RE: [hlds_linux] Cant update game server

2005-09-25 Thread Paul Kirby
Ok try deleting the "InstallRecord.blob" file.

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Frederick Abrams
> Sent: Sun 25 September 2005 08:31
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Cant update game server
>
> Yea but mine even if I just type ./steam all it says is aborted like
> below.
>
> [EMAIL PROTECTED] hlds_l]$ ./steam
> Aborted
> [EMAIL PROTECTED] hlds_l]$
>
> Its as if I cant run the steam app at all.
>
> Regards,
>
> MerK
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Paul Kirby
> Sent: 25 September 2005 01:58
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Cant update game server
>
> Well ./steam says the following:
>
>optional parameters: (only needed to access limited content)
>   -username -   Steam account username
>   -password -   Steam account password
>
> I think I was still using the username and password due to
> steam at one
> point were deleting accounts that didn't point to a CDKEY that wasn't
> used
> after x amount of time.
>
> Anyway there is no harm including those arguments in with the line :)
>
> Paul
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Brandon Jank
> > Sent: Sun 25 September 2005 00:20
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Cant update game server
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I dont believe that you need to login to update/install the
> > source server
> > anymore...
> >
> > Reguards,
> >
> > Brandon Jank
> > NexGen Internet Services
> > http://www.nexgenis.com/
> >
> > On 9/24/05, Paul Kirby <[EMAIL PROTECTED]> wrote:
> > >
> > > Well I use the following line to update my server:
> > > ./steam -command update -game "hl2mp" -dir . -username
> > USERNAME -password
> > > PASSWORD -remember_password -retry -verify_all
> > >
> > > This seems to work fine for me, though a bit slow due to
> > verifying all the
> > > files.
> > >
> > > Hope this helps
> > >
> > > Paul
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Frederick Abrams
> > > > Sent: Sat 24 September 2005 18:34
> > > > To: hlds_linux@list.valvesoftware.com
> > > > Subject: [hlds_linux] Cant update game server
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Hi all
> > > >
> > > > I cant seem to update my server for some reason and
> > thought I will ask
> > > > on here incase anyone knows. I'm sure its being posted before,
> > > >
> > > > [EMAIL PROTECTED] hlds_l]$ ./steam -command update -game
> hl2mp -dir .
> > > > Aborted
> > > > [EMAIL PROTECTED] hlds_l]$
> > > >
> > > > LIBGCC: libgcc-3.4.4-2.fc3
> > > > GLIBC: glibc-2.3.5-0.fc3.1
> > > > OS: FC3
> > > > KERNEL: 2.6.11-1.35_FC3smp
> > > >
> > > > Any Help would be appriated
> > > >
> > > > MerK
> > > >
> > > >
> > > > --
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the
> > list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > --
> >
> > ___
> > 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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RE: [hlds_linux] Cant update game server

2005-09-24 Thread Paul Kirby
Well ./steam says the following:

   optional parameters: (only needed to access limited content)
  -username -   Steam account username
  -password -   Steam account password

I think I was still using the username and password due to steam at one
point were deleting accounts that didn't point to a CDKEY that wasn't used
after x amount of time.

Anyway there is no harm including those arguments in with the line :)

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Brandon Jank
> Sent: Sun 25 September 2005 00:20
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Cant update game server
>
> --
> [ Picked text/plain from multipart/alternative ]
> I dont believe that you need to login to update/install the
> source server
> anymore...
>
> Reguards,
>
> Brandon Jank
> NexGen Internet Services
> http://www.nexgenis.com/
>
> On 9/24/05, Paul Kirby <[EMAIL PROTECTED]> wrote:
> >
> > Well I use the following line to update my server:
> > ./steam -command update -game "hl2mp" -dir . -username
> USERNAME -password
> > PASSWORD -remember_password -retry -verify_all
> >
> > This seems to work fine for me, though a bit slow due to
> verifying all the
> > files.
> >
> > Hope this helps
> >
> > Paul
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Frederick Abrams
> > > Sent: Sat 24 September 2005 18:34
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: [hlds_linux] Cant update game server
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hi all
> > >
> > > I cant seem to update my server for some reason and
> thought I will ask
> > > on here incase anyone knows. I'm sure its being posted before,
> > >
> > > [EMAIL PROTECTED] hlds_l]$ ./steam -command update -game hl2mp -dir .
> > > Aborted
> > > [EMAIL PROTECTED] hlds_l]$
> > >
> > > LIBGCC: libgcc-3.4.4-2.fc3
> > > GLIBC: glibc-2.3.5-0.fc3.1
> > > OS: FC3
> > > KERNEL: 2.6.11-1.35_FC3smp
> > >
> > > Any Help would be appriated
> > >
> > > MerK
> > >
> > >
> > > --
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > ___
> > 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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RE: [hlds_linux] Cant update game server

2005-09-24 Thread Paul Kirby
Well I use the following line to update my server:
./steam -command update -game "hl2mp" -dir . -username USERNAME -password
PASSWORD -remember_password -retry -verify_all

This seems to work fine for me, though a bit slow due to verifying all the
files.

Hope this helps

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Frederick Abrams
> Sent: Sat 24 September 2005 18:34
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Cant update game server
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi all
>
> I cant seem to update my server for some reason and thought I will ask
> on here incase anyone knows. I'm sure its being posted before,
>
> [EMAIL PROTECTED] hlds_l]$ ./steam -command update -game hl2mp -dir .
> Aborted
> [EMAIL PROTECTED] hlds_l]$
>
> LIBGCC: libgcc-3.4.4-2.fc3
> GLIBC: glibc-2.3.5-0.fc3.1
> OS: FC3
> KERNEL: 2.6.11-1.35_FC3smp
>
> Any Help would be appriated
>
> MerK
>
>
> --
>
>
>
> ___
> 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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RE: [hlds_linux] CLIENTSIDE Brightnes error + rate + sys_ticrate

2005-01-13 Thread Paul Kirby
Yeah, cool link, I remembered reading it before some time last year :)

Well, I was referring to it wasn't a graphical rendering, and it does sort
of what I said about processing everything.

We were both right in a way :)

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of The Fool
> Sent: Thu 13 January 2005 16:13
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error + rate +
> sys_ticrate
>
> I'm sorry to say, but you're wrong.
>
> Read this, it's very-very useful (and pretty interesting! trust me.):
> <
&p_sid=yItfrrvh&p_lva=&p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaW
> Rzb3J0PSZwX3Jvd19jbnQ9MzEmcF9wcm9kcz0wJnBfY2F0cz0wJnBfcHY9JnBf
> Y3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF
> 9zZWFyY2hfdGV4dD1yYXRl&p_li=&p_topview=1>>
>
> "The Server is a rendering machine without any graphics.  The
> Client is a
> rendering machine with graphical and acoustic subsystems that is also
> interacting with the player through keyboard, mouse,
> joystick, whatever the
> player uses."
>
> And it's quite logical. Shooting, hit locations, jumping,
> falling... it's
> not enough to know immovable objects' locations.
> This is why WH cheats can work - clients gets all the
> rendered material, WH
> is a dirty tool which displays, "graphically renders" some
> areas, which
> should be hidden (normally...) for the cheating player - so
> the cheater can
> see other, 'invisible' players as well.
> I read a lot about this, because i really hate cheaters and i
> try to find a
> solution on solving the issue once and for all. FYI: i'm a
> dreamy kind of
> human being :D
>
> +++
>
[SNIP]

>
> Cheers,
> The Fool
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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RE: [hlds_linux] CLIENTSIDE Brightnes error

2005-01-12 Thread Paul Kirby
Erm, Well from a Programmers view, the Server shouldn't need to do any
rendering.

As I said as an example, the Server should only needs to know the position
of all the objects like Crates, doors and other objects, which is defined in
the map file as well as spray artefacts etc.
And also to process the players actions and send out the outcome.

The Server then sends all this information to all players, which in a way is
good on the CPU, yet hammering the bandwidth and also making it easier for
cheaters :(

Though I am not 100% sure though, but it's something on those lines :P

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of The Fool
> Sent: Wed 12 January 2005 19:09
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
>
> Yep yep. That's why i told you you're right. Mostly, the login-logout
> "workaround" proves me this is a client engine issue.
>
> Otherwise, it could be easily the server's bug, because
> server makes most of
> the rendering (as far as i know, but i'm not a game
> developer...), so it was
> on my mind that it may pass a brightness level as well, as
> some kind of
> "cheat protection". That was stupid at all. Next time i think
> on all the
> possibilities, beside of posting the "first version" ;)
>
>
> The Fool
>
>
>
> > Hehe
> >
> > Why would the server need to force the client to set the brightness?
> > That's the job of the Client Engine, to handle all the map
> info, like the
> > Skybox Brightness etc...
> > All the Server needs to do is pass the position where all
> the players and
> > objects are and what they are doing as well as maybe validating the
> > mod/game
> > files on start-up etc.
> >
> > If this is the case, then there is most probably a
> brightness variable
> > that
> > stores the skybox brightness, used in for the map and maybe
> its not being
> > flushed as I said before.
> >
> > The only reason all other maps are fine is maybe they are using the
> > default
> > brightness for the Skybox, So you wouldn't notice it.
> >
> > Though I could be wrong, but you never know :)
> >
> > Paul
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf
> Of The Fool
> >> Sent: Wed 12 January 2005 17:37
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
> >>
> >> That's right. But what if server forces client to set a
> fix level of
> >> brightness?
> >> Probably not, because quit/connect back solves the issue...
> >> no... you're
> >> right.
> >>
> >> Thanks for the comment
> >>
> >>
> >> > Well I think, if the previous map is causing this sort of
> >> problem when it
> >> > loads up the next map, then it maybe down to the Client
> side of the
> >> > engine...
> >> > Something like it forgetting to flush variables that was
> used in the
> >> > previous map, which gets flushed at the end of the map
> >> round, or something
> >> > like that.
> >> >
> >> > It's easy to miss out variables that need to be flushed at
> >> the end of each
> >> > map change, out of a bunch of them.
> >> >
> >> > Paul
> >> >
> >> >> -Original Message-
> >> >> From: [EMAIL PROTECTED]
> >> >> [mailto:[EMAIL PROTECTED] On Behalf
> >> Of The Fool
> >> >> Sent: Tue 11 January 2005 15:54
> >> >> To: hlds_linux@list.valvesoftware.com
> >> >> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
> >> >>
> >> >> It is i think, i already reported it to Steam.
> >> >>
> >> >> However, it's a "buggy custom map" anyway.
> >> >> So, first, why anyone sets a map extremely bright on a
> >> >> "special way" (I don't know how to create maps, so i
> >> >> don't know the name of the exact setting)? It's just stupid.
> >> >> But, on the other hand, how can the server let a map effect
> >> >> any other maps
> >> >> (in this case, with logged in users only)? And the players
> >> indeed...
> >> >>
> >> >> My workaround:
> >> >> I found these maps buggy:
> >> >> * aim_range-lover   ->   take it out, delete. no solution
> >> >>
> >> >> * fy_iceworld_??? (i think it's the "adv", but not sure)   ->
> >> >>   replace it
> >> >> with fy_iceworld_real - which looks better and won't makes
> >> >> players' screen
> >> >> bright (until next login, as you wrote too).
> >> >>
> >> >> > We have a weird weird problem.
> >> >> >
> >> >> > When the server runs iceworld, and afterward load a other
> >> >> map, everyonce
> >> >> > screen is really bright. And i mean REALLY bright in
> >> >> cant-see-shit-anymore
> >> >> > bright.
> >> >> >
> >> >> > Once u restart ur steam client, rejoin, problem is fixed.
> >> >> >
> >> >> > Everyone playing at our servers reported this problem.
> >> >> >
> >> >> > I doubt that its an server side issue is it?
> >> >> >
> >> >> > Saint K.
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesof

RE: [hlds_linux] CLIENTSIDE Brightnes error

2005-01-12 Thread Paul Kirby
Hehe

Why would the server need to force the client to set the brightness?
That's the job of the Client Engine, to handle all the map info, like the
Skybox Brightness etc...
All the Server needs to do is pass the position where all the players and
objects are and what they are doing as well as maybe validating the mod/game
files on start-up etc.

If this is the case, then there is most probably a brightness variable that
stores the skybox brightness, used in for the map and maybe its not being
flushed as I said before.

The only reason all other maps are fine is maybe they are using the default
brightness for the Skybox, So you wouldn't notice it.

Though I could be wrong, but you never know :)

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of The Fool
> Sent: Wed 12 January 2005 17:37
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
>
> That's right. But what if server forces client to set a fix level of
> brightness?
> Probably not, because quit/connect back solves the issue...
> no... you're
> right.
>
> Thanks for the comment
>
>
> > Well I think, if the previous map is causing this sort of
> problem when it
> > loads up the next map, then it maybe down to the Client side of the
> > engine...
> > Something like it forgetting to flush variables that was used in the
> > previous map, which gets flushed at the end of the map
> round, or something
> > like that.
> >
> > It's easy to miss out variables that need to be flushed at
> the end of each
> > map change, out of a bunch of them.
> >
> > Paul
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf
> Of The Fool
> >> Sent: Tue 11 January 2005 15:54
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
> >>
> >> It is i think, i already reported it to Steam.
> >>
> >> However, it's a "buggy custom map" anyway.
> >> So, first, why anyone sets a map extremely bright on a
> >> "special way" (I don't know how to create maps, so i
> >> don't know the name of the exact setting)? It's just stupid.
> >> But, on the other hand, how can the server let a map effect
> >> any other maps
> >> (in this case, with logged in users only)? And the players
> indeed...
> >>
> >> My workaround:
> >> I found these maps buggy:
> >> * aim_range-lover   ->   take it out, delete. no solution
> >>
> >> * fy_iceworld_??? (i think it's the "adv", but not sure)   ->
> >>   replace it
> >> with fy_iceworld_real - which looks better and won't makes
> >> players' screen
> >> bright (until next login, as you wrote too).
> >>
> >> > We have a weird weird problem.
> >> >
> >> > When the server runs iceworld, and afterward load a other
> >> map, everyonce
> >> > screen is really bright. And i mean REALLY bright in
> >> cant-see-shit-anymore
> >> > bright.
> >> >
> >> > Once u restart ur steam client, rejoin, problem is fixed.
> >> >
> >> > Everyone playing at our servers reported this problem.
> >> >
> >> > I doubt that its an server side issue is it?
> >> >
> >> > Saint K.
>
>
> ___
> 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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RE: [hlds_linux] CLIENTSIDE Brightnes error

2005-01-11 Thread Paul Kirby
Well I think, if the previous map is causing this sort of problem when it
loads up the next map, then it maybe down to the Client side of the
engine...
Something like it forgetting to flush variables that was used in the
previous map, which gets flushed at the end of the map round, or something
like that.

It's easy to miss out variables that need to be flushed at the end of each
map change, out of a bunch of them.

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of The Fool
> Sent: Tue 11 January 2005 15:54
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
>
> It is i think, i already reported it to Steam.
>
> However, it's a "buggy custom map" anyway.
> So, first, why anyone sets a map extremely bright on a
> "special way" (I don't know how to create maps, so i
> don't know the name of the exact setting)? It's just stupid.
> But, on the other hand, how can the server let a map effect
> any other maps
> (in this case, with logged in users only)? And the players indeed...
>
> My workaround:
> I found these maps buggy:
> * aim_range-lover   ->   take it out, delete. no solution
>
> * fy_iceworld_??? (i think it's the "adv", but not sure)   ->
>   replace it
> with fy_iceworld_real - which looks better and won't makes
> players' screen
> bright (until next login, as you wrote too).
>
> > We have a weird weird problem.
> >
> > When the server runs iceworld, and afterward load a other
> map, everyonce
> > screen is really bright. And i mean REALLY bright in
> cant-see-shit-anymore
> > bright.
> >
> > Once u restart ur steam client, rejoin, problem is fixed.
> >
> > Everyone playing at our servers reported this problem.
> >
> > I doubt that its an server side issue is it?
> >
> > Saint K.
>
>
> ___
> 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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RE: [hlds_linux] Server Crash Exploit Part 2

2005-01-08 Thread Paul Kirby
His server is running HLStats, which most prob logs in more detail :)

Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of hondaman
> Sent: Sat 08 January 2005 19:35
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Server Crash Exploit Part 2
>
> Interesting.  Players said that on one of our servers, some
> guy came in
> last night with the name "shawn has joined the game" and spammed it or
> something "hundreds of times"
> I checked the linux server logs, and sure enough:
>
> Jan  7 23:36:22 HardGaming kernel: srcds_amd_css1[3704]: segfault at
>  rip f7b26a1b rsp b100 error 4
> Jan  7 23:36:37 HardGaming kernel: srcds_amd_css1[5226]: segfault at
>  rip f7b26a1b rsp b100 error 4
> Jan  7 23:38:07 HardGaming kernel: srcds_amd_css1[5229]: segfault at
>  rip f7b26a1b rsp b100 error 4
>
> What I dont understand is why you where able to get the logs
> of this guy
> joining and parting?  My server didnt log it, and hasnt ever
> logged it.
>
>
> Ronny Schedel wrote:
>
> > I have the same problem. A user is banned and he floods the server
> > with connections, as you can see here:
> >
> http://www.kifferstuebchen.de/index.php?showpage=livestats&?ac
cid=cshlstats03&showpage=livestats&%3Faccid=cshlstats03>
&mode=playerhistory&player=160174&page=1
> >
> >
> > After some time, the server crashes. Hopefully this will be fixed
> > as soon as possible.
> >
> > Greets
> > Ronny
> >
> >
> >
> >> When did it get fixed?   A quick look at my server logs shows this:
> >>
> >> Jan  2 16:33:55 HardGaming kernel: srcds_amd[1893]: segfault at
> >>  rip f7b26a1b rsp b110 error 4
> >> Jan  4 18:28:30 HardGaming kernel: srcds_amd[9442]: segfault at
> >>  rip f7b26a1b rsp b110 error 4
> >> Jan  4 21:18:41 HardGaming kernel: srcds_amd[25931]: segfault at
> >>  rip f7b26a1b rsp b110 error 4
> >> Jan  4 23:03:08 HardGaming kernel: srcds_amd[3263]: segfault at
> >> f948b4a8 rip 00826423 rsp 9764 error 6
> >> Jan  5 21:45:12 HardGaming kernel: srcds_amd[21407]: segfault at
> >> 10f10c9c rip 0082cde9 rsp 9e38 error 4
> >> Jan  6 04:14:03 HardGaming kernel: srcds_amd[24604]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 09:08:10 HardGaming kernel: srcds_amd[27309]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 09:57:24 HardGaming kernel: srcds_amd[30962]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 10:42:44 HardGaming kernel: srcds_amd[31549]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 11:24:01 HardGaming kernel: srcds_amd[32159]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 12:23:04 HardGaming kernel: srcds_amd[32635]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 16:11:11 HardGaming kernel: srcds_amd[955]: segfault at
> >>  rip f2873390 rsp b170 error 4
> >> Jan  6 16:42:16 HardGaming kernel: srcds_amd_css6[4914]:
> segfault at
> >>  rip f7b26a1b rsp b100 error 4
> >> Jan  6 18:22:27 HardGaming kernel: srcds_amd_css2[4678]:
> segfault at
> >>  rip f2873390 rsp b160 error 4
> >> Jan  6 23:27:34 HardGaming kernel: srcds_amd_css5[3103]:
> segfault at
> >> 01f7 rip f2e7ef10 rsp b070 error 4
> >> Jan  7 10:51:03 HardGaming kernel: srcds_amd_css2[6333]:
> segfault at
> >>  rip f2873390 rsp b160 error 4
> >> Jan  7 14:17:43 HardGaming kernel: srcds_amd_css2[18739]:
> segfault at
> >>  rip f2873390 rsp b160 error 4
> >> Jan  7 17:48:55 HardGaming kernel: srcds_amd_css2[21482]:
> segfault at
> >>  rip f2873390 rsp b160 error 4
> >> Jan  7 21:33:22 HardGaming kernel: srcds_amd[746]: segfault at
> >>  rip f7b26a1b rsp b110 error 4
> >>
> >>
> >>
> >> Kerry Dorsey wrote:
> >>
> >>> 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

RE: [hlds_linux] no representative texture for material ...

2004-12-16 Thread Paul Kirby
Hello Alfred

I didn't think there was an issue with the bots in CS:S, they were working
fine after a few alterations on my server when it was in beta.
But were disabled by later updates :(

So I will be looking forward to the new year then :)

Thanks
Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Alfred Reynolds
> Sent: Thu 16 December 2004 07:21
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] no representative texture for material ...
>
> Bots are the next big feature we are working on, should be very early
> next year.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Paul
> Kirby Sent: Wednesday, December 15, 2004 11:16 PM To:
> [EMAIL PROTECTED] Subject: RE: [hlds_linux] no
> representative texture for material ...
>
> > Thanks Alfred :)
> >
> > Also just a quick question before I go...
> > Any news on when the bots are to be re enabled on CS:S ?
> >
> > Thanks in advance
> > Paul
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Alfred Reynolds Sent: Thu 16 December 2004 05:52
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlds_linux] no representative texture for
> material ...
> > >
> > > The next update will remove that warning, its only a
> problem if you
> > > are trying to render textures to the screen (which dedicated
> > > servers do not).
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On
> Behalf Of Elmer
> > > Fudd Sent: Sunday, December 12, 2004 3:23 PM To:
> > > [EMAIL PROTECTED] Subject: Re: [hlds_linux] no
> > > representative texture for material ...
> > >
> > > > happens to everyone, doesnt affect anything, dont worry about it
> > > >
> > > >
> > > > On Sun, 12 Dec 2004 21:44:35 -, Paul Kirby
> > > > <[EMAIL PROTECTED]> wrote:
> > > > > Hello All
> > > > >
> > > > > Just asking when the following bug will be fixed:
> > > > >
> > > > > Executing dedicated server config file
> > > > > CMaterial::GetNumAnimationFrames:
> > > > > no representative texture for material sprites/zerogxplode
> > > > > CMaterial::GetNumAnimationFrames:
> > > > > no representative texture for material sprites/wxplo1 ...
> > > > > CMaterial::GetNumAnimationFrames:
> > > > > no representative texture for material sprites/glow01
> > > > > CMaterial::GetNumAnimationFrames:
> > > > > no representative texture for material sprites/glow The
> > > > > Navigation Mesh was built using a different version
> of this map.
> > > > >
> > > > > There was a lot more of the above lines.
> > > > >
> > > > > It's been like this for me since the CS:S Beta :(
> However these
> > > > > files do exist but in the hl2/materials/sprites/...
> > > > >
> > > > > Is the hlds having problems mapping/linking to those files?
> > > > >
> > > > > Any help is welcome.
> > > > > Thanks in advance
> > > > > Paul Kirby
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> > ___
> > 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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>


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RE: [hlds_linux] no representative texture for material ...

2004-12-15 Thread Paul Kirby
Thanks Alfred :)

Also just a quick question before I go...
Any news on when the bots are to be re enabled on CS:S ?

Thanks in advance
Paul

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Alfred Reynolds
> Sent: Thu 16 December 2004 05:52
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] no representative texture for material ...
>
> The next update will remove that warning, its only a problem
> if you are
> trying to render textures to the screen (which dedicated servers do
> not).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Elmer
> Fudd Sent: Sunday, December 12, 2004 3:23 PM To:
> [EMAIL PROTECTED] Subject: Re: [hlds_linux] no
> representative texture for material ...
>
> > happens to everyone, doesnt affect anything, dont worry about it
> >
> >
> > On Sun, 12 Dec 2004 21:44:35 -, Paul Kirby
> <[EMAIL PROTECTED]>
> > wrote:
> > > Hello All
> > >
> > > Just asking when the following bug will be fixed:
> > >
> > > Executing dedicated server config file
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/zerogxplode
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/wxplo1 ...
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/glow01
> > > CMaterial::GetNumAnimationFrames:
> > > no representative texture for material sprites/glow The Navigation
> > > Mesh was built using a different version of this map.
> > >
> > > There was a lot more of the above lines.
> > >
> > > It's been like this for me since the CS:S Beta :( However these
> > > files
> > > do exist but in the hl2/materials/sprites/...
> > >
> > > Is the hlds having problems mapping/linking to those files?
> > >
> > > Any help is welcome.
> > > Thanks in advance
> > > Paul Kirby
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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>


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[hlds_linux] no representative texture for material ...

2004-12-12 Thread Paul Kirby
Hello All

Just asking when the following bug will be fixed:

Executing dedicated server config file
CMaterial::GetNumAnimationFrames:
no representative texture for material sprites/zerogxplode
CMaterial::GetNumAnimationFrames:
no representative texture for material sprites/wxplo1
...
CMaterial::GetNumAnimationFrames:
no representative texture for material sprites/glow01
CMaterial::GetNumAnimationFrames:
no representative texture for material sprites/glow
The Navigation Mesh was built using a different version of this map.

There was a lot more of the above lines.

It's been like this for me since the CS:S Beta :(
However these files do exist but in the hl2/materials/sprites/...

Is the hlds having problems mapping/linking to those files?

Any help is welcome.
Thanks in advance
Paul Kirby


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