despite overall cpu load at 30-40%. On the same machine are some SRDS working smoothly at same time. -Urspr=FCngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von flags Gesendet: Donnerstag, 15. Dezember 2005 08:32 An: hlds_linux@list.valvesoftware.com Betreff: [hlds_linux] Choke Engine CPU High This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is anyone else seeing large spikes in choke, and Game Engine shows 99% CPU usage even though ssh top shows the engine only using 20-30%? We did not have this problem before December, was there an update that has caused this? I know we tried older kernels and do not see any difference. There is not problem with the network, as the other games that have always ran on the servers, run smoothly. Does anyone have suggestions or ideas? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] bzip2 compression on HLDS
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, SRCDS servers use *.bzip2 for custom files compression. And I see, that you can put them into HTTP server for fast downloading. So it means: download small files really fast. But how about HLDS? There are *.ztmp compression for standart download method but no way to use this compression on HTTP for fast downloading. Is there a way to use *.ztmp with sv_downloadurl and lower bandwitch usage, or is there a chance to get bzip2/ztmp compression working for HLDS servers? Lots of todays custom CS maps are big (up to 8MB) and WAD fles are huge. --- Evaldas Žilinskas Lemita Computers, Lithuania -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux