Re: [hlds_linux] Help with hlds Linux server and masterserver

2013-07-09 Thread Jeff Sugar
Are you using metamod, or metamod-p? If the former, try the latter out
On Jul 9, 2013 11:05 AM, "John Martin"  wrote:

> Thank you all for the help! The valve server is running again. If I may
> trouble you with one more issue. Is there a trick to getting Metamod to
> work for this new version of hlds? This was working on this host before the
> hlds server upgrade so I should have the right libraries, but now I get
> this error when I launch the server:
>
> Host_Error: Couldn't get DLL API from =÷4<ü¿ ü¿!
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from =÷4<ü¿
> ü¿!
>
> If I disable this line in liblist.gam (not pointing to metamod), the stock
> server launches properly.
>
> //gamedll_linux "dlls/hl.so"
> gamedll_linix "addons/metamod/dlls/metamod_**i386.so"
>
> I have downloaded what I believe to be the latest metamod file from
> sourceforge. I have verified that the file exists and has open permissions.
> Maybe I've broken some sort of symlink to a library?
>
> Cheers!
>
> John
>
>
> On 7/5/2013 1:21 PM, John Martin wrote:
>
>> I should add that the API URL test shows that this is a bad version (same
>> response with my original server), but yet this is a new install on a new
>> host that I just leased. Are the source binaries out of date? Should I be
>> getting them from somewhere else?
>>
>> {
>> "response": {
>> "success": true,
>> "servers": [
>> {
>> "addr": "199.167.193.203:27015",
>> "gmsindex": 65534,
>> "reject": "bad_version",
>> "appid": 70,
>> "gamedir": "valve",
>> "region": 255,
>> "secure": true,
>> "lan": false,
>> "gameport": 27015,
>> "specport": 0
>> }
>> ]
>>
>> }
>> }
>>
>>
>>
>> On 7/5/2013 10:35 AM, John Martin wrote:
>>
>>> Hello all,
>>> I've been having a problem with my Linux hlds server (valve -
>>> Plagues Rat Race) on IP 46.29.252.97.  I decided to lease a new Linux host
>>> and start from scratch. I am encountering the same problem with a brand
>>> new, unmodified valve server as well. I must be doing something wrong, I
>>> cant seem to communicate with the Master Servers and map restarts are
>>> forced. Also, the server name for both of these hosts does not show up in
>>> the game list, but you can connect to them if you put the IP in your
>>> favorites.
>>>
>>> Can someone help?
>>>
>>> Here is some feedback from the first launch of a brand new server:
>>>
>>> The build command history:
>>>
>>> 1  wget 
>>> http://www.steampowered.com/**download/hldsupdatetool.bin
>>> 2  chmod +x hldsupdatetool.bin
>>> 3  ./hldsupdatetool.bin
>>> 4  ./steam -command update -game valve -dir .
>>> 5  ./hlds_run -game valve -autoupdate +maxplayers 20 +map boot_camp
>>> (I've also tried with specifying IP and port)
>>>
>>> Output from first run:
>>>
>>> $ ./hlds_run -game valve -autoupdate +maxplayers 20 +map boot_camp
>>> Auto detecting CPU
>>> Using Pentium II Optimised binary.
>>> Auto-restarting the server on crash
>>> Updating server using Steam.
>>> Checking bootstrapper version ...
>>> removing stale semaphore last operated on by process 17220 with name
>>> 0eBlobRegistryMutex_**10BE01D0EA34A415C25C4D8694B6F8**D3
>>> removing stale semaphore last operated on by process 17220 with name
>>> 0eBlobRegistrySignal_**10BE01D0EA34A415C25C4D8694B6F8**D3
>>> Updating Installation
>>> Determining which depot(s) to install/update...
>>> 2 depot(s) will be installed/updated
>>>   0:00 Checking local files and building download list for depot 4
>>> 'Linux Server Engine' version 74
>>>   0:00 Connecting content server session for version 74
>>>   0:07 [205.185.220.132:27030] Connecting...
>>>   0:07 [205.185.220.132:27030] Connection established;
>>> handshaking...
>>>   0:07 [205.185.220.132:27030] Sending login message...
>>>   0:07 Fetching version 74 manifest
>>>   0:07 Reading version 74 checksum table
>>>   0:07 Calculating download size
>>>   0:07 No files will be downloaded
>>>   0:07 Checking local files and building download list for depot 1
>>> 'Half-Life' version 12
>>>   0:07 Connecting content server session for version 12
>>>   0:10 [205.185.220.132:27030] Reusing connection
>>>   0:10 [205.185.220.132:27030] Sending login message...
>>>   0:10 Fetching version 12 manifest
>>>   0:10 Reading version 12 checksum table
>>>   0:10 Fetching exclude list
>>>   0:10 Calculating download size
>>>   0:11 No files will be downloaded
>>>   0:11 [205.185.220.132:27030] Disconnecting
>>> HLDS installation up to date
>>> Unable to open tty(/dev/tty) for output
>>>
>>> Console initialized.
>>> Using breakpad crash handler
>>> Setting breakpad minidump AppID = 70
>>> Forcing breakpad minidump interfaces to load
>>> Looking up

Re: [hlds_linux] Server Full but Reporting 31/32

2013-07-09 Thread Jeff Sugar
Are you starting replay using the -replay switch, or via a config file
entry?

Also, are you running anything like SM or MM with any plugins or extensions
which could potentially be messing with it? One example would be something
that works with reserve slots.


On Tue, Jul 9, 2013 at 8:03 AM, Chris Oryschak  wrote:

> Nope. HLTV is not enabled
>
> 11:03:22 tv_enable
> 11:03:23 "tv_enable" = "0"
>   notify
>   - Activates SourceTV on server.
>
>
> On Tue, Jul 9, 2013 at 11:02 AM, Erik-jan Riemers 
> wrote:
>
> > you dont have hltv turned on by chance?
> >
> >
> > 2013/7/9 Chris Oryschak 
> >
> > > My server just started doing this, the browser/hlsw reports the server
> as
> > > 31/32 but when you goto connect it says  'Server is Full'.
> > >
> > > rcon status indicates the server is full with:
> > > players : 33 (33 max)
> > >
> > > But queries are reporting 1 less player
> > >
> > > Replay is enabled.
> > > No reserved slots (plugin not loaded).
> > > sv_visiblemaxplayers = -1
> > >
> > >
> > > I haven't changed a thing, it just started doing it at random.  I
> haven't
> > > altered the server in any way for many weeks with the exception of
> server
> > > updates.
> > > A server restart did not fix it.
> > >
> > > Has anyone come across this problem?
> > > ___
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> > > please visit:
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> > >
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> >
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Re: [hlds_linux] Number of open files limit

2013-07-06 Thread Jeff Sugar
GMod has /way/ more files open than other games because of all the models
most server admins install on them to please the playerbase. I don't know
if your file count is within the normal range or not, since I haven't run a
GMod server in a few years, but I thought I should mention that.

On Sat, Jul 6, 2013 at 11:32 AM, ics  wrote:

> I checked mine, less than 110 for TF2
>
> -ics
>
> PAL-18 kirjoitti:
>
>  I run 4 Gmod (plus an upcoming TF2 server) from the same machine. How
>> many open file handles does one server use on average?
>>
>> __**_
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>>
>
>
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Re: [hlds_linux] Server Hang / Restart Script ?

2013-07-02 Thread Jeff Sugar
Although it would be kinda overkill for you if you don't need the other
features it office, I use--and absolutely love--TCAdmin. It's a webpanel,
and among its many features (one of which being the one you're looking
for!), I love how easy it makes it for my various admins to update the
server securely
On Jul 2, 2013 11:55 AM, "Chris Oryschak"  wrote:

> Does anyone have any good scripts they are willing to share to restart a
> server when it hangs/freezes with the 100% cpu bug?
>
> I'm guessing you will need to use qstat to query the server to determine if
> it's no longer running/responding and then restart it.
>
> Anyone?
>
> Thanks,
> Chris
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread Jeff Sugar
Maybe save the trolling for direct emails and other mediums, then. With all
the genuine flamebait trolling arseholes as of late, adding more to it,
even in jest, is not the best idea :x
On Jul 2, 2013 10:02 AM, "DontWannaName!"  wrote:
>
> I'm just trolling. I was attacked last week. I know who everyone is. ;)
>
> Sent from my iPhone 5
>
> On Jul 2, 2013, at 9:37 AM, Andre Müller  wrote:
>
> > Look again, what I've written...
> >
> > Sorry guy, it wasn't. The dns attack is very well known. If you have
> > haters, it's easy for them, to get you and your hoster down.
> > So the only way for your hoster is, to diabble the route to your ip. If
you
> > aren't the only customer on this ip, the hoster is fucked up.
> > It is dangerous to host game servers. Everywhere are this guys...
> >
> >
> > The internet is evil.
> >
> >
> > 2013/7/2 DontWannaName! 
> >
> >> So your the ass hole that DNS attacked my servers
> >>
> >> Sent from my iPhone 5
> >>
> >> On Jul 2, 2013, at 8:16 AM, Andre Müller  wrote:
> >>
> >>> I think not. I don't mean something like a dDoS with 50GiB inbound
> >> traffic
> >>> (it's possible with dns-servers). It also hits the hoster, which may
not
> >>> happen! It is enough to crash thier servers maybe one time an hour
with
> >>> some bad packets, so they will loose thier ranking.
> >>>
> >>> Maybe this also really fucks up thier players and they will explore
the
> >>> blacklist function.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >> ___
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> >> please visit:
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please visit:
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread Jeff Sugar
Note: I am not getting into the middle of this back and forth for obvious
reasons. That said, I wanted to check to make sure you (DontWannaName)
realize that this response of yours was to a differemt person each time --
the latter of which is staff at AlliedMod' (sm, mm, etc)
On Jul 2, 2013 8:36 AM, "DontWannaName!"  wrote:
>
> So it was really you... I see what's going on here.
>
> Sent from my iPhone 5
>
> On Jul 2, 2013, at 8:33 AM, Asher Baker  wrote:
>
> > I think you jump to conclusions way too quickly.
> >
> > On Tue, Jul 2, 2013 at 4:24 PM, DontWannaName! 
wrote:
> >> So your the ass hole that DNS attacked my servers
> >>
> >> Sent from my iPhone 5
> >>
> >> On Jul 2, 2013, at 8:16 AM, Andre Müller  wrote:
> >>
> >>> I think not. I don't mean something like a dDoS with 50GiB inbound
traffic
> >>> (it's possible with dns-servers). It also hits the hoster, which may
not
> >>> happen! It is enough to crash thier servers maybe one time an hour
with
> >>> some bad packets, so they will loose thier ranking.
> >>>
> >>> Maybe this also really fucks up thier players and they will explore
the
> >>> blacklist function.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >> ___
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please visit:
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> >
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Re: [hlds_linux] Viewing replay files as demo

2013-06-20 Thread Jeff Sugar
Regardless, I'm curious of the same things as the op, as it seems a bit
silly to enable SourceTV just for this kind of occasional use, considering
the increase in memory usage (and, sometimes, memory leaks, unless those've
been plugged without it being mentioned in any changelogs).

And, even if I did want to enable SourceTV, it would nevertheless be useful
to be able to do things like convert replays to proper dem files :)

On Thu, Jun 20, 2013 at 3:00 AM, Erik-jan Riemers  wrote:

> You can have replay and souce tv both enabled, works fine on my end. Only
> if you run 32 slots servers you will have a problem. Because clients will
> crash (exit with too many slots) you need to remove it back to 31 or 30 to
> be able to work (test it out)
>
>
> 2013/6/20 Peter Reinhold 
>
> > Hi all,
> >
> > Back when replay was still young, I (and others) tried to use the replay
> > DMX files as demo files (to be able to view potential cheaters, etc), and
> > kind-a-sort-a got it to work, but not quite.
> >
> > I was wondering if anyone knows if advances have been made, or maybe a
> > patch note somewhere that I overlooked, that makes it possible to use the
> > replay files as a, completely, valid .DEM file?
> >
> > Reason is, I just installed SMAC, and would like to use the autodemo, but
> > I read on the forums that replay and sourcetv doesn't play nice together,
> > and using the replay files would be an acceptable compromise.
> >
> >
> > /Peter
> >
> > __**_
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> > please visit:
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> >
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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread Jeff Sugar
I just did a quicko install of CS1.6 steampipe with an entirely vanilla
setup, and had it output the any cvar with 'rate' in it to a text file.
Here are the results, verbatim (exactly as they were printed to the text
file):

   - host_framerate  :0
   - sv_accelerate   :5, sv
   - sv_airaccelerate :   10, sv
   - sv_lan_rate :2
   - sv_maxrate  :0, sv
   - sv_maxupdaterate :   30
   - sv_minrate  :0, sv
   - sv_minupdaterate :   10
   - sv_wateraccelerate :   10, sv
   - sys_ticrate :  100

If there's any other cvars that you're (a) sure exist, & (b) are not on
this list, then they're clientside, and you'd have to check on a client. If
you'd like to do what I did, but with a client, feel free to email me
directly and I'll help you that way without clogging the list with a lot of
back-and-forth messages. If your questions are all already answered,
then...hooray! :v

-Atreus

On Tue, May 28, 2013 at 4:04 AM, Jeff Sugar  wrote:

> Assuming you mean serverside, and that when you say HLDS you are
> referencing GoldSrc, the answer is 'yes they have', but I don't know what
> the new defaults are since I don't currently run any GoldSrc servers. That
> said, you'll be able to tell the defaults if you temporarily rename/remove
> your GoldSrc server's server.cfg (or whetever file you happen to store your
> rates in) & then check 'em, since no cfg files would be modifying them
>
> If you'd rather not rename/remove your cfgs, you could also just comment
> out/remove the lines in them which set the rate values instead
>
> -Atreus
>  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers" 
> wrote:
>
>> Hi !
>>
>>
>>
>> I would like to know if max rates for HLDS protocol have been modified
>> since
>> the new command steamcmd is here or not.
>>
>>
>>
>> What are the max rates so, for its network engine ? Still 25000 ?
>>
>>
>>
>> What about cmdrate ?
>>
>>
>>
>> Regards,
>>
>>
>>
>> PAceteath
>>
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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread Jeff Sugar
Assuming you mean serverside, and that when you say HLDS you are
referencing GoldSrc, the answer is 'yes they have', but I don't know what
the new defaults are since I don't currently run any GoldSrc servers. That
said, you'll be able to tell the defaults if you temporarily rename/remove
your GoldSrc server's server.cfg (or whetever file you happen to store your
rates in) & then check 'em, since no cfg files would be modifying them

If you'd rather not rename/remove your cfgs, you could also just comment
out/remove the lines in them which set the rate values instead

-Atreus
 On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers" 
wrote:

> Hi !
>
>
>
> I would like to know if max rates for HLDS protocol have been modified
> since
> the new command steamcmd is here or not.
>
>
>
> What are the max rates so, for its network engine ? Still 25000 ?
>
>
>
> What about cmdrate ?
>
>
>
> Regards,
>
>
>
> PAceteath
>
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Re: [hlds_linux] VAC and hl2dm

2013-05-28 Thread Jeff Sugar
Indeed.

That said, if you'd like to block anyone who has been VAC banned,
regardless of the game on which it occurred, there's a SourceMod plugin to
achieve that, located here:
http://forums.alliedmods.net/showthread.php?t=80942

You can choose to have them kicked, banned, or just log the event in case
you want to give them the benefit of the doubt, but have them on file if at
some point you suspect them of cheating and want to know or something like
that

-Atreus

On Tue, May 28, 2013 at 1:18 AM, Netshroud  wrote:

> So after this, then?
> http://forums.steampowered.com/forums/showpost.php?p=22782122&postcount=10
>
> On 28/05/2013, at 1:00 PM, ics  wrote:
>
> > There is no orangebox anymore. All games are separate builds, but still
> are build from same source code. Bans are per game, not per engine. I'm not
> sure when this happened but it's beem 2-3 years already.
> >
> > -ics
> >
> > Daniel Barreiro kirjoitti:
> >> I think that if it's Orange Box (TF2, CSS, etc) you're banned for
> >> Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
> >> separate.
> >>
> >>
> >> On Mon, May 27, 2013 at 5:58 PM, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >>> Well this is what valve has to say about vac bans:
> >>> https://support.steampowered.com/kb_article.php?p_faqid=589
> >>>
> >>> It doesn't really say if bans are per game or not.
> >>>
> >>> But it does say that if you get banned from any previous source engine
> game
> >>> you will lose all your tf2 items.
> >>>
> >>>
> >>> On Mon, May 27, 2013 at 5:05 PM, Netshroud 
> wrote:
> >>>
>  I thought that was only post-Left4Dead that games were treated
>  individually, but previous games such as those you listed were still
> in
>  groups. When did the change to individual-game bans include
> pre-Left4Dead
>  Source games?
> 
>  On 27/05/2013, at 10:18 PM, ics  wrote:
> 
> > Yes. If you get VAC banned, bans apply only to that particular game.
> No
>  longer if you get banned in CS Source, you won't get banned in
> DOD:Source
>  and HL2DM like in the previous years.
> > -ics
> >
> > Mart-Jan Reeuwijk kirjoitti:
> >> ehm, afaik, with the introduction of Portal 2 they made all new
> valve
>  titles individual VAC bans, for otherwise they can't sell new games to
>  those accounts...
> >>
> >>
> >>> 
> >>> From: Daniel Barreiro 
> >>> To: Half-Life dedicated Linux server mailing list <
>  hlds_linux@list.valvesoftware.com>
> >>> Sent: Monday, 27 May 2013, 6:49
> >>> Subject: Re: [hlds_linux] VAC and hl2dm
> >>>
> >>>
> >>> It's banned by engine.
> >>>
> >>> If you're banned from TF2 you're banned from Source games
> (excluding
> >>> gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
>  you're
> >>> banned from Mw2 you're banned from Mw2, etc
> >>>
> >>>
> >>> On Sun, May 26, 2013 at 9:53 PM, Foo Bar 
> wrote:
> >>>
>  Oh, right.  Good point - thanks.
> 
> 
> 
>  On Sun, May 26, 2013 at 6:49 PM, Frank 
> >>> wrote:
> > VAC banned could be for another game, from the way I understand
> it
>  is if
> > you
> > are VAC banned for say TF2 you can still play CS:S and so on.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> >>> Foo
>  Bar
> > Sent: Sunday, May 26, 2013 9:48 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] VAC and hl2dm
> >
> > Hello!
> >
> > Today I observed a player connected and playing in a HL2DM server
>  with
>  VAC
> > enabled, but the player is listed on http://www.vacbanned.com/as
>  being
> > banned.
> >
> > This has me wondering if VAC is really supported in HL2DM?  I
> sort
> >>> of
> > remember hearing that VAC wasn't really supported by hl2dm but
> >>> it's a
>  very
> > vague recollection.
> >
> > Thanks
> >
> > [foo] bar
> > ___
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> 
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Jeff Sugar
Saint K:

This has all the technical info you should need for getting the SteamPipe
version of the TF2 server: https://developer.valvesoftware.com/wiki/SteamCMD

If you find you need further instructions with regard to migration of your
data (/mostly/ just transferring your custom stuff, like addons, cfg,
mapcycle,etc), there is a lot of good info in the HLDS(_Linux too) archives
and on google (including some youtube tutorials) to assist further :)

Sorry if this isn't what you were asking about and I misunderstood or
somesuch. If so, feel free to reply, whether publicly or privately. For
realtime support there's also #HLServerAdmins on gamesurge (general srcds)
and #sourcemod (also gamesurge) for sourcemod/metamod stuffs (though, I
have a feeling you know that one :P)

-Jeff
On Apr 30, 2013 12:17 PM, "Saint K."  wrote:

> I have kind off missed the entire discussion on SteamPipe.
>
> Will instructions etc. be posted along with the coming update/switch?
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn [
> fletch...@valvesoftware.com]
> Sent: 30 April 2013 21:07
> To: Half-Life dedicated Win32 server mailing list (
> h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing
> list (hlds_linux@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
> clients to convert soon.
>
> We've released an optional update to the TF2 SteamPipe beta.  Here are the
> change notes (since the last SteamPipe beta):
>
> Team Fortress 2:
> * Fixed network incompatibility causing custom names and descriptions to
> not display on client
>
> Source engine:
> * Fix sprays trying to load from the wrong directory
> * Restored VPK file cache, with tuned size to reduce memory usage and
> improve client boot and map load times
>
> This server is compatible with all currently running clients.  (SteamPipe
> and non-SteamPipe.)
>
> We expect to flip the switch to force all clients to convert to SteamPipe
> in a few hours.  (Approx 2:00 PM Seattle time.)  At this time, the
> "Steampipe beta" server which has just been released will become the
> official server.  There will not be another update.
>
> If you were waiting for the right time to start flipping your servers to
> SteamPipe, now is it.
>
> Thanks,
> Fletch
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Re: [hlds_linux] Anyone else getting spammed with "Unsubscribe"

2013-01-28 Thread Jeff Sugar
It is possible to unsubscribe yourself, just not via the website, as that
is still inaccessible. Sending an email to *
hlds_linux-leave@list.valvesoftware.**com* should do the trick, according
to http://www.list.org/mailman-member/node14.html (credit to John of
NuclearFallout for mentioning that link a few days ago).

You cannot unsubscribe someone else for fairly obvious reasons (it could be
abused)

As far as I know, they can block people from the list, still, but they
haven't exercised that ability in quite a while.

-Jeff

On Mon, Jan 28, 2013 at 2:48 AM, Herover  wrote:

> I'm not sure how it works, but perhaps you could submit a unsubscribe
> request, and then the other guy would be able to unsub? Or he would
> unsub you... I have no idea, but I'm getting the idea, that it's
> impossible to unsubscribe (havn't tried, just read) and to block
> someone from the list.
>
> 2013/1/28  :
> >
> >
> > I am getting someone trying to, I guess close out my account on the
> > email list. Not sure really why and was curious if it was happening to
> > anyone else.
> >
> > ___
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> please visit:
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>
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-12-20 Thread Jeff Sugar
Aye, up and running here just fine.

Took like 40min to dl the update, though. Just sit tight, I guess?
On Dec 20, 2012 3:53 PM, "Chris Oryschak"  wrote:

> Has anyone grabbed the update yet?
>
>
>   2:04 [209.197.20.100:27030] Failed.  Failed to connect to
> 209.197.20.100:27030, errno 115 "Operation now in progress"
>   2:04 [63.149.72.158:27030] Connecting...
>   2:05 [63.149.72.158:27030] Connection established; handshaking...
>   2:05 [63.149.72.158:27030] Sending login message...
>   2:05 [63.149.72.158:27030] Failed.  Server rejected session login
>   2:05 [209.197.20.103:27030] Connecting...
>   2:08 [209.197.20.103:27030] Failed.  Failed to connect to
> 209.197.20.103:27030, errno 115 "Operation now in progress"
>   2:08 [209.197.30.35:27030] Connecting...
>   2:11 [209.197.30.35:27030] Failed.  Failed to connect to
> 209.197.30.35:27030, errno 115 "Operation now in progress"
>   2:11 [63.231.204.94:27030] Connecting...
>   2:14 [63.231.204.94:27030] Failed.  Failed to connect to
> 63.231.204.94:27030, errno 115 "Operation now in progress"
>   2:14 [209.197.30.34:27030] Connecting...
>   2:17 [209.197.30.34:27030] Failed.  Failed to connect to
> 209.197.30.34:27030, errno 115 "Operation now in progress"
>   2:17 [63.234.91.158:27030] Connecting...
>   2:17 [63.234.91.158:27030] Connection established; handshaking...
>   2:18 [63.234.91.158:27030] Sending login message...
>   2:18 [63.234.91.158:27030] Failed.  Server rejected session login
>   2:18 [209.197.18.147:27030] Connecting...
>   2:21 [209.197.18.147:27030] Failed.  Failed to connect to
> 209.197.18.147:27030, errno 115 "Operation now in progress"
>   2:21 [4.26.35.154:27030] Connecting...
>   2:21 [4.26.35.154:27030] Connection established; handshaking...
>   2:21 [4.26.35.154:27030] Sending login message...
>   2:21 [4.26.35.154:27030] Failed.  Server rejected session login
>   2:21 [209.197.20.100:27030] Connecting...
>   2:24 [209.197.20.100:27030] Failed.  Failed to connect to
> 209.197.20.100:27030, errno 115 "Operation now in progress"
>   2:24 [63.149.72.158:27030] Connecting...
>   2:27 [63.149.72.158:27030] Failed.  Failed to connect to
> 63.149.72.158:27030, errno 115 "Operation now in progress"
>   2:27 [209.197.20.103:27030] Connecting..
>
>
> On Thu, Dec 20, 2012 at 6:45 PM, Kyle Sanderson 
> wrote:
>
> > Not to be that guy, but do you think the CS:S update will happen this
> week
> > or after Christmas?
> >
> > Thanks,
> > Kyle.
> >
> >
> > On Thu, Dec 20, 2012 at 2:59 PM, Eric Smith 
> > wrote:
> >
> > > We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes
> > > for the updates are below.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > > - Updated some Big Picture features
> > > - Additional improvements for client stability
> > >
> > > Team Fortress 2
> > > - Australian Christmas has begun!
> > >- Added community-contributed winter event items
> > >- Added Naughty and Nice winter keys to the Mann Co. Store
> > > - Mann Vs. Machine
> > >- Added a new tour of duty with unique loot:
> > >  - Operation Mecha Engine, with 3 new advanced skill missions
> > >  - New map mvm_bigrock
> > >  - New Engineer Botkiller items
> > >- Added new Engineer robot
> > > - Added new Strange Filter items to the Mann Co. Store to support
> > > community map makers
> > > - Added new checkout dialogs and taunt-activated effect to raise
> > awareness
> > > for Community Map Stamps
> > > - Added +context_action command (defaults to X for controllers). This
> > will
> > > use the action slot if your Canteen contains a charge and will taunt
> > > otherwise3
> > > - Added +attack3 command (defaults to middle-mouse button)
> > > - Added Adult Swim items to the Mann Co. Store
> > > - Fixed an exploit that allowed players to be permanently invulnerable
> > > - Fixed the Pyro's airblast not working correctly when facing downhill
> > > - Made Force-A-Nature pushback more consistent
> > > - Updated pl_barnblitz
> > >- Fixed various map exploits
> > > - Updated sd_doomsday
> > >- Fixed various map exploits
> > > - Updated the localization files
> > >
> > >
> > > ___
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> > > please visit:
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> > >
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> >
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Re: [hlds_linux] Guide Us

2012-12-06 Thread Jeff Sugar
Hmm. If you're already blocking all IPs (except the ones you whitelisted),
then what's the point of the password? It won't hurt anything, mind you,
but I'm curious
On Dec 6, 2012 6:20 AM, "Sachin Sud"  wrote:

> Yes,
> If i block steam traffic port as well, then players wont be able to
> connect.
>
> Now what we have done is
> 1) Used -nomaster so that server info does not come
> 2) Server is password protected so only few people know the password
> 3) When all the player comes in the server they go offline from steam so
> that noone gets the info where they are playing
> 4)We have blocked all the ips and only those ips are allowed which are
> supposed to play.
>
> I know its hilarious but in my last 3 years of working with servers this is
> most private server i have ever build :)
>
> And the end of the day everyone is happy as they can play :) and that what
> matters
>
> On Thu, Dec 6, 2012 at 7:46 PM, Jeremy Agostino  >wrote:
>
> > What if you blocked the Steam traffic port for the server? I think
> > game info queries are done over that port, and you can specify it
> > manually at launch. I suspect clients would still be able to console
> > connect too.
> >
> > -Jeremy
> >
> > On Dec 6, 2012, at 8:19 AM, "Vitor F. - Killall" 
> wrote:
> >
> > > Yes, all players need to use a vpn.
> > >
> > > Use a software like hamachi to do this easily.
> > >
> > > 2012/12/6 Sachin Sud :
> > >> Can you put some info about VPN.
> > >> Do you mean to say each user needs to have vps client installed as
> > well? or
> > >> Its just open VPN
> > >>
> > >> On Thu, Dec 6, 2012 at 1:27 AM, Adam Nowacki <
> nowa...@platinum.linux.pl
> > >wrote:
> > >>
> > >>> If the VPN server is setup on the same computer as the game server
> > there
> > >>> will be no penalties other than slightly increased bandwidth
> > >> ___
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> > please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
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> > please visit:
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> >
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> >
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Re: [hlds_linux] Steam Warning on Trading?

2012-11-20 Thread Jeff Sugar
HLDS & HLDS_LInux don't allow attachments. He'll need to upload it
somewhere and then link to it, even if it's just dropbox or imageshack or
somesuch.


On Tue, Nov 20, 2012 at 4:57 AM, Rudy Bleeker  wrote:

> It still didn't Cameron :-)
>
> On Tue, Nov 20, 2012 at 8:32 AM, Cameron Munroe
>  wrote:
> >
> >
> > Woops pic didn't attach.
> >
> > On , Cameron Munroe wrote:
> >
> >> I saw when
> > I was trading this popup at the top, shown below in the
> >> image, stating
> > that you will need steam guard enabled for 15 days and I
> >> was curious
> > why this may be?
> >
> > --
> >
> > -- Cameron
> > Munroe
> >
> > http://www.cameronmunroe.com/
> > http://www.gaming-servers.net/
> > http://www.munroenet.com/
> >
> > ___
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> please visit:
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>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] Vote scramble without resetting time/round limit

2012-11-10 Thread Jeff Sugar
Unfortunately, there isn't (or, at least there wasn't as of the last time I
checked). That's actually the original reason that plugins like gScramble
were even created
On Nov 10, 2012 3:42 AM, "Yun Huang Yong"  wrote:

> When players do a scramble vote (the in-built one, not any mod) the timer
> & rounds reset.
>
> Is there a setting to not reset these when a scramble vote is successful?
>
> TIA,
> Yun
>
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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Jeff Sugar
I had tried to remain a bit more neutral and speculative than negative last
night until I read through things in more depth. Having now done so, I can
comfortably second the majority of what Cameron wrote here. Seems like bad
news, and a money grab at that (ie. he conveniently forgot to answer the
q's related to where the money goes :'v). The subject is pretty misleading,
or, at the very least, quite an exaggeration.

I also noticed that, apparently, if there aren't at least 100 unique
players in a month, the prize doesn't scale down--it disppears. That's why
there have been no prizes since that first month. And, as of just now,
they're 2/3 through their current cycle with only 1/3 the players required
for a prize of any sort to be given out.

For what it's worth, judging by the servers pages, no servers have bought
premium yet (aside from their auto-listed ones), nor are there any listed
sponsors. So...as of now, it's basically just a great place to throw away
$5/mo per server of yours.
On Oct 16, 2012 9:02 PM, "Cameron Munroe"  wrote:

> So I am going to make some points for other server owners, admins, and
> players who are thinking about this.
>
> First off this really isn't going to benefit most of you unless you fork
> over the $5. Those servers get X2 points meaning that you would need
> someone on your server to place twice as long to get roughly the same
> points.
>
> It is just starting so don't think this is going to be an instant boost to
> your servers, rather this might do nothing for your servers at the moment
> as most players haven't even heard of this and they need to be signed up to
> make points. So in actuality this will help people whom pay and harm people
> who don't. Lets say you tell your small and humble community "hey guys go
> sign up here" they of course do as you are offering free stuff, not really,
> but once they do they look and realize why the hell am I playing on low
> beat small and humble community over here when I could play on Big Fancy
> Community over here who has X2 points. Thus the servers who fork over $5
> get a benefit leaving your community dead. My only fix for this would be to
> sign up and not tell anyone, which isn't great either as no one really wins
> at that point.  Too make it even more leaned towards Prem. players with 75%
> or more on a Prem. server get a 3rd prize.
>
> http://www.ds-ent.com/ is the "Sales-Marketing Company" that has only one
> current system, Capture the Prize.
>
> Capture The Prize is the one who really wins. Lets say they give out two
> $50 prizes, that is $100 in total. Well, simply 20 Prem. servers will pay
> for that. Ads, and anything else goes into their pockets. Meaning more and
> more you lose they win. Yes once they add another $50 it will be $50 more
> but it is covered by the 10 new Prem. Servers, so no loss to them.
>
> Idle Servers FTW! Yes, make an account and throw it on an idle server with
> Capture the Prize and You win, not the server that actually has players on
> it You can even do multiple accounts. :D
> If not the above it wouldn't be too hard to make a script joining a
> server, then going to the next server every 30 minutes making you look
> alive when not.
>
> Too many Supported games, this means that really not only are you
> competing against tf2, but AA3, Arma2, BF3, .. [more] ...and... [more]
> ...and... [more] Thus making it even less likely to win. You might as
> well go buy a lottery ticket.
>
> Valid by Valve? Yes this is a really serious question, what if Valve
> states this is not acceptable practice, then your server goes down too?
>
> More work you admins as you will now have to make sure that your server is
> also properly talking to Capture the Prize.
>
> Bad players here we come? Yes, I do think that you may get a sudden flood
> of players on your server, and many could be well, horrid.
>
> Sign up field, unsecured :O, this is horrid, most of the information they
> are asking can be easily used to hack into an account and take it over, let
> alone a hacker going in and destroying their database and walking off with
> all that information. (unconfirmed, so we aren't saying Capture the Prize
> is just a bunch of hackers.)
>
> < 13 year olds won't be able to participate, well there goes half the
> gamers.
>
> 1) Solutions they present "Every 3 hours if you are still playing, you
> must also reactivate your server token (by doing the server activation
> process again). if you do not, then the server will be deactivated and you
> will not gain any more points (until you activate the server again)."(
> http://support.**capturetheprize.com/index.php?**r=faq/view&id=1
> )
>
> This seems great, but really you can build things to answer this as well.
>
> Long story short, this helps Prem. communities, is prone to hackers /
> cheaters, and really isn't that cheap.
>
>
> ##About me, I run (Gaming-Servers.net) So, I'm not an idiot, I ru

Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Jeff Sugar
Rather than acting as a solution to almost any of the scenarios posed in
the initial paragraph, the primary focus seems to me to be a way for the
owner to make money and potentially fill their own servers should the
service become popular enough. I'm not ruling out the possibility that the
money is being put back in to the service (as described below), but that's
not what I got out of my readthrough.

Have you thought about setting up, say, a prize category for premium
servers in order to help communities pay their bills & incentivize paying
for premium status?

Furthermore, what happens to any money beyond whatever's required to break
even? Would it be going back into the service for upgrades/better
prizes/etc, or would you be keeping it? If the service both remains as is
and the money is indeed pocketed, then I really only see it going down one
of two main paths:

   1. The service does quite well. You wind up with a lot of money each
   month, with a couple random players receiving a small portion of that. The
   culture of the servers registered become such that
   1. *unregistered servers *will of course be unaffected,
  2. *registered servers *will likely also see no change except as a
  last resort (eg. if no premium servers are available), and
  3. *registered premium *servers will get a boost in greedy players
  who will likely hop to another premium server if they happen to be banned
  by any particular server. Idle players/servers may even show up,
depending
  on the prize money and criteria. Heck, it happened with item drops.
   2. The service fails, and nobody really gets anything out of it with the
   exception of whatever you receive each month from the few people who would
   continue to pay for their premium status and the small pool of potential
   prize winners. This would seem the more likely of the two.

By the by, I'm assuming the update notification service you referred to is
steamping.com - I don't really see the the connection between a free update
notification service such as that and something like this?

Anyone else have any thoughts on this?

-Atreus

ps. I reorganized some of this just before sending it. Although I believe I
caught any issues with the flow or tone it may caused, if I missed
anything, then I'd be glad to clarify. Either way, keep in mind that I
certainly don't mean to come off as overly aggressive.

On Oct 16, 2012 1:15 AM, "PAL-18"  wrote:

> Hello Fellow Server Hosts,
>
> I've been operating my own game servers for the past 7 years for my clans
> and gaming communities and the same thing keeps happening at random times;
> traffic dies. This can generally be attributed to hundreds or even
> thousands of other servers popping up (TF2 popularity after hats were
> added), server ip changing, hostname changing, vacation season, etc. This
> can be murder for game servers and hosts are left with a difficult
> decision. Keep hosting and try to build back the player base (which can
> take a long time and even be impossible at times) or just shut down their
> server. I came up with an solution to this and i wanted to offer it to all
> the other server hosts.
>
> On the CS:Go mailing list, someone mentioned a steam update notification
> service for server operators and i figured if they were allowed to post
> theirs, then this post shouldn't be a problem.
>
> My solution is a contest that rewards players who play on specific servers
> (eg. yours) by giving them a chance to win 2 prizes each month.  It's
> currently 2 prizes of $50 USD sent via paypal), but as the player and
> server base grows, this will be increased as well as the number of prizes.
>
> Currently 32 multiplayer games (including all of Valve's titles except
> DOTA) are supported as well as every single mod these games can run.  For
> example, all Arma 2 (DayZ, etc.), the whole Battlefield series, most of the
> Call of Duty series, Minecraft, Killing Floor and much more.
>
> You do not need to install any plugins on your server.  You just need to
> provide your Game Name/Mod Name, Server IP, Server Port and Query Port (if
> applicable).
>
> If you're interested in taking advantage of this service, then see Server
> Operator page that provides further information at
> http://www.capturetheprize.**com/server-op.php
>
> Thank you for your time.
>
> __**_
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread Jeff Sugar
Why not split this off into a its own email thread with a diff subject to
please both parties rather than suggesting a person unsubscribe from the
entire mailing list due to one thread?

That way, those disinterested can mute/ignore/filter/whatever it without
getting rid of all replies related to the current subject.

Can't think of any downsides.

On Sep 14, 2012 12:02 AM, "dan"  wrote:
>
> On 14/09/2012 05:17, Frank wrote:
>>
>> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>
>
> ^^
>
> --
> Dan
>
>
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Re: [hlds_linux] srcds_linux command line argument handling

2012-09-03 Thread Jeff Sugar
I'd also like to know that. Definitely seems like something that should
work.

Out of curiosity, may I ask what kind of things you've got in your
payload.cfg? I've never heard of someone needing to 'set the gamemode'.
That said, is there any reason not to add that gamemode exec to the top of
your server-specific server#.cfg?

Lastly, I'm actually really interested in that writeup you scrapped, but I
realize it is probably not suited for sending via the mailing list, so if
you're up to sending it to me personally, I'd love to read it :) The only
thing I can think of is that this way method makes the cfg get executed at
every mapchange, while the exec does so only once at server start - but I
can't think of a reason that would be an undesirable behaviour
 On Sep 3, 2012 11:12 AM, "Rudy Bleeker"  wrote:

> Thanks for your suggestion again Jeff. I was just typing an email
> trying to explain what I didn't like about your solution and why I
> thought it was just another work-around, but it became really long.
> Experience has taught me that when it takes you really long to explain
> to someone why you're doing something a certain way, that's most often
> because you're not doing it right in the first place. So after
> thinking about it I came to the conclusion that your suggestion is
> exactly what I need. :-)
>
> Still, your solution means that I now use one +exec parameter (for a
> general cfg file which sets the gamemode, e.g. payload.cfg) and one
> +servercfgfile parameter (for identity and some other stuff) on the
> command line to start a server. So just because I'm curious, I would
> still like to know, preferably from someone at Valve, why you can't
> have multiple +exec parameters on the command line, because I still
> consider it a bug, even though it might be intentional.
>
>
> On Mon, Sep 3, 2012 at 6:04 PM, Jeff Sugar  wrote:
> > Ah - why not use +servercfgfile to set each server to use a cfg other
> than
> > the default of server.cfg, and then make a server1.cfg , server2.cfg,
> etc?
> > You could completely do away with the +exec portion in that case, instead
> > using '+servercfgfile server1.cfg'
> >
> > If you want to, you can even still consolidate the settings that all the
> > servers will have in common into one cfg (say, allservers.cfg) and then
> > exec it at the start of the server-specific configs.
> >
> > If you already thought of this and decided against it for some reason I
> > haven't thought of, then I apologize, but this seems like exactly what
> you
> > want to do.
> >
> > -- Forwarded message --
> > From: "Rudy Bleeker" 
> > Date: Sep 3, 2012 8:37 AM
> > Subject: Re: [hlds_linux] srcds_linux command line argument handling
> > To: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> >
> > Hi Jeff,
> >
> > thanks for your suggestion. I was indeed already aware you could chain
> > config files this way, but this isn't what I'm looking for. The reason
> > I'm reporting this bug and want to have this functionality is for
> > example when you're stacking multiple TF2 servers on one piece of
> > hardware. I use one config file (with some others exec'ed from it as
> > you suggest) to set the gamemode (cp, cfg, mvm), config replays,
> > logging, etc. Then I want to exec another one from the command line
> > which has the server identity in it, since this has to be different
> > for every instance you start.
> >
> > If anyone has a suggestion for another way of doing this in a nice,
> > modular fashion, please let me know.
> >
> > Regards, Rudy
> >
> > On Mon, Sep 3, 2012 at 4:53 PM, Jeff Sugar  wrote:
> >> For what it's worth, if you want a workaround, you can make a main cfg
> > file
> >> that exec's the other configs you wish to execute.
> >>
> >> So, "myconfigfile.cfg" could contain...
> >> exec config1.cfg
> >> exec otherconfig.cfg
> >> exec onemore.cfg
> >>
> >> I don't know if you were looking for a workaround in addition to
> reporting
> >> the bug, or just reporting it, but I figured I'd mention it just in
> case.
> >> For all I know, you've already set it up like the above, but still
> wanted
> >> to make the list/Valve aware of it.
> >>
> >>
> >> On Mon, Sep 3, 2012 at 6:47 AM, Rudy Bleeker 
> wrote:
> >>
> >>> Hi,
> >>>
> >>> I'm sorry if what I

Re: [hlds_linux] srcds_linux command line argument handling

2012-09-03 Thread Jeff Sugar
Ah - why not use +servercfgfile to set each server to use a cfg other than
the default of server.cfg, and then make a server1.cfg , server2.cfg, etc?
You could completely do away with the +exec portion in that case, instead
using '+servercfgfile server1.cfg'

If you want to, you can even still consolidate the settings that all the
servers will have in common into one cfg (say, allservers.cfg) and then
exec it at the start of the server-specific configs.

If you already thought of this and decided against it for some reason I
haven't thought of, then I apologize, but this seems like exactly what you
want to do.

-- Forwarded message --
From: "Rudy Bleeker" 
Date: Sep 3, 2012 8:37 AM
Subject: Re: [hlds_linux] srcds_linux command line argument handling
To: "Half-Life dedicated Linux server mailing list" <
hlds_linux@list.valvesoftware.com>

Hi Jeff,

thanks for your suggestion. I was indeed already aware you could chain
config files this way, but this isn't what I'm looking for. The reason
I'm reporting this bug and want to have this functionality is for
example when you're stacking multiple TF2 servers on one piece of
hardware. I use one config file (with some others exec'ed from it as
you suggest) to set the gamemode (cp, cfg, mvm), config replays,
logging, etc. Then I want to exec another one from the command line
which has the server identity in it, since this has to be different
for every instance you start.

If anyone has a suggestion for another way of doing this in a nice,
modular fashion, please let me know.

Regards, Rudy

On Mon, Sep 3, 2012 at 4:53 PM, Jeff Sugar  wrote:
> For what it's worth, if you want a workaround, you can make a main cfg
file
> that exec's the other configs you wish to execute.
>
> So, "myconfigfile.cfg" could contain...
> exec config1.cfg
> exec otherconfig.cfg
> exec onemore.cfg
>
> I don't know if you were looking for a workaround in addition to reporting
> the bug, or just reporting it, but I figured I'd mention it just in case.
> For all I know, you've already set it up like the above, but still wanted
> to make the list/Valve aware of it.
>
>
> On Mon, Sep 3, 2012 at 6:47 AM, Rudy Bleeker  wrote:
>
>> Hi,
>>
>> I'm sorry if what I'm about to write is a known bug, but I couldn't
>> find anything about it on the internet.
>>
>> I was messing around with different server configs this weekend and
>> noticed some strange behaviour when feeding the srcds_run script
>> multiple +exec arguments. So I put some "say" lines into the config
>> files for debugging and I found that when you try to execute multiple
>> config files this way, only the first one you specify gets executed.
>> The cvars in any consecutive config files you specify with a +exec are
>> never set, instead the first config file you specified gets executed
>> another time, once for every +exec command present in your startup
>> line. I've tested this with up to 3 arguments.
>>
>> I know that all the + arguments given to the srcds_run script are
>> passed on directly to the srcds_linux binary, so to the best of my
>> knowledge the bug should not be in the script (unless there is some
>> limitation to /bin/sh and the shift buildin that I don't know about)
>> but in the way the binary handles it's input arguments. I was hoping
>> someone at Valve could shed some light on this.
>>
>> Regards, Rudy
>>
>> --
>> Idleness is not doing nothing. Idleness is being free to do anything.
>>   - Floyd Dell
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
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Re: [hlds_linux] srcds_linux command line argument handling

2012-09-03 Thread Jeff Sugar
For what it's worth, if you want a workaround, you can make a main cfg file
that exec's the other configs you wish to execute.

So, "myconfigfile.cfg" could contain...
exec config1.cfg
exec otherconfig.cfg
exec onemore.cfg

I don't know if you were looking for a workaround in addition to reporting
the bug, or just reporting it, but I figured I'd mention it just in case.
For all I know, you've already set it up like the above, but still wanted
to make the list/Valve aware of it.


On Mon, Sep 3, 2012 at 6:47 AM, Rudy Bleeker  wrote:

> Hi,
>
> I'm sorry if what I'm about to write is a known bug, but I couldn't
> find anything about it on the internet.
>
> I was messing around with different server configs this weekend and
> noticed some strange behaviour when feeding the srcds_run script
> multiple +exec arguments. So I put some "say" lines into the config
> files for debugging and I found that when you try to execute multiple
> config files this way, only the first one you specify gets executed.
> The cvars in any consecutive config files you specify with a +exec are
> never set, instead the first config file you specified gets executed
> another time, once for every +exec command present in your startup
> line. I've tested this with up to 3 arguments.
>
> I know that all the + arguments given to the srcds_run script are
> passed on directly to the srcds_linux binary, so to the best of my
> knowledge the bug should not be in the script (unless there is some
> limitation to /bin/sh and the shift buildin that I don't know about)
> but in the way the binary handles it's input arguments. I was hoping
> someone at Valve could shed some light on this.
>
> Regards, Rudy
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-09 Thread Jeff Sugar
I was just about to ask that, too. I really expected inputting a domain to
work

On Thu, Aug 9, 2012 at 1:14 PM, Kyle Sanderson  wrote:

> Any chance at DNS resolving 
> support?
>
> Thanks,
> Kyle.
>
> On Thu, Aug 9, 2012 at 1:03 PM, Jesse Molina  wrote:
> >
> > Yea, the first thing I am going to do is write a Nagios/Icinga test
> script
> > for this and start polling.  I am sure Valve expects this, or at least
> they
> > should.
> >
> > It should be noted that you can add the port on the end of the IP in the
> URI
> > and it resolves just fine.  This is important for people who stack
> servers
> > on a single IP.
> >
> >
> >
> >
> > ics wrote:
> >>
> >> Why would you need to do that? If no issues occur, servers will stay
> >> connected. This is just tool to help out "just incase" so you can
> >> eliminate the issue on Valve's end.
> >>
> >> Btw, good tools are always welcome! This propably helps some but i think
> >> it will bury on that message alone. Perhaps create a support article on
> >> it?
> >>
> >> -ics
> >>
> >> 9.8.2012 21:21, Herover kirjoitti:
> >>>
> >>> Would it be abusive to automaticaly check status on a/multiple server
> >>> once a hour/once a day?
> >>>
> >>>
> >> Please note: This WebAPI is intended for troubleshooting purposes
> >> only.
> >> Automated use of this WebAPI to scrape the server list or make
> >> excessively frequent checks (more frequent than once every 10
> >> minutes or so) is considered abusive.
> >>
> >> - Fletch
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >> ___
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> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > --
> > # Jesse Molina
> > # Mail = je...@opendreams.net
> > # Cell = 1-602-323-7608
> >
> >
> >
> >
> > ___
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> > please visit:
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-09 Thread Jeff Sugar
Fletch wrote in the email that "Currently numeric codes are used, these
will be replaced with human readable codes shortly" :)

On Aug 9, 2012 9:48 AM, "Oskar Levin"  wrote:
>
> Cool, thanks for setting it up!
> It would be good with human readable codes or a definition of what the
codes
> mean, though.
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Fletcher Dunn
> Skickat: den 9 augusti 2012 18:33
> Till: 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
> Ämne: [hlds_linux] New WebAPI: Is my server listed on the master server?
>
> A new WebAPI was made available yesterday that is intended to help server
> admins answer for themselves a frequently-asked question: "Is my server
> listed on the master servers?".  Here's an example:
>
>
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=208.64
> .202.209&format=json
>
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=208.64
> .202.209&format=xml
>
> To avoid the temptation for abuse, the output does not list all server
> fields, but it should provide enough information to help troubleshoot a
> situation where your server is not showing up in the server browser.  Most
> importantly, if you see a "reject" field, the status code indicates why
your
> server was rejected.  The most common reason is being out of date, less
> common is being banned.  (Currently numeric codes are used, these will be
> replaced with human readable codes shortly.)
>
> Please note: This WebAPI is intended for troubleshooting purposes only.
> Automated use of this WebAPI to scrape the server list or make excessively
> frequent checks (more frequent than once every 10 minutes or so) is
> considered abusive.
>
> - Fletch
> ___
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>
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Re: [hlds_linux] CS:GO DS installation question.

2012-08-06 Thread Jeff Sugar
Hi, Aaron!

Yeah, there eventually will be! I'm going to go ahead and assume you'd
probably like the source of my answer as well as some details to accompany
it, so I'm including a copy of an email that Alfred sent around a month ago
on the topic.

Make sure you specifically take a look at the two bolded portions of the
email.

Hope this helps you!
- Jeff

-- Forwarded message --
From: Alfred ReynoldHs 
Date: Fri, Jul 6, 2012 at 9:54 AM
Subject: Re: [hlds_linux] [hlds] Steam CMD

There is some mis-understanding of the new steamcmd update tool happening
here, let me just clear things up:

- steamcmd is used for updating of dedicated servers using the new Steam
Pipe content system, newly released games on Steam use this system and
older games are being switched over.

- currently steamcmd requires a steam login to perform an update, *we plan
on adding a no-login mode in the future for free to download titles.
*
- the login you use for steamcmd just needs rights to the game you are
updating, so for the majority of dedicated server applications you CAN use
a free account. So you could currently make an account per machine you wish
to run the tool on. You do NOT need to buy the full game client to update
if the dedicated server is free.

- CS:GO is a special case because it is in closed beta, access to its
dedicated server is limited to blessed accounts which is why you need a
special login.* If you are having problems running CS:GO servers and are in
the beta email the team and ask for access to another account for your
dedicated servers.*


With Steam Pipe you should see an improvement in download speeds and more
robust response during high demand. It uses HTTP as the content delivery
method, so you could setup a local HTTP proxy to cache all steamcmd
requests, making updates from multiple machines stay on your local network.

- Alfred

--

On Mon, Aug 6, 2012 at 11:02 PM, Aaron Thompson  wrote:

> I tried looking this up but to no avail...will CS:GO ever have an easy way
> to install a ds without needing a steam account with go on it? I wanted to
> begin preparations for when it goes public and I wanted to know how soon
> until I can install it at my host. Right now the steps are looking a little
> too complicated for me to even do it on there. I hope I don't sound like a
> complete nub I've been hosting servers since tf2 came out.
>
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Re: [hlds_linux] TF2 Voting

2012-07-03 Thread Jeff Sugar
If I recall correctly, removing the nextmap.smx plugin will do so. Not
completely sure, though
On Jul 3, 2012 6:26 PM, "Joshua Conley"  wrote:

> Is there anyway at all to override this behavior aside from just deleting
> SourceBad entirely?
>
> On Tue, Jul 3, 2012 at 9:08 PM, Ross Bemrose  wrote:
>
> > Even if you're not using any of its voting plugins, SourceMod still
> > overrides the server's nextmap with its own... you'll notice in your
> server
> > console that when a map starts, SourceMod will select the next map.  It
> > will change to that map when the current map ends unless a plugin
> overrides
> > it.
> >
> >
> > On 7/3/2012 8:59 PM, Joshua Conley wrote:
> >
> >> Our server seems to have issues with TF2's Map Voting system. We have a
> >> list of maps in our mapcycle & maplist files that are identical and the
> >> following CVARs set:
> >>
> >> sv_allow_votes 1
> >> sv_vote_allow_spectators 0
> >> sv_vote_failure_timer 300
> >> sv_vote_issue_nextlevel_**allowed 1
> >> sv_vote_issue_nextlevel_**allowextend 0
> >> sv_vote_issue_nextlevel_**choicesmode 1
> >> sv_vote_issue_restart_game_**allowed 0
> >> sv_vote_issue_scramble_teams_**allowed 0
> >>
> >> Our mapcycle/maplist files have this in them:
> >> ctf_2fort
> >> ctf_turbine
> >> ctf_doublecross
> >> ctf_sawmill
> >> cp_dustbowl
> >> cp_gorge
> >> cp_badlands
> >> cp_mountainlab
> >>
> >> Say we are playing 2fort and we start up a vote for dustbowl and it
> >> passes.
> >> The server responds with a "Nextlevel set to cp_dustbowl.." but when the
> >> round is over the server is sending us to ctf_turbine instead of
> dustbowl.
> >> We've also come across cases where it will get 'stuck' on a map and even
> >> though votes pass for other maps it will just recycle the same map over
> >> and
> >> over instead of changing the map to anything at all.
> >>
> >> We do not use any Source*Bad* voting plugins like mapchooser or nextmap
> or
> >>
> >> anything so I'm failing to see what the problem is with this.
> >>
> >>
> >
> >
> > __**_
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> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
>
>
>
> --
> Joshua Conley
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Re: [hlds_linux] Resetting all CVARs to default

2012-02-08 Thread Jeff Sugar
If you can't restart the server, then you could check every cvar set in
your server.cfg and the like and have a separate config with the default
values for all of them. Then, just execute that cfg whenever it's needed
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-18 Thread Jeff Sugar
Yeah, something where you can specify a -rev = version.number (& -rev =
'latest'?) would definitely be really useful. As you said, when used, there
would be no check whatsoever. The updatetool would then download ONLY the
files updated/changed between the input revision and the one previous.

Doesn't seem, in theory, like it'd be all that difficult to whip up, and
could save a lot of cycles wasted on verify alls and the like. It,
obviously, wouldn't be a default behavior or useful to everybody, but
someone who knows what they're doing could make use of in some interesting
ways.

-Jeff



On Wed, Jan 18, 2012 at 3:55 AM, Peter Reinhold wrote:

> On 18.01.2012 12:01, Claudio Beretta wrote:
>
>> Exactly
>> I don't know which is the problem, but it easy to observe that the Steam
>> client works perfectly with little delay and fast download speed while
>> hldsupdatetool on windows and linux takes ages to start downloading even
>> small updates.
>>
>
> I think this is because it validates the entire game on every update (at
> least on my server, the updatetool goes HD read berserk, which makes it
> more or less impossible for me to run updates while the servers are
> running, without causing severe lag)
>
> It would be nicer if the system were a little bit more intelligent, and
> maybe trusted the server when it said "I have version X", and then only
> served the files relevant for that.
>
> If you had done something bad, specifying a -verify_all could result in a
> all-folder scan, locating files that are different from the current running
> version.
>
>
> /Peter
>
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Re: [hlds_linux] Replay Possibly crashes CS:S server

2011-12-28 Thread Jeff Sugar
Are you running them via the same css install? If so, I imagine the fact
its trying to use the same replay folder 3 times could be the issue?
On Dec 28, 2011 10:48 PM, "Никита Булаев [Nikita Bulaev]" <
djfireb...@gmail.com> wrote:

> Hello, friends!
>
> I've got the problem with CS:S servers starting with replay.
>
> Linux OpenSuse 11.4 x64
>
> If I start more then 2 CS:S servers under one local user account, the 3-d
> server crushes with the errors:
>
> ===
> Initializing Steam libraries for secure Internet server
> threadtools.cpp (2683) : Assertion Failed: Failed to create thread (error
> 0xb)
>
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier0/threadtools.cpp
> 2683 Assertion Failed: Failed to create thread (error 0xb)
> threadtools.cpp (2683) : Assertion Failed: Failed to create thread (error
> 0xb)
>
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier0/threadtools.cpp
> 2683 Assertion Failed: Failed to create thread (error 0xb)
> threadtools.cpp (2683) : Assertion Failed: Failed to create thread (error
> 0xb)
>
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier0/threadtools.cpp
> 2683 Assertion Failed: Failed to create thread (error 0xb)
> pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe
>
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/pipes.cpp
> 733 Assertion Failed: Stalled cross-thread pipe
> pipes.cpp (733) : Fatal assert failed:
>
> /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/pipes.cpp,
> line 733.  Application exiting.
> 
>
> As at the begining of the log:
>
> ===
> No '-replayserverdir' parameter found - using default replay folder.
> Replay: Creating thread pool...succeeded.
> Replay: Starting thread pool with 4 threads...succeeded.
> ===
>
> Looks like Replay threads are crashing the server. May be some conflict or
> something like that.
>
> So the question is:
> Is there a way to turn of replay at all? The start string of the server is
> (ip is fake):
>
> ./srcds_run -steamdir /home/client/servers/css_2043 -srvdir ./ -autoupdate
> -game cstrike +clientport 29036 +hostport 27021 +port 27021 +systemlinkport
> 32036 +ip 1.1.1.1 -steamport 26006 +maxplayers 4 +map \"de_dust2\" +tv_port
> 28036 -pidfile /home/pid/client/css-2043.pid +log on +sv_logsdir
> /home/client/logs/css_2043/run -debug -strictportbind
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Re: [hlds_linux] Some changes I made to nemrun 1.8.5 script (patch and example .cfg files attached)

2011-12-19 Thread Jeff Sugar
Nope, the attachments were stripped.
On Dec 19, 2011 4:54 AM, "PharaohsPaw"  wrote:

> Hi everyone,
>
> The discussion in the last week or so has led me to implement a few
> changes to the nemrun script that I've been thinking about for a little
> while anyway.  Some of these (sending alerts to connected players) I have
> been doing for a while anyway but I don't think I ever shared any of it
> with the rest of the community (here).
>
> In case it is useful to anyone else or possibly could be considered (any
> of it) for inclusion in a later nemrun, I'll attach a patch, the example
> .cfg files containing the alert commands I use to warn connected players
> an update has been released, and I'll also include an example command line
> of me using this modified nemrun as the update daemon instance.
>
> If the attachments don't attach properly (ie if they get blocked out) let
> me know and we can figure out some other way to get them here.  The patch
> is medium-to-large size so it may not be so great to post it "inline".
>
> This may not be as useful for everybody using nemrun.  But keep in mind it
> is configurable, what the different options do, and you can change your
> .cfg files (what you say to your players, or any other cmds you might want
> to throw in the .cfg files) to reflect how you use it.
>
> The .cfg files go in the (game)/cfg/ directory. :)
>
> Cheers
>
> example command line for update daemon:
>
> ./nemrun \
>  -nemlog "nemrunlogs/updater_%Y%m%d%H%M%S.log" \
>  -cleandownloads 10 \
>  -sharedkillwait 10 \
>  -updatedelay 120 \
>  -checkinterval 30 \
>  -notifycmd $HOME/update-email \
>  -autoupdate \
>  -steamdir /home/tf2/tf2/ \
>  -srvdir /home/tf2/tf2/ \
>  -sharedscreens tf2-1,tf2-2,tf2-3,tf2-4 \
>  -sharedalertcommand "exec pending-update-alert.cfg" \
>  -sharedkillalertcommand "exec update-reboot-alert.cfg" \
>  -game tf \
>  -updatedaemon
>
> description:
> this is the update daemon instance.  The TF2 game install tree is
> installed in user tf2's home directory, the top dir is /home/tf2/tf2.
> Orangebox dir is /home/tf2/tf2/orangebox, and steam.inf lives in
> /home/tf2/tf2/orangebox/tf.  This setup takes the servers down BEFORE
> updating.
>
> There are 4 TF2 game instances, the screen names are tf2-1 through tf2-4.
>
> This setup tells nemrun to check for updates every 30 seconds.  When a
> mandatory update is found, it will stuff "exec pending-update-alert.cfg"
> into each running game's console, executing a bunch of different say
> commands to tell players an update has been released and when we will be
> taking the servers down to get it.
>
> When the server is actually going to go down (after the -updatedelay of
> 120 seconds) it then sends the shared kill alert command to tell players
> the server is going down and to reconnect.  It is using sharedkillwait as
> the amount of time to wait before killing the servers.
>
> If they come through OK, here are the attachments.
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Re: [hlds_linux] Server Reputation

2011-11-25 Thread Jeff Sugar
Ah, I see now. I mistook this for the one from a while back that calculated
it roughly on the server end. Thanks to your response, though, I'll
definitely be installing it now that I know!

Going back to the topic at hand: Good question as to what it is tied to.
One would think the IP would be at least partially involved, maybe it's
stored by both in case only the IP or only the token changes. I imagine
they want to make it difficult for servers which are legitimately doing
poorly (blacklisted or in the red due underhanded methods) to just wipe the
slate clean and begin the cycle again.



On Fri, Nov 25, 2011 at 2:33 AM, Saul Rennison wrote:

> No it's held Steam-side.
>
> On Friday, November 25, 2011, Jeff Sugar  wrote:
> > Doesn't the plugin do the calculations locally? afaik, there's no
> official
> > way to check rep by number. Therefore, I assume it's stored either in a
> > local sqlite db, a mysql db, or as plaintext somewhere in the file
> > structure.
> >
> > That would explain things, at least.
> >
> >
> > On Fri, Nov 25, 2011 at 12:10 AM, brendan halley  >wrote:
> >
> >> Magic! No but seriously Harry has a very good point
> >>
> >> On Fri, Nov 25, 2011 at 6:45 PM, Harry Strongburg  >> >wrote:
> >>
> >> > On Fri, Nov 25, 2011 at 02:30:26AM -0500, Jay Singh wrote:
> >> > > I don't think reputation is tied to server IP.
> >> >
> >> > Ok, how do you expect Valve to track reputation if you think it's not
> by
> >> > IP nor registered account?...
> >> >
> >> > ___
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> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >
> >>
> >>
> >>
> >> --
> >> Budget Phone Cases
> >> http://budgetphonecases.com.au
> >> ___
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> >> please visit:
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>
> --
>
>
> Kind regards,
> *Saul Rennison*
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Re: [hlds_linux] Server Reputation

2011-11-25 Thread Jeff Sugar
Doesn't the plugin do the calculations locally? afaik, there's no official
way to check rep by number. Therefore, I assume it's stored either in a
local sqlite db, a mysql db, or as plaintext somewhere in the file
structure.

That would explain things, at least.


On Fri, Nov 25, 2011 at 12:10 AM, brendan halley wrote:

> Magic! No but seriously Harry has a very good point
>
> On Fri, Nov 25, 2011 at 6:45 PM, Harry Strongburg  >wrote:
>
> > On Fri, Nov 25, 2011 at 02:30:26AM -0500, Jay Singh wrote:
> > > I don't think reputation is tied to server IP.
> >
> > Ok, how do you expect Valve to track reputation if you think it's not by
> > IP nor registered account?...
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
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> http://budgetphonecases.com.au
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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread Jeff Sugar
Great idea. It'd definitely help new servers more easily gain a following
and do a better job of integrating users into the communities of their
favorite servers.
On Nov 2, 2011 2:07 PM, "msleeper"  wrote:

> So ics just mentioned this in another thread, and we were talking
> about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
> I'd like to separate it into a new thread since it's not related to
> the thread it was posting in:
>
> Fletcher / Valve - I think all of us would love some sort of method
> similar to L4D2 for players on the server to be able to join a set
> Steam Group from within-game. I'm kind of surprised this hasn't
> already been done already, but that (and the MOTD server banner) were
> my 2 favorite things about running L4D / L4D2 servers. I loved that
> players had instant and direct access to joining the server's steam
> group, for those players who enjoyed being there and wanted to be
> apart.
>
> Blacklisting and reporting and so on are great for removing bad
> servers. But it would be awesome if some tools could be added on the
> other end of the scale, to allow players to add servers they enjoy
> playing at. There's already the "add to favorites" pop-up when you
> leave a server, perhaps add that option there? Or something on the
> scoreboard when you're in spectator mode? Or the MOTD as well?
>
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Re: [hlds_linux] thoughts of how to release some stress off master servers

2011-10-27 Thread Jeff Sugar
Yeah, being able to point hldsupdatetool at a directory that was freshly
updated as if it were the master servers would be amazing
On Oct 27, 2011 7:35 PM, "clad iron"  wrote:

> I just wanted to throw this out there for some thought.
> This would actually help the admin's that have lots of servers, and also
> allow everyone to keep there servers running till the updates are ready.
>
> First of all i know there are ways now to do this now such as rsync, but
> something built with in the game would be much easier.
> Bottom line it would release alot of pressure off the master servers.
>
> Create a built in rsync system so the updates are downloaded to the highest
> folder for the user (in a sub-folder)
> Then create a cvar that would allow the servers under that user to apply
> the
> updates to all servers under that user (provided they set the cvar on the
> server.)
>
> This is only a general idea, but if the admin's could pull from 1 location
> to update from after they have already downloaded it.
> This would dramatically cut back on the downloads from everyone with 2 or 3
> servers to guys with much much more.
> I think alot of people would rather use something built within the game
> vers
> having to hunt down everything else needed to do it.
>
> Thoughts or Ideas ?
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Re: [hlds_linux] Forum vs. email list

2011-10-25 Thread Jeff Sugar
Agreed. This plan seems like it'd do some good.

Perhaps a link could be in each email at the start or end with a link to it
on the archive? That'd make it easier for people to read any posts in that
thread they missed, especially newcomers
On Oct 25, 2011 12:07 AM, "Emil Larsson"  wrote:

> Better archiving is good, I don't think the archives are public either
> (other than the unofficial scraping forums), which they should be. Happened
> more than once that i show fellow admins something from this mailing list,
> and a open archive would let them follow the discussion.
>
> I'm happy with keeping the mailing list around. Though I admit it's a
> little
> hidden away, easy to overlook as a new admin.
>
> On Tue, Oct 25, 2011 at 7:21 AM, Fletcher Dunn
> wrote:
>
> > There's no pressure from anywhere to close this mailing list.
> >
> > Since most people seem to be happy with the list in its current form, it
> > looks like it's highly unlikely that we would be able to find another
> > alternative that offers compelling enough advantages to make it worth our
> > while to migrate.
> >
> > Making it easier to search the archives seems like something simple we
> > could look into.
> >
> > I'll see you guys in another two years when the next Valve noob brings up
> > this topic again. :)
> >
> > Cheers,
> > Fletch
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: Monday, October 24, 2011 10:03 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Forum vs. email list
> >
> > I prefer mailing list. Just because it's easy to use while reading
> > regular e-mail and you can just pick a message to read easily, delete
> > immediately the rest that you don't need. On forum, you have to browse
> > around on many threads and it's very time consuming. I also hate the
> > SPUF style where you just get post to your mail that happened after your
> > reply and the messages after that are ignored untill i visit the forum
> > again. Forums might be clean first but full of dirt later. Too many
> > immature people there, way less here on this list.
> >
> > People go crazy on forums whenever someone from Valve replies, they want
> > to contribute. I'ts a mess there. Benefit on forums is the the easier
> > search and messages browsing if you prefer reading all once a week and
> > have time to go through all the messages. The count of messages that
> > should not be posted would rise high too. It would be harder to find the
> > thing you are looking for. It's good for historians. How many people
> > browse old messages anyway and why? To check something or find answer?
> > Isn't wiki for the answers better or some sort of section "how to run a
> > server for dummies".
> >
> > The recent change where there's as much as ~10 people been around from
> > Valve within a month is something i've never seen before. I thought the
> > list would live long and the latter closing notice would have been
> > proved wrong but i guess there is pressure to close the list down. This
> > is way more convinient than forums. Please do not close this down.
> >
> > -ics
> >
> >
> > 25.10.2011 7:28, Andrew kirjoitti:
> > > What about adding some kind of easy searching to the mailing list
> > > archives? That seems to be only commonly brought up minus to keeping
> > > this format.
> > >
> > > I am able to access them (the archives) with my login, but the
> > > standard listings by month and downloadable gzip'ed archives makes
> > > searching nontrivial. Improving that would be a big +
> > >
> > > On Mon, Oct 24, 2011 at 11:24 PM, m33crob  wrote:
> > >> I too would prefer to keep the mailing list. If a forum materializes
> out
> > of
> > >> this conversation, I would be interested in becoming a moderator. I'm
> > >> already super active in the Steam Forums and you guys may or may not
> > have
> > >> noticed that I update the Steam Forums server sections almost
> everyday.
> > >>
> > >> On Mon, Oct 24, 2011 at 9:15 PM, Jesse Molina
> >  wrote:
> > >>
> > >>> I prefer mailing lists, which is why I am here.  Discussion and
> replies
> > are
> > >>> below:
> > >>>
> > >>> I prefer mailing lists because there is a small technical barrier to
> > entry.
> > >>>   Chances are that you had to use a search engine to find it, which
> > means you
> > >>> probably already tried to find what you were looking for via that
> > search
> > >>> engine and failed.  Many noobs don't even know what a mailman list
> is,
> > and
> > >>> that's good.  I want to talk to other people who can actually help
> me.
> >  This
> > >>> mailing list is not primarily for a social experience.  For most
> > forums, a
> > >>> significant amount of code is dedicated to smileys, avatars,
> > signatures,
> > >>> friends/foes, etc, because they need the social experience, because
> > they are
> > >>> ad-revenue driven.  The amount of whitespace on web fo

Re: [hlds_linux] Forum vs. email list

2011-10-24 Thread Jeff Sugar
Very much agreed. Perhaps for  registered emails, a reply could make a new
post? That might be a pipe dream, bit its an idea.

For the time being, if anybody wants it, I set mself up a catch-all gmail
filter that takes any hlds emails and labels 'em. Then, if it's an update
announcement or reply to one, it is marked as important. Otherwise, it skips
the inbox and goes to said hlds label.
On Oct 24, 2011 6:22 PM, "Ronny Schedel"  wrote:

> If I receive the full message like now, it's not a problem. I don't like
> messages that just say "There is a new entry in topic blabla, click this
> link to read it".
>
>
>
> -Ursprüngliche Nachricht- From: Fletcher Dunn
> Sent: Tuesday, October 25, 2011 8:42 AM
> To: Half-Life dedicated Linux server mailing list ;
> h...@list.valvesoftware.com
> Subject: Re: [hlds_linux] Forum vs. email list
>
> What if you got an email when there was a new post?  (That's what I meant
> by "push notification".)
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@**list.valvesoftware.com]
> On Behalf Of Ronny Schedel
> Sent: Monday, October 24, 2011 5:41 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Forum vs. email list
>
> Never ever change this to a forum. I prefer to have one place to check
> important things, so I have added several mailing lists. Otherwise I had to
> check every forum on the planet to get the informations, that's back to
> stone age.
>
>
> -Ursprüngliche Nachricht- From: Fletcher Dunn
> Sent: Tuesday, October 25, 2011 8:34 AM
> To: Half-Life dedicated Linux server mailing list ;
> h...@list.valvesoftware.com
> Subject: [hlds_linux] Forum vs. email list
>
>  I am honestly astounded by the amount of people who complain when
>> people ask for help on help forums or mailing lists. Not everyone
>> signs up and instantly reads everything, goes through all the
>> archives, or spends hours researching.
>>
>
> I'd like to use this comment as a springboard for a discussion about the
> format of this list.
>
> I hear that a few years ago the idea of migrating the email list to a forum
> was kicked around.  However, at the time (is this still true today?) the
> users of the list didn't like the idea.  it is my understanding that most
> server admins prefer:
>
> 1.) Receiving push notifications.
> 2.) Viewing the list in their email client
>
> #1 seems like a really compelling advantage (especially for announcements),
> while #2 seems like a personal preference, and many people have the
> opposite
> preference.
>
> A forum has several compelling advantages:
>
> 1.) Easier to search and find answers to previously asked questions
> 2.) Easier to follow a thread of conversation.  (I personally find any
> email
> distribution list to become unreadable pretty much instantly, with all the
>
>> 's and broken line breaks that everybody's mail clients and put
>
 everywhere.)
> 3.) Easier to modify your post if you notice a mistake or want to clarify
> something, rather than making a new post.
> 4.) Easier to delete or move posts if they are spam, rude, inappropriate,
> belong in the general TF2 SPUF forum, etc.
> 5.) Easier to ignore an entire thread that you are not interested in.
>
> Could there be some sort of forum + push notification that would satisfy
> what everybody wants?  This list exists to serve you guys, so I'm curious
> what everything thinks.  I *believe* most of the guys would find a forum
> format (perhaps with some push notification) more convenient.
>
> It would be good to get some opinions about how people prefer to consume
> the
> information on this list.
>
> Please chime in.
>
> Your humble servant,
> - Fletch
>
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Re: [hlds_linux] Halloween, quickplay, and registering your server

2011-10-24 Thread Jeff Sugar
I don't expect everyone to read every archived message, and I agree that
some people are really mean over nothing. You'll notice I wasn't aggressi e
in my email, just exasperated. I actually make it a point to help people out
when I can and am generally patient.

It is when I see someone literally reply to a message that contains the
answer to their question asking for said answer because they didn't feel
like reading the sentences in full.

Almost every other message in the active threads right now is someone (often
aggressively) asking why they need quickplay, or someone responding to it
once again reiterating that they don't need quickplay.
 On Oct 24, 2011 5:17 PM,  wrote:

> I am sure a lot of them left when they got tired of dealing with people who
> have no patience with those who need help or just want clarification. I am
> honestly astounded by the amount of people who complain when people ask for
> help on help forums or mailing lists. Not everyone signs up and instantly
> reads everything, goes through all the archives, or spends hours
> researching.
> Have a nice day. ;)
>
>
>
> -Original Message- From: Jeff Sugar
> Sent: Monday, October 24, 2011 7:10 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Halloween, quickplay, and registering your server
>
> I am honestly astounded by the amount of people responding to these simple
> instructions that have been repeated over and over, somehow managing to
> entirely ignore the contents of the message they are responding to.
>
> I can see what originally led to Valve employees being so quiet on the
> mailing list :(
> On Oct 24, 2011 4:29 PM, "Fletcher Dunn" 
> wrote:
>
>  >or just that server must log in by setting the appropriate cvars?
>> YES.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@list.**valvesoftware.com]
>> On Behalf Of StevoTVR
>> Sent: Monday, October 24, 2011 4:27 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Halloween, quickplay, and registering your
>> server
>>
>> What exactly does the "and log into your account" part mean? Does this
>> mean that owner of the Steam account the server is registered with must
>> be logged in to the Steam client, or just that server must log in by
>> setting the appropriate cvars?
>>
>> On 10/24/2011 3:19 PM, Fletcher Dunn wrote:
>> > You must register your server (and log into your account) to get the
>> special drops.
>> >
>> > You must register your server (and log into your account) to receive
>> quickplay traffic.
>> >
>> > You may opt out of quickplay and still get the special drops.
>> >
>> > There will be a special client quickplay option for Halloween.  We'll >
>> let
>> you know just before the update how to configure your server to be
>> eligible
>> to be matched with clients who select this option.  Basically you just
>> need
>> to be running the right map(s).
>> >
>> > -Original Message-
>> > From: 
>> > hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@list.**valvesoftware.com]
>> On Behalf Of
>> gamead...@127001.org
>> > Sent: Monday, October 24, 2011 3:11 PM
>> > To: 'Half-Life dedicated Linux server mailing list'
>> > Subject: Re: [hlds_linux] Halloween, quickplay, and registering your
>> server
>> >
>> > Just to clarify, since there's been no Valve answer on this and
>> (msleeper's
>> > assurances to the contrary) this isn't clear...
>> >
>> > To enable the special drops, do we merely have to be registered, or do >
>> we
>> > also have to meet the quickplay criteria with regards to sv_tags etc.
>> >
>> > Similarly, if we're registered but have
>> tf_server_identity_disable_**quickplay
>> > set?
>> >
>> > I am aware that Valve have only ever said "registered", but since
>> > registering and quickplay have been, up to now, synonymous (in that
>> > quickplay was the other reason to register) this is probably worth
>> spelling
>> > out.
>> >
>> >> -Original Message-
>> >> From: 
>> >> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-
>> >> boun...@list.valvesoftware.com**] On Behalf Of Fletcher Dunn
>> >> Sent: 24 October 2011 22:14
>> >> To: h...@list.valvesoftware.com; H

Re: [hlds_linux] Halloween, quickplay, and registering your server

2011-10-24 Thread Jeff Sugar
I am honestly astounded by the amount of people responding to these simple
instructions that have been repeated over and over, somehow managing to
entirely ignore the contents of the message they are responding to.

I can see what originally led to Valve employees being so quiet on the
mailing list :(
On Oct 24, 2011 4:29 PM, "Fletcher Dunn" 
wrote:

> >or just that server must log in by setting the appropriate cvars?
> YES.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
> Sent: Monday, October 24, 2011 4:27 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Halloween, quickplay, and registering your server
>
> What exactly does the "and log into your account" part mean? Does this
> mean that owner of the Steam account the server is registered with must
> be logged in to the Steam client, or just that server must log in by
> setting the appropriate cvars?
>
> On 10/24/2011 3:19 PM, Fletcher Dunn wrote:
> > You must register your server (and log into your account) to get the
> special drops.
> >
> > You must register your server (and log into your account) to receive
> quickplay traffic.
> >
> > You may opt out of quickplay and still get the special drops.
> >
> > There will be a special client quickplay option for Halloween.  We'll let
> you know just before the update how to configure your server to be eligible
> to be matched with clients who select this option.  Basically you just need
> to be running the right map(s).
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> gamead...@127001.org
> > Sent: Monday, October 24, 2011 3:11 PM
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Halloween, quickplay, and registering your
> server
> >
> > Just to clarify, since there's been no Valve answer on this and
> (msleeper's
> > assurances to the contrary) this isn't clear...
> >
> > To enable the special drops, do we merely have to be registered, or do we
> > also have to meet the quickplay criteria with regards to sv_tags etc.
> >
> > Similarly, if we're registered but have
> tf_server_identity_disable_quickplay
> > set?
> >
> > I am aware that Valve have only ever said "registered", but since
> > registering and quickplay have been, up to now, synonymous (in that
> > quickplay was the other reason to register) this is probably worth
> spelling
> > out.
> >
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> >> boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> >> Sent: 24 October 2011 22:14
> >> To: h...@list.valvesoftware.com; Half-Life dedicated Linux server
> >> mailing list
> >> Subject: [hlds_linux] Halloween, quickplay, and registering your server
> >>
> >> Here are some quick facts about Halloween, quickplay, and server
> >> reputation:
> >>
> >>
> >> * Please read this FAQ, which answers most quickplay and server
> >> registration questions:
> >> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
> >>
> >>
> >> * Having players join and stay on your server is currently the only
> >> thing that matters for server reputation.  Passwords, crit changes,
> >> damage spread, mods, maps, etc, does not affect your reputation except
> >> to the extent that it affects client's behaviour.  If you have an
> >> audience that is having fun, your reputation should be OK.  There is no
> >> need to ask if doing XYZ will negatively affect your reputation, merely
> >> because we haven't specifically said, "XYZ is OK."  Should this policy
> >> change in the future, we will let you know.
> >>
> >> * Certain actions (those described in the FAQ) will make your server
> >> ineligible for quickplay.  However, those criteria are only examined at
> >> the moment a client does a quickplay search.  They have no lasting
> >> effect on your server (except, of course, to the extent that the loss
> >> of the extra players could negatively affect your reputation) and can
> >> be toggled at any time.  Temporarily engaging in some activity that
> >> makes you ineligible for quickplay does not have any lasting penalty on
> >> your server or reputation.
> >>
> >> * In general, positive reputation data is associated with your game
> >> server account, not your IP.  You can move to a different IP with no
> >> problems.
> >>
> >> * Valve *MAY* associate negative reputation data (bans, blacklists,
> >> records of abuse or cheating, etc) not just to the game server account,
> >> but also to the IP address or owning steam account.  (*Not* just a
> >> specific IP:port combination!)  We understand that not everyone has
> >> control over all the ports on their IP.  Hopefully the reasons why
> >> these sorts of policies are necessary are obvious.  Bottom line:
> >> protect the reputation of 

Re: [hlds_linux] [hlds] Team Fortress 2 Update Released

2011-10-18 Thread Jeff Sugar
*Thank you* for how communicative you guys have been recently. It seemed to
start around the time Milton began speaking up, and become progressively
better since Tony was hired. Issues and bugs arise with TF2/OB stuff-that's
life; however, they are much easier to accept & deal with when you guys keep
the lines of communication open :)

Sorry if anyone feels this was not worth sending. I know that enough people
agree, though, I'm not just speaking for myself :P

On Oct 18, 2011 9:39 PM, "Henry Goffin"  wrote:
>
> We are still working on another update for these crashes. This was
primarily server changes to get something stable that clients can connect to
as soon as we push another client update.
>
> On Oct 18, 2011, at 9:05 PM, "pilger" > wrote:
>
> I, personally, crashed twice in half an hour.
>
> On 19 October 2011 01:41, pilger > wrote:
> My server seems to stay up and running now, although the clients are still
crashing quite frequently. It's still worse than it was 2 updates ago.
>
>
> On 19 October 2011 01:12, Eric Smith > wrote:
> An optional update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the updates.  The specific changes include:
>
> - Fixed a server error about unprecached models
> - Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs
>
> -Eric
>
>
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Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-05 Thread Jeff Sugar
Nowhere near as often as the op said, but yeah, we are getting it too
On Sep 5, 2011 5:43 PM, "Kyle Sanderson"  wrote:
> Since the game went F2P.
>
> Kyle.
>
> On Mon, Sep 5, 2011 at 5:34 PM, Jon Lippincott wrote:
>
>> Anyone else seeing this?
>>
>> -Jon
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones
>> Sent: Monday, September 05, 2011 12:21 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Clients drop due to loss of connection to VAC
servers
>>
>> I'm having a curious issue. From what I can gather this doesn't seem to
be
>> happening to any other servers my clients play on. After they have been
on
>> my CS:S servers (either server, I run 2) for a little while quite a few
of
>> my clients will drop with an error message stating that they lost
>> connection
>> to VAC servers. This is happening quite frequently. I keep my servers up
to
>> date, by updating them nightly. They are high quality servers with a good
>> connection running out of a data center in Chicago. They have been there
>> for
>> a while and this only started happening within the last month. At this
>> point
>> I have no idea what the problem is and I'm thinking about doing a
>> complete reinstall. Any ideas?
>> .
>> ___
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Re: [hlds_linux] Mandatory TF2 update coming soon

2011-08-23 Thread Jeff Sugar
Thanks for the heads up--it's appreciated!

ps. To those unaware, it's out as of a minute ago


On Tue, Aug 23, 2011 at 5:13 PM, Eric Smith  wrote:

> Just a heads-up.
>
> -Eric
>
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Jeff Sugar
What's not to understand? The TF2 part is required, but the rest is not.



On Thu, Aug 18, 2011 at 3:34 PM, Violent Crimes
wrote:

> So wait you say required at the start but then you say it isn't which one
> is it?
>
> --- On Thu, 8/18/11, Fletcher Dunn  wrote:
>
> From: Fletcher Dunn 
> Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
> To: "Half-Life dedicated Win32 server mailing list" <
> h...@list.valvesoftware.com>, "'Half-Life dedicated Linux server mailing
> list'" 
> Date: Thursday, August 18, 2011, 6:13 PM
>
> The update is only required for TF2.
>
> The shared linux server depot will receive a very minor change, to fix the
> missing libgcc dependency that is affecting a few linux distributions.  That
> update is optional, and if your server is working (and you aren't running
> TF2) then it is not necessary to apply the update.
>
> Your humble servant,
> Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
> Sent: Thursday, August 18, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming this afternoon
>
>
> Just wanted to confirm that this is tf2 only and not for cs:s or other mods
> as well. In that other servers do not REQUIER an update. Is the above
> correct?
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-17 Thread Jeff Sugar
It is a shame they haven't implemented the whole "server regged to a
steamid" feature in goldsrc--they could allow redirects, but only to another
server regged to that steammid, which would make it easy to deal with fake
stuff
On Aug 17, 2011 2:52 PM, "C Szabo"  wrote:
>
> Ofc there is a diffrence? Our players wants the redirection on our servers
so they easly can get in to one of our servers without fuss.
> Fakeservers is fakeservers thats bad but redirect from a good server that
is actually full is not bad.
>
>> Date: Wed, 17 Aug 2011 17:48:34 -0400
>> From: mslee...@ismsleeperwrong.com
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>>
>> There's not much difference between doing that, and setting up fake
>> servers to lure in clients. Redirection needs to be removed
>> altogether.
>>
>> On Wed, Aug 17, 2011 at 5:45 PM, C Szabo  wrote:
>> >
>> > Does it change something for servers that run amx plugin to redirect
players from a full server to another a server with slots free?
>> >
>> > Like this:
>> >
>> > BrutalCS CSDM #1 <- Full -> player redirected to BrutalCS CSDM #2
>> >
>> > Or i a server has 32 players a admin connects then players use to get
redirected to another server.
>> >
>> >> From: alf...@valvesoftware.com
>> >> To: hlds_linux@list.valvesoftware.com
>> >> Date: Wed, 17 Aug 2011 21:41:37 +
>> >> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>> >>
>> >> We are working on one of those things, and there are client changes
pending in this beta that also prevent redirecting too.
>> >>
>> >> > -Original Message-
>> >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> >> > boun...@list.valvesoftware.com] On Behalf Of James Puckett
>> >> > Sent: Wednesday, August 17, 2011 2:40 PM
>> >> > To: Half-Life dedicated Linux server mailing list
>> >> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>> >> >
>> >> > Now, if only there was a solution to fake advertisement
>> >> > servers/redirect
>> >> > servers which clog the server list and create unfair competition.
>> >> >
>> >> > On Wed, Aug 17, 2011 at 2:38 PM, James Puckett <
>> >> > jamesrichardpuck...@gmail.com> wrote:
>> >> >
>> >> > > no problems on my end. I think voice is fixed.
>> >> > >
>> >> > >
>> >> > > On Wed, Aug 17, 2011 at 2:02 PM, Alfred Reynolds
>> >> > > >> > > > wrote:
>> >> > >
>> >> > >> Anyone having a problem with this beta version? Voice is fixed
>> >> > right? Any
>> >> > >> other outstanding regressions that need looking at?
>> >> > >>
>> >> > >> > -Original Message-
>> >> > >> > From: hlds_linux-boun...@list.valvesoftware.com
>> >> > [mailto:hlds_linux-
>> >> > >> > boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
>> >> > >> > Sent: Tuesday, August 16, 2011 9:55 AM
>> >> > >> > To: Half-Life dedicated Linux server mailing list;
>> >> > >> > 'h...@list.valvesoftware.com';
>> >> > 'hlds_annou...@list.valvesoftware.com'
>> >> > >> > Subject: [hlds_linux] Half-Life 1 engine beta update released
>> >> > >> >
>> >> > >> > We have released an update to the beta, run the hldsupdatetool
>> >> > with "-
>> >> > >> > beta hlbeta" to get this update. Changes for this update are:
>> >> > >> >
>> >> > >> > - fixed sometimes voice stopping during gameplay
>> >> > >> > - Added "-nobreakpad" command line option to let plugin authors
>> >> > still
>> >> > >> > get old style minidumps if they need it (win32 only)
>> >> > >> > - Fixed sv_logsecret putting the wrong value in the log header
>> >> > >> >
>> >> > >> >
>> >> > >> >
>> >> > >> > ___
>> >> > >> > 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 Update Released

2011-07-26 Thread Jeff Sugar
I support this idea, very much :>

On Tue, Jul 26, 2011 at 4:54 PM, E3pO  wrote:

> is there a good way to warn the server that there is an update and needs to
> restart instead of just restarting the server and saying "WE ARE GOING TO
> RESTART FOR UPDATES" like a million times?
>
> When you kill the server players clients time out and then get a lost
> connection to server. It would be cool to have something like "closeupdate"
> as a command that pops up a dialog after they get timed out that the server
> is currently updating and that they can reconnect when it is done.
>
> On Tue, Jul 26, 2011 at 7:50 PM, Aaron "DJ Zyrphon" Thompson <
> rmesc...@gmail.com> wrote:
>
> > My servers crash when someone uses the mantreads, has that been fixed?
> >
> > Sent from my MOTOBLUR™ smartphone on AT&T
> >
> > -Original message-
> > From: Jason Ruymen 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>, Half-Life dedicated Win32 server
> > mailing list , "
> > hlds_annou...@list.valvesoftware.com" <
> > hlds_annou...@list.valvesoftware.com>
> > Sent: Tue, Jul 26, 2011 23:37:10 GMT+00:00
> > Subject: [hlds_linux] Team Fortress 2 Update Released
> >
> > Required updates for Team Fortress 2 are now available.  The specific
> > changes include:
> >
> > - Corrected the damage ramp for the Cow Mangler 5000 and the Soda Popper
> > - Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps
> > - Fixed a bug that would cause team-painted wearable gibs to show an
> > incorrect color
> > - Fix memory leak when updating the item schema
> > - Fix an occasional crash on game exit
> > - Replay updates
> >- Client
> >   - Added basic/rough render queue for internal use to increase
> replay
> > output for relaunch trailer
> >   - Block files are now deleted on replay reconstruction (i.e.
> > viewing), to conserve disk space
> >   - Unneeded block files are now cleaned up automatically on startup
> >- Server
> >   - Fixed fileserver cleanup
> >   - Any time replay_fileserver_offload_hostname is modified, the
> > corresponding IP is resolved and cached, if possible.  This fixes a
> crash,
> > as well as failed publishing due to "unresolved hostname" errors.
> >   - Added a fileserver IP lookup test to replay publish test
> >   - Setting replay_enable to 0 now halts recording and does cleanup
> > automatically, the way replay_stoprecord does.  This fixes a crash that
> > would occur when replay_enable was set to 0 and a changelevel was
> executed.
> >- Replay temp directories automatically cleared on startup on both
> > client and server
> >- Memory management improvements
> > - Added ConVar demo_fov_override, which overrides the FOV during demo
> > playback if the value is non-zero
> >
> > Jason
> >
> >
> > ___
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Jeff Sugar
We actually have a system very similar to this. The difference is that we
have it setup to work with SourceIRC, which is really helpful and
convenient. Also, not everyone has to have rcon like we used, say, hlsw
only. I would be interested in installing it if the phone/growl stuff were
implemented. That would be badass.


On Mon, Jul 11, 2011 at 7:13 AM, Eric Riemers  wrote:

>
> First hit on google with !calladmin :-)
> http://forums.alliedmods.net/showthread.php?p=1076379
>
> Although this example uses google talk, you can pretty much hook anything
> into it if your a bit handy. (growl on your phone perhaps? api towards
> twitter with all admins looking at it etc etc)
>
> On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. 
> wrote:
> > Out of interest, which plugin is it exactly that provides that command?
> (a
> > quick search didn't return any valid results).
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
> > [riem...@binkey.nl]
> > Sent: 11 July 2011 15:51
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] The built-in TF2 voting system
> >
> > We use a sourcemod plugin !calladmin, it will send out a call to admins
> and
> > they can join the server and help out. Works for like 90% of the time
> > (ofcourse we sleep too sometimes) its on alliedmodders.
> >
> > On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. 
> > wrote:
> >> Exactly the reason why we have client voting disabled. You don't want to
> >> give the mass such control because it will *always* be abused.
> >>
> >> Learned it back in the CS times, re-learned the lesson with L4D/L4D2,
> and
> >> surely don't need to re-re-learn this lesson on TF2.
> >>
> >> We point our users to places where to find our admins in case of
> > troubles,
> >> that's in our experience the best way to work.
> >>
> >> Saint K.
> >> 
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
> >> [ail...@gmail.com]
> >> Sent: 11 July 2011 14:41
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] The built-in TF2 voting system
> >>
> >> I seen and heard about people being kickvoted for just being "good", or
> >> when
> >> a bunch of trolls get on and decide to kickvote the same person. Making
> > an
> >> assumption that someone is not behaving is just rude.
> >>
> >> 2011/7/9 Björn Rohlén 
> >>
> >>> ... or perhaps behave and be just, so the inhabitants of your server
> >>> doesnt
> >>> want to kick you for being an ass -- seems more worthwhile to work on
> >>> than
> >>> trying to get a bunch of plugins working.
> >>>
> >>> -The G
> >>>
> >>> On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold <
> peter_va...@reinhold.dk
> >>> >wrote:
> >>>
> >>> > On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
> >>> >
> >>> >  https://forums.alliedmods.net/**showthread.php?t=161586<
> >>> https://forums.alliedmods.net/showthread.php?t=161586> glhf
> >>> >>
> >>> >
> >>> > That is perfect, thanks a lot.
> >>> >
> >>> >
> >>> >
> >>> > /Peter
> >>> >
> >>> >
> >>> >
> >>> > __**_
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Re: [hlds_linux] TF2 servers staying empty

2011-07-11 Thread Jeff Sugar
Re: Group announcements

NOTE IF YOU GOT THIS TWICE: When I hit reply to the above message, it chose
HLDS instead of HLDS_Linux out of his addressees, and I didn't notice until
after I sent it. Given the thread exists on HLDS_Linux, I'm re-sending it to
the proper address. Now back to your previously scheduled message…


This turned into a wall of text pretty quickly, so here is the tl;dr: The
gist is a differing opinion on events/announcements and a solution for
keeping people who hate vents happy. Basically, that when used properly and
in moderation, events can be a very positive force in a community, and
allowing people to disable the popups per group or similar would solve the
issue for the few who really don't want them.
-
Longer version:
While I agree completely about random announcements that have no purpose or
spamming them a bunch, they can have a legitimate purpose when moderation is
used for more closely knit communities, especially when the server is also
only 24 slots; which means losing 12 people is losing 1/2 instead of 1/3.

In these kinds of cases, I have found that, at least in my community's case,
most users really enjoy events (not announcements) being employed when a
server is low in pop or doesn't have many regulars on at the time. We never
auto-invite people to the group, and yet it consistently has people joining
(and staying) of their own accord, so there must be something being done
right.

Mostly, the events are done when the count is below X, it's been at least Y
hours since the last one, and someone in the server asks. The only other
situations, really,are if people have yet to notice it is playable again
after a crash or update. Doing this has been, especially pre-quickplay (or
when on a more obscure custom map), a great way for regulars to realize "oh,
other people I enjoy playing with are on right now / planning to get on
right now!", which addresses the common issue of "Id join, but no one else
is around/on... Ill join when someone is!" A mindset that, when employed by
near everyone, means nobody wants the first to join.

We have only had to fill up from 0 players one time since the Uber Update if
you ignore the updates themselves and have only had about 4 events since
that time, but we still find them useful and I'm sure they'll continue to be
so as the f2p/update surge continues to dissipate and reach a baseline.

As far as the minority who either don't want to see the events and still be
in the group, Valve could finally implement the long-requested feature of
allowing people to disable event popups per group (and/or check/uncheck
event categories to receive). This would solve the issue for the select few
who really don't want to get them, whether they just hate events or don't
really play TF2 anymore despite still being active in the community. (Heck,
that would even save some resources on Valve's end by having to send the
events to fewer people, right?)
-
Notice: This wall of text was sent from my phone, so please forgive any
formatting errors. I'm glad to clarify if something got typed out or
auto-corrected improperly and I didn't notice.
On Jul 11, 2011 12:29 AM, "Mart-Jan Reeuwijk"  wrote:
> Suggested long ago (years) on spuf to have a "groups" tab in game server
browser, with the servers of the steam groups one is member off. Server
owners simply can then add their servers to their group page  on steam and
the players in the groups get the servers they are member off. Maybe even
make a switch that they can use the "connect" command directly to connect
for having a slot. That would end all need for custom gui's for connecting
to servers etc.
>
> Sure, there are players who collect groups like cookies, , but a bit handy
player can keep all the servers in that tab that he needs.
>
> I'd even suggest to make a "opt-in" and/or "enable all/none" of it, so
that players can choose to see the servers of the group (or opt-out but
I dont recommend that for exactly those lonely ppl who have over 100 groups
etc). A simple dropdown menu option in the FL would do.
>
> Will only work if players can disable the "announcement" spam tho. Cos I
for one keep my group list short, and any spamming announcements is out (any
higher freq then once a month). Altho groups could create a secondary group
which would be "silent" with the announcements. No idea why some find it so
interesting to do 10 announcements on a evening.
>
> Tbh, I think that would be better then implementing dns solutions or w/e,
and it would also take care of inheritence of a group owner etc, cos if
bound to a specific steam ID, I see some (small?) downsides if the owner of
that account is no longer associated with the servers group/clan/hoster w/e
structure its in. I know at least one community that is changing ownership
in a couple weeks...
>
> Small side idea: a right click option in server browser to join the group
of the server, and get as reward the complete server list there. (can be the
group id stri

Re: [hlds_linux] Highlander mode crash bug

2011-07-11 Thread Jeff Sugar
So, this is a crash only on the side of clients? If so, is it only to the
client who tries, or alll clients? I assume it is client-side, and only for
the one who does it, but I fiigure clarification is always a good idea.
On Jul 11, 2011 12:47 AM, "Saint K."  wrote:
> Hi,
>
> We played a Highlander last night and discovered a very easy reproducible
client crash bug.
>
> Join a team, join a class, try to switch team *client crash*. This
occurred to every client attempting to switch teams.
>
> Saint K.
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Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread Jeff Sugar
Alltalk has no bearing on quickplay. Valve learned their lesson on that
after the Custom tab fiasco :P


On Sun, Jul 10, 2011 at 9:36 PM, Harry Strongburg wrote:

> On Mon, Jul 11, 2011 at 12:16:29AM -0400, E3pO wrote:
> > I have a few questions.. Does -insecure take you out of quickplay? Also
> > curious if alltalk breaks it as well.
>
> Yes, your server needs to have VAC enabled. I am unsure about alltalk,
> but I think it does not change anything.
> 
>
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread 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
>
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[hlds_linux] Player lag since the uber update?

2011-07-03 Thread Jeff Sugar
I've been having lots of reports of lag from various players since the uber
update, from people who had none previously. I've had them run traceroutes
and various tools like WinMTR during play and haven't found anything that
leads me to believe it's on our end, nor is the CPU/memory usage out of
bounds.

Except for the TF2 update, nothing has changed on our end. I was curious if
other admins have been having the same issues, or if it really is something
on our end that I need to investigate further?
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-02 Thread Jeff Sugar
I forgot to mention earlier today that, since no one else did, I can confirm
that it all works as it should as far as this stuff goes, now. Hopefully
this confirmation helps someone else who is in the position I was before :P

On Fri, Jul 1, 2011 at 4:11 PM, Jeff Sugar  wrote:

> Can anyone confirm that, as long as sv_visiblemaxplayers set to 24, it
> displays both the player count and max players properly in both the Steam
> browser and TF2's? If so, does it require the replays to be enabled in the
> command line, or can you do so in your server.cfg and it still works?
>
> Given the track record on these kinds of fixes, I'm wary of just jumping in
> and hoping it's fixed, especially considering it requires a restart each
> time it's enabled/disabled if you do it the command line way. These bugs
> were the only thing keeping us from enabling them, so I'm crossing my
> fingers here.
>
>
>
> On Fri, Jul 1, 2011 at 2:55 PM, Ross Bemrose  wrote:
>
>> The in-game server browser was never the problem for me... it was showing
>> properly the last time I checked it (24/24 players).
>>
>> It's the Steam browser that has been wrong, since roughly 2009, whenever
>> SourceTV (or now replay) is enabled, showing 24/25 players for a full
>> 24-player server.
>>
>> We know why this is: The Steam server browser doesn't display bots.
>>  However, this naive decision doesn't take into account bots that are always
>> present and increase maxplayers, such as SourceTV or replay.
>>
>>
>> On 7/1/2011 4:08 PM, Jonah Hirsch wrote:
>>
>>> My server with replays no longer acts as if replay is a bot, and the
>>> in-game
>>> server browser is no longer out of 23, so something was fixed in this
>>> update
>>> related to the replay bot and player count.
>>> ---
>>> Jonah Hirsch
>>>
>>>
>>>
>>> On Fri, Jul 1, 2011 at 12:28 PM, Flubber  wrote:
>>>
>>>  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/<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:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux<http://list

Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Jeff Sugar
Can anyone confirm that, as long as sv_visiblemaxplayers set to 24, it
displays both the player count and max players properly in both the Steam
browser and TF2's? If so, does it require the replays to be enabled in the
command line, or can you do so in your server.cfg and it still works?

Given the track record on these kinds of fixes, I'm wary of just jumping in
and hoping it's fixed, especially considering it requires a restart each
time it's enabled/disabled if you do it the command line way. These bugs
were the only thing keeping us from enabling them, so I'm crossing my
fingers here.


On Fri, Jul 1, 2011 at 2:55 PM, Ross Bemrose  wrote:

> The in-game server browser was never the problem for me... it was showing
> properly the last time I checked it (24/24 players).
>
> It's the Steam browser that has been wrong, since roughly 2009, whenever
> SourceTV (or now replay) is enabled, showing 24/25 players for a full
> 24-player server.
>
> We know why this is: The Steam server browser doesn't display bots.
>  However, this naive decision doesn't take into account bots that are always
> present and increase maxplayers, such as SourceTV or replay.
>
>
> On 7/1/2011 4:08 PM, Jonah Hirsch wrote:
>
>> My server with replays no longer acts as if replay is a bot, and the
>> in-game
>> server browser is no longer out of 23, so something was fixed in this
>> update
>> related to the replay bot and player count.
>> ---
>> Jonah Hirsch
>>
>>
>>
>> On Fri, Jul 1, 2011 at 12:28 PM, Flubber  wrote:
>>
>>  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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 >
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[hlds_linux] TF2 Update Released

2011-06-27 Thread Jeff Sugar
I don't see a mail for it yet, so here's the changelog:

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
and Half-Life 2: Deathmatch have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*

   - Reduced CPU usage for idle servers


*Team Fortress 2*

   - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
   the whitelist for Medieval mode
   - Added a server console message when a player is sent to the server via
   the matchmaking system
   - Fixed the cl_gameserver_list output
   - Fixed the Quick-Fix showing the fire overlay when running in DX8
   - Fixed a problem with team paints not being displayed properly when
   playing
   - Fixed a display problem with Hatless hats
   - Fixed a problem that prevented the new Scout items from being used in
   crafting recipes
   - Fixed a problem with clients seeing the incorrect vote options after
   changing servers
   - Fixed the backpack image for the Schadenfreude not being disabled when
   using paint
   - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
   - Updated the taunt items to be nameable
   - Updated the localization files
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch updates now available

2011-06-23 Thread Jeff Sugar
It was sent earlier, but the mailing list stopped delicering messages for
the past few hours and is now catching up. Also, both mms and sm are working
again
On Jun 23, 2011 10:26 PM, "clad iron"  wrote:
> kind'a late with this isn't it. the update was a few hr's ago.
>
> Is this the update to keep metamod and sourcemod from being able to work
> anymore ?
>
>
> On Thu, Jun 23, 2011 at 10:04 PM, Jason Ruymen wrote:
>
>> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch are now available. The
specific
>> changes include:
>>
>> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> - Updated the shared interfaces for the TF2 Free To Play update
>> - Updated the shared localization files
>>
>> Team Fortress 2
>> - TF2 is now Free To Play
>> - Added the Uber Update: http://www.teamfortress.com/uberupdate/
>> - Added PL_Barnblitz, a new Payload map
>> - Added all kinds of new goodies!
>> - The Main menu now has a "Start Playing" option which presents users
with
>> various game modes to choose from. Once selected, the game matches the
>> player into the best available server for that mode.
>> - The Crafting interface has been redesigned to accommodate the fact that
>> crafting blueprints are always known to players now.
>> - The Item selection screen in Loadouts has been redesigned to support
>> selection among a larger number of items.
>> - Training improvements:
>> - New training user interface
>> - Added "A,W,S,D" movement instruction to Soldier training
>> - Added ammo instruction to Engineer training
>> - Clarified many instructional strings
>> - Added new voting sounds
>> - Fixed various Coaching bugs
>> - Fixed various gameplay bugs
>>
>> Jason
>>
>>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Jeff Sugar
You're kidding, right? "Oh no a game I paid for along with the other OB
games like 4 years ago that has had dollar sales since has now gone free to
play, I feel so ripped off!"?

-
Notice: This message was sent from my phone, so please forgive any
formatting errors.
On Jun 23, 2011 10:21 PM, "clad iron"  wrote:
> Even tho the servers are saying to update, they will not.
> i guess mass updating is putting quite a load on the masterserver.
>
> This free TF2 makes me think twice about buying other games threw valve.
> It would be my luck, i go buy another game and they GIVE IT AWAY.
> I wonder what the guys and girls that just bought the game are saying?
>
> No more purchases from me.
>
> On Thu, Jun 23, 2011 at 7:20 PM, Jeff Sugar  wrote:
>
>> Did anyone else notice that there's no second link? It says "You can
check
>> it out here:", and then it goes straight to "-Eric" :v
>>
>>
>> On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith 
>> wrote:
>>
>> > We're preparing to release a mandatory Team Fortress 2 update this
>> > afternoon. This update includes a new matchmaking system for clients.
To
>> > learn how you can use this to drive traffic to your server(s) follow
this
>> > link:
>> >
>> >
>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>> >
>> > We have also put together a FAQ with extra info. You can check it out
>> > here:
>> >
>> >
>> > -Eric
>> >
>> >
>> > ___
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>> > please visit:
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>> >
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Re: [hlds_linux] Did something break?

2011-06-23 Thread Jeff Sugar
It must have, because a ton of messages just all started being delivered a
once.

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On Jun 23, 2011 10:22 PM, "Milton Ngan"  wrote:
> The list all went quiet over the last few hours.
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-23 Thread Jeff Sugar
Yeah, I was wondering the same thing. I saw it touched upon momentarily in
the FAQ,  but nothing concrete.
On Jun 23, 2011 10:19 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] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Jeff Sugar
Here's the changelog, since they didn't put an email out yet:

 "Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
and Half-Life 2: Deathmatch have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*

   - Updated the shared interfaces for the TF2 Free To Play update
   - Updated the shared localization files


*Team Fortress 2*

   - TF2 is now Free To Play
   - Added the Uber Update: http://www.teamfortress.com/uberupdate/
   - Added PL_Barnblitz, a new Payload map
   - Added all kinds of new goodies!
   - The Main menu now has a "Start Playing" option which presents users
   with various game modes to choose from. Once selected, the game matches the
   player into the best available server for that mode.
   - The Crafting interface has been redesigned to accommodate the fact that
   crafting blueprints are always known to players now.
   - The Item selection screen in Loadouts has been redesigned to support
   selection among a larger number of items.
   - Training improvements:
   - New training user interface
  - Added "A,W,S,D" movement instruction to Soldier training
  - Added ammo instruction to Engineer training
  - Clarified many instructional strings
  - Added new voting sounds
   - Fixed various Coaching bugs
   - Fixed various gameplay bugs"




On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith  wrote:

> We're preparing to release a mandatory Team Fortress 2 update this
> afternoon. This update includes a new matchmaking system for clients. To
> learn how you can use this to drive traffic to your server(s) follow this
> link:
>
>https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> We have also put together a FAQ with extra info.  You can check it out
> here:
>
>
> -Eric
>
>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Jeff Sugar
Did anyone else notice that there's no second link? It says "You can check
it out here:", and then it goes straight to  "-Eric" :v


On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith  wrote:

> We're preparing to release a mandatory Team Fortress 2 update this
> afternoon. This update includes a new matchmaking system for clients. To
> learn how you can use this to drive traffic to your server(s) follow this
> link:
>
>https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> We have also put together a FAQ with extra info.  You can check it out
> here:
>
>
> -Eric
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2011-06-10 Thread Jeff Sugar
tl;dr: This. So much. Entirely getting rid of reserve slots and getting set
with "increased maxplayers" isn't really a proper solution, heh.

Not-so-tl;d: People in my community were very unhappy that replays were off,
for obvious reasons and especially for Saxxy-related stuff. Those who wanted
to submit Saxxy entries had to (temporarily, mostly) go elsewhere for those
purposes. People understood, for the most part, why they were off, but that
doesn't make it much less irritating on my end or theirs
On Jun 10, 2011 5:38 PM, "Kyle Sanderson"  wrote:
> Thanks for the regression fix. Any idea when the critical replay
> issues are going to be resolved?
>
> On Fri, Jun 10, 2011 at 5:22 PM, Eric Smith 
wrote:
>> We've released a mandatory update for TF2.  The notes are below.
>>
>>
>>
>> -Eric
>>
>>
>>
>> -
>>
>>
>>
>> Team Fortress 2
>>
>> - Fixed a problem related to spawning multiple entities unnecessarily
between mini-rounds
>>
>> - Fixed a bug that caused players to see the wrong backpacks on some
classes
>>
>> - Fixed a problem with honorbound weapons not allowing themselves to be
holstered after killing a Spy using the Dead Ringer
>>
>> - Fixed the Ubersaw and the Vita-Saw not displaying the Medic's
ÜberCharge progress
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>>
>
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Re: [hlds_linux] Test

2011-06-02 Thread Jeff Sugar
sure is!
On Jun 2, 2011 9:31 PM, "Milton Ngan"  wrote:
>
> The list has been very quite since I changed the IP of the server. Just
checking to see if it is functioning.
>
> M.
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Re: [hlds_linux] Upate today

2011-05-12 Thread Jeff Sugar
I am still getting the issue where, in TF2, the *visible* max players is one
less than what I set it to.  Meaning, I set sv_visiblemaxplayers to 24, and
TF2 server browser shows it as 23. This wouldn't be so bad if the STEAM
server browser didn't then show it as what I set it to.

So, if I set it to 25 to account for the issue in TF2 showing one less, then
the Steam server browser also shows 25. It's a no-win situation.

This long-standing issue is what caused us to avoid running SourceTV. It
mucked up our (reserve) slots in exactly this way.


On Thu, May 12, 2011 at 3:41 PM, Jon Lippincott wrote:

> You can run with "-replay " or just "-replay," which will
> default to "replay.cfg."
>
> -Jon
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
> Sent: Thursday, May 12, 2011 12:39 PM
> To: Half-Life dedicated Linux server mailing list; 'Half-Life dedicated
> Win32 server mailing list'
> Subject: [hlds_linux] Upate today
>
> After today's update, you can remove +exec replay.cfg from your command
> line.  Instead, use "-replay" which will:
>
>
> 1.   Automatically exec replay.cfg after valve.rc on startup.
>
> 2.   Fix the max players bug.
>
> -Jon
> ___
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> please visit:
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Re: [hlds_linux] Replay Overview for Server Operators / FAQ

2011-05-11 Thread Jeff Sugar
This is correct. We've had it in our server.cfg since it came out and have
had no problems whatsoever. Turning the feature 'on' when already enabled
doesn't actually change anything besides telling you it's already on :v


On Tue, May 10, 2011 at 3:25 PM, Evan  wrote:

> Adding it in the server.cfg will work.  During "waiting for players" it was
> not enabled, but after "waiting for players", during the setup time, it was
> enabled using. This is what I experienced when trying this.
>
> On Tue, May 10, 2011 at 6:11 PM, Milton Ngan  >wrote:
>
> > I believe that setting replay_enable 1 will enable replays the next time
> a
> > map is loaded. So setting it in server.cfg will continually reinitialize
> the
> > replay system and never activate it. I tried doing this myself when
> setting
> > up our servers and wondered why replays weren't working. So you want to
> > initialize it once at start up using +exec replay.cfg on the command
> line.
> > To turn the replays on and off you should use rcon.
> >
> > M.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
> > Sent: Tuesday, May 10, 2011 2:25 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Replay Overview for Server Operators / FAQ
> >
> > Excellent reference material.  thanks.
> >
> > I have a question.
> > You mentioned:
> >
> > > Once you've edited the config files, you can test everything by start a
> > > dedicated server, making sure to include *+exec replay.cfg* to the
> > command
> > > line parameters.
> > >
> > Would there be any issues using in a server.cfg ?
> > Adding "exec relay.cfg" to it.
> > This way i would think if they comment out "exec relay.cfg" in the
> > server.cfg the relay system would not be loaded on a map change.
> > Of course the replay_enable would need to be set to "0" by default.
> >
> > Also what about this:
> >
> > > *Will shutting down my server mess up Replays?* If you shut down your
> > > server using the "exit" command, it should publish any data it needs to
> > and
> > > shut down gracefully.
> > >
> >
> > Does that include using the command "quit" ?
> >
> > On Tue, May 10, 2011 at 5:03 PM, Jon Lippincott  > >wrote:
> >
> > >
> > >
> >
> http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197
> > > ___
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> > > please visit:
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> > >
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> > please visit:
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> >
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Jeff Sugar
Unfortunately, though, that would then require running both at the same
time, which is undesirable in many ways. The player count stuff would become
even more messed, it'd be capturing using two different users, which means
(I assume) more load on the server as well.



On Wed, May 11, 2011 at 3:07 AM, Ronny Schedel wrote:

> The autorecord thing is done with SourceTV already. It creates DEM files
> with all stuff inside of each round. So you could use it already today.
>
> Has anyone checked if the replay demos have a higher precision, so it can
> be used for cheat checking? The SourceTV demos are not precise enough to
> check for aimbots. Did this changed for replay demos? I don't think so.
>
> > First of all, great job on the replay system. I was terrified it was
> > going to work similarly to SourceTV (rape all the cpus!), but it
> > actually has worked well without a hiccup for me thus far. That said, I
> > have a few feature requests that I think my community would love:
> >
> > replay_savevoice
> >   - Bandwidth isn't a concern for me, and our players are very talkative
> > - being able to hear the game chatter as its going on would be an
> > awesome feature. I can understand why it's stripped by default, but a
> > var to enable it would be epicwin.
> >
> > replay_autorecord
> > - A way to automatically create real .dem files of entire rounds/maps
> > (basically, combine/dump the blocks at the end of each replay session).
> > Alternately, some info on the .dmx format the server uses for indexing
> > the blocks would make it easier to do this in a sourcemod plugin.
> > - mainly, I'm interested in putting a index of full demos of previous
> > rounds up on our website (and having voice in them would be awesome)
> > - Can .dem files be concatonated? I understand this records by round...
> > would concatonating these rounds give, more or less, a full map replay,
> > or is that simply not possible with replay?
> >
> > replay_botname or replay_hidebot
> > - The bot is named "replay" in lowercase and sits in spectate all the
> > time. It looks stupid and has generated many questions from players
> > (who's that AFKer?!). The ability to give him a name (although this
> > would be a simple plugin, assuming renaming him doesn't break things) or
> > hide him from the scoreboard entirely would be great.
> >
> > - Neph
> >
> > ___
> > 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] Replay feature requests

2011-05-11 Thread Jeff Sugar
In the words of Scruffy: "Second!"

All of these are great points that I'd also love to see implemented/answered
at some point.

On Wed, May 11, 2011 at 1:46 AM, Nephyrin Zey wrote:

> First of all, great job on the replay system. I was terrified it was going
> to work similarly to SourceTV (rape all the cpus!), but it actually has
> worked well without a hiccup for me thus far. That said, I have a few
> feature requests that I think my community would love:
>
> replay_savevoice
>  - Bandwidth isn't a concern for me, and our players are very talkative -
> being able to hear the game chatter as its going on would be an awesome
> feature. I can understand why it's stripped by default, but a var to enable
> it would be epicwin.
>
> replay_autorecord
> - A way to automatically create real .dem files of entire rounds/maps
> (basically, combine/dump the blocks at the end of each replay session).
> Alternately, some info on the .dmx format the server uses for indexing the
> blocks would make it easier to do this in a sourcemod plugin.
> - mainly, I'm interested in putting a index of full demos of previous
> rounds up on our website (and having voice in them would be awesome)
> - Can .dem files be concatonated? I understand this records by round...
> would concatonating these rounds give, more or less, a full map replay, or
> is that simply not possible with replay?
>
> replay_botname or replay_hidebot
> - The bot is named "replay" in lowercase and sits in spectate all the time.
> It looks stupid and has generated many questions from players (who's that
> AFKer?!). The ability to give him a name (although this would be a simple
> plugin, assuming renaming him doesn't break things) or hide him from the
> scoreboard entirely would be great.
>
> - Neph
>
> ___
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-05 Thread Jeff Sugar
It'd seem they are .block and .dmx files, if anyone else wanted to know


On Thu, May 5, 2011 at 9:24 PM, Jeff Sugar  wrote:

> I'm trying to setup the replays right now, and I'm stuck on whitelisting
> the filetypes that people can download, as I don't know the replays'
> filetypes. I got the rest to report no errors, but until I do this, people
> can't actually grab them. I'd like to say ".rep" or something, but I don't
> want to just guess
>
>
>
> On Thu, May 5, 2011 at 8:39 PM, jimbomcb  wrote:
>
>> A few example replay cfg files have been created, check replay_*.cfg
>> under cfg folder.
>>
>> On 6 May 2011 04:35, Chris Oryschak  wrote:
>> > Anyone know the command to enable replays on the server?
>> >
>> > Chris
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com
>> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
>> Ruymen
>> > Sent: Thursday, May 05, 2011 10:38 PM
>> > To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
>> dedicated
>> > Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
>> > Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> > Defeat: Source and Half-Life 2: Deathmatch Updates Released
>> >
>> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat:
>> > Source and Half-Life 2: Deathmatch are now available.  The specific
>> changes
>> > include:
>> >
>> >
>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> >
>> > - Fixed an OpenGL crash for Mac players
>> >
>> > - Fixed several crashes related to Alt-Tab in fullscreen mode on Windows
>> >
>> > - Fixed client crash caused by invalid mesh
>> >
>> > - Updated shared interfaces to support the new Replay feature in TF2
>> >
>> >
>> >
>> > Counter-Strike: Source
>> >
>> > - Updated the localization files
>> >
>> >
>> >
>> > Team Fortress 2
>> >
>> > - Added the Replay feature:  http://www.teamfortress.com/replayupdate
>> >
>> >  - Known issue with blurry Mac replay rendering will be fixed in the
>> next
>> > update
>> >
>> > - Launched the First Annual Saxxy Awards:
>> > http://www.teamfortress.com/saxxyawards
>> >
>> > - Added 8 new Replay achievements
>> >
>> > - Added 10 new hats
>> >
>> > - Added The Director's Vision, an item that provides you with a new
>> taunt
>> >
>> > - Fixed a problem with certain equippable items rendering incorrectly on
>> the
>> > loadout screen
>> >
>> > - Fixed a problem causing the Mann Co. store previews to render
>> incorrectly
>> >
>> > - Crafted items will now remember/display who crafted them
>> >
>> > - Added a reward for the early crafters of new items
>> >
>> > - Added a new style to the  Aperture Labs Hard Hat
>> >
>> > - Added a new style to the Blighted Beak
>> >
>> > - Fixed bugs with the refurbish items interface so that some properties
>> will
>> > no longer be un-removable under certain circumstances
>> >
>> > - Fixed the briefcase not being drawn on players when it's being carried
>> in
>> > CTF maps
>> >
>> > - Fixed the Gloves of Running Urgently not using the correct skin in the
>> > character loadout screen
>> >
>> > - Fixed the Kritzkrieg not drawing the correct model in the character
>> > loadout screen
>> >
>> > - Fixed the Horseless Headless Horsemann displaying the burning material
>> in
>> > DirectX8
>> >
>> > - Fixed the Aperture Labs Hard Hat displaying the burning material in
>> > DirectX8
>> >
>> > - Fixed removing the burning/jarated conditions on players who are being
>> > critboosted by a Medic using the Kritzkrieg
>> >
>> > - Added Mad Milk to the conditions that are cleared when players are
>> made
>> > invulnerable by a Medic with an ÜberCharge
>> >
>> > - For web developers: added tool and capability information to the
>> > IEconItems_440/GetSchema Web API
>> >
>> > Jason
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>> ___
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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

2011-05-05 Thread Jeff Sugar
I'm trying to setup the replays right now, and I'm stuck on whitelisting the
filetypes that people can download, as I don't know the replays' filetypes.
I got the rest to report no errors, but until I do this, people can't
actually grab them. I'd like to say ".rep" or something, but I don't want to
just guess


On Thu, May 5, 2011 at 8:39 PM, jimbomcb  wrote:

> A few example replay cfg files have been created, check replay_*.cfg
> under cfg folder.
>
> On 6 May 2011 04:35, Chris Oryschak  wrote:
> > Anyone know the command to enable replays on the server?
> >
> > Chris
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
> Ruymen
> > Sent: Thursday, May 05, 2011 10:38 PM
> > To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
> > Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat: Source and Half-Life 2: Deathmatch Updates Released
> >
> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> Defeat:
> > Source and Half-Life 2: Deathmatch are now available.  The specific
> changes
> > include:
> >
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >
> > - Fixed an OpenGL crash for Mac players
> >
> > - Fixed several crashes related to Alt-Tab in fullscreen mode on Windows
> >
> > - Fixed client crash caused by invalid mesh
> >
> > - Updated shared interfaces to support the new Replay feature in TF2
> >
> >
> >
> > Counter-Strike: Source
> >
> > - Updated the localization files
> >
> >
> >
> > Team Fortress 2
> >
> > - Added the Replay feature:  http://www.teamfortress.com/replayupdate
> >
> >  - Known issue with blurry Mac replay rendering will be fixed in the next
> > update
> >
> > - Launched the First Annual Saxxy Awards:
> > http://www.teamfortress.com/saxxyawards
> >
> > - Added 8 new Replay achievements
> >
> > - Added 10 new hats
> >
> > - Added The Director's Vision, an item that provides you with a new taunt
> >
> > - Fixed a problem with certain equippable items rendering incorrectly on
> the
> > loadout screen
> >
> > - Fixed a problem causing the Mann Co. store previews to render
> incorrectly
> >
> > - Crafted items will now remember/display who crafted them
> >
> > - Added a reward for the early crafters of new items
> >
> > - Added a new style to the  Aperture Labs Hard Hat
> >
> > - Added a new style to the Blighted Beak
> >
> > - Fixed bugs with the refurbish items interface so that some properties
> will
> > no longer be un-removable under certain circumstances
> >
> > - Fixed the briefcase not being drawn on players when it's being carried
> in
> > CTF maps
> >
> > - Fixed the Gloves of Running Urgently not using the correct skin in the
> > character loadout screen
> >
> > - Fixed the Kritzkrieg not drawing the correct model in the character
> > loadout screen
> >
> > - Fixed the Horseless Headless Horsemann displaying the burning material
> in
> > DirectX8
> >
> > - Fixed the Aperture Labs Hard Hat displaying the burning material in
> > DirectX8
> >
> > - Fixed removing the burning/jarated conditions on players who are being
> > critboosted by a Medic using the Kritzkrieg
> >
> > - Added Mad Milk to the conditions that are cleared when players are made
> > invulnerable by a Medic with an ÜberCharge
> >
> > - For web developers: added tool and capability information to the
> > IEconItems_440/GetSchema Web API
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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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

2011-05-05 Thread Jeff Sugar
"replay_enable 1" should do it
--
Notice: This message was sent from my phone, so please forgive any
formatting errors.
On May 5, 2011 8:34 PM, "Chris Oryschak"  wrote:
>
> Anyone know the command to enable replays on the server?
>
> Chris
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
Ruymen
> Sent: Thursday, May 05, 2011 10:38 PM
> To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
> Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat:
> Source and Half-Life 2: Deathmatch are now available.  The specific
changes
> include:
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Fixed an OpenGL crash for Mac players
>
> - Fixed several crashes related to Alt-Tab in fullscreen mode on Windows
>
> - Fixed client crash caused by invalid mesh
>
> - Updated shared interfaces to support the new Replay feature in TF2
>
>
>
> Counter-Strike: Source
>
> - Updated the localization files
>
>
>
> Team Fortress 2
>
> - Added the Replay feature:  http://www.teamfortress.com/replayupdate
>
>  - Known issue with blurry Mac replay rendering will be fixed in the next
> update
>
> - Launched the First Annual Saxxy Awards:
> http://www.teamfortress.com/saxxyawards
>
> - Added 8 new Replay achievements
>
> - Added 10 new hats
>
> - Added The Director's Vision, an item that provides you with a new taunt
>
> - Fixed a problem with certain equippable items rendering incorrectly on
the
> loadout screen
>
> - Fixed a problem causing the Mann Co. store previews to render
incorrectly
>
> - Crafted items will now remember/display who crafted them
>
> - Added a reward for the early crafters of new items
>
> - Added a new style to the  Aperture Labs Hard Hat
>
> - Added a new style to the Blighted Beak
>
> - Fixed bugs with the refurbish items interface so that some properties
will
> no longer be un-removable under certain circumstances
>
> - Fixed the briefcase not being drawn on players when it's being carried
in
> CTF maps
>
> - Fixed the Gloves of Running Urgently not using the correct skin in the
> character loadout screen
>
> - Fixed the Kritzkrieg not drawing the correct model in the character
> loadout screen
>
> - Fixed the Horseless Headless Horsemann displaying the burning material
in
> DirectX8
>
> - Fixed the Aperture Labs Hard Hat displaying the burning material in
> DirectX8
>
> - Fixed removing the burning/jarated conditions on players who are being
> critboosted by a Medic using the Kritzkrieg
>
> - Added Mad Milk to the conditions that are cleared when players are made
> invulnerable by a Medic with an ÜberCharge
>
> - For web developers: added tool and capability information to the
> IEconItems_440/GetSchema Web API
>
> 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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Re: [hlds_linux] Mandatory TF2 update coming

2011-04-15 Thread Jeff Sugar
For those unaware, the update dropped about 10 minutes ago now (4:01PST).
Here's the changelog:

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch have been released. The updates will be
applied automatically when your Steam client is restarted. The major changes
include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

* Fixed a startup crash for some users who were unable to load
client.dll
* Fixed a "status" command regression in the dedicated server
console


Team Fortress 2

* Added a missing material for the Scotsman's Stove Pipe
* Fixed a server crash caused by the server triggering a nextlevel
vote
* Fixed the kicking of coaches for being idle as soon as they stop
coaching
* Fixed a coaching exploitUpdates to Team Fortress 2,
Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch
have been released. The updates will be applied automatically when your
Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

* Fixed a startup crash for some users who were unable to load
client.dll
* Fixed a "status" command regression in the dedicated server
console


Team Fortress 2

* Added a missing material for the Scotsman's Stove Pipe
* Fixed a server crash caused by the server triggering a nextlevel
vote
* Fixed the kicking of coaches for being idle as soon as they stop
coaching
* Fixed a coaching exploit

On Fri, Apr 15, 2011 at 4:06 PM, Eli Witt  wrote:

> Hopefully this fixes the (new) random crashes?
>
> On Fri, Apr 15, 2011 at 6:30 PM, Eric Smith 
> wrote:
>
> > We're getting ready to release a mandatory update for TF2 in the next 45
> > min or so.
> >
> > -Eric
> >
> >
> > ___
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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 Jeff Sugar
Actually, both sourcemod and metamod have been working completely for quite
a few hours now...


On Fri, Apr 15, 2011 at 4:03 AM, Marcel  wrote:

> It seems that EVERY plugin is broken. VALVe should really work on their
> communication to the plugin developers. e.g. publish the changes some time
> before the update, so that they may have at least a small chance to get
> their plugins working...
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-03-23 Thread Jeff Sugar
Cool!

Here's the downloaded files:

Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 220 to version 223

7.91% downloading /orangebox\tf\bin\server.dll
19.95% downloading /orangebox\tf\bin\server.dylib
40.92% downloading /orangebox\tf\bin\server.so
49.55% downloading /orangebox\tf\maps\graphs\cp_dustbowl.ain
49.55% downloading /orangebox\tf\maps\graphs\cp_granary.ain
49.55% downloading /orangebox\tf\maps\graphs\cp_gravelpit.ain
49.55% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
50.73% downloading /orangebox\tf\resource\tf_danish.txt
51.34% downloading /orangebox\tf\resource\tf_english.txt
52.80% downloading /orangebox\tf\resource\tf_finnish.txt
53.47% downloading /orangebox\tf\resource\tf_hungarian.txt
54.71% downloading /orangebox\tf\resource\tf_italian.txt
55.60% downloading /orangebox\tf\resource\tf_japanese.txt
56.58% downloading /orangebox\tf\resource\tf_korean.txt
57.56% downloading /orangebox\tf\resource\tf_koreana.txt
58.82% downloading /orangebox\tf\resource\tf_norwegian.txt
60.27% downloading /orangebox\tf\resource\tf_polish.txt
61.44% downloading /orangebox\tf\resource\tf_portuguese.txt
62.50% downloading /orangebox\tf\resource\tf_romanian.txt
63.95% downloading /orangebox\tf\resource\tf_russian.txt
65.23% downloading /orangebox\tf\resource\tf_swedish.txt
66.22% downloading /orangebox\tf\resource\tf_tchinese.txt
67.68% downloading /orangebox\tf\resource\tf_turkish.txt
68.25% downloading /orangebox\tf\scripts\items\items_game.txt
68.29% downloading /orangebox\tf\scripts\game_sounds_player.txt
69.90% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_bell_01.wav
71.52% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_bell_02.wav
73.13% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_bell_03.wav
74.75% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_bell_04.wav
76.35% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_bell_05.wav
79.59% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_prayer_bowl_01.wav
82.62% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_prayer_bowl_02.wav
85.67% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_prayer_bowl_03.wav
87.67% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_01.wav
89.69% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_02.wav
91.72% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_03.wav
93.75% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_04.wav
95.78% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_05.wav
97.81% downloading
/orangebox\tf\sound\items\japan_fundraiser\tf_zen_tingsha_06.wav
97.81% downloading /orangebox\tf\steam.inf

Updating 'Team Fortress 2 Materials' from version 103 to version 104

97.81% downloading
/orangebox\tf\materials\backpack\crafting\noisemaker_bell.vmt
97.81% downloading
/orangebox\tf\materials\backpack\crafting\noisemaker_bell_large.vmt
97.81% downloading
/orangebox\tf\materials\backpack\crafting\noisemaker_gong.vmt
97.81% downloading
/orangebox\tf\materials\backpack\crafting\noisemaker_gong_large.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hachimaki.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hachimaki_large.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hat.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hat_large.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hat_monarch.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\all_class\japan_hat_monarch_large.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\crafting\japan_charity_bundle.vmt
97.81% downloading
/orangebox\tf\materials\backpack\player\items\crafting\japan_charity_bundle_large.vmt
97.81% downloading
/orangebox\tf\materials\models\player\items\all_class\japan_hachimaki_blue.vmt
97.81% downloading
/orangebox\tf\materials\models\player\items\all_class\japan_hachimaki_red.vmt
97.81% downloading
/orangebox\tf\materials\models\player\items\all_class\japan_hat_blue.vmt
97.81% downloading
/orangebox\tf\materials\models\player\items\all_class\japan_hat_monarch.vmt
97.81% downloading
/orangebox\tf\materials\models\player\items\all_class\japan_hat_red.vmt
97.82% downloading
/orangebox\tf\models\player\items\demo\japan_hachimaki.dx90.vtx
97.82% downloading
/orangebox\tf\models\player\items\demo\japan_hachimaki.mdl
97.83% downloading
/orangebox\tf\models\player\items\demo\japan_hachimaki.phy
97.85% downloading
/orangebox\tf\models\player\items\demo\japan_hachimaki.vvd
97.87% downloading /orangebox\tf\models\player\items\demo\japan_hat.dx90.vtx
97.87% downloading /orangebox\tf\models\player\items\demo\japan_hat.mdl
97.87% downloading /orangebox\tf\models\player\items\demo\jap

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Jeff Sugar
Actually, many servers, including mine, are at their most full and active
from ~12am to ~4am PST.


On Tue, Feb 22, 2011 at 1:44 PM, Vathral  wrote:

> They could always release updates at like 1am PST. Most of North/South
> America is asleep/going to sleep and most of Europe are still asleep/waking
> up.
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Jeff Sugar
It's always primetime somewhere, and someone always complains no matter what
time they choose. They can't please everyone, man.
On Feb 22, 2011 1:28 PM, "Ryan Lewis"  wrote:
> 9pm is pretty much peak time for CS and TF2 in Europe.
>
> Is there any way you could choose a less disruptive time for both US & EU
in
> the future?
>
> Ryan Lewis
> r...@omgwtflol.org
>
>
> On 22 February 2011 21:09, Jason Ruymen  wrote:
>
>> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch are now available. The
specific
>> changes include:
>>
>> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> - Fixed a server crash exploit caused by malformed network packets.
>>
>> Counter-Strike: Source
>> - Updated De_Inferno.
>> - Community fixes.
>>
>> Team Fortress 2
>> - Fixed the Amputator and the Crusader's Crossbow healing teammates that
>> have the Equalizer as their active weapon.
>> - Updated the Red team skin for the Fists of Steel.
>>
>> Jason
>>
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlds_linux] Server crash reports

2011-01-13 Thread Jeff Sugar
Glad to hear I'm not the only one dealing with that. It is infuriating to
not even get a crash report when that happens

On Jan 13, 2011 8:49 PM, "realdreams"  wrote:
>
> Hi,
> What about servers that fails to respond on a regular basis? It
> doesn't crash, the process stays alive but just doesn't respond to
> anything. All my servers have this problem even without plugins.
>
>
>
> On Wed, Jan 12, 2011 at 4:49 PM, Eric Smith 
wrote:
> > er...@valvesoftware.com
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Vogel
> > Sent: Wednesday, January 12, 2011 1:34 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Server crash reports
> >
> > Sorry, but to which email address should I send those files?
> > On Jan 12, 2011 10:02 PM, "Eric Smith"  wrote:
> >>
> >> We're hearing reports that servers hosting competitive matches are
> > crashing on a regular basis and we're trying to investigate the problem.
 If
> > your server is crashing regularly and you're not running any plug-ins,
> > please check to see if you have any .dmp or .mdmp files that you can
send us
> > to help diagnose the problem.  We're not sure yet if this is related to
> > using sv_pure or a whitelist.  Any details you can provide will be
> > appreciated.
> >>
> >> Thanks.
> >>
> >> Eric Smith
> >> Valve
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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Re: [hlds_linux] Antw.: CSS/DODS/HL2DM/TF2 Update Released

2010-12-18 Thread Jeff Sugar
Hrgh. The link didn't come through - here it is again -
http://forums.alliedmods.net/showpost.php?p=1373254&postcount=58

On Sat, Dec 18, 2010 at 7:21 AM, Jeff Sugar  wrote:

> If you're on a release copy of sourcemod, it will auto-update to the latest
> release gamedata. If you're on a snapshot of 1.3 or 1.4, you'll need to do
> it manually.
>
> For metamod source, you have to do it manually no matter what, as far as I
> know.
>
> Source is a post by Psychonic (the fellow who, among other things, pushed
> the gamedata updates), in the thread about today's update.
>
> -Atreus
>
>
>
> On Sat, Dec 18, 2010 at 7:06 AM, hyp...@arcor.de  wrote:
>
>> Does that mean that all the admins just need to restart the servers? Or is
>> updating MM and SM necessary?
>>
>> Gruß Hyphon! Sent from my Mobile...
>>
>>
>> - Reply message -
>> Von: "ics" 
>> Datum: Sa., Dez. 18, 2010 15:46
>> Betreff: [hlds_linux] CSS/DODS/HL2DM/TF2 Update Released
>> An: "Half-Life dedicated Linux server mailing list" <
>> hlds_linux@list.valvesoftware.com>
>>
>> Lies. The Sourcemod developers didn't pull out new snapshot today for no
>> reason. Gamedata needs to be updated.
>>
>> -ics
>>
>> 18.12.2010 15:48, Ulrich Block kirjoitti:
>> > Sourcemod is not affected. It is only MM:S.
>> > Use the latest Snapshots of the MM:S branches 1.8.5 and 1.9.0 and you >
>> are fine.
>> > There is no need to use any other versions than the stable ones >
>> regarding SM
>> >
>> >
>> > Am 18.12.2010 13:59, schrieb clad iron:
>> >> Update with these.
>> >> Doing so should make anything with SM vers 1.37 and up to start.  >>
>> (tested
>> >> with Ver. 1.3.7)
>> >>
>> >> *1.9, development branch
>> >>
>> >> http://www.metamodsource.net/snapshots
>> >>
>> >>
>> >> Windows
>> >>
>> http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-windows.zip>>
>> >> *
>> >> *Linux*
>> >>
>> http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-linux.tar.gz>>
>> >>
>> >> On Sat, Dec 18, 2010 at 7:57 AM, Svensk Ljud&  Ljus Produktion<
>> >> i...@teaterljud.se>  wrote:
>> >>
>> >>> We cant get sourcemm to run on our dayofdefeat servers
>> >>>
>> >>> Anyone with a solution ??
>> >>>
>> >>> Peter
>> >>> Ps. We think its stupid to make big updates without letting >>>
>> developers as
>> >>> sourcemm, sourcemod being a part of the tests.. please try :/
>> >>>
>> >>> -Ursprungligt meddelande- From: Sazpaimon
>> >>> Sent: Saturday, December 18, 2010 12:11 PM
>> >>> To: hlds_linux@list.valvesoftware.com ; h...@list.valvesoftware.com
>> >>> Subject: Re: [hlds_linux] CSS/DODS/HL2DM/TF2 Update Released
>> >>>
>> >>>
>> >>> Since this update, it seems the modelprecache table is now full on
>> >>> certain official maps. Just try and load cp_steel and you'll see your
>> >>> server crash due to a full table.
>> >>>
>> >>> On 12/17/2010 8:55 PM, Jason Ruymen wrote:
>> >>>
>> >>>> Required updates to Counter-Strike: Source, Day of Defeat: Source,
>> >>>> Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The
>> >>>> specific
>> >>>> changes include:
>> >>>>
>> >>>> Engine changes (TF2/CS/DOD):
>> >>>>   - Improved sv_pure:
>> >>>>- Materials / Models / Sounds / Animations are more >>>>
>> comprehensively
>> >>>> protected.
>> >>>>- Switched from CRC to MD5 hashes for stronger per-file >>>>
>> validation.
>> >>>>- Fixed some issues between custom files and server >>>>
>> whitelists over
>> >>>> level changes.
>> >>>>   - Added HL2:MP to the list of dedicated server games when starting
>> a
>> >>>> server via the Tools tab in the Library
>> >>>>
>> >>>> Team Fortress 2
>> >>>>   - Added Medieval Mode, a game mode where players are restricted
>> >>>> to using
>> >>>> o

Re: [hlds_linux] Antw.: CSS/DODS/HL2DM/TF2 Update Released

2010-12-18 Thread Jeff Sugar
If you're on a release copy of sourcemod, it will auto-update to the latest
release gamedata. If you're on a snapshot of 1.3 or 1.4, you'll need to do
it manually.

For metamod source, you have to do it manually no matter what, as far as I
know.

Source is a post by
Psychonichttp://forums.alliedmods.net/showpost.php?p=1373254&postcount=58>(the
fellow who, among other things, pushed the gamedata updates), in the
thread about today's update.

-Atreus


On Sat, Dec 18, 2010 at 7:06 AM, hyp...@arcor.de  wrote:

> Does that mean that all the admins just need to restart the servers? Or is
> updating MM and SM necessary?
>
> Gruß Hyphon! Sent from my Mobile...
>
>
> - Reply message -
> Von: "ics" 
> Datum: Sa., Dez. 18, 2010 15:46
> Betreff: [hlds_linux] CSS/DODS/HL2DM/TF2 Update Released
> An: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
>
> Lies. The Sourcemod developers didn't pull out new snapshot today for no
> reason. Gamedata needs to be updated.
>
> -ics
>
> 18.12.2010 15:48, Ulrich Block kirjoitti:
> > Sourcemod is not affected. It is only MM:S.
> > Use the latest Snapshots of the MM:S branches 1.8.5 and 1.9.0 and you >
> are fine.
> > There is no need to use any other versions than the stable ones >
> regarding SM
> >
> >
> > Am 18.12.2010 13:59, schrieb clad iron:
> >> Update with these.
> >> Doing so should make anything with SM vers 1.37 and up to start.  >>
> (tested
> >> with Ver. 1.3.7)
> >>
> >> *1.9, development branch
> >>
> >> http://www.metamodsource.net/snapshots
> >>
> >>
> >> Windows
> >>
> http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-windows.zip>>
> >> *
> >> *Linux*
> >>
> http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-linux.tar.gz>>
> >>
> >> On Sat, Dec 18, 2010 at 7:57 AM, Svensk Ljud&  Ljus Produktion<
> >> i...@teaterljud.se>  wrote:
> >>
> >>> We cant get sourcemm to run on our dayofdefeat servers
> >>>
> >>> Anyone with a solution ??
> >>>
> >>> Peter
> >>> Ps. We think its stupid to make big updates without letting >>>
> developers as
> >>> sourcemm, sourcemod being a part of the tests.. please try :/
> >>>
> >>> -Ursprungligt meddelande- From: Sazpaimon
> >>> Sent: Saturday, December 18, 2010 12:11 PM
> >>> To: hlds_linux@list.valvesoftware.com ; h...@list.valvesoftware.com
> >>> Subject: Re: [hlds_linux] CSS/DODS/HL2DM/TF2 Update Released
> >>>
> >>>
> >>> Since this update, it seems the modelprecache table is now full on
> >>> certain official maps. Just try and load cp_steel and you'll see your
> >>> server crash due to a full table.
> >>>
> >>> On 12/17/2010 8:55 PM, Jason Ruymen wrote:
> >>>
>  Required updates to Counter-Strike: Source, Day of Defeat: Source,
>  Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The
>  specific
>  changes include:
> 
>  Engine changes (TF2/CS/DOD):
>    - Improved sv_pure:
> - Materials / Models / Sounds / Animations are more 
> comprehensively
>  protected.
> - Switched from CRC to MD5 hashes for stronger per-file 
> validation.
> - Fixed some issues between custom files and server 
> whitelists over
>  level changes.
>    - Added HL2:MP to the list of dedicated server games when starting a
>  server via the Tools tab in the Library
> 
>  Team Fortress 2
>    - Added Medieval Mode, a game mode where players are restricted 
> to using
>  olde weapons.
>    - 'Your Eternal Reward' changes:
> - Spies can now change their disguise weapon via 
> 'lastdiguise' while
>  using 'Your Eternal Reward'
> - Already-disguised 'Your Eternal Reward' Spies are no 
> longer forced
>  to switch to displaying the melee weapon when they make a kill
> - Spies no longer play speech lines when making a kill with
>  'Your
>  Eternal Reward'
> - Sentries no longer track 'Your Eternal Reward' Spies after
>  they
>  backstab someone
>    - 'Natascha' changes:
> - Spin-up time increased.
> - Slowdown-on-hit effect is reduced over distance.
>    - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The 
> Expert's
>  Ordnance' item sets.
>    - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher',
>  'The
>  Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's
>  Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak
>  Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy 
> Cane', and
>  'The Jag'.
>    - Added 20 new hats.
>    - Added a prototype item testing map, and associated 
> functionality, for
>  contributors to test their work. Further details in an upcoming 
> blog post.
>    - Spies can now see TargetID's of players and objects regardless
>  of their
>  own disguise status.
>    - Fixed some speech l

Re: [hlds_linux] [hlds] Server info app for Android

2010-10-23 Thread Jeff Sugar
There is no doubt they are more polished and advanced for now - you've only
just started! I do wish you luck with this venture! Most especially if it
does, eventually, support chat- or server log-related features.

I plan to try it out on my Droid2 for you tomorrow. Do you have any plans to
perhaps make a GDocs spreadsheet or mini-wiki to neatly organise things like
which phones do/don't work and/or have/have not been tested.
-Atreus

PS. I was serious about #hlserveradmins being great resource. I bet you can
find some nice, reliable testers.


On Oct 22, 2010 12:32 PM, "David A. Parker"  wrote:
> Hello Again,
>
> Wow, I never expected so many responses! This is great!
>
> Because there seem to be a lot of people who are interested in testing
> my app, I have just put it up for download at the following URL:
>
> http://uclug.utica.edu/files/dave/server_query_app.zip
>
> Please glance at the README.txt file contained in that zip file for more
> information about the app. The app is currently compiled to support
> Android 2.1 and 2.2, but I'm working on compiling it for other versions
> as well. Right now, the app is just called DParkerTestProject1 because
> that's what it's been called all through its development. And with a
> name like that, you know for sure that it's beta. :-)
>
> I know that there are already apps available to do server monitoring and
> administration, and to be honest, they are probably better than mine. I
> was looking for a project to do as an independent study to finish up my
> degree, and my advisor suggested I write an Android app (I had been
> thinking about it for a while already). I already had a collection of
> Perl scripts to query our game servers and parse the information, so I
> decided to write a server query app and try to use those as the basis
> for it.
>
> Please feel free to send any question, comments, or other feedback my way.
>
> Thanks!
> Dave
>
> On 10/22/2010 10:34 AM, David A. Parker wrote:
>> Hello Everyone,
>>
>> I am just finishing up work on an Android app to query HLDS/SRCDS
>> servers and display their information, and I was wondering if there is
>> anyone out there who owns an Android phone and would be interested in
>> testing the app. I only have a Droid to test it on, but I would love to
>> know if it works well on other devices.
>>
>> The app uses A2S_INFO, A2A_PING, and A2S_PLAYER queries to get
>> information about each server you have added to its list. Right now,
>> this is just a proof-of-concept version and it does not do anything
>> fancy, like refreshing the server list in the background or notifying
>> you if one is down. It also cannot be used to control a server remotely
>> (RCON, NETCON, etc.) at this time. Those are things that I hope to add
>> later if I have the time.
>>
>> If you own an Android device and you are interested in trying my app,
>> please e-mail me (either on or off list) and I'll get the app to you.
>> Also, if anyone has any ideas for what it should be called, I'm open to
>> suggestions. Right now it doesn't have a name. :-)
>>
>> If you have any questions, please let me know.
>>
>> Thanks,
>> Dave
>>
>
> --
>
> Dave Parker
> Systems Administrator
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] servers crashed/rebooted at around 12:00 EST

2010-09-13 Thread Jeff Sugar
Reporting in with "all ours crashed too" :(


On Mon, Sep 13, 2010 at 10:11 PM, Tony Paloma wrote:

> Yes. There's a small thread about it on hlds. All of mine have crashed near
> simultaneously two times today and I know I'm not alone.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
> Sent: Monday, September 13, 2010 10:08 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] servers crashed/rebooted at around 12:00 EST
>
> Did anyone elses servers crash or restart around 12:00 AM Eastern Standard
> Time ?
>
> Ours did.
> One tf2 server in Cali
> and
> 4 other servers in Tx .  (this has dods and tf2 on it)
>
> While i was playing on someone elses server, theres crashed about an hr
> later.
>
> This is for windows and linux.
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Re: [hlds_linux] SRCDS Protect Tips

2010-09-10 Thread Jeff Sugar
I was planning to mention this as well. I concur.


On Fri, Sep 10, 2010 at 11:36 AM, Donnie Newlove
wrote:

> Running both KAC and DBlocker might not be a great idea, sort of like
> running two antiviruses. Both try to accomplish about the same thing
> but DBlocker is closed source we you really don't know what it's
> doing.
>
> On Fri, Sep 10, 2010 at 12:44 PM, Alon Gubkin 
> wrote:
> > I'm going to open 4 CS:S servers soon, and I need your help in blocking
> > cheaters, crashers, etc.
> >
> > Currently, I am:
> >
> >   - Blocking TCP port (no RCON)
> >   - Setting file permissions carefully, running SRCDS under a limited
> user
> >   - Installing the following plugins:
> >  - Kigen's Anti Cheat 
> >  - DBlocker 
> >  - Denial of Service
> > Protect
> >  - D-FENS<
> https://forums.alliedmods.net/showthread.php?t=109453>
> >  - Rcon
> locker /
> >  exploit fix 
> >
> > I took this list mainly from here<
> http://wiki.alliedmods.net/SRCDS_Hardening>,
> > but it's seems to be a little outdated now. There are many new defense
> > plugins (like Query Cache), and I don't know what *should* I install and
> > what's just unnecessary.
> >
> > What plugins aren't necessary anymore from this list? What plugins should
> I
> > add? What else would you suggest to protect my servers?
> >
> > Thanks.
> > ___
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> please visit:
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> >
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Re: [hlds_linux] Alien Swarm is now available

2010-07-20 Thread Jeff Sugar
Windows Server 2008 R2 isn't linux, so, your response confuses me, ICS

On Tue, Jul 20, 2010 at 2:24 AM, ics  wrote:

> There is no linux server for alien swarm. They released some of the files
> by accident and the binaries are missing.
>
> -ics
>
> 20.7.2010 12:12, Andrey Egorov kirjoitti:
>
>
>> Server don't work on Windows 2008 Server R2.
>>
>> Andrey.
>>
>>
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>>
>
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Re: [hlds_linux] TF2 crash on startup after update

2010-07-19 Thread Jeff Sugar
Had to check--that happens relatively often :P I'd check through your
sourcemod stuff, then. Generally when there are issues, there are tons of
responses about the servers not working, this is the only one I've seen thus
far.


On Mon, Jul 19, 2010 at 6:36 PM, David Parker  wrote:

> Yeah, I always use -verify_all when I update my servers, and I ran it a
> second time on this one just to make sure.  It said all of the files were up
> to date.  The server was running fine before the update.
>
> Thanks,
> Dave
>
> ----- Original Message -
> From: Jeff Sugar 
> Date: Monday, July 19, 2010 9:18 pm
> Subject: Re: [hlds_linux] TF2 crash on startup after update
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
>
> > Have you made sure to do a verify all to make sure you got alll
> > the files?
> > The server I'm lookign at right now is windows, but it's running fine.
> >
> >
> > On Mon, Jul 19, 2010 at 6:12 PM, David Parker
> >  wrote:
> >
> > > Hello,
> > >
> > > I just updated my TF2 server, and now it crashes on
> > startup.  Here is the
> > > output I get:
> > >
> > > Console initialized.
> > > ./srcds_run: line 348: 20166 Segmentation
> > fault  (core dumped) $HL_CMD
> > > Cannot access memory at address 0xf7f56658
> > > Cannot access memory at address 0xfff5360c
> > > /usr/local/srcds_1/orangebox/debug.cmds:4: Error in sourced
> > command file:
> > > Cannot access memory at address 0xf7f56658
> > > email debug.log to li...@valvesoftware.com
> > > Mon Jul 19 21:06:15 EDT 2010: Server restart in 10 seconds
> > > Using breakpad minidump system
> > > Using breakpad crash handler
> > >
> > > Then it just keeps doing this every time it tries to auto-
> > restart.  The
> > > crash is instant upon the server starting up.  I ran a
> > backtrace on the core
> > > file but it did not seem to have any more information than
> > what is displayed
> > > in the message.  I ran the update a second time with -
> > verify_all but it said
> > > that all of the files were up-to-date.  I have disabled
> > all plugins and the
> > > server is not configured with anything funky.
> > >
> > > Has anyone else seen this?  Any ideas?
> > >
> > > Thanks,
> > > Dave
> > >
> > >
> > > ___
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> > archives,> please visit:
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> > >
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Re: [hlds_linux] TF2 crash on startup after update

2010-07-19 Thread Jeff Sugar
Have you made sure to do a verify all to make sure you got alll the files?
The server I'm lookign at right now is windows, but it's running fine.


On Mon, Jul 19, 2010 at 6:12 PM, David Parker  wrote:

> Hello,
>
> I just updated my TF2 server, and now it crashes on startup.  Here is the
> output I get:
>
> Console initialized.
> ./srcds_run: line 348: 20166 Segmentation fault  (core dumped) $HL_CMD
> Cannot access memory at address 0xf7f56658
> Cannot access memory at address 0xfff5360c
> /usr/local/srcds_1/orangebox/debug.cmds:4: Error in sourced command file:
> Cannot access memory at address 0xf7f56658
> email debug.log to li...@valvesoftware.com
> Mon Jul 19 21:06:15 EDT 2010: Server restart in 10 seconds
> Using breakpad minidump system
> Using breakpad crash handler
>
> Then it just keeps doing this every time it tries to auto-restart.  The
> crash is instant upon the server starting up.  I ran a backtrace on the core
> file but it did not seem to have any more information than what is displayed
> in the message.  I ran the update a second time with -verify_all but it said
> that all of the files were up-to-date.  I have disabled all plugins and the
> server is not configured with anything funky.
>
> Has anyone else seen this?  Any ideas?
>
> Thanks,
> Dave
>
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-19 Thread Jeff Sugar
Thanks for fixing the wrangled sentries issue :)


On Mon, Jul 19, 2010 at 5:34 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2 is now available.  The specific
> changes include:
>
> Team Fortress 2
>  - Added a Parasite hat to celebrate the release of Alien Swarm (
> http://www.alienswarm.com/)
>  - Fixed a client crash when opening the backpack while running in a
> language other than English.
>  - Fixed not being able to pick-up buildings in Arena mode.
>  - Fixed an exploit that allowed team kills with Wrangled sentries.
>  - Fixed a bug where teleporters could be given more than their normal
> amount of health.
>  - Fixed old demos with different data tables thinking the SourceTV player
> entity was burning.
>  - TF Bot Changes
> - Improved performance of bot computations that are done when a point
> is captured, a round starts, or a checkpoint reached.
> - Fixed Engineer bot infinite build-destroy behavior loop regression
> - Fixed Medic bots losing their charge if they touch a resupply cabinet
> - Fixed a crash due to having multiple types of bot systems running
> in-game simultaneously
> - Fixed bot behavior issue resulting in bot pile-ups near level 3
> teleporter entrances
> - Bots no longer consider sapped sentries a dangerous threat
> - Bots will not try to navigate through enemy spawn rooms (unless they
> have won the round)
> - Bot Engineers will avoid building teleporters on steep slopes which
> can hinder teammate movement
> - Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots
> always reflect projectiles, regardless of difficulty level.
>
> Jason
>
>
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[hlds_linux] Fix for Neutral Sentry Gun Missiles going "Neutral" (upon Sentry Destruction)?

2010-07-17 Thread Jeff Sugar
I've been noticing people, both intentionally and unintentionally, having
their Sentry rockets killing team mates. Intentionally, because some people
know it can be done. Unintentionally, because people destroy their sentries
for revenge crits. I know this type of thing used to be done by Soldiers who
would go spec after shooting a rocket. I expect Valve likely won't fix it
for a while, and was curious if there had been a fix prepared by anyone via
SourceMod or the like?

I did do a search of the SM forums, but I didn't find anything. So, if there
is something on there, apologies for not finding it.

Thanks,
Jeff

ps. Does the non-linux HLDS mailing list not really get much traffic? I
almost never see anything on it instead of the hlds_linux list
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Re: [hlds_linux] hlds_linux Digest, Vol 28, Issue 43

2010-06-24 Thread Jeff Sugar
Christ, really?


On Thu, Jun 24, 2010 at 6:27 PM, Gregg Hanpeter  wrote:

> Why on earth is everybody setting their tic to 66? Is something wrong? Or
> bad drugs? -I've been out of the loop for a week or so.
>
> On Thu, Jun 24, 2010 at 9:20 PM,
> wrote:
>
> > Send hlds_linux mailing list submissions to
> >hlds_linux@list.valvesoftware.com
> >
> > To subscribe or unsubscribe via the World Wide Web, visit
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > or, via email, send a message with subject or body 'help' to
> >hlds_linux-requ...@list.valvesoftware.com
> >
> > You can reach the person managing the list at
> >hlds_linux-ow...@list.valvesoftware.com
> >
> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of hlds_linux digest..."
> >
> >
> > Today's Topics:
> >
> >   1. srcds rate settings (Adam Bogacz)
> >   2. Re: srcds rate settings (Ulrich Block)
> >   3. Re: srcds rate settings (D3vilfish - Simiancage.org)
> >   4. Re: srcds rate settings (D3vilfish - Simiancage.org)
> >   5. OB first Impressions (D3vilfish - Simiancage.org)
> >   6. Testing (Please Disregard) ( adminmob...@vugaming.net )
> >   7. Re: Testing (Please Disregard) (E3pO)
> >   8. Re: Testing (Please Disregard) (Nathan Nagato)
> >   9. Re: Testing (Please Disregard) (Shane Arnold)
> >  10. Re: Testing (Please Disregard) (Crazy Canucks)
> >
> >
> > --
> >
> > Message: 1
> > Date: Thu, 24 Jun 2010 22:05:16 +0200
> > From: Adam Bogacz 
> > Subject: [hlds_linux] srcds rate settings
> > To: Half-Life dedicated Linux server mailing list
> >
> > Message-ID: <4c23ba7c.1080...@poczta.fm>
> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> > so with new fixed tickrate how rate settings should look like ?
> >
> > i have this:
> >
> > fps_max 500
> > sv_minrate 25000
> > sv_maxrate 25000
> > sv_maxupdaterate 66
> > sv_minupdaterate 66
> > sv_maxcmdrate 66
> > sv_mincmdrate 66
> >
> > regards a...@thcc.pl
> >
> > --
> > Mistrzowski konkurs - wygraj nowoczesny telefon komorkowy!
> > Sprawdz >>> http://linkint.pl/f2745
> >
> >
> >
> >
> > --
> >
> > Message: 2
> > Date: Thu, 24 Jun 2010 22:22:43 +0200
> > From: Ulrich Block 
> > Subject: Re: [hlds_linux] srcds rate settings
> > To: Half-Life dedicated Linux server mailing list
> >
> > Message-ID: <4c23be93.2000...@gmx.de>
> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> > If you are a rude admin that does not care that many people need to
> > adjust their netsettings to their fps/bandwidth yes.
> > If you take in count that the client fps are lower with orangebox and
> > you need to give the users same space to adjust:
> >
> > sv_minrate 15000
> > sv_maxrate 4
> > sv_maxupdaterate 66
> > sv_minupdaterate 40
> > sv_maxcmdrate 66
> > sv_mincmdrate 35
> >
> >
> >
> > Adam Bogacz schrieb:
> > > so with new fixed tickrate how rate settings should look like ?
> > >
> > > i have this:
> > >
> > > fps_max 500
> > > sv_minrate 25000
> > > sv_maxrate 25000
> > > sv_maxupdaterate 66
> > > sv_minupdaterate 66
> > > sv_maxcmdrate 66
> > > sv_mincmdrate 66
> > >
> > > regards a...@thcc.pl
> > >
> > > --
> > > Mistrzowski konkurs - wygraj nowoczesny telefon komorkowy!
> > > Sprawdz >>> http://linkint.pl/f2745
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> >
> >
> >
> >
> > --
> >
> > Message: 3
> > Date: Thu, 24 Jun 2010 21:44:31 +0100
> > From: "D3vilfish - Simiancage.org" 
> > Subject: Re: [hlds_linux] srcds rate settings
> > To: "'Half-Life dedicated Linux server mailing list'"
> >
> > Message-ID: <01cb13de$0c7d3230$257796...@net>
> > Content-Type: text/plain;   charset="us-ascii"
> >
> > Everybody I've spoken to so far has the same fps as pre OB, I currently
> get
> > with vsync off and multi core support on anywhere between 250 to 650 fps
> my
> > stress test was 381.33fps on a 4890gfx with win7.
> > Anyone getting less than playable fps should be looking at a new pc tbh
> > imho.
> > As for bandwidth I think we all agree rate hacking is worst than wall
> > hacking, why people join servers that they have a bad ping/connection to
> is
> > their own fault!
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
> > Block
> > Sent: 24 June 2010 21:23
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] srcds rate settings
> >
> > If you are a rude admin that does not care th

Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Jeff Sugar
Ewe, a relationship with aliens? I'll stick with Platonic, thanks!

On Thu, Jun 24, 2010 at 6:20 PM, Crazy Canucks wrote:

> That would make it a plutonic relationship...
>
> On 24/06/2010 8:35 PM, Shane Arnold wrote:
> >- Sent from my iPhone somewhere near Pluto.
> >
> > On 25/06/2010 6:46 AM, Nathan Nagato wrote:
> >
> >> Disregarding your disregard. :)
> >>
> >> On 6/24/2010 6:41 PM, E3pO wrote:
> >>
> >>
> >>> Disregarded. ;)
> >>>
> >>> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
> >>> adminmob...@vugaming.net>wrote:
> >>>
> >>> Testing
> >>> ___
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> >>> please visit:
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> >>>
> >>>
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> >>
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Re: [hlds_linux] rcon-mani-admin

2010-06-13 Thread Jeff Sugar
Sorry, ics is right. I didn't stop to think to think he meant that
rcon_enabled didn't exist, because the way he phrased it it seemed like he
was having a different issue of not knowing about adding entries to the
server cfg. By the time I realized my reply itself was erroneous, I wasn't
near the computer. Seem to be having an off-day today.


On Sun, Jun 13, 2010 at 2:16 AM, ics  wrote:

> Never heard of such cvar rcon_enabled. Even my server consoles do not
> recognize it.
>
> For Tom, all i do is just set rcon_password "passwordhere" on my servers
> and rcon has worked like a charm. All the player needs to do is
> rcon_password passwordhere and then just give commands trough his own
> console, like rcon status and it goes to the server.
>
> -ics
>
> 13.6.2010 7:39, Jeff Sugar kirjoitti:
> > Make sure you have rcon_enabled set to 1
> >
> > Also, you'd be better off dumping Mani for SourceMod.
> >
> >
> > On Sat, Jun 12, 2010 at 9:15 PM, tom nikitopoulos >wrote:
> >
> >
> >> Hello all,
> >> Is there a server variable that has to be enabled for players to access
> >> rcon
> >> thru console?
> >> I cannot connect either thru rcon or mani to my css server.
> >> Error message is "cannot connect to remote server"
> >>
> >> I realize that there are support pages for mani and such but i thought
> it
> >> might be a easy question.
> >> notes
> >> plugin_print brings up mani version
> >> i have set up mani thru console on server
> >> I do have a server config and I am using the right rcon password(even
> hlsw
> >> doesnt seem to connect)
> >>
> >> Thanks in advance
> >> ___
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> >>
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Re: [hlds_linux] rcon-mani-admin

2010-06-13 Thread Jeff Sugar
..what?


On Sat, Jun 12, 2010 at 11:58 PM, tom nikitopoulos wrote:

> do u have the exact variable i could try?
>
>
> On Sat, Jun 12, 2010 at 11:59 PM, Jeff Sugar  wrote:
>
> > It doesn't start out in your config, you need to add it.
> >
> > And, yes, it holds true for all source games, to the best of my
> knowledge.
> > If you're unsure, you can always just type in "rcon_enabled" and see what
> > it
> > prints back (unknown command, or whatever)
> >
> > And, for what it's worth, sourcemod takes a lot less dicking around :P
> >
> > On Sat, Jun 12, 2010 at 9:49 PM, tom nikitopoulos  > >wrote:
> >
> > > I do not see that variable on any of my css server.cfgs
> > > Now my heart is broken for the reason that i have been dicking with
> mani
> > > for
> > > a few hours.
> > >
> > > variable is ..
> > > rcon_enabled 1
> > >
> > > and..
> > > does this hold true for l4d and tf servers also??
> > >
> > >
> > > On Sat, Jun 12, 2010 at 11:39 PM, Jeff Sugar 
> > wrote:
> > >
> > > > Make sure you have rcon_enabled set to 1
> > > >
> > > > Also, you'd be better off dumping Mani for SourceMod.
> > > >
> > > >
> > > > On Sat, Jun 12, 2010 at 9:15 PM, tom nikitopoulos <
> > screwtop...@gmail.com
> > > > >wrote:
> > > >
> > > > > Hello all,
> > > > > Is there a server variable that has to be enabled for players to
> > access
> > > > > rcon
> > > > > thru console?
> > > > > I cannot connect either thru rcon or mani to my css server.
> > > > > Error message is "cannot connect to remote server"
> > > > >
> > > > > I realize that there are support pages for mani and such but i
> > thought
> > > it
> > > > > might be a easy question.
> > > > > notes
> > > > > plugin_print brings up mani version
> > > > > i have set up mani thru console on server
> > > > > I do have a server config and I am using the right rcon
> password(even
> > > > hlsw
> > > > > doesnt seem to connect)
> > > > >
> > > > > Thanks in advance
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
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> > > > >
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> > > > please visit:
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> > > >
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> > >
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Re: [hlds_linux] rcon-mani-admin

2010-06-12 Thread Jeff Sugar
It doesn't start out in your config, you need to add it.

And, yes, it holds true for all source games, to the best of my knowledge.
If you're unsure, you can always just type in "rcon_enabled" and see what it
prints back (unknown command, or whatever)

And, for what it's worth, sourcemod takes a lot less dicking around :P

On Sat, Jun 12, 2010 at 9:49 PM, tom nikitopoulos wrote:

> I do not see that variable on any of my css server.cfgs
> Now my heart is broken for the reason that i have been dicking with mani
> for
> a few hours.
>
> variable is ..
> rcon_enabled 1
>
> and..
> does this hold true for l4d and tf servers also??
>
>
> On Sat, Jun 12, 2010 at 11:39 PM, Jeff Sugar  wrote:
>
> > Make sure you have rcon_enabled set to 1
> >
> > Also, you'd be better off dumping Mani for SourceMod.
> >
> >
> > On Sat, Jun 12, 2010 at 9:15 PM, tom nikitopoulos  > >wrote:
> >
> > > Hello all,
> > > Is there a server variable that has to be enabled for players to access
> > > rcon
> > > thru console?
> > > I cannot connect either thru rcon or mani to my css server.
> > > Error message is "cannot connect to remote server"
> > >
> > > I realize that there are support pages for mani and such but i thought
> it
> > > might be a easy question.
> > > notes
> > > plugin_print brings up mani version
> > > i have set up mani thru console on server
> > > I do have a server config and I am using the right rcon password(even
> > hlsw
> > > doesnt seem to connect)
> > >
> > > Thanks in advance
> > > ___
> > > 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] rcon-mani-admin

2010-06-12 Thread Jeff Sugar
Make sure you have rcon_enabled set to 1

Also, you'd be better off dumping Mani for SourceMod.


On Sat, Jun 12, 2010 at 9:15 PM, tom nikitopoulos wrote:

> Hello all,
> Is there a server variable that has to be enabled for players to access
> rcon
> thru console?
> I cannot connect either thru rcon or mani to my css server.
> Error message is "cannot connect to remote server"
>
> I realize that there are support pages for mani and such but i thought it
> might be a easy question.
> notes
> plugin_print brings up mani version
> i have set up mani thru console on server
> I do have a server config and I am using the right rcon password(even hlsw
> doesnt seem to connect)
>
> Thanks in advance
> ___
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[hlds_linux] Reminder: HLDS/SRCDS Administrator IRC Channel Notification

2010-05-23 Thread Jeff Sugar
I said I'd send a reminder about this a few times a year, so that new admins
and what not could notice it! So, here is said reminder :) Below is the same
message as the last time it was sent
---
Sometimes, admins may have small questions not necessary for the mailing
list, want to have a dialogue with other admins real-time, or simply want to
discuss various topics they don't feel worthy for the mailing lists. I was
thinking to myself earlier today that while it's been mentioned from time to
time in other topics that there's a HLDS/SRCDS support channel, there's
never been a thread dedicated to it to tell all server admins on both Win
and Nix that it exists. Therefore, I'd like to officially declare that there
is such a channel!

It's located on *GameSurge at #hlserveradmins *and is run by myself (Atreus)
and nephyrin. While it's not currently super active, generally questions
people have are answered and will definitely become more popular if more
administrators, both those with questions and those with answers, were to
join. Take note I'm not "advertising" this in the common sense. Rather, I'm
hoping to help -- I personally gain nothing from the channel filling further
other than to see it flourish and people have an easier time getting their
questions answered.

For those who are skimming or using plaintext, and unable to see the bolded
info above, it's:
*#hlserveradmins @ irc.gamesurge.net*

Feel free to join and enjoy :)

For IRC newbies, here's some recommended clients for...

   - Windows: *mIRC* or XChat
   - OSX: *Linkinus*, XChat Aqua, or Colloquy
   - Linux: Haven't used IRC on nix, but I've heard good things about:
   XChat, BitchX, issri
   - Firefox Users: ChatZilla

My clients of choice are bolded, as I use Windows on my PC and OSX on my MBP
Laptop. I'm sure others have recommendations, as can be seen the last time
the channel was mentioned. Toodles!

-Atreus

Note: Offtopic chat is fine when technical issues are not actively being
discussed, but being purposely disruptive or rude and disrespectful to
others will result in a warning/kick/ban from the channel depending on the
severity of the offense. It's hard to get on my or Neph's bad side, but I
figured I should mention such.
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-05-20 Thread Jeff Sugar
Doesn't work on windows, for one :<
-Jeff


On Thu, May 20, 2010 at 10:13 PM, Alexander Baade wrote:

> Am I missing something? There have been a number of people complaining
> about
> -autoupdate not working, it seems to be working fine for me.
>
> Here is my startup line if it matters
>
> chrt -r 20 ./srcds_run -console -game tf -autoupdate -port 27015
> -maxplayers
> 32 +map ctf_2fort
>
> On Thu, May 20, 2010 at 10:05 PM,  wrote:
>
> > Every Day an TF2 Update
> >
> > and WHEN will be fixed -autoupdate 
> >
> > This dont work ! :(
> >
> >
> >  Original-Nachricht 
> > > Datum: Thu, 20 May 2010 17:25:03 -0700
> > > Von: Jason Ruymen 
> > > An: \'Half-Life dedicated Linux server mailing list\' <
> > hlds_linux@list.valvesoftware.com>, "\'h...@list.valvesoftware.com\'" <
> > h...@list.valvesoftware.com>, "\'hlds_annou...@list.valvesoftware.com\'"
> <
> > hlds_annou...@list.valvesoftware.com>
> > > Betreff: [hlds_linux] Team Fortress 2 Update Available
> >
> > > A required update for Team Fortress 2 is now available.  Please run
> > > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > Added new community weapons and hats.
> > > Updated CP_Gorge
> > >- Added nobuilds to the awnings outside BLU's forward spawn to
> > > preventing players building up there.
> > >- More clip work and model collision work based on community
> feedback.
> > >- Fixed BLU forward spawn door appearing through roof.
> > > Updated PLR_Pipeline
> > >- Added new stairwell in Stage 1 and window access to both teams'
> > > platforms by main choke point to help alleviate stalemates.
> > >- Reverted the starting position for the cart in Stage 3 if a team
> had
> > > won the first 2 stages to where you no longer get a big
> > cart-start-position
> > > advantage.
> > >- Fixed rare cases where stage would break when cart had no nearby
> > > capper(s).
> > >- Fixed carts not always moving to their starting locations
> correctly.
> > >- Fixed respawn times in Stage 3 not being set to the proper values.
> > >- Fixed the map not finishing correctly in Stage 3 if the two teams
> > > capture the final point at the same time.
> > > Removed sv_showhitboxes to avoid players confusing it with the method
> by
> > > which we do hit detection (see
> > >
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networkingforinfo)
> > >
> > > Jason
> > >
> > >
> > > ___
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > --
> > GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
> > Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
> >
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-04-30 Thread Jeff Sugar
Can anyone confirm whether the engineer exploits are truly fixed now? I'll
be leaving my plugin on in the meantime.


On Fri, Apr 30, 2010 at 5:54 PM, Jason Ruymen wrote:

> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>- Added a "SetCustomModelRotates" input, which will enable/disable
> whether the custom model should rotate yaw (enabled by default)
>- Added a "SetCustomModelVisibletoSelf" input, which will set
> whether or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of
> building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when
> Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck
> at highest setting
>
> Jason
>
>
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2010-04-29 Thread Jeff Sugar
 > - Fixed Engineers & Spies being able to circumvent build restrictions

Can anyone confirm this is definitely fixed before I remove the plugin?
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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Jeff Sugar
Uh, yes it is. If you're choosing to have CVAR mean "Client Variable"
instead of "Console Variable", though, then you're right by that definition.


On Thu, Jan 21, 2010 at 2:42 PM, Didrole  wrote:

> sv_pure isn't a cvar
>
> 2010/1/21 w4rezz 
>
> > Btw a little OF - sv_pure is clientside cvar and its replicated, so if
> > server has sv_pure set to 1, client's sv_pure is also sets to 1, and
> > as we know its easy to change cvar values on client without any VAC
> > ban, memory editing of source engine is very old, good way to cheat
> > without VAC
> > ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
> > ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
> > ruining CS:S leagues for years becouse of ignoring those facts.
> >
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Re: [hlds_linux] sv_pure...cheat?

2010-01-20 Thread Jeff Sugar
Yeah, im surprised you guys keep replying :P


On Wed, Jan 20, 2010 at 7:04 PM, Kyle Sanderson  wrote:

> I just love how Chris doesn't tell us what he's running so no one can
> actually help him until he does.
>
> Cheers,
> Kyle.
>
> On Wed, Jan 20, 2010 at 4:16 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> > Again, it's not a cheat.
> >
> > "sv_pure"
> >  - Show user data.
> >
> > Check your plugins.
> >
> > On Wed, Jan 20, 2010 at 5:59 PM, Chris  wrote:
> >
> > > Interesting:
> > >
> > > help sv_pure
> > > "sv_pure"
> > >  cheat
> > >  - Show user data.
> > >
> > >
> > > On Wed, Jan 20, 2010 at 5:03 PM, Saul Rennison <
> saul.renni...@gmail.com
> > > >wrote:
> > >
> > > > Try:
> > > > *help sv_pure*
> > > >
> > > > Thanks,
> > > > - Saul.
> > > >
> > > >
> > > > 2010/1/20 Kyle Sanderson 
> > > >
> > > > > Chris, are you running any addons? ie MetaMod, EventScripts, etc.
> > > > >
> > > > > Cheers,
> > > > > Kyle.
> > > > > On Wed, Jan 20, 2010 at 11:48 AM, Cc2iscooL 
> > > wrote:
> > > > >
> > > > > > You just have to have the proper whitelist. :)
> > > > > >
> > > > > > On Wed, Jan 20, 2010 at 1:41 PM, ics  wrote:
> > > > > >
> > > > > > > Yes, this is also true, however, we ban anyone who uses
> wallhack
> > > > > > > anyways, material or exe. Pure is also just is too annoying on
> > > public
> > > > > > > server to use, if you happen to have custom content there + it
> > > stops
> > > > > > > players having their custom weapon skins and such, thus keeping
> > > them
> > > > > > > away, unless you allow custom stuff with whitelist on the
> server.
> > > > > > >
> > > > > > > -ics
> > > > > > >
> > > > > > > Cc2iscooL kirjoitti:
> > > > > > > > While you are correct, it does keep the people that just use
> > > > material
> > > > > > > > wallhacks from using them. Theoretically the ones that use
> the
> > > exe
> > > > > will
> > > > > > > > "eventually" be banned, while the material wallhackers will
> not
> > > be.
> > > > > > > >
> > > > > > > > On Wed, Jan 20, 2010 at 1:05 PM, ics 
> wrote:
> > > > > > > >
> > > > > > > >
> > > > > > > >> For the sv_pure talk, i just have to say this. We ran
> sv_pure
> > 1
> > > > for
> > > > > a
> > > > > > > >> year on our servers. Wallhacks didn't decrease compared to
> the
> > > > past
> > > > > > year
> > > > > > > >> before it. They do not use the material hacks that pure
> would
> > > > stop,
> > > > > > but
> > > > > > > >> the exe ones that will draw wireframe even if pure is on.
> > > Sv_pure
> > > > is
> > > > > > > >> pretty much useless in my opinion.
> > > > > > > >>
> > > > > > > >> -ics
> > > > > > > >>
> > > > > > > >> Ronny Schedel kirjoitti:
> > > > > > > >>
> > > > > > > >>> This will not work for the first map. He has to specify it
> in
> > > the
> > > > > > > >>> autoexec.cfg or on the start command line of the server.
> > > > > > > >>>
> > > > > > > >>>
> > > > > > > >>>
> > > > > > > >>>
> > > > > > >  Try using it in your server.cfg file.
> > > > > > > 
> > > > > > >  On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:
> > > > > > > 
> > > > > > > 
> > > > > > > > Simple to explain. I'm at a loss here.
> > > > > > > >
> > > > > > > > I type in console:
> > > > > > > > sv_pure 1
> > > > > > > >
> > > > > > > > Console responds:
> > > > > > > > Can't use cheat command sv_pure in multiplayer, unless
> the
> > > > server
> > > > > > has
> > > > > > > > sv_cheats set to 1.
> > > > > > > >
> > > > > > > > How is that possible?
> > > > > > > > ___
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> > > > > > > > please visit:
> > > > > > > >
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> > > > > > > >
> > > > > > > >
> > > > > > >  ___
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> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > >>> ___
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> > > > > > archives,
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> > > > > > > >>>
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Re: [hlds_linux] [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread Jeff Sugar
Well put, neph.

On Mon, Dec 7, 2009 at 6:29 PM, Nephyrin Zey  wrote:

>
> > Engine:
> > - Added checks to prevent transferring .smx, .gcf, and .sys files between
> client/server
> > - Fixed upload/download exploits with spaces in the file extension or a
> path separator at the beginning of the requested file (as reported on the
> HLDS mailing lists)
>
>
> This is sad. You can still upload/download random files as long as their
> extension isn't blacklisted? There's so many ways to cause problems with
> this... even if you switch to an extension WHITELIST there'd still be
> problems. Whose to say addons dont use other extensions to store
> settings? Or bash/apache/other services dont read certain files? Is
> .bashrc blocked? What if someone uses their home directory as the server
> root? What if someone doesn't want script kiddies uploading
> special_note_from_valve.readme to their server?
>
> Why not replace this interface with something that doesn't allow
> arbitrary file uploads/downloads with something as laughable as a
> extension blacklist making 'safe'. When someone finds yet another way to
> abuse this (I can think of two separate ways to continue to use this
> exploit for remote code execution) its going to come up again, years
> after the issues with it was first noted...
>
> - Neph
>
>
> On 12/07/2009 06:20 PM, Jason Ruymen wrote:
> > Required updates for Team Fortress 2 and Day of Defeat: Source are now
> available.  Please run hldsupdatetool to receive the updates.  The specific
> changes include:
> >
> > Engine:
> > - Added checks to prevent transferring .smx, .gcf, and .sys files between
> client/server
> > - Fixed upload/download exploits with spaces in the file extension or a
> path separator at the beginning of the requested file (as reported on the
> HLDS mailing lists)
> >
> > Team Fortress 2:
> > - Fixed custom particle systems inside maps causing particles to break in
> successive maps
> > - Fixed a rare vphysics crash
> > - Fixed background highlight for KOTH timers not being aligned properly
> in minmode
> > - Fixed the Heavy's fists being hidden while taunting
> > - Fixed cloaked Spies having the critboost effect on their weapon
> > - Fixed banned clients being able to spamming a server with the "joined"
> chat text
> > - Fixed seeing the wrong class counts if the game swapped teams while the
> class menu was open
> > - Fixed Spies being able to disguise while performing a taunt
> > - Fixed having to press the voice menu key twice if the menu timed out
> and closed itself last time it was open
> > - Fixed the "Confirm Delete" dialog in the Items menu not handling the
> key correctly
> > - Fixed dispenser not healing players at the correct rate if it's
> upgraded while the players are already touching the dispenser
> > - Fixed exec'ing the .cfg file for a class change before the player has
> actually changed class
> >
> > Jason
> >
> >
> > ___
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Re: [hlds_linux] Team Fortress 2 Update Released

2009-10-29 Thread Jeff Sugar
I'm surprised no one has replied yet.

I take it koth_harvest_event is a completely separate map? I don't now if I
should put it on the nominatable/mapcycle list or not

-Jeff

On Thu, Oct 29, 2009 at 6:22 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2 is now available.  Please run
> hldsudpatetool to receive it.  The specific changes include:
>
> Team Fortress 2
> - Added a new community map: Koth_Harvest
> - Added a Halloween edition called Koth_Harvest_Event
>- Contains a variety of Halloween related features: New hats,
> achievements, exploding pumpkins, ghosts, and more!
> - Updated the CTF, Arena, and KOTH versions of Sawmill
>- Fixed Engineer exploit
> - Added check to prevent clients from sending empty or all whitespace names
> to the server
> - Fixed "item_found" announcements coloring the player names if the player
> has :: in their name
> - QuickSwitch improvements
>- Added key input so you can cycle through it using the slot input
> keys
>- Added all loadout slots (not just primary, secondary, and melee)
>- Removed duplicate entries (should only see 1 flaregun, etc.)
>- Fixed a few small layout & empty slot bugs
>
> Community requests:
> - Updated item_teamflag with flags to toggle the trail effects: 0 none, 1
> all, 2 paper only, 3 color only
> - Added a "both" selection to the invalid winners field for
> team_control_point_master and team_control_point_round entities
>
> Jason
>
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Re: [hlds_linux] Sourcemod next map vote. Where is the map list ?

2009-10-04 Thread Jeff Sugar
go to the configs folder inside the sourcemod folder and use maplists.ini


On Sun, Oct 4, 2009 at 4:29 AM, Nightbox wrote:

> Can someone tell me where is the map list for nextmapvote ? Please.
>
> Thanks.
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Re: [hlds_linux] Reload MOTD

2009-09-11 Thread Jeff Sugar
It reloads on mapchange. I don't know other than that.

-Jeff

On Fri, Sep 11, 2009 at 2:54 PM, Oliver Salzburg wrote:

> On a TF2 server, can you reload the MOTD without restarting the server?
>
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