Re: [hlds_linux] Post by non-member to a members-only list

2009-12-31 Thread Kerry Dorsey
It's because your message was probably too long. Truncate the trailing  
discussion thread content and you should be good.

--Kerry


On Dec 30, 2009, at 12:45 PM, Oliver Salzburg wrote:

 I keep getting a mail saying:
 Your message to hlds awaits moderator approval

 The reason it is being held:

 Post by non-member to a members-only list

 I don't get it. How am I not a member of the list anymore?
 Especially since I had sent other mails that were posted just fine.



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Re: [hlds_linux] Post by non-member to a members-only list

2009-12-31 Thread Kerry Dorsey
Crap. I responded to a similar post in a totally different list. My  
bad...sorry!! Disregard.

--kerry




On Dec 30, 2009, at 12:45 PM, Oliver Salzburg wrote:

 I keep getting a mail saying:
 Your message to hlds awaits moderator approval

 The reason it is being held:

 Post by non-member to a members-only list

 I don't get it. How am I not a member of the list anymore?
 Especially since I had sent other mails that were posted just fine.



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Re: [hlds_linux] File upload exploit fix?

2009-12-08 Thread Kerry Dorsey
They wouldn't want to block future dynamic ad content now would they? ;)

--Kerry

On Dec 7, 2009, at 9:40 PM, Brian Rak wrote:

 Why does this keep getting patched by just blacklisting extensions?   
 At
 what point are you just going to restrict uploads to the sprays
 directory, and downloads to a known WHITELIST of file extensions  
 used by
 the game (vdf, vtf, etc)?  Even with the new TF2 patch, I can just  
 spam
 say .1 files to the server long enough, and fill up it's hard drive.
 What's stopping valve from fixing this properly?  Nothing I know of
 relies on this functionality to do anything else.

 -Brian devicenull Rak

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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-05 Thread Kerry Dorsey
I'm assuming that this update broke Sourcemod? Considering their site is 
down/overloaded and my servers wouldn't start without disabling addons, it 
seems a logical conclusion. Anyone confirm this?

--Kerry

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Matt Ford [m...@]
Sent: Saturday, December 05, 2009 6:46 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available

Hi Jason,

This, for me at least, update seems to break sv_steamgroup_exclusive.
These settings seem to yoyo between working and not working with each
update.

Matt.

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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-05 Thread Kerry Dorsey
Yikes! Talk about weird...one more reboot and everything returned to normal. 
FYI, I'm also running MM 1.8 dev and SM 1.4 beta.

Thanks for the response.

--Kerry

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ~ Damien ~ 
[maltch...@hotmail.com]
Sent: Saturday, December 05, 2009 8:59 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available

No, Sourcemod is working. Sourcemod.net being down seems to be only a 
coincidence :)
I'm running the latest Metamod 1.8.0-dev and the last snapshot of sourcemod 1.3.



 From: kdor...@dorseyinc.com
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 5 Dec 2009 08:47:03 -0500
 Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available

 I'm assuming that this update broke Sourcemod? Considering their site is 
 down/overloaded and my servers wouldn't start without disabling addons, it 
 seems a logical conclusion. Anyone confirm this?

 --Kerry
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Matt Ford [m...@]
 Sent: Saturday, December 05, 2009 6:46 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available

 Hi Jason,

 This, for me at least, update seems to break sv_steamgroup_exclusive.
 These settings seem to yoyo between working and not working with each
 update.

 Matt.

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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-03 Thread Kerry Dorsey

On Dec 1, 2009, at 5:56 PM, Matt Ford wrote:

 This shouldn't be soo hard...or left so unexplained



Amen Matt, amen. *sigh*

Is there some central, secret repository of design notes for Valve's  
lobby system? Conjecture, here-say and trial-n-error is no way to run  
servers. Alfred never left us in the dark this long in the old days.

It's like they're on the cusp of a paradigm shift (ack, sorry for  
using the term) regarding servers  but are afraid to broach the  
subject in fear of starting a shite storm. Who knows...

--Kerry

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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-03 Thread Kerry Dorsey
Heh, I guess I should have marked my comment with (tongue-in-cheek). :p

Yes, you're precisely correct and we all know it. And more accurately,  
pushing the PC server hosting system toward that of the console. But  
it raises issues of concept obsolescence, market cannibalization for  
GSPs, and massive, painful changes for users. Not exactly light topics  
for discussion. Regardless, we need to have an idea of where things  
are going and how today's server functionality plays into the plan.  
Learning from IW's mistakes would be a good idea.

I've taken this far OT, so my apologies.

--Kerry


On Dec 3, 2009, at 6:06 PM, David A. Parker wrote:

 I think a lot of this has to do with deploying the games on both PCs  
 and
 consoles and trying to keep them relatively equal in functionality.

 - Dave

 Kerry Dorsey wrote:
 On Dec 1, 2009, at 5:56 PM, Matt Ford wrote:

 This shouldn't be soo hard...or left so unexplained



 Amen Matt, amen. *sigh*

 Is there some central, secret repository of design notes for Valve's
 lobby system? Conjecture, here-say and trial-n-error is no way to run
 servers. Alfred never left us in the dark this long in the old days.

 It's like they're on the cusp of a paradigm shift (ack, sorry for
 using the term) regarding servers  but are afraid to broach the
 subject in fear of starting a shite storm. Who knows...

 --Kerry

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 -- 

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated server

2009-11-24 Thread Kerry Dorsey
It means that Steam group admins need to be proactive by presetting a  
particular server into a particular game type with, i.e., map  
c1m1_hotel versus (and yes, that command works fine). Then the  
community members will see their community server in the server list  
for versus. Public servers don't have this issue, I don't think.

Now, there is a glimmer of hope that Shane mentioned...adding game  
types to the tags definition. I didn't think of the correlation  
between lobby browsing and tags for a Steam group server, but I'll try  
it tonight. Thanks for the suggestion!

--Kerry


On Nov 24, 2009, at 10:12 AM, gamead...@127001.org wrote:

 The way to make a server be the right mode for you is to enter it  
 via a
 lobby, the lobby then sets the map etc.  sv_search_key is the best  
 way to do
 this for multiple servers.  The advantage is you don't have e.g. a  
 server
 running survival only when your community wants to play co-op, and  
 vice
 versa, as the server changes mode on demand

 As it currently stands, the steam group system only does direct  
 connect e.g.
 it's only really useful for joining games already in progress.  I  
 wish it
 worked with the lobby system, but it doesn't.  Currently setting
 sv_search_key is the most efficient way of choosing the map, game  
 mode,
 playing companions, and server you want.

 It's not ideal, but it's the best system we have right now

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Steffen Tronstad
 Sent: 24 November 2009 06:03
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated
 server

 Because I want to play on my Steam groups server when playing  
 survival.
 The server only pops up for selection if I choose campaign or  
 realism.

 There should be a selection in Server type where in addition to
 official, best available and local - you should be able to select
 available steam group server.

 Regards,
 Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] På vegne av gamead...@127001.org
 Sendt: 24. november 2009 01:57
 Til: 'Half-Life dedicated Linux server mailing list'
 Emne: Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated server

 sv_gametypes specifies what kind of lobbies will connect to the  
 server,
 it
 does NOT specify what map the server will be running while  
 hibernating.
 If
 noone's in the server, it doesn't matter what map it's on.  Can you
 confirm
 whether or not there are coop lobbies connecting?

 On a related note, why would you want to restrict this anyway? What  
 do
 you
 gain, or what loss are you avoiding?

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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
To see the server when browsing Steam Group servers (of that game  
type), it must be already be running on that game type. If you're  
setting up a dedicated game type server, add that game type after the  
map parameter in the startup command, i.e.,  +map c1m1_hotel versus.  
You can run the same over console.

To the best of my knowledge so far, the sv_gametypes cvar only  
establishes the games that CAN be matched to your server, not the game  
that will run at startup.

--Kerry


On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:

 Has anyone gotten around to spawn a server in survival mode (or any  
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I  
 can play with normal ping (100 ms), but I cannot find these servers  
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen



 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com 
 ] På vegne av Ryan Davis
 Sendt: 17. november 2009 06:10
 Til: 'Half-Life dedicated Linux server mailing list'
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 Nope.  Still spawns four players and in coop.  It's not like you could
 specify the map either like in L4D1.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of  
 David Parker
 Sent: Tuesday, November 17, 2009 12:00 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 If you put sv_gametypes in the config file for a fork and only  
 specify one
 game type, I think that will work.

 - Dave

 - Original Message -
 From: Ryan Davis rdavis...@verizon.net
 Date: Monday, November 16, 2009 11:27 pm
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com

 Why did you guys disable

 mp_gamemode versus or whatever etc. again?

 I can't seem to figure out how to spawn forks with certain game  
 modes.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Ryan Davis
 Sent: Monday, November 16, 2009 10:59 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 Much love.

 Have they moved that to the command line startup with the
 sv_gametypes?



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Richard Eid
 Sent: Monday, November 16, 2009 10:51 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 I heard you like pastebins, so here's the console output of cvarlist:

 http://pastebin.com/m2a45fcbd

 As for the modes, if you mean sv_gametypes, your selections are:

 coop,realism,survival,versus,teamversus,scavenge,teamscavenge


 -Richard Eid


 On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis
 rdavis...@verizon.net wrote:

 Any ideas on new cvars and how to launch servers with the
 different modes?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
 Of Jason
 Ruymen
 Sent: Monday, November 16, 2009 8:13 PM
 To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
 list'
 Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 The Left 4 Dead 2 Dedicated Server files are now available on
 Steam.  Use
 the game name left4dead2 from hldsupdatetool to download
 them.  These
 are
 not the final set of files, so there will be another small
 update before
 the
 game is released.

 Jason

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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
I was wrong about the startup command switch. That syntax isn't  
allowed at startup, so I have to either add it to its own cfg file and  
specify it in startup or just run it at console. There's a post in the  
steam forums about the cfg file approach.

--Kerry

On Nov 23, 2009, at 9:33 AM, Shane Arnold wrote:

 This is correct. sv_gametypes is a kind of gametype tag. I believe
 mp_gamemode was the command that actually sets the game mode for the
 current map. I dont have a lot of experience with L4D though so I  
 could
 be wrong.

 Kerry Dorsey wrote:
 To see the server when browsing Steam Group servers (of that game
 type), it must be already be running on that game type. If you're
 setting up a dedicated game type server, add that game type after the
 map parameter in the startup command, i.e.,  +map c1m1_hotel  
 versus.
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only
 establishes the games that CAN be matched to your server, not the  
 game
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:


 Has anyone gotten around to spawn a server in survival mode (or any
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I
 can play with normal ping (100 ms), but I cannot find these servers
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen




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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
That is a great question. The only way I can tell is as you  
mentioned...maxplayers goes to 8. Anyone know?

--Kerry


On Nov 23, 2009, at 9:48 AM, Steffen Tronstad wrote:

 How can I see what gamemode my server is running as?

 The only thing that changes trough the status command, is maxplayers  
 (8 or 4)




 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com 
 ] På vegne av Kerry Dorsey
 Sendt: 23. november 2009 15:25
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 To see the server when browsing Steam Group servers (of that game
 type), it must be already be running on that game type. If you're
 setting up a dedicated game type server, add that game type after the
 map parameter in the startup command, i.e.,  +map c1m1_hotel versus.
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only
 establishes the games that CAN be matched to your server, not the game
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:

 Has anyone gotten around to spawn a server in survival mode (or any
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I
 can play with normal ping (100 ms), but I cannot find these servers
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen


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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
mp_gamemode was decommissioned with L4D2 release. Any other guesses?  
What does the server broadcast to the matchmaking system reflecting  
the existing gametype?

--Kerry


On Nov 23, 2009, at 10:10 AM, Steffen Tronstad wrote:

 Unknown command mp_gamemode

 Maybe it works for Left 4 Dead, but it doesnt work for Left 4 Dead 2.

 - Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com 
 ] På vegne av Richard Eid
 Sendt: 23. november 2009 16:05
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 You just need to type mp_gamemode into the console and press Enter.  
 It'll
 show you what the value for that CVar is currently set at.  Whatever  
 is
 displayed is what mode the game is currently running.

-Richard Eid


 On Mon, Nov 23, 2009 at 9:54 AM, Kerry Dorsey  
 kdor...@dorseyinc.com wrote:

 That is a great question. The only way I can tell is as you
 mentioned...maxplayers goes to 8. Anyone know?

 --Kerry


 On Nov 23, 2009, at 9:48 AM, Steffen Tronstad wrote:

 How can I see what gamemode my server is running as?

 The only thing that changes trough the status command, is maxplayers
 (8 or 4)




 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com
 ] På vegne av Kerry Dorsey
 Sendt: 23. november 2009 15:25
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 To see the server when browsing Steam Group servers (of that game
 type), it must be already be running on that game type. If you're
 setting up a dedicated game type server, add that game type after  
 the
 map parameter in the startup command, i.e.,  +map c1m1_hotel  
 versus.
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only
 establishes the games that CAN be matched to your server, not the  
 game
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:

 Has anyone gotten around to spawn a server in survival mode (or any
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I
 can play with normal ping (100 ms), but I cannot find these  
 servers
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen


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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
@ ics...thank you!

The problem some admins are having is relinquishing traditional server  
control for lobby-generated control. I'm fine with it as long as the  
relationship(s) are understood between the cvars. Granted, some of the  
functionality is changing from release to release, but hey, we're used  
to that! I only wanted a means to audit the settings I set.

Is there a comprehensive document on the Steam/L4D2 lobby system?

@ gameadmin...I'm trying to grasp the big picture since L4D2's  
release. The more I understand the better I can prepare for the  
future. With L4D we could skip some of the cvars that yielded  
unpredictable results (tags vs lobby listing, etc), but those days are  
over.

And yes, I may glean some status info directly to trigger our server  
monitoring system.

--Kerry


On Nov 23, 2009, at 2:29 PM, Shane Arnold wrote:

 That's what we are saying. With most modifications that you make to  
 the
 server, it will change tags to suit, the same way in TF2 where if you
 turned crits off it would add the tag nocrit or something similar.  
 The
 way the lobby system works is when you chose a mode and then when it
 displays the servers, it is looking for those tags. So if you chose
 survival in the lobby system, it would display servers with survival
 in their tag string.

 I think you are getting us mixed up with forcing a server into a mode,
 as opposed to a server showing up as that mode in the lobby system.

 gamead...@127001.org wrote:
 It _must_ broadcast it somehow, because joining via steamgroup only  
 show
 servers of the currently selected type... no idea how to find out  
 though
 To the OP: can I ask why it matters?  Collecting stats or something  
 else?


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 23 November 2009 15:33
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 sv_showtags will show what mode the server is on and what  
 gamemodes the
 server supports. You can limit these with sv_gametypes. For example
 this
 would force server to obey only coop and survival, sv_gametypes  
 coop,
 survival

 -ics

 Kerry Dorsey kirjoitti:

 mp_gamemode was decommissioned with L4D2 release. Any other  
 guesses?
 What does the server broadcast to the matchmaking system reflecting
 the existing gametype?

 --Kerry


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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Kerry Dorsey
I understand the concern for public server compliance. Our servers are  
almost exclusively private and have been so for 9 years, so we're  
probably not the center of your concern. But my primary concern is to  
make our servers available to our community as simply as possible. And  
requiring the player to do the Valve console two-step just to  
connect to a community server is counter productive. Add to that the  
misinformation/guess-timation of cvar interactivity and Valve's secret  
feature addition/deletion du jour, and we have quite a party. Not an  
IW-level party, but you know what I mean. ;)

Players should understand the new dynamics of the lobby and forget the  
old pick-a-server list...agreed. But the system has to work, first.  
When all versus lobbies are redirected to local hosting/P2P, when  
empty servers are available, someone has messed up priorities. If we  
want the users to change, we need to eliminate the need to hack the  
system.

--Kerry



On Nov 23, 2009, at 4:36 PM, ics wrote:


 Sadly some people exploit the system and have some server forced to  
 for
 example versus all the time and lobby system is getting false data.
 Perhaps this is why mp_gamemode was disabled for L4D2. I know i've  
 been
 in L4D1 multple times on random lobby  and the game is set to coop
 expert and then lobby throws us to the versus only server and it might
 have some mod that has disabled voting, so no one can actually get  
 back
 to the lobby with the same group.

 This is propably what some people here are trying to do in the first
 place. Have different servers for 1 gamemode, while the gamemode could
 be just set on lobby and so on. What is important now, is that you
 forget the old pick a server from the list and join it method. What
 should be used is mm_dedicated_force_servers  as a lobby host and  
 then
 server is picked that way. Note that multiple servers can be listed  
 and
 it should be lobbysystems job to reserve a server and set the
 appropriate game mode. Sadly people still have to revert to console
 commands like this and server cannot be picked from the list at  
 lobby or
 pre-reserved that way which makes things more complicated.

 -ics

 Shane Arnold kirjoitti:
 That's what we are saying. With most modifications that you make to  
 the
 server, it will change tags to suit, the same way in TF2 where if you
 turned crits off it would add the tag nocrit or something  
 similar. The
 way the lobby system works is when you chose a mode and then when it
 displays the servers, it is looking for those tags. So if you chose
 survival in the lobby system, it would display servers with  
 survival
 in their tag string.

 I think you are getting us mixed up with forcing a server into a  
 mode,
 as opposed to a server showing up as that mode in the lobby system.

 gamead...@127001.org wrote:

 It _must_ broadcast it somehow, because joining via steamgroup  
 only show
 servers of the currently selected type... no idea how to find out  
 though
 To the OP: can I ask why it matters?  Collecting stats or  
 something else?



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 23 November 2009 15:33
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 sv_showtags will show what mode the server is on and what  
 gamemodes the
 server supports. You can limit these with sv_gametypes. For example
 this
 would force server to obey only coop and survival, sv_gametypes  
 coop,
 survival

 -ics

 Kerry Dorsey kirjoitti:

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread Kerry Dorsey
Our 2 exclusive servers seem to be defining tags and search_keys fine, but no 
versus games can be setup at the lobby. In fact, ALL versus games are being 
directed locally. I did mm_dedicated_force_servers on my client and set 
search_keys, but all connections to our servers resulted in the existing 
campaign already idle. Can anyone force their servers into versus mode from 
console? If so, I'd love to know how. Limiting sv_gametypes is not getting the 
job done.

Reports from others also state that all versus game lobbies are being hosted 
locally only. Any other confirmations?

Like David mentioned, last night I could force versus lobby on our machines 
with mm_dedicated_force_servers and search_keys.

--Kerry

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker 
[dpar...@utica.edu]
Sent: Saturday, November 21, 2009 9:36 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive

Hello,

I'm running a vanilla L4D2 server with four public forks and two private forks 
which have sv_steamgroup and sv_steamgroup_exclusive set.  
sv_steamgroup_exclusive seems to work as intended, and matchmaking keeps my 
public servers full most of the time wile the group servers sit empty unless 
group members are using it.

However, I noticed last night that if I use mm_dedicated_force_servers as a 
non-group user and specify the IP and port of a group server, it connects my 
lobby to that server.  We had a 8-player lobby full of users which are not in 
the Steam group, but I was able to get us onto the group's server simply by 
specifying it.  Is this a bug? Has anyone else seen this?

Thanks,
Dave

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread Kerry Dorsey
That's correct, Dave. Exclusivity, by itself, doesn't block pubbies. We 
assigned search_keys and exclusivity to do the best with what we have for 
now...which blocks public matchmaking.
Our problem tonight, since the update, is that we cannot get a versus game 
generated that does not host locally on a client. Either no dedicated servers 
are accepting the request, even if I specify with mm_dedicated_force_server, or 
the lobby system is borked again. Tried this both with client defined 
sv_search_keys/mm_dedicated_force and without. To the best of our research, all 
versus games are being hosted P2P. Last night, prior to the update, everything 
ran relatively well.

The point is, a.) without search_keys you cannot keep your server exclusive to 
your Steam group, and b.) since the update today around 3:00pm EST, versus 
games will not matchmake or connect to private servers.

--Kerry


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker 
[dpar...@utica.edu]
Sent: Saturday, November 21, 2009 10:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

I'm confused about what you mean by no versus games can be setup at the 
lobby.  I was able to set up a versus lobby last night and then play versus on 
our steamgroup server just fine.  The problem is that I shouldn't have been 
able to play on that server, since I wasn't a member of the group (and no one 
else in the lobby was, either).  It looks like sv_steamgroup_exclusive is not 
being honored if the user forces a lobby to a specific server instead of using 
the matchmaking system.

- Dave

- Original Message -
From: Kerry Dorsey kdor...@dorseyinc.com
Date: Saturday, November 21, 2009 9:52 pm
Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

 Our 2 exclusive servers seem to be defining tags and search_keys
 fine, but no versus games can be setup at the lobby. In fact,
 ALL versus games are being directed locally. I did
 mm_dedicated_force_servers on my client and set search_keys, but
 all connections to our servers resulted in the existing campaign
 already idle. Can anyone force their servers into versus mode
 from console? If so, I'd love to know how. Limiting sv_gametypes
 is not getting the job done.

 Reports from others also state that all versus game lobbies are
 being hosted locally only. Any other confirmations?

 Like David mentioned, last night I could force versus lobby on
 our machines with mm_dedicated_force_servers and search_keys.

 --Kerry
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of David Parker
 [dpar...@utica.edu]sent: Saturday, November 21, 2009 9:36 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive

 Hello,

 I'm running a vanilla L4D2 server with four public forks and two
 private forks which have sv_steamgroup and
 sv_steamgroup_exclusive set.  sv_steamgroup_exclusive seems
 to work as intended, and matchmaking keeps my public servers
 full most of the time wile the group servers sit empty unless
 group members are using it.

 However, I noticed last night that if I use
 mm_dedicated_force_servers as a non-group user and specify the
 IP and port of a group server, it connects my lobby to that
 server.  We had a 8-player lobby full of users which are
 not in the Steam group, but I was able to get us onto the
 group's server simply by specifying it.  Is this a bug? Has
 anyone else seen this?

 Thanks,
 Dave

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread Kerry Dorsey
The cvar only takes effect when the server is empty. Once players are on, 
pubbies can get assigned to your server via matchmaking. To block that, you 
need search_keys defined.

Honestly, what would make the most sense is for Valve to clearly and concisely 
tell us how the matchmaking cvars work, including their interdependencies. The 
trial-n-error stuff is for the birds.

--Kerry

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gulfy32 
[gulf...@gmail.com]
Sent: Saturday, November 21, 2009 11:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

I think something is up with the sv_steamgroup_exclusive cvar.  I have it
set in my server.cfg, and when I launch the server, it fills immediately
with players.  Only after I kick everyone off the server does it stay empty
until someone in our group does a mm force to it. I have not tried an mm
force as a non-group member though.

On Sat, Nov 21, 2009 at 9:28 PM, David Parker dpar...@utica.edu wrote:

 I'm confused about what you mean by no versus games can be setup at the
 lobby.  I was able to set up a versus lobby last night and then play versus
 on our steamgroup server just fine.  The problem is that I shouldn't have
 been able to play on that server, since I wasn't a member of the group (and
 no one else in the lobby was, either).  It looks like
 sv_steamgroup_exclusive is not being honored if the user forces a lobby to a
 specific server instead of using the matchmaking system.

 - Dave

 - Original Message -
 From: Kerry Dorsey kdor...@dorseyinc.com
 Date: Saturday, November 21, 2009 9:52 pm
 Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com

  Our 2 exclusive servers seem to be defining tags and search_keys
  fine, but no versus games can be setup at the lobby. In fact,
  ALL versus games are being directed locally. I did
  mm_dedicated_force_servers on my client and set search_keys, but
  all connections to our servers resulted in the existing campaign
  already idle. Can anyone force their servers into versus mode
  from console? If so, I'd love to know how. Limiting sv_gametypes
  is not getting the job done.
 
  Reports from others also state that all versus game lobbies are
  being hosted locally only. Any other confirmations?
 
  Like David mentioned, last night I could force versus lobby on
  our machines with mm_dedicated_force_servers and search_keys.
 
  --Kerry
  
  From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of David Parker
  [dpar...@utica.edu]sent: Saturday, November 21, 2009 9:36 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive
 
  Hello,
 
  I'm running a vanilla L4D2 server with four public forks and two
  private forks which have sv_steamgroup and
  sv_steamgroup_exclusive set.  sv_steamgroup_exclusive seems
  to work as intended, and matchmaking keeps my public servers
  full most of the time wile the group servers sit empty unless
  group members are using it.
 
  However, I noticed last night that if I use
  mm_dedicated_force_servers as a non-group user and specify the
  IP and port of a group server, it connects my lobby to that
  server.  We had a 8-player lobby full of users which are
  not in the Steam group, but I was able to get us onto the
  group's server simply by specifying it.  Is this a bug? Has
  anyone else seen this?
 
  Thanks,
  Dave
 
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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread Kerry Dorsey
Regarding your mm_dedicated_force_servers connectors...
Is a connection using that cvar constitute a direct connection? Like connect 
serverIP:port? If so, then you might be able to keep them out with 
sv_allow_lobby_connect_only 1. Not sure.

Are you able to start a server in versus mode? I've heard only failure reports 
using +map c1m1_hotel versus at startup. If so, then how can we specify a 
game type other than campaign? Because lobby versus game builds just aren't 
working for us.

--Kerry


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker 
[dpar...@utica.edu]
Sent: Saturday, November 21, 2009 11:52 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

Sorry, I hadn't played since the update came out, and that's why I was confused 
about versus.  Anyway, I'm not using a search key, and I haven't had any 
problem with public players joining our group servers.  Group members usually 
see these servers in their list of group servers in the L4D2 menu, and I think 
they are able to get to them that way instead of using 
mm_dedicated_force_servers (I haven't asked them, though).  So 
sv_steamgroup_exclusive seems to be enough to keep these servers out of 
matchmaking, but not enough to keep public people off the servers if they 
specificy one of the servers using the mm_dedicated_force_servers method.

Does specifying a search key prevent public lobbies from connecting to the 
server if mm_dedicated... is used to specify the server?

Thanks,
Dave

- Original Message -
From: Kerry Dorsey kdor...@dorseyinc.com
Date: Saturday, November 21, 2009 11:29 pm
Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

 The cvar only takes effect when the server is empty. Once
 players are on, pubbies can get assigned to your server via
 matchmaking. To block that, you need search_keys defined.

 Honestly, what would make the most sense is for Valve to clearly
 and concisely tell us how the matchmaking cvars work, including
 their interdependencies. The trial-n-error stuff is for the birds.

 --Kerry
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of gulfy32
 [gulf...@gmail.com]sent: Saturday, November 21, 2009 11:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

 I think something is up with the sv_steamgroup_exclusive
 cvar.  I have it
 set in my server.cfg, and when I launch the server, it fills
 immediatelywith players.  Only after I kick everyone off
 the server does it stay empty
 until someone in our group does a mm force to it. I have not
 tried an mm
 force as a non-group member though.

 On Sat, Nov 21, 2009 at 9:28 PM, David Parker
 dpar...@utica.edu wrote:

  I'm confused about what you mean by no versus games can be
 setup at the
  lobby.  I was able to set up a versus lobby last night
 and then play versus
  on our steamgroup server just fine.  The problem is that
 I shouldn't have
  been able to play on that server, since I wasn't a member of
 the group (and
  no one else in the lobby was, either).  It looks like
  sv_steamgroup_exclusive is not being honored if the user
 forces a lobby to a
  specific server instead of using the matchmaking system.
 
  - Dave
 
  - Original Message -
  From: Kerry Dorsey kdor...@dorseyinc.com
  Date: Saturday, November 21, 2009 9:52 pm
  Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
 
   Our 2 exclusive servers seem to be defining tags and search_keys
   fine, but no versus games can be setup at the lobby. In fact,
   ALL versus games are being directed locally. I did
   mm_dedicated_force_servers on my client and set search_keys, but
   all connections to our servers resulted in the existing campaign
   already idle. Can anyone force their servers into versus mode
   from console? If so, I'd love to know how. Limiting sv_gametypes
   is not getting the job done.
  
   Reports from others also state that all versus game lobbies are
   being hosted locally only. Any other confirmations?
  
   Like David mentioned, last night I could force versus lobby on
   our machines with mm_dedicated_force_servers and search_keys.
  
   --Kerry
   
   From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of David Parker
   [dpar...@utica.edu]sent: Saturday, November 21, 2009 9:36 PM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive
  
   Hello,
  
   I'm running a vanilla L4D2 server with four public

Re: [hlds_linux] L4D2 host banner

2009-11-20 Thread Kerry Dorsey
+100 ;)

Right on, Eric. Without the ability to secure a private community server with 
the config of our choice, there's no reason for a GSP. Let Valve provide the 
official servers and let them foot the bill.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Thursday, November 19, 2009 6:33 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] L4D2 host banner

I would also already be happy if people can actually play a game via lobby
on the steamgroup they joined. (without all the console crap) that would be
also my way of making some name out there (because people would join the
group to be able to play)

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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-17 Thread Kerry Dorsey
If a search key is defined, does that affect Steam group exclusivity? I 
couldn't keep pubbies out with only exclusivity and Steam group defined.

Also, what chars are allowed for search keys? Anything reserved?

Kerry

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Tuesday, November 17, 2009 10:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

Setting a search key will block a normal lobby, yes. Take the search_key out
of the cfg and you'll get lots of random lobbies joining your servers

On Tue, Nov 17, 2009 at 7:46 AM, Brian Stolz br...@tecnobrat.com wrote:

 From what I have read, sv_search_key makes it so your server is not
 available for matchmaking.  I could be wrong (documentation on this is
 really sketchy), but try without your sv_search_key and see what
 happens :)

 - Brian



 On Tue, Nov 17, 2009 at 7:37 AM, D4rKr0W 
 dark...@dpi-clan.orghttps://mail.google.com/mail?view=cmtf=0to=dark...@dpi-clan.org
 wrote:
  On Tue, Nov 17, 2009 at 3:16 PM, Eric Riemers 
  riem...@binkey.nlhttps://mail.google.com/mail?view=cmtf=0to=riem...@binkey.nl
 wrote:
 
  dont set a game mode in the config, just connect to it with the lobby
 and
  it will change to what you want to play..
 
  just like it was in l4d..
 
  my simplistic config:
 
  --- snip ---
  hostname [EU] Lethal-Zone.eu L4D2
 
  rcon_password xx
  sv_steamgroup 
  --- snip ---
 
  and then they started to fill up rapidly, with coop and versus games.
 
 
  Any reasonable explaination for the fact that adding more settings to
  the server.cfg blocks them from getting new clients connecting?
 
  I accidentally started 3 forks without specifying a .cfg to load, and
  they became immediately full. Once i got rid of the error and put up
  a better .cfg (attached) and started up the forks again, well..
  they've been empty since now.
 
  //Host Name
  hostname my fork #1
  // Rcon Cvars
  rcon_password xx //Set.s remote
  control password
 
  // Server password
  sv_password 
 
  // Difficulty of the current game  (easy, normal, hard, impossible)
  z_difficulty normal
 
  sv_search_key dpiclan
  sv_contact 
  i...@dpi-clan.orghttps://mail.google.com/mail?view=cmtf=0to=i...@dpi-clan.org
 //Contact email for server sysop
  sv_downloadurl  //Location from which clients can download missing
 files
 
  sv_steamgroup mysteamgroupid //this is your group.s steam group id..
  allows members to join from main menu add
  //sv_steamgroup_exclusive 1 //to make it exclusive and private
  sv_allow_lobby_connect_only 0 //if set, players may only join this
  server from matchmaking lobby, may not connect directly.
 
  // Server Cvars
  mp_disable_autokick 0 //Prevents a userid from being auto-kicked
  sv_allow_color_correction 1 //Allow or disallow clients to use color
  correction on this server.
  sv_allow_wait_command 0 //Allow or disallow the wait command on
  clients connected to this server.
  sv_alltalk 0 //Players can hear all other players, no team restrictions
  sv_alternateticks 0 //If set, server only simulates entities on even
  numbered ticks.
  sv_cheats 0 //Allow cheats on server
  sv_clearhinthistory 1 //Clear memory of server side hints displayed to
  the player.
  sv_consistency 1 //Whether the server enforces file consistency for
  critical files
 
  // Lan or internet play, Server region cvars
  sv_lan 0 //Server is a lan server ( no heartbeat, no authentication,
  no non-class C addresses )
  //sv_region 3  // Region Codes: 0 - US East coast, 1 - US West coast,
  2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle
  East, 7 - Africa, 255 - world
 
  // Server Logging
  sv_log_onefile 0 //Log server information to only one file.
  sv_logbans 1 //Log server bans in the server logs.
  sv_logecho 0 //Echo log information to the console.
  sv_logfile 1 //Log server information in the log file.
  sv_logflush 0 //Flush the log file to disk on each write (slow).
  sv_logsdir logs //Folder in the game directory where server logs
  will be stored.
 
  //Server Rates
  sv_maxcmdrate 66 //(If sv_mincmdrate is  0), this sets the maximum
  value for cl_cmdrate.
  sv_unlag 1
  sv_maxunlag .5
 
  // Exec configs
  exec banned.cfg
  exec listip.cfg
 
  --
  Davide Mirtillo aka DPI - D4rKr0W
  http://www.dpi-clan.org
  http://steamcommunity.com/groups/DemolitionandPyromaniac
 
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Re: [hlds_linux] L4D2 Server.cfg

2009-11-17 Thread Kerry Dorsey
Look deeper into Brent Veal's post. His config is listed in detail.

Until I get things under control, my config is VERY conservative:

hostname servername
rcon_password rconpw
sv_password 
sv_contact supp...@abc.com

mp_roundlimit 3

sv_search_key yourkeyhere
sv_steamgroup 
sv_steamgroup_exclusive 1


sv_alltalk 1
sv_cheats 0
sv_consistency 1
sv_maxcmdrate 101
sv_maxrate 3
sv_visiblemaxplayers -1

sv_logfile 1
sv_log_onefile 0
sv_logbans 1
sv_logsdir logs

exec banned_user.cfg
exec banned_ip.cfg

--Kerry

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot
Sent: Tuesday, November 17, 2009 12:05 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 Server.cfg

Hi,

I'll hasten to add, that previous email was no joke and actually a 
perfectly valid server.cfg for L4D2. A blank file will work just fine.

Chris

Nicholas Hastings wrote:
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Re: [hlds_linux] l4d2 does not answer queries with enabledsv_steamgroup or sv_password

2009-11-17 Thread Kerry Dorsey
I confirm that sv_steamgroup works fine if sv_password is NOT defined.

Also, for you GSP managers out there, if you have a private server  
compliance script that kills instances that do not define sv_password  
(ahem, GS) then please disable those scripts ASAP.

--Kerry


On Nov 17, 2009, at 4:40 PM, Ronny Schedel wrote:


 No, only sv_password is causing this, you can set sv_steamgroup to  
 whatever
 you want.


 Hi,

 The topic says all. As soon as there is sv_steamgroup or sv_password
 set, the server doesn't respond to a2s queries. It just appears as
 offline, although it's running.


 Marcel

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Re: [hlds_linux] l4d2 demo sv_password disabled ?

2009-10-28 Thread Kerry Dorsey
I absolutely agree with Davide, regarding the essential aspect of 
community-only servers. Plus, large GSPs have a different pricing structure for 
private servers. A lack thereof would impact everyone's bottomline. If Valve 
purposely borks the sv_password cvar, it would be courteous to say so. And as 
for being a bug? In the 8+ years of hosting Valve product, I don't recall a 
problem with passwording our servers. Just sayin'...

Kerry

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D4rKr0W
Sent: Wednesday, October 28, 2009 9:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] l4d2 demo sv_password disabled ?

On Wed, Oct 28, 2009 at 2:31 PM, Eric Riemers riem...@binkey.nl wrote:
 i know what
 will happen the instant i turn them on, there full.. and then i/community
 cant even join the servers.. i own the damn thing.

That's why i'm making such malicious claims. I think every small
community has the same concerns and with sv_password broken and no
information whatsoever on the compatibility of plugins such as
metamod/sourcemod, i can't help but to worry about it.

--
Davide Mirtillo aka DPI - D4rKr0W
http://www.dpi-clan.org
http://steamcommunity.com/groups/DemolitionandPyromaniac

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Re: [hlds_linux] l4d2 demo sv_password disabled ?

2009-10-28 Thread Kerry Dorsey
You're absolutely right, Dave. For example, we run our community's coop 
instance as a steamgroup_exclusive server and our versus instance with a 
password. We find that pubbies routinely get routed to our exclusive servers. 
But bigger than that, from the GSP perspective, if your customer is getting a 
discount on their private servers only to have regular pub traffic, they are 
outside of the AUP. This impacts $$$.

Again, I don't think any of us would care about how exclusivity is established, 
as long as it DOES exist and that we're informed of the general plan and time 
frame.

Kerry

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Wednesday, October 28, 2009 11:45 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] l4d2 demo sv_password disabled ?

I make no secret of the fact that I hate the lobby system introduced in 
L4D.  I don't think the idea is bad, but the implementation sucks.  One 
of the big problems is that sv_password has never worked with the lobby 
system, and this makes it very difficult to set up a truly private 
(password-protected) server.  In L4D, sv_password only works if you 
connect to the server directly, but then you can't use any of the 
features that require the lobby system, such as voting.  Sure, you can 
jump through lots of hoops using combinations sv_search_key, 
sv_steamgroup_exclusive, etc., but why should you have to?  As long as 
you're going to make the game use a lobby system, why not put something 
into the GUI where you can easily specify a game server, like the good 
old Favorites tab in the server browser.  And if the game server you 
specified is protected by a password, the password box should pop up 
when you connect.

I would imagine that sv_password is being deprecated in favor of the 
lobby system and sv_search_key, and that's why it doesn't work in L4D2.

 - Dave

Kerry Dorsey wrote:
 I absolutely agree with Davide, regarding the essential aspect of 
 community-only servers. Plus, large GSPs have a different pricing structure 
 for private servers. A lack thereof would impact everyone's bottomline. If 
 Valve purposely borks the sv_password cvar, it would be courteous to say so. 
 And as for being a bug? In the 8+ years of hosting Valve product, I don't 
 recall a problem with passwording our servers. Just sayin'...
 
 Kerry
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D4rKr0W
 Sent: Wednesday, October 28, 2009 9:33 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] l4d2 demo sv_password disabled ?
 
 On Wed, Oct 28, 2009 at 2:31 PM, Eric Riemers riem...@binkey.nl wrote:
 i know what
 will happen the instant i turn them on, there full.. and then i/community
 cant even join the servers.. i own the damn thing.
 
 That's why i'm making such malicious claims. I think every small
 community has the same concerns and with sv_password broken and no
 information whatsoever on the compatibility of plugins such as
 metamod/sourcemod, i can't help but to worry about it.
 
 --
 Davide Mirtillo aka DPI - D4rKr0W
 http://www.dpi-clan.org
 http://steamcommunity.com/groups/DemolitionandPyromaniac
 
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-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] [Bulk] DOD:S Server uses different class tables

2009-01-13 Thread Kerry Dorsey
We're still waiting for Valve to acknowledge that the problem exists, much less 
publish a fix. According to my count, about 80% of the DoD servers are 
currently down.

Kerry


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com on behalf of Marc Biorklund
Sent: Tue 1/13/2009 11:17 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [Bulk] DOD:S Server uses different class tables
 
Hi Arnaud,

No, we still waiting for Steam / Valve to release the Linux files.

Cheers,

Marc.

On Tue, Jan 13, 2009 at 4:13 PM, Arnaud DUMAS de RAULY
a@esport-eu.comwrote:

 Has this issue been solved ?


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Re: [hlds_linux] VAC1 bug

2005-04-25 Thread Kerry Dorsey
No. As stated before, *carefully* look at the log format listed by
Alfred and you'll see that the format is very different, and in fact
*not* from VAC. It looks more like a HLGuard entry to me...but I haven't
used that in 2 years!
Kerry
www.mikesmarauders.com
Ronny Schedel wrote:
Check the messages, it is from VAC. Alfred posted the same
server log file message. Its extended by some more info for the
website, thats all. The message is from VAC.

you missed the point entirely. It's not VAC that is giving you those
messages, so *you* should find out what *you* have running on the
server that banned them and take it up with whoever wrote that.
Because it wasn't Valve. Valve just told you so.
On 4/25/05, Ronny Schedel [EMAIL PROTECTED] wrote:
The odd thing is, they were detected cheating and could play easily
later.
That's what you should look for...

--
Clayton Macleod

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Re: [hlds_linux] Day of defeat, Server fps, config -?

2005-04-05 Thread Kerry Dorsey
Mariusz Zielinski wrote:
On Monday 04 April 2005 15:19, Walki ** wrote:

first im sorry of my bad english, so please try to read beween lines :)

This is good one :-) Hiding information beetwen lines is a domain of
skillfull linguists.
--
Mariusz Zielinski
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You mean cunning... :)
Kerry Dorsey
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Re: [hlds_linux] IP in autoexec.cfg

2005-01-21 Thread Kerry Dorsey
Chad McCan wrote:
Yeah, we just made it parse the IP and port out of the autoexec.cfg and
place it on the command line. Thanks for testing that for me. Thanks to
Valve for once again changing something without any documentation.
Thank You,
Chad McCan
BVGamer Game Server Leasing
www.bvgamer.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten van
der Zwaart
Sent: Friday, January 21, 2005 2:51 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] IP in autoexec.cfg
On Fri, Jan 21, 2005 at 09:36:34AM +0100, Maarten van der Zwaart wrote:

I'm not sure there is an other option at the moment. The +ip commandline
switch (which is the same as putting it in autoexec.cfg) has been

Hmm just tried it out, +ip still works, ip in autoexec.cfg does not.

deprecated sometime in december. And perhaps been completely disabled
now? The proper method is the -ip commandline switch (and the -port
switch).

The -ip switch is the way to do it. If you don't want to put the ip
address in your start scripts, you could make the start script read the
ip from a config file, and place it on the command line.
Maarten
--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?
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Just as a point of reference, as of one of the updates in December (lost
track!) on the Windoz side, the *IP switch is disabled all together.
Steam now performs all IP detection and allocation to the server
browser. And, no... no one ever announced this feature either.
There is a very interesting ramification, though. I can no longer
connect to my own server when connecting with my station that's behind
the same firewall. IOW, Steam sees my addy as the external IP assigned
by my FW. Steam sees the server as the external IP dedicated to it by
the FW. The server sees my client by the internal IP. Since the server
can't see my client's IP the same as Steam, I get an invalid Steam
ticket error. According to Valve,
   The bottom line is that one of these two things must be true:
   a. The IP that the Game Server sees you connecting from is the same
   IP that the Steam network sees you connecting from, or
   b. It must appear to Steam that your Client and the Game Server are
   using the same IP (you are both behind the same NAT).
   If you are unable to meet these requirements then your network will
   be incompatible with Steam.
So, if you operate your servers from behind a typical corporate FW
config, you won't be able to play on your own servers without making
serious changes. *sigh*
Kerry
Mike's Marauders!!
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Re: [hlds_linux] CS:S Bots

2005-01-21 Thread Kerry Dorsey
kungfuhasi wrote:
Hi Honda,
First of all, if it may be of help, for my server i created an own
bot.cfg, which is being called using 'exec bot.cfg' from the server
config.. that way i can handle bots seperately. This is what's in there:
bot_prefix Hunter-Bot |
bot_quota 6
bot_quota_mode fill
bot_difficulty 3
bot_join_after_player 1
bot_chatter normal
bot_join_team any
bot_defer_to_human 0
//bot_all_weapons 1
bot_allow_grenades 1
bot_allow_machine_guns 1
bot_allow_pistols 1
bot_allow_rifles 1
bot_allow_rogues 1
bot_allow_shotguns 1
bot_allow_snipers 1
bot_allow_sub_machine_guns 1
bot_auto_vacate 1
Now, for a own Bot to work, i think you need to change the botprofile.db
file. Now this all is not tested by me and such, but i think this makes
most sense .. see this snippet:
// These are the individual bot profiles, which inherit first from ^M
// Default and then the specified Template(s), in order^M
//^M
^M
Elite+Rifle Cliffe^M
   Skin = 1^M
   VoicePitch = 95^M
End^M
i.e. The Bot named Cliffe will first inherit from template Default
(which is defined first in the file) and then from the Elite+Rifle
Template. This way some sort of characteristics for the bot can be
assigned. I guess you need to look out to stay with 'Skin = 1', as in
Source we currently only have one skin 
Hope to help,
KungfuHasi
Am Donnerstag, den 20.01.2005, 17:42 -0600 schrieb hondaman:

Nice.  TY.  Yeah, I cant seem to get the bots to join the server and
play all by themselves.  I tried that switch, bot_join_after_player 0
and 1 and it doesnt work.  Is there a way to change the name of the bots
themselves?  I tried bot_add honda, but that didnt work.
DOH!Scorpion wrote:

Hi,
I tried yesterday to include some bots to my DS.
A great help was cvarlist bot_ (w/o quotes ;) )
There are 43 cvars/commands for managing bots.
On custom maps the server startet to generate some *.nav-files (i think, there 
are the waypoints stored). When generating nav-file,
there is heavy cpu-load on the server.
To fill my server with 4 dynamic bots (a human player joins, a bot left the 
game) i use this little skript in my server.cfg:
[SNIP]
bot_prefix ]SH-BOT[  //BOT-Clan
bot_add Wade   // first bot, to activate the fill process
bot_join_team any  //Bot´s join any team
bot_join_after_player 0  //Bots join w/o human player - seems buggy
bot_chatter normal //Normal bot chat
bot_auto_vacate 1//a human joins, a bot leaves the game
bot_difficulty 2// Bot Skill. 0=easy, 1=normal, 2=hard, 3=expert
bot_quota 4 // max. bots
bot_quota_mode fill   // invite the bots ;)
bot_kick ]SH-BOT[ Wade
[/SNIP]
The bot_add Wade will start the filling, and the bot_kick.. will remove the 
manually added bot.
Hope, i could help a little bit.
Greetz
DOH!Scorpion aka Ulf
-
visit us @ http://www.doh-clan.de
CS:S  @ server.doh-clan.de:27015
HL²MP @ server.doh-clan.de:27030
CoD   @ server.doh-clan.de:28960
UT2004@ server.doh-clan.de::7787
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hondaman
Sent: Thursday, January 20, 2005 11:08 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] CS:S Bots
Is there a page somewhere describing how they work on a  CS:S DS, and how to 
set them up?  I couldnt find anything.
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--
kungfuhasi [EMAIL PROTECTED]
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That is precisely what I did and it works perfectly! Here's another link
from Turtle Rock Studios that explains the process...
http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=689
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Re: [hlds_linux] Server Crash Exploit Part 2

2005-01-07 Thread Kerry Dorsey
hondaman wrote:
CS:S
William Warren wrote:
is this CS:S or 1.6?
hondaman wrote:
Just a followup.  The very same guy who crashed 7Harbinger in the
steampowered forums is the guy who crashed mine.  Check this out:
*7Harbinger*
Registered: Nov 2004
Posts: 4 *as per your request*
Here you go. This portion of the logfile should do it for you.
L 12/31/2004 - 03:46:54: Crash This ing Server!!!4 connected,
address 68.60.26.139:27005
L 12/31/2004 - 03:46:55: Crash This ing Server!!!4
disconnected (reason STEAM UserID STEAM_0:1:2540473 is banned
And from my logs:
L 12/31/2004 - 02:28:55: Sherrif2STEAM_ID_PENDING connected,
address 68.60.26.139:27005
L 12/31/2004 - 02:30:28: Sherrif2STEAM_0:1:2540473TERRORIST
changed name to Crash This Fucking Server!
hondaman wrote:
no
Kingsley Foreman wrote:
are u using any plugins?
- Original Message -
From: hondaman [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Saturday, January 01, 2005 7:27 AM
Subject: Re: [hlds_linux] Server Crash Exploit Part 2

http://forums.steampowered.com/forums/showthread.php?s=threadid=218309

Second post down.  Guy changed his name to the same as when my
server
crashed.  Im gonna see if I can get the ip from that admin to
check if
its the same guy.
hondaman wrote:
This is a repost of my prior, with formatting fixes and some more
information.
Last night, this is what happened after several people where banned
for
tking (i dont know if its related, but that was what happened):
Dec 31 00:58:26 HardGaming kernel: srcds_amd[1966]: segfault at
 rip f7b26a1b rsp b100 error 4
Then after several minutes, this:
Dec 31 02:08:24 HardGaming kernel: srcds_amd[7425]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:09:21 HardGaming kernel: srcds_amd[7476]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:10:26 HardGaming kernel: srcds_amd[7508]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:10:42 HardGaming kernel: srcds_amd[7556]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:12:03 HardGaming kernel: srcds_amd[7561]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:12:18 HardGaming kernel: srcds_amd[7574]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:16:00 HardGaming kernel: srcds_amd[7624]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:16:35 HardGaming kernel: srcds_amd[7659]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:23:01 HardGaming kernel: srcds_amd[7662]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:27:05 HardGaming kernel: srcds_amd[7787]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:27:37 HardGaming kernel: srcds_amd[7886]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:28:26 HardGaming kernel: srcds_amd[7893]: segfault at
 rip f7b26a1b rsp b100 error 4
Dec 31 02:37:43 HardGaming kernel: srcds_amd[7922]: segfault at
 rip f7b26a1b rsp b100 error 4
The CS:S server logs end abruptly after the server restarts.  I
looked
through the logs, but didnt find anything obvious, other than
this guy
who makes references to server crashes:
css1/L1231006.log:L 12/31/2004 - 01:02:34: D@
Sniper!!27STEAM_0:1:2540473TERRORIST say_team server
crashed?
css1/L1231006.log:L 12/31/2004 - 01:05:17: D@
Sniper!!27STEAM_0:1:2540473TERRORIST say_team yo man, i
manage a
server, my shit crashed to, i think its Valve, you know what causes
it?
css1/L1231006.log:L 12/31/2004 - 01:05:49: D@
Sniper!!27STEAM_0:1:2540473TERRORIST say_team it crashes
after i
ban peeps
css1/L1231006.log:L 12/31/2004 - 01:11:31: D@
Sniper!!27STEAM_0:1:2540473TERRORIST say so whos admin,
need to
know what they think about the server crashes?
THEN, this guy joins:
L 12/31/2004 - 02:28:37: Log file started (file
logs/L1231026.log)
(game /gaming/css1/cstrike) (version 2230)
L 12/31/2004 - 02:28:37: server_cvar: mp_falldamage 1
L 12/31/2004 - 02:28:37: server_cvar: mp_flashlight 1
L 12/31/2004 - 02:28:37: server_cvar: mp_friendlyfire 1
L 12/31/2004 - 02:28:55: Sherrif2STEAM_ID_PENDING
connected,
address 68.60.26.139:27005
L 12/31/2004 - 02:28:55: World triggered Round_Start
L 12/31/2004 - 02:29:02: World triggered Round_Start
L 12/31/2004 - 02:29:19: dogmoney3STEAM_ID_PENDING
connected,
address 69.225.242.45:27005
L 12/31/2004 - 02:29:21: Sherrif2STEAM_0:1:2540473
entered the
game
L 12/31/2004 - 02:29:25:
Sherrif2STEAM_0:1:2540473Unassigned
joined team TERRORIST
L 12/31/2004 - 02:29:25: Sherrif2STEAM_0:1:2540473TERRORIST
triggered Got_The_Bomb
L 12/31/2004 - 02:29:54: Sherrif2STEAM_0:1:2540473TERRORIST
triggered 

Re: [hlds_linux] WARNING: UDP_OpenSocket: port: 27015 bind: Cannot assign requested

2005-01-05 Thread Kerry Dorsey
Nathan Marcus wrote:
I am too behind a firewall, and router.  I found this forum post a while ago
which helped a lot.
http://server.counter-strike.net/forums/showthread.php?s=threadid=32243
read it for what its worth, it helped me.
- Original Message -
From: Scott Ahlbrandt [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, January 03, 2005 5:33 PM
Subject: Re: [hlds_linux] WARNING: UDP_OpenSocket: port: 27015 bind: Cannot
assign requested
On Monday 03 January 2005 21:47, Nathan Marcus wrote:
Nathan I'm behind a firewall so I have to specify an ip, my pf.conf is
below.
# $OpenBSD: pf.conf,v 1.21 2003/09/02 20:38:44 david Exp $
#
# See pf.conf(5) and /usr/share/pf for syntax and examples.
# Required order: options, normalization, queueing, translation,
filtering. # Macros and tables may be defined and used anywhere.
# Note that translation rules are first match while filter rules are
last match.
# Macros: define common values, so they can be referenced and changed

easily. SYN_ONLY=S/FSRA
ext_if=xl0 # replace with actual external interface name i.e., dc0
int_if=xl1 # replace with actual internal interface name i.e., dc1
internal_net=192.168.1.1/16
#external_addr=192.168.1.1
# Tables: similar to macros, but more flexible for many addresses.
#table foo { 10.0.0.0/8, !10.1.0.0/16, 192.168.0.0/24,

192.168.1.18 }

# Options: tune the behavior of pf, default values are given.
set timeout { interval 10, frag 30 }
set timeout { tcp.first 120, tcp.opening 30, tcp.established 86400 }
set timeout { tcp.closing 900, tcp.finwait 45, tcp.closed 90 }
set timeout { udp.first 60, udp.single 30, udp.multiple 60 }
set timeout { icmp.first 20, icmp.error 10 }
set timeout { other.first 60, other.single 30, other.multiple 60 }
set timeout { adaptive.start 0, adaptive.end 0 }
set limit { states 1, frags 5000 }
set loginterface $ext_if
set optimization normal
set block-policy drop
set require-order yes
set fingerprints /etc/pf.os
# Normalization: reassemble fragments and resolve or reduce traffic
ambiguities.
scrub in all
# Queueing: rule-based bandwidth control.
#altq on $ext_if bandwidth 2Mb cbq queue { dflt, developers, marketing
} #queue dflt bandwidth 5% cbq(default)
#queue developers bandwidth 80%
#queue marketing bandwidth 15%
# Translation: specify how addresses are to be mapped or redirected.
# nat: packets going out through $ext_if with source address
$internal_net will
# get translated as coming from the address of $ext_if, a state is
created for # such packets, and incoming packets will be redirected to
the internal address.
nat on $ext_if from $internal_net to any - ($ext_if)
# rdr: packets coming in on $ext_if with destination
$external_addr:1234 will # be redirected to 10.1.1.1:5678. A state is
created for such packets, and # outgoing packets will be translated as
coming from the external address. #rdr on $ext_if proto tcp from any

to

$external_addr/32 port 1234 - 10.1.1.1 port 5678
rdr on $ext_if proto { tcp, udp } from any to 68.231.121.45/32 port
27000:27040
- 192.168.1.23 port 27000:27040



Yes, try not to specify an IP in the command line and see if you can get
through.  I got this a few times if I specified a wrong ip that was
essentially a typo when I started it.
- Original Message -
From: Scott Ahlbrandt [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, January 03, 2005 8:09 PM
Subject: [hlds_linux] WARNING: UDP_OpenSocket: port: 27015 bind: Cannot
assign requested

address FATAL ERROR (shutting down): Couldn't allocate dedicated
server IP port 27015.
Date: Mon, 3 Jan 2005 11:10:56 -0700
User-Agent: KMail/1.6.2
MIME-Version: 1.0
Content-Disposition: inline
Content-Type: text/plain;
 charset=us-ascii
Content-Transfer-Encoding: 7bit
Message-Id: [EMAIL PROTECTED]
Has anyone come across this when trying to get your server to show up on

the

master list.?
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I had the same issue on my Windowz box. I'm behind a firewall, used to
specify IP and all ran fine. After one of the recent updates in
December, I could no longer use the +ip switch. The exact same error
you mentioned appeared.
Simply removing that command switch cleared up the problem...but I now
have a new issue: my internal machine (also 

Re: [hlds_linux] OT: Blue Shift @ Alfred

2005-01-05 Thread Kerry Dorsey
Killer Creation Services wrote:
I would still personally like to see it on the steam list though.
Frederick Abrams
Killer Creation Services
www.killercreation.co.uk
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Geoff
Wilson
Sent: 05 January 2005 20:22
To: hlds_linux@list.valvesoftware.com
Subject: Re: RE: [hlds_linux] OT: Blue Shift
On Wed, 5 Jan 2005 15:09:58 -0500, Nathan Marcus
[EMAIL PROTECTED] wrote:

I mean, now with Steam and everything, if you attempt an
installation, you can't even install it.

Try it - I've installed and run it completely independently of steam,
worked fine.
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Umm...this really has nothing to do with HLDS and Alfred probably has
nothing to do with the legal implications of software licensing and
distribution. Please post at Steampowered.com
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[hlds_linux] Re: [OT] Tuneup your hl server...

2003-06-16 Thread Kerry Dorsey
Most of the Uber Geeks here wouldn't know anything about sex...:p jk!!

Kerry(Boogieman)
- Original Message -
 --__--__--

 Message: 6
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: AW: [hlds_linux] Tuneup your hl server...
 Date: Mon, 16 Jun 2003 18:32:11 +0200
 Reply-To: [EMAIL PROTECTED]

 good things can't be posted often enough - its like having sex... ;)

 -Urspr=FCngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Kevin J.
 Anderson
 Gesendet: Montag, 16. Juni 2003 17:48
 An: [EMAIL PROTECTED]
 Betreff: RE: [hlds_linux] Tuneup your hl server...


 good info, but old news.   ; )


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[hlds_linux] Re: hlds_linux digest, Vol 1 #2005 - 5 msgs

2003-03-27 Thread Kerry Dorsey
Until Metamod gets its site revamped, UA is hosting the last two versions of
Metamod. See:

http://www.unitedadmins.com/metamod-dl.php

Kerry
- Original Message -
 --__--__--

 Message: 1
 Date: Thu, 27 Mar 2003 15:06:01 +0100
 From: =?ISO-8859-1?Q?Bj=F6rn_Birkholz?= [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] Digital Paintball HL Mod
 Reply-To: [EMAIL PROTECTED]

 http://dl2.metamod.org/



 petter granstrom wrote:

 Unfortunately, those links point to metamod.org (at amxmod.net).
 
 - Original Message -
 From: m0gely [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, March 27, 2003 12:19 AM
 Subject: Re: [hlds_linux] Digital Paintball HL Mod
 
 
 
 
 Adam 'Starblazer' Romberg wrote:
 
 
 Well, first off, it appears metamod.org is down...
 
 second off, does anyone know if there are any admin-programs that work
 with DPB?  From what I read adminmod randomly works, and I haven't
taken
 
 
 a
 
 
 deeper look into amx considering that metamod is down ;)
 
 
 AM comes with metamod and AMX lists metamod as a download right
 below itself ont he AMX download page.  I don't know anything
 about DPB though.
 
 --
 - m0gely
 http://quake2.telestream.com/
 Q2 | Q3A | Counter-strike
 
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[hlds_linux] Re: Your opinion

2003-02-05 Thread Kerry Dorsey
This may be the 'real world', but that doesn't make it right. In essence,
this admin/operator has instituted a policy that has adverse affects on the
server community at large. What the hell gives HIM the right? IMO, that's
just plain rude. Now, I may sound like Miss Manners bitching up a storm, but
that's inconsiderate.

This also sounds like the workings of some 15 yr old jr. admin. Is this
really the head admin/operator? If one of my admins acted like this, he'd be
out on his ass in a New York minute. My server is my responsibility with my
money invested and my reputation on the line. I wouldn't want some attitude
junky causing trouble. Try contacting the 'real' operator.

You're right Brian, we shouldn't have to deal with this. It should be common
courtesy to prevent such issues. Otherwise, I'll just have to add another
tag filter to AM/CM to include *.com, *.net, *.org, etc. which makes them as
big a nuisance as hacker clans.


 Message: 4
 Date: Wed, 5 Feb 2003 11:44:44 -0800 (PST)
 From: Brian A. Stumm [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds_linux] Your opinion
 Organization: BS-Linux.com
 Reply-To: [EMAIL PROTECTED]

 On Wed, 5 Feb 2003, Mad Scientist wrote:

   On Wed, 5 Feb 2003, Kevin J. Anderson wrote:
   Point is it's going to cost all of us resources to deal with a
   problem that one server creates.
 
  Welcome to the real world. :-/

 Someone else already said something to the effect that we server admins
 need to try to understand how what we do affects other server operators. I
 realize my initial post was largely a big glass of whine but I found this
 an issue that concerns us all, thus the reason for no OT in the subject.

 Its become apparent that the person causing this problem will not change
 his settings and I will add a filter to deal with it. I just hope that
 other admins don't start doing this. My method of dealing is going to be
 to issue a message informing the player to ask said admin to change their
 name changing practice, explain how to change the name andthen the player
 will get 90 min ban. Its unfortunate for the player that just doen't know
 how to change their name. But the first peron that found Player could
 have issued a message instructing the player how to change their name
rather
 than forcing it to be changed into an advertisement.



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 End of hlds_linux Digest



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[hlds_linux] Re: hlds_linux digest, Vol 1 #1814 - 13 msgs

2003-02-04 Thread Kerry Dorsey
HLSW's http://www.hlsw.net Won Database Editor matches multiple names to
WonIDs. Even has nice import/export features.

Kerry
 Message: 11
 From: hondaman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Date: Tue, 4 Feb 2003 00:49:20 -0600
 Subject: [hlds_linux] log analyzers?
 Reply-To: [EMAIL PROTECTED]

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I am looking for a good way to search logs to find ppl who evade bans.  So
 something that would match ip's to wonid's would be really nice.  Is there
a
 tool or a way to do this?

 hondaman - admin
 www.hardcs.com


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[hlds_linux] Server Validation Error

2003-01-28 Thread Kerry Dorsey
Even WITH VAC, the cheating is unbearable. Against the modern hack, VAC is
completely ineffective. Any noob w/ a late version of *(insert fav hack
here) can run around in virtually any server w/ aibots, wallhacks, ESP, etc.
Only diligent admins w/ careful instruction can properly handle cheaters.
Stop waiting for ValvE to provide the answer. Arm yourself with knowledge.

Kerry
 --__--__--

 Message: 1
 From: James Clark [EMAIL PROTECTED]
 Date: Tue, 28 Jan 2003 10:09:15 +1300
 To: HLDS Linux List [EMAIL PROTECTED]
 Subject: [hlds_linux] Server Validation Error
 Reply-To: [EMAIL PROTECTED]


 The problem caused by VAC (Server Validation Error), is it still an issue?

 I'm still running in insecure mode, my god the cheating is unbearable!!!

 --
 James.


 --__--__--

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