Re: [hlds_linux] Calling out the idiot at EA for throttling group invites

2014-01-22 Thread Flubber
"but what's the solution
for groups (like I mentioned above) who only invite people who visit their
servers and give them a chance to be part of a community of group."

For me that's the definition of spamming as much as random invites.
As ICS we don't used bots or mass invites, our group count around 4500
people, all of them have requested to be invited since we limited joining
to members invite only. This way we know that each of those members really
want to join the group, and not just click on a random invite.

Best regards



2014/1/22 ics 

> I remember these big groups using invite bots to invite people in. Some
> even had a bot that sent an invite once player connected to their server. I
> also remember competing group in same country as i did, growing slower than
> mine. Suddenly they had 13 000 more people in due to bot.
>
> I never used bot and never will, having only 2422 users but every single
> one has made a decision to join in by themselves. Big groups are just full
> of people that accept invites blindly because they want to belong
> somewhere. The group numbers are simply useless and not a good comparison
> how "good" the community is.
>
> So if i were you, i'd stop worrying.
>
> -ics
>
>
> Supreet kirjoitti:
>
>  Hello,
>>
>> This message is directed at the nut job working at EA who had the biggest
>> influence on throttling group invites.
>>
>> Right now, groups like Skial, Lotus, Kill-Streak, Fug and many other
>> groups
>> are dropping faster than the twin towers.
>>
>> Why? Because someone decided to complete handicap the group invite limit.
>>
>> I'm not going to even bother writing anything provided you don't have
>> common sense or a simple understanding of mathematics principle.
>>
>> The only thing that is happening to big groups right now is the numbers
>> are
>> decreasing. The amount of players that are being invited through random
>> friends compared to the amount of people leaving is so offset that
>> eventually - in the future, the group will have half its current members.
>>
>> Steam Community is a beautiful thing and groups are useful is posting
>> important announcements and putting out events to get servers filled up.
>> Why are you stunting a community's growth by these methods?
>>
>> People leaving a group is perfectly normal, but what's also normal is
>> refreshing an audience. There need to be people LEAVING and JOINING at the
>> same time. Right now, the ratio is so offset that the groups will ONLY DIE
>> OVER TIME.
>>
>> By the way, you found a solution to spam inviters, but what's the solution
>> for groups (like I mentioned above) who only invite people who visit their
>> servers and give them a chance to be part of a community of group.
>>
>> Sincerely,
>> A proud community owner
>>
>> Someone from EA.. Oh did I get that mixed up. My bad, didn't see a
>> difference there. Someone from Valve please comment on this and what do
>> you
>> suggest as a solution to big groups with dropping numbers every day.
>> ___
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Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-04 Thread Flubber Flubber
Same thing happens to us this afternoon while playing melee only.

Le 4 mai 2013 à 15:52, martin v  a écrit :

> So I was having some issues with players equipment stuck in mid-air (more
> often than before steampipe).
> Today i was doing something on our testing server and with my v-ce
> supervisor we decided to play for taunt kills just for fun.
>
> I randomly discovered how to make this bug with hats/misc items stuck in
> mid-air. Also it seems to vanish players models for the time of a taunt.
>
> You can see it in YT video link:
> http://www.youtube.com/watch?v=ga9gRAPk2vM
>
> It happens with all classes and all taunts when players are
> "faced" backward to eachother.
>
>
>
>
> 2013/5/2 Fletcher Dunn 
>
>> These updates have now been released in the main branch for all games.
>> The prerelease beta is now the same build as the main build.
>>
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Wednesday, May 01, 2013 3:11 PM
>> To: Half-Life dedicated Linux server mailing list (
>> hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
>> mailing list (h...@list.valvesoftware.com);
>> hlds_annou...@list.valvesoftware.com
>> Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and
>> HL2:MP
>>
>> Updates are available for the "prerelease" betas of TF2, CS:S, DoD:S, and
>> HL2:MP.
>>
>> The update does not change the PatchVersion and will not be mandatory for
>> servers.
>>
>> For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2
>> release.  Here are the github issues addressed by this build:
>>
>> Bugs with sv_pure, especially after second map change:
>> https://github.com/ValveSoftware/Source-1-Games/issues/259
>> https://github.com/ValveSoftware/Source-1-Games/issues/341
>> https://github.com/ValveSoftware/Source-1-Games/issues/343
>> https://github.com/ValveSoftware/Source-1-Games/issues/345
>>
>> User sprays not working:
>> https://github.com/ValveSoftware/Source-1-Games/issues/127
>>
>> [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe
>> update
>> https://github.com/ValveSoftware/Source-1-Games/issues/263
>>
>> If no major problems are detected, we will release these builds as the
>> official builds tomorrow.
>>
>> Most of the recent changes have been client-side fixes.
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Re: [hlds_linux] motd during map load

2013-04-06 Thread Flubber Flubber
You ll be shock but some people actually use motd for message of the
day and server info. I can t imagine HTML here when you can t do
anything to stop or go back to menu.

Le 6 avr. 2013 à 21:47, Ryan Walmsley  a écrit :

> Why no HTML if there is? How else am I meant to put an advert there?
>
>
> On 5 April 2013 15:33, Nikolay Shopik  wrote:
>
>> So I always wonder when any source game will be able to show motd when
>> map loading, it so much better. At least text version (no html bs). motd
>> after map load most people ignore by smashing enter quickly.
>>
>>
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>
>
>
> --
> Thanks -
>
> Ryan Walmsley
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Re: [hlds_linux] TF2 empty servers

2012-11-19 Thread Flubber
Each year with the number of multiplayer game which are released, people
are quitting tf2. This year there's half a dozen good mp games (Chivalry,
Natural Selection, Borderland 2) even crappy FPSlike the COD series are
taking people from TF2 server. And during the first quarter of every new
year beginning, TF2 players are coming back (not all of them of course).
This is natural when new games are released.


2012/11/19 Fletcher Dunn 

> I have not looking into this closely, so it's mostly a guess.  But I think
> that player-to-server ratios have just been changing.
>
> Some significant differences between this week and last week are:
>
> * Decrease in overall player counts after Halloween event ends and the
> launch of other popular shooters.
> * Addition of official PvP dedicated servers.
>
> We shifted almost all of our dedicated servers to Halloween maps and modes
> during Halloween.  We ran very few PvP servers.  (For a while, due to a
> configuration error, there were absolutely zero.)  Now we have switched
> some back to PvP.   We are actually running fewer PvP servers now than we
> were before Halloween.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Lambda
> Sent: Monday, November 19, 2012 11:01 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 empty servers
>
> I can report the same issue, huge Quickplay traffic drop too, player
> counts are lower than what they were before Halloween
>
>
> 2012/11/19 Steven Sumichrast 
>
> > Same here, huge decrease in quickplay traffic.  Had servers that have
> > been full 24/7 for months straight.  Great example, had a 24/7
> > Dustbowl server, stock server, no modifications, that was full all the
> > time.  The halloween event hit, server remained 24/7 dustbowl -- was
> > still very busy during the event.  After the event ended, that server
> > died.  It has been sitting idle for two weeks now.
> >
> > Only servers I have getting any sort of quickplay traffic now are MvM,
> > and even those aren't seeing that much.
> >
> >
> > On Mon, Nov 19, 2012 at 12:45 PM, Paweł Jastrzębski
> >  > >wrote:
> >
> > >
> > >
> > > I also noticed big decrease of quick-play traffic.
> > >
> > > > Up until a
> > > week ago our TF2 servers where filled every night.
> > > >
> > > > Now every night
> > > they sit empty.
> > > >
> > > > What changed? Did the reputation system reset or
> > > something?
> > > >
> > > > Saint K.
> > > >
> > > ___
> > > > To unsubscribe, edit
> > > your list preferences, or view the list archives, please visit:
> > > >
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > [1]
> > >
> > > --
> > >
> > > Paweł _"AcidWeb"_ Jastrzębski
> > >
> > > XMPP: paw...@vulturis.eu
> > >
> > > GG:
> > > 6821657
> > >
> > >
> > > Links:
> > > --
> > > [1]
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
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> > >
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread Flubber
5Th

2012/8/15 Vader_666 

> 4th
>
> 2012/8/15 Giovanni Harting 
>
> > Third.
> >
> > 2012/8/15 Dr. McKay 
> >
> > > I second this request.
> > >
> > >
> > > Dr. McKay
> > > http://www.doctormckay.com
> > >
> > > On Aug 15, 2012, at 10:11 AM, "Frank"  wrote:
> > >
> > > > Is there any chance at all in having this update release before 5PM
> > EST??
> > > > The Meet the Pyro update released so late for many of us that we
> didn't
> > > have
> > > > time to do much in the form of damage control and make the needed
> > > > adjustments server side till the next day. It would be nice to have
> it
> > > > release early enough so we can set servers up without it being into
> the
> > > wee
> > > > hours of the night again.
> > > >
> > > > I believe that's just a very small favor to ask as this update
> appears
> > it
> > > > may be a beast.
> > > >
> > > > Thanks guys!
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> > Fletcher
> > > > Dunn
> > > > Sent: Tuesday, August 14, 2012 1:17 PM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32
> server
> > > > mailing list
> > > > Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> > > >
> > > > OK, a little investigating reveals that this statement I made:
> > > >
> > > > * You can switch the server in and out of any matchmaking mode pool
> or
> > > back
> > > > to any regular game mode at any time.
> > > >
> > > > Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
> > > than 6
> > > > players, yes, there are no problems with switching --- that is true.
> > > > However, in general, switching from PvP to MvM is going to cause
> > several
> > > > problems.  (I believe that what would actually happen is that the
> 7th,
> > > 8th,
> > > > etc. players who connect on a map change will be forced into
> spectator.
> > >  At
> > > > any rate, we don't officially support that, so if you do it, you're
> on
> > > your
> > > > own.)  So, you should expect to segregate your servers into MvM and
> > PvP.
> > > > Don't just put the MvM maps into the mapcycle file, that won't work.
> > > > (Actually, the mapcycle file is slightly different for MvM because
> you
> > > > really are cycling through missions, not the maps.  Likewise, players
> > can
> > > > vote to change the "mission" even if it's on the current map.  We'll
> > have
> > > > more details on all this tomorrow.)
> > > >
> > > >
> > > > ___
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> archives,
> > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread Flubber
Server being linked to Steam Account, i'd say it's linked somehow.

2011/11/8 msleeper 

> This is not relevant to server administration.
>
> On Tue, Nov 8, 2011 at 1:07 AM, m33crob  wrote:
> > Hello Valve,
> >
> >  I'd like to request notification via these mailing lists once/if Valve
> > makes a statement about todays security breach and subsequent downtime.
> >
> >
> http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
> > ___
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> >
>
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Re: [hlds_linux] Updating without stopping servers?

2011-08-24 Thread Flubber
I'm updating manually actually, and i never stop my servers for updating,
only once it's done. We never had a problem on our Linux Servers.

2011/8/25 Jay Singh 

>
> You can accomplish this using nemrun. You have separate files in another
> folder. When an update comes out, you update the separate files and when the
> update is done, you shut down your actual server and transfer the files over
> to the new server and start it back up.
>
> > Date: Wed, 24 Aug 2011 23:02:29 +0200
> > From: peter_va...@reinhold.dk
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Updating without stopping servers?
> >
> > Hi all,
> >
> > This is probably more of a Linux related question, but its still
> > related to srcds.
> >
> > Anyway, can you update your serverfiles without stopping the server?
> >
> > So, that instead of shutting them down, updating (which can take some
> > time), and restarting them, simply update the files while the current
> > installation is running, and then shutdown/restart when its done?
> >
> >
> > /Peter
> >
> >
> > ___
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Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program

2011-08-04 Thread Flubber
Same here, i'd like to know. And i hope even rejection will be reply , by
"courtesy".

Flubber
www.canardpc.com

2011/8/4 Eric Riemers 

> Any time span on a reply then, i prefer not to mail too often.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
> Gibson
> Sent: donderdag 4 augustus 2011 2:52
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32
> server mailing list; TWI Server Admins
> Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server
> Program
>
> Yes, we're still talking to people. We just got fairly overloaded with
> responses and a lot of them weren't clear which is why I posted up this
> message on the list a few days ago:
>
> > So just to be clear, if you are just interested in hosting a server
> > for
> the
> > beta and you got an e-mail from me requesting you fill out an NDA,
> > please ignore that NDA part :) You won't need to sign an NDA to host a
> > server for the beta. That was mainly meant for GSP companies.
> >
> > If I missed anyone that was interested in hosting a server for the
> > beta,
> or
> > a GSP, please e-mail with either the subject "RO2 Beta Server" if you
> > are just interested in hosting a server or "GSP interested in the RSP
> > and RO2 beta" if you are GSP. That way I can keep all these e-mails
> > straight :)
>
> As we are firming up our plans, it looks like for the beta we'll probably
> just release the beta server files over HLDS and anyone can host a server
> if
> they want to. Originally we were planning to do something much smaller and
> just work directly with a few GSPs and trusted admins for the last phase of
> the beta. But to be quite frank the pre-sales for the game have been going
> so well it looks like we'll need WAY more servers than anticipated :) We're
> still solidifying how we'll handle ranked servers during the beta period as
> well so stay tuned for more info on that.
>
> Cheers,
>
> John Gibson
> President
> Tripwire Interactive
>
>
> On Wed, Aug 3, 2011 at 8:22 PM, James Puckett <
> jamesrichardpuck...@gmail.com
> > wrote:
>
> > I don't think John is still letting people do this, I emailed him
> > twice and I got no response.(once a month ago and once a few days ago)
> >
> > On Tue, Aug 2, 2011 at 1:17 PM, Mike jons 
> > wrote:
> >
> > >
> > > Sorry for the late reply on the beta, but I was wondering if I could
> > still
> > > get into the beta server hosting. I help run the community called
> > > RareBreedGaming. You can contact me at the email
> > blindedsoldi...@gmail.com
> > >
> > > > Date: Mon, 1 Aug 2011 20:56:39 -0400
> > > > From: j...@tripwireinteractive.com
> > > > To: serveradm...@tripwireinteractive.com;
> > > > h...@list.valvesoftware.com;
> > > hlds_linux@list.valvesoftware.com
> > > > Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked
> > Server
> > > Program
> > > >
> > > > I apologize for taking so long, but I finally got around to
> > > > sending out responses to the people that messaged me regarding the
> > > > RO2 beta and
> > > Ranked
> > > > Server program. Looking back I should have made them two different
> > > messages,
> > > > because it was a little tricky to tell who was interested in
> > > > hosting a server for the beta, and who was a GSP interested in
> > > > being involved
> > with
> > > the
> > > > ranked server program.
> > > >
> > > > So just to be clear, if you are just interested in hosting a
> > > > server for
> > > the
> > > > beta and you got an e-mail from me requesting you fill out an NDA,
> > please
> > > > ignore that NDA part :) You won't need to sign an NDA to host a
> > > > server
> > > for
> > > > the beta. That was mainly meant for GSP companies.
> > > >
> > > > If I missed anyone that was interested in hosting a server for the
> > beta,
> > > or
> > > > a GSP, please e-mail with either the subject "RO2 Beta Server" if
> > > > you
> > are
> > > > just interested in hosting a server or "GSP interested in the RSP
> > > > and
> > RO2
> > > > beta" if you are GSP. That way I can keep all these e-mails
> 

Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread Flubber
117Mo for a mac crash. Hmmm

2011/7/27 Bajdechi "Nightbox" Alexandru 

> crash fixes ?
>
> 2011/7/28 Jason Ruymen 
>
> > Updates to Team Fortress 2 are now available.  The specific changes
> > include:
> >
> > - Fixed a Mac client crash triggered after selecting a team.
> > - Fixed a couple of replay issues.
> > - Updated the localization files.
> >
> > Jason
> >
> >
> > ___
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-21 Thread Flubber
Please adress all griefing at : stormtrooper5...@valvesoftware.com, he's the
one in charge of the Star Wars Update.

2011/7/21 E3pO 

> YOUR UPDATE IS BROKEN. GO FIX IT.
>
> On Wed, Jul 20, 2011 at 9:02 PM, Jason Ruymen  >wrote:
>
> > Required updates for Team Fortress 2 are now available.  The specific
> > changes include:
> >
> > - Added the items for Dr. Grordbort's Victory Pack
> > - Fixed hatless hats not working correctly
> > - Fixed a display issue with team color paints
> > - Updated the localization files
> >
> > Jason
> >
> >
> > ___
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-07 Thread Flubber
Nothing about the replay playercount bug

2011/7/8 Jason Ruymen 

> Required updates for Team Fortress 2 are now available.  The specific
> changes include:
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to prevent client
> cheats
> - Fixed a bug with playback of SourceTV demos
>
> Team Fortress 2
> - Fixed a bug where Medics using the Quick-Fix could easily identify
> disguised Spies
> - Fixed a bug where healing a Scout while they change class in the spawn
> room would allow the Medic to keep the Scout speed
> - Fixed a bug with honorbound weapons allowing themselves to be holstered
> before getting a kill
> - Improved matchmaking logic
>- Fixed a case where players were being matched to full servers
> - Updated the localization files
> - Updated Pl_Barnblitz
>- Reduced Blue respawn time at cap 1
>- Fixed cart not allowing overtime when it has to stop at the turn table
>- Fixed players getting stuck in spawn doors when blue captures a point
>- Fixed spawn doors staying open when points are captured
>- Various clipping and exploit fixes
>
> Jason
>
>
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
I like that people know that they are being watched. For the tranquility of
normal players and to discouraged lamers/cheaters.

2011/7/5 Eric Riemers 

> You can always give them access to webgui of sourcebans i believe, and let
> them issue commands there on the gui..
>
> but thats another story all together :)
>
> On Tue, 5 Jul 2011 17:33:58 +0200, Flubber  wrote:
> > Well it's important to have accès for admin you don't want to give the
> > rcon,
> > so it's a necessity i'll say.
> >
> > 2011/7/5 Eric Riemers 
> >
> >>
> >> I never want to kick people playing just because a admin comes and
> >> joins..
> >> i really hate that. (and did when i was a regular player, i actually
> >> didn't
> >> go to that server anymore)
> >>
> >> ofcourse with the massive amount of f2p players its a different story :)
> >>
> >> On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler
> >>  >> >
> >> wrote:
> >> > http://forums.alliedmods.net/showthread.php?t=72322
> >> >
> >> > i'm using this right now.
> >> > what it does is kicking a player when someone with the reserved flag
> >> > (a)
> >> > joins. i considered this the most satisfying solution.
> >> >> Well i actually have some servers at visible players 31, and its
> still
> >> >> constantly full at 32.
> >> >> (mind you, there are no admins on it) perhaps it lets player in via
> >> >> /connect (could be my bad) that they know.
> >> >>
> >> >> And i do see constantly people trying to join, as if matchmaking
> sends
> >> >> new
> >> >> clients but they get a error message that its full anyways then.
> >> >>
> >> >> On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovan
> wrote:
> >> >>> I'm getting players with quickplay on my 32slots servers too...
> >> >>> without
> >> >>> "cheating" the sv_visiblemaxplayers value...
> >> >>>
> >> >>> my 32slots servers are constantly full...
> >> >>>
> >> >>> we are getting players because there's a lack of servers and too
> much
> >> >>> players... expecially after the last update that broke all the linux
> >> >>> servers
> >> >>> :)
> >> >>>
> >> >>> On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar
> >>  wrote:
> >> >>>
> >> >>>> This is exactly what we do on our server. It works fine :) Tons of
> >> >>>> quickplay
> >> >>>> people being sent our way even now.
> >> >>>>
> >> >>>>
> >> >>>> On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold<
> >> peter_va...@reinhold.dk
> >> >>>>> wrote:
> >> >>>>> Hi All,
> >> >>>>>
> >> >>>>> Due to the recent influx of players caused by Valve making TF2
> F2P,
> >> >>>>> i've
> >> >>>>> started looking into reserving slots for our admins.
> >> >>>>>
> >> >>>>> Technical info, server is running the latest SourceMod.
> >> >>>>>
> >> >>>>> Anyway, I do not want to do something "illegal" and risk my server
> >> >>>> banned,
> >> >>>>> but is it possible to extend the playercount to, for instance, 28,
> >> and
> >> >>>> still
> >> >>>>> only have 24 public slots visible?
> >> >>>>>
> >> >>>>> So, when an admin joins, playercount will be 25, and pub players
> >> >>>>> are
> >> >>>> still
> >> >>>>> disallowed, then when someone leaves, we are at 24, and pubs are
> >> still
> >> >>>>> disallowed, but the admin is then moved to a public slot.
> >> >>>>>
> >> >>>>> Is this possible in any way?
> >> >>>>>
> >> >>>>>
> >> >>>>> Kind Regards,
> >> >>>>>
> >> >>>>> /Peter
> >> >>>>>
> >> >>>>> __**_
> >> >>>>> To unsubscr

Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.

2011/7/5 Eric Riemers 

>
> I never want to kick people playing just because a admin comes and joins..
> i really hate that. (and did when i was a regular player, i actually didn't
> go to that server anymore)
>
> ofcourse with the massive amount of f2p players its a different story :)
>
> On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler  >
> wrote:
> > http://forums.alliedmods.net/showthread.php?t=72322
> >
> > i'm using this right now.
> > what it does is kicking a player when someone with the reserved flag (a)
> > joins. i considered this the most satisfying solution.
> >> Well i actually have some servers at visible players 31, and its still
> >> constantly full at 32.
> >> (mind you, there are no admins on it) perhaps it lets player in via
> >> /connect (could be my bad) that they know.
> >>
> >> And i do see constantly people trying to join, as if matchmaking sends
> >> new
> >> clients but they get a error message that its full anyways then.
> >>
> >> On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovan  wrote:
> >>> I'm getting players with quickplay on my 32slots servers too... without
> >>> "cheating" the sv_visiblemaxplayers value...
> >>>
> >>> my 32slots servers are constantly full...
> >>>
> >>> we are getting players because there's a lack of servers and too much
> >>> players... expecially after the last update that broke all the linux
> >>> servers
> >>> :)
> >>>
> >>> On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar
>  wrote:
> >>>
>  This is exactly what we do on our server. It works fine :) Tons of
>  quickplay
>  people being sent our way even now.
> 
> 
>  On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold<
> peter_va...@reinhold.dk
> > wrote:
> > Hi All,
> >
> > Due to the recent influx of players caused by Valve making TF2 F2P,
> > i've
> > started looking into reserving slots for our admins.
> >
> > Technical info, server is running the latest SourceMod.
> >
> > Anyway, I do not want to do something "illegal" and risk my server
>  banned,
> > but is it possible to extend the playercount to, for instance, 28,
> and
>  still
> > only have 24 public slots visible?
> >
> > So, when an admin joins, playercount will be 25, and pub players are
>  still
> > disallowed, then when someone leaves, we are at 24, and pubs are
> still
> > disallowed, but the admin is then moved to a public slot.
> >
> > Is this possible in any way?
> >
> >
> > Kind Regards,
> >
> > /Peter
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
>  http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
Clearly Cbaseserver is the best slot system, but i'll add jamster immunity
Reserve Slots wich is geat if you have to manage a big community.
http://forums.alliedmods.net/showthread.php?t=93053&highlight=immunity

2011/7/5 Alexander Bienzeisler 

> http://forums.alliedmods.net/**showthread.php?t=72322
>
> i'm using this right now.
> what it does is kicking a player when someone with the reserved flag (a)
> joins. i considered this the most satisfying solution.
>
>  Well i actually have some servers at visible players 31, and its still
>> constantly full at 32.
>> (mind you, there are no admins on it) perhaps it lets player in via
>> /connect (could be my bad) that they know.
>>
>> And i do see constantly people trying to join, as if matchmaking sends new
>> clients but they get a error message that its full anyways then.
>>
>> On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovan  wrote:
>>
>>> I'm getting players with quickplay on my 32slots servers too... without
>>> "cheating" the sv_visiblemaxplayers value...
>>>
>>> my 32slots servers are constantly full...
>>>
>>> we are getting players because there's a lack of servers and too much
>>> players... expecially after the last update that broke all the linux
>>> servers
>>> :)
>>>
>>> On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar  wrote:
>>>
>>>  This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold>>> dk 

> wrote:
> Hi All,
>
> Due to the recent influx of players caused by Valve making TF2 F2P,
> i've
> started looking into reserving slots for our admins.
>
> Technical info, server is running the latest SourceMod.
>
> Anyway, I do not want to do something "illegal" and risk my server
>
 banned,

> but is it possible to extend the playercount to, for instance, 28, and
>
 still

> only have 24 public slots visible?
>
> So, when an admin joins, playercount will be 25, and pub players are
>
 still

> disallowed, then when someone leaves, we are at 24, and pubs are still
> disallowed, but the admin is then moved to a public slot.
>
> Is this possible in any way?
>
>
> Kind Regards,
>
> /Peter
>
> ___
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> please visit:
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 >
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
It's so buggy whith sv_maxvi... set to 24, i ve seen server reporting
26/24...

2011/7/5 Jeff Sugar 

> This is exactly what we do on our server. It works fine :) Tons of
> quickplay
> people being sent our way even now.
>
>
> On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold  >wrote:
>
> > Hi All,
> >
> > Due to the recent influx of players caused by Valve making TF2 F2P, i've
> > started looking into reserving slots for our admins.
> >
> > Technical info, server is running the latest SourceMod.
> >
> > Anyway, I do not want to do something "illegal" and risk my server
> banned,
> > but is it possible to extend the playercount to, for instance, 28, and
> still
> > only have 24 public slots visible?
> >
> > So, when an admin joins, playercount will be 25, and pub players are
> still
> > disallowed, then when someone leaves, we are at 24, and pubs are still
> > disallowed, but the admin is then moved to a public slot.
> >
> > Is this possible in any way?
> >
> >
> > Kind Regards,
> >
> > /Peter
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
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> >
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Flubber
My server with replay still report 24/25, i have to change
sv_visiblemaxplayers to 24 in order to correct it.

2011/7/1 Claudio Beretta 

> HLDS updater has this feature too:
> Steam.cfg
> PreferredContentServerIDs = "id1 id2 id3"
> where idX should be the valve content server ID as seen on
> http://store.steampowered.com/stats/content/
>
> In my experience, clients almost always download much faster than the HLDS
> download tool, it even looks like they download multiple files in parallel.
>
> On Fri, Jul 1, 2011 at 8:33 PM, Ian R. Justman 
> wrote:
>
> > On 07/01/2011 10:57, Claudio Beretta wrote:
> >
> >> the funny thing is that clients ALWAYS download stuff faster than
> servers
> >>
> >
> > Probably because the clients have their own download servers, and you can
> > tell your client where to pick up upates, which for me is either San
> Jose,
> > CA (when I'm at my current place of residence, Fresno, CA) or Sacramento,
> CA
> > (when I'm at my hometown of North Highlands, which is near Sacramento).
>  I
> > don't know whether the HLDS updater has a similar ability to be so
> > configured.
> >
> > --Ian.
> >
> > --
> > Ian R. Justman
> > UNIX hacker.  Anime fan.  Any questions?
> > ianj (at) ian-justman.com
> >
> >
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> > please visit:
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Flubber
Agreed, and that's a shame.

2011/6/24 lwf 

> http://www.teamfortress.com/freetoplay/faq.php
>
> "Q. Won’t going Free to Play mean more griefers and cheaters?
> We’re increasing our focus on making sure that hostile players can’t
> ruin your fun. Specifically, we’ll be keeping a close eye on players
> exploiting the ability to make infinite free accounts to bypass bans.
> We’ve built systems that’ll allow us to measure and track what these
> players are doing, and respond quickly."
>
> I can only assume Valve is talking about VAC bans which simply aren’t
> good enough. It's one of many tools worthwhile to keep around, but you
> can't rely on it for anything.
> Unless they're going to let us stream server bans into whatever system
> they got there will effectively be no difference between a simple kick
> and a permanent ban anymore.
>
> We've had to deal with cheaters using multiple accounts before,
> getting rid of them is more work, but doable. In the end we'll win,
> the cheater will run out of accounts and go somewhere else. But now,
> unless at least one server admin is present at all times to quickly
> respond and kick players we will be defenseless against a player
> deciding to mess with a specific server.
>
> I see no alternative other than locking down servers.
>
>
> On Fri, Jun 24, 2011 at 03:51, Chris Oryschak  wrote:
> > So what's to stop/prevent hackers from creating a new steam account and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
> > ___
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Flubber
There's also the possibility of basing the kick on the veteran medals.

2011/6/24 Ronny Schedel 

> Nothing at all. Thats the downside of all free games, the tons of cheaters.
>
> > So what's to stop/prevent hackers from creating a new steam account and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
> > ___
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> > please visit:
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> >
>
>
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Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?

2011-06-23 Thread Flubber
You keeding, we got VAC, the most powerful tools against cheating. :D

2011/6/24 Octo 

> I always felt like we saw a surge in cheaters and griefers directly after a
> super cheap sale of TF2.  Now that TF2 has went Free to Play is there going
> to be anything to try to limit how many steam accounts a cheater can create?
>
>
>
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-23 Thread Flubber
Since the game can't buy bought anymore, valve will never release such a
cvar, it will be stupid. Now we are in a tf2 with password server access
that's it.

2011/6/24 clad iron 

> My guess...
> a cvar (date to be announed) that will not allow free players to join
> servers with the cvar set.
> Would have been nice to have it with this update.
>
> On Thu, Jun 23, 2011 at 9:51 PM, Chris Oryschak 
> wrote:
>
> > So what's to stop/prevent hackers from creating a new steam account and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
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Re: [hlds_linux] heads up

2011-06-22 Thread Flubber
And, please don't push it at 2.am in europe for once.

2011/6/23 Eric Riemers 

> With warning in advance i mean more than the usual -10 minutes before it
> gets out..
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
> Bemrose
> Sent: donderdag 23 juni 2011 1:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] heads up
>
> They told us on Monday that it would arrive tomorrow, just not what time of
> day.
>
> On 6/22/2011 6:58 PM, Eric Riemers wrote:
> > Hi valve,
> >
> > It would be nice when the medic update comes out (assuming it will
> > have more impact then normal) if you could give us a fairly decent
> warning
> in advance.
> >
> > Appreciated,
> >   Erik
> >
> >
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[hlds_linux] Players can't join (userid "x" not found)

2011-06-22 Thread Flubber
Hello,
I got a strange server behaviour since tonight,, we haven't change anything
on the server since yesterday evening and it seems we can't get on the
server. I tried to remove mm:s/sourcemod. But it's not coming from them
obiouvlsy. Any ideas?


> Client "[FUCA] Flubber" connected (x.x.x.x.27005).
> Dropped [FUCA] Flubber from server (Kicked by Console)
> userid "3" not found
> userid "3" not found
> userid "3" not found
> meta
> Unknown command "meta"
> meta list
> Unknown command "meta"
> Client "[CCCPC] Vader_666" connected (x.x.x.x:63253).
> Dropped [CCCPC] Vader_666 from server (Kicked by Console)
> userid "4" not found
> userid "4" not found
> userid "4" not found
>

Flubber
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Flubber
That's explain the differences between the reports i received from our
players. It seems to be very unstable concerning players count and showing
different information when it wishes.

2011/5/9 Eli Witt 

> I'm on this same boat. I rent a VDS from NFO as well as a normal TF2
> server,
> I've got the TF2 server FTP'ing the demos to the VDS, and the only issue
> I've had thus far is a very occasional hiccup,  but nothing like these "one
> minute rollbacks" and things others have stated. No players besides the
> ones
> with poor hardware have been complaining.
>
> As for the maxplayers bug, I've now seen the server do one of three very
> weird things;
>
> 1. replay joins and stays spectator, like it's supposed to, but uses a
> slot.
> reporting 1/24 to server browser.
>
> 2. replay joins and stays spectator, does NOT use a slot, but instead the
> server shows 0/23 (25 slot server with one hidden, should be 0/24 @ that
> point) - the 1st human that joins does NOT affect the player count, it will
> still report 0/23 to the server browser, it takes two humans connected, and
> then the server will report 1/23
>
> 3. replay does NOT join at all, replay function still works, and server is
> still missing a slot. Takes one OR two players to start showing players
> connected in the server browser, happens randomly.
>
> I've observed all three of these behaviors, constantly, for the past two
> days. The server has not been restarted or had any config changes made, so
> it seems to randomly pick which bug it wants to roll with on each
> mapchange.
>
>
>
> On Mon, May 9, 2011 at 4:52 AM, Flubber  wrote:
>
> > We are using an external server for the replay, and experiencing no lag
> for
> > now.
> > Anyway to have a full 24 server without modifying the maxplayers to 25?
> >
> > 2011/5/9 Joshua Smith 
> >
> > > Just wanted to say i'm experiencing the same issues as well, debian
> lenny
> > > x64.
> > >
> > > On Sun, May 8, 2011 at 1:27 PM, ics  wrote:
> > >
> > > > There is no problem is no one is aware of the issues. I find SPUF
> among
> > > > wiki unreliable as on wiki they get to choose what goes in and what
> > not.
> > > > Same goes for SPUF. Atleast here no one is censoring or deleting
> > messages
> > > > (yet).
> > > >
> > > > -ics
> > > >
> > > > 8.5.2011 22:20, bottige...@gmail.com kirjoitti:
> > > >
> > > >  I tried posting this information on SPUF in "Replay - Server
> > > >> Operators" but my posts seem to be repeatedly deleted. These forum
> > > >> operators are really out of line.
> > > >>
> > > >> On Sun, May 8, 2011 at 2:49 AM, ics  wrote:
> > > >>
> > > >>> Same lagspikes occur despite if it's different partition, different
> > > disk
> > > >>> or
> > > >>> same filesystem.
> > > >>>
> > > >>> -ics
> > > >>>
> > > >>> 8.5.2011 12:36, frostschutz kirjoitti:
> > > >>>
> > > >>>> On Sun, May 08, 2011 at 12:49:25AM -0700,
> bottiger10@gmail.comwrote:
> > > >>>>
> > > >>>>> Unable to rename
> > > >>>>>
> > > >>>>>
> > > >>>>>
> > >
> >
> /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
> > > >>>>> to /var/www
> > > >>>>> /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
> > > >>>>>
> > > >>>>> I verified the folder was usable by copying files into it
> manually.
> > > >>>>>
> > > >>>> Maybe it has to stay in the same filesystem. You could create a
> > > tmp/www,
> > > >>>> tell the server to move it there, and point nginx there? Haven't
> > tried
> > > >>>> this feature myself yet so not 100% sure how it works.
> > > >>>>
> > > >>>> Regards
> > > >>>> frostschutz
> > > >>>>
> > > >>>> ___
> > > >>>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>>> please visit:
> > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Flubber
We are using an external server for the replay, and experiencing no lag for
now.
Anyway to have a full 24 server without modifying the maxplayers to 25?

2011/5/9 Joshua Smith 

> Just wanted to say i'm experiencing the same issues as well, debian lenny
> x64.
>
> On Sun, May 8, 2011 at 1:27 PM, ics  wrote:
>
> > There is no problem is no one is aware of the issues. I find SPUF among
> > wiki unreliable as on wiki they get to choose what goes in and what not.
> > Same goes for SPUF. Atleast here no one is censoring or deleting messages
> > (yet).
> >
> > -ics
> >
> > 8.5.2011 22:20, bottige...@gmail.com kirjoitti:
> >
> >  I tried posting this information on SPUF in "Replay - Server
> >> Operators" but my posts seem to be repeatedly deleted. These forum
> >> operators are really out of line.
> >>
> >> On Sun, May 8, 2011 at 2:49 AM, ics  wrote:
> >>
> >>> Same lagspikes occur despite if it's different partition, different
> disk
> >>> or
> >>> same filesystem.
> >>>
> >>> -ics
> >>>
> >>> 8.5.2011 12:36, frostschutz kirjoitti:
> >>>
>  On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:
> 
> > Unable to rename
> >
> >
> >
> /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
> > to /var/www
> > /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
> >
> > I verified the folder was usable by copying files into it manually.
> >
>  Maybe it has to stay in the same filesystem. You could create a
> tmp/www,
>  tell the server to move it there, and point nginx there? Haven't tried
>  this feature myself yet so not 100% sure how it works.
> 
>  Regards
>  frostschutz
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>  ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> >
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Flubber
I deactivate all votes, and fixed the problem, anyway sourcemod votes based
on % of players requested it, which my players prefer.
Thanks anyway.

2011/4/15 ics 

> sv_vote_issue_nextlevel_choicesmode 0 - no more crashes.
>
> -ics
>
>
> 15.4.2011 22:22, Flubber kirjoitti:
>
>  We keep having crash on our unix servers :
>>
>>
>> L 04/15/2011 - 21:20:04: "EXxxTrEmE.44 [Fr]<22>"
>> killed "Panda â Banane<33>" with
>> "tf_projectile_pipe_remote" (attacker_position "-775 -4438 192")
>> (victim_position "-1280 -4524 192")
>> L 04/15/2011 - 21:20:07: World triggered "Round_Start"
>> PreMinidumpCallback: updating dump comment
>> Uploading dump (in-process) [proxy '']
>> /tmp/dumps/crash_20110415212007_1.dmp
>> ./srcds_run: line 372:  6396 Segmentation fault  (core dumped) $HL_CMD
>> Add "-debug" to the ./srcds_run command line to generate a debug.log to
>> help
>> with solving this problem
>> Fri Apr 15 21:20:07 CEST 2011: Server restart in 10 seconds
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Even with no addons folder...
>> Any idea?
>>
>>
>> 2011/4/15 Loïc PERY
>>
>>  Hi all,
>>>
>>> with the last TF2 update
>>>
>>> if you put these settings in server.cfg server crash at mat change
>>> (second
>>> map)
>>>
>>> tf_bot_auto_vacate 1
>>> tf_bot_difficulty 3
>>> tf_bot_join_after_player 0
>>> tf_bot_quota 18
>>> tf_bot_quota_mode "fill"
>>>
>>> 2011/4/15 Reuben Morais
>>>
>>>  On Fri, Apr 15, 2011 at 9:34 AM, Brian Simon>>>
>>>>> wrote:
>>>>> Many a player will be very unhappy with the weapon changes, especially
>>>>>
>>>> the
>>>>
>>>>> changing of the NoCrit attribute to -25% damage on those demoman melee
>>>>> weapons.
>>>>>
>>>>>  You can revert that using TF2Items if you want.
>>>> But I think the change was reasonable, Demomen were always the best
>>>> melee
>>>> fighters, it will be more balanced now.
>>>>  ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>  ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>  ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Flubber
We keep having crash on our unix servers :


L 04/15/2011 - 21:20:04: "EXxxTrEmE.44 [Fr]<22>"
killed "Panda â Banane<33>" with
"tf_projectile_pipe_remote" (attacker_position "-775 -4438 192")
(victim_position "-1280 -4524 192")
L 04/15/2011 - 21:20:07: World triggered "Round_Start"
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110415212007_1.dmp
./srcds_run: line 372:  6396 Segmentation fault  (core dumped) $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Fri Apr 15 21:20:07 CEST 2011: Server restart in 10 seconds
Using breakpad minidump system
Using breakpad crash handler

Even with no addons folder...
Any idea?


2011/4/15 Loïc PERY 

> Hi all,
>
> with the last TF2 update
>
> if you put these settings in server.cfg server crash at mat change (second
> map)
>
> tf_bot_auto_vacate 1
> tf_bot_difficulty 3
> tf_bot_join_after_player 0
> tf_bot_quota 18
> tf_bot_quota_mode "fill"
>
> 2011/4/15 Reuben Morais 
>
> > On Fri, Apr 15, 2011 at 9:34 AM, Brian Simon  > >wrote:
> >
> > > Many a player will be very unhappy with the weapon changes, especially
> > the
> > > changing of the NoCrit attribute to -25% damage on those demoman melee
> > > weapons.
> > >
> >
> > You can revert that using TF2Items if you want.
> > But I think the change was reasonable, Demomen were always the best melee
> > fighters, it will be more balanced now.
> >  ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] pl_frontier

2011-03-09 Thread Flubber
We also got Frontier running since it's first release, never heard (except
at the very beginning) any complains but for the old PC owner.

2011/3/9 ics 

> We run our own servers on different cores & machines and i speak from my
> personal experience + our community that i've heard and seen them say during
> this map whenever i am playing and when it has been on. I am fully aware
> that very large open areas with height variations are pain in the ass to
> render for any pc with Source engine in multiplayer but there are things to
> be done to prevent that from happening. I'm sure the mapper did all he could
> when he heard this was going official and would have made some parts of the
> map smaller if it would be possible without starting it from scratch so that
> the framerate and issues that are under complaint would not have existed.
>
> I'm speaking generally now, not about Frontier but problem these days is
> that the mappers have good, new or newish pc and they don't know how bad
> their map can run on pc as old as 3 years old. The HC gamers have good
> setups but the most people, don't, which explains the framerate issues
> people are having in this map. I'd love to talk about more on level design
> through personal experience but i don't want to go much off topic.
>
> What comes to server performance, the difference between this and valve map
> is marginal increase on cpu usage.
>
> -ics
>
> 9.3.2011 17:06, Eli Witt kirjoitti:
>
>  We've run frontier on our servers for over a year before it went official,
>> the only performance complaints seem to come from those with underpowered
>> PC's. No one with any sort of decent hardware has ever complained about
>> the
>> map, and we have a fairly large community. It's also a much larger map
>> than
>> most, so lower performance is to be expected, you're not going to get the
>> same FPS as you do in achievement_idle as pl_frontier.
>>
>> The get stuck bugs are mostly because of the cart, and there's nothing to
>> be
>> done about that.
>>
>> Who is your server host? It wouldn't be outside the purview of possibility
>> that you've got a crappy server host with underpowered equipment or
>> overloaded boxes either.
>>
>> On Wed, Mar 9, 2011 at 9:22 AM, ics  wrote:
>>
>>  You should have seen previous versions of Frontier before going official.
>>> We have had this particular map on our custom map servers over a year and
>>> it
>>> indeed was changed here and there before going official. Generally it has
>>> lower framerate than most of the maps on some parts of it. Especially low
>>> where the train starts going upward to the hill. Fact is, it cannot be
>>> improved more than it has been from it's previous state (before official)
>>>  without doing complete overhaul of the map.
>>>
>>> What comes to server performance, it takes roughly same amount of CPU
>>> than
>>> Hydro, well over most official TF2 maps.
>>>
>>> For bugs, there are couple of spots where you can get stuck. Either the
>>> cart blocks you or you go into some spot yourself and cannot get off no
>>> matter what you do (except die).
>>>
>>> -ics
>>>
>>> 9.3.2011 15:56, Emil Larsson kirjoitti:
>>>
>>>  It's one of the heavier maps in the game leading to major loads both
>>>
 client
 and server side, infact i think the map was heavily optimized before it
 went
 official.

 You might want to check the various server rate settings and check if
 players are using right network settings too. pl_frontier have high
 network
 usage last I checked compared to other TF2 maps.

 On Wed, Mar 9, 2011 at 2:47 PM, Saint K.
  wrote:

  Hi,

> Not running anything special accept for the quite default stuff as
> Sourcemod for server administration.
>
> We don't experience any issues with any of the other maps, and server
> performance is checking out good as well. Rates etc are configured
> properly
> too.
>
> Cheers,
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of frostschutz [
> frostsch...@metamorpher.de]
> Sent: 09 March 2011 14:45
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] pl_frontier
>
> Ask the players to provide net_graph screenshots, maybe there's
> something obviously wrong with the server (e.g. too low rates).
>
> Are you running any mods? Source TV?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>  __

Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-14 Thread Flubber
A lot of people on our server, complain about TF2, crashing (have to switch
steam to english, to limit the number of crash) others are complaining about
extreme lagging, since the update.

2010/7/14 Shane Arnold 

> Solution: specify these in the commandline or in a server cfg file
> (+motdfile and +mapcyclefile)
>
>
> On 14/07/2010 3:29 PM, Daniel Vogel wrote:
>
>> God damned, again this update didn't back up the old mapcycle.txt and
>> maplist.txt>:(
>>
>> On 14 July 2010 06:04, Jet bomb24  wrote:
>>
>>
>>> "Increased the resilience of client/server data table mismatches when
>>> playing back demos. This will make most old demo files playable again, but
>>> with potential visual side effects."
>>> Yay! Thank You.<3 :)
>>> Jetbomb24
>>> President (GDC)
>>> United National
>>> Industries_
>>> Over 2500 days of service in DJO (and still don't know which way to point
>>> the TIE)
>>>
>>> ***END TRANSMISSION***
>>>
>>>
>>>
>>>
>>>
 From: jas...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Tue, 13 Jul 2010 16:51:25 -0700
 Subject: [hlds_linux] Team Fortress 2 Update Available

 A required update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Engine:
  - Increased the resilience of client/server data table mismatches when
 playing back demos. This will make most old demo files playable again, but
 with potential visual side effects.

 Team Fortress 2:
  - Updated CP_Coldfront
   - Added map to the default mapcycle and motd files.
   - Fixed a server crash issue related to increased maxplayer
 servers.
   - Fixed a couple Engineer building exploits.
  - Updated the localization files.
  - Improved the performance of the critboost particle effect.
  - Fixed a server crash related to carrying buildings at round start.
  - Fixed players picking up buildings before a round has started.
  - Fixed an exploit where Engineers could create level 3 mini-sentries.

 Jason


 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


>>> _
>>> Hotmail has tools for the New Busy. Search, chat and e-mail from your
>>> inbox.
>>>
>>> http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_1
>>> ___
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>>>
>>>
>>>
>>
>>
>>
>>
>
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Re: [hlds_linux] cannot find my server in global list

2010-03-09 Thread Flubber
I had 4 servers who were full non stop now those are empty almost 100% each
day, the remove/setmaster fix worked partially. What the fuck valve is doing
not fixing this.

2010/3/6 Ronny Schedel 

> I hope so.
>
>
> - Original Message -
> From: "[Don] - Luigi" 
> To: 
> Sent: Saturday, March 06, 2010 6:37 PM
> Subject: Re: [hlds_linux] cannot find my server in global list
>
>
> Thanks for this information. I valve already working on this?
>
> -Original Message-
> From: Ronny Schedel [mailto:i...@ronny-schedel.de]
> Sent: Samstag, 6. März 2010 18:24
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] cannot find my server in global list
>
>
> It's a well known problem of the master servers, wait for a fix from
> Valve.
>
>
> > Hi all,
> >
> > I searched my server in the global list today and could not find him.
> > What could be the problem here, or what information do you need to
> > answer this question.
> >
> > MFG
> >
> > Luigi
> >
> >
> >
> >
> > ___
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>
> > please visit:
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> >
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-01-27 Thread Flubber
Same here... Thx Valve

2010/1/28 DrGamez 

> I'm getting the same issues, unsure of what the problem could be.
>
> Start Line: ./srcds_i486 -game tf +map cp_gravelpit -port 27015 +ip
> 66.150.214.212 +maxplayers 24 -autoupdate -debug
>
> Error:
>
> L 01/28/2010 - 07:08:21: server cvars end
> L 01/28/2010 - 07:08:27: Started map "cp_gorge" (CRC "-894236165")
> ConVarRef room_type doesn't point to an existing ConVar
> Executing dedicated server config file
> L 01/28/2010 - 07:08:46: server_cvar: "tf_gamemode_cp" "1"
> [S_API FAIL] SteamAPI_Init() failed; unable to update local
> steamclient. Continuing with current version anyway.
> srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion
> `new_prio == -1 || (new_prio >= __sched_fifo_min_prio && new_prio <=
> __sched_fifo_max_prio)' failed.
> ./srcds_run_tf2: line 354: 15071 Aborted (core dumped)
> $HL_CMD
> Cannot access memory at address 0xb7ffe648
> Cannot access memory at address 0xbf812c90
> /usr/steam/sourcebase/orangebox/debug.cmds:3: Error in sourced command
> file:
> Cannot access memory at address 0xb7ffe648
> email debug.log to li...@valvesoftware.com
> Thu Jan 28 07:08:47 CST 2010: Server restart in 10 seconds
>
> On Wed, Jan 27, 2010 at 7:05 PM, Irvine Vinsdale 
> wrote:
> > Cant start the server. Please fix it . Tried with and without plugins-
> > result is the same.
> > srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio
> ==
> > -1 || (new_prio >= __sched_fifo_min_prio && new_prio <=
> > __sched_fifo_max_prio)' failed.
>
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Re: [hlds_linux] TeamSpeak 3 Server

2009-12-19 Thread Flubber
We* have tested* TS3 and the audio quality is imo lower and slower than in
Mumble.

2009/12/19 Schlup 

> To be fair you guys that are Mumble fanboys haven't even used TeamSpeak 3,
> it just got released a few hours ago.  So you can't intelligently talk about
> quality of voice of one over the other before you use them both.  If you
> want to learn about some of the new features and advancements of TS3 you can
> go here and read down in the center of the page.
> http://www.teamspeak3.biz/
>
> P.S.  I have resolved my issue and all is up and working now.  Thanks to
> all those that helped and I'm sorry to all those that got their panties in a
> wad because this wasn't HLDS related.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Flubber
> Sent: Saturday, December 19, 2009 1:26 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TeamSpeak 3 Server
>
> I have to agree with Zuko mumble is way superior to TS (even to the ingame
> com system) last time in L4D the voice was coming in mumble before the
> ingame stream. And 1.2 release is an excellent work regarding the quality
> of
> the voice reproduction.
>
> 2009/12/19 Zuko 
>
> > 1. What does this have to do with hlds_linux list?
> > 2. Mumble > TS3
> >
> > 2009/12/19 Chris Boot 
> >
> > > Hi,
> > >
> > > Yep, the "i686 i686 i386" means you're running 32 bit Linux. If you
> were
> > > running 64-bit you'd see "x86_64".
> > >
> > > Chris
> > >
> > > On 19/12/2009 18:21, Schlup wrote:
> > > > Linux 2.6.18-164.el5PAE #1 SMP Thu Sep 3 04:10:44 EDT 2009 i686 i686
> > i386
> > > > GNU/Linux
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Chris
> > > Boot
> > > > Sent: Saturday, December 19, 2009 12:16 PM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] TeamSpeak 3 Server
> > > >
> > > > Hi,
> > > >
> > > > My first guess is you're running 32-bit Linux on your server, not
> > > > 64-bit, and the binary you have is 64-bit. Send us the output of
> 'uname
> > > > -a' so that we can tell if you're not sure.
> > > >
> > > > HTH,
> > > > Chris
> > > >
> > > > On 19/12/2009 18:08, Schlup wrote:
> > > >
> > > >> Has anybody successfully setup a TeamSpeak 3 server on Linux yet?
>  I'm
> > > >> having troubles getting the binary to run.  I am trying to setup a
> TS3
> > > >> server on my dedi box. I have downloaded, unzipped, set permissions,
> > > etc.
> > > >> But when I go to install and execute the binary file I get the
> > following
> > > >> error.
> > > >>
> > > >> Command '"./ts3server_linux_amd64"'
> > > >> failed with return code 126 and error message
> > > >> -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file.
> > > >>
> > > >> Please advise on how to resolve this issue if anybody has any ideas.
> > > >>
> > > >>
> > > >>
> > > >> Thanks!
> > > >>
> > > >> Schlup
> > > >>
> > > >>
> > > >>
> > > >> ___
> > > >> 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
> > >
> >
> >
> >
> > --
> > Żuko
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] TeamSpeak 3 Server

2009-12-19 Thread Flubber
I have to agree with Zuko mumble is way superior to TS (even to the ingame
com system) last time in L4D the voice was coming in mumble before the
ingame stream. And 1.2 release is an excellent work regarding the quality of
the voice reproduction.

2009/12/19 Zuko 

> 1. What does this have to do with hlds_linux list?
> 2. Mumble > TS3
>
> 2009/12/19 Chris Boot 
>
> > Hi,
> >
> > Yep, the "i686 i686 i386" means you're running 32 bit Linux. If you were
> > running 64-bit you'd see "x86_64".
> >
> > Chris
> >
> > On 19/12/2009 18:21, Schlup wrote:
> > > Linux 2.6.18-164.el5PAE #1 SMP Thu Sep 3 04:10:44 EDT 2009 i686 i686
> i386
> > > GNU/Linux
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris
> > Boot
> > > Sent: Saturday, December 19, 2009 12:16 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] TeamSpeak 3 Server
> > >
> > > Hi,
> > >
> > > My first guess is you're running 32-bit Linux on your server, not
> > > 64-bit, and the binary you have is 64-bit. Send us the output of 'uname
> > > -a' so that we can tell if you're not sure.
> > >
> > > HTH,
> > > Chris
> > >
> > > On 19/12/2009 18:08, Schlup wrote:
> > >
> > >> Has anybody successfully setup a TeamSpeak 3 server on Linux yet?  I'm
> > >> having troubles getting the binary to run.  I am trying to setup a TS3
> > >> server on my dedi box. I have downloaded, unzipped, set permissions,
> > etc.
> > >> But when I go to install and execute the binary file I get the
> following
> > >> error.
> > >>
> > >> Command '"./ts3server_linux_amd64"'
> > >> failed with return code 126 and error message
> > >> -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file.
> > >>
> > >> Please advise on how to resolve this issue if anybody has any ideas.
> > >>
> > >>
> > >>
> > >> Thanks!
> > >>
> > >> Schlup
> > >>
> > >>
> > >>
> > >> ___
> > >> 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
> >
>
>
>
> --
> Żuko
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Re: [hlds_linux] l4d2 demo sv_password disabled ?

2009-10-28 Thread Flubber
Geez, let's restart the discussion for the release of L4D, oh sorry it's the
same game just modded...
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Re: [hlds_linux] Custom particle effects on TF2 maps

2009-10-26 Thread Flubber
It's really a shame that valve didn't fix this known bug, not every one like
to play dustbowl for the 13751 times.

2009/10/23 ics 

> As it seems that some custom particle effects in some maps break the
> actual smoke, fire etc effects in-game in the next map after that and
> stay broken untill game is rebooted, and i seriously can't get a clear
> answer, i have to ask here. The custom map creators say it's Valves job
> to fix the issues that are appearing with custom particle effects so is
> it or have the maps creators implemented custom particle effects wrong?
> Maps that break players on screen fire,smoke and so on effects from
> normal to square'ish are atleast:
>
> - cp_glacier_rc
> - ctf_vector_b1
> - cp_reelfoot_b1
> - many more which i cant now remember
>
> So how is it? Vector was very liked and reelfoot seemed interesting but
> we cant use the maps in their current condition.
>
> -ics
>
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Re: [hlds_linux] Left 4 Dead Update Released

2009-07-18 Thread Flubber
Is it possible to allow people to vote thru the "call vote menu" for a
custom campaign or start a game on a community server on a specific map from
a lobby?

2009/7/18 Ronny Schedel 

> There is a problem with this update and with forked servers. After a
> campaign ends, the forks stop responding and cannot be used anymore. We
> have
> to restart the complete fork to get all servers up again.
>
>
>
> - Original Message -
> From: "Jason Ruymen" 
> To: ; ;
> 
> Sent: Friday, July 17, 2009 2:20 AM
> Subject: [hlds_linux] Left 4 Dead Update Released
>
>
> Left 4 Dead has been updated to include a lobby browser.  This is an
> optional update. The lobby browser (under Play Online) will show you a list
> of optimal games available for you to join. The browser pares down the
> thousands of lobbies and games currently being played to show you the best
> list of games available to you. This list includes official and add-on
> campaigns, including add-on campaigns you have not yet installed, making it
> a great way to discover them. You can filter by difficulty, official and/or
> add-on campaigns and by lobbies and/or games in progress.
>
> The Play on Steam Group Server screen now displays which Steam group it's
> searching while updating the list.
>
> After calling a vote to change difficulty in game it is now correctly
> updated in matchmaking.
>
> Add-on Campaigns:
> - When downloading a new version of an add-on and installing it (by double
> clicking the .VPK file), it will now correctly overwrite the pervious
> version, even while Left 4 Dead is currently running.
> - Addressed a crash when two mission files with the same name are
> installed.
> - Steam Group Servers now will now correctly offer download links when
> running add-on campaigns.
>
> Server:
> - The server will now warn if the public or private tags exceed their
> limits. Public tags are limited to 63 characters. Private tags used for
> matchmaking are now limited to 1024 characters.
>
> SDK:
> - The VPK tool can now handle campaigns larger than 500MB.
> - You can now drop an add-on a VPK file onto the VPK tool to have it
> extract
> it for you.
> - Detail.vbsp and lights.rad have been added to the distribution.
>
> Note that the Linux Steam objects have been renamed.  This shouldn't cause
> any issues.
>
> Jason
>
>
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Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(

2009-06-16 Thread Flubber
I got a lot of "not connected server" today, and i've seen those logs line
too any time, if they record right in the logs i can send it, if you still
need them.

2009/6/16 FPSB | Goerge 

> i looked at the logs from that time, and I don't see any of those messages.
> It's the right time because chat logging shows people complaining about not
> being able to use their items
>
> On Tue, Jun 16, 2009 at 12:15 PM, Phillip Saltzman
> wrote:
>
> > When your servers are in this state, I'm assuming you're seeing lines
> like
> > this in the log:
> > (SERVER) LoadItems on Account x returned FAILCODE of x.
> >
> > Steam went down on Monday afternoon at 4PM for normal maintenance. It
> > sounds like that was the last time a lot of you had the issue. Could you
> > send me a sample of the item failure messages from the logs around that
> > time?
> >
> > Thanks,
> > Phillip
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: Tuesday, June 16, 2009 10:00 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(
> >
> > We have no such firewall or iptable rules or any out of the ordinary
> > setup over network. The particular server that today lost connection is
> > showing on master server list and server has vac on at secured mode when
> > this happens. So we have connection to vac servers but only thing that
> > doesn't work is the unclockables. Is there any way to manually renew the
> > connection to item(?) servers so unlockables would get on on-the-fly or
> > during next map change? It could prove some valuable information or
> > error why it isnt working properly.
> >
> > -ics
> >
> > John McCaskey kirjoitti:
> > > The Steam code has logic to fall back to TCP instead of UDP for the
> Steam
> > connection if the UDP connection has failed repeatedly.  Perhaps you have
> > iptables rules or a firewall that is only allowing UDP outbound to port
> > 27017 (the Steam authentication/item/vac servers)?  If that's the case
> then
> > you should unblock TCP and the reliability of your connection will be
> > improved.
> > >
> > > John
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > Sent: Tuesday, June 16, 2009 7:06 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(
> > >
> > > Our TF2 servers do not connect back to Steam servers automatically
> > > either. Just today we had to restart them due to unlockables not
> working
> > > on the servers.
> > >
> > > -ics
> > >
> > > Zover Mirklo kirjoitti:
> > >
> > >> Same problem with my Linux server.. But auto-reconnection to steam
> > >> servers worked some 2-3 updates ago and now again doesnt work..
> > >>  Quoting FPSB | Goerge : they fixed it AGAIN, and then they broke it
> > >> AGAIN
> > >>  getting annoying. having to restart full servers is ridiculous.
> > >>  On Mon, Jun 15, 2009 at 5:42 PM, bl4nk  wrote:
> > >>  > Bump. Same thing happened to me and a few other server admins just
> > >> a bit
> > >>  > ago. Windows servers reconnect fine, but Linux servers still fail
> > >> to
> > >>  > reconnect.
> > >>  >
> > >>  > Shane Arnold wrote:
> > >>  > > My latest install of srcds_linux is reconnecting to the Steam
> > >> Master
> > >>  > > servers fine?
> > >>  > >
> > >>  > > Debian 5.0r1 on a homebrew connection.
> > >>  > >
> > >>  > > ___
> > >>  > >
> > >>  > > Shane Arnold  -   clontar...@iinet.net.au
> > >>  > >
> > >>  > > "For want of a nail, the horseshoe was lost. For want of a
> > >> horseshoe, the
> > >>  > horse was lost. For want of a horse, the messenger was lost. For
> > >> want of a
> > >>  > messenger, the message was not delivered. For want of an
> > >> undelivered message
> > >>  > the war was lost."
> > >>  > >
> > >>  > >
> > >>  > >
> > >>  > > Andrew Stuart wrote:
> > >>  > >
> > >>  > >> We are suffering from this , and have been for a while :/
> > >>  > >>
> > >>  > >>
> > >>  > >> -Original Message-
> > >>  > >> From: hlds_linux-boun...@list.valvesoftware.com
> > >>  > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> > >> 1nsane
> > >>  > >> Sent: 28 May 2009 20:10
> > >>  > >> To: Half-Life dedicated Linux server mailing list
> > >>  > >> Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam
> > >> Again? :(
> > >>  > >>
> > >>  > >> Don't reboot them next time. The more people complain the more
> > >> likely it
> > >>  > >> will get fixed :).
> > >>  > >>
> > >>  > >> On Thu, May 28, 2009 at 1:51 PM, JäKë T  wrote:
> > >>  > >>
> > >>  > >>
> > >>  > >>
> > >>  > >>> +1
> > >>  > >>> Had 11 servers not connected last night, all full but two and
> > >> I h

Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Flubber
Cos taht's the most important thing to do. Valve doesn't even check if the
new gun shoot thru door before releasing an update, and they'll bother
checking everyone location.

2009/5/24 Andreas Grimm 

> then valve could check their position ... if their x y z coordinates didn't
> change for a while -> not active..
> they could also check the client input -> always the same? -> not active...
> client aim vector always the same? -> not active...
> client didn't fire his weapon for 12 seconds -> not active...
> but all checks together -> who the hell want to spend x hours to find out
> how to bypass that
>
> it's soo easy to find out, if a player is active or not. at least for
> valve.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
> Sent: Sunday, May 24, 2009 7:48 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 idle achivement servers
>
> Then people would go into achievement servers and put "+forward" in console
> so they're constantly moving. It wouldn't change anything, really.
>
> On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm  wrote:
>
> > valve should change the system so, that only playing/moving/active
> players
> > are able to find new weapons.
> > and why they should do this:
> >
> > - as a spectator (better said a "ghost") i am not able to pick up a gun.
> or
> > can i slap living players, too??!
> >
> > - while standing around and looking to the floor i can't find a gun. only
> > if
> > the world would shit guns out of every hole. like the servers say "xxx
> > found: ". to find something i have to do something ;D
> >
> > -Original Message-
> > From:
> hlds_linux-boun...@list.valvesoftware.com<
> https://mail.google.com/mail?view=
> cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com
> >
> >
> [mailto:hlds_linux-boun...@list.valvesoftware.com<
> https://mail.google.com/ma
> il?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com
> >]
> > On Behalf Of Stephen
> > Micheals
> > Sent: Sunday, May 24, 2009 7:10 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2 idle achivement servers
> >
> > alot of players are epically pissed off already about the item drop
> > system remove the ability to get unlocks while idle and its angry mobs
> > with pitchforks and torches time.
> >
> > the system was good in theory and purpose but failed horribly in
> > implementation.
> >
> > valve loves to release things incrementally but this system NEVER
> > should have seen the light of day untill ALL of its planned features
> > were finished.
> >
> > let alone the fact the system still seems bugged many people playing
> > for hours some days and not getting any new items or only getting old
> > items.
> >
> > just look at how many servers are running achievement_idle and other
> > idle achievement maps that are FULL to see how broken the system is.
> >
> > on a personal sad note at the rate of witch i get items unless i were
> > to use a achievement_idle server i will NEVER be able to try any of
> > the new items unless i dedicate my life to playing TF2.
> >
> > a fun test of how crazy the it has gotten setup a achievement_idle
> > server and see how long before the server gets full, last night i did
> > it as a test the entire server filled up within 1 damn minute of
> > launching the server. D:
> >
> > On Sun, May 24, 2009 at 9:51 AM, AnAkIn .
>  https://mail.google.com/mail?view=cm&tf=0&to=anakin.cs@
> gmail.com
> >>
> > wrote:
> > > It would be better to blacklist the servers faking clients than this
> (yes
> > > there are still a lot of servers fake clients).
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> > please visit:
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Re: [hlds_linux] steam down again?

2009-03-31 Thread Flubber
Is there any day you don't do maintenance?

2009/4/1 Kevin J. Anderson 

> Thank you.   Could we get such notifications to the lists as well?  That
> would be excellent if so.
>
> Kevin Anderson
>
> Burton Johnsey wrote:
> > We are performing some server maintenance and apologize for the
> inconvenience.
> >
> > More information:
> >
> http://forums.steampowered.com/forums/showpost.php?p=9537623&postcount=44
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
> > Sent: Tuesday, March 31, 2009 3:13 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] steam down again?
> >
> > Is it me, or is steam going down every afternoon lately?  Can we get
> > some info valve?
> >
> >
> > ___
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> please visit:
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2009-02-25 Thread Flubber
Did so many time, we found what it is it's a memory leak, we even post  here
with the srcds modified  because the original one crash before creating log
(what an incredible work valve) we also send everything to Chris Green with
no answer.

2009/2/25 Arg! 

> If your running an administrative mod, disable it and test to make sure its
> not that causing issues.
>
> On Wed, Feb 25, 2009 at 8:29 PM, Flubber  wrote:
>
> > Still got the seg fault error, it's getting ridiculous.
> >
> > 2009/2/25 Ronny Schedel 
> >
> > > The server was running fine for 5 hours and crashed now. How can I
> > disable
> > > the spy?
> > >
> > >
> > > - Original Message -
> > > From: "Tony Paloma" 
> > > To: "'Half-Life dedicated Linux server mailing list'"
> > > 
> > > Sent: Wednesday, February 25, 2009 8:05 AM
> > > Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Available
> > >
> > >
> > > Ya, I'm getting some strange crashes as well. No SourceMod installed.
> > > Interestingly enough, disabling spy seems to have fixed it, though I
> will
> > > wait longer before saying that for certain. Also, I have no control
> group
> > > so
> > > it could just be something else completely different also changed.
> > >
> > > Basically, I don't know, but it's very annoying.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bob
> > dolet
> > > Sent: Tuesday, February 24, 2009 10:56 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Available
> > >
> > > Im also having this issue, but it has also happened with 0 spy's in
> game
> > > and
> > > no mods/addons.
> > >
> > > On Tue, Feb 24, 2009 at 9:54 PM, Jordan Toor 
> wrote:
> > >
> > > > Aha! So that is what is causing our server to segfault. We just
> tested
> > > it,
> > > > and it happened on command.
> > > >
> > > > Jordan Toor
> > > >
> > > > On Wed, Feb 25, 2009 at 12:17 AM, JäKë T 
> > wrote:
> > > >
> > > > >
> > > > >
> > > > > Using the spy + disguise + linux when using the knife = server
> > crashed
> > > > > please fix this valve.
> > > > >
> > > > > Tested on 8+ servers only happens on linux.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >
> > > > >
> > > > > _
> > > > > The new Windows Live Messenger. You don't want to miss this.
> > > > >
> http://www.microsoft.com/windows/windowslive/products/messenger.aspx
> > > > > ___
> > > > > 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:
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> >
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2009-02-25 Thread Flubber
Still got the seg fault error, it's getting ridiculous.

2009/2/25 Ronny Schedel 

> The server was running fine for 5 hours and crashed now. How can I disable
> the spy?
>
>
> - Original Message -
> From: "Tony Paloma" 
> To: "'Half-Life dedicated Linux server mailing list'"
> 
> Sent: Wednesday, February 25, 2009 8:05 AM
> Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Available
>
>
> Ya, I'm getting some strange crashes as well. No SourceMod installed.
> Interestingly enough, disabling spy seems to have fixed it, though I will
> wait longer before saying that for certain. Also, I have no control group
> so
> it could just be something else completely different also changed.
>
> Basically, I don't know, but it's very annoying.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bob dolet
> Sent: Tuesday, February 24, 2009 10:56 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Available
>
> Im also having this issue, but it has also happened with 0 spy's in game
> and
> no mods/addons.
>
> On Tue, Feb 24, 2009 at 9:54 PM, Jordan Toor  wrote:
>
> > Aha! So that is what is causing our server to segfault. We just tested
> it,
> > and it happened on command.
> >
> > Jordan Toor
> >
> > On Wed, Feb 25, 2009 at 12:17 AM, JäKë T  wrote:
> >
> > >
> > >
> > > Using the spy + disguise + linux when using the knife = server crashed
> > > please fix this valve.
> > >
> > > Tested on 8+ servers only happens on linux.
> > >
> > >
> > >
> > >
> > >
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> > > _
> > > The new Windows Live Messenger. You don't want to miss this.
> > > http://www.microsoft.com/windows/windowslive/products/messenger.aspx
> > > ___
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> > > please visit:
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> > >
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> > please visit:
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> >
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Re: [hlds_linux] Update coming for SteamID change

2009-02-17 Thread Flubber
Not everyone i guess since there is still the seg fault, report 1 month ago.

2009/2/18 Ryan Devonshire 

> Did Valve actually *listen* to the requests of the community?
>
> I can't believe it.
>
> A. Eijkhoudt wrote:
> > Andrew Armstrong wrote:
> >
> >> This update was just released.
> >> Thanks Valve!
> >>
> >
> > Yes, thank you Valve!
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
>
> ___
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Flubber
./srcds_run: line 352:  2948 Segmentation fault  $HL_CMD

Here we go again, Can't valve fix the actual bug instead of adding useless
functions to Cvar.

2009/2/17 Ronny Schedel 

> Does this update fix the lag issue in TF2?
>
> >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
> >
>
>
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Re: [hlds_linux] Those damn reserved slots. [TF2]

2009-02-12 Thread Flubber
Just use cbaseserver extensions from pRED :
http://forums.alliedmods.net/showthread.php?t=72322

Reserved slots with no wasting, just a pure pleasure, got a 150 slot
reserved players, and i never get a problem.
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-02-04 Thread Flubber
I'm pretty sure the rate has changed, way and shortcuts i was taken cloaked
are now dangerous since i decloak a few meters before cover;

Concerning snipers crosshair, it's raining unscope...

2009/2/4 Tony Paloma 

> You know, I was playing Spy and thought my cloak was running out fairly
> soon
> too, but I was probably just going crazy. Sitting next to a level 1
> dispenser still maintains your cloak like it used to so unless they changed
> the recharge rate also (or it's tied to the drain rate) then the cloak
> drain
> rate hasn't changed.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Flubber
> Sent: Tuesday, February 03, 2009 7:48 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Available
>
> A few people myself include feels that the spy cloaked is draining much
> faster, does any of you guys saw it too?
>
> 2009/2/3 Steven Sumichrast 
>
> > Update ran fine for me -- I ran it a few hours late, but still.
> >
> > (I wish the darn server would notice it has no players on it and just
> > do the restart! ARGH!  It sits there idle on a map with no map
> > changes, so never does the auto update... very annoying.)
> >
> > On Tue, Feb 3, 2009 at 5:21 AM, Ronny Schedel 
> > wrote:
> > > Some strange things happens with Natasha. If two heavy fight against
> each
> > > other, one with and one without Natasha, the heavy without Natasha is
> in
> > red
> > > health after the Natasha was fired some runs. This happend to me
> serveral
> > > times now.
> > >
> > >
> > >
> > > - Original Message -
> > > From: "Jason Ruymen" 
> > > To: "Half-Life dedicated Win32 server mailing list"
> > > ; ;
> > > 
> > > Sent: Tuesday, February 03, 2009 2:24 AM
> > > Subject: [hlds_linux] Team Fortress 2 Update Available
> > >
> > >
> > > A required update for Team Fortress 2 has been released.  Please run
> > > hldsupdatetool to receive the update.  The specific changes include:
> > >
> > > New client features:
> > >  - Added view model FOV slider to advanced multiplayer options.
> > >  - Added a hide view model option to advanced multiplayer options.
> > >  - Added custom crosshair support.
> > >- Added crosshair image, scale, and color settings to the
> > > Options->Multiplayer settings tab.
> > >- Moved HUD minimal mode & Disable Spray options into the
> Advanced
> > > Multiplayer settings.
> > >  - Added "open_charinfo_direct" command that opens the loadout directly
> > to
> > > the class you're currently playing.
> > >- Replaced the "Open Loadout" entry in the options->keys dialog
> > with
> > > this new command. Rebind / reset your config to defaults to use it.
> > >
> > > New server features:
> > >  - Added "tf_damage_disablespread" convar to disable the 25% damage
> > spread
> > > on all damage.
> > >  - Added class limit support to tournament mode.
> > >- Set the "tf_tournament_classlimit_X" convars to the max number
> > of
> > > class X allowed.
> > >  - Added "tf_tournament_hide_domination_icons" convar, that allows a
> > > tournament mode server to force clients not to display domination icons
> > over
> > > their nemeses.
> > >
> > > Gameplay changes:
> > >  - Modified critical hit calculation. Overall, critical hit chance is
> now
> > > much more recent-performance based.
> > >- Base chance is now 2% (was 5%).
> > >- Bonus range based on damage done changed from 0%-15% to 0%-10%
> > >- Damage range required for bonus changed from 0-1600 to 0-800.
> > >  - Reduced random damage spread applied to all player damage from +-25%
> > to
> > > +-10%.
> > >  - Slight reduction (improvement) of the minigun's spread.
> > >  - Increased flare direct hit damage from 20 to 30.
> > >  - Rewrote Natascha's slowdown code to be more consistent.
> > >  - Sniper rifle now supports Crit Boost state like all other weapons
> > (i.e.
> > > Kritzkrieg makes all shots critical hits).
> > >  - Stealthed spies are no longer able to pickup the intelligence. They
> > must
> > > uncloak first.
> > >  - Increased soldier primary amm

Re: [hlds_linux] Team Fortress 2 Update Available

2009-02-03 Thread Flubber
A few people myself include feels that the spy cloaked is draining much
faster, does any of you guys saw it too?

2009/2/3 Steven Sumichrast 

> Update ran fine for me -- I ran it a few hours late, but still.
>
> (I wish the darn server would notice it has no players on it and just
> do the restart! ARGH!  It sits there idle on a map with no map
> changes, so never does the auto update... very annoying.)
>
> On Tue, Feb 3, 2009 at 5:21 AM, Ronny Schedel 
> wrote:
> > Some strange things happens with Natasha. If two heavy fight against each
> > other, one with and one without Natasha, the heavy without Natasha is in
> red
> > health after the Natasha was fired some runs. This happend to me serveral
> > times now.
> >
> >
> >
> > - Original Message -
> > From: "Jason Ruymen" 
> > To: "Half-Life dedicated Win32 server mailing list"
> > ; ;
> > 
> > Sent: Tuesday, February 03, 2009 2:24 AM
> > Subject: [hlds_linux] Team Fortress 2 Update Available
> >
> >
> > A required update for Team Fortress 2 has been released.  Please run
> > hldsupdatetool to receive the update.  The specific changes include:
> >
> > New client features:
> >  - Added view model FOV slider to advanced multiplayer options.
> >  - Added a hide view model option to advanced multiplayer options.
> >  - Added custom crosshair support.
> >- Added crosshair image, scale, and color settings to the
> > Options->Multiplayer settings tab.
> >- Moved HUD minimal mode & Disable Spray options into the Advanced
> > Multiplayer settings.
> >  - Added "open_charinfo_direct" command that opens the loadout directly
> to
> > the class you're currently playing.
> >- Replaced the "Open Loadout" entry in the options->keys dialog
> with
> > this new command. Rebind / reset your config to defaults to use it.
> >
> > New server features:
> >  - Added "tf_damage_disablespread" convar to disable the 25% damage
> spread
> > on all damage.
> >  - Added class limit support to tournament mode.
> >- Set the "tf_tournament_classlimit_X" convars to the max number
> of
> > class X allowed.
> >  - Added "tf_tournament_hide_domination_icons" convar, that allows a
> > tournament mode server to force clients not to display domination icons
> over
> > their nemeses.
> >
> > Gameplay changes:
> >  - Modified critical hit calculation. Overall, critical hit chance is now
> > much more recent-performance based.
> >- Base chance is now 2% (was 5%).
> >- Bonus range based on damage done changed from 0%-15% to 0%-10%
> >- Damage range required for bonus changed from 0-1600 to 0-800.
> >  - Reduced random damage spread applied to all player damage from +-25%
> to
> > +-10%.
> >  - Slight reduction (improvement) of the minigun's spread.
> >  - Increased flare direct hit damage from 20 to 30.
> >  - Rewrote Natascha's slowdown code to be more consistent.
> >  - Sniper rifle now supports Crit Boost state like all other weapons
> (i.e.
> > Kritzkrieg makes all shots critical hits).
> >  - Stealthed spies are no longer able to pickup the intelligence. They
> must
> > uncloak first.
> >  - Increased soldier primary ammo count from 16 to 20.
> >
> > Bugfixes:
> >  - Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_"
> > CON_COMMAND scripts to prevent clients issuing the commands.
> >  - Fixed bug in teleporter logic that allowed engineers to build
> teleporters
> > with HUGE health values.
> >  - Fixed matching teleporter not getting a health buff when the pair is
> > upgraded (only the tele you were hitting got the health buff).
> >  - Fixed Medic ÜberCharge percentage in minimal-HUD mode.
> >  - Protected against an HLTV related server crash.
> >
> > Note that we are still working on the client timeout and lag issues.
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> >
>
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Re: [hlds_linux] New update (crashes immediately)

2009-01-29 Thread Flubber
Well you're lucky, my 5 tf2 are looping for 2h and nothing happens. Kudos
Valve.

2009/1/29 Ben B 

> this is awfully funny.  I let it keep auto restarting for around 5 hours,
> which had to have been hundreds of starts, then it finally started up
> correctly, and is running now. O_o
>
> On Wed, Jan 28, 2009 at 11:31 PM, Coldorak  wrote:
>
> > No trouble with my two Debian 4 x64 boxes, TF2 servers restarted, no
> > (launch) crash
> > It's 7:30 am so no idea if the timeout at mapchange is fixed.
> >
> > Cold
> >
> > On Thu, Jan 29, 2009 at 7:00 AM, Ben B 
> wrote:
> >
> > > i've been letting it restart for hours now, and it has not started to
> > work
> > > yet. =\
> > >
> > > On Wed, Jan 28, 2009 at 10:26 PM, Rodrigo Peña  > > >wrote:
> > >
> > > > Lool, I did that and worked fine on CentOS 5
> > > >
> > > > Auto detecting CPU
> > > >
> > > > Using SSE2 Optimised binary.
> > > >
> > > > Server will auto-restart if there is a crash.
> > > >
> > > > Console initialized.
> > > >
> > > > Game.dll loaded for "Team Fortress"
> > > >
> > > > ./srcds_run: line 352:  7416 Violación de segmento  $HL_CMD
> > > >
> > > > Add "-debug" to the ./srcds_run command line to generate a debug.log
> to
> > > > help with solving this problem
> > > >
> > > > jue ene 29 01:46:05 CLST 2009: Server restart in 10 seconds
> > > >
> > > > Console initialized.
> > > >
> > > > Game.dll loaded for "Team Fortress"
> > > >
> > > > ./srcds_run: line 352:  7426 Violación de segmento  $HL_CMD
> > > >
> > > > Add "-debug" to the ./srcds_run command line to generate a debug.log
> to
> > > > help with solving this problem
> > > >
> > > > jue ene 29 01:46:15 CLST 2009: Server restart in 10 seconds
> > > >
> > > > Console initialized.
> > > >
> > > > Game.dll loaded for "Team Fortress"
> > > >
> > > > maxplayers set to 14
> > > >
> > > > 
> > > >
> > > > The Universes escribió:
> > > > > I played around with it some more, I was "able" to get the servers
> to
> > > > > start on CentOS. If you just let it error (seg fault), it will
> > > > > automatically restart, mine was able to startup correctly after
> like
> > > > > the 3rd auto-retry.
> > > > >
> > > > > On Wed, Jan 28, 2009 at 8:31 PM, The Universes <
> > ad...@theuniverses.com
> > > >
> > > > wrote:
> > > > >
> > > > >> I just tested a clean install of Fedora 10, same error as on
> > CentOS5.
> > > > >> I'm guessing the problem is related to Red Hat based distros?
> > > > >>
> > > > >> On Wed, Jan 28, 2009 at 8:22 PM, Anthal <
> ant...@couchathletics.com>
> > > > wrote:
> > > > >>
> > > > >>> I've got 3 servers up and running on linux. 2 rented (was a pain
> > > > >>> updating them), and one I run myself.
> > > > >>> The one I run: Ubuntu 8.10
> > > > >>> t...@p3-server:~$ uname -r
> > > > >>> 2.6.27-9-server
> > > > >>>
> > > > >>> Gunna test on another linux server we use for L4D.
> > > > >>>
> > > > >>> ___
> > > > >>> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > please visit:
> > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >>>
> > > > >>>
> > > > >
> > > > > ___
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> > archives,
> > > > please visit:
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> > > > >
> > > > >
> > > >
> > > >
> > > > ___
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> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > >
> > >
> > > --
> > > From Ben B. (Goerge)
> > > ___
> > > 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
> > ___
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> > please visit:
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> >
>
>
>
> --
> From Ben B. (Goerge)
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Re: [hlds_linux] Marry Christmas, Happy Holidays

2008-12-25 Thread Flubber
Santa was not really generous, i asked for working l4d servers with bug
fixes, all i got was a euro conversion rate that sucks. Snif

Merry Noël to you guys.

2008/12/25 Jonass 

> Marry christmas from Strasbourg !
>
>
> Arg! a écrit :
> > She's a nightmare, you have to spend all this money on her, then she
> invites
> > your whole familly around to argue, drives you to the drink then leaves a
> > huge mess in your house.
> >
> > Kids like her though.
> >
> > On Thu, Dec 25, 2008 at 3:10 PM, Jonah Hirsch 
> wrote:
> >
> >
> >> Who's Christmas and why should I marry her?
> >> Anyway, I hope you guys had a happy winter solstice!
> >>
> >>
> >> On Wed, Dec 24, 2008 at 8:03 PM, Arg!  wrote:
> >>
> >>
> >>> well thats just nasty
> >>>
> >>> On Thu, Dec 25, 2008 at 1:13 PM, Patrick Shelley  >>>
>  wrote:
> 
>  it was brown snow O_O
> 
>  On 12/24/08, bliss...@gmail.com  wrote:
> 
> > why? tasted like lemon to me. the best is pink snow.
> >
> > On Wed, Dec 24, 2008 at 9:57 AM, Japje | Jasper Wonnink <
> >
> >> j...@japje.nl
> >>
> >> wrote:
> >>
> >
> >> Dont eat the Yellow snow...
> >>
> >> For the rest.. Marry christmas and a fantastic new year!
> >>
> >> Greetings,
> >>
> >> Japje / Jasper Wonnink
> >>
> >> Patrick Shelley wrote:
> >>
> >>> I feel sick :(
> >>>
> >>> On 12/24/08, Sipi  wrote:
> >>>
>  Merry Christmas! :D
> 
>  Sipi.
> 
>  - Original Message -
>  From: "Colin Silcock" 
>  To: "Half-Life dedicated Linux server mailing list"
>  
> 
>  Sent: Wednesday, December 24, 2008 1:44 PM
>  Subject: Re: [hlds_linux] Marry Christmas, Happy Holidays
> 
> 
> 
> > Happy Holidays to you too! And everyone on the list, be sure to
> >
>  enjoy
> 
>  some
> 
> > gaming in your spare time over Christmas ;)
> >
> > - Original Message -
> > From: "Kveri" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Wednesday, 24 December, 2008 11:04:35 GMT +00:00 GMT
> >
> >>> Britain,
> >>>
> > Ireland, Portugal
> > Subject: [hlds_linux] Marry Christmas, Happy Holidays
> >
> > Marry Christmas to all you guys! :) and Happy new year too.
> >
> > Kveri
> >
> > ___
> > 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
> >
> > __ NOD32 3715 (20081224) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
>  ___
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> 
>  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
> >
> >
>  ___
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> 
> 
> >>> ___
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> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >

Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread Flubber
Just fnished another campaign on expert and no achievement given, it's so
boring to have to do the same shit again and again.

2008/12/5 <[EMAIL PROTECTED]>

> Hi Chris,
>
> If I stop a server with the quit command (via rcon or netconport console),
> it doesn't seem to come back up.  If I kill it, it does, but using rcon
> quit, no new process is created (though the old one dies), though,
> strangely, the netconports remain there and I can initiate new connections
> to them.  Running status from the master netconport shows the details from
> the server as if they were still running.
>
> Also, forked servers at least don't seem to respect -norestart (or at least
> some of them don't) - I have two commands lines that look identical to me
> yet one will restart after the master quits and the other doesn't, though I
> need to look into that more.  In any case, that's different from before.
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Chris Green
> > Sent: 05 December 2008 00:12
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Left 4 Dead Update Available
> >
> > This update should also allow -autoupdate to work with forked dedicated
> > servers.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Jason Ruymen
> > Sent: Thursday, December 04, 2008 3:54 PM
> > To: Half-Life dedicated Win32 server mailing list;
> > hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
> > Subject: [hlds_linux] Left 4 Dead Update Available
> >
> > A required update for Left 4 Dead is now available.  Please run
> > hldsupdatetool to receive this update.  The specific changes include:
> >
> > - Finding a dedicated server when starting the game from a lobby is now
> > faster and more reliable
> > - Versus mode is now locked to Normal difficulty
> > - Difficulty on a server is now locked to the one set by the lobby
> > reservation
> > - Fixed lagouts/spikes after level transition
> > - Fixed directory issue with spray logs in some cases
> > - Fixed video settings not saving after closing video options dialog
> > - Corrected a boomer suicide exploit
> > - Several minor localization fixes
> > - Fixed a error were disabling cheats would incorrectly reset data
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
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> > please visit:
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>
>
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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Flubber
Won't it go back to the first map of a vs campaign once the players finish
the first part?

2008/11/23 Neil Smith <[EMAIL PROTECTED]>

> Thanks AnAkin
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
> Sent: 23 November 2008 09:10
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] coop - versus mode
>
> Put the map mapname in each server##.cfg
>
> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>
> > Hello everyone, I need some assistance.
> >
> > ATM I am running -fork 3 and have the servers set at different difficulty
> > levels with exec server##.cfg in the startup.
> >
> > Is it possible to run say one of the child servers as a versus only, and
> > one
> > as a coop only mode?
> >
> > If it is possible how would I do it?
> >
> > Many thanks in advance for your help.
> >
> > Neil
> >
> > PS :- very nice job valve, well impressed with L4D :)
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] L4D Linux Group Server Connection Issues (sv_steamgroup)

2008-11-19 Thread Flubber
There is no "2" settings in sv_steamgroup_exclusive it's 0 or 1.

2008/11/19 ksu. deadeye <[EMAIL PROTECTED]>

> Good to know. :)
>
> Have you have any luck with "sv_steamgroup_exclusive" at all? Ideally I'd
> like it set to "2"...but after reading through some forums, I'm not even
> sure it works.
>
> On Wed, Nov 19, 2008 at 12:54 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
>
> > You can't use exclusive and sv_search_key. I played with it for a while
> > earlier.
> >
> > On Wed, Nov 19, 2008 at 1:48 AM, ksu. deadeye <[EMAIL PROTECTED]>
> > wrote:
> >
> > > Hey All:
> > >
> > > I'm having some annoying issues getting a private dedicated L4D Linux
> > group
> > > server set up. I ran the demo server from the time it was released
> until
> > > now
> > > and I could get my friends to connect to it using "sv_search_key" or
> the
> > > old
> > > fashioned way with the "connect" command in the dev console. Here's my
> > > current working config and command line:
> > >
> > > command line
> > > ./srcds_run -console -game left4dead -maxplayers 8 +map
> > > l4d_hospital01_apartment +ip XXX.XXX.XXX.XXX
> > >
> > > config file
> > > hostname  "The N.U.T.S. Dedicated Server"
> > > z_difficulty  impossible
> > > sv_steamgroup  XX
> > > sv_steamgroup_exclusive  0
> > > sv_region  1
> > > sv_lan  0
> > >
> > > The problem is my server gets registered with the master servers and is
> > > almost always full. So I try to make it private by changing the
> following
> > > options:
> > >
> > > change "sv_steamgroup_exclusive" to "1" or "2" in the config file
> > > add "sv_search_key" to config
> > >
> > > When I make those changes, my group members can't connect (not even
> from
> > > the
> > > dev console). We all see the server pop up in the main game screen. We
> > also
> > > see the game in progress (with 0/4 players). When I connect to it, it
> > works
> > > fine (I'm on the same local network as the Linux box). When my friends
> > try
> > > to connect, they get various connection errors or timeouts after 10
> > > retries,
> > > etc. I set the port forwarding on my router according to this forum
> post:
> > >
> > > http://forums.srcds.com/viewtopic/585
> > >
> > > I think this is setup correctly because as I said earlier, my server is
> > > usually full thanks to the matchmaking system when I leave it wide
> open.
> > >
> > > Any thoughts?
> > >
> > > Thanks.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > ___
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Re: [hlds_linux] Autoupdate start option

2008-11-18 Thread Flubber
It's been one year i wonder why valve didn't fix this for TF2.

2008/11/18 Arg! <[EMAIL PROTECTED]>

> Especially since srcds_run script gets overwritten on every update. Perhaps
> this fix could be added into the script that gets updated on valves side so
> we dont have to fix it each time!
>
> Such a simple fix, im really surprised this has not been fixed yet.
>
> On Wed, Nov 19, 2008 at 5:19 AM, Steve <[EMAIL PROTECTED]> wrote:
>
> > oops!
> >
> > your right.. nice catch!
> >
> > > Not l4d_demo but l4d now.
> > >
> > > 2008/11/18 Steve <[EMAIL PROTECTED]>
> > >
> > >> Autoupdate is broken, like in orangebox.
> > >> You have to modify your srcds_run script.
> > >>
> > >> Find :
> > >>
> > >>  update() {
> > >> updatesingle
> > >>  }
> > >>
> > >> And replace it by :
> > >>
> > >>  update() {
> > >> cd ..
> > >> updatesingle
> > >> cd l4d_demo
> > >>  }
> > >>
> > >>
> > >>
> > >>
> > >> > I know this has been a lingering question on all server admin's
> > >> > minds.  When is the -autoupdate flag going to start working properly
> > >> > again?
> > >> >
> > >> > I noticed its not working for left4dead as well as tf2.
> > >> >
> > >> > f0rkz
> > >> > f7lans.com - Not your moms marble madness
> > >> >
> > >> >
> > >> >
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >> >
> > >>
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > > ___
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> > > please visit:
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> > >
> >
> >
> >
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Re: [hlds_linux] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Flubber
Why need a sv_search_key, just having the passworded server show in the
community server list would be a great progress.

2008/11/18 David A. Parker <[EMAIL PROTECTED]>

> I agree.  It would also be great if you could connect to a
> password-protected server from the lobby by using its sv_search_key.  I
> have asked about this several times but got no response.
>
> - Dave
>
> Cc2iscooL wrote:
> > I take that back.
> >
> > It works as intended...but why can't we get this integrated into the
> > community system?
> >
> > On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
> >
> >> As far as I can tell sv_search_key no longer works as intended.
> >>
> >>
> >> On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws <[EMAIL PROTECTED]>
> wrote:
> >>
> >>> I thought this was already there.  You could make your own lobby with
> >>> your own settings and, using the sv_search_key..and now the group
> >>> thingy, you should be able to have that game played on your own server.
> >>> Perhaps I'm mistaken, wouldn't be the first time. ;)
> >>>
> >>> Flubber wrote:
> >>>> I asked for that feature days ago, no response.
> >>>>
> >>>> 2008/11/18 Cc2iscooL <[EMAIL PROTECTED]>
> >>>>
> >>>>
> >>>>> Alright guys, I had an idea for the community-based servers seeing as
> >>> the
> >>>>> current one is ...well...not too great.
> >>>>>
> >>>>> I'd like my community members to be able to create lobbies and THEN
> >>> join my
> >>>>> servers, not join my servers and then try to set the options they
> want.
> >>> If
> >>>>> a
> >>>>> server is empty, why can't the client reserve it as a lobby and then
> >>> join
> >>>>> it
> >>>>> once they're done making changes? It seems rather silly to me that
> when
> >>> you
> >>>>> click "join game" on a zero player server, you immediately go to the
> >>> lobby,
> >>>>> but then it drops you right into the game. Can we use the reserve
> >>> system
> >>>>> here to make use of our servers? Actually, I liked it better when
> >>>>> sv_search_key was around. Sure, the client had to type something in
> >>> every
> >>>>> time they started their game (or add it to their autoexec) but
> >>> seriously,
> >>>>> it
> >>>>> was better, as people could join our servers if they were available
> >>> instead
> >>>>> of not.
> >>>>>
> >>>>> Can you guys add something back like this, please?
> >>>>>
> >>>>> Thanks!
> >>>>>
> >>>>> Cc2iscooL
> >>>>> ___
> >>>>> 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
> >>>
> >>
> > ___
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> 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
>
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Re: [hlds_linux] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Flubber
I asked for that feature days ago, no response.

2008/11/18 Cc2iscooL <[EMAIL PROTECTED]>

> Alright guys, I had an idea for the community-based servers seeing as the
> current one is ...well...not too great.
>
> I'd like my community members to be able to create lobbies and THEN join my
> servers, not join my servers and then try to set the options they want. If
> a
> server is empty, why can't the client reserve it as a lobby and then join
> it
> once they're done making changes? It seems rather silly to me that when you
> click "join game" on a zero player server, you immediately go to the lobby,
> but then it drops you right into the game. Can we use the reserve system
> here to make use of our servers? Actually, I liked it better when
> sv_search_key was around. Sure, the client had to type something in every
> time they started their game (or add it to their autoexec) but seriously,
> it
> was better, as people could join our servers if they were available instead
> of not.
>
> Can you guys add something back like this, please?
>
> Thanks!
>
> Cc2iscooL
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Re: [hlds_linux] L4D mapcycle

2008-11-18 Thread Flubber
I'm in love with this game, i totally understand that the lobby only mistake
is not easy to change (maybe not really wish by valve neither). But if
everyone cheers the game and do not report major problem it's gonna stay
this way.

2008/11/18 Pete <[EMAIL PROTECTED]>

> It is designed for lobby as the main way to connect and set-up, they
> just need to get the balance right ^_^ give it time.
>
> 2008/11/18 Flubber <[EMAIL PROTECTED]>:
> > That's kind of crappy each time people got to vote, since you can't
> select
> > who is joining your community server once you re in, it can get messy. I
> > don't even talk of serverrestarting on efault map when the campaign is
> over.
> >
> > 2008/11/18 Pete <[EMAIL PROTECTED]>
> >
> >> In the demo you could vote to change restart etc
> >>
> >> HTH
> >>
> >>
> >> 2008/11/18 Rich Adam <[EMAIL PROTECTED]>:
> >> > I've not been able to check on the full game - on the demo you were
> >> > just connected directly to the server with no lobby so you got the
> >> > default map the server was running.
> >> >
> >> > 2008/11/18 Jordy van Wolferen <[EMAIL PROTECTED]>:
> >> >> That is true, but what if you connect with the by ip / steam group,
> do
> >> >> you get a lobby when the server is empty?
> >> >>
> >> >>
> >> >> On Tue, Nov 18, 2008 at 12:01 PM, Adam Nowacki <[EMAIL PROTECTED]>
> wrote:
> >> >>> Servers will change a map to whatever was set in the lobby.
> >> >>>
> >> >>> Rich Adam wrote:
> >> >>>> I'm using the default settings for maplist and mapcycle (chapters
> and
> >> >>>> full map list respectively)
> >> >>>>
> >> >>>> My server resets to the hospital map when it's empty or a round
> ends,
> >> >>>> I thought the farm maps we're the first maps in the campaign?
> >> >>>>
> >> >>>> "L 11/18/2008 - 09:56:53:  Reloading original map
> >> l4d_hospital01_apartment"
> >> >>>>
> >> >>>> 2008/11/18 Jordy van Wolferen <[EMAIL PROTECTED]>:
> >> >>>>> Hey,
> >> >>>>>
> >> >>>>> I got 2 questions:
> >> >>>>>
> >> >>>>> 1)
> >> >>>>> Is it best to put all maps in the mapcycle.txt like this:
> >> >>>>>
> >> >>>>> l4d_farm01_hilltop
> >> >>>>> l4d_farm02_traintunnel
> >> >>>>> l4d_farm03_bridge
> >> >>>>> l4d_farm04_barn
> >> >>>>> l4d_farm05_cornfield
> >> >>>>>
> >> >>>>> Or do you only need the l4d_farm01_hilltop to start that campaign?
> >> >>>>> If all people leave from the servers, does it start the campaign
> all
> >> >>>>> over, when you only have the 1st map of the campaign in the
> mapcycle?
> >> >>>>>
> >> >>>>> 2)
> >> >>>>> Is it possible to have different mapcycles with forked servers?
> >> >>>>>
> >> >>>>> thanks
> >> >>>>>
> >> >>>>> ___
> >> >>>>> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
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> >> >>>>>
> >> >>>>
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> archives,
> >> please visit:
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> >> >>>>
> >> >>>>
> >> >>>
> >> >>>
> >> >>> ___
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> >> please visit:
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> >> >>>
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Re: [hlds_linux] L4D mapcycle

2008-11-18 Thread Flubber
That's kind of crappy each time people got to vote, since you can't select
who is joining your community server once you re in, it can get messy. I
don't even talk of serverrestarting on efault map when the campaign is over.

2008/11/18 Pete <[EMAIL PROTECTED]>

> In the demo you could vote to change restart etc
>
> HTH
>
>
> 2008/11/18 Rich Adam <[EMAIL PROTECTED]>:
> > I've not been able to check on the full game - on the demo you were
> > just connected directly to the server with no lobby so you got the
> > default map the server was running.
> >
> > 2008/11/18 Jordy van Wolferen <[EMAIL PROTECTED]>:
> >> That is true, but what if you connect with the by ip / steam group, do
> >> you get a lobby when the server is empty?
> >>
> >>
> >> On Tue, Nov 18, 2008 at 12:01 PM, Adam Nowacki <[EMAIL PROTECTED]> wrote:
> >>> Servers will change a map to whatever was set in the lobby.
> >>>
> >>> Rich Adam wrote:
>  I'm using the default settings for maplist and mapcycle (chapters and
>  full map list respectively)
> 
>  My server resets to the hospital map when it's empty or a round ends,
>  I thought the farm maps we're the first maps in the campaign?
> 
>  "L 11/18/2008 - 09:56:53:  Reloading original map
> l4d_hospital01_apartment"
> 
>  2008/11/18 Jordy van Wolferen <[EMAIL PROTECTED]>:
> > Hey,
> >
> > I got 2 questions:
> >
> > 1)
> > Is it best to put all maps in the mapcycle.txt like this:
> >
> > l4d_farm01_hilltop
> > l4d_farm02_traintunnel
> > l4d_farm03_bridge
> > l4d_farm04_barn
> > l4d_farm05_cornfield
> >
> > Or do you only need the l4d_farm01_hilltop to start that campaign?
> > If all people leave from the servers, does it start the campaign all
> > over, when you only have the 1st map of the campaign in the mapcycle?
> >
> > 2)
> > Is it possible to have different mapcycles with forked servers?
> >
> > thanks
> >
> > ___
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> >
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> 
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> >>>
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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread Flubber
Strangest thing, i made no change on the server, this morning when i want to
update the game i get :

> Checking bootstrapper version ...
> Segmentation fault

And it stop, i re-downloaded hldsupdatetool and re-extract steam, the same.
Help !!
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Re: [hlds_linux] l4d Dedicated server notes

2008-11-13 Thread Flubber
We are currently 13 servers on a xen where using 16/64 parts of a quad amd
quad-core but we were thinking of switching to two 8/64 because i'm not sure
that srcds is handling well multiple proc, and i hope to have a larger
numbrer of server this way.

2008/11/13 Paul Bowsher <[EMAIL PROTECTED]>

> Are you running guests with multiple cores? Have you noticed any issues
> with
> the Timer being out of sync between the two cores? VMWare published a white
> paper ( http://www.*vmware*.com/pdf/*vmware*_*time*keeping.pdf) on the
> subject, which to me seems inconclusive and would love some accounts from
> production usage.
>
> Cheers,
>
> Paul Bowsher
>
>
> On Thu, Nov 13, 2008 at 1:56 AM, Rick Payton <[EMAIL PROTECTED]> wrote:
>
> > I didn't think people would want to hear our virtualization discussion
> > :P
> >
> > Basically, I stated what I was running under ESXi, and how much I liked
> > it, and he stated what he runs under Xen, and how much he enjoyed it.
> >
> > Nothing really that pertains to game servers, other then I guess the
> > fact I run (Hawaiian Samurai) / manage (GamerzSociety.com) a few game
> > servers under both ESXi & ESX (respectively) with no complaints.
> >
> > Sorry? If you got the hardware (CPU support, and SATA RAID adapter
> > support), and want to "play" I would venture to suggest trying it out.
> > Xen, works with more (much more) hardware, but I have no idea about game
> > server performance under it - JT would most likely be better able to
> > answer that.
> >
> > mauirixxx
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
> > Shelley
> > Sent: Wednesday, November 12, 2008 3:36 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] l4d Dedicated server notes
> >
> > Why take it off list? Why not share?
> > ___
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Re: [hlds_linux] l4d Dedicated server notes

2008-11-13 Thread Flubber
Thanks dude, with the nohltv (we don't use it anyway), i have 15->25 plus 27
& 29, to little gap left :p.

2008/11/13 <[EMAIL PROTECTED]>

> The "root" email of this conversation by Milton (at just before midnight on
> the 11th, UK time) has more details about this.  Basically the ports the
> server uses - like hltv etc. - are quite close together, so if you run lots
> of servers then the port assignments end up interlacing.  You can get rid
> of
> a lot of this by putting -nohltv in your command line (with the obvious
> downside ;) ) but with that many running you're still going to have this
> issue unless you explicitly specify some things as Milton does.
>
> Note that this is an issue with _all_ srcds servers, not just left4dead,
> it's just that we couldn't actually run that many servers before :P
>
> > -Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf
> > Of Flubber
> > Sent: 13 November 2008 10:08
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] l4d Dedicated server notes
> >
> > I must have missed some mail during the last days, so it is
> > normal that my server launch as this :
> >
> > > ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment +ip
> > > xx.x.x.x -fork 15 +exec fork_cfg##.cfg
> > >
> > End up on 27015-16-17-18-19-25-27-29-31-33-35-38-41-44 & 47
> > instead of a straight 27015 to 27029?
> >
> > And to prepare for the release of the game, will there be
> > +mapcycle## available to define a cycle to each server (at
> > least i hope we can still define a txt file in a .cfg like
> > for tf2 to point to a precise mapcycle)
> >
> > Conecrning the game type (vs or co-op) will it be possible to
> > launch in the same fork different game type by selecting it
> > in a ##.cfg or a fork for each gametype will be needed?
> >
> > 2008/11/13 Fyren <[EMAIL PROTECTED]>
> >
> > > > Milton's description of how Valve starts up some of their servers
> > >
> > > After taking a look at this, I modified my command line to
> > basically this:
> > >
> > > ./srcds_run -netconport 28029+## -netconpassword foo +hostport
> > > 27030+##  -steamport 26030+## +clientport 25030+## +matchmakingport
> > > 24030+## +systemlinkport 23030+## +tv_port 22030+## +map
> > > l4d_dem_hospital01_apartment -fork 16
> > >
> > > I didn't see a need to make a config for each server since I'm not
> > > currently interested in changing anything per-server.  I
> > have the same
> > > motdfile/hostfile/hostname for all of them.
> > >
> > > The idea was to sort of align the ports, not that I really
> > care about
> > > any of them besides the game port or netcon port.  (netcon
> > is 28029+##
> > > instead of 28030 because the parent opens one up, too.)  But, this
> > > failed because the server running on 27030 doesn't end up
> > with 28030
> > > for netcon, for example.  Which server got which port for netcon
> > > seemed random.  Any input on this?  If this is just how the server
> > > acts right now, could this be fixed up so it acts as hoped?
> > >
> > > ___
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> > > please visit:
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Re: [hlds_linux] l4d Dedicated server notes

2008-11-13 Thread Flubber
I must have missed some mail during the last days, so it is normal that my
server launch as this :

> ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment +ip xx.x.x.x
> -fork 15 +exec fork_cfg##.cfg
>
End up on 27015-16-17-18-19-25-27-29-31-33-35-38-41-44 & 47 instead of a
straight 27015 to 27029?

And to prepare for the release of the game, will there be +mapcycle##
available to define a cycle to each server (at least i hope we can still
define a txt file in a .cfg like for tf2 to point to a precise mapcycle)

Conecrning the game type (vs or co-op) will it be possible to launch in the
same fork different game type by selecting it in a ##.cfg or a fork for each
gametype will be needed?

2008/11/13 Fyren <[EMAIL PROTECTED]>

> > Milton's description of how Valve starts up some of their servers
>
> After taking a look at this, I modified my command line to basically this:
>
> ./srcds_run -netconport 28029+## -netconpassword foo +hostport
> 27030+##  -steamport 26030+## +clientport 25030+## +matchmakingport
> 24030+## +systemlinkport 23030+## +tv_port 22030+## +map
> l4d_dem_hospital01_apartment -fork 16
>
> I didn't see a need to make a config for each server since I'm not
> currently interested in changing anything per-server.  I have the same
> motdfile/hostfile/hostname for all of them.
>
> The idea was to sort of align the ports, not that I really care about
> any of them besides the game port or netcon port.  (netcon is 28029+##
> instead of 28030 because the parent opens one up, too.)  But, this
> failed because the server running on 27030 doesn't end up with 28030
> for netcon, for example.  Which server got which port for netcon
> seemed random.  Any input on this?  If this is just how the server
> acts right now, could this be fixed up so it acts as hoped?
>
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Re: [hlds_linux] -fork configuration tip

2008-11-11 Thread Flubber
In each cfg, you change the log directory it should log each in its own.

2008/11/11 J T <[EMAIL PROTECTED]>

> Is there anyway to log the console for each server?
>
> On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen <[EMAIL PROTECTED]
> >wrote:
>
> > Is it possible the set the port number in the config file with fork?
> > I tried it but it doesn't work. I have 4 servers, but the port numbers
> > not always the same.
> >
> > On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki <[EMAIL PROTECTED]> wrote:
> > > I run it with -fork 12 -port 3 (never got it to work correctly with
> > > ##), server port is 3 ... 30011
> > >
> > > Saint K. wrote:
> > >> Hi,
> > >>
> > >> Thanks for the hint! It's working like a charm! (Tip: Don't forget to
> > remove
> > >> your server.cfg, otherwise it will still execute that).
> > >>
> > >> Are there any more tip's 'n tricks with that -fork option?
> > >>
> > >> Cheers
> > >>
> > >> -Original Message-
> > >> From: [EMAIL PROTECTED]
> > >> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Green
> > >> Sent: Monday, November 10, 2008 7:49 PM
> > >> To: 'Half-Life dedicated Linux server mailing list'
> > >> Subject: [hlds_linux] -fork configuration tip
> > >>
> > >> On the launch line, you can do  +exec server_cfg01.cfg. This will
> cause
> > each
> > >> server instance to exec its own unique config file (in this example,
> > >> server_cfg01.cfg, server_cfg02.cfg, ... ).
> > >>
> > >> We do this on our internal servers.
> > >> ___
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> > >> please visit:
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> > >>
> > >>
> > >> ___
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> > please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >
> > >
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> > please visit:
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> > >
> >
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>
>
>
> --
> -
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Re: [hlds_linux] L4D fork

2008-11-09 Thread Flubber
That's why i said if it's released.

2008/11/9 AnAkIn . <[EMAIL PROTECTED]>

> Yes, sv_public doesn't exist.
>
> 2008/11/9 Joseph Laws <[EMAIL PROTECTED]>
>
> > I believe "sv_public" isn't a real cvar.  That was a suggestion I made
> > to the VALVe devs. ;p
> >
> > [EMAIL PROTECTED] wrote:
> > > "-nomaster" on the command line will stop your server from telling the
> > > master servers about itself, which is what sv_public does.  Or set
> > > sv_search_key, which has the added bonus of not stopping your servers
> > show
> > > up in the old-style server browser.
> > >
> > >
> > >> -Original Message-
> > >> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > >> [EMAIL PROTECTED] On Behalf Of Flubber
> > >> Sent: 09 November 2008 01:54
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] L4D fork
> > >>
> > >> There is so many bug with the windows (browser, console, password
> > >> request
> > >> not being  shown or disapearing behind one and each other) that make
> > >> the
> > >> experience so boring. Anyway if the sv_public 0/1 is really released
> it
> > >> would be a relief, I passworded my servers for my community only but
> > >> it's
> > >> clearly not my favorite way since even with 1500 members the servers
> > >> are not
> > >> 100% of time full and i don't like to waste :p.
> > >>
> > >> 2008/11/9 Joseph Laws <[EMAIL PROTECTED]>
> > >>
> > >>
> > >>> You mean a browser like the one you open from the console presently?
> > >>>
> > >> It
> > >>
> > >>> looks like the same server browser used for other games...it just
> > >>>
> > >> isn't
> > >>
> > >>> auto-loaded and hasn't had its full functionality added yet.
> > >>>
> > >>>
> > >>>
> > >>> Flubber wrote:
> > >>>
> > >>>> Not yet.
> > >>>> I hope valve doesn't want to let the server system has it is
> > >>>>
> > >> actually,
> > >>
> > >>> since
> > >>>
> > >>>> the mailing list isn't barking anymore :).
> > >>>> The game clearly need a real servr browser and a clean client
> > >>>>
> > >> interface
> > >>
> > >>> to
> > >>>
> > >>>> use it properly.
> > >>>>
> > >>>> 2008/11/9 Saint K. <[EMAIL PROTECTED]>
> > >>>>
> > >>>>
> > >>>>
> > >>>>> When you use the '-fork' option, can you still specify a cfg per
> > >>>>>
> > >> fork?
> > >>
> > >>>>> Cheers,
> > >>>>>
> > >>>>>
> > >>>>> ___
> > >>>>> To unsubscribe, edit your list preferences, or view the list
> > >>>>>
> > >> archives,
> > >>
> > >>>>> please visit:
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> > >>>>>
> > >>>>>
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> > >>>>
> > >> archives,
> > >>
> > >>> please visit:
> > >>>
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> > >>>>
> > >>>>
> > >>>>
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> > >>>
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> > >>
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> > >>>
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Re: [hlds_linux] L4D fork

2008-11-08 Thread Flubber
There is so many bug with the windows (browser, console, password request
not being  shown or disapearing behind one and each other) that make the
experience so boring. Anyway if the sv_public 0/1 is really released it
would be a relief, I passworded my servers for my community only but it's
clearly not my favorite way since even with 1500 members the servers are not
100% of time full and i don't like to waste :p.

2008/11/9 Joseph Laws <[EMAIL PROTECTED]>

> You mean a browser like the one you open from the console presently?  It
> looks like the same server browser used for other games...it just isn't
> auto-loaded and hasn't had its full functionality added yet.
>
>
>
> Flubber wrote:
> > Not yet.
> > I hope valve doesn't want to let the server system has it is actually,
> since
> > the mailing list isn't barking anymore :).
> > The game clearly need a real servr browser and a clean client interface
> to
> > use it properly.
> >
> > 2008/11/9 Saint K. <[EMAIL PROTECTED]>
> >
> >
> >> When you use the '-fork' option, can you still specify a cfg per fork?
> >>
> >> Cheers,
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >>
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> >
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Re: [hlds_linux] L4D fork

2008-11-08 Thread Flubber
Not yet.
I hope valve doesn't want to let the server system has it is actually, since
the mailing list isn't barking anymore :).
The game clearly need a real servr browser and a clean client interface to
use it properly.

2008/11/9 Saint K. <[EMAIL PROTECTED]>

> When you use the '-fork' option, can you still specify a cfg per fork?
>
> Cheers,
>
>
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Re: [hlds_linux] l4d connection troubles

2008-11-08 Thread Flubber
Are you sure those who don't see the PW windows juste have the browser
/console/server info in front of it, L4D have a strange management of
windows.
cf: what i have to do for connecting to our password server :
http://www.youtube.com/watch?v=RPZpUHh4U0k

2008/11/8 Patrick Shelley <[EMAIL PROTECTED]>

> Hi,
>
> If i password my server - i tell my members to use openserverbrowser, find
> us and connect via the browser.
>
> This presents a few guys with problems that just take them back to main
> menu
> - but for some it shows the pw box and they enter and connect ok (or not)
>
> So i tell them to open console and type: connect 12.34.56.789:1234
>
> Again this lets some in upon entering the pw and for some it chucks back to
> the menu.
>
> If i dont pw the server, they can connect via either the browser or console
> method fine.
>
> sv_allow_lobby_connect_only is set to 0
>
> Anyone know why this is?
>
> Also, i read about the sv_search_key and implemented that so they can
> create
> a lobby to set the game up and their character - then to enter
> sv_search_key
> my_unique_key into the console to join (as that was my understanding of how
> search key worked) - but all it says in the console is:
>
> Sending heartbeat to master server...
> [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
>
> and nothing happens.
>
> Can anyone point me in the right direction here please?
>
> Regards,
>
> Pat
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Re: [hlds_linux] L4D server.cfg

2008-11-07 Thread Flubber
Got 2 normal/2hard/2impossible on launching now it's all normal, and no one
come from the lobby (password prevent it).

2008/11/7 Anthal <[EMAIL PROTECTED]>

> It's changeable via matchmaking, but if people just 'join' the server,
> it will read from the server.cfg file.
>
> Flubber wrote:
> > z_difficulty seems to reset after a campain is over.
> >
> > 2008/11/7 Anthal <[EMAIL PROTECTED]>
> >
> >
> >> Patrick Shelley wrote:
> >>
> >>> Can anyone share a server cfg so i can set mine up better please?
> >>>
> >>> Thanks,
> >>>
> >>> Patrick
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >> rcon_password "ch4ng3m3"
> >> hostname "Left4Dead Server"
> >>
> >> //allow non-lobby people to join
> >> sv_allow_lobby_connect_only 0
> >>
> >> //Unreserve slots, aka fix the dumbass hibernating bug
> >> sv_unreserve
> >>
> >> //Let people know they can join ANY time!
> >> sv_tags "Server Browser Join Enabled"
> >>
> >> //omg hard!
> >> z_difficulty impossible
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >>
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> >
>
>
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Re: [hlds_linux] L4D server.cfg

2008-11-07 Thread Flubber
z_difficulty seems to reset after a campain is over.

2008/11/7 Anthal <[EMAIL PROTECTED]>

> Patrick Shelley wrote:
> > Can anyone share a server cfg so i can set mine up better please?
> >
> > Thanks,
> >
> > Patrick
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> rcon_password "ch4ng3m3"
> hostname "Left4Dead Server"
>
> //allow non-lobby people to join
> sv_allow_lobby_connect_only 0
>
> //Unreserve slots, aka fix the dumbass hibernating bug
> sv_unreserve
>
> //Let people know they can join ANY time!
> sv_tags "Server Browser Join Enabled"
>
> //omg hard!
> z_difficulty impossible
>
>
> ___
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Re: [hlds_linux] [hlds] As close to private servers as is possibly at the moment

2008-11-06 Thread Flubber
So you always need an admin to start a game between friends on your own
server if i understand you right, that's what i guessed from the recent
experience i tried, relaunching the server joining then other clan members
can join. Am i right?

2008/11/7 Nick Olsen <[EMAIL PROTECTED]>

> Heres what i had to do.
>
> set the sv lobby only command to 0 in server cfg
>
> kill server.
> add server to favorites in steam which you can get to by
> "openserverbrowser" in console.
> start server, spam refresh and connect till you see your server pop up
> and connect. I found that as long as im the first one in, its good to go.
>
> Steve Sumichrast wrote:
> > This doesn't seem to be working on my linux servers.  I've got three
> > servers with sv_allow_lobby_connect_only set to 0, with sv_password
> > enabled (sv_public is not a CVAR for L4D)  when I try to connect,
> > I put the password in and nothing...  its sending lobby ids to the
> > server, I still cant get in them and they're empty...
> >
> > I'm not so sure this method is working on Linux -- can someone else
> > using linux chime in?
> >
> >
> >
> > On Thu, Nov 6, 2008 at 3:34 PM,  <[EMAIL PROTECTED]> wrote:
> >
> >> Set sv_allow_lobby_connect_only 0 to allow direct connections
> >>
> >> If you want semi-private servers (at least until they get passworded
> ones
> >> working) also set sv_public 0
> >>
> >> My mates and me are combining these 2 with firewall rules to get a
> >> completely private server (only setting sv_public 0 so as to not piss
> off
> >> people trying to connect to it), which isn't ideal, but this _is_ the
> demo,
> >> so reduced functionality is something I can live with ;)
> >>
> >>
> >> Cross-posting to Linux mailing list as it's useful info, and also to say
> a
> >> massive thanks for the huge improvement in server performance :)
> >>
> >>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED] [mailto:hlds-
> >>> [EMAIL PROTECTED] On Behalf Of Brian D'Arcy
> >>> Sent: 06 November 2008 20:28
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> Subject: Re: [hlds] L4D Win32 Dedicated Servers Updated
> >>>
> >>> Has anyone figured out how to join a server that has slots free?  One
> >>> of my
> >>> servers has 2 people on it, but when I try and connect directly it
> >>> basically
> >>> says sorry, it's reserved, you hafta join from a lobby.
> >>>
> >>> I tried the sv_unreserve thing, but no love.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >> ___
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> >>
> >>
> >
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Flubber
Just tryed and i'm still unabled to join my server, even add it to the
server.cfg in case the console command did not register it, it's the same
can enter with connect ip:port.

2008/11/6 David A. Parker <[EMAIL PROTECTED]>

> If you run cvarlist from the console, one of the cvars listed is
> "sv_allow_lobby_connect_only" and the description indicates that players
> can only join from the lobby system if this is set.  Has anyone tried
> setting this to zero and seeing if direct connection is possible?
>
> I don't have my server up yet so I haven't tested it yet.
>
> - Dave
>
>
> Joseph Laws wrote:
> > Erik, a cvar would work for something like that.
> >
> > sv_public 1 = server added to region match-maker network
> > sv_public 0 = server not added and clients must know the ip/port and/or
> > passwords to join the server
> >
> > Problem solved.
> >
> > Erik Johnson wrote:
> >> We're going to add support for what you describe, it just isn't
> something that is done just yet.
> >>
> >> The case that will be difficult if not impossible to deal with will be a
> mixed system, where you have a private "clan server" for you and a friend,
> and you want two other public players to come in via matchmaking.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mark - hlds list
> >> Sent: Thursday, November 06, 2008 10:25 AM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking
> >>
> >> Joseph Laws wrote:
> >>
> >>> Then I hope VALVe likes hosting all servers themselves.  Without
> clients
> >>> able to use their OWN server then they will not rent from professional
> >>> hosts.  In that case, professional hosts wouldn't bother with the game
> >>> and you'd be left with VALVe alone hosting this game.
> >>> Nick Olsen wrote:
> >>>
> >>>
>  nope, your forced into match making
> 
> 
>  Pete wrote:
> 
> 
> 
> > I shoudl think you will be able to go on fried server or just enter
> the IP etc
> > There will be a way to play with your friends and the server you want
> >
> >
> >
> >> Agreed, this really sucks... I was going to run a nice beefy server on a
> >> high-bandwidth connection, only passworded when my buddies and I wanted
> >> to play together, public the rest of the time.  Now, why bother?
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> >
> > ___
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> please visit:
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> >
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Flubber
will the server appear in browser if sv_public = 0?

2008/11/6 Joseph Laws <[EMAIL PROTECTED]>

> Erik, a cvar would work for something like that.
>
> sv_public 1 = server added to region match-maker network
> sv_public 0 = server not added and clients must know the ip/port and/or
> passwords to join the server
>
> Problem solved.
>
> Erik Johnson wrote:
> > We're going to add support for what you describe, it just isn't something
> that is done just yet.
> >
> > The case that will be difficult if not impossible to deal with will be a
> mixed system, where you have a private "clan server" for you and a friend,
> and you want two other public players to come in via matchmaking.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mark - hlds list
> > Sent: Thursday, November 06, 2008 10:25 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking
> >
> > Joseph Laws wrote:
> >
> >> Then I hope VALVe likes hosting all servers themselves.  Without clients
> >> able to use their OWN server then they will not rent from professional
> >> hosts.  In that case, professional hosts wouldn't bother with the game
> >> and you'd be left with VALVe alone hosting this game.
> >> Nick Olsen wrote:
> >>
> >>
> >>> nope, your forced into match making
> >>>
> >>>
> >>> Pete wrote:
> >>>
> >>>
> >>>
>  I shoudl think you will be able to go on fried server or just enter
> the IP etc
>  There will be a way to play with your friends and the server you want
> 
> 
> 
> > Agreed, this really sucks... I was going to run a nice beefy server on a
> > high-bandwidth connection, only passworded when my buddies and I wanted
> > to play together, public the rest of the time.  Now, why bother?
> >
> > ___
> > 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:
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> >
> >
>
>
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Flubber
No password, no direct connect. Well i loved the game so stressful with
friends, but no point hosting 10 servers for strangers, i'm sure i can find
some other game to run on those.

2008/11/6 Ryan Davis <[EMAIL PROTECTED]>

> No privacy features though.
>
> sv_password is ignored.  I run a private server for Shacknews.com and I
> have
> strangers on it :)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sumichrast
> Sent: Thursday, November 06, 2008 11:15 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
>
> Patch just landed, servers are running!
>
> On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel <[EMAIL PROTECTED]>
> wrote:
> > cvarlist works on l4d, I'm looking into it :)
> >
> > Andrey Egorov a écrit :
> >> Hi for all,
> >>
> >> Anybody writing server.cfg file?
> >> What normally options for the server?
> >>
> >>
> >> Andrey.
> >>
> >>
> >> ___
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> >>
> >>
> >
> >
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Re: [hlds_linux] L4D Servers not connecting for anybody else?

2008-11-06 Thread Flubber
Same here

2008/11/6 Raphael Hehl <[EMAIL PROTECTED]>

> same problem without forking
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Steve
> Sumichrast
> Gesendet: Donnerstag, 6. November 2008 16:39
> An: Half-Life dedicated Linux server mailing list
> Betreff: [hlds_linux] L4D Servers not connecting for anybody else?
>
> My forked server -- nobody can connect to it.
>
> Anyone else have their servers running but people can't connect?
>
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