Re: [hlds_linux] [english 100%] Re: Counter-Strike: Source Update Available

2009-08-26 Thread Mike Durand
The fix is made and we will roll it out as soon as possible. I'm very sorry for 
the inconvenience.

-Mike

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mike Durand
Sent: Tuesday, August 25, 2009 11:19 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] [english 100%] Re: Counter-Strike: Source Update 
Available

I've duplicated the problem here and am working on a fix.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, August 25, 2009 11:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [english 100%] Re: Counter-Strike: Source Update 
Available

Another Debian 5 32bit segfaulting...

> Same here Debian 5 64bit
>
> Joseph Laws schrieb:
>> Segfault for me too on Centos 5.
>>
>> [AF] House of Fail wrote:
>>
>>> Segfault, first one in all the time I have been running my ubuntu 
>>> server.
>>> No addons active, running 8.04 x86
>>>
>>> On Tue, Aug 25, 2009 at 8:33 PM, bl4nk  wrote:
>>>
>>>
>>>
>>>> CS:S server owners across the world rejoice. Good work, Valve.
>>>>
>>>> Jason Ruymen wrote:
>>>>
>>>>
>>>>> An optional update for Counter-Strike: Source is now available. 
>>>>> Please
>>>>>
>>>>>
>>>> run hldsupdatetool to receive it.  The specific changes include:
>>>>
>>>>
>>>>> Engine:
>>>>> - Fixed an exploit that allowed files to be uploaded to the server at
>>>>>
>>>>>
>>>> arbitrary locations in the file system
>>>>
>>>>
>>>>> - Fixed a server crash caused by a client packet claiming to be an 
>>>>> HLTV
>>>>>
>>>>>
>>>> client when HLTV is disabled on the server
>>>>
>>>>
>>>>> - Fixed a server crash caused by spoofing a client disconnect message
>>>>> - Fixed a server crash caused by sending malformed reliable subchannel
>>>>>
>>>>>
>>>> data
>>>>
>>>>
>>>>> Counter-Strike: Source:
>>>>> - Novint Falcon support is now enabled by default
>>>>>
>>>>> Jason
>>>>>
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>
>>>>>
>>>> please visit:
>>>>
>>>>
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>
>>>>>
>>>>>
>>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>
>>>
>>>
>>> 
>>>
>>>
>>> No virus found in this incoming message.
>>> Checked by AVG - www.avg.com
>>> Version: 8.5.387 / Virus Database: 270.13.67/2326 - Release Date: 
>>> 08/25/09 18:07:00
>>>
>>>
>>>
>> ___
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>>
>>
>
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Re: [hlds_linux] [english 100%] Re: Counter-Strike: Source Update Available

2009-08-25 Thread Mike Durand
I've duplicated the problem here and am working on a fix.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, August 25, 2009 11:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [english 100%] Re: Counter-Strike: Source Update 
Available

Another Debian 5 32bit segfaulting...

> Same here Debian 5 64bit
>
> Joseph Laws schrieb:
>> Segfault for me too on Centos 5.
>>
>> [AF] House of Fail wrote:
>>
>>> Segfault, first one in all the time I have been running my ubuntu 
>>> server.
>>> No addons active, running 8.04 x86
>>>
>>> On Tue, Aug 25, 2009 at 8:33 PM, bl4nk  wrote:
>>>
>>>
>>>
 CS:S server owners across the world rejoice. Good work, Valve.

 Jason Ruymen wrote:


> An optional update for Counter-Strike: Source is now available. 
> Please
>
>
 run hldsupdatetool to receive it.  The specific changes include:


> Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
>
>
 arbitrary locations in the file system


> - Fixed a server crash caused by a client packet claiming to be an 
> HLTV
>
>
 client when HLTV is disabled on the server


> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
>
>
 data


> Counter-Strike: Source:
> - Novint Falcon support is now enabled by default
>
> Jason
>
>
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 please visit:


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>
>
>
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>>>
>>>
>>> 
>>>
>>>
>>> No virus found in this incoming message.
>>> Checked by AVG - www.avg.com
>>> Version: 8.5.387 / Virus Database: 270.13.67/2326 - Release Date: 
>>> 08/25/09 18:07:00
>>>
>>>
>>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
>
>
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> please visit:
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Re: [hlds_linux] New update (crashes immediately)

2009-01-29 Thread Mike Durand
Another thing to try if you see this problem is adding the 
-NoLoadPluginsForClient command line option to temporarily disable plugin 
loading. This can help us isolate the problem.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Green
Sent: Thursday, January 29, 2009 4:35 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New update (crashes immediately)

we haven't reproed this yet.

Trying to get a handle on why it sometimes crashes and sometimes succeeds. For 
people who have the crash, does disabling address space randomization
make it stop crashing, or make it always crash, or have no effect?

typing this command before launching should do this:

setarch $(uname -p) -RL bash


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zuko
Sent: Thursday, January 29, 2009 3:30 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New update (crashes immediately)

mail sent

I forgot to attach debug.log sa I put it here

--
CRASH: czw, 29 sty 2009, 22:00:39 CET
Start Line: ./srcds_i486 -game tf +maxplayers 26 +map cp_dustbowl -tickrate
66 +ip XXX +hostport 27016 -debug
End of Source crash report
--

2009/1/29 Zuko 

> thx for info
>
> ok I will do that
>
> 2009/1/29 David A. Parker 
>
> You'll probably want to save the strace output to a file using the '-o'
>> option, since there will be a lot of it.  Then just e-mail Chris the file.
>>
>> strace -o srcds_crash.out srcds_run ...
>>
>> - Dave
>>
>> gamead...@127001.org wrote:
>> > If you start the server using strace (so "strace srcds_run
>> -various-options-and-stuff") then it'll spit out a cornucopia of diagnostic
>> information.  That'll help Chris work out what's going wrong.  (Though a
>> core dump would probably be appreciated too)
>> >
>> >> -Original Message-
>> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> >> boun...@list.valvesoftware.com] On Behalf Of Zuko
>> >> Sent: 29 January 2009 21:00
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] New update (crashes immediately)
>> >>
>> >> you mean core dumps?
>> >>
>> >> W dniu 29 stycznia 2009 21:46 uz.ytkownik Chris Green <
>> >> cgr...@valvesoftware.com> napisa?:
>> >>
>> >>> hmm.. could you email me the output of running strace on the server
>> >> when it
>> >>> crashes?
>> >>>
>> >>>
>> >>> -Original Message-
>> >>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> >>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> >>> Sent: Thursday, January 29, 2009 11:50 AM
>> >>> To: 'Half-Life dedicated Linux server mailing list'
>> >>> Subject: Re: [hlds_linux] New update (crashes immediately)
>> >>>
>> >>> Mine usually takes a few times to finally start as well. Typical
>> >> stack
>> >>> trace
>> >>> below:
>> >>> #0  0x in ?? ()
>> >>> #1  0x01fdd538 in CServerGameDLL::DLLInit ()
>> >>>   from /home/srcds/tf2server/orangebox/tf/bin/server_i486.so
>> >>> #2  0x0102c36a in SV_InitGameDLL ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #3  0x010f3ca5 in Host_Init ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #4  0x01181613 in Sys_InitGame ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #5  0x01184e85 in CEngine::Load ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #6  0x0118216e in CModAppSystemGroup::Main ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #7  0x011e8685 in CAppSystemGroup::Run ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #8  0x0118238f in CDedicatedServerAPI::ModInit ()
>> >>>   from /home/srcds/tf2server/orangebox/bin/engine_i486.so
>> >>> #9  0x00ea520a in CDedicatedAppSystemGroup::Main () from
>> >>> bin/dedicated_i486.so
>> >>> #10 0x00f04ba5 in CAppSystemGroup::Run () from bin/dedicated_i486.so
>> >>> #11 0x00eff0db in CSteamApplication::Main () from
>> >> bin/dedicated_i486.so
>> >>> #12 0x00f04ba5 in CAppSystemGroup::Run () from bin/dedicated_i486.so
>> >>> #13 0x00ea578b in main () from bin/dedicated_i486.so
>> >>> #14 0x00e9db83 in DedicatedMain () from bin/dedicated_i486.so
>> >>> #15 0x0804949d in main ()
>> >>>
>> >>> -Original Message-
>> >>> From: hlds_linux-boun...@list.valvesoftware.com
>> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>> >> Console
>> >>> Admin
>> >>> Sent: Thursday, January 29, 2009 11:44 AM
>> >>> To: Half-Life dedicated Linux server mailing list
>> >>> Subject: Re: [hlds_linux] New update (crashes immediately)
>> >>>
>> >>> Working fine here
>> >>> uname -a
>> >>> Linux Gentooboxen 2.6.27-gentoo #2 SMP Wed Oct 15 11:03:

RE: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Mike Durand
No, this is not happening in the real world but we have made it work in
our office.

It's conceivable that for some future Valve game may support
cross-platform, but the Orange Box will not.

-Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Schremp
Sent: Friday, October 12, 2007 9:08 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Consoles playing with PCs in TF2

--
[ Picked text/plain from multipart/alternative ]
Again, I pose the question now that the game is released. Are Xbox 360s
using the same dedicated servers for gameplay as PCs? I found an
interview
with Doug on IGN that suggests that cross-platform playing was done, but
I
still don't know if that's just for LAN play, or if they're using our
servers.
>From the interview:
*Robin Walker*: So the Xbox one, we have people in on Xboxes, while you
were
playing [referring to IGN] there's people playing on Xbox 360s.

*IGN: In that play session we just did? *

*Doug Lombardi*: Yeah there's always at least one guy, in there, that's
an
Xbox 360 guy.

*IGN: So you're actually playing now on Xbox 360s connected to PCs? *

*Doug Lombardi*: Technically it's done.
--

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RE: [hlds_linux] TF2 Mapcycle?

2007-10-03 Thread Mike Durand
It looks as though the doubling the maps in the file doesn't work
reliably. So I'm afraid that you'll just need to wait for the update.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Wednesday, October 03, 2007 8:18 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Mapcycle?

--
[ Picked text/plain from multipart/alternative ]
Well, I was just repeating what Mike had said.  You did have it like:

map1
map1
map2
map2
map3
map3

Right?

"Saint K." <[EMAIL PROTECTED]> wrote: Hi,

doesnt seem to work, its concequently skipping 3 maps (listed behind
eachother).

Well, guess i'll just wait for an update ;)

Thanks!
- Original Message -
From: "Dan E"
To:
Sent: Wednesday, October 03, 2007 4:26 PM
Subject: Re: [hlds_linux] TF2 Mapcycle?


> --
> [ Picked text/plain from multipart/alternative ]
>
> "it is now fixed and will be out in the next TF2 update."
>
> So not yet.  Temp fix = doubling up all maps in mapcycle.
>
>
>
> "Saint K."  wrote: Hi,
>
> Is it correct that the map cyle is still not fixed after this mornings
> update?
>
> My server contains the default map list, but is playing 3 maps over
and
> over
> again, and mostly twice behind eachother.
>
> Maps it plays;
> granery
> gravelpit
> 2fort
>
> Saint K.
> - Original Message -
> From: "Kevin Ottalini"
> To:
> Sent: Wednesday, October 03, 2007 5:49 AM
> Subject: Re: [hlds_linux] TF2 Mapcycle?
>
>
>> woohoo, thanks Mike!
>>
>> - Original Message -
>> From: "Mike Durand"
>> To:
>> Sent: Tuesday, October 02, 2007 8:35 PM
>> Subject: RE: [hlds_linux] TF2 Mapcycle?
>>
>>
>>> Hi-
>>>
>>> I'm the guy who broke this and it is now fixed and will be out in
the
>>> next TF2 update. Sorry for the inconvenience.
>>>
>>> The bright side is that after the update you can now put the same
map in
>>> multiple spots in the mapcycle.txt file. So you could have a map
cycle
>>> file that looks like this if you want:
>>>
>>> cp_granary
>>> ctf_2fort
>>> cp_gravelpit
>>> ctf_2fort
>>> cp_dustbowl
>>> cp_granary
>>> cp_well
>>> ctf_2fort
>>> tc_hydro
>>>
>>> This was a longstanding bug that I fixed before the last update, but
the
>>> fix ended up causing the "random next map issue". Sorry again for
the
>>> trouble and thanks for your patience.
>>>
>>> -Mike Durand
>>> Valve
>>>
>>
>>
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RE: [hlds_linux] TF2 Mapcycle?

2007-10-02 Thread Mike Durand
Hi-

I'm the guy who broke this and it is now fixed and will be out in the
next TF2 update. Sorry for the inconvenience.

The bright side is that after the update you can now put the same map in
multiple spots in the mapcycle.txt file. So you could have a map cycle
file that looks like this if you want:

cp_granary
ctf_2fort
cp_gravelpit
ctf_2fort
cp_dustbowl
cp_granary
cp_well
ctf_2fort
tc_hydro

This was a longstanding bug that I fixed before the last update, but the
fix ended up causing the "random next map issue". Sorry again for the
trouble and thanks for your patience.

-Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Tuesday, October 02, 2007 5:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Mapcycle?

--
[ Picked text/plain from multipart/alternative ]
The map cycle problem (for now) can be fixed temporarily by putting two
of
each of the names of the maps in the mapcycle. This was answered by a
Valve
rep the other day. I've never noticed the same map played twice on my
server.

On 10/2/07, Saint K. <[EMAIL PROTECTED]> wrote:
>
> As addition to the map cycle problem. At our servers is has a habbit
of
> randomly playing the same map twice before switching.
>
> Saint K.
> - Original Message -
> From: "Eric van Beesten" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, October 01, 2007 9:09 AM
> Subject: RE: [hlds_linux] TF2 Mapcycle?
>
>
> > Yep.. same here. Was always playing 2fort, granary and other one.
But
> late
> > in the night the mapcycle was switching to duskwood! Don't know if
the
> > problem is fixed!
> >
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens hondaman
> > Verzonden: maandag 1 oktober 2007 6:45
> > Aan: hlds_linux@list.valvesoftware.com
> > Onderwerp: Re: [hlds_linux] TF2 Mapcycle?
> >
> > same problem here too
> >
> > On 9/30/07, Kample <[EMAIL PROTECTED]> wrote:
> >> Same here. After the last update.
> >> If anyone got a solution to this, please post.
> >>
> >> On 9/30/2007 11:25 PM, Bruce Harding wrote:
> >> > Michael McKoy wrote:
> >> >> Tonight, I received reports that our "mapcycle was broken, same
> three
> >> >> maps
> >> >> over and over"
> >> >
> >> > I seem to be having the same problem.  Random Maps,
mapcycle.txthasn't
> >> > been changed at all.
> >> >
> >> >
> >>
> >> ___
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> >>
> >
> >
> > --
> > "Do you know about the dangers of DRM? Find out at
> > http://www.defectivebydesign.org/what_is_drm";
> >
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> >
> > __ NOD32 2561 (20071001) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
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[hlds_linux] TF2 Server Convars

2007-09-18 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-



Many of you have asked about convars for the TF dedicated server and now
that I have a spare moment I'm glad to share them with you. Here they
are:



mp_teams_unbalance_limit

Teams are unbalanced when one team has this many more players than the
other team. (0 disables check)



mp_enableroundwaittime

Enable timers to wait between rounds.



mp_bonusroundtime

Time after round win until round restarts



mp_restartround

If non-zero, the current round will restart in the specified number of
seconds



mp_winlimit

Max number of rounds one team can win before server changes maps



mp_stalemate_timelimit

Timelimit (in seconds) of the stalemate round.



mp_autoteambalance



mp_autoteambalance_delay

Time after the teams become unbalanced to attempt to switch players.



mp_autoteambalance_warning_delay

Time after the teams become unbalanced to print a balance warning.



mp_maxrounds

Max number of rounds to play before server changes maps



I'll be adding these to the VDC Wiki late.
http://developer.valvesoftware.com/wiki/Console_Command_List



-Best Regards,

 Mike Durand

 Valve

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[hlds_linux] Linux Dedicated Server Delayed

2007-09-17 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello All-



I have to share some bad news - we will not have a Linux dedicated
server available for download tonight. We've been crunching really hard
but there are still issues that prevent us from shipping it tonight. We
will continue to work on until it is available, but for now the only
dedicated servers available will be running Windows.



I'll post updates to the lists as soon as I have more info. Thank you
very much for your patience. And again, we are sorry for missing this
deadline.



-Best Regards,

 Mike Durand

 Valve

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[hlds_linux] Fix for a Specific Case of "Disconnected: This Steam account does not own..."

2007-03-30 Thread Mike Durand
Hi-

My name is Mike Durand and I work for Valve.

I've found a solution to a problem that all HL2MP mods run into when a
client that does not own HL2 attempts to connect to a HL2MP mod server
like SourceForts, HL2CTF, etc.

I am going to fix this problem in the engine but here is a server-side
workaround in case anyone is interested:

Create a steam.inf file in your mod's root directory (where the
gameinfo.txt is) on the server. Place only this entry in it:

appID=215

Please note that 320 would work too.

So without the added steam.inf when the server makes its calls to the
Steam back-end for authentication of clients it is passing along the
default value of 220, which is the app ID HL2 single player. And so if
the user doesn't own HL2 then they fail authentication and they are
disconnected.

Sorry for the inconvenience that this bug has caused and feel free to
contact me if this solution doesn't work for you.

-Best Regards,
 Mike Durand
 Valve

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