Re: [hlds_linux] Yesterdays SRCDS update causes server not to start anymore

2006-05-25 Thread Mike Norton
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Re: [hlds_linux] Nasty spawn bug

2006-02-09 Thread Mike Norton
I was going to sit by quietly on Alfred response about NOISE but
then Stan pipes up with that attack?

Alright, enough is enough.

1.  As a serious server operator who does not seem to have a voice in
the bigger picture, I.E. requests are ignored or unanswered, I would
for one like to be told of possible exploits to keep an eye out and
promptly ban anyone who uses them.  Otherwise I am stuck with waiting
for Valve to fix the issue.  No offence Alfred but track record is
lacking here.  Sorry.

2.  If you think the exposure of a hack like this on this list is
going to increased the amount of use on it then I must wonder why you
are here?  Script kitties use underground lists and boards that most
of us, including myself, do not know about.

3.  Please do not lambaste another user for trying to point out
something that needs to be fixed.  That is BAD taste.

Thanks for the time.

Mike Norton
International Gamers Outreach
http://clanigo.com

On 2/9/06, W0kk3L [EMAIL PROTECTED] wrote:
 ok, i will...

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, February 09, 2006 6:00 PM
 Subject: RE: [hlds_linux] Nasty spawn bug


  Please send bug reports like this directly to me in the future so I can
  know to fix them (I don't want to loose them in the noise of this
  mailing list).
 
  - Alfred
 
  W0kk3L wrote:
  I forgot to mention one thing. You have to select the old-style
  menues to
  get it to work.
  It doesn't work for the new menues.
 
  - Original Message -
  From: W0kk3L [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Wednesday, February 08, 2006 6:14 PM
  Subject: [hlds_linux] Nasty spawn bug
 
 
  Hi,
 
  Someone reported a nasty spawn bug on our servers. It's a bug which
  is being exploited
  by Myg0t. It goes as following:
 
  Join any server, click away the motd and open the console:
  - type buyequip
  - type menuselect 1 (to join the T's) (or menuselect 2 (to join the
  CT's),
  - then type menuselect 10.
  Close console, click OK, then choose any skin.
  Wait to spawn. Once you spawn, you have 1 second to buy a weapon (any
  weapon) before you get teleported.
  When you're teleported, you teleport to every place where are cams.
  You can kill opponents, and you can die.
 
  I believe this is an old bug, but maybe someone can resolve it.
 
  Greetz
  -W0kk3L-
 
  PS. Maybe someone also can resolve that bug that you can boost
  through roofs that have a slope.
 
 
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Re: [hlds_linux] Day of Defeat: Source update released

2006-01-25 Thread Mike Norton
Ok, I am very glad Kalt is out.  BUT ITS WEDNESDAY!!

Cal League night  Come On


Let see if we can match tonight



On 1/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
 We have released an update to Day of Defeat: Source. This update is
 required. Run the hldsupdatetool to get it.

 This release adds a new map, dod_kalt.

 - Alfred

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[hlds_linux] How to manually tell srcds_l to load bin?

2006-01-05 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Hi guys.  Well I am having the segfault issue and I think it is due to the
the startup script not properly identifying my cpu.  Is there a way to
manually tell it which one to use so I do not get the segfault loop?

Thanks

Here are my system specs.

1 Dell \ 800 FSB dual xeon \ PowerEdge 1800  2 Intel \ 2.8 GHz 800FSB \ P4
Xeon  1 Generic \ 2048 MB \ DDR 400 ECC Reg  1 Unknown \ Onboard \
SCSI  2 Fujitsu
\ 73GB:SCSI:Ultra320 TotalControl \ map3735nc  1 Dell \ DRAC \ 4
RHE 3

Thanks all.
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Re: [hlds_linux] Added to banned list

2005-12-30 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I would leave it on.  If someone is trying to gain rcon access they dont
need to be on your server.

My .02 worth

On 12/30/05, chaos / Alex [EMAIL PROTECTED] wrote:

 just realized i had this line in my config:

 sv_rcon_banpenalty 20

 and i checked... ppl get a 20 min temporary ban.
 so that it is. they tried to get rcon access and got banned.

 thank you! i never thought about this.
 only checked my plugins' config and didn't find any ban-settings :D

 alex

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Re: [hlds_linux] Seg Fault Running latest Updates..

2005-12-09 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Did I hear that right?  You say it as if it is so easy.  (No flames please,
I know how to compile a kernel)  An already in-service production box with
lots of accounts is not an easy task.

Why, might I ask is there an issue with a reasonably good, I did say
reasonable, kernel?

Just curious as this is not helping any ulcers.

Mike Norton
ManO-iGO

On 12/9/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Upgrade your kernel version if you are running Redhat Enterprise 3.

 - Alfred

 Garrett Dicks wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  No matter what i try, it segmentation faults on startup.. Not running
  any mods/addons.. Takes about 7-10 failures until it will launch,
  even then it's not stable.
 
  Running RedHat
 
  Executing dedicated server config file
  Summary:  322 resources total 13.35 Mb, 19.90 % of capacity
  ./srcds_run: line 426: 10477 Segmentation fault  (core dumped)
  $HL_CMD
  cat: hlds.10462.pid: No such file or directory
  email debug.log to [EMAIL PROTECTED]
  Tue Dec  6 10:35:48 CST 2005: Server restart in 10 seconds
 
 
  Signed,
 
  Angry CSS Admin..
 
 
 
  --
 
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Re: [hlds_linux] Source and Half-Life 1 Linux dedicated server Beta update

2005-12-07 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Crashed a couple of times then came up.  Not what I call perfect.

Bug is still present.

Kernel 2.4.21



On 12/7/05, Joseph Laws [EMAIL PROTECTED] wrote:

 Is anyone else noticing the rather high CPU usage by the Source engine
 on Opteron platforms?  We had, at one time, stopped hosting Source due
 to this problem.  We've recently picked it back up again, however with
 only one Source server per machine (as otherwise they actually fight for
 CPU usage between each other).  Does anyone know of a specific fix like
 a glibc version or something?  For a 10-12 slot private 100 Tickrate
 server I am seeing CPU between 35%-60% (of 200%) while our higher
 ticrate HLDS servers only utilize a max of 20-25% (of 200%).  The Source
 problem really seems to skyrocket if another client on that machine is
 utilizing their server in max capacity as I have seen the Source servers
 jump to upwards of 75% (of 200%).

 NiLuJe wrote:

 Crash on startup fixed here too, I didn't test further, this is not a
 production server. (Gentoo / Glibc 2.3.90 / Kernel 2.6.15-rc5 ).
 
 Le Mercredi 07 Décembre 2005 11:17, Steven Hartland a écrit :
 
 
 Fixed it here, thanks Alfred.
 
 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 
 
 
 We have released a beta update for the Source and Half-Life 1 Linux
 dedicated server. Run the hldsupdatetool with the -beta linux option
 to get this update.
 
 The update fixes the crash on startup on some Linux kernel versions.
 
 Please apply this update even if you don't experience the crash to
 ensure that when it is released publicly it doesn't cause you a
 problem.
 
 
 Steve / K
 
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the
 person or entity to whom it is addressed. In the event of misdirection,
 the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
 
 In the event of misdirection, illegible or incomplete transmission
 please
 telephone (023) 8024 3137 or return the E.mail to
 [EMAIL PROTECTED]
 
 
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Re: [hlds_linux] Source and Half-Life 1 Linux dedicated server Beta update

2005-12-07 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
My box is a production box, I am renting from theplanet.  I am very nervous
about doing a kernel update and not having it come back up.  If I where
guaranteed with a uninterrupted upgrade path I would in a heart beat.

On 12/7/05, William Warren [EMAIL PROTECTED]
wrote:

 yes considering the latest is 2.32.  HOwever his linux vendor may be
 backporting fixes.

 Matt Leonhardt wrote:
  Wouldn't it be safe to upgrade to a 2.6.x kernel? Last I known 2.4.21was
  out-dated, and highly exploitable.
  - Original Message -
  From: Mike Norton [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Wednesday, December 07, 2005 7:42 AM
  Subject: Re: [hlds_linux] Source and Half-Life 1 Linux dedicated server
  Beta
  update
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Crashed a couple of times then came up.  Not what I call perfect.
 
  Bug is still present.
 
  Kernel 2.4.21
 
 
 
  On 12/7/05, Joseph Laws [EMAIL PROTECTED] wrote:
 
 
  Is anyone else noticing the rather high CPU usage by the Source engine
  on Opteron platforms?  We had, at one time, stopped hosting Source due
  to this problem.  We've recently picked it back up again, however with
  only one Source server per machine (as otherwise they actually fight
 for
  CPU usage between each other).  Does anyone know of a specific fix like
  a glibc version or something?  For a 10-12 slot private 100 Tickrate
  server I am seeing CPU between 35%-60% (of 200%) while our higher
  ticrate HLDS servers only utilize a max of 20-25% (of 200%).  The
 Source
  problem really seems to skyrocket if another client on that machine is
  utilizing their server in max capacity as I have seen the Source
 servers
  jump to upwards of 75% (of 200%).
 
  NiLuJe wrote:
 
  Crash on startup fixed here too, I didn't test further, this is not a
  production server. (Gentoo / Glibc 2.3.90 / Kernel 2.6.15-rc5 ).
  
  Le Mercredi 07 Décembre 2005 11:17, Steven Hartland a écrit :
  
  
  Fixed it here, thanks Alfred.
  
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  
  
  
  We have released a beta update for the Source and Half-Life 1 Linux
  dedicated server. Run the hldsupdatetool with the -beta linux
 option
  to get this update.
  
  The update fixes the crash on startup on some Linux kernel versions.
  
  Please apply this update even if you don't experience the crash to
  ensure that when it is released publicly it doesn't cause you a
  problem.
  
  
  Steve / K
  
  
  
  This e.mail is private and confidential between Multiplay (UK) Ltd.
 and
  the
  person or entity to whom it is addressed. In the event of
 misdirection,
  the
  recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
  
  In the event of misdirection, illegible or incomplete transmission
  please
  telephone (023) 8024 3137 or return the E.mail to
  [EMAIL PROTECTED]
  
  
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 archives,
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 Isa 54:17  No weapon that is formed against thee shall prosper; and
 every tongue that shall rise against thee in judgment thou shalt
 condemn. This is the heritage of the servants of the LORD, and their
 righteousness is of me, saith the LORD.

 -- carpe ductum -- Grab the tape
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Re: [hlds_linux] Source Dedicated Server updated

2005-12-06 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Thanks Alfred.  Well, I removed my blob file and tried again.  My servers
are up but only after setting my launch script to load dod_flash.  And still
it segfaulted a couple of times before taking off.

I will keep an eye on the server to see if it goes down.  If that happens I
will remove mani and do the verify_all command.

One thing I did do was to update mani_mod to v1.1.0zf_b

One other note.  My version number for the server is still reported as
v1.0.0.2 (Linux, Dedicated)  Is this right?

Thanks.  Let's hope things go well.

ManO-iGO

On 12/5/05, Kennycom [EMAIL PROTECTED] wrote:

 sYs^   Alfred said it was a Source update, and a CS1.6 would be later this
 week. If you ran an CS1.6 update today (Monday) then it was whatever got
 released last week


 - Original Message -
 From: sYs^ [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, December 05, 2005 10:24 PM
 Subject: Re: [hlds_linux] Source Dedicated Server updated


  Alfred Reynolds wrote:
 
 We have released an update for the Source dedicated server. To get this
 update run the hldsupdatetool.
 
 The update fixes the loading problems with srcds_i486, fixes the player
 connection log line displaying stale Steam ID's and fixes the
 utllinkedlist assert seen when players are being authenticated.
 
 For Linux users this simply moves what was the Beta version (released on
 Saturday) to the current live version. Linux users also have a Half-Life
 1 Dedicated server update with this release (as for Source, making the
 Beta the public version).
 
 We will have a Half-Life 1 Dedicated server update for win32 users later
 in the week to correct the linked list assert.
 
 - Alfred
 
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 please visit:
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  After this update my cs1.6 server writes:
 
  Auto detecting CPU
  Using Pentium II Optimised binary.
  Enabling debug mode
  Auto-restarting the server on crash
 
  Console initialized.
  scandir failed:/home//cstrike/bat/hlds/./platform/SAVE
  Protocol version 47
  Exe version 1.1.2.5/Stdio (cstrike)
  Exe build: 01:13:17 Dec  3 2005 (3327)
  STEAM Auth Server
  couldn't exec language.cfg
  Server IP address :27018
  scandir failed:/home//cstrike/bat/hlds/./platform/SAVE
  ./hlds_run: line 342: 12377 Segmentation fault  (core dumped)
 $HL_CMD
  debug.cmds:1: Error in sourced command file:
  Cannot access memory at address 0xbde517ec
  email debug.log to [EMAIL PROTECTED]
  Tue Dec  6 07:23:49 CET 2005: Server restart in 10 seconds
 
 
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Re: [hlds_linux] Source Dedicated Server updated

2005-12-06 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Alfred, it is not working.  It dumped right in the middle of our busiest
time.  Now I can not get it to  start.

Here is what im getting.


Executing dedicated server config file
Summary:  825 resources total 30.15 Mb, 44.93 % of capacity
./srcds_run: line 426:  6493 Segmentation fault  $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Tue Dec  6 18:34:22 CST 2005: Server restart in 10 seconds
-

I have even tried removing manimod and using the ./srcds_run -console -game
dod -verify_all +map dod_flash -debug command line.  Still fails and the
only thing showing up in the debug list is this.

--
CRASH: Tue Dec  6 18:42:57 CST 2005
Start Line: ./srcds_i686 -console -game dod -verify_all +map dod_flash
-debug
End of Source crash report
--


Here is my box.

*QTY* *Hardware Component*  1 Dell \ 800 FSB dual xeon \ PowerEdge
1800  2 Intel
\ 800 FSB Xeon \ 2.8GHz  1 Generic \ 2 GB DDR 400 \ ECC Reg  1 Unknown \
Onboard \ SCSI  2 Fujitsu \ 73GB:SCSI:Ultra320 TotalControl \ map3735nc  1 Dell
\ DRAC \ 4Redhat Enterprise Linux - OS ES 3.0

I need help.
On 12/6/05, sYs^ [EMAIL PROTECTED] wrote:

 Kennycom wrote:

 sYs^   Alfred said it was a Source update, and a CS1.6 would be later
 this
 week. If you ran an CS1.6 update today (Monday) then it was whatever got
 released last week
 
 
 - Original Message -
 From: sYs^ [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, December 05, 2005 10:24 PM
 Subject: Re: [hlds_linux] Source Dedicated Server updated
 
 
 
 
 Alfred Reynolds wrote:
 
 
 
 We have released an update for the Source dedicated server. To get this
 update run the hldsupdatetool.
 
 The update fixes the loading problems with srcds_i486, fixes the player
 connection log line displaying stale Steam ID's and fixes the
 utllinkedlist assert seen when players are being authenticated.
 
 For Linux users this simply moves what was the Beta version (released
 on
 Saturday) to the current live version. Linux users also have a
 Half-Life
 1 Dedicated server update with this release (as for Source, making the
 Beta the public version).
 
 We will have a Half-Life 1 Dedicated server update for win32 users
 later
 in the week to correct the linked list assert.
 
 - Alfred
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
 
 
 
 After this update my cs1.6 server writes:
 
 Auto detecting CPU
 Using Pentium II Optimised binary.
 Enabling debug mode
 Auto-restarting the server on crash
 
 Console initialized.
 scandir failed:/home//cstrike/bat/hlds/./platform/SAVE
 Protocol version 47
 Exe version 1.1.2.5/Stdio (cstrike)
 Exe build: 01:13:17 Dec  3 2005 (3327)
 STEAM Auth Server
 couldn't exec language.cfg
 Server IP address :27018
 scandir failed:/home//cstrike/bat/hlds/./platform/SAVE
 ./hlds_run: line 342: 12377 Segmentation fault  (core dumped)
 $HL_CMD
 debug.cmds:1: Error in sourced command file:
 Cannot access memory at address 0xbde517ec
 email debug.log to [EMAIL PROTECTED]
 Tue Dec  6 07:23:49 CET 2005: Server restart in 10 seconds
 
 
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 Linux users also have a Half-Life 1 Dedicated server update with this
 release (as for Source, making the Beta the public version).


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Re: [hlds_linux] Messages to players by external local apps

2005-12-05 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Since this topic has been kicked off, are there any tutorials or howtos on
talking with the source server?

I am wanting to write an admin/rcon app that works like HLSW (minus the game
launch stuff, just admin) that I can compile in Windows/Mac and Linux.  I
have a couple of other projects on my plate so I have only done a minor
search.

If there is a api layer that is easy to talk to and docs on it with examples
I would love to know.

This project will be an opensource admin project so hopefully others can
find it useful.

Mike


On 12/5/05, Ian mu [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If you use screen (with -c) you can send commands as well easy enough as
 another option.

 On 12/4/05, W0kk3L [EMAIL PROTECTED] wrote:
 
  Try kkrcon: http://kkrcon.sourceforge.net/
  Works like a charm.
 
  -W0kk3L-
 
  - Original Message -
  From: Franziskus Meier [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Sunday, December 04, 2005 9:38 PM
  Subject: [hlds_linux] Messages to players by external local apps
 
 
   Hi,
  
   I would like to send messages for example via bash-script to
   console/players.
  
   Does anybody have got experiences?
   Is this possible?
  
   Greetz
   Franz
  
  
  
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Re: [hlds_linux] Messages to players by external local apps

2005-12-05 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
A couple of things.

I want to be able to view players and chat while sitting in my office doing
real world stuff.  I also want to program some easy actions to make admiring
a little easier.

I will admit, that I have not installed KKron yet as the whole perl
installed aspect is not as simple as it sounds for those who have never
played with it.  I am wanting to create an app that will be install and go,
no fuss no muss.

I will look at kkron and check out how it works, but I am really wanting
something on the lines of Black Bag Opps BF server control app for Source.

Thanks for the input.

On 12/5/05, kama [EMAIL PROTECTED] wrote:


 Ehm, if you just want rcon access, then why not use kkrcon wich is
 written in perl and can probably be runned from any computer that have
 perl installed?

 /Bjorn

 On Mon, 5 Dec 2005, Mike Norton wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Since this topic has been kicked off, are there any tutorials or howtos
 on
  talking with the source server?
 
  I am wanting to write an admin/rcon app that works like HLSW (minus the
 game
  launch stuff, just admin) that I can compile in Windows/Mac and
 Linux.  I
  have a couple of other projects on my plate so I have only done a minor
  search.
 
  If there is a api layer that is easy to talk to and docs on it with
 examples
  I would love to know.
 
  This project will be an opensource admin project so hopefully others can
  find it useful.
 
  Mike
 
 
  On 12/5/05, Ian mu [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   If you use screen (with -c) you can send commands as well easy enough
 as
   another option.
  
   On 12/4/05, W0kk3L [EMAIL PROTECTED] wrote:
   
Try kkrcon: http://kkrcon.sourceforge.net/
Works like a charm.
   
-W0kk3L-
   
- Original Message -
From: Franziskus Meier [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, December 04, 2005 9:38 PM
Subject: [hlds_linux] Messages to players by external local apps
   
   
 Hi,

 I would like to send messages for example via bash-script to
 console/players.

 Does anybody have got experiences?
 Is this possible?

 Greetz
 Franz



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Re: [hlds_linux] Source Dedicated Server updated

2005-12-05 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
GREAT!!! DoD:S is segfaulting as well.  NOT GOOD!!!

What do we do?

On 12/5/05, Joseph Laws [EMAIL PROTECTED] wrote:

 I don't believe it's the maps fault...they've worked fine the past month
 until this last update...  Perhaps if they were the defaulted map, there
 wouldn't be any issues due to an update.  Just an idea.

 Andrew Forsberg wrote:

 On Tue, 2005-12-06 at 01:32 -0500, Joseph Laws wrote:
 
 
 I ran a -verify_all to overwrite those 3 maps
 and...tada...no segfault.  Can Valve perhaps take those maps from Drax
 with the flashbang fixes and make them standardized?
 
 
 
 What, so we can all enjoy those segfaults? Why replace a working map
 with one that doesn't?
 
 
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[hlds_linux] Ghost players, and I cant be the only one am I?

2005-11-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Guys, this is driving me nuts.  I had mentioned it some time ago but no one
had a clue.  I am still having an issue with players not being purged from
the server after they disconnect.  They are showing up as ghost players.
HLSW shows them as ? in the userlist.  The way we are getting rid of them
now is typing status in HLSW Rcon and comparing who it says is there and who
really is there.  We then kick them by Name, not Steam ID as that does not
work, but if I kick them by name they free up the slot.

SO, how do I stop this from happening?  We are running custom maps, but
still it is an issue.

The server IP is 70.85.76.199:27015 iGO - DoD:S (Custom Maps) FF=On  Im sure
if you look in HLSW you will see ?'s in the userlist.

Thanks guys

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Re: [hlds_linux] DoD:S - dead players can't chat mani autobalance doesn't work

2005-11-12 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
The chat issue has everything to do with how alltalk is set. If its set to
on then they can chat and voice chat while dead. If alltalk is set off then
they cant chat or voice to active players. They can chat and voice with
other dead players though.



On 11/12/05, Ben Kennish [EMAIL PROTECTED] wrote:

 Hi there,

 On my DoD:S server (dod.core.fubra.net http://dod.core.fubra.net) when
 dead players type chat
 text, other players don't see it. I can understand it might improve the
 realism of the game slightly but seeing as how I'm pretty sure dead
 players can still use voice comms, it seems a bit pointless.

 Is it possible to disable this? I am using Mani Admin Mod but I have
 set 'mani_dead_alltalk' to '1'.

 Also has anyone using Mani Admin Mod managed to get the
 mani_autobalance_teams mode working for DoD:S? Altho I can prevent
 people joining the team with more players using 'mp_limitteams 1', there
 doesn't seem to be a way to automatically balance teams.

 Thanks in advance,

 --
 Ben
 www.benkennish.co.uk http://www.benkennish.co.uk

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Re: [hlds_linux] 5 Empty Slots???

2005-10-11 Thread Mike Norton
Thanks for the post Cam,

I belive I have been clear.  I am fully aware of reserved slots verses
spawn points as I am a map maker myself.

The issue it appears starts out with a custom map with limited spawn
points that then compounds over many other map loads.  In a matter of
a days use of full server load several slots become spoken for but not
released.  There are no steam ID's asosciated with them

I am using Ingame Steam Browser, HLSW and phpUA to view the server
player list.  It will report 24/24 with only 20 or as low as 6 players
actully on.

This seems to be some sort of memory type hole that is causing the
server to hold on to these slots as if they where in spec mode but not
have anyone actully associated with them.

The main questions is 1. Is anyone else seeing this?  And 2. Is there
a command to issue that will flush the slots short of a full server
restart?


Thanks

Mike

On 10/11/05, Cam [EMAIL PROTECTED] wrote:
 There is a difference between being unable to connect to a server (reserved
 slots), and being unable to join a team and have to spectate. Please be
 clear and precise about the problem you are having.

 As for the actual problem of spec, no spawn, I believe it to be an issue
 of spawn points or some sort of custom map configuration. You'd be best to
 contact the author of the map, or look into custom mapping resources and get
 someone more experienced with it to help.

 Also, I think there exists a problem with the built-in Steam server browser
 (as I often have to right click, and view the actual game names to get an
 accurate player count). Although I do not believe this is the same problem
 you are reporting.

 What method are you using to actually view the player count, what is
 indicating that 24 players are present?
 --
 Do not try to interject logic into my rambling.
 -Ethan Hammond from the PS NG

 ~Only the ignorant man becomes angry, the wise man understands.~
 - Original Message -
 From: Mike Norton [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, October 10, 2005 5:34 AM
 Subject: Re: [hlds_linux] 5 Empty Slots???


  --
  [ Picked text/plain from multipart/alternative ]
  Arrg, this is sucking big time.
 
  I just checked my server and it had 6 people on it but reported that 24
  players where on line. This is insane and I cant live with it. Im about to
  leave for Texas for 2 weeks to work in a Disaster Relief kitchen and want
  things running smooth before I go :-(
 
  Any ideas on a reset between maps?
 
  Thanks guys.
 
  Mike
 
 
  On 10/9/05, aprand [EMAIL PROTECTED] wrote:
 
  Maybe a strick number of spawn points? Seems to me there was something
  like
  this in cs source at one time.
  - Original Message -
  From: Nic Strix [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Sunday, October 09, 2005 1:04 PM
  Subject: Re: [hlds_linux] 5 Empty Slots???
 
 
  I have the same issue with two custom maps - dod_omaha and
   dod_snow_battlefield_final. seems like they only allow 24 slots to be
   played
   while the others need to spectate. I am under the impression that it is
   entirely to do with the map as I run other customs without any
   problems.
   These maps dont have any cfg files with them either.
  
   Nic
  
  
  From: Mike Norton [EMAIL PROTECTED]
  Reply-To: hlds_linux@list.valvesoftware.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] 5 Empty Slots???
  Date: Sun, 9 Oct 2005 08:09:35 -0700
  
  --
  [ Picked text/plain from multipart/alternative ]
  Ok, to get this back on track from the Deacon brothers ;-)
  
  I have made sure that the reserved slots are turned off in the mani
  config.
  Im still getting 4 to 5 slots that are holding over. I think it might
  have
  something to do with one of the custom maps we are running but I can
  not
  figure out how to tell what.
  
  Is there a command to issue in the config that will flush these slots
  that
  are remaining full?
  
  
  
  On 10/7/05, Deacon @[dgx] [EMAIL PROTECTED] wrote:
   
I'd be glad two... provided you meet one of the following two
points:
   
1) You've been using this tag for more than 20 years
*** GEEK FLASH *** I've been using this name since I first played
  DD.
2) You're name is actually Deacon
   
:D
   
-Deacon (not Eric, but the other one)
   
On Fri, 7 Oct 2005, Eric (Deacon) wrote:
   
 In a bold display of creativity, Deacon @[dgx] wrote:
  Deacon

 You, sir, are hereby ordered to cease and desist the use of my
 name
 :(

 --
 Eric (the Deacon remix)

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Re: [hlds_linux] 5 Empty Slots???

2005-10-09 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Arrg, this is sucking big time.

I just checked my server and it had 6 people on it but reported that 24
players where on line. This is insane and I cant live with it. Im about to
leave for Texas for 2 weeks to work in a Disaster Relief kitchen and want
things running smooth before I go :-(

Any ideas on a reset between maps?

Thanks guys.

Mike


On 10/9/05, aprand [EMAIL PROTECTED] wrote:

 Maybe a strick number of spawn points? Seems to me there was something
 like
 this in cs source at one time.
 - Original Message -
 From: Nic Strix [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Sunday, October 09, 2005 1:04 PM
 Subject: Re: [hlds_linux] 5 Empty Slots???


 I have the same issue with two custom maps - dod_omaha and
  dod_snow_battlefield_final. seems like they only allow 24 slots to be
  played
  while the others need to spectate. I am under the impression that it is
  entirely to do with the map as I run other customs without any problems.
  These maps dont have any cfg files with them either.
 
  Nic
 
 
 From: Mike Norton [EMAIL PROTECTED]
 Reply-To: hlds_linux@list.valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] 5 Empty Slots???
 Date: Sun, 9 Oct 2005 08:09:35 -0700
 
 --
 [ Picked text/plain from multipart/alternative ]
 Ok, to get this back on track from the Deacon brothers ;-)
 
 I have made sure that the reserved slots are turned off in the mani
 config.
 Im still getting 4 to 5 slots that are holding over. I think it might
 have
 something to do with one of the custom maps we are running but I can not
 figure out how to tell what.
 
 Is there a command to issue in the config that will flush these slots
 that
 are remaining full?
 
 
 
 On 10/7/05, Deacon @[dgx] [EMAIL PROTECTED] wrote:
  
   I'd be glad two... provided you meet one of the following two points:
  
   1) You've been using this tag for more than 20 years
   *** GEEK FLASH *** I've been using this name since I first played
 DD.
   2) You're name is actually Deacon
  
   :D
  
   -Deacon (not Eric, but the other one)
  
   On Fri, 7 Oct 2005, Eric (Deacon) wrote:
  
In a bold display of creativity, Deacon @[dgx] wrote:
 Deacon
   
You, sir, are hereby ordered to cease and desist the use of my name
:(
   
--
Eric (the Deacon remix)
   
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 http://www.dev4gamers.com
 http://www.gmpodcasting.net
 
 ManO-iGO
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[hlds_linux] 5 Empty Slots???

2005-10-07 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I end up with 5 empty slots that will not fill and report as being full on
my DoD:S server. HLSW and Steam Server browser both report that there are
players there but they are not. And its not players loading, they keep
haning. Does anyone know what is causing this, or is it just me.

Im running ManI but I turned off the reserve slot feature to see if that was
it.

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Re: [hlds_linux] 5 Empty Slots???

2005-10-07 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I will give that a try. I did have 5 for the reserved slot number. Now set
to 0. Will have to wait for a new map.

Ill keep you updated.

Mike

On 10/7/05, Eric (Deacon) [EMAIL PROTECTED] wrote:

 In a bold display of creativity, Deacon @[dgx] wrote:
  Deacon

 You, sir, are hereby ordered to cease and desist the use of my name :(

 --
 Eric (the Deacon remix)

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Re: [hlds_linux] hlds crashes

2005-10-03 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Just the last couple of days I have been noticing some server crashes or
issues.

Im running RH9, I am also running Manimod zd and wonder if its an issue.



On 10/3/05, Gary [EMAIL PROTECTED] wrote:

 /sbin/mount_linprocfs linprocfs /compat/linux/proc

 At 09:12 PM 10/3/2005, kama wrote:

 With linux-base-rh9, it seems to run better.
 
 First try I got:
 ---
 Unable to determine CPU Frequency
 Segmentation fault (core dumped)
 ---
 
 Well, now Im really off to bed.
 
 /Bjorn
 
 On Tue, 4 Oct 2005, kama wrote:
 
  
   The kernel is more or less GENERIC. All I have done is removed all
   unnecessary devices.
  
   In sysctl I have only enabled HT on RX300 and bumped up some values.
  
   kern.ipc.maxsockbuf=2097152
   kern.ipc.somaxconn=8192
   net.inet.tcp.sendspace=65535
   net.inet.tcp.recvspace=65535
   net.inet.udp.recvspace=65535
   net.inet.udp.maxdgram=57344
   net.local.stream.recvspace=65535
   net.local.stream.sendspace=65535
  
   But these have been bumped up after the crashes started to occur.
   in loader.conf I have upped the hz-value.
  
   On FreeBSD 6.0 it crashes on startup. I will try a different linuxbase
   tomorrow. I choosed suse 9.3 this time. On 6.0 I used the GENERIC
   kernelconfig. The only thing that is changed is higher hz-value.
  
   /Bjorn
  
   On Mon, 3 Oct 2005, Gary wrote:
  
I don't have any specific issues, perhaps you have a unique kernel
config? Strange sysctl settings?
   
   
At 07:47 PM 10/3/2005, kama wrote:
   
It rarely cores a dump. The times it does, I dont know if its the
 same
issue. When it actually cores, I get other message than the
 validate.

   
 --
L 10/03/2005 - 22:21:53: World triggered Round_Start
Ignoring custom decal from ThE MonKeY
L 10/03/2005 - 22:21:53: ThE MonKeY1161STEAM_0:0:X
  entered the game
ERROR: couldn't open custom.hpk.
L 10/03/2005 - 22:21:53: Alexand:Ro.1159STEAM_0:1:Y
  joined team CT
   
 --

I am just about to set up hlds on my 6.0 server.

/Bjorn

On Mon, 3 Oct 2005, Gary wrote:
   
   
G. Stanley
Engineering
Velocity Servers, DBA
[EMAIL PROTECTED]
   
   
   
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Re: [hlds_linux] banner.gif not working

2005-10-02 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
From my recolection, because Source does not display the image. It's a hold
over from non-source days.

ManO-iGO

On 10/2/05, Ben Kennish [EMAIL PROTECTED] wrote:

 My sv_downloadurl is set to http://www.benkennish.co.uk/hl2ds/hl2mp/;
 and within http://www.benkennish.co.uk/hl2ds/hl2mp/gfx I have
 'banner.gif' which is 340x56 and GIF format.

 Any ideas why it's not being displayed? The content is definitely
 downloading from the web server and not the game server as I've tail-ed
 the web log.

 Cheers,

 --
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 www.benkennish.co.uk http://www.benkennish.co.uk

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Re: [hlds_linux] DoD:S Flag Cap not in Log

2005-09-30 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Thanks bro. This looks very promising.

On 9/29/05, K2 [EMAIL PROTECTED] wrote:

 Have a look Mike... http://www.siekhe-trophy.de/forum/viewtopic.php?t=32

 - K2
 http://www.hardfought.org


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
 Sent: Thursday, September 29, 2005 9:33 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] DoD:S Flag Cap not in Log

 --
 [ Picked text/plain from multipart/alternative ] I wanted to post this
 here
 as well as the steam forums.

 Currently the log is only reporting this for a flag cap.

 L 09/29/2005 - 14:01:36: Team Allies triggered a dod_capture_area -
 #map_flag_1st_axis

 We really need a steamID for the player. Anyone know if there is a flag to
 set or if this is just missing?

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 http://www.gmpodcasting.net
 http://clanigo.com

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Re: [hlds_linux] DoD:S Flag Cap not in Log

2005-09-30 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Do a pass? What does that mean? Pass it over, or pass over the code? :-)
Almost reads like legal speak.

Thanks again for the update Alfred

ManO-iGO

On 9/30/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The DoD:S team is going to do a pass on logging to beef it up a little.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of K2
 Sent: Friday, September 30, 2005 4:40 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] DoD:S Flag Cap not in Log

 No problem Mike.

 Now, this begs the question - why aren't events logged in DoD:Source
 like
 they are in CS:S? mp_logdetail doesn't even exist in DoD:S, ugh.

 Alfred?

 - K2

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Norton
 Sent: Friday, September 30, 2005 9:38 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] DoD:S Flag Cap not in Log

 --
 [ Picked text/plain from multipart/alternative ] Thanks bro. This looks
 very
 promising.

 On 9/29/05, K2 [EMAIL PROTECTED] wrote:
 
  Have a look Mike...
  http://www.siekhe-trophy.de/forum/viewtopic.php?t=32
 
  - K2
  http://www.hardfought.org
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike
  Norton
  Sent: Thursday, September 29, 2005 9:33 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] DoD:S Flag Cap not in Log
 
  --
  [ Picked text/plain from multipart/alternative ] I wanted to post this
  here as well as the steam forums.
 
  Currently the log is only reporting this for a flag cap.
 
  L 09/29/2005 - 14:01:36: Team Allies triggered a dod_capture_area
  - #map_flag_1st_axis
 
  We really need a steamID for the player. Anyone know if there is a
  flag to set or if this is just missing?
 
  --
  Mike Norton
  http://www.dev4gamers.com
  http://www.gmpodcasting.net
  http://clanigo.com
 
  ManO-iGO
  --
 
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[hlds_linux] DoD:S Flag Cap not in Log

2005-09-29 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I wanted to post this here as well as the steam forums.

Currently the log is only reporting this for a flag cap.

L 09/29/2005 - 14:01:36: Team Allies triggered a dod_capture_area -
#map_flag_1st_axis

We really need a steamID for the player. Anyone know if there is a flag to
set or if this is just missing?

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Re: [hlds_linux] DoD:S error message on exec of banned configs

2005-09-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Oh, man that was just one thing on my list. Ill add a comment and try to get
it to work.

THanks


On 9/28/05, Jason L. Schwab [EMAIL PROTECTED] wrote:

 I also saw this on one of my client's servers. It wouldn't started,
 because it kept saying the banned_user.cfg file was larger than 20mb,
 for the time being I just removed and re-created the file, and that
 didn't work, so i just deleted the files (he didn't have any bans yet
 anyways) and that seems to have fixed it so but what is causing this?

 His files also both where 0bytes, just created as blank files.

 Christoph Franke wrote:

 --
 Hi there,
 
 I get the following error message on my DoD:S Server:
 
 exec banned_ip.cfg: file size larger than 20MB.
 exec banned_user.cfg: file size larger than 20MB.
 
 The funny thing is, both files are 0 byte in size and set to 0644, just
 created with the touch command.
 
 Regards
 
 Christoph
 
 --
 | GnuPG Public Key: http://www.thefranke.net/public.asc |
 | The BOFH Archive at: http://bofh.ntk.net/Bastard.html |
 | Registered Linux User: 250439 - http://counter.li.org |
 --
 [ Content of type application/pgp-signature deleted ]
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[hlds_linux] Mani-mod and map vote extend.

2005-09-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
First I want to say that beside the not having the files before release and
the minor stress related ulcer it created, my set up experience and server's
are rocking! I will give kudos to valve for that.

Anyway, I have mani installed, still tweaking settings, one thing that is
messed up and I would like to fix is vote extend for a map. If players do
vote for an extend then after it's all done with like 3 extends and moves to
the next map the map time is tripled. Instead of being 20 min its like 90. I
know there was an issue with this with dod 1.6 in some cases. Does anyone
know a quick fix? I have extend turned off right now but would like the
players to have more freedom.

Thanks

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Re: [hlds_linux] Re: DoD:S Player Collision Issues

2005-09-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
:-) I hear ya on the tired issue, I have been tweaking servers, playing,
tweaking servers, eating, tweaking servers, playing, tweak. . . well you get
the picture. My wife had to tell me last night not to stay up to late :-)

On 9/27/05, Dagok [EMAIL PROTECTED] wrote:

 Some people are so sensitive. I may have been abrupt with my reply, but it
 was also 4:45am and I was tired.

 Dagok


 - Original Message -
 From: Stephen Micheals [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Tuesday, September 27, 2005 6:51 AM
 Subject: Re: [hlds_linux] Re: DoD:S Player Collision Issues


  I'm sorry for not totally understanding your post Dagok, but i would
  like to see how well you can reply to emails on this list when you
  have not slept in over 2-3 days.
 
  thanks for defending me aprand, its nice to see people who don't have
  a thumb up their ass still exist.
 
  On 9/27/05, Dagok [EMAIL PROTECTED] wrote:
  I know what it does...did you see me asking what it does? I was
  suggesting
  that people might want to try disabling it to see if it helps with the
  player collision and players getting stuck on objects, etc.
 
  Dagok
 
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Re: [hlds_linux] Mani-mod and map vote extend.

2005-09-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I allready have that there :-( Is there a place I should re execute the
server.cfg on map change?

On 9/28/05, Graham Robinson [EMAIL PROTECTED] wrote:

 This is no different to counter strike source. You need to set
 mp_timelimit in the server.cfg so that it is loaded every round.

 Graham

 On 9/28/05, Mike Norton [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  First I want to say that beside the not having the files before release
 and
  the minor stress related ulcer it created, my set up experience and
 server's
  are rocking! I will give kudos to valve for that.
 
  Anyway, I have mani installed, still tweaking settings, one thing that
 is
  messed up and I would like to fix is vote extend for a map. If players
 do
  vote for an extend then after it's all done with like 3 extends and
 moves to
  the next map the map time is tripled. Instead of being 20 min its like
 90. I
  know there was an issue with this with dod 1.6 in some cases. Does
 anyone
  know a quick fix? I have extend turned off right now but would like the
  players to have more freedom.
 
  Thanks
 
  --
  Mike Norton
  http://www.dev4gamers.com
  http://www.gmpodcasting.net
 
  ManO-iGO
  --
 
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Re: [hlds_linux] Mani-mod and map vote extend.

2005-09-28 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
No problem Graham, I understand. Here is what im doing. Multiple runs from
one directory. The autoexec.cfg has this in it.

mani_reverse_admin_flags 0  // Set the option to reverse the
meaning of the admin flags set in adminlist.txt
mani_reverse_immunity_flags 0   // Set the option to reverse the
meaning of the immunity flags set in immunitylist.txt


My command from the command line is this:

Contents of script ./dod1-server.sh

#!/bin/sh
echo Starting DoD:Source Server No 1
sleep 1
screen -A -m -d -S dod1-server ./srcds_run -console -game dod -port
27015 +ip 70.85.76.198 http://70.85.76.198 +map dod_flash
+maxplayers 25 +exec server1.cfg +mani_path mani_admin_plugin

Contents of script ./dod2-server.sh

#!/bin/sh
echo Starting DoD:Source Server No 2
sleep 1
screen -A -m -d -S dod2-server ./srcds_run -console -game dod -port
27015 +ip 70.85.76.199 http://70.85.76.199 +map dod_flash
+maxplayers 25 +exec server2.cfg +mani_path mani_admin_plugin2


Now, just a side not, I went ahead and included the

+mani_path

option in this because im currently working on getting a sepperate rank and
stats set up.

If you want to see my server config let me know. Dont want to spam the list
to much.

Thanks


On 9/28/05, Graham Robinson [EMAIL PROTECTED] wrote:

 Shouldn't be

 autoexec.cfg  executes every server restart
 server.cfg  executes every map change

 Sorry to go back to very basics with you... it is spelt right (the
 command and the server.cfg). It sounds dumb but I've done it many a
 time.

 Graham

 On 9/28/05, Mike Norton [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I allready have that there :-( Is there a place I should re execute the
  server.cfg on map change?

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Re: [hlds_linux] Re: DoD:S Player Collision Issues

2005-09-27 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I for one thank you for the explanation as I was not sure what it had done
totally. Thanks.


On 9/27/05, Stephen Micheals [EMAIL PROTECTED] wrote:

 I'm sorry for not totally understanding your post Dagok, but i would
 like to see how well you can reply to emails on this list when you
 have not slept in over 2-3 days.

 thanks for defending me aprand, its nice to see people who don't have
 a thumb up their ass still exist.

 On 9/27/05, Dagok [EMAIL PROTECTED] wrote:
  I know what it does...did you see me asking what it does? I was
 suggesting
  that people might want to try disabling it to see if it helps with the
  player collision and players getting stuck on objects, etc.
 
  Dagok

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Re: [hlds_linux] server.cfg

2005-09-27 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Here is what im using so far.

// *** SERVER  PASSWORD INFO ***
// Change it to 1 if you want a LAN only Server
sv_lan 0
// contact  geo 0=US East coast, 1=US West coast, 2= South America,
3=Europe, 4=Asia, 5=Australia, 6=Middle East, 7=Africa and 255=world.
// Change the number to the region you live in!!!
sv_region 1
// Give your server a name here
hostname iGO - DoD:S - Public

// Rcon password is used to give your server orders by using console, so
think of a good password
rcon_password 
// If you want your server to be private, fill in a password and delete the
// in front of sv_password
// sv_password 


// *** GAME SETTINGS, YOU CAN CHANGE THESE THE WAY YOU LIKE IT
***
sv_rollangle 0
mp_facefronttime 600
mp_flashlight 1
sv_turbophysics 1
sv_stopspeed 50
sv_friction 8


// my gaming preferences
mp_friendlyfire 1 // FF is a must!
mp_winlimit 16 // 16 captures!
mp_weaponstay 1 // weapons remain on floor after death
mp_timelimit 20 // 30 minutes a map
//mp_warmup_time 30 // 30 seconds of warmup time (aka insult time)

//TEAMBALANCING
// Toggles the forcing of clients to join teams to make it balanced. 1=on
and 0=off
mp_autoteambalance 1
// Sets the maximum number of players that one team can have more than the
// other team. Use a setting of '0' to completely disable the team limiting.
mp_limitteams 1

// Restricts spectatorcamera view for dead players. 1=on and 0=off
mp_forcecamera 0
// toggles whether the server allows spectator mode or not. 1=on and 0=off
mp_allowspectators 0


//  IF YOU HAVE LAG ISSUES YOU CAN CHANGE THESE SETTINGS, IF YOU
KNOW WHAT YOU ARE DOING *
// SET RATES
// Max bandwidth rate allowed on server, 0=unlimited, max=2
//sv_maxrate 8000
// Min bandwidth rate allowed on server, 0=unlimited, 4000=good to keep
dialup gamers off the server
//sv_minrate 1000
// Maximum updates per second that the server will allow, increasing this
will take more cpu power, 100 is max
//sv_maxupdaterate 60
// Frame rate limiter
//fps_max 300

// DOWNLOAD
// Allow clients to download files
//sv_allowdownload 0
// Allow clients to upload customizations files like logospray files
//sv_allowupload 0
//sv_downloadurl  


// *** IF YOU KNOW WHAT YOU ARE DOING YOU CAN CHANGE THESE SETTINGS
AS WELL *
// SERVER LOGGING, creates a logfile (needed for statsprograms), log off
to turn off logging
// server logging
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 0

//Specify that we want this specific servers logs placed in a folder called
logs/server1
//to separate them from another servers logs
sv_logsdir logs/server1
log 1

// VOICE disabled, if you want VOICE enabled then change 0 into 1
sv_voiceenable 1
sv_alltalk 1

// CHEATS  PAUSE
sv_cheats 0
// disable clients' ability to pause the server
sv_pausable 0

// OTHER SETTINGS
// amount of seconds players can chat after the game is over
mp_chattime 15
// if not 0 then game will restart in the specified number of seconds
mp_restartgame 0


// map cycle for this server
mapcyclefile mapcycleserver1.cfg

// motd file for this server
// Note: You could simply have this as motd.txt in all config files, so that
all servers share the same config file
// This is just an example so you know how to specify individual ones if
necessary
motdfile motd1.txt


// execute our banned suer files
exec banned_user.cfg
exec banned_ip.cfg
exec mani_server.cfg


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Re: [hlds_linux] RE: Day of Defeat: Source server preload

2005-09-26 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
beta? Later today? You only have an hour man! But thanks for the bone. More
info please.

ManO

On 9/26/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The preload is only available to hldsupdatetool users, if you use the
 Steam UI to run a server you must wait until the game is fully released.

 - Alfred

 -Original Message-
 From: Alfred Reynolds
 Sent: Monday, September 26, 2005 1:35 PM
 To: 'hlds@list.valvesoftware.com'; 'hlds_linux@list.valvesoftware.com';
 [EMAIL PROTECTED]
 Subject: Day of Defeat: Source server preload

 We have made Day of Defeat: Source available to preload. You can preload
 it into a fresh location or with an existing Counter-Strike: Source or
 Half-Life 2: Deathmatch installation.

 To preload the server run:

 Win32:
 Hldsupdatetool -command update -game dods -beta preload

 Linux:
 ./steam -command update -game dods -beta preload


 Note that the preload does NOT give you a functional Day of Defeat:
 Source server, the last little bit of the server (a couple MB worth)
 will be released when the client is later today.

 If you forget to put -beta preload on the command line then you will
 not get the preload, so don't forget it.

 - Alfred

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Re: [hlds_linux] DoD:S Server Status

2005-09-26 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Yea I just hit the same wall


MAN, onlya little over an hour

On 9/26/05, Henri Mecklin // Coixi [EMAIL PROTECTED] wrote:

 Finally _

 Well, better late than never. Hugs and kisses to valve :)

 - Coixi

 Daniel Rudolph kirjoitti:

 Its there ..
 
 cant believe this ..
 
 Have Fun
 Daniel
 J. Miribel wrote:
 
 
 Less than 5 hours until time is up.. Still no binaries, nor word on the
 matter from VALVe..
 Just tell us it'll be released when game is unlocked or approx. X hours
 before..
 
 /me guess internet is going to shutdown (-h) tonight ^^
 
 
 - Original Message -
 From: OllyF1 [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, September 26, 2005 5:50 PM
 Subject: Re: [hlds_linux] DoD:S Server Status
 
 
 
 
 May the force be with us :-)
 
 As it's rather early in the morning (Valve time) I expect there will be
 some information in the next few hours. Maybe Alfred just forget to
 tell
 his colleagues that he informed us the server files would be released
 1-2 days beforehand before he went to the proverbial beach ;-)
 
 Don't worry, I am confident all this excitement will be forgotten in
 approx. 6 1/2 hours ...
 
 Best regards from Germany,
 Olly
 
 Henri Mecklin // Coixi wrote:
 
 
 
 My jedi-sense picked up some failures in information between server
 admins and valve, can someone verify this? :)
 
 Tho, maybe this is a test: we are tested how far we are willing to go
 without global panic, hunger strikes, riots and so on.
 
 Please, give information!
 
 - Coixi
 
 Brandon Jank kirjoitti:
 
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 Any updates on when the linux server files will be available?
 I'm guessing that I am not the only admin pulling an all nighter to
 get all
 his servers in a line *before* clients get the green light.
 
 If you've been hitting up bawls, mt.dew, and coffee too, talk about
 it :)
 
 Reguards,
 
 Brandon Jank
 NexGen Internet Services
 http://www.nexgenis.com/
 --
 
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Re: [hlds_linux] Day of Defeat: Source server preload

2005-09-26 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
Ok, I got the files. Set up 3 configs and 3 maplists and what not. Now I
just need to wait for Manimod and then see if she will load.

YEA Im sweating less.



On 9/26/05, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 [**]$ ./steam -command update -game dods -beta preload -dir
 /srcds
 when i try that it goes...

 (my srcds is /srcds) whats going on?

 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Base Source Shared Materials' version 7
 Downloading: /srcds\hl2\materials\editor\ai_goal_follow.vmt
 Could not open file /srcds\hl2\materials\editor\ai_goal_follow.vmt

  Alfred Reynolds wrote:
 
  Note that the preload does NOT give you a functional Day of Defeat:
  Source server, the last little bit of the server (a couple MB worth)
  will be released when the client is later today.
 
  If you forget to put -beta preload on the command line then you will
  not get the preload, so don't forget it.
 
  - Alfred
 
 
  Presumably when the client is released we just need to do a normal
  update without the -beta preload in order to get the remaining files
  (the binaries presumably)?
 
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Re: [hlds_linux] server.cfg

2005-09-26 Thread Mike Norton
--
[ Picked text/plain from multipart/alternative ]
I am going to try a hacked version from CSS. Just took out the money stuff
and added what was in the game.cfg inthe cfg directory.



On 9/26/05, Doug [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is the server.cfg supposed to be almost empty? Where are the lines you
 would change for the server name and rcon password? Or am I just looking
 at
 the wrong file?




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Re: [hlds_linux] Day of Defeat: Source server preload

2005-09-26 Thread Mike Norton
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[ Picked text/plain from multipart/alternative ]
THIS SUCKS!

Server will not start. Its hung on checking for updates. WHY did you guys do
this to us? 2 days? COmone, we where not going to leak anything, and now we
are pulling our hair out trying to get it to run.

Man, please help YOUR USERS out.

ManO-iGO

On 9/26/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Correct.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alex Brett
 Sent: Monday, September 26, 2005 2:09 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Day of Defeat: Source server preload

 Alfred Reynolds wrote:
 
  Note that the preload does NOT give you a functional Day of Defeat:
  Source server, the last little bit of the server (a couple MB worth)
  will be released when the client is later today.
 
  If you forget to put -beta preload on the command line then you will
  not get the preload, so don't forget it.
 
  - Alfred
 

 Presumably when the client is released we just need to do a normal
 update without the -beta preload in order to get the remaining files
 (the binaries presumably)?

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Re: [hlds_linux] Day of Defeat: Source CPU Usage :o

2005-09-26 Thread Mike Norton
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[ Picked text/plain from multipart/alternative ]
I finaly got mine up to some standard. Still not right, but the minute the
go up, BOOM they are full. Im running 2 32 player server, I wanted one 32
and one 24 but the config file is reading the same one for both. Im hitting
a 43% CPU load so far on my dual Xeon box. Not bad I must say. Now if only I
could get in a play :-)



On 9/26/05, aXeR (AmmoBOX) [EMAIL PROTECTED] wrote:


 - Original Message -
 From: Gary [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com; 
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, September 27, 2005 12:40 AM
 Subject: Re: [hlds_linux] Day of Defeat: Source CPU Usage :o


  [EMAIL PROTECTED]/games/dodsps aux|egrep dod
  gary 21729 72.3 6.0 197288 126320 p6 S+ 6:11PM 18:19.32
  ./srcds_i686 -game dod -console +maxplayers 32 +exec server.cfg +
  [EMAIL PROTECTED]/games/dodscat /var/run/dmesg.boot|egrep CPU
  CPU: Intel(R) Xeon(TM) CPU 3.00GHz (3000.12-MHz 686-class CPU)
 
  Thats running on fbsd 6.0 with some of my kernel modifications.
 
  At 07:17 PM 9/26/2005, Davd Wilkinson wrote:
 hi
 
 Just got my dod:source server up and running (20Man Server on RedHat 9)
 and
 within seconds it was full, which is Great and that but the CPU Usage
 70-90%, I think thats why too high, since heard DOD:S would use almost
 the
 same as CS:S, so I hoped I would get one or 2 servers off my a dedi but
 at
 this rate i will be using a full dedi per dod:s server
 Any ideas on how to lower the cpu usage or will we have to wait for an
 update?
 
 oh one other thing am the only one with rcon to the server and the
 server
 has kicked my 2 times now, has someone hacked my rcon or are people just
 getting cos the server feels like it?
 
 Thanks
 
 David
 
 
 
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ManO-iGO
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