Re: [hlds_linux] Mandatory TF beta updated released

2013-02-27 Thread Joonas Lehtolahti

On Thu, 28 Feb 2013 00:50:12 +0200, AnAkIn  wrote:


How will sv_pure work if it doesn't have the sounds/textures?


It could just have a list of the file names and their checksums. After  
all, sv_pure never actually transferred the full files for checkup, did it?


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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Joonas Lehtolahti
On Mon, 23 Jul 2012 23:49:02 +0300, Bruno Garcia   
wrote:


I'm not a fan of sourcemod. Personally, I do know that it "hooks" with  
the
engine in an awesome way, but it's just sucks on how you handle  
scripting.


I'm using eventscripts to code Python (i <3 python)

Anyways, there SHOULD be a way to disable this, it gets really really
annoying!


If you are using EventScripts, you could just use es_flags to remove the  
NOTIFY flag from the variable, for example


es_flags remove notify mp_freezetime

Whether doing this will have any side effects other than hiding the text  
in chat area, that I will not comment on.


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Re: [hlds_linux] Newest TF2 update breaking bash

2011-10-14 Thread Joonas Lehtolahti
This is nothing new. I have had this kind of situation loads of times if  
the server crashes for some reason. The simple cure is to use command  
'reset' on the bash console so that all the terminal parameters are reset  
to their initial values, fixing whatever srcds changed to take control of  
the stream.


On Fri, 14 Oct 2011 14:47:46 +0300, Harry Strongburg   
wrote:



Does anyone else get this? After I run srcds, when I kill it, I must
also kill my current bash to type into the terminal again. So to speak,
my text goes in just fine, however it doesn't update on my side, so I
can't tell what's being written. It occurs after running srcds_run, and
stopping it whenever. I haven't tried with any other shell, but I would
expect the same thing happens. This is a clean new TF2 install.

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Re: [hlds_linux] Server Loop

2011-07-26 Thread Joonas Lehtolahti
Or set it in autoexec.cfg where you can also execute other "must be +  
prefixed on command line" commands that you don't change around every time.


autoexec.cfg is executed once at the server start, after which the  
commands given in command line prefixed with + are executed (all this  
handled by valve.rc)


server.cfg is executed every time a map is loaded.


On Wed, 27 Jul 2011 07:58:00 +0300, Ross Bemrose   
wrote:


One thing that isn't immediately clear is that sv_pure should always be  
passed on the command line.  Otherwise, it will be 0 for the first map,  
regardless of what you set it to in server.cfg.


Like this: +sv_pure 1

On 7/27/2011 12:34 AM, Jesse Molina wrote:


Some feedback here for Valve:

I went through the learning process of srcds servers/tf2 about nine  
months ago or so.


Because of the large number of tutorials and howtos written by very  
eager novices, I was thoroughly confused on what commands needed to be  
issued as arguments on the command line and which needed to be in the  
server.cfg.  I had to do a lot of troubleshooting and experimentation  
before I figured this out.


Clarification via official documentation as to which commands need to  
go on the command line and which need to go in the server.cfg would be  
good.  Also, which need a - and which need a + would be good too.


FYI, here's the command line used to start one of my testing quickplay  
servers;


./srcds_linux -game tf -ip 0.0.0.0 +clientport 27041 +hostport 27141  
+tv_port 27241 -steamport 26041 +replay_port 27441 -strictportbind  
-pidfile /home/hlds/srcds-servers/server-tf2-PHXONE/server.pid  
-maxplayers 24 +map pl_goldrush


This same command line setup is very similar for hl2dm, css, and  
l4d/l4d2


Notice how some are + and some are -.  There is a good reason for each,  
but there is no pattern or any sense to any of it from a sysadmin  
perspective.




Alfred Reynolds wrote:

Remove the map command from your config file(s)






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Re: [hlds_linux] Prevent Linux-Server to execute plugins from outside

2011-01-21 Thread Joonas Lehtolahti
The point isn't really that plugins can be loaded from elsewhere. No, that  
isn't needed, but the real problem is bigger than that. The srcds process  
has as much access as the user/group it is running as. If a user can  
upload a plugin to be used on that server, that plugin also has all the  
privileges as the host srcds process has. That is, it can go for example  
check the rcon_password variables from config files of other customers'  
installations if they are installed with the same user account. That as a  
simple example. If a customer should not be able to access the files of  
other customer, then their processes must be run with different local user  
accounts.



On Fri, 21 Jan 2011 18:48:18 +0200, Andre Müller  
 wrote:



You all think it's ok, when the server can load plugins from anywhere.
Do you need this? Tell me why.

In example one provider have one user for all gameservers on a host.
Every customer gets chrooted FTP-Access (virtual users) to his own
serverdirectory. So he/she can't access to the other directories. I
know you like it more complex and want for everey gameserver his own
user. Nice, safty first.
Then is the next problem to get the screen for an different user to
his gameserver for debuging. Maybe sourcemod hangs or something else.

When you like hacks, you can execute as root:

chmod 666 `tty`; su -c "screen -r css_27015" customer123

A little nice hack. I know you can use shared screen sessions. You
like more complexity.

Third example: You are using Teklab and your customer have two
gameservers. So the customer can access to his two gameservers, when
they are on the same host. In this situation the customer can load
plugins from his second gameserver. There are many mini hosters who
uses this.

You really want to tell me, that you ever have loaded Plugins from
outside the serverdirectory?
plugin_load "/home/plugins/zBlock/zblock"
I don't have tested it until yet, where the server after this writes
the logfiles for zblock. Maybe in your addons-directory or outside in
/home/plugins/zBlock/zb_logs/?

I think its easier and safer to use for this way symlinks. The safest
way is, to block only loading plugins, which aren't located in servers
directory, but don't break the support for symlinks ;-)

2011/1/21 Marco Padovan :

Agree to this :|

Why can a single user access to another customer dir?
I can understand maybe to /tmp or things like that... but another  
customer

dir?? :/

Il 21/01/2011 09:40, Marcel ha scritto:


If the provider really allows access to other customer directories he
should stop renting servers and do his homework first.
This is really no job for Valve.


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Re: [hlds_linux] Logging in Counter-Strike 1.6

2010-11-14 Thread Joonas Lehtolahti
Make a symbolic link from the game's log directory to the place you want  
the logs to go.



On Sun, 14 Nov 2010 17:56:18 +0200, Никита Булаев [Nikita Bulaev]  
 wrote:



Hello, fiends!

Well, today is the first time I'm trying to start a CS 1.6 server
under linux. And I've got very strage problem.

I need server to log to a directory outside his root. For example
server in /home/client/server/cs16 and I wanna logs to be in
/home/client/logs/cs16.

But wotever I print as "logsdir" cvar - server do not want log to a
dir upper cstrike!!! I mean it can to log to ANY dir under
/home/client/servers/cs16/cstrike, but to noone upper it.

So what I got to do?


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Re: [hlds_linux] Is it possible to identify from an other pc/server if the entered ip:port is a game or a tv server?

2010-11-10 Thread Joonas Lehtolahti

On Wed, 10 Nov 2010 14:26:58 +0200, Ulrich Block  wrote:

Instead i would like to know which programm allows me to query any kind  
of ports with custom written query strings.


Try netcat (or nc for short), should be available in about any Unix-based  
system (not sure if shipped by default or if you need to install it from  
repository on some Linux distros)


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Re: [hlds_linux] status (Eric Riemers)

2010-10-26 Thread Joonas Lehtolahti
Of course the only real solution to all these "command x can be spammed to  
lag or crash the server" problems is to disconnect players if they spam  
ANY command handled on server side (of course movement commands won't be  
included, but they aren't delivered as console commands anyway, are they?)  
and not try to limit specific command that is abused to then limit the  
next command when the idiots start using another one.



On Tue, 26 Oct 2010 20:17:25 +0300, Allan Button   
wrote:


Everyone needs the use of the status command so they can report the  
dirty filthy hacking scum on their servers to the big bad admins who  
will promptly handle every infraction justly.


Allan

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com  
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron

Sent: October-26-10 1:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] status (Eric Riemers)

Sorry to double post, but this just came to mind.

server Cvar to be placed in autoexec.cfg or server.cfg and can not be
adjusted like the fps_max cvar:

   -AllowStatusIPS "123.456.798.912 , 987.654.321.980 , ect.."


On Tue, Oct 26, 2010 at 1:05 PM, clad iron  wrote:


seems this would fix the issue.
Only allow someone with admin (aka, in game), or Rcon (aka, HLSW /
Sourcebans / ect..) to inquire "status"

Basicly with Sourcbans, you are able to give out admin from a web  
interface

like a few others.


On Tue, Oct 26, 2010 at 5:31 AM, Eric Riemers  wrote:



So basicly they should remove this "fix" from normal console and rcon
commands, since those are related towards admins.
@valve: pretty please?

On Tue, 26 Oct 2010 08:43:11 +0300, ics  wrote:
> CSS, TF2 and DODS are using the same engine these days and these  
games

> are affected by the status command thing. Hidden Path Entertainment
> employee (which is working on CS Source) stated at Steampowered  
forums

> that the status command is limited for a reason.
>
> That reason is that it was being able to spam status by anyone and  
thus
> lag server to unplayable state. However the fix is somewhat faulty,  
as

> even command given through server console are filtered. This is the
> reason why status does not always display.
>
> -ics
>
> 26.10.2010 4:22, tom n kirjoitti:
>> Ive seen this in cssource too.
>>
>> On Mon, Oct 25, 2010 at 4:31 PM, Kyle Sanderson
>> wrote:
>>
>>> So the issue is only effecting the OrangeBox engine, then.
>>>
>>> Kyle.
>>>
>>> On Mon, Oct 25, 2010 at 2:13 PM, pat w  wrote:
 I run both Left 4 Dead and Left 4 Dead 2.  I've tried to run TF2
 servers in the past but had no hits, so I quit hosting them.  In  
both

 games I run (tested again today) I don't have any lag when running
the
 status command.

 Pat: What game are you talking about? Eric never specified. I know
this
 happens in my TF2 server too, but I'm not aware if it's an issue  
in

any
 other game, which you could be talking about.
 ---
 Jonah Hirsch
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Re: [hlds_linux] Hidden L4D2 update earlier today

2010-10-16 Thread Joonas Lehtolahti

Yep, I just tried and it updated from 60 to 61 on Linux.

On Sat, 16 Oct 2010 22:47:51 +0300, ics  wrote:

  I updated servers hour later yesterday when L4D2 update came out. Just  
less than hour ago i downloaded l4d2 common version 61. Yesterday, it  
updated to the 60. There indeed was a 2nd update after the official  
announcement.


-ics

16.10.2010 22:35, Ross Bemrose kirjoitti:

 I'm not seeing one today:
"
Checking/Installing 'left 4 dead 2 common' version 61


Checking/Installing 'left 4 dead 2 linux dedicated server' version 46


Checking/Installing 'Left 4 Dead 2 Add-on Support' version 6


HLDS installation up to date
"

Yesterday there was one, just like every Friday.

On 10/16/2010 3:18 PM, ics wrote:

 Just so you know, there was one.

-ics

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Re: [hlds_linux] Left 4 Dead dedicated server always crashes on the sacrifice map change from 1 to 2

2010-10-09 Thread Joonas Lehtolahti
I just tried and the same happened; crash right after trying to exec  
server.cfg when loading the second map of The Sacrifice campaign. Although  
in my case the crash cause was different, but originating from the same  
function in tier0:


*** glibc detected *** ./srcds_i486: double free or corruption (!prev):  
0x093aa308 ***

=== Backtrace: =
/lib32/libc.so.6(+0x6c231)[0xf7618231]
/lib32/libc.so.6(+0x6dab8)[0xf7619ab8]
/lib32/libc.so.6(cfree+0x6d)[0xf761cb9d]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf75648a4]

(might be just different libc version handling free() differently causing  
the crashing point to be different)


Also there were some anomalies in the game itself. When there was supposed  
to be tank fight by releasing the train door, there was only a horde of  
infected, but no tank. When I tried to open the second door, it wouldn't  
let me with message "Exterminate the tank!"... WHAT TANK?
Well, after the horde was eliminated to the last zombie, the game let the  
door to be opened. Another weird thing was that after the pile of bricks  
there were no infected at all. No specials or even common infected; the  
train station was quite empty and so an easy run to the safe room, after  
which we had the server crash.


I also had those few harmless-looking error messages on loading the first  
map, btw. There was also this:


Connection to Steam servers successful.
   VAC secure mode is activated.
NextBot tickrate changed from 0 (0.000ms) to 3 (0.100ms)
Scene '.vcd' missing!
Entity 202 (class 'infected') reported ENTITY_CHANGE_NONE but  
'm_clientLookatTarget' changed.


Waiting for an update to fix this...


On Sat, 09 Oct 2010 15:23:46 +0300, ics  wrote:

  As the topic says, when the sacrifice campaign changes from map 1 to  
map 2, the dedicated server always crashes. With plugins and without any  
plugins. I already mentioned this couple of days ago but nothing has  
happened since. There was an invisible L4D update today but even after  
that the crash occurs. Can you please fix this? Every other campaign is  
fine and servers run ok. Only The Sacrifice causes the crashes. There  
are 3 basic errors which are seen on map 1 load. Perhaps these lead to  
crash while loadint the 2nd map? Left 4 Dead 2 version and servers are  
fine. Only Left 4 Dead 1 is the problem. I get these on server console  
at map 1 load when players connect through the lobby.


*** glibc detected *** ./srcds_i486: free(): invalid next size (fast):  
0x0b93ba60 ***

=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xf7d9b1d4]
/lib/i686/cmov/libc.so.6(cfree+0x96)[0xf7d9d186]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf7ce48a4]


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Re: [hlds_linux] Mattie: Event Scripts for HL2DM

2010-10-04 Thread Joonas Lehtolahti
Yes. The version for CS:S is for the Orange Box engine, so since the last  
update, works on HL2DM too. (I tested)


On Tue, 05 Oct 2010 00:22:46 +0300, Barry Cohen   
wrote:



This here says it's for CS:S. I'm running HL2DM servers.any idea if this
works for it too?

http://forums.eventscripts.com/viewtopic.php?f=90
 &t=39199


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Re: [hlds_linux] Error in Line 341 on Startup

2010-07-15 Thread Joonas Lehtolahti
Yep, your Celeron CPU is missing SSE2 instruction set that the Orange Box  
Linux Dedicated Server uses.


You will be unable to host Linux OB game server on that computer.



On Thu, 15 Jul 2010 18:29:12 +0300, Huber Uli  wrote:



p15136047:~ # grep flags /proc/cpuinfo
flags   : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge  
mca

cmov pat pse36 mmx fxsr sse up
p15136047:~ #

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Joonas
Lehtolahti
Gesendet: Donnerstag, 15. Juli 2010 17:18
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Error in Line 341 on Startup

This could be checked from cpuinfo.

Give this command in shell:

grep flags /proc/cpuinfo

That output lists all the different instructions sets and extensions the  
CPU

supports.



On Thu, 15 Jul 2010 18:10:34 +0300, EVAgames Community
 wrote:


As I remember Intel Celeron (Tualatin) 1200 doesn't have a SSE2? Does
it even handle CS:S 12 players? :|

On Thu, 15 Jul 2010 18:00:52 +0300, Huber Uli  wrote:


Hey,

My CPU is a Intel Celeron 1200MHz on a Linux 2.6.25.20-0.5-pae .

Where can i find the details of the instuctions?

Thanks

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
Joonas Lehtolahti
Gesendet: Mittwoch, 14. Juli 2010 23:12
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Error in Line 341 on Startup

Which CPU does this server have? Illegal instruction typically means
that your CPU does not have all the instruction sets SRCDS uses.


On Wed, 14 Jul 2010 23:45:11 +0300, Huber Uli  wrote:


Hey Everybody,
I get an Error when I startup my server ... a server.cfg is created
(bases on a version before orangebox) I use the following in the
orangbox folder:
./srcds_run -game cstrike +map de_dust -maxplayers 12 -debug

the I get in the console the following ... what´s the reason? my
system is openSuse 11 with actual patch-level Auto detecting CPU
Using default binary: ./srcds_linux Enabling debug mode Server will
auto-restart if there is a crash.
./srcds_run: line 341: 27512 Illegal instruction (core dumped)
$HL_CMD
warning: Can't read pathname for load map: Input/output error.
email debug.log to li...@valvesoftware.com Wed Jul 14 22:29:35 CEST
2010: Server restart in 10 seconds ^CWed Jul 14 22:29:41 CEST 2010:
Server Quit The rights to the folders a set, with root it won´t work
too, there a no symbolic links in the orangebox etc.
Thanks for helping ...
Uli
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Re: [hlds_linux] Error in Line 341 on Startup

2010-07-15 Thread Joonas Lehtolahti

This could be checked from cpuinfo.

Give this command in shell:

grep flags /proc/cpuinfo

That output lists all the different instructions sets and extensions the  
CPU supports.




On Thu, 15 Jul 2010 18:10:34 +0300, EVAgames Community  
 wrote:


As I remember Intel Celeron (Tualatin) 1200 doesn't have a SSE2? Does it  
even handle CS:S 12 players? :|


On Thu, 15 Jul 2010 18:00:52 +0300, Huber Uli  wrote:


Hey,

My CPU is a Intel Celeron 1200MHz on a Linux 2.6.25.20-0.5-pae .

Where can i find the details of the instuctions?

Thanks

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Joonas
Lehtolahti
Gesendet: Mittwoch, 14. Juli 2010 23:12
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Error in Line 341 on Startup

Which CPU does this server have? Illegal instruction typically means  
that

your CPU does not have all the instruction sets SRCDS uses.


On Wed, 14 Jul 2010 23:45:11 +0300, Huber Uli  wrote:


Hey Everybody,
I get an Error when I startup my server ... a server.cfg is created
(bases on a version before orangebox) I use the following in the
orangbox folder:
./srcds_run -game cstrike +map de_dust -maxplayers 12 -debug

the I get in the console the following ... what´s the reason? my
system is openSuse 11 with actual patch-level Auto detecting CPU Using
default binary: ./srcds_linux Enabling debug mode Server will
auto-restart if there is a crash.
./srcds_run: line 341: 27512 Illegal instruction (core dumped)
$HL_CMD
warning: Can't read pathname for load map: Input/output error.
email debug.log to li...@valvesoftware.com Wed Jul 14 22:29:35 CEST
2010: Server restart in 10 seconds ^CWed Jul 14 22:29:41 CEST 2010:
Server Quit The rights to the folders a set, with root it won´t work
too, there a no symbolic links in the orangebox etc.
Thanks for helping ...
Uli
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Re: [hlds_linux] Error in Line 341 on Startup

2010-07-14 Thread Joonas Lehtolahti
Which CPU does this server have? Illegal instruction typically means that  
your CPU does not have all the instruction sets SRCDS uses.



On Wed, 14 Jul 2010 23:45:11 +0300, Huber Uli  wrote:


Hey Everybody,
I get an Error when I startup my server ... a server.cfg is created  
(bases

on a version before orangebox)
I use the following in the orangbox folder:
./srcds_run -game cstrike +map de_dust -maxplayers 12 -debug

the I get in the console the following ... what´s the reason? my system  
is

openSuse 11 with actual patch-level
Auto detecting CPU
Using default binary: ./srcds_linux
Enabling debug mode
Server will auto-restart if there is a crash.
./srcds_run: line 341: 27512 Illegal instruction (core dumped)  
$HL_CMD

warning: Can't read pathname for load map: Input/output error.
email debug.log to li...@valvesoftware.com
Wed Jul 14 22:29:35 CEST 2010: Server restart in 10 seconds
^CWed Jul 14 22:29:41 CEST 2010: Server Quit
The rights to the folders a set, with root it won´t work too, there a no
symbolic links in the orangebox etc.
Thanks for helping ...
Uli
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Re: [hlds_linux] Possible update?

2010-07-10 Thread Joonas Lehtolahti
Those are not command line options per se. They are just normal console  
variables that you can set in any cfg file or the console directly. All  
the command line parameters starting with + are just commands to be  
stuffed into console once the server has started. For example +map  
something causes the command "map something" to be sent to the console to  
load a map after the server starts up.


On Sat, 10 Jul 2010 11:57:36 +0300, E3pO  wrote:


Someone should update
http://developer.valvesoftware.com/wiki/Command_Line_Options then. I
couldn't find those commands anywhere. What other commands are we missing
out on?

On Fri, Jul 9, 2010 at 10:08 PM, 1nsane <1nsane...@gmail.com> wrote:


+mapcyclefile
+motdfile

And it won't overwrite anything.

On Sat, Jul 10, 2010 at 12:56 AM, E3pO  wrote:

> Would it be possible to add a command line option to not download  
maps?

> That
> would save some hardrive space and reduce update times/install times
> expecially on servers that don't use the default maps. I don't see a
reason
> for keeping all the maps if they will never be used. If you delete  
them

> then
> on the next update it will just redownload them.. just an idea. It  
also

> gets
> annoying to have to rewrite overwritten maplists etc.
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Re: [hlds_linux] hlds_run: line 329

2010-06-20 Thread Joonas Lehtolahti
hlds_run is just a shell script starting the actual server binary. On line  
329 it starts the actual server that then segfaults for some reason.

On Sun, 20 Jun 2010 21:32:33 +0300, Marcos Zapata   
wrote:

> Hi, could somebody (from valve would be great) tell me what could be
> happening? I'm running a couple of day of defeat server and every
> single hour one of them crash with this:
>
> ./hlds_run: line 329: 11374 Segmentation fault
>
> line is ALWAYS 329. i know you can't distribute source code but what
> does exactly the portion of code on that line does? i'm running latest
> engine version. kind regards.
>
> Zeta
>
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Re: [hlds_linux] port changes

2010-06-08 Thread Joonas Lehtolahti
One could make a bash script to check the port availability and only start  
the server if it is free. Something like this:


#!/bin/bash

PORT=27015

if [[ $(netstat -nul | grep $PORT) ]]
then
 echo "Port $PORT already in use, not starting SRCDS"
else
 ./srcds_run $*
fi


Now instead of using srcds_run directly, you would call this script. Of  
course you can customize it to your heart's contents as you see fit.


On Tue, 08 Jun 2010 21:40:37 +0300, clad iron  wrote:

> i'm not following 100% but if i do understand right.
> Your wanting to see if a port is already in use ?
>
> 1 easy way if you already have another server installed. you could just
> start it up on the port in question and watch the console output. it will
> tell you if it's already in use, but at that point it WILL pick another  
> port
> and continue to load up.
>
>
> On Mon, Jun 7, 2010 at 7:42 AM, kama  wrote:
>
>>
>> Hi!
>>
>> Is there an option for srcds based games not to change the port number
>> when the port is used on start?
>>
>> I just want it to tell me that the port is allready in use and quit.
>>
>> /Bjorn
>>
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Re: [hlds_linux] spamming hlds admin list --question on older server cpus

2010-05-22 Thread Joonas Lehtolahti
Yes. Pentium 3 does not have all the extended instruction sets that srcds  
uses.

On Sat, 22 May 2010 18:24:17 +0300, tom nikitopoulos  
 wrote:

> I had heard that a illegal instruction error might be caused by valve not
> supporting older processors.. I am getting this errror on some older
> machines-pentium 3 cpus. Is this right?
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Re: [hlds_linux] [L4D2] Server Crashes in Non-Coop Mode (Linux)

2010-05-17 Thread Joonas Lehtolahti
Ah, good find! Naturally I also searched around when I was getting them  
frequently but couldn't find any definitive information such as this back  
then, only some forum topics of people having the same problem but with no  
solution. But this seems to be exactly what the problem is.

On Tue, 18 May 2010 00:24:18 +0300, Arthur Lin   
wrote:

> I would like to thank Joonas for identifying what "Alarm clock" is. I  
> went
> to go search for it on google (srcds SIGALRM) and I found this:
> http://noteand.blog.eonet.jp/weblog/2009/10/l4d2-demo--da30.html
>
> <http://noteand.blog.eonet.jp/weblog/2009/10/l4d2-demo--da30.html>Quote:
> "* The linux dedicated server supports a watchdog timer functionality,
> which is enabled by default. The intent of this timer is to make
> anything which hangs the server, either due to unknown bugs or
> misconfiguration, cause an abort, so that the server may restart or
> be debugged. In the case of a forked server, this will cause a new
> subprocess to start to replace the crashed one. On a non-forked
> server, this can be used in conjunction with an auto-restart script
> in order to increase server availability. If you see your server
> dying with SIGALRM (signal 14), it means that this has triggered
> because of either a server frame taking longer than 5 seconds of
> wall time, or a map load taking too long. If this code causes
> trouble for you, it can be disabled via giving the "-nowatchdog"
> option on the command line."
>
> I put the -nowatchdog switch in srcds_run and switching to something like
> realism, mutation, etc. from the lobby with sv_search_key WORKS now! I  
> think
> reliability might be an issue, so now I have to test out how much I can  
> push
> out of my old linux box.
>
> Thanks a lot for all your help, guys!
>
> On Mon, May 17, 2010 at 3:51 PM, ics  wrote:
>
>> As a matter of fact, i've seen one case like this with the lobby res and
>> then alarm clock right after on one of our 5 L4D2 servers. Then the
>> server crashed. It has not done that never before. Perhaps there was
>> something within the latest mutation update.
>>
>> -ics
>>
>> 17.5.2010 23:43, Arthur Lin kirjoitti:
>> > Alright, so we know that my ip is alright since I'm able to run a  
>> game a
>> > game with three other friends. So maybe SIGALRM means something?
>> >
>> > Summary:
>> > I'm able to run a regular coop game from start to finish with three  
>> other
>> > friends on my server and it runs really well. Any other mode,  
>> including
>> > 4-player realism mode, causes the server to reset. Friends are able to
>> > connect to my public IP perfectly fine, the load up requires the IP  
>> that
>> is
>> > internally provided by my router (those ports have been properly
>> forwarded.
>> >
>> > Crash info in debug mode:
>> > ->  Reservation cookie 1840725eaf53800:  reason  
>> ReplyReservationRequest
>> > Alarm clock
>> > cat: hlds.22250.pid: No such file or directory
>> > email debug.log to li...@valvesoftware.com
>> > Sun May 16 05:21:11 CDT 2010: Server restart in 10 seconds
>> > (debug.log only contains a note that the crash happened with no
>> additional
>> > info)
>> >
>> > OS and Hardware Setup:
>> > Ubuntu Linux 10.04 Desktop
>> > Pentium 4 2.66 ghz
>> > 512 MB RAM
>> >
>> > On Mon, May 17, 2010 at 3:37 PM, Joonas Lehtolahti<
>> > joonas.lehtola...@lehtopuu.fi>  wrote:
>> >
>> >
>> >> Nice to know that someone else also gets Alarm clocks with L4D2  
>> (signal
>> >> SIGALRM). Sometime last year I got these very frequently, then I  
>> haven't
>> >> seen them until last week when the server went down once with SIGALRM
>> >> right after lobby tried connecting.
>> >>
>> >>
>> >> On Mon, 17 May 2010 23:32:41 +0300, Arthur Lin
>> >> wrote:
>> >>
>> >>
>> >>> Alarm clock
>> >>>
>> >>
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Re: [hlds_linux] [L4D2] Server Crashes in Non-Coop Mode (Linux)

2010-05-17 Thread Joonas Lehtolahti
Nice to know that someone else also gets Alarm clocks with L4D2 (signal  
SIGALRM). Sometime last year I got these very frequently, then I haven't  
seen them until last week when the server went down once with SIGALRM  
right after lobby tried connecting.


On Mon, 17 May 2010 23:32:41 +0300, Arthur Lin   
wrote:

> Alarm clock


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Re: [hlds_linux] L4D2 mutation cvar

2010-04-24 Thread Joonas Lehtolahti
It's enough for someone to start a lobby for mutation and then use the  
server for playing it. For the current "Realism Versus", it is enough to  
have the server accept gametype versus so that the mutation can be played  
on it.


On Sat, 24 Apr 2010 12:19:50 +0300,  wrote:

> What is the cvar for mutations in L4D2 dedicated server?
> I want to turn on versus realism, but dont know the cvar
> Thanks!
>
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Re: [hlds_linux] [hlds] HL2 Masters Have Moved - L4D2 broken?

2010-04-14 Thread Joonas Lehtolahti
Interestingly, I still see my own server in "Steam Group servers", but  
that is the only one, I no longer see the other 46 servers that come from  
the official groups. At least the player side of me is happy with that (no  
more unwanted servers there!), but the system side of me is not happy with  
things being broken.

  On Wed, 14 Apr 2010 22:39:22 +0300, Ronny Schedel   
wrote:

>
> Yes, L4D2 servers seems to have a problem, ours are empty aswell.
>
>
>> Hi,
>>
>>
>> Our L4D2 servers are no longer showing in L4D2 under community servers.  
>> I
>> can no longer find them there. Is there anything broken for L4D2, or is
>> our IP flagged again? 85.17.60.96 (got incorrectly banned earlier due to
>> low player count servers - bball2 etc).
>>
>> Cheers,
>>
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Re: [hlds_linux] Offline LAN server

2009-11-26 Thread Joonas Lehtolahti
Aside from -insecure one could also try -nomaster switch and specify  
+sv_lan 1 on the command line too. I am not sure if -nomaster is  
implemented in L4D servers, but at least with earlier source games, that  
could be used to prevent the server from doing updates to the master  
servers.


On Fri, 27 Nov 2009 04:30:14 +0200, Shane Arnold   
wrote:

> In my experience,
>
> ./srcds_run: line 337: 2889 Alarm clock $HL_CMD
>
> Is caused by a routing or other issue when trying to contact master
> servers. Which is silly I know when the whole point is attempting a
> lan-only server. Try adding -insecure to your startup so that it does
> not attempt VAC security. May provide a solution.
>
> axiona wrote:
>> Hi,
>>
>> I've been trying to set up an offline LAN server for left 4 dead,
>> however, I keep running into an issue.
>>
>> console:
>> ~/srcds/l4d/l4d$ ./srcds_run -game left4dead -ip 192.168.1.6 -port 27015
>> +map l4d_farm01_hilltop -nomaster +exec server.cfg -debug
>> Enabling debug mode
>> Server will auto-restart if there is a crash.
>> #
>> #Console initialized.
>> #Game.dll loaded for "L4D - Co-op - Normal"
>> #ConVarRef cl_language doesn't point to an existing ConVar
>> Server is hibernating
>> Queuing heartbeat send to legacy master server.
>> Game supporting (2) split screen players
>> maxplayers set to 18
>> Network: IP 192.168.1.6, mode MP, dedicated Yes, ports 27015 SV / 0 CL
>>  Host_NewGame 
>> Host_NewGame on map l4d_farm01_hilltop
>> ConVarRef room_type doesn't point to an existing ConVar
>> Executing dedicated server config file
>> Commentary: Loading commentary data from
>> maps/l4d_farm01_hilltop_commentary.txt.
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
>> Continuing with current version anyway.
>> Queuing heartbeat send to steam master server updater.
>> ./srcds_run: line 337:  2889 Alarm clock $HL_CMD
>> cat: hlds.2885.pid: No such file or directory
>> email debug.log to li...@valvesoftware.com
>> Fri Nov 27 01:22:34 CET 2009: Server restart in 10 seconds
>>
>> debug.log:
>> --
>> CRASH: Fri Nov 27 01:22:34 CET 2009
>> Start Line: ./srcds_i486 -game left4dead -ip 192.168.1.6 -port 27015
>> +map l4d_farm01_hilltop -nomaster +exec server.cfg -debug
>> End of Source crash report
>> --
>>
>> Whenever the server has an active internet connection, it runs just fine
>> without any issues.
>> When you unplug the internet however, it keeps crashing on ./srcds_run:
>> line 337:   Alarm clock $HL_CMD
>> The goal is to set up a server that *can* work in a LAN environment
>> without an active internet conenction.
>>
>> Any ideas/suggestions are welcome.
>>
>> Thanks in advance.
>>
>>
>> __ Information from ESET NOD32 Antivirus, version of virus  
>> signature database 4640 (20091126) __
>>
>> The message was checked by ESET NOD32 Antivirus.
>>
>> http://www.eset.com
>>
>>
>>
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Re: [hlds_linux] Is there a way to force an rcon port for L4D and L4D2 ?

2009-11-24 Thread Joonas Lehtolahti
How are you specifying the game port for the servers exactly?

On Wed, 25 Nov 2009 01:11:12 +0200, pizzahut  wrote:

> Well for some weird reason both servers insist on using port 27015 for
> rcon/TCP, while using the specified port (e.g. 27017 / 27020) for UDP.  
> If I
> run one of the servers on port 27015 I can use rcon on that one, but the
> other server then won't listen to rcon because no matter what port I
> configure it for, it's trying to get 27015 for TCP/rcon and if it's  
> already
> taken by another srcds, it just gives up, leaving it without rcon access.
>
> 2009/11/24 
>
>> Yes, but if you change the UDP gameport number, it'll also change the  
>> TCP
>> rcon port number
>>
>>
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Re: [hlds_linux] [L4D2] Bug awarding "Confederacy Of Crunches" achievement

2009-11-20 Thread Joonas Lehtolahti
Considering my past experiences of Steam Support, and considering this  
seems like a bug in the game code (either client or server side), I  
severely doubt it will get anywhere through that avenue. I have actually  
reported some bugs previously through that channel and the response has  
been in the lines "we know it's broken but don't care. More power to you  
if you can get it work properly"

But if there is a way to report this kind of issues that way so that they  
actually count, please inform me which categories to check for the  
question.


On Fri, 20 Nov 2009 13:37:56 +0200, Shane Arnold   
wrote:

> What you have posted really belongs on the VALVe Support system.
>
> https://support.steampowered.com/

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[hlds_linux] [L4D2] Bug awarding "Confederacy Of Crunches" achievement

2009-11-20 Thread Joonas Lehtolahti
Yesterday I played on my own Linux L4D2 server with a friend. It was The  
Parish campaign on easy difficulty. During the game two other friends  
joined so we finished the map with all four survivors being human players.  
During the campaign I only used melee weapons and accessories (molotovs,  
pain pills, etc.). When we got to the rescue vehicle, me and my friend  
both got the "Bridge Burner" achievement for completing the campaign. I  
should have also got the "Confederacy of Crunches" achievement for using  
only melee weapons during the campaign. When we got the Bridge Burner  
achievements, I did see in the upper right corner the Steam messages for  
both achievements, but on the chat area we only saw the Bridge Burner  
achievement.

So now when I look at the Achievements list in game, it shows me that I  
have unlocked the "Confederacy of Crunches" achievement, but when I look  
at my Steam Community page, it shows that I have not unlocked it yet. So  
now I guess I need to clear my local achievement data and finish another  
campaign with melee only to get it awarded to me properly. I guess it's  
noteworthy to say that the Steam Community activity report displays we  
getting all the achievements again we got earlier. For example "My  
History" says:

Nov 19
You achieved Left 4 Dead 2: VIOLENCE IN SILENCE, SOB STORY, BEAT THE RUSH,  
GONG SHOW, STACHE WHACKER, CL0WND, FRIED PIPER, LEVEL A CHARGE, ACID  
REFLEX, CRASS MENAGERIE, A RIDE DENIED, HEAD HONCHO, DEAD IN THE WATER,  
DISMEMBERMENT PLAN, BURNING SENSATION, ARMORY OF ONE, CHAIN OF COMMAND,  
SEPTIC TANK, CLUB DEAD, TANK BURGER, PRICE CHOPPER, MIDNIGHT RIDER, RAGIN'  
CAJUN, WEATHERMAN, BRIDGE BURNER.

Nov 18
You achieved Left 4 Dead 2: SOB STORY, HEAD HONCHO, LEVEL A CHARGE.
You achieved Left 4 Dead 2: ARMORY OF ONE, PRICE CHOPPER, ACID REFLEX, A  
RIDE DENIED, BURNING SENSATION, CRASS

Note that the achievements from Nov 18 are listed again in Nov 19! This  
seems to be case with all the friends who played on the same server too  
when I look at my activity report; all their achievements are displayed  
again at Nov 19. Note also that later the same day some of the other  
people did get the "Confederacy Of Crunches" achievement on that server  
without problem.


I am not exactly sure if this is a bug in the Linux srcds server, the  
game, Steam servers, or where, but apparently something went wrong there  
because the game now thinks I have the achievement but the Steam community  
profile says that I have not. Also that the previous achievements are  
displayed as being achieved again is intuitively something that should not  
happen. I hope this is being looked at, and of course some kind of  
explanation would be welcome.

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[hlds_linux] L4D, L4D2: Cannot join dedicated servers with LAN and Public IP

2009-11-09 Thread Joonas Lehtolahti
Hey all,

this problem has been around since the Left 4 Dead update with Crash
Course, or the update that added mm_dedicated_force_servers cvar (not
exactly sure). This is still a problem in Left 4 Dead and seems to also
affect Left 4 Dead 2 Demo.

The situation is that I have a dedicated Left 4 Dead Linux server running
that has two network adapters: one for LAN and other directly connected to
Internet. The 'status' output looks OK:

hostname: Left 4 Dead 2 Demo
version : 1.0.1.2 4017 secure  (unknown)
udp/ip  : 192.168.2.50:27015 [ public 217.24.105.77:27015 ]
os  : Linux Dedicated
map : c5m1_waterfront
players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)

It shows the private and public IP address there. Generally we play it so
that me and one of my friends connect from the local network to the LAN
IP, as I have set in my client configuration:

mm_dedicated_force_servers "192.168.2.50:27015"

The problem is that no one outside this LAN can join the game, not from
Lobby nor by using "Join game" option in friends list. I asked them to
look at their console, and they get information that the PUBLIC IP for the
server is 192.168.2.50 while it should be 217.24.105.77 in this case. So
instead of connecting to the server on the correct IP address, those
clients attempt to connect to the LAN IP which obviously will not work. If
they use the client console to connect with "connect 217.24.105.77", then
they are able to join the game.

I'll reiterate that this worked fine before the Crash Course update on
Left 4 Dead while the client variable used to force the lobby to my server
was ms_force_dedicated_servers. There could be people from LAN and outside
the LAN on the lobby and we would all be on the server together; the
people on LAN connecting through the LAN IP, others through the public IP.
Since then, the game makes everyone try the LAN IP, effectively blocking
half of the people from the server unless they connect manually through
console.

Any news when this will be fixed for both Left 4 Dead and Left 4 Dead 2?

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