Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-17 Thread Ken Bateman
Never mind.  I was missing a +map parameter.

-Ken

-Ken


On Wed, Apr 17, 2013 at 5:17 PM, Ken Bateman  wrote:

> I ran a vanilla install on my linode, no sourcemod or even server.cfg.
> Ran "srcds_run -norestart".  I can't connect to my server.
>
> netstat shows this:
>
> Active Internet connections (only servers)
> Proto Recv-Q Send-Q Local Address   Foreign Address State
> tcp0  0 www.myhost.com:27015*:* LISTEN
> tcp0  0 *:sunrpc*:* LISTEN
> tcp0  0 *:33844 *:* LISTEN
> tcp0  0 *:ssh   *:* LISTEN
> tcp6   0  0 [::]:ssh[::]:*  LISTEN
> udp0  0 *:bootpc*:*
> udp0  0 *:sunrpc*:*
> udp0  0 www.myhost.com:ntp  *:*
> udp0  0 localhost:ntp   *:*
> udp0  0 *:ntp   *:*
> udp0  0 *:782   *:*
> udp0  0 *:27005 *:*
> udp76800  0 *:27015 *:*
> udp0  0 *:27020 *:*
> udp0  0 *:49107 *:*
> udp6   0  0 fe80::fcfd:43ff:fe1:ntp [::]:*
> udp6   0  0 ip6-localhost:ntp   [::]:*
> udp6   0  0 [::]:ntp[::]:*
>
>
> There are no rules in my iptables.  That "Recv-Q' number gets bigger every
> time I try to connect.
>
> -Ken
>
> -Ken
>
>
> On Wed, Apr 17, 2013 at 3:56 PM, Chris Oryschak wrote:
>
>> Under Ubuntu 10.10 when trying to launch TF2 it crashes with:
>>
>> warning: the debug information found in "/lib/ld-2.12.1.so" does not
>> match
>> "/lib/ld-linux.so.2" (CRC mismatch).
>>
>>
>> Anyone else have this problem?
>>
>>
>> On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com 
>> wrote:
>>
>> > So is this migration gonna be difficult? Or automated?
>> >
>> >
>> > Sent from my Verizon Wireless 4G LTE DROID
>> >
>> > Fletcher Dunn  wrote:
>> >
>> > >Make sure you are using anonymous logon.
>> > >
>> > >-Original Message-
>> > >From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
>> Imperium
>> > >Sent: Wednesday, April 17, 2013 12:43 PM
>> > >To: Half-Life dedicated Linux server mailing list
>> > >Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
>> > >
>> > >Hi, when i try to download the files via steampipe it says:
>> > >
>> > >app_update 232250 validate
>> > >ERROR! Failed to install app '232250' (No subscription) exit
>> > >
>> > >Am i doing something wrong?
>> > >Thanks
>> > >
>> > >
>> > >2013/4/17 Dimitrios Zarras 
>> > >
>> > >> I just found out! I have downloaded the server beta and tried to
>> > >> connect and an error message popped up saying that the server is
>> > >> running a newer version of the game.
>> > >>
>> > >> LOL!
>> > >>
>> > >>
>> > >> On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
>> > >> wrote:
>> > >>
>> > >> > The server is indeed available for download if anybody wants to
>> > >> > start the download now.  However, we're still working on getting
>> the
>> > >> > client beta configured, so there isn't a client yet that is
>> > compatible with it.
>> > >>  We'll
>> > >> > let the list know when it's available and you can actually test
>> > things.
>> > >> >
>> > >> > It seems likely that the TF2 switchover planned for next Tuesday
>> > >> > will be delayed.  We want to make sure people have plenty of time
>> to
>> > >> > get setup
>> > >> and
>> > >> > test against the official client.  And the cstrike release found
>> > >> > some
>> > >> bugs
>> > >> > we are working on.
>> > >> >
>> > >> > -Original Message-
>> > >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > >> > hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-17 Thread Ken Bateman
I ran a vanilla install on my linode, no sourcemod or even server.cfg.  Ran
"srcds_run -norestart".  I can't connect to my server.

netstat shows this:

Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address   Foreign Address State
tcp0  0 www.myhost.com:27015*:* LISTEN
tcp0  0 *:sunrpc*:* LISTEN
tcp0  0 *:33844 *:* LISTEN
tcp0  0 *:ssh   *:* LISTEN
tcp6   0  0 [::]:ssh[::]:*  LISTEN
udp0  0 *:bootpc*:*
udp0  0 *:sunrpc*:*
udp0  0 www.myhost.com:ntp  *:*
udp0  0 localhost:ntp   *:*
udp0  0 *:ntp   *:*
udp0  0 *:782   *:*
udp0  0 *:27005 *:*
udp76800  0 *:27015 *:*
udp0  0 *:27020 *:*
udp0  0 *:49107 *:*
udp6   0  0 fe80::fcfd:43ff:fe1:ntp [::]:*
udp6   0  0 ip6-localhost:ntp   [::]:*
udp6   0  0 [::]:ntp[::]:*


There are no rules in my iptables.  That "Recv-Q' number gets bigger every
time I try to connect.

-Ken

-Ken


On Wed, Apr 17, 2013 at 3:56 PM, Chris Oryschak  wrote:

> Under Ubuntu 10.10 when trying to launch TF2 it crashes with:
>
> warning: the debug information found in "/lib/ld-2.12.1.so" does not match
> "/lib/ld-linux.so.2" (CRC mismatch).
>
>
> Anyone else have this problem?
>
>
> On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com 
> wrote:
>
> > So is this migration gonna be difficult? Or automated?
> >
> >
> > Sent from my Verizon Wireless 4G LTE DROID
> >
> > Fletcher Dunn  wrote:
> >
> > >Make sure you are using anonymous logon.
> > >
> > >-Original Message-
> > >From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
> Imperium
> > >Sent: Wednesday, April 17, 2013 12:43 PM
> > >To: Half-Life dedicated Linux server mailing list
> > >Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> > >
> > >Hi, when i try to download the files via steampipe it says:
> > >
> > >app_update 232250 validate
> > >ERROR! Failed to install app '232250' (No subscription) exit
> > >
> > >Am i doing something wrong?
> > >Thanks
> > >
> > >
> > >2013/4/17 Dimitrios Zarras 
> > >
> > >> I just found out! I have downloaded the server beta and tried to
> > >> connect and an error message popped up saying that the server is
> > >> running a newer version of the game.
> > >>
> > >> LOL!
> > >>
> > >>
> > >> On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
> > >> wrote:
> > >>
> > >> > The server is indeed available for download if anybody wants to
> > >> > start the download now.  However, we're still working on getting the
> > >> > client beta configured, so there isn't a client yet that is
> > compatible with it.
> > >>  We'll
> > >> > let the list know when it's available and you can actually test
> > things.
> > >> >
> > >> > It seems likely that the TF2 switchover planned for next Tuesday
> > >> > will be delayed.  We want to make sure people have plenty of time to
> > >> > get setup
> > >> and
> > >> > test against the official client.  And the cstrike release found
> > >> > some
> > >> bugs
> > >> > we are working on.
> > >> >
> > >> > -Original Message-
> > >> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of LouLouBizou
> > >> > Sent: Wednesday, April 17, 2013 10:38 AM
> > >> > To: Half-Life dedicated Linux server mailing list
> > >> > Cc: Half-Life dedicated Win32 server mailing list
> > >> > Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
> > >> >
> > >> > released  ...
> > >> >
> > >> > 2013/4/17 Fletcher Dunn 
> > >> >
> > >> > > Hopefully today.
> > >> > >
> > >> > > 

Re: [hlds_linux] Servers not coming up after a map change?

2013-01-18 Thread Ken Bateman
On Thu, Jan 17, 2013 at 10:16 PM, Essay Tew Phaun  wrote:

> I'm having an issue where our servers are sometimes not accessible after a
> map change. The map changes, the server is still up but it does not respond
> in the server browser nor can you connect to it. It's not at 100% CPU
> either, it's not crashing at all or generating any logs.
>

Sounds to me like you have an ill-behaved sourcemod plugin that is
blocking.

-Ken
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Re: [hlds_linux] Remote connection with rcon

2012-12-31 Thread Ken Bateman
On Tue, Jan 1, 2013 at 1:15 AM, Collin Howard  wrote:

> From the looks of it, server.cfg is not automatically executing when the
> map changes and even when I restart the hlds. Anyone have a clue on whats
> going on? Doing exec server.cfg in console executed the config file and
> rcon started working. Any ideas?
>

Is servercfgfile set to "server.cfg"?  Is it being set to something
different on the command line or in autoexec.cfg?

-Ken
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Re: [hlds_linux] Remote connection with rcon

2012-12-29 Thread Ken Bateman
Are the rcon_address settings distinct for all 3 server instances?

On Fri, Dec 28, 2012 at 11:16 PM, Collin Howard  wrote:

> Hey all,
>
> Having an issue appear out of nowhere on my 1.6 HLDS running on gentoo.
> Havnt touched anything on it from what I can remember and for the last 2
> days I am unable to connect to it with rcon remotely. For example cant
> connect to it using HLSW, keeps saying bad_password and same thing is
> happening with the hlstatsx plugin, its unable to record anything since it
> cannot connect with the rcon password. I have tried changing the rcon
> password too but didnt help. Weird thing is that this is the only HLDS
> instance on the machine thats having this issue, the other 2 instances that
> are running have no issues with remote rcon. So it cant be a firewall. Any
> ideas?
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Re: [hlds_linux] Lone ubered players on a server

2012-07-20 Thread Ken Bateman

On 7/20/2012 12:22 PM, ics wrote:
I have now 2 reported cases where a player has seen a lone ubered 
player on a server. The first report was hazy about lone ubered medic 
(those of you have been around remember the old glitch that was fixed 
ages ago) 


This is legitimately possible if he's getting ubersaw hits.  Ubers can 
be popped without a patient.


but yesterday one of my admins reported that he saw an ubered pyro 
running around 30 seconds alone and killing everyone. I'm still not 
sure if this was just a graphical glitch or was the player really 
ubered. Wondering if the old glitch has returned in some condition and 
if anyone else have seen or heard similiar?

This sounds like a sv_cheats hack.

-Ken


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Re: [hlds_linux] HLDS q3dirtrav-like exploit

2012-07-03 Thread Ken Bateman
Having the password on the command line would indeed be a concern for us if
we didn't have our box to ourselves.

-Ken
On Jul 3, 2012 7:44 PM, "Jesse Molina"  wrote:

>
> Yes, it does.
>
> I pointed this out to the author awhile ago privately.
>
> Just for clarity, to make sure nobody else thinks it's a good idea, IT IS
> NOT A GOOD IDEA.  =)
>
> This is the same reason that programs like sudo and ssh make it very
> difficult for you to pass passwords on the command line.
>
> There are really very few things you can do to mitigate significant
> security issues like this one.  The best advice is to run nothing but game
> servers on the host involved.
>
>
>
> doc wrote:
>
>> Is this an ok practice? I never thought about having my rcon password in
>> my
>> file - I guess it would be more secure if you just start it up with the
>> rcon password in the string? Doesn't it show up when you run top/htop
>> though?
>>
>> On Tue, Jul 3, 2012 at 12:05 PM, Ken Bateman 
>> wrote:
>>
>>  For quite a while we have been careful to specify our tf2 rcon passwords
>>> on
>>> the command line, not a config file, because we suspected the existence
>>> of
>>> an exploit like this.
>>>
>>> It's possible that the vulnerability might be in tcadmin.
>>>
>>> -Ken
>>> On Jul 3, 2012 2:54 PM, "c0m4r"  wrote:
>>>
>>>  There is an exploit in q3 engine named "q3dirtrav", which allows players
>>>> to download any of server files, including server configuration
>>>> (server.cfg).Today I found evidence of possible existence of the same
>>>> exploit in HLDS.As a company we host hundreds of servers. We received
>>>>
>>> many
>>>
>>>> reports from our customers about strange HTTP refresh meta tag in the
>>>> motd.txt of their servers, which leads to "http *//free -leaks
>>>> *com/cstrike*exe".The problem has affected several different servers,
>>>> unrelated to each other, with very different RCON passwords (but most
>>>>
>>> were
>>>
>>>> very strong).Here's what I have found in logfiles:Rcon from
>>>> 178.123.103.201:15518:rcon 1399145428 XXX motd_write
>>>> <META HTTP-EQUIV=Refresh CONTENT="0 URL=http *//free -leaks
>>>> *com/cstrike*exe">This "cstrike.exe" contains some kind of a
>>>> virus.(Note: I've replaced dot with asterisk and spaces)As you can see
>>>>
>>> the
>>>
>>>> attacker knew the RCON password of each server.Then I found
>>>> "server.CFG.ztmp" file in cstrike of each server, which was attacked.For
>>>>
>>> me
>>>
>>>> that means that the attacker was able to download server.cfg exactly the
>>>> same way as maps, models or sounds.
>>>> __**_
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>
>>>>  __**_
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>>> please visit:
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>>>
>>>  __**_
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>> please visit:
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>>
>>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
>
>
>
>
>
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Re: [hlds_linux] HLDS q3dirtrav-like exploit

2012-07-03 Thread Ken Bateman
For quite a while we have been careful to specify our tf2 rcon passwords on
the command line, not a config file, because we suspected the existence of
an exploit like this.

It's possible that the vulnerability might be in tcadmin.

-Ken
On Jul 3, 2012 2:54 PM, "c0m4r"  wrote:

> There is an exploit in q3 engine named "q3dirtrav", which allows players
> to download any of server files, including server configuration
> (server.cfg).Today I found evidence of possible existence of the same
> exploit in HLDS.As a company we host hundreds of servers. We received many
> reports from our customers about strange HTTP refresh meta tag in the
> motd.txt of their servers, which leads to "http *//free -leaks
> *com/cstrike*exe".The problem has affected several different servers,
> unrelated to each other, with very different RCON passwords (but most were
> very strong).Here's what I have found in logfiles:Rcon from
> 178.123.103.201:15518:rcon 1399145428 XXX motd_write
> <META HTTP-EQUIV=Refresh CONTENT="0 URL=http *//free -leaks
> *com/cstrike*exe">This "cstrike.exe" contains some kind of a
> virus.(Note: I've replaced dot with asterisk and spaces)As you can see the
> attacker knew the RCON password of each server.Then I found
> "server.CFG.ztmp" file in cstrike of each server, which was attacked.For me
> that means that the attacker was able to download server.cfg exactly the
> same way as maps, models or sounds.
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> please visit:
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Re: [hlds_linux] The policy of truth is still in effect

2012-02-28 Thread Ken Bateman

On 2/28/2012 12:41 PM, lwf wrote:

 Servers should be running as "vanilla" as possible. In particular,
these server tags (sv_tags) will disqualify a server:
 respawntimes
 norespawntime

I got the player count and respawn times policies confused then.  So the 
server must be fiddling with sv_tags.  That's a paddlin'.


-Ken

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Re: [hlds_linux] The policy of truth is still in effect

2012-02-28 Thread Ken Bateman

On 2/28/2012 10:28 AM, ics wrote:
I've been lately using quickplay search on TF2 to see what kind of 
servers i end up to. Up to this day, i've been at 40-50 servers from 
which 5 area using instant spawn or fast spawn. Maybe it's time to do 
another purge?


-ics
If the servers are truthfully reporting the reduced spawn times in their 
sv_tags then there is no purge-worthy issue.


Valve penalizes the quickplay rankings of servers with altered respawn 
times, but if those penalties are offset by retaining more players for 
longer times then full instant respawn servers will rise above empty 
stock respawn servers..


-Ken

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Re: [hlds_linux] DataTable warning: player: Out-of-range value (359.000000) in SendPropFloat 'm_angEyeAngles[0]', clamping.

2012-02-26 Thread Ken Bateman
On Sun, Feb 26, 2012 at 11:38 AM, Cameron Munroe
wrote:

> From what I can tell on my servers it is a moving part on the map. i.e
> turbine, moving walkways, etc. the "Clamping" is it trying to grab a player
> object to launch them, kill them, etc.
>

In this context, clamping is something you do to ensure a numerical
parameter says in a certain range.  For instance, you might want an angle
to stay in the range -180 to +180 degrees, so anytime the parameter is
outside of that range you clamp it to -180 or +180 (or use fmod or
whatever).
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Re: [hlds_linux] SourceTV resource usage

2012-02-07 Thread Ken Bateman

On 2/6/2012 5:15 AM, Peter Reinhold wrote:

How much does it "cost" to run sourcetv on a server?


On my cheap linode (virtual linux host), I found that sourcetv (for 
automatic demo recording) and replays caused lag due to limited disk I/O 
bandwidth.  Otherwise a tf2 server just has its normal amount of network 
activity, lots of disk reads at map startup, and trickles of disk writes 
to logs.


-Ken

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Re: [hlds_linux] TF2 Server VM performance

2011-11-15 Thread Ken Bateman

On 11/13/2011 12:01 PM, Phillip Burk wrote:

Last night we tested the server with five players and experienced tons of lag, 
rubber banding effects,  and finally the server just froze.

SourceTV and replays can cause I/O-related delays.  You might try 
disabling them.


-Ken

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Re: [hlds_linux] Fake servers with our name...

2010-07-28 Thread Ken
Valve controls the master sever list. They don't like fake server either. Let 
them know and see what happens. It can't hurt. 

On 28/07/2010, at 11:20 PM, "EVAgames Community"  wrote:

> Lawyers will do nothing. Valve isn't hosting those fake servers.
> Someone is, so track down IP, and call ISP that IP belongs to.
> And if someone is faking Valve's master server list, it isn't Valve fault.
> Every communication is possible to interrupt and master server communication 
> is not an exception.
> 
> It would be insane to sue Apache foundation, because i would call my vhost 
> for example microsoft.lt
> Think with your heads, people!..
> 
> 
> On Wed, 28 Jul 2010 12:07:15 +0300, Ken  wrote:
> 
>> I wouldn't bother with the lawyers, just trademark it and then just ask 
>> valve. If they don't do anything, then get the lawyers.
>> 
>> Always make sure that you have your trademarks in order, or else someone can 
>> just come along and trademark it "for you" and basically take over your 
>> community name. AG had to become a company, so you might have to look into 
>> becoming an llc or something. It's not cheap, but so worth it. Then again, 
>> they were in canada, so check local laws.
>> 
>> Anyway, back to the servers...
>> 
>> On 28/07/2010, at 7:57 PM, Gene H  wrote:
>> 
>>> geezdo I have to hold your hand to the "big boy's room"?
>>> 
>>> I gave you a potential solutionget your community name
>>> trademark.hire a lawyer to send Valve a notice of trademark infringement
>>> (caused by fake servers claiming your trademark)...then perhaps sue if Valve
>>> does nothing.
>>> 
>>> Case closed.
>>> Sure, it may be expensive.but it's either the threat of a lawsuit or you
>>> give Valve a boatload of money to fix it; carrot or the stick (preferably, a
>>> stick with thorns on it)
>>> 
>>> 
>>> G.
>>> 
>>> On Wed, Jul 28, 2010 at 12:46 AM, Christopher Szabo 
>>> wrote:
>>> 
>>>> 
>>>> Why shouldn't VALVE fix it?
>>>> 
>>>> Its fake, the server isn't really there and the players isn't there. The
>>>> servers is there only for advertise in serverbrowser.
>>>> 
>>>> Its not about the names, its about the serverlist getting BIG and messy.
>>>> Its harder to find good REAL servers that works.
>>>> 
>>>> _
>>>> Messenger i mobilen på 5 sekunder!
>>>> http://new.windowslivemobile.msn.com/se-SE/Default.aspx
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Re: [hlds_linux] Fake servers with our name...

2010-07-28 Thread Ken
I wouldn't bother with the lawyers, just trademark it and then just ask valve. 
If they don't do anything, then get the lawyers. 

Always make sure that you have your trademarks in order, or else someone can 
just come along and trademark it "for you" and basically take over your 
community name. AG had to become a company, so you might have to look into 
becoming an llc or something. It's not cheap, but so worth it. Then again, they 
were in canada, so check local laws.   

Anyway, back to the servers...

On 28/07/2010, at 7:57 PM, Gene H  wrote:

> geezdo I have to hold your hand to the "big boy's room"?
> 
> I gave you a potential solutionget your community name
> trademark.hire a lawyer to send Valve a notice of trademark infringement
> (caused by fake servers claiming your trademark)...then perhaps sue if Valve
> does nothing.
> 
> Case closed.
> Sure, it may be expensive.but it's either the threat of a lawsuit or you
> give Valve a boatload of money to fix it; carrot or the stick (preferably, a
> stick with thorns on it)
> 
> 
> G.
> 
> On Wed, Jul 28, 2010 at 12:46 AM, Christopher Szabo wrote:
> 
>> 
>> Why shouldn't VALVE fix it?
>> 
>> Its fake, the server isn't really there and the players isn't there. The
>> servers is there only for advertise in serverbrowser.
>> 
>> Its not about the names, its about the serverlist getting BIG and messy.
>> Its harder to find good REAL servers that works.
>> 
>> _
>> Messenger i mobilen på 5 sekunder!
>> http://new.windowslivemobile.msn.com/se-SE/Default.aspx
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Re: [hlds_linux] Alien Swarm is now available

2010-07-20 Thread Ken
Silly Katrina. 
...

Well, you asked.

I do believe that you can access the source from the sdk.

On 20/07/2010, at 10:48 PM, Katrina Payne  wrote:

> Call me silly--but I was under the distinct impression that Source Code and a 
> handy dandy Software Development Kit (SDK) were NOT one and the same thing.
> 
> I mean--call me even sillier, but I find it hard to think on how I would use 
> a 
> SDK if there are no binaries to link against. And well--since no Linux 
> version 
> is available, and I did not think Wine currently allowed linking Linux 
> programs against Windows Binaries... I am going to say that the SDK cannot be 
> linked against on Linux.
> 
> Call me silly.
> 
> Now--if you meant, "the community can see what the Alien Swarm SDK is suppose 
> to do, and make a work a like", then I would be in complete agreement that 
> the 
> community could do that.
> 
> Not certain they'd really WANT to do that.
> 
> But they could do that.
> 
> ~Katrina
> 
> On Tuesday, July 20, 2010 12:17:30 am Andrew Armstrong wrote:
>> I see an Alien Swarm - SDK under Tools in Steam.
>> 
>> Cheers
>> - Andrew
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben Mendis
>> Sent: Tuesday, 20 July 2010 3:51 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Alien Swarm is now available
>> 
>> I keep reading that but I have yet to see the source code posted anywhere.
>> If you would be so kind as to point it out to me I would gladly get started
>> on it.
>> On Tue, Jul 20, 2010 at 1:10 AM, ics  wrote:
>>> Either Alfred is too busy to do it or they have no plans to release ded
>>> server for Linux for this game themselves. Perhaps for this reason, the
>>> sourcecode was released along the game. They want to see how much
>> community
>>> people can do.
>>> -ics
>>> 20.7.2010 8:00, Richard GrosJean kirjoitti:
>>> Pretty please. :'-(
 On Tue, Jul 20, 2010 at 3:15 AM, Ben Mendis
 wrote:
> On Mon, Jul 19, 2010 at 6:20 PM, Milton Ngan> wrote:
>> Sorry if I wasn't clear. Alien Swarm is not currently supported on
>> Linux.
> I think I speak for a lot of admins when I say that this is a little
> disappointing. I hope Linux support is added soon.
> 
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Re: [hlds_linux] Rate low

2010-07-02 Thread Ken
That's the breaks. Time for a hardware upgrade :( 

Sent from my iPad

On 3/07/2010, at 12:06 PM, 1nsane <1nsane...@gmail.com> wrote:

> Thats the way the new update is unfortunately :(.
> 
> I have the Xeon X3460 and even with turbo boost running the core at 3.0 ghz+
> CS:S starts to drop fps and tick severely after 44 or so players.
> 
> On Fri, Jul 2, 2010 at 7:18 PM, Juliano  wrote:
> 
>> Hello, I have the following configuration on the server:
>> processor   : 7
>> vendor_id   : GenuineIntel
>> cpu family  : 6
>> model   : 23
>> model name  : Intel(R) Xeon(R) CPU   E5440  @ 2.83GHz
>> stepping: 6
>> cpu MHz : 2826.280
>> cache size  : 6144 KB
>> 
>> Cpu0  : 52.5%us,  2.3%sy,  0.0%ni, 44.2%id,  0.0%wa,  0.0%hi,  1.0%si,
>> 0.0%st
>> Cpu1  : 90.7%us,  1.3%sy,  0.0%ni,  7.3%id,  0.0%wa,  0.0%hi,  0.7%si,
>> 0.0%st
>> Cpu2  : 55.1%us,  2.3%sy,  0.0%ni, 41.9%id,  0.0%wa,  0.0%hi,  0.7%si,
>> 0.0%st
>> Cpu3  : 50.3%us,  2.6%sy,  0.0%ni, 46.4%id,  0.0%wa,  0.0%hi,  0.7%si,
>> 0.0%st
>> Cpu4  : 55.5%us,  2.3%sy,  0.0%ni, 41.2%id,  0.0%wa,  0.0%hi,  1.0%si,
>> 0.0%st
>> Cpu5  : 20.9%us,  0.7%sy,  0.0%ni, 78.4%id,  0.0%wa,  0.0%hi,  0.0%si,
>> 0.0%st
>> Cpu6  : 53.0%us,  2.0%sy,  0.0%ni, 44.0%id,  0.0%wa,  0.0%hi,  1.0%si,
>> 0.0%st
>> Cpu7  : 56.0%us,  1.3%sy,  0.0%ni, 33.7%id,  0.0%wa,  0.7%hi,  8.3%si,
>> 0.0%st
>> 
>> MemTotal:  8306700 kB
>> MemFree:286052 kB
>> Buffers: 16432 kB
>> Cached:1222736 kB
>> SwapCached:  0 kB
>> Active:7398688 kB
>> Inactive:   493944 kB
>> HighTotal: 7466304 kB
>> HighFree: 9460 kB
>> LowTotal:   840396 kB
>> LowFree:276592 kB
>> SwapTotal: 2031608 kB
>> SwapFree:  2031544 kB
>> Dirty: 544 kB
>> Writeback:   0 kB
>> AnonPages: 6652956 kB
>> Mapped: 305364 kB
>> Slab:90072 kB
>> PageTables:  27408 kB
>> NFS_Unstable:0 kB
>> Bounce:  0 kB
>> CommitLimit:   6184956 kB
>> Committed_AS:  9929512 kB
>> VmallocTotal:   116728 kB
>> VmallocUsed:  4040 kB
>> VmallocChunk:   112508 kB
>> HugePages_Total: 0
>> HugePages_Free:  0
>> HugePages_Rsvd:  0
>> Hugepagesize: 2048 kB
>> 
>> link(internet): 100mbps
>> 
>> Centos 5.4-final
>> Kernel 2.6.18-164.10.1.el5
>> GNU C Library stable release version 2.5
>> 
>> The server is fully with lag, rate 15 ~ 20
>> The server has 52 slots
>> Map: de_dust2
>> *Counter Strike Source
>> 
>> Does anyone know what might be happening?
>> 
>> 
>> Att.
>> Juliano
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Re: [hlds_linux] More than 32 slots with the new TF2 update?

2010-07-02 Thread Ken
Oh god, please don't valve. 32 2fort is already painful enough. Dustbowl would 
give me the shivers as well. 

Plus, yes, there would be performance issues on both servers and clients.   

Sent from my iPad

On 2/07/2010, at 6:57 PM, Shane Arnold  wrote:

> I thought the hardlimit on slots was in place due to Orangebox Engine 
> performance/limitations? Do existing extra-slot plugins not allow 64 
> players?
> 
> On 2/07/2010 1:54 PM, Harry Strongburg wrote:
>> Now that the new TF2 update warns about servers with more than 24 slots as 
>> being "possibly unbalanced"..
>> 
>> Can we get 64+ slot servers without needing to use any extra mods or 
>> plugins? People will know it will be unbalanced, but if people want to have 
>> that many slots, I don't see why they should be denied that.
>> 
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-02 Thread Ken Anderson
This is a discussion that has been done before and is not really an appropriate 
convo for a technical mailing list. People will never agree on this point. 

Thanks,
Ken Anderson

On 2/07/2010, at 8:05 PM, John Struse  wrote:

> If you don't want people cursing or whatever on your server, that's
> your choice; You can ban whoever you want and it really won't affect
> anything; There are hundreds of TF2 servers out there and playing have
> tons of other choices. As an aside, I grew up playing Quake when I was
> 7 and there was all sorts of cursing and abusive stuff on there and
> I'd say I turned out fine.
> 
> Clearly Valve is moving towards all games using the Steam profile name
> and they want you to change that if you'd like to change any game
> names. I'd say the percentage of people this will negatively affect is
> quite minimal and overall it makes it easier for players to have 1
> name to manage.
> 
> Either way, a discussion of morals isn't really conducive to this
> topic nor really to the mailing list either.
> 
> On Fri, Jul 2, 2010 at 3:45 AM, D3vilfish - Simiancage.org
>  wrote:
>> When you have a child of your own that wants to play online your understand
>> why Parents black list servers.
>> Im all for freedom of speech but abusive and racist players are not needed
>> or wanted.
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Allan Button
>> Sent: 02 July 2010 08:07
>> To: Half-Life dedicated Linux server mailing list
>> Cc: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2 Update Available
>> 
>> Do you let women vote on your servers?
>> 
>> How about if somebody specs below the belt line.
>> 
>> Im glad we allow freedom of speach on our servers. Send me your ban
>> list so I can invite them all personally to play on a server that
>> defends the rights of freedom of speach.
>> 
>> Sent from my mobile.
>> 
>> On Jul 2, 2010, at 2:50 AM, "D3vilfish - Simiancage.org"
>> >  > wrote:
>> 
>>> Engine
>>> 
>>> - Removed an exploit that allowed people to change their names to
>>> something
>>> other than their Steam profile name.
>>> 
>>> Does this now mean that Server Admins will not be able to change
>>> players
>>> names that are abusive or racist?
>>> We have noticed since CSS went O/B that all rename plugins are
>>> broken and I
>>> presume TF2 aswell now.
>>> Simiancage run family friendly servers, we have a no swearing policy
>>> and
>>> abuse that includes dodgy names is not tolerated.
>>> I can see our ban list growing at a alarming rate.
>>> 
>>> 
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Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-02 Thread Ken Anderson
I can see where you're coming from, but do you really want people who would be 
inclined to use offensive names on the server at all?

Thanks,
Ken Anderson

On 2/07/2010, at 6:50 PM, "D3vilfish - Simiancage.org" 
 wrote:

> Engine
> 
> - Removed an exploit that allowed people to change their names to something
> other than their Steam profile name.
> 
> Does this now mean that Server Admins will not be able to change players
> names that are abusive or racist?
> We have noticed since CSS went O/B that all rename plugins are broken and I
> presume TF2 aswell now.
> Simiancage run family friendly servers, we have a no swearing policy and
> abuse that includes dodgy names is not tolerated.
> I can see our ban list growing at a alarming rate.
> 
> 
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Re: [hlds_linux] CPU Usage increase with OB

2010-06-27 Thread Ken Anderson
I'm quite sure it's just endemic of the new engine. I'm sure valve is listening 
and all that jazz, but this is for all intents and purposes this is the TF2 
engine that has run that game for a few years. I think you guys are going to 
just dedicate some more rack space, unfortunately. 

Thanks,
Googleplex

On 27/06/2010, at 11:09 PM, Gary Stanley  wrote:

> At 07:03 AM 6/27/2010, AnAkIn . wrote:
>> You are not using that tickrate 100 plugin, are you?
> 
> 
> No. Why would I do that? That's like trying to get 40mpg out of a 600hp 
> engine.
> 
> 
> 
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-10-15 Thread ken
I get the "EmitSound: pitch out of bounds = X" it seems like after getting a
kill sometimes, and it'll be a series of about 100 of them all in a row with
X increasing by 1 each time. It'll literally scroll a full screen in my
console before anything else writes to the log. I haven't paid close enough
attention to determine if its the same range of #'s each time, or which
circumstances exactly trip it.

On Thu, Oct 15, 2009 at 5:50 PM, DontWannaName! wrote:

> and
>
> EmitSound: pitch out of bounds = 284 (or any random #)
>
> Both have been happening for a long time and I dont know how they affect
> the
> game.
>
> On Thu, Oct 15, 2009 at 3:21 PM, DontWannaName!  >wrote:
>
> > I am still getting this spammed in my client console:
> >
> >
> > Model '(null)' doesn't have attachment 'trail' to attach particle system
> > 'rockettrail' to.
> >
> >
> > On Thu, Oct 15, 2009 at 1:25 PM, ics  wrote:
> >
> >> Doesn't fix custom particle issue and i think it does not fix the hud
> >> error either. For the rest, it works if record demo and stop fails.
> >>
> >> -ics
> >>
> >> Donnie Newlove kirjoitti:
> >> > There's a workaround for most HUD problems as well, try the
> >> > hud_reloadscheme command.
> >> >
> >> > On Thu, Oct 15, 2009 at 1:02 AM, ics  wrote:
> >> >
> >> >> Yes, old error. You can fix it by starting a demo record and then
> >> >> stopping it. Another old thing still happening is red having blu hud
> >> and
> >> >> vice versa but the most annoying thing is maps that use custom
> particle
> >> >> effects. After map changes, all fire and smoke turn into squares and
> >> >> there is no other way to fix it than for players to restart the game.
> >> >> There are some pretty nice looking maps that use custom stuff so
> either
> >> >> Valve could comment or should the map creators do something different
> >> so
> >> >> this bug would not occur?
> >> >>
> >> >> -ics
> >> >>
> >> >> Ronny Schedel kirjoitti:
> >> >>
> >> >>> This is an old error. Could be packet loss (the game does not get
> the
> >> signal
> >> >>> to stop the effects).
> >> >>>
> >> >>>
> >> >>>
> >>  Just now I was playing KOTH and the after round crit effects (the
> >>  sparkling) got stuck on all through the next round. I have
> confirmed
> >>  with a friend that this is happening to him on KOTH maps too.
> >> 
> >>  Maybe this is related to Valve fiddling with the crit code?
> >> 
> >>  -TheGeekLord
> >> 
> >>  Donnie Newlove wrote:
> >> 
> >> 
> >> > On Wed, Oct 14, 2009 at 10:58 PM, Jason Ruymen <
> >> jas...@valvesoftware.com>
> >> > wrote:
> >> >
> >> >
> >> >
> >> >> - Fixed a prediction error resulting in mis-predictions of crits
> >> >>
> >> >>
> >> >>
> >> > Really now, false crits are finally fixed? Wow.
> >> >
> >> > Playing as heavy usually get you more than twice as many false
> crit
> >> > streams as real ones, have anyone played for a while and can
> confirm
> >> > that they have not gotten any false crits?
> >> >
> >> > ___
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> >> > please visit:
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> >> >
> >> >
> >> >
> >> >
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> >> 
> >> 
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Re: [hlds_linux] Is it possible to share HLDS and SRCDS ban lists?

2009-10-09 Thread ken
Sorry for trolling your post but, if you re-read his email he's not looking
to share ban lists with outside admins -- simply among his own servers.

Sorry, Crazy Canucks, I'm not sure if this is possible. However, you might
check into SteamBans.com, I believe that they're cross-game and undergo a
rigorous banning process (such that innocents are rarely banned). I believe
they also have plugins and/or mods to facilitate the use of their ban lists.

HTH.

On Fri, Oct 9, 2009 at 3:43 PM, Daniel Nilsson wrote:

> Sorry for trolling your post but, have no experience of this. But seems
> to be an bad idea. Why should we trust each other, there are so many bad
> admins on many servers. I have been banned numeros of times for
> cheating. Hearing impossible!, cheater! and shit like that and then ban...
>
> Crazy Canucks skrev:
> > I host a number of different mods, from Day of Defeat, to Age of
> > Chivalry and a number in between.  I'm wondering if it is possible to
> > share ban lists between all the servers?
> >
> > I've looked at the files and the only difference I notice is that HLDS
> > has a "0.0" in the middle while SRCDS has a "0".  I noticed when I
> > banned myself in HLDS it changed all the "0"'s to "0.0" but there didn't
> > seem to be any other effect.
> >
> > Anyone else have experience with this?
> >
> > Drek
> >
> > ___
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> >
> >
> >
> > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4494 (20091009) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >
>
>
>
> __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4494 (20091009) __
>
> The message was checked by ESET NOD32 Antivirus.
>
> http://www.eset.com
>
>
>
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Re: [hlds_linux] looping Seg faults after 3-12-07 update

2007-03-12 Thread Ken
--
[ Picked text/plain from multipart/alternative ]
Yep same thing.
  P4 3.0 FC 4 just looping and segging away.






-
Finding fabulous fares is fun.
Let Yahoo! FareChase search your favorite travel sites to find flight and hotel 
bargains.
--

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RE: [hlds_linux] Counter-Strike: Source update

2005-01-17 Thread Ken Desroches
Same here

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de hondaman
Envoyé : 17 janvier, 2005 19:37
À : hlds_linux@list.valvesoftware.com
Objet : Re: [hlds_linux] Counter-Strike: Source update

Having trouble updating.  Its been stuck on:

Updating 'Counter-Strike Source Shared Content' from version 21 to
version 22

for 15 minutes now.

Alfred Reynolds wrote:

>We have released an update to Counter-Strike: Source. This is a required
>update, you need to run the hldsupdatetool to get it.
>
>Changes include:
>- Added bots to Counter-Strike: Source
>- Added new bomb defusal map de_tides
>- Updated version of de_dust2 to allow 40 players
>- Fixed bug where players would get twice the normal money at the start
>of a round
>- Added "motdfile" cvar, which sets the filename for the message of the
>day on the server
>- Fixed a bug that would allow a player to throw two flashbangs at once
>
>This update also fixes a problem for win32 HLTV users (demo recording
>failing).
>
>More details can be found here:
>http://www.steampowered.com/index.php?area=news&id=389
>
>- Alfred
>
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RE: [hlds_linux] Recurring crash in Source

2005-01-15 Thread Ken Desroches
Is this the same problem as me? The whole machine is crashing ?

Ken

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de The Fool
Envoyé : 15 janvier, 2005 14:51
À : hlds_linux@list.valvesoftware.com
Objet : Re: [hlds_linux] Recurring crash in Source

Do you use "libstdc++-3.4.2-6.fc3"? If yes, install in place the
"libstdc++-3.3.3-7".

If not, the issue is something similar (using outdated and/or fedora3
libraries). Sry, but i can't give more details, i'm not using fedora. Just
look around on your system ;)

If your issue's source is something else, i'm sorry to say, but i can't help
you. Fedora2 should be proper for CS:S.


> We have the exact same problems running fedora core2 so its not just
> debian users
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of The Fool
> Sent: Friday, January 14, 2005 4:33 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Recurring crash in Source
>
>> Running on Linux 2.6.9 (Debian), every so often my Source server seems
> to
>> crash.  With -debug on the command line, I get this in debug.log:
>>
>> --
>> CRASH: Fri Jan 14 20:56:38 GMT 2005
>> Start Line: ./srcds_i686 -game cstrike +maxplayers 64 +map de_dust
> -debug
>> Core was generated by `./srcds_i686 -game cstrike +maxplayers 64 +map
>> de_dust -debug'.
>> Program terminated with signal 11, Segmentation fault.
>> #0  0xb7a382f5 in ?? ()
>> #0  0xb7a382f5 in ?? ()
>> End of Source crash report
>> --
>
> I saw dozens of bugs like that, and -i'm sorry to say- all of them
> occurs on
> Debian distribution... :O
> If you want to be good with yourself, replace it with suse or red hat...
> Even most of the admin mods are hangs up and hangs game server as well
> on
> Debian. Don't ask me why, i'm not a linux guru...
>
>
>
>> I also have six occurrences of this over the last week (server runs
>> 24hrs),
>> loosely illustrated here:
>>
>> -rw-r--r--1 cstrike  17815 Jan 14 20:56 debug.log
>>
>> Does anyone else have this behaviour?  This is on build 2251.
>
> No. I'm getting this several times:
> /var/gs/scripts/srcdsctl_27065.sh: ./: permission denied
>
> Once, it was true, and server wasn't able to start. Rights have to be
> set
> back, and the server starts up... another mistery... i don't know the
> reason. My advice is to don't care with it, if server starts up and acts
> normally (it isn't, i know...:/ ).
>
> If i want to be evil i say, because of the 'new' owner of Steam/Valve
> (MS
> past...) "they" prefer Windows servers, and it is planed to leave lin.
> based
> ones buggy.
> If i want to be a good mood, i say they are not so good in linux servers
> as
> in windows.
> I'd like to be kind, so i say replace Debian...
>
>
>> Also, is there a list on the Internet somewhere that shows all the
> current
>> reported bugs in Source, Counter-Strike, and so forth?  I have to
> confess
>> that I don't read forums.
>
> I tried to find one for a lot of time. Now, i have to say there's no
> list of
> that kind. Not at all.
>
>
>> Cheers,
>> --
>> Bart King -- http://www.bart666.com
>> +44 781 219 5654 -- PGP: 0xC9C3EB8B
>
> Have a good weekend,
> The Fool
>
>
> ___
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>
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RE: Re: [hlds_linux] Remote Control servers

2004-10-05 Thread Ken Stone
--
[ Picked text/plain from multipart/alternative ]


If you don't restart the server or have mapchangecfgfile set as yoru server.cfg then 
fi your adding this after you start the server it is not getting read to know you set 
a rcon pass even on map changes.

Just a thought.



Jacen Andrews <[EMAIL PROTECTED]> wrote:
You just told me exactly what the documentation says. I said that I read the manual. 
and I'm saying I cannot rcon. I'm assuming I'm supposed to designate admins, but even 
if not. lets say my password is banana. In server.cfg I set rcon_password "banana", 
then i'm playing and someone will be lie, "hey lets put some bots in here till real 
people log in, I say ok and I type, "rcon_password "banana"" in the console, then 
"rcon bot_add_ct" ...and you know what? it doesn't work, it states i don't have rcon 
control. Why is this? if i'm following the manual properly, then it should work fine.


In your server.cfg you set a rcon password with 'rcon_password
"urpassword"'

Then connect to your server, type in the console: rcon_password
"urpassword"

Then you can use with rcon every command which is directly
avaible from the
server console.

greetings ruwen


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RE: [hlds_linux] CPU usage

2004-01-22 Thread Ken Stone
--
[ Picked text/plain from multipart/alternative ]
If you can get a good 32 players rolling on a 1.4 PII...

Alfred Reynolds <[EMAIL PROTECTED]> wrote:
It is a default config (the only tweak being the name and sv_region). It
is also NOT running any plugins. I am using the current setup to get a
good baseline of performance for this particular hardware combo.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Mike Kercher
> Sent: Thursday, January 22, 2004 7:06 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] CPU usage
>
> I'd be curious to know what your server.cfg looks like as far
> as maxrate and
> minrate, et al
> I've posted your server to my mailing lists.
>
> Mike
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Alfred Reynolds
> > Sent: Thursday, January 22, 2004 8:28 PM
> > To: [EMAIL PROTECTED]
> > Subject: [hlds_linux] CPU usage
> >
> >
> > I have setup a test server on 207.173.176.204 (named "Valve
> > Linux Playtest server") to try to instrument CPU usage. Once
> > I have a day or two of data I will deploy some optimizations
> > to see what their effects are.
> >
> > To be useful I need this server to have players on it, so
> > please send people to it :) This is a steam server.
> >
> > - Alfred
> >
> > ___
> > 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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Rock of Rock's Hideout

For help or support please visit the suport forums:
http://www.rocks-hideout.com
also support can be found on AOL instant messanger at:
FHMDeathSquad
RocksHideout











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Yahoo! SiteBuilder - Free web site building tool. Try it!
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RE: [hlds_linux] ./steam -update and +autoupdate and multiple ser vers

2003-09-22 Thread Stone, Ken
I am though and it seems to be workign fine.

-Original Message-
From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED]
Sent: Monday, September 22, 2003 10:56 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


The only drawback is you cant use the -autoupdate command if you created
an account under a certain username and then launch hlds under a
different account.

Britt




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stone, Ken
Sent: Monday, September 22, 2003 7:09 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


I must be doing something wrong but I don't see the drawback yet.

I running about 12 servers with 4 games each, every update is done under
one
account and each hlds process is started under a diffrent linux user
login.
So one steam account and 48 diffrent users running it.  Everything seems
to
work and update fine.

What am I missing?

-Original Message-
From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED]
Sent: Monday, September 22, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


Sorry - when I refer to running each hlds process under the same acct
ame  - I mean the linux account you're logged in as...

goof!


- Original Message -
From: "Britt Priddy (PZGN)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, September 21, 2003 10:52 PM
Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


> Just make sure you run these under the same user account name -
otherwise
> you'll need to create a new account if you are running each hlds
process
> under a different username...   It places a hidden folder in the root
of
> that username called:  .steam  where ClientRegistry.blob resides with
your
> settings
> If you run 3 servers on one machine - you only need to create one
account
if
> you use the same account to run hlds
>
> ie - ./steam -create emailaddress password "question" "hint"  <- use
the
> quotes
> then: ./steam -update mod /username/hlds_l emailaddress password Y
(the
Y
> tells it to remember your credentials.
>
> so in the future  - as long as your logged into your box with the same
user
> name you can type:
> ./steam -update mod  and the -autoupdate will also know the
username/pass
>
> Doesn't matter the IP/MAC, etc.
>
> make sense?
>
> Britt
>
> - Original Message -
> From: "Argus" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, September 21, 2003 5:19 PM
> Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
> servers
>
>
> > ok, to take this a step further.
> >
> > On one machine, we could have 5 servers, but the way we have it set
up
> > is all 5 servers have different_ip:27015.  With the steam ids is it
> > checking ip or mac address or?
> >
> > Also, to clarify further, am I correct to say I should have the
> > following structure:
> >
> > steam
> >
> > steam/cs1  steam/cs2  steam/cs3 etc
> >
> > In the doc it says:
> > "d) You can also install multiple copies of the server by
> >specifying a different ."
> >
> > I assume this refers to updating as well if I am not using
-autoupdate?
> >
> > So to create and update the servers I should do:
> >
> > steam/.steam -update cstrike home/steam/cs1/ [EMAIL PROTECTED]
somepassword
> >
> > steam/.steam -update cstrike home/steam/cs2/ [EMAIL PROTECTED]
somepassword
> >
> > etcetc?
> >
> > Am I on the right track here?
> >
> > Thanks,
> >
> > -Arg
> >
> >
> > Britt Priddy (PZGN) wrote:
> >
> > >This is correct:
> > >1.  Do I understand correctly that if we run 60 servers on 12
machines
> > >we need to have 12 unique logins, 1 per machine to use update and
> > >autoupdate?
> > >
> > >It also matters what account you're running the steam under.
> > >
> > >Britt
> > >
> > >- Original Message -
> > >From: "Argus" <[EMAIL PROTECTED]>
> > >To: "[EMAIL PROTECTED]"
> <[EMAIL PROTECTED]>
> > >Sent: Sunday, September 21, 2003 4:35 PM
> > >Subject: [hlds_linux] ./steam -update and +autoupdate and multiple
> servers
> > >
> > >
> > >
> > >
> > >>Heya...
> > >>
> > >>We have 60 servers to run.  When this first came down and all 60
servers
> > >>had to be updat

RE: [hlds_linux] ./steam -update and +autoupdate and multiple ser vers

2003-09-22 Thread Stone, Ken
I must be doing something wrong but I don't see the drawback yet.

I running about 12 servers with 4 games each, every update is done under one
account and each hlds process is started under a diffrent linux user login.
So one steam account and 48 diffrent users running it.  Everything seems to
work and update fine.

What am I missing?

-Original Message-
From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED]
Sent: Monday, September 22, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


Sorry - when I refer to running each hlds process under the same acct
ame  - I mean the linux account you're logged in as...

goof!


- Original Message -
From: "Britt Priddy (PZGN)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, September 21, 2003 10:52 PM
Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
servers


> Just make sure you run these under the same user account name - otherwise
> you'll need to create a new account if you are running each hlds process
> under a different username...   It places a hidden folder in the root of
> that username called:  .steam  where ClientRegistry.blob resides with your
> settings
> If you run 3 servers on one machine - you only need to create one account
if
> you use the same account to run hlds
>
> ie - ./steam -create emailaddress password "question" "hint"  <- use the
> quotes
> then: ./steam -update mod /username/hlds_l emailaddress password Y   (the
Y
> tells it to remember your credentials.
>
> so in the future  - as long as your logged into your box with the same
user
> name you can type:
> ./steam -update mod  and the -autoupdate will also know the username/pass
>
> Doesn't matter the IP/MAC, etc.
>
> make sense?
>
> Britt
>
> - Original Message -
> From: "Argus" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, September 21, 2003 5:19 PM
> Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple
> servers
>
>
> > ok, to take this a step further.
> >
> > On one machine, we could have 5 servers, but the way we have it set up
> > is all 5 servers have different_ip:27015.  With the steam ids is it
> > checking ip or mac address or?
> >
> > Also, to clarify further, am I correct to say I should have the
> > following structure:
> >
> > steam
> >
> > steam/cs1  steam/cs2  steam/cs3 etc
> >
> > In the doc it says:
> > "d) You can also install multiple copies of the server by
> >specifying a different ."
> >
> > I assume this refers to updating as well if I am not using -autoupdate?
> >
> > So to create and update the servers I should do:
> >
> > steam/.steam -update cstrike home/steam/cs1/ [EMAIL PROTECTED]
somepassword
> >
> > steam/.steam -update cstrike home/steam/cs2/ [EMAIL PROTECTED]
somepassword
> >
> > etcetc?
> >
> > Am I on the right track here?
> >
> > Thanks,
> >
> > -Arg
> >
> >
> > Britt Priddy (PZGN) wrote:
> >
> > >This is correct:
> > >1.  Do I understand correctly that if we run 60 servers on 12 machines
> > >we need to have 12 unique logins, 1 per machine to use update and
> > >autoupdate?
> > >
> > >It also matters what account you're running the steam under.
> > >
> > >Britt
> > >
> > >- Original Message -
> > >From: "Argus" <[EMAIL PROTECTED]>
> > >To: "[EMAIL PROTECTED]"
> <[EMAIL PROTECTED]>
> > >Sent: Sunday, September 21, 2003 4:35 PM
> > >Subject: [hlds_linux] ./steam -update and +autoupdate and multiple
> servers
> > >
> > >
> > >
> > >
> > >>Heya...
> > >>
> > >>We have 60 servers to run.  When this first came down and all 60
servers
> > >>had to be updated, we created one fresh install and then replicated
it.
> > >>That got us going until this first update happened.  Now we see that
> > >>using one id for all 60 servers obviously doesn't work as we can't
seem
> > >>to get any ids to work.  All of our ids get invalid login/password
> > >>errors now when we try to run the steam -update command.
> > >>
> > >>We need to run a cron job checking for active and non-active processes
> > >>that boots the servers with hlds_i686 renamed to HL_IP_Port including
> > >>the +autoupdate command.  Some questions:
> > >>
> > >>1.  Do I understand correctly that if we run 60 servers on 12 machines
> > >>we need to have 12 unique logins, 1 per machine to use update and
> > >>autoupdate?
> > >>
> > >>2.  If #1 is correct, to go forward, can we simply rename/delete our
> > >>.blob and libsteam files and then run -update with our newly created
12
> > >>unique login ids?
> > >>
> > >>3.  Is there conflict between client steamid login info and server
> > >>steamid login info?
> > >>
> > >>4.  If anyone else out there is doing something similar and its
working
> > >>out can you reply with what you are doing?
> > >>
> > >>Thanks much...
> > >>
> > >>-Arg
> > >>
> > >>
> > >>___
> > >>To unsubscribe, edit your list preferences, or view the list archives,
> > >>
> > >>
> 

[hlds_linux] News server mirror feed DOWN

2002-08-15 Thread Ken Kirchner


The news server feed of these two mailing lists will be out of service
for probably the next 24 hours while we replace our news server software.
Sorry for the late notice.

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Re: [hlds_linux] [OT] ripent.exe and DoD v2.1 maps

2002-06-22 Thread Ken Kirchner

On Sun, 23 Jun 2002, Jeroen "ShadowLord" Bogers wrote:

> Ok, I have tracked down the ripent 'bug'. It seems that the DoD team decided
> to pump the maximum texture limit to more then 4 MB (I assume 8 MB).
> Zoners Half-Life tools are set (by default) to use a maximum of 4 MB of
> textures. Any more and it will fail with a memory exception.
>
> Jeroen "ShadowLord" Bogers

Cool! Thanks for looking into this Jeroen!  I was able to use botman's
stripper2 and BSP_tools to get around the problem without having to make
any .bsp changes.

-Ken

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Re[2]: [hlds_linux] Monster Admin-Mod Plugin...Its Here!

2002-06-20 Thread Ken Kirchner

On Thu, 20 Jun 2002, Coroner wrote:

> I have a question..
>
> Why has an Admin Mod plugin been designed to do what the original
> Metamod plugin (monster_plugin) already did.  Am I missing something
> here ?  Please help me to understand

Because with it you can give people who dont have rcon access the ability
to spawn creatures based on their adminmod security level.  I have lots of
admins on my server, but none have rcon or access to admin_rcon. In
addition to this, you can use AdminMod's playername features to make it
easier to specify targets. With the original you had to specify the exact
username or find the player ID. Using adminmod you can just type out the
least unique part of a persons name and it will assume the rest.

I'm sure there are 99 other good reasons, but these two make it worthwhile
for me.

-Ken


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RE: [hlds_linux] MM] Monster metamod plugin...

2002-06-18 Thread Ken Kirchner

On Tue, 18 Jun 2002, Adam Pearse wrote:

> I've also added a server command called "monster"
> that allows server admins to spawn a monster right next to a player, so if
> you've got someone on your server that's not playing by the rules, you can
> use "monster snark Player(1)" to drop a snark on his ass.  :)
>
> Jeffrey "botman" Broome

This alone is worth the price of admission! Cool stuff, Jeffrey!

-Ken

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[hlds_linux] Day of Defeat lock-ups

2001-10-23 Thread Ken Kirchner

Is anyone else having trouble with Day of Defeat?  Ever since the last
hlds_l upgrade mine has occasionally started to consume massive CPU
cycles until the DoD process finally locks up.  The other two hlds
servers continue to run normally, but of course lag like crazy due to
the few spare cycles available.  I cant do anything to kill the process
either, I have to reset the machine.  It ramps up to insane CPU usage
pretty quickly, with in an hour I would say. Check this crap out:

http://games.shreve.net/GameTrakker/mrtg/games.shreve.net.cpu.html

I reboot the machine once a week on Tuesday morning.  Sometimes it goes
a whole week with no problem, sometimes I get hit with this crap twice
in a week.  So far it's happened 3 times (as the graphs will indicate).
I only run dod_bridge so I cant see it as a map problem, but who knows.

Solutions? Anyone?

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[hlds_linux] Re: News Test Post

2001-10-23 Thread Ken Kirchner

Ahh.. very cool. It looks like news posts ARE making it to the list!
Thanks to all who replied privately.

Now I just need to do one more test:  Unsubscribe myself from the list and
see if my news posts still make it to the mailing list. If they do, we are
in business!

-Ken

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[hlds_linux] News Test Post

2001-10-23 Thread Ken Kirchner

Sorry again for the OT poop.  The news gateway seems to be receiving
messages from the list just fine, but it doesnt look like the list is
receiving posts from the group.  If someone on the mailing list gets
this message, please email me privately ([EMAIL PROTECTED]) so I know it
is working.

For the time being, if you just want to read the lists and not
participate, the news groups will work nicely for this. You will have a
much easier time of following a thread this way.

Buddha-pest's news mirror is up and running as well.

-Ken

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Test from NNTP Mirror of HLDS_Linux List

2001-10-07 Thread Ken Kirchner


My apologies in advance if this initiates some horrid mail loop.  I will
watch it closely for the next few hours.





Re: Nondeliverable mail

2001-10-07 Thread Ken Kirchner


On Sun, 7 Oct 2001, bear wrote:

>
> i'd appreciate a private mail when it's available for public consumption...
> thanks!

I just sent a test message.  We'll see if it works.  One benefit that I
hadnt thought of is that I will be able to use procmail to filter out
annoying persons/posts (like ones from the uk... that spam and spam and
spam...).

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Mysterious DoD system lock-up on Linux Server

2001-10-06 Thread Ken Kirchner


I am running three hlds_l servers on a RedHat 7.1 (2.4.3-12 SMP) dual PIII
600EB box.  This box has been in service for over a year.

An interesting issue has hit my server twice since the 1.1.0.8 upgrade.
Occasionally one (or all in this case) of the hlds processes goes into
"Disk Sleep" mode for some reason and locks up the system. I can still ssh
into the box and kill other processes, but I am unable to  kill the
process or any process that is interacting with hlds.  I cant even
shutdown the system because that attempts to kill the process as well so
it just hangs waiting on the time-out.  I have to drive up to work and
reset the box.  Today is the second time this has happened.  The first
time it was just the DoD process, this time it was all three HLDS servers.

All of the HLDS stuff runs as user 'games' so it should not be able to
take out the system.  PB and HLTV run as root (yeah, I know, I havent got
around to fixing that yet), but those processes do not hang.  I can quit
them normally and they release their resources and quit happily during
the seizure.

I run my game servers off a software raided partition and have been for
months. I thought this might be related, but PB and HLTV also run from
that partition.  There are no kernel messages in the logs about any md0
problems so I dont think RAID is going to play into this.  None of this
happened until after I upgraded to 1.1.0.8.  But at the same time I
upgraded to 1.1.0.8 I upgraded AdminMod and Halfd.  AdminMod only runs on
CS so I doubt that was it.  Halfd runs on all 3 servers, but during the
first crash which was DoD only, I was able to kill the halfd process on
all the servers, including DoD.

The DoD crash happened last Tuesday evening.  CPU usage shot up from the
normal 150% to over 300% (200% should be max for my dual proc machine).
The crash last night shot the CPU usage up over 1320%.  It looks like it
happened in 3 stages, so I would suspect the plateaus indicate when each
server went to shit.  The first server went out at around 10PM, the second
went out around midnight, the third went out around 4 AM.

Prior to Tuesday's event my servers have been running wonderfully.  Very
few crashes compared to some others on the list.  I still think this is
related to DoD in some manner.  DoD again was the first server to crash
last night.  The last log entry in the CS and HLDM log files indicates the
maps ended normally.  There are only two crash logs in my crash folder
(halfd option) and those both belong to DoD.  The last one is stamped
10:14PM so it definately lines up with the time the CPU process started to
skyrocket.

Is anyone else running Day of Defeat on linux and experiencing similar
problems?


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Re[2]: HLTV demo playback ??

2001-10-04 Thread Ken Kirchner



I beleive they are referring to playback of more than one recording.  You
can play back a single recording with no problem.  HLTV will automatically
switch to playing back a recording of the last match if it is disconnected
from the server.

On Thu, 4 Oct 2001, Krapule wrote:

>
> >> Is there a way to define more than 1 demo to be replayed in a loop ?
>
> MO> not yet.
>
> Why is there a playback function defined in the readme when developpers know
> that it is not working ?
>
>

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DOD Patch for HLTV

2001-09-30 Thread Ken Kirchner



Someone mentioned to me that there was a patch to fix HLTV so that it
worked correctly with DoD v1.3b.  Anyone seen such a patch?

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Re: Spectators

2001-09-28 Thread Ken Kirchner


On Fri, 28 Sep 2001, Elminst wrote:

>
> HLTV takes up a regular player slot, not a spectator slot.
> no need to turn spectators on.

You're positive?  When I view the player list it always says HLTV is a
spectator.  Even Halfd reports it as a spectator.  But then again, I think
anyone not assigned to a team is considered a spectator.  Not sure where
they draw the line.  Obviously if they were considered true spectators
until they joined a team then no one could join the server if
sv_allowspectators was 0 (chicken before the egg catch 22 type thing).
So maybe the players and HLTV are in some pseudo-spectator mode? Maybe
HLTV stays there?


> But yes you can limit spectator slots if you have it turned on. I don't
> recall the svar at the moment, sorry.

I thought I remembered seeing one.  I'll dig it up.

Hey, I know! I'll just try it and see what happens! :-)

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Re: Linux cs_i386.so crash fix test available

2001-09-26 Thread Ken Kirchner



>From the filename I take it that this is a Counter-strike only issue?

Since 21 September I have had 6 crashes between 3 HL servers.  5 of these
were on the DoD server, 1 was on the HLDM server.  The CS server hasnt
crashed yet (or that Halfd has reported).

I'll keep an eye on it, but my gut is telling me not to touch it! :-)

On Wed, 26 Sep 2001, Leon Hartwig wrote:

> When we release the final version of this update, all server admins will
> want to grab this, even if you aren't currently seeing the problem.  For
> now, though, I'd ask that you only ask for the file if you are having
> seg faults or process lockups.





RE: I'm not so sad about no more CS anymore :: Got tribes?

2001-09-26 Thread Ken Kirchner


On Wed, 26 Sep 2001, Conny Brunnkvist / dimac.net wrote:

> Tribes 2 AKA The biggest let-down in online gaming this century. It _could_
> have been so much fun, but...
> Overscaled, slow, and worst of all it required the original friggin CD just
> to start (yup - both the server and the client).

I ran the linux server and client without the CD all the time.  Windows
is another story. I didnt think it was slow either.  Even Tribes 1 had
some pretty awesome network code.

> On the other hand, their *engine* is definitely cool (except for the
> so-called dedicated server), and I have feeling of that other games based on
> their engine will have a huge potential hit-factor.

I ran a 32 player server that really only saw 32 people on Sunday.  Other
than that it was pretty much dead.  IIRC, the bandwidth and CPU usage for
the server were surprising low (PIII 800EB, 128MB)

> I _really_ tried to run a dedicated T2 server during a month or two from the
> first day it was released in Europe. It didn't work out at all. Dynamix had
> no intentions what so ever of supporting a server-admin community, even less
> a linux- one. Btw, the linux-server didn't support relaying of the in-game
> voice chat.

I dont think the linux clients can talk with the windows clients (they
were working on this codec problem last I heard), but I thought the linux
version DID support voice chat (hence the note of the incompatability).
Maybe I read that wrong and it was a server, not a client, issue.

> Also, if you are not a part of one of the few "serious" T2-clans, chanses
> are your server almost always be empty and you'll never get to see any that
> fabled teamwork on other servers either.

Most of the time I was lucky to see *anything* on my server. :-P

Though, their community setup is unequaled IMHO.  Who needs a T2 website
with news, forums, chat built right into the game? They had the whole
enchilada and it worked pretty well.

Anyway.. this is neither here nor there, just bringing up my observations
in case anyone is contemplating switching from a HL/CS server to a T2
server.

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Re: sv_alltalk = 1 and muting

2001-09-24 Thread Ken Kirchner



I'm wondering where the documentation is for any of the client side voice
chat features?  Did I miss it? I read the readme that came with 1.1.0.8
and saw no mention of it anywhere. How do you mute?

 On Mon, 24 Sep 2001, Rob Abbott wrote:

>
>
> Playing around with voice-chat - anyone notice you can't mute players on
> the other team with "sv_alltalk 1"?
>
> -- Rob
>
>
>

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Re: More CPU usage?

2001-09-20 Thread Ken Kirchner



I dont think mine seem all that much higher, if any.

http://games.shreve.net/GameTrakker/mrtg/games.shreve.net.cpu.html

Server: Dual PIII 600E / 256MB PC133
OS: RedHat Linux 7.1 (2.4.3 SMP Kernel)
Game1:  Half-Life DM (14 Player) Halfd
Game2:  Half-Life DoD (20 Player) Halfd
Game3:  Half-Life CS (18 player) Halfd, AdminMod 2.5e

The Q2 and Funny Farm servers are not on this box, I just watch them for
player usage info.

No complaints of lag yet... yet...

On Thu, 20 Sep 2001, Nathan Woodcock wrote:

> It's outrageous on a windows box as well.   It's basically fucked our entire
> setup onthe boxes with high player numbers.  The 12 player servers are doing
> ok (apart form what is probably a different server crash issue) but the 18
> player servers have had the cpu use increase by about 1/3 per server from
> what it was before.   It's a nightmare.

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MD5 Sum for CS MOD Update (unofficial)

2001-09-20 Thread Ken Kirchner


On Thu, 20 Sep 2001, Ryan McCullough wrote:

>
> This is fine and dandy, but I still have yet to see md5's for the MOD
> version of CS.

Here's mine for the MOD update... I havent been able to get the full yet.

d351b2cf522d6df9669e0e0c55248742  csv1113.exe

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Re: Ang: Re: are these md5 for the clients correct ??

2001-09-20 Thread Ken Kirchner



For those that were asking...

> > - Original Message -
> > From: "Eric Smith" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Cc: "Erik Johnson" <[EMAIL PROTECTED]>
> > Sent: Wednesday, September 19, 2001 9:26 AM
> > Subject: Primary Server Update ...cont.
> >
> > > More mirrors for everyone to utilize...
> > >
> > > ** BE SURE TO CHECK THE MD5SUMS FOR THE FILES YOU DOWNLOAD.  IF THEY DO
> >
> > >NOT MATCH, DELETE THEM AND DOWNLOAD THE FILES FROM SOMEWHERE ELSE.

SERVER FILES

> > > HL Win32 Full  hlserver4108.exe
> > > md5sum: 4d132ca14919370fd795da832004d53e

> > > HL Win32 Upgrade  hlds41074108.exe
> > > md5sum: a5bc8778ebcf399bc0425dd4133d99a5

> > > HL Linux Full  hlds_l_3108_full.tar.gz
> > > md5sum: e034c77e5835bca3bb26c6d058efa30c

> > > HL Linux Upgrade hlds_l_3108_upgrade.tar.gz
> > > md5sum: c1f4e12c169793022f2bb5910fd69006

> > > CS Linux Full  cs_13_full.tar.gz
> > > md5sum: c17b30da26ee20db65c89eb5ac24bb63

> > > CS Linux Upgrade  cs_13_upgrade.tar.gz
> > > md5sum: 49439643a8a3ffcc8b32b1a6e3a7a5c9

CLIENT FILES

I downloaded these from Valve, but I do not have the official Valve letter
stating these are the true MD5 sums:

e5354347ecceede2795effe60bb5757c  11071108.exe
b9aebfb192fe95d884db8f319504a8e9  cs10021003.exe
791c8e0cb120a9668a4c1c8b23c01594  cs1003.exe
ef4ed2a010bfd5012e3ceb0ccb9d42ce  hl1108.exe

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Linux File Mirror

2001-09-19 Thread Ken Kirchner



For those interested in the Linux server files:

ftp://ftp.shreve.net/pub/mirrors/ftp.valvesoftware.com/


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New Release timed perfectly...

2001-09-18 Thread Ken Kirchner



Now in addition to trying to shoe-horn all these client/server updates
around the internet, we have to compete with some new, idiotic Code Red
worm variant.  I'm sure the downloads will just trickle...

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