Re: [hlds_linux] [l4d] left 4 dead A2S_PLAYER query problems

2009-10-09 Thread Pawel
no to super

2009/10/9 Tomasz Formanowski mat...@pifpaf.pl



 TF hi

 DAP That's odd.  Did you try restarting the server?

 TF yes, i've even created new one from scratch (steam), with default
 TF config.

 DAP Also, your server responds with a challenge number if you use the
 DAP A2S_SERVERQUERY_GETCHALLENGE query.  You should be able to get one
 using
 DAP   the A2S_PLAYER-1 query also, but it just times out like you said.

 TF well, i've tried it in many ways, in c++, java and php (bytes
 TF conversion stuff) - still no go on all my servers (all linux
 TF kernels = 2.6.22.16, glibc-2.8-6)

 TF i'm pretty sure that i'm doing everything right, because hlsw can't
 TF get player info too.


   and btw: all servers stopped responding to player query on
   29-30th of sept this year ...


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Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update Released

2009-04-21 Thread Pawel
Look at this bug alfred:

http://www.sk-gaming.com/video/110012-Bugg_frn_nya_patchen


W dniu 21 kwietnia 2009 03:43 użytkownik Pawel tra...@gmail.com napisał:

 Thanks for info : - )

 W dniu 21 kwietnia 2009 03:30 użytkownik Alfred Reynolds 
 alf...@valvesoftware.com napisał:

 It was a bug in the pm_shared logic (goldsrc mod developers would know what
 this is), you could exploit it with the right timing to cause a jump sound
 to not be played. The intent was everytime you hit jump you got a noise, so
 that is what it does.

  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Pawel
  Sent: Monday, April 20, 2009 6:26 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
  Released
 
  Thanks,
 
  Everything is working fine :)
  Could you explain how you fixed russian walking?
  It is only one more sound while ducking/jumping?
 
  2009/4/21 Alfred Reynolds alf...@valvesoftware.com
 
   Yes, this was just setting public the files that were previously in
  the
   beta.
  
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Monday, April 20, 2009 5:59 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero
  Update
Released
   
Hello,
   
Was this update just an official release of the HLDS beta update?
  My
CS 1.6 and CS:CZ servers were up-to-date with the beta patches, and
when I went to update them tonight they didn't get any new files
(except that the CZ server got the stock motd.txt as always).
   
$ ./steam -game cstrike -command update -verify_all
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Base Content' version 27
   
   
Checking/Installing 'Linux Server Engine' version 46
   
   
Checking/Installing 'Half-Life Base Content' version 12
   
   
HLDS installation up to date
   
$ ./steam -game czero -command update -verify_all
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Condition Zero Base Content' version 22
   
99.63%  .\czero\motd.txt
   
Checking/Installing 'Counter-Strike Base Content' version 27
   
   
Checking/Installing 'Linux Server Engine' version 46
   
   
Checking/Installing 'Half-Life Base Content' version 12
   
   
HLDS installation up to date
   
   
- Original Message -
From: Jason Ruymen jas...@valvesoftware.com
Date: Monday, April 20, 2009 7:13 pm
Subject: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
Released
To: Half-Life dedicated Win32 server mailing list
h...@list.valvesoftware.com, hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com,
hlds_annou...@list.valvesoftware.com
hlds_annou...@list.valvesoftware.com
   
 An optional update for Counter-Strike 1.6 and Condition Zero has
 been released.  Please run hldsupdatetool to receive
 it.  The specific changes include:

 Counter-Strike/CZ:
 - Prevent Russian Walking exploit

 Server changes:
 - Fixed players being kicked from servers with an
 INVALID_STEAM_TICKET rejection
 - Added a message to the server console to show when the server
 has reconnected to Steam
 - Made map name and other variables reported by the server stay
 more current
 - Fixed mp_timeleft not updating in server rules (or any
 unlogged cvar for that matter)
 - Show HLTV being connected in the player count for pings
 - Fixed HLTV staying in players list even after disconnect
 - Fixed server hang when a user connects with a specially
 crafted info string
 - Fixed occasional crash under Linux on startup for SMP machines
 (Linux)- Cleaned up hlds_run script (Linux)

 Jason

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Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update Released

2009-04-20 Thread Pawel
Thanks,

Everything is working fine :)
Could you explain how you fixed russian walking?
It is only one more sound while ducking/jumping?

2009/4/21 Alfred Reynolds alf...@valvesoftware.com

 Yes, this was just setting public the files that were previously in the
 beta.

  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of David Parker
  Sent: Monday, April 20, 2009 5:59 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
  Released
 
  Hello,
 
  Was this update just an official release of the HLDS beta update?  My
  CS 1.6 and CS:CZ servers were up-to-date with the beta patches, and
  when I went to update them tonight they didn't get any new files
  (except that the CZ server got the stock motd.txt as always).
 
  $ ./steam -game cstrike -command update -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Checking/Installing 'Counter-Strike Base Content' version 27
 
 
  Checking/Installing 'Linux Server Engine' version 46
 
 
  Checking/Installing 'Half-Life Base Content' version 12
 
 
  HLDS installation up to date
 
  $ ./steam -game czero -command update -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Checking/Installing 'Condition Zero Base Content' version 22
 
  99.63%  .\czero\motd.txt
 
  Checking/Installing 'Counter-Strike Base Content' version 27
 
 
  Checking/Installing 'Linux Server Engine' version 46
 
 
  Checking/Installing 'Half-Life Base Content' version 12
 
 
  HLDS installation up to date
 
 
  - Original Message -
  From: Jason Ruymen jas...@valvesoftware.com
  Date: Monday, April 20, 2009 7:13 pm
  Subject: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
  Released
  To: Half-Life dedicated Win32 server mailing list
  h...@list.valvesoftware.com, hlds_linux@list.valvesoftware.com
  hlds_linux@list.valvesoftware.com,
  hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
 
   An optional update for Counter-Strike 1.6 and Condition Zero has
   been released.  Please run hldsupdatetool to receive
   it.  The specific changes include:
  
   Counter-Strike/CZ:
   - Prevent Russian Walking exploit
  
   Server changes:
   - Fixed players being kicked from servers with an
   INVALID_STEAM_TICKET rejection
   - Added a message to the server console to show when the server
   has reconnected to Steam
   - Made map name and other variables reported by the server stay
   more current
   - Fixed mp_timeleft not updating in server rules (or any
   unlogged cvar for that matter)
   - Show HLTV being connected in the player count for pings
   - Fixed HLTV staying in players list even after disconnect
   - Fixed server hang when a user connects with a specially
   crafted info string
   - Fixed occasional crash under Linux on startup for SMP machines
   (Linux)- Cleaned up hlds_run script (Linux)
  
   Jason
  
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Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update Released

2009-04-20 Thread Pawel
Thanks for info : - )

W dniu 21 kwietnia 2009 03:30 użytkownik Alfred Reynolds 
alf...@valvesoftware.com napisał:

 It was a bug in the pm_shared logic (goldsrc mod developers would know what
 this is), you could exploit it with the right timing to cause a jump sound
 to not be played. The intent was everytime you hit jump you got a noise, so
 that is what it does.

  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Pawel
  Sent: Monday, April 20, 2009 6:26 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
  Released
 
  Thanks,
 
  Everything is working fine :)
  Could you explain how you fixed russian walking?
  It is only one more sound while ducking/jumping?
 
  2009/4/21 Alfred Reynolds alf...@valvesoftware.com
 
   Yes, this was just setting public the files that were previously in
  the
   beta.
  
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Monday, April 20, 2009 5:59 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike 1.6 and Condition Zero
  Update
Released
   
Hello,
   
Was this update just an official release of the HLDS beta update?
  My
CS 1.6 and CS:CZ servers were up-to-date with the beta patches, and
when I went to update them tonight they didn't get any new files
(except that the CZ server got the stock motd.txt as always).
   
$ ./steam -game cstrike -command update -verify_all
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Base Content' version 27
   
   
Checking/Installing 'Linux Server Engine' version 46
   
   
Checking/Installing 'Half-Life Base Content' version 12
   
   
HLDS installation up to date
   
$ ./steam -game czero -command update -verify_all
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Condition Zero Base Content' version 22
   
99.63%  .\czero\motd.txt
   
Checking/Installing 'Counter-Strike Base Content' version 27
   
   
Checking/Installing 'Linux Server Engine' version 46
   
   
Checking/Installing 'Half-Life Base Content' version 12
   
   
HLDS installation up to date
   
   
- Original Message -
From: Jason Ruymen jas...@valvesoftware.com
Date: Monday, April 20, 2009 7:13 pm
Subject: [hlds_linux] Counter-Strike 1.6 and Condition Zero Update
Released
To: Half-Life dedicated Win32 server mailing list
h...@list.valvesoftware.com, hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com,
hlds_annou...@list.valvesoftware.com
hlds_annou...@list.valvesoftware.com
   
 An optional update for Counter-Strike 1.6 and Condition Zero has
 been released.  Please run hldsupdatetool to receive
 it.  The specific changes include:

 Counter-Strike/CZ:
 - Prevent Russian Walking exploit

 Server changes:
 - Fixed players being kicked from servers with an
 INVALID_STEAM_TICKET rejection
 - Added a message to the server console to show when the server
 has reconnected to Steam
 - Made map name and other variables reported by the server stay
 more current
 - Fixed mp_timeleft not updating in server rules (or any
 unlogged cvar for that matter)
 - Show HLTV being connected in the player count for pings
 - Fixed HLTV staying in players list even after disconnect
 - Fixed server hang when a user connects with a specially
 crafted info string
 - Fixed occasional crash under Linux on startup for SMP machines
 (Linux)- Cleaned up hlds_run script (Linux)

 Jason

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[hlds_linux] What the hell with steam network and CS 1.6? Full servers with fake players, notsecured, crazy protocol etc.In last

2009-04-12 Thread Pawel
Hi,

In last few days i observed something crazy with my CS 1.6 servers and steam
network.
Every morning some servers are disconnected from vac, connected to some
crazy steam3 server etc.
It is full of fake palyers without steamid and nickname.
Only restart helps.

http://img162.imageshack.us/img162/602/steamqyd.jpg
Insecure (secure mod enabled, connected to steam3)(u)(256)(Rcon)(linux
Dedicated)
20/15 slots what is also crazy :|

And after restart:
http://img66.imageshack.us/img66/5499/afterrestart.jpg
Secure (10)(Rcon)(Linux, Dedicated, Protocol 48)

As i can remember the same issue i had in ~25 December 2008.
Then alfred said that something was with steam network in CS:S but some
people had it also with HL1 games.

Thanks for help.
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Re: [hlds_linux] [hlds] Half-Life 1 Engine Update released

2009-04-04 Thread Pawel
*This update won't be in beta long, so don't delay your testing.*

So what about this update. When it will be available as official not beta?

2009/3/24 Максим Шпаков ma...@osetia.org

 Something new about svc_bad 

 We have managed to create config file.
 When client is connecting to server (cs 1.6 steam v48) using such
 config  - all players are dropped from server with svc_bad

 Here comes log from client:

 BUILD 4352 SERVER (0 CRC)
 Server # 30
 Requesting tempdecal.wad from server
 Requesting tempdecal.wad from server
 Requesting tempdecal.wad from server
 Requesting tempdecal.wad from server
  12345678901 connected
 (-_-) dropped
 D!G!StyL3 dropped
 Hakim dropped
 Maskierter|MH|Muchacho dropped
 Grandmaasta dropped
 royal.flush dropped
 Socke dropped
 cendrix dropped
 Error: server failed to transmit file 'AYSY#Wx'
 Last 32 messages parsed.
 222 0008 svc_time
 222 0013 svc_clientdata
 222 0018 svc_deltapacketentities
 231 0008 svc_time
 231 0013 svc_choke
 231 0014 svc_clientdata
 231 0019 svc_deltapacketentities
 233 0008 svc_time
 233 0013 svc_clientdata
 233 0018 svc_deltapacketentities
 236 0008 svc_time
 236 0013 svc_clientdata
 236 0018 svc_deltapacketentities
 239 0026 svc_time
 239 0031 svc_clientdata
 239 0036 svc_deltapacketentities
 242 0008 svc_time
 242 0013 svc_choke
 242 0014 svc_clientdata
 242 0019 svc_deltapacketentities
 245 0008 svc_time
 245 0013 svc_clientdata
 245 0018 svc_deltapacketentities
 248 0026 svc_time
 248 0031 svc_clientdata
 248 0036 svc_deltapacketentities
 248  svc_print
 248 0018 ScoreAttrib
 248 0021 CurWeapon
 248 0025 CurWeapon
 248 0029 svc_filetxferfailed
 BAD: 40:svc_bad
 Host_Error: CL_ParseServerMessage: Illegible server message - svc_bad

 This config doesn't work with emulated v47 servers , there're a lot
 of it in server browser now :(
 But with STEAM servers it works 100% of time.

 I will send this config to Alfred Reynolds alf...@valvesoftware.com

 This MUST be fixed.

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Re: [hlds_linux] steam down again?

2009-04-04 Thread Pawel
http://store.steampowered.com/stats/

is dead

2009/4/1 1nsane 1nsane...@gmail.com

 The beta patch was for HLDS. TF2 supposedly had it patched officially as of
 March 19, 2009, 5:20 pm.

 *Server changes*

   - Fixed players being kicked from servers with an INVALID_STEAM_TICKET
   rejection
   - Added a message to the server console to show when the server has
   reconnected to Steam


 http://store.steampowered.com/news/?filter=updatesappids=440

 On Wed, Apr 1, 2009 at 8:55 AM, Daniel Duarte dfdua...@gmail.com wrote:

  There is a beta patch, the final fix was supposed to come right after
 that
  but we are still waiting... my provider wont use beta patches :/
 
 
 
 
  On Wed, Apr 1, 2009 at 3:32 AM, 1nsane 1nsane...@gmail.com wrote:
 
   Same here. Wasn't there a patch that supposedly fixed this issue?
 Server
   was
   fully up-to-date.
   On Wed, Apr 1, 2009 at 12:07 AM, Tony Paloma drunkenf...@hotmail.com
   wrote:
  
Same. I had to restart servers before loadouts would work again.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben
 B
Sent: Tuesday, March 31, 2009 8:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steam down again?
   
my linux servers never reconnected automatically, map changes,
  nothing...
   I
had to restart them so their connections were regained. -_-
   
On Tue, Mar 31, 2009 at 8:04 PM, Guy Watkins
hlds_li...@watkins-home.comwrote:
   
 } From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-
 } boun...@list.valvesoftware.com] On Behalf Of Flubber
 } Sent: Tuesday, March 31, 2009 6:43 PM
 } To: Half-Life dedicated Linux server mailing list
 } Subject: Re: [hlds_linux] steam down again?
 }
 } Is there any day you don't do maintenance?

 Yes, February 29.



 :)


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--
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Re: [hlds_linux] nemrun (srcds_run replacement) v1.1 released.

2009-03-24 Thread Pawel
How can i use only NephuCPUfix for tf2?

i've changed
$HL_CMD = $HL $PARAMS
to
$HL_CMD = env LD_PRELOAD=NephuCPUFix.so $HL $PARAMS

but it is not working :(

Log from console:

Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
ERROR: ld.so: object 'NephuCPUFix.so' from LD_PRELOAD cannot be preloaded:
ignored.


NephuCPUFix.so is in /orangebox/bin/

After typing r_sse2 in console it tells me that support for this is
disabled.



On Tue, Mar 24, 2009 at 8:09 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 (not sure how many of you are still using this, but..)

 Get it here:
 http://nephyrin.net/tools/nemrun/1.1/
 The latest version is always here:
 http://nephyrin.net/tools/nemrun/latest/

 Nemrun is an advanced srcds_run replacement that has numerous
 features, including:
 - Functioning autoupdate
   - Works with multiple servers in one install directory ( uses
 lockfiles to synchronize the servers and shut them all down so updates
 can process)
   - Uses bundled srcupdatecheck python script to check for updates,
 instead of simply running a time-wasting update every reboot.
   - Has options to run scripts/commands when updates are found, which
 i use to text message myself when an update is released, for instance
 - Has an -updatedaemon mode, wherein you can launch a dummy server
 that just checks for updates until one is found, allowing your servers
 to -autoupdate within several seconds of a patch coming out
 - Manages and renames/files cores that are generated
 - Keeps very configurable logs
 - Bundled NephCPUFix preload-binary, enabled by default in nemrun,
 fixes long-broken GetCPUInformation() call in srcds, allowing SSE2
 code to be enabled, amoung other things.
 - Has ability to cleanup downloads folder (sprays and such) when updating

 And more!

 WARNING: This is a very advanced script originally written to allow
 multiple servers in a single install directory without breaking
 -autoupdate. It is not a drop in replacement for srcds_run and
 requires a little reading. to use

 Also, remember to idle in irc.gamesurge.net #hlserveradmins, we're up
 to 60 members!

 - Neph

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Re: [hlds_linux] nemrun (srcds_run replacement) v1.1 released.

2009-03-24 Thread Pawel
Dziwne, że się nie włączył ten nowy skin, sprawdź teraz po wejściu, a jak
nie ot na samym dole forum jest opcja zmiany skina
Daj sobie IPB Clasic Blue

jak coś to jestem pod telefonem ;)

2009/3/24 Pawel tra...@gmail.com

 How can i use only NephuCPUfix for tf2?

 i've changed
 $HL_CMD = $HL $PARAMS
 to
 $HL_CMD = env LD_PRELOAD=NephuCPUFix.so $HL $PARAMS

 but it is not working :(

 Log from console:

 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 ERROR: ld.so: object 'NephuCPUFix.so' from LD_PRELOAD cannot be preloaded:
 ignored.


 NephuCPUFix.so is in /orangebox/bin/

 After typing r_sse2 in console it tells me that support for this is
 disabled.




 On Tue, Mar 24, 2009 at 8:09 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 (not sure how many of you are still using this, but..)

 Get it here:
 http://nephyrin.net/tools/nemrun/1.1/
 The latest version is always here:
 http://nephyrin.net/tools/nemrun/latest/

 Nemrun is an advanced srcds_run replacement that has numerous
 features, including:
 - Functioning autoupdate
   - Works with multiple servers in one install directory ( uses
 lockfiles to synchronize the servers and shut them all down so updates
 can process)
   - Uses bundled srcupdatecheck python script to check for updates,
 instead of simply running a time-wasting update every reboot.
   - Has options to run scripts/commands when updates are found, which
 i use to text message myself when an update is released, for instance
 - Has an -updatedaemon mode, wherein you can launch a dummy server
 that just checks for updates until one is found, allowing your servers
 to -autoupdate within several seconds of a patch coming out
 - Manages and renames/files cores that are generated
 - Keeps very configurable logs
 - Bundled NephCPUFix preload-binary, enabled by default in nemrun,
 fixes long-broken GetCPUInformation() call in srcds, allowing SSE2
 code to be enabled, amoung other things.
 - Has ability to cleanup downloads folder (sprays and such) when updating

 And more!

 WARNING: This is a very advanced script originally written to allow
 multiple servers in a single install directory without breaking
 -autoupdate. It is not a drop in replacement for srcds_run and
 requires a little reading. to use

 Also, remember to idle in irc.gamesurge.net #hlserveradmins, we're up
 to 60 members!

 - Neph

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Re: [hlds_linux] nemrun (srcds_run replacement) v1.1 released.

2009-03-24 Thread Pawel
lol not this mail, sorry ;)

2009/3/24 Pawel tra...@gmail.com

 Dziwne, że się nie włączył ten nowy skin, sprawdź teraz po wejściu, a jak
 nie ot na samym dole forum jest opcja zmiany skina
 Daj sobie IPB Clasic Blue

 jak coś to jestem pod telefonem ;)

 2009/3/24 Pawel tra...@gmail.com

 How can i use only NephuCPUfix for tf2?

 i've changed
 $HL_CMD = $HL $PARAMS
 to
 $HL_CMD = env LD_PRELOAD=NephuCPUFix.so $HL $PARAMS

 but it is not working :(

 Log from console:

 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 ERROR: ld.so: object 'NephuCPUFix.so' from LD_PRELOAD cannot be preloaded:
 ignored.


 NephuCPUFix.so is in /orangebox/bin/

 After typing r_sse2 in console it tells me that support for this is
 disabled.




 On Tue, Mar 24, 2009 at 8:09 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 (not sure how many of you are still using this, but..)

 Get it here:
 http://nephyrin.net/tools/nemrun/1.1/
 The latest version is always here:
 http://nephyrin.net/tools/nemrun/latest/

 Nemrun is an advanced srcds_run replacement that has numerous
 features, including:
 - Functioning autoupdate
   - Works with multiple servers in one install directory ( uses
 lockfiles to synchronize the servers and shut them all down so updates
 can process)
   - Uses bundled srcupdatecheck python script to check for updates,
 instead of simply running a time-wasting update every reboot.
   - Has options to run scripts/commands when updates are found, which
 i use to text message myself when an update is released, for instance
 - Has an -updatedaemon mode, wherein you can launch a dummy server
 that just checks for updates until one is found, allowing your servers
 to -autoupdate within several seconds of a patch coming out
 - Manages and renames/files cores that are generated
 - Keeps very configurable logs
 - Bundled NephCPUFix preload-binary, enabled by default in nemrun,
 fixes long-broken GetCPUInformation() call in srcds, allowing SSE2
 code to be enabled, amoung other things.
 - Has ability to cleanup downloads folder (sprays and such) when updating

 And more!

 WARNING: This is a very advanced script originally written to allow
 multiple servers in a single install directory without breaking
 -autoupdate. It is not a drop in replacement for srcds_run and
 requires a little reading. to use

 Also, remember to idle in irc.gamesurge.net #hlserveradmins, we're up
 to 60 members!

 - Neph

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Re: [hlds_linux] nemrun (srcds_run replacement) v1.1 released.

2009-03-24 Thread Pawel
It should make SSE2 available on orangebox games.
But this binary is not working :/

On Tue, Mar 24, 2009 at 9:55 AM, Marcel hlds_li...@vermasslt.de wrote:

 What exactly does this cpu fix?


 Marcel

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Re: [hlds_linux] TF2 Update still problems

2009-03-07 Thread Pawel
o_0
./srcds_run -pingboost 3 -console -game tf -secure +ip MY_IP -port 27022
+maxplayers 36 +map ctf_2fort -debug -autoupdate

There is pingboost in source games?

On Sun, Mar 8, 2009 at 12:57 AM, Henrik Dige Semark
hendig...@hotmail.comwrote:


 Hey after the resent update, am I the only one to have the following
 problems?

 When I start my server it starts normally and then crashes :S

 ==
 # Server info:
   #
 ==
 Debian 4.0r7 - Kernel 2.6.18-6-xen-vserver-686 (SMP)
 AMD Athlon(tm) 64 X2 Dual Core Processor 4800+-(CPU flags - fpu tsc
 msr pae mce cx8 apic mtrr mca cmov pat pse36 clflush mmx fxsr sse sse2 ht
 syscall nx mmxext fxsr_opt lm 3dnowext 3dnow up pni cx16 lahf_lm cmp_legacy
 svm cr8legacy ts fid vid ttp tm stc)

 ==
 # Start up-line:
  #
 ==
 ./srcds_run -pingboost 3 -console -game tf -secure +ip MY_IP -port 27022
 +maxplayers 36 +map ctf_2fort -debug -autoupdate

 ==
 # My Output from Steam:
   #
 ==
 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 maxplayers set to 32
 maxplayers set to 32
 Unknown command startupmenu
 Network: IP 192.168.1.7, mode MP, dedicated Yes, ports 27022 SV / 27007 CL
 [SBSRC] SBSRC v2.5.4 (Core: v2.5.4, Rev: 53), Feb  9 2008
 [SBSRC] By devicenull -- http://www.steambans.com/
 
  Loading Mani Admin Plugin 2007 V1.2BetaS SMM Orange,
 www.mani-admin-plugin.com

 Interface IPlayerInfoManager @ 0xb5d08fd8
 Interface IVEngineServer @ 0xb78e2d2c
 Interface IGameEventManager2 @ 0xb7919de0
 Interface IFileSystem @ 0xb79d4b20
 Interface IServerPluginHelpers @ 0xb78fd940
 Interface INetworkStringTableContainer @ 0xb7920e00
 Interface IEngineTrace @ 0xb7919868
 Interface IUniformRandomStream @ 0xb7921268
 Interface IServerGameEnts @ 0xb5cf7968
 Interface IEffects @ 0xb5cde5fc
 Interface IEngineSound @ 0xb7926730
 Interface ICvar @ 0xb7e05bc0
 Interface IServerGameDLL @ 0xb5cf7728
 Interface IVoiceServer @ 0xb792395c
 
 Attempting to load [./cfg/mani_admin_plugin/language/language.cfg]
 Language to be used [english]
 Searching for game type [Team Fortress]
 Found gametypes for Team Fortress
 Linux binary @ ./tf/bin/server_i486.so
 Program Start at [0x80cbc40]
 var_address = 0xb5cc1440
 Game Type [Team Fortress]
 Message name Geiger index 0
 Message name Train index 1
 Message name HudText index 2
 Message name SayText index 3
 Message name SayText2 index 4
 Message name TextMsg index 5
 Message name ResetHUD index 6
 Message name GameTitle index 7
 Message name ItemPickup index 8
 Message name ShowMenu index 9
 Message name Shake index 10
 Message name Fade index 11
 Message name VGUIMenu index 12
 Message name Rumble index 13
 Message name CloseCaption index 14
 Message name SendAudio index 15
 Message name VoiceMask index 16
 Message name RequestState index 17
 Message name Damage index 18
 Message name HintText index 19
 Message name KeyHintText index 20
 Message name HudMsg index 21
 Message name AmmoDenied index 22
 Time for read = [0.40]
 Time for read = [0.32]
 Steam ID Player Stats memory usage 0.00MB with 0 records
 Name Player Stats memory usage 0.00MB with 0 records
 Bad line 1 in ./cfg/mani_admin_plugin/clients.txt
 Failed to load ./cfg/mani_admin_plugin/clients.txt
 exec: couldn't exec steambans.cfg
 Failed to load $include VMT file (materials/TILE/FLOOR_TILE_001A.vmt)
 Failed to load $include VMT file (materials/TILE/FLOOR_TILE_001A.vmt)
 ...
 ...
 Failed to load $include VMT file (materials/GLASS/GLASSWINDOW001A.vmt)
 Failed to load $include VMT file (materials/GLASS/GLASSWINDOW001A.vmt)
 
 * Mani Admin Plugin Level Init *
 
 Searching for game type [Team Fortress]
 Found gametypes for Team Fortress
 Linux binary @ ./tf/bin/server_i486.so
 Attempting to load [./cfg/mani_admin_plugin/language/language.cfg]
 Language to be used [english]
 Bad line 1 in ./cfg/mani_admin_plugin/clients.txt
 Failed to load ./cfg/mani_admin_plugin/clients.txt
 CModelLoader::Map_IsValid:  No such map 'maps/background01.bsp'

 *** Map [background01] is not a valid map !!! *
 Time for read = [0.51]
 Time for read = [0.34]
 Steam ID Player Stats memory usage 0.00MB 

Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

2009-03-05 Thread Pawel
I can't start my server on linux centos.

Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.

Console initialized.
Game.dll loaded for Team Fortress

Why it is loading game.dll for linux? 0_o

On Fri, Mar 6, 2009 at 2:36 AM, Cc2iscooL cc2isc...@gmail.com wrote:

 Gameplay is related to servers, is it not?

 On 3/5/09, Björn Rohlén gry...@gmail.com wrote:
  This list is for server discussions, not gameplay.
 
  -G
 
  On Fri, Mar 6, 2009 at 12:54 AM, Eric-Jan Riemers riem...@binkey.nl
 wrote:
  Would be nice if the sandman could -NOT- stop a uber, the whole point of
  the
  name uber is not correct now anymore.
 
  Especially with maps like Egypt where its engie time in some maps, if
  you
  get the chance to go past the 3 sentry's and you get hit by a ball its
  game
  over. (not to mention the airblast of a pyro, but that has more logic)
 
  -Oorspronkelijk bericht-
  Van: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Jason Ruymen
  Verzonden: vrijdag 6 maart 2009 0:41
  Aan: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Onderwerp: [hlds_linux] Team Fortress 2 Update Available
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Gameplay changes:
   - Added a duck timer that prevents duck spamming while running around
  on-ground.
   - In-air, players are only allowed to duck once before they touch
 ground
  again.
   - Fixed several bounding box issues with jumping, falling, and rocket
  jump
  air-walking. Bounding box should be much more accurate there now.
   - Increased backstab check so that Spies can side-stab again.
   - When disguising, Spies now always start showing the primary weapon in
  their disguise, and can then switch it with the last-disguise key.
 
  TF2 Fixes:
   - Fixed flamethrower loophole that resulted in the flame effect being
  stuck
  on while the flamethrower wasn't really firing.
   - Fixed exploit that allowed players to circumvent the force-fire
 timeout
  on the pipebomb launcher.
   - Fixed a bug that caused Natasha's slow on hit effect to be inverted
  from
  75% to 25%.
   - Restored sawmill_logs.mdl file, fixing some user maps that used it.
   - Fixed some localization issues with Scout achievement strings.
   - Removed the Final phrasing in the map loading screen.
 
  Engine fixes:
   - Fixed a server crash on startup under Linux.
   - Fixed a buffer overflow issue related to network string tables.
   - Gamestats uploading is now done asynchronously. This fixes the client
  timeout issues on map changes.
 
  CP_Junction:
   - Fixed an exploit where engineers could build a teleporter exit in an
  invalid area.
   - Fixed a few bad overlay assignments and other minor issues.
 
  Jason
 
 
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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

2009-03-05 Thread Pawel
Okay it loaded. But now starting the server is so long.
But it works ;)



On Fri, Mar 6, 2009 at 3:14 AM, Rick Payton r...@mai-hawaii.com wrote:

 I thought srcds in linux always referenced the dll file ... I'm pretty sure
 that's normal behavior.

 -mauirixxx
 - Sent from my #hlserveradmins IRC fanboyism

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Mannion
 Sent: Thursday, March 05, 2009 4:12 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

 I'm experiencing the same on a small test server (Unbuntu). It also
 references game.dll.

 Ryan

 2009/3/5 Pawel tra...@gmail.com:
  I can't start my server on linux centos.
 
  Auto detecting CPU
  Using SSE2 Optimised binary.
  Server will auto-restart if there is a crash.
 
  Console initialized.
  Game.dll loaded for Team Fortress
 
  Why it is loading game.dll for linux? 0_o
 
  On Fri, Mar 6, 2009 at 2:36 AM, Cc2iscooL cc2isc...@gmail.com wrote:
 
  Gameplay is related to servers, is it not?
 
  On 3/5/09, Björn Rohlén gry...@gmail.com wrote:
   This list is for server discussions, not gameplay.
  
   -G
  
   On Fri, Mar 6, 2009 at 12:54 AM, Eric-Jan Riemers
   riem...@binkey.nl
  wrote:
   Would be nice if the sandman could -NOT- stop a uber, the whole
   point of the name uber is not correct now anymore.
  
   Especially with maps like Egypt where its engie time in some
   maps, if you get the chance to go past the 3 sentry's and you get
   hit by a ball its game over. (not to mention the airblast of a
   pyro, but that has more logic)
  
   -Oorspronkelijk bericht-
   Van: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Jason
   Ruymen
   Verzonden: vrijdag 6 maart 2009 0:41
   Aan: Half-Life dedicated Win32 server mailing list;
   hlds_linux@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
   Onderwerp: [hlds_linux] Team Fortress 2 Update Available
  
   A required update for Team Fortress 2 is now available.  Please
   run hldsupdatetool to receive it.  The specific changes include:
  
   Gameplay changes:
- Added a duck timer that prevents duck spamming while running
   around on-ground.
- In-air, players are only allowed to duck once before they touch
  ground
   again.
- Fixed several bounding box issues with jumping, falling, and
   rocket jump air-walking. Bounding box should be much more accurate
   there now.
- Increased backstab check so that Spies can side-stab again.
- When disguising, Spies now always start showing the primary
   weapon in their disguise, and can then switch it with the
 last-disguise key.
  
   TF2 Fixes:
- Fixed flamethrower loophole that resulted in the flame effect
   being stuck on while the flamethrower wasn't really firing.
- Fixed exploit that allowed players to circumvent the force-fire
  timeout
   on the pipebomb launcher.
- Fixed a bug that caused Natasha's slow on hit effect to be
   inverted from 75% to 25%.
- Restored sawmill_logs.mdl file, fixing some user maps that used
 it.
- Fixed some localization issues with Scout achievement strings.
- Removed the Final phrasing in the map loading screen.
  
   Engine fixes:
- Fixed a server crash on startup under Linux.
- Fixed a buffer overflow issue related to network string tables.
- Gamestats uploading is now done asynchronously. This fixes the
   client timeout issues on map changes.
  
   CP_Junction:
- Fixed an exploit where engineers could build a teleporter exit
   in an invalid area.
- Fixed a few bad overlay assignments and other minor issues.
  
   Jason
  
  
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2009-02-25 Thread Pawel
i can't play TF2 - steam servers are currently too busy
next - steam ticked expired please relogin
and still the same ;x

On Wed, Feb 25, 2009 at 3:06 PM, f0rkz h...@f0rkznet.net wrote:

 Our attack/defend server crashed a few times last night as well...

 f0rkz
 f7lans.com - Not your moms marble madness

 On Feb 25, 2009, at 9:01 AM, Steven Sumichrast wrote:

  Since Valve released so late I was't able to get to test this out much
  last night...  I stayed up to get the servers rolling and then went to
  sleep.
 
  Some people in the steam group went and played.  I'm reviewing the
  logs now -- my server started cp_dustbowl at 23:18:37.  It crashed at
  23:40:36 in mid log... was writing out a kill information to the log
  and looks like it dumped.
 
  It immediately restarted and went to cp_dustbowl again at 23:42:16.
  Looks like it tanked at 23:45:04.
 
  Fired up again at 23:46:03 and tanked at 00:25:35.  Again on dustbowl.
 
  Then started up at 00:26:17 and ran successfully through 01:33:29,
  when a map change occured and it went to cp_junction_final.
 
  After those few hiccups from 23:18 through 00:25 it appears the server
  is stable.  But perhaps we didn't have a full load the entire time,
  I'm not sure...
 
  I'll monitor it again today, but I'm not crashing exclusively on pl.
 
  On Wed, Feb 25, 2009 at 8:39 AM, Wobak tperrinh...@gmail.com wrote:
  The real problem is not being lucky or unlucky.
 
  The problem is investigating ourselves to give all the needed
  information to
  Valve as they were asking it, and as soon as we gave all
  information (I gave
  a strace output, a full core dump, and an extended version of the
  debug.log), no response from Valve.
 
  On Wed, Feb 25, 2009 at 2:24 PM, Carl aidsf...@gmail.com wrote:
 
  You guys must be unlucky.  Im running Ubuntu Hardy with no mods at
  all
  and srcds runs great.
 
  Marcel wrote:
  same here. no server running. segfault straight after startup :/
 
  (vanilla server, no addons or mods!)
 
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Re: [hlds_linux] Cpu usage for 32 slot tf2 server.

2009-02-23 Thread Pawel
It is strange but normall for TF2 ;(

On Mon, Feb 23, 2009 at 6:14 PM, bliss...@gmail.com wrote:

 I'm experiencing around 70-90% cpu with one server being full. Later in the
 night when 3 servers are full it oddly hovers around 50-70% per core on an
 Intel Xeon X3320 (quad core). It wasn't always like this but as someone
 said
 in the past, as more updates came out the worse it became for CPU
 consumption.

 On Fri, Feb 20, 2009 at 2:22 AM, JäKë T can_kic...@hotmail.com wrote:

 
  Hello there just wondering what type of cpu usage you guys are getting on
 a
  full 32slot tf2 server?
  Mines been a lot higher than normal in the past few days now.
 
  On one of my Q6600 servers.
  I also notice this on one of my dual quad core boxes.
 
  So I'm just wondering what type of usage you guys are getting as well.
  Thanks Jake.
 
 
 
   
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Pawel
.I hade the same /srcds_run: line 352:  2948 Segmentation fault  $HL_CMD
Update with -verify_all helped me.

On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas 
hlds_li...@gameconnect.lt wrote:

 Don't get me wrong, but arrogant coding isn't popular anymore... Mail says:

 along with an optional update for Day of Defeat: Source has been released

 I understand, that optional part means, that you can update today or you
 can
 update your server tomorrow. People will be able to play. But today I've
 opened my steam, browsed the server list and on ~70% of servers I get the
 killing

 Invalid Steam key size.

 error. Then checked the Build: 3751 servers. Everything is OK with them.
 But how about custom OrangeBox mods? This new engine release kills most of
 the mods. It was an TF2 update, not entire OrangeBox update...

 Client.dll Init()...

 error? Is it so hard to check it the community part is ready for the new
 update, or how about the part, that would inform about the update few days
 before going public?

 Anyway, sad to say, Valve F.A.I.L. again :-)

 Evaldas


 - Original Message -
 From: Jason Ruymen jas...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, February 17, 2009 2:30 AM
 Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
 UpdateAvailable


 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512
 units
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
 when
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels
 are
  hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Pawel
lol after update my STEAM ID in TF2 is different 0_o
Why?

For 6 years i had:

STEAM_0:0:3104xxx

Now i have

STEAM_1:0:3104xxx

O_o

On Tue, Feb 17, 2009 at 11:31 AM, ServerAlex servera...@gmail.com wrote:

 Valve please fix this lag issue! Clients limits rate to 3, AND it
 doesn't even allow that limit. Starts lagging at input data rate
 20kb/s, which cant be exceeded.

 2009/2/17 Pawel tra...@gmail.com:
  .I hade the same /srcds_run: line 352:  2948 Segmentation fault
  $HL_CMD
  Update with -verify_all helped me.
 
  On Tue, Feb 17, 2009 at 10:55 AM, Evaldas Žilinskas 
  hlds_li...@gameconnect.lt wrote:
 
  Don't get me wrong, but arrogant coding isn't popular anymore... Mail
 says:
 
  along with an optional update for Day of Defeat: Source has been
 released
 
  I understand, that optional part means, that you can update today or you
  can
  update your server tomorrow. People will be able to play. But today I've
  opened my steam, browsed the server list and on ~70% of servers I get
 the
  killing
 
  Invalid Steam key size.
 
  error. Then checked the Build: 3751 servers. Everything is OK with
 them.
  But how about custom OrangeBox mods? This new engine release kills most
 of
  the mods. It was an TF2 update, not entire OrangeBox update...
 
  Client.dll Init()...
 
  error? Is it so hard to check it the community part is ready for the new
  update, or how about the part, that would inform about the update few
 days
  before going public?
 
  Anyway, sad to say, Valve F.A.I.L. again :-)
 
  Evaldas
 
 
  - Original Message -
  From: Jason Ruymen jas...@valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
  Sent: Tuesday, February 17, 2009 2:30 AM
  Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source
  UpdateAvailable
 
 
  A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
   Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
  units
   from the Demoman
   - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients
  when
   the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
   the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
   better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are
   hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
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Re: [hlds_linux] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Pawel
only orangebox

On Tue, Feb 17, 2009 at 4:59 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Does the update apply to Half-Life 1 games?


  Does this change apply to Half-Life 1 games?
 
  AnAkIn . wrote:
  The change was in the last Orange Box engine update.
 
  2009/2/17 Sipi s...@broadparkgames.no
 
 
  What? Are they going to change the already exsisting Steam_ID's? Any
  sources
  for this?
  - Original Message -
  From: Mark Chandler lo...@iinet.net.au
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, February 17, 2009 1:22 PM
  Subject: Re: [hlds_linux] Please VALVe, keep the STEAM_1 now
 
 
 
  What is the big deal? They are still the same player just one id has
  STEAM_1 and the other STEAM_0
 
  All you have to do is remove the first 8 chars and you will be fine.
 
 
  AnAkIn . wrote:
 
  Please, don't change again the SteamIDs just because of the
  complainers.
  Some plugin authors already started fixing their plugin to support
 the
  new
  SteamIDs, and some leagues with huge database of SteamIDs also
 started
  changing them to the new format.
 
  I don't think they'll be happy to change it again to STEAM_0 if you
  change
  it back just because of some people complaining.
 
 
  Thanks
 
  AnAkIn
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  This message was checked by NOD32 antivirus system.
  http://www.eset.com
 
 
 
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Re: [hlds_linux] Tf2/l4d updates?

2009-02-16 Thread Pawel
 they
  
   just
  
   want to play infected and those are allready taken.
  
   Also, dont know if i didn't see it correctly, but what if i wanted to
  
   play
  
   a game with a friend of mine. You cant join a server, since the
 chance
  
   is
  
   big somebody else beat your friend to it. But if its later at night,
  you
   have to try it like that otherwise you dont get a game.
  
   And ofcourse, sometimes you join a server which allready has 2
 friends
  
   on
  
   it and they kick you out because they have more votes against you.
  
   Last but not least, when you finally have a new vs game, if people
 drop
  
   off
  
   there is always some guy that swaps everytime to infected, ruining
 the
  
   game
  
   so after you played 1 level and the other team lost for instance,
 they
  
   all
  
   drop off.
  
   Eric
  
   ow, and if the update comes out for new vs maps, i bet you cant get a
  
   new
  
   vs game running on the no mercy for instance because everyone is
  playing
   the new ones..
  
   On Thu, 12 Feb 2009 12:20:48 +0100, Steffen Tronstad
   s...@nextgentel.com wrote:
  
   It works well for random public play, or even playing with friends.
  
   But
  
   there is no support for clans / esports / competitions.
  
   They should also create some sort of ranking, so you don't end up
   playing besides newbies all the time (zzZ...)
  
  
  
   -Opprinnelig melding-
   Fra: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av
 Pawel
   Sendt: 12. februar 2009 12:04
   Til: Half-Life dedicated Linux server mailing list
   Emne: Re: [hlds_linux] Tf2/l4d updates?
  
   They should add server browser to l4d, now mp sux.
  
   On Thu, Feb 12, 2009 at 8:34 AM, Ronny Schedel
   i...@ronny-schedel.dewrote:
  
  
   We don't need new content, we need some fixes for the lags and
  
   timeouts.
  
  
   Just curious, thought we were supposed to be seeing some updates
   coming out for tf2 and l4d. My tf2 boxes are going dead, we need a
  
   new
  
   class pack. That and l4d vs maps. Couldve sworn there was an email
  
   a
  
   couple of weeks ago saying we would see a few releases rapidly.
  
   Sent from my iPhone
  
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   No virus found in this incoming message.
   Checked by AVG - www.avg.com
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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Pawel
I thought that you forgot, heh ;)

On Tue, Feb 17, 2009 at 1:30 AM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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Re: [hlds_linux] Tf2/l4d updates?

2009-02-16 Thread Pawel
I was faster :d than mailinglist :d

2009/2/17 Arg! chillic...@gmail.com

 Thats odd, i got notification via mailing list.

 2009/2/17 Pawel tra...@gmail.com

  So mailing list is dead.
  There is new update. And they only informed about it on main site :/
 
  On Fri, Feb 13, 2009 at 8:20 PM, 1nsane 1nsane...@gmail.com wrote:
 
   Ahahhahaha, check out Sourcemod. It has a country filter plugin
  
   Nevertheless, this will break the lobby for some Russian players as
 they
   get
   funneled into your server which kicks them. Although the same thing
  happens
   with servers that have reserved slots. So no need to worry about it.
  Valve
   will figure something out if it ever becomes a big enough problem.
  
   On Fri, Feb 13, 2009 at 9:14 AM, Steffen Tronstad s...@nextgentel.com
   wrote:
  
I'ld like this, then we can also have pro-tagged servers that maybe
   require
a advanced setting to be turned on or something. This way random
  newbies
wouldn't join in on your game to ruin everything.
   
It would have been nice to hear from Valve if they think of some kind
  of
competitive/clan support in the near feature. And some better
 features
   that
would make it more benefitial to own / host your own server.
   
Btw, can someone recommend a serverplugin that blocks all russian
  players
of my servers? I'm hosting 30 L4D servers for the Norwegian public,
 but
russians fills them up 24/7. I have no interests in supporting
 russian
gaming :P
   
Regards
Steffen
   
   
-Opprinnelig melding-
Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] På vegne av ics
Sendt: 13. februar 2009 15:02
Til: Half-Life dedicated Linux server mailing list
Emne: Re: [hlds_linux] Tf2/l4d updates?
   
Why not transfer the issue (problem) to the players to solve. If they
hate modded servers, why not then add an option to add good servers
 (or
some good ones that they already know of) to favorites list and then
perform lobby search from those servers instead of all available by
random? Would solve a lot of issues at the same time. No modded
  servers,
no high ping crap, no lagging ones either. This way those who like
modded ones can play on them and those who dont like them, dont need
 to
watch for them.
   
Personally 8-9/10 modded ones ive played with, have crashed during
single campaign. Most common reasons are extra gore/blood mod and
Beetlesmod that are caused the crashes for sure.
   
-ics
   
Saint K. kirjoitti:
 I think it be better to block servers who are public and have
 altered
   the
 gamerules. Our L4D servers all run sourcemod for administration
   reasons,
 there are no plugins causing the gameplay to change, or silly
 'ready'
 systems on it. It would be like playing on any other normal server.

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
   Steffen
 Tronstad
 Sent: Friday, February 13, 2009 2:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Tf2/l4d updates?

 My main concern with Left 4 Dead servers is serveroperators who set
  up
 custom plugins. There should be a tag on all servers with plugins,
 so
   you
 don't end up playing on one of those.

 One night I ended up on playing on one of Multiplay.co.uk servers,
   which
had
 a !ready plugin installed. Noone on my team understood that they
 had
  to
type
 !ready to start, and everyone left. (they tried to type 'type
 !ready'
  a
few
 times though, lol).

 What I am asking for here, is something familiar to the Team
 Fortress
  2
 custom server flag.



 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av
 Eric
Riemers
 Sendt: 13. februar 2009 14:35
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Tf2/l4d updates?

 Most just want the server browser back, mostly because of
  advertising
your
 clan/company? to make a name.
 I only play on tf2 server which are crowded, which i know. Nobody
  wants
to
 join a no-name 0 players servers.
 *but i dont think that will solve it*

 Both are not sufficient in there work, server browser does not
 offer
stuff
 like the lobby does and visa versa.
 Its more a flaw which does not really has a correct sollution. I
 mean
   the
 issues i spoke of, i wont know how
 to solve those kind of issues. Overall i'am ok with how it is now,
  but
 there is still room for improvement.

 On Fri, 13 Feb 2009 12:32:39 +, Tom Richardson
 tom.chi...@googlemail.com wrote

Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Pawel
On TF2 all is okay :)

On Tue, Feb 17, 2009 at 1:45 AM, Mark Chandler lo...@iinet.net.au wrote:

 We getting Invalid Steam key size. when trying to join ob mods now. :(

 Jason Ruymen wrote:
  A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
 units from the Demoman
  - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients
 when the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels
 are hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
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Re: [hlds_linux] Tf2/l4d updates?

2009-02-12 Thread Pawel
They should add server browser to l4d, now mp sux.

On Thu, Feb 12, 2009 at 8:34 AM, Ronny Schedel i...@ronny-schedel.dewrote:


 We don't need new content, we need some fixes for the lags and timeouts.


  Just curious, thought we were supposed to be seeing some updates
  coming out for tf2 and l4d. My tf2 boxes are going dead, we need a new
  class pack. That and l4d vs maps. Couldve sworn there was an email a
  couple of weeks ago saying we would see a few releases rapidly.
 
  Sent from my iPhone
 
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Re: [hlds_linux] Timeout fix plugin, v1.1 - Now with more left4dead support

2009-02-12 Thread Pawel
Hmm i was testing it today. Problem is still appearing :/
Are you sure it is working?

2009/2/11 Pawel tra...@gmail.com

 Thanks, good work :)


 On Wed, Feb 11, 2009 at 3:42 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 After ~24hours of running the plugin, many people have reported
 experiencing *no* timeouts, and nobody has reported an issue. I'll go
 ahead and say that this is no longer experimental, though you should
 still use it with caution :-P

 Here's a 1.1 version of my plugin that has a left4dead compile, and
 includes public domain source code for those of you who are adverse to
 installing my undocumented binary blobs in their production servers.

 (note for source code: it's the stub_mm plugin with a cvar and a hook
 on CUploadGameStats::UploadGameStats, nothing more interesting than
 that)

 The l4d part of this is still experimental, so let me know if it works
 for you or you encounter issues.

 http://nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

 To quote the 1.0 release:

  This is an MM:S plugin, that adds a cvar: neph_nostats.
  Setting neph_nostats to 1 blocks stats upload, which has been shown to
 be causing timeouts (or, at least, the most common cause).
 
  -nogamestats was shown to actually do what it says, tf_track_stats 0
 does nothing. So i made this. It hooks the game stats code and blocks it if
 neph_nostats is 1.
 
  To clarify: I'm not entirely sure this will work, but give it a try!
 Report back if things are/arn't working. And read the readme!!!

 - Neph

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Re: [hlds_linux] engine pairing

2009-02-11 Thread Pawel
How tu run more slots than 32 on CS 1.6?
I saw servers with 34 slots, 64 :|

Anybody know?

On Wed, Feb 11, 2009 at 4:20 PM, Markus Thewissen m...@dkn.de wrote:

 Well i run on moment a 48slot server and I think that 2x24 slot run
 faster/lagfree as one 48 slot engine so a engine can run on core0 and one
 on
 core2. So a CSS server is then multithreaded, and the more Ram usage is no
 problem because ram is cheap.

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Carl S.
 Gesendet: Mittwoch, 11. Februar 2009 15:34
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] engine pairing

 I think its easier to modify the actual executable.  There are guides on
 google on how to do it.

 You want a 64 player server right?

 Markus Thewissen wrote:
  Valve is it a option to pair 2 or more SRCDS engines for one server??
  I mean a server that runs multiple engines (2x32 slot) that communicate
 int.
  with the other engine, so we can host big servers.
  All connect on a port (27015) on a hypervisor that split the players to
 the
  two engines and these engines communicate intern??
  I mean that these a option to create very large servers.
 
 
  2.
  Neph can you explain your nemrun ?
  Works it with CSS server?
   What optimize it?
 
  Thx
  Greets MT
  a very frustrated Serveradmin   :)
 
 
 
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Re: [hlds_linux] Timeout fix plugin, v1.1 - Now with more left4dead support

2009-02-11 Thread Pawel
Thanks, good work :)

On Wed, Feb 11, 2009 at 3:42 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 After ~24hours of running the plugin, many people have reported
 experiencing *no* timeouts, and nobody has reported an issue. I'll go
 ahead and say that this is no longer experimental, though you should
 still use it with caution :-P

 Here's a 1.1 version of my plugin that has a left4dead compile, and
 includes public domain source code for those of you who are adverse to
 installing my undocumented binary blobs in their production servers.

 (note for source code: it's the stub_mm plugin with a cvar and a hook
 on CUploadGameStats::UploadGameStats, nothing more interesting than
 that)

 The l4d part of this is still experimental, so let me know if it works
 for you or you encounter issues.

 http://nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

 To quote the 1.0 release:

  This is an MM:S plugin, that adds a cvar: neph_nostats.
  Setting neph_nostats to 1 blocks stats upload, which has been shown to be
 causing timeouts (or, at least, the most common cause).
 
  -nogamestats was shown to actually do what it says, tf_track_stats 0 does
 nothing. So i made this. It hooks the game stats code and blocks it if
 neph_nostats is 1.
 
  To clarify: I'm not entirely sure this will work, but give it a try!
 Report back if things are/arn't working. And read the readme!!!

 - Neph

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Re: [hlds_linux] TF2 CPU Consumption

2009-02-09 Thread Pawel
1 month ago i was running TF2 FFA server with cp_ maps, 16 maxplayers.
Load was about 40-45% on 1 core from 8.
Next i switched it to server with surf_ maps and what? My full server uses
only 20-25% :)

On Mon, Feb 9, 2009 at 11:17 AM, Arne Guski sa...@server-sales.de wrote:

 Any Valve linux ded gets outperformed by q3linded (mind you, the base is
 from pre 2000) by miles.
 Yes yes ... you cant do so much CPU hogging stuff and stat calculating
 things .. give it a break its almost 10 years old and even if you dont
 use any of those features in valves software it gets outperformed.

 Since alot of servers still use that in different variations what most
 other games are u refering to ?
 Oh yeah there is D3 Enginge wich is abandoned anyways and ET... apart
 from that i cant see too much worse performing linux servers then valves ;)

 just my 2 bits...

 Arne Guski
 www.server-sales.de





 
  Should be thankful that Valve even have the Linux server support that
  they do (which compared to other games, is quite good).
 
  Look at something like CoD: WaW which was meant to have Linux dedicated
  binaries.  The original game and two patches
  in and no sign whatsoever of a Linux dedicated server.
 
 
  I fail to see how CoD: WaW having or not having Linux support has any
  bearing on the expensive CPU usage that TF2
  and source, which i++; every release/update/fix.
  The point being that the situation with Valve and their dedicated
  server software is still miles ahead of most other game developers /
  publishers, so cut them a bit of slack.
 
  Performance has always creeped over time with dedicated games
  servers.  We used to be able to run 6x 20 slot CS servers on a Dual
  PIII 1Ghz back in the day.  The only games that I haven't seen the
  performance creep higher with, have been the ones that have been
  released and then the developer washes their hand of it and never
  touches the game ever again.
 

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Re: [hlds_linux] Command line switch fixes timeout on map change bug

2009-02-09 Thread Pawel
Achievments are working with this parametr :)

On Mon, Feb 9, 2009 at 5:01 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 This was already answered.

 -Atreus


 On Mon, Feb 9, 2009 at 7:40 AM, Kevin J. Anderson 
 les...@counter-strike.net
  wrote:

  This more or less stops the tracking of achievements on the server?
 
  Tony Paloma wrote:
   Use the -nogamestats command line switch to fix timeout on map change.
 It
   disables the uploading of game stats to Valve's servers and at the same
  time
   fixes the timeout on map change problem. By game stats I mean who
 died
   where, weapon data, all the info displayed on their site basically.
  
   Myself and ServerAlex from hlds have both attached GDB during the
 timeout
   problem. It clearly shows that it's blocking waiting from a response
 from
   Valve's server after uploading game stats data. Using the -nogamestats
   switch prevents this code from ever getting executed.
  
   Using -nogamestats disables sending the stats data on round-end whereas
   setting tf_stats_track to 0 does not.
  
   Thank you to Nephyrin for confirming this works. I'd appreciate if
 you'd
  all
   try this and confirm or deny it works as well.
  
   Thanks,
   Tony
  
  
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Re: [hlds_linux] Command line switch fixes timeout on map change bug

2009-02-09 Thread Pawel
I had today 1 timeout. Are you sure that only this is causing problem?

On Mon, Feb 9, 2009 at 7:49 PM, Tony Paloma drunkenf...@hotmail.com wrote:

 This has nothing to do with achievements.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kevin J.
 Anderson
 Sent: Monday, February 09, 2009 7:41 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Command line switch fixes timeout on map change
 bug

 This more or less stops the tracking of achievements on the server?

 Tony Paloma wrote:
  Use the -nogamestats command line switch to fix timeout on map change. It
  disables the uploading of game stats to Valve's servers and at the same
 time
  fixes the timeout on map change problem. By game stats I mean who died
  where, weapon data, all the info displayed on their site basically.
 
  Myself and ServerAlex from hlds have both attached GDB during the timeout
  problem. It clearly shows that it's blocking waiting from a response from
  Valve's server after uploading game stats data. Using the -nogamestats
  switch prevents this code from ever getting executed.
 
  Using -nogamestats disables sending the stats data on round-end whereas
  setting tf_stats_track to 0 does not.
 
  Thank you to Nephyrin for confirming this works. I'd appreciate if you'd
 all
  try this and confirm or deny it works as well.
 
  Thanks,
  Tony
 
 
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Pawel
Ok so we will creat new mailing list :d

On Mon, Feb 9, 2009 at 9:51 PM, James Gurney ja...@globalmegacorp.orgwrote:

 Burton Johnsey wrote:
  We will be shutting down the HLDS mailing lists on Friday, February 20th.

 Argh. This sucks.

  After February 20th, all server discussions should take place in one of
 the
  forums listed below.

 Maybe I'm old fashioned, but I find mailing lists far superior for the
 sort of topics discussed here. The signal/noise ratio is drastically
 higher than a forum. It's delivered to my mailbox, so it's not yet
 another site I have to check every half hour to see what's happening,
 it's not cluttered with irrelevant graphics. I can easily filter out the
 useful information and save it in a folder for future reference, etc. etc..

 Maybe it's just me, but I think this is a terrible idea and I've been on
 this list off and on for about 7 years, if that counts for anything.

 James

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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Pawel
1 April :D

On Mon, Feb 9, 2009 at 10:03 PM, Rodrigo Peña yo@korrupzion.com wrote:

 Valve staff using gmail accounts?


 AFAdmin escribió:
  Any specific reason why?
 
  Burton Johnsey wrote:
 
  We will be shutting down the HLDS mailing lists on Friday, February
 20th.
 
  After February 20th, all server discussions should take place in one of
 the
  forums listed below.
 
  Windows server discussion should be conducted here:
  http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source)
  http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc)
 
  Linux server discussion should be conducted here:
  http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source)
  http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc)
 
  If you have not already done so, please register a forum
  accounthttp://forums.steampowered.com/forums/register.php
  .
 
  NOTE: The mailing list archives will still be available for viewing.
 
  -Burton Johnsey
  Valve Software
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Pawel
IT IS FAKE SEND FROM sp.tonj...@gmail.com

On Mon, Feb 9, 2009 at 10:11 PM, SakeFox sake...@kingdomsend.com wrote:

 and i completely understand that, however there forums have been proven
 to be terrible since on any patch day or high traffic times they are
 nearly impossible to view

 James Gurney wrote:
  SakeFox wrote:
 
  Ok, make a new mailing list then. the software is out there and free.
 
 
  No-one is going to join an un-official mailing list. I'd be quite happy
  to host one.. as would, I'm sure, many of the admins on this list.. but
  at the end of the day, the fact that this is an official list is the
  reason people are here in the first place.
 
  James
 
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Pawel
ok :)

I don't know that he is writing from gmail :)

2009/2/9 Cc2iscooL cc2isc...@gmail.com

 Unfortunately it's not fake, the official KB lists it.

 2009/2/9 Pawel tra...@gmail.com

  IT IS FAKE SEND FROM sp.tonj...@gmail.com
 
  On Mon, Feb 9, 2009 at 10:11 PM, SakeFox sake...@kingdomsend.com
 wrote:
 
   and i completely understand that, however there forums have been proven
   to be terrible since on any patch day or high traffic times they are
   nearly impossible to view
  
   James Gurney wrote:
SakeFox wrote:
   
Ok, make a new mailing list then. the software is out there and
 free.
   
   
No-one is going to join an un-official mailing list. I'd be quite
 happy
to host one.. as would, I'm sure, many of the admins on this list..
 but
at the end of the day, the fact that this is an official list is
 the
reason people are here in the first place.
   
James
   
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Re: [hlds_linux] Map change still drop everyone for you??

2009-02-08 Thread Pawel
Are you talking about TF2?
I had the same today in my server.

After map change in HLSW i saw big red hole :D and server from 16 players
lost about 2/3 :/

Screenshot from HLSW:
http://g.imagehost.org/0967/nosteamlogon.jpg

And logs:

13:49:43 L 02/08/2009 - 13:31:07: Danke, Herr!77STEAM_0:0:19861561
disconnected (reason No Steam logon
 )
13:49:43 L 02/08/2009 - 13:31:07: rcon from 91.102.114.190:56748: command
status
13:49:43 L 02/08/2009 - 13:31:07: rcon from 91.102.114.190:56748: command

13:49:43 L 02/08/2009 - 13:31:08: rcon from 91.102.114.190:56748: command
status
13:49:43 L 02/08/2009 - 13:31:08: rcon from 91.102.114.190:56748: command

13:49:47 L 02/08/2009 - 13:31:12:
[Spa]||StyLe||[KcS]118STEAM_0:1:17599271 disconnected (reason No
Steam logon
 )
13:49:47 L 02/08/2009 - 13:31:12: T3H
KRAZZEHPANDUHH!117STEAM_0:1:19838777 disconnected (reason No Steam
logon
 )
13:49:47 L 02/08/2009 - 13:31:12: [VDO]Clows105STEAM_0:1:16478223
disconnected (reason No Steam logon
 )
13:49:52 L 02/08/2009 - 13:31:17:
Pecius121STEAM_0:1:12306303Unassigned joined team Red
13:49:53 L 02/08/2009 - 13:31:17: Lightning93STEAM_0:1:8909618
disconnected (reason No Steam logon
 )
13:49:53 L 02/08/2009 - 13:31:17: viva96STEAM_0:0:20142232
disconnected (reason No Steam logon


On Sun, Feb 8, 2009 at 1:34 PM, Patrick Shelley sidest...@gmail.com wrote:

 happens on my windows in the UK to :(

 On Sun, Feb 8, 2009 at 10:15 AM, Ryan Mannion floormas...@gmail.com
 wrote:

  It's still happening on my servers. However, the lag issue is much more
  severe.
 
  Ryan
 
  On Sun, Feb 8, 2009 at 12:39 AM, ics i...@ics-base.net wrote:
   It happens, problems like these dont go away themselves. Server doesnt
   respond for a while but it doesnt crash either. It will appear to be
   normal again in 5 mins or so.
  
   -ics
  
   AnAkIn . kirjoitti:
   Timeout still happens at map change, but not all the time (I think it
  didn't
   happen all the time before the update either), and I'm in France. I
 know
   other people here who got the same problem.
  
   2009/2/8 Arg! chillic...@gmail.com
  
  
   i hate to say it, but this has never been an issue for me. Have had
  windows
   and linux servers running sourcemod.
  
   Sounds wrong but it seems like a US issue to me since ive heard
 nothing
  of
   the issue from any fellow Australian server ops.
  
   On Sun, Feb 8, 2009 at 1:47 PM, JäKë T can_kic...@hotmail.com
 wrote:
  
  
   Well this issue still happens on our servers, it's not as bad as it
  used
  
   to
  
   be.
   Just wondering if other people are still having this issue?
  
   Any idea when this might get fixed so I can tell our players.
   Alot of people are asking me when it will be fixed.
  
  
  
  
  
  
  
  
  
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[hlds_linux] Nicknames in game are okay but in logs they are very strange.

2009-02-06 Thread Pawel
Hi,

I have problem with nicknames in source games. While playing in scoretab all
nicknames are okey also in HLSW, game-monitor.com etc.
But in logs there are not the same. I will show this on image:

http://www.imagic.pl/public/253294/problem.jpg

One month ago everything was okay but now something happened maybe in my OS?

Thanks for help
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Re: [hlds_linux] Nicknames in game are okay but in logs they are very strange.

2009-02-06 Thread Pawel
It is set to UTF8. But it is not due to database, as i presented on image
also in logs nicknames are bad, in stream logsource too. And next destroyed
nickname from logs is transferd to db.

On Fri, Feb 6, 2009 at 9:40 PM, Keeper hl2li...@afksoftware.com wrote:

 Probably an upgrade in the sql backend.  Incorrect character sets are
 notorious for causing this issue.  If it is hosted, maybe they upgraded and
 the default character set changed?

 -Original Message-
 From: Pawel [mailto:tra...@gmail.com]
 Sent: Friday, February 06, 2009 3:33 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Nicknames in game are okay but in logs they are very
 strange.

 Hi,

 I have problem with nicknames in source games. While playing in scoretab
 all
 nicknames are okey also in HLSW, game-monitor.com etc.
 But in logs there are not the same. I will show this on image:

 http://www.imagic.pl/public/253294/problem.jpg

 One month ago everything was okay but now something happened maybe in my
 OS?

 Thanks for help


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Re: [hlds_linux] Team Fortress 2 Update Available

2009-02-02 Thread Pawel
Updated. Server is working ;)

2009/2/3 The Universes ad...@theuniverses.com

 So this doesn't fix the seg fault issue?

 On Mon, Feb 2, 2009 at 5:39 PM, Zuko zuc...@gmail.com wrote:
  ./srcds_run: line 352: 19086 Segmentation fault  $HL_CMD
  ...
 
  2009/2/3 Jason Ruymen jas...@valvesoftware.com
 
  A required update for Team Fortress 2 has been released.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  New client features:
   - Added view model FOV slider to advanced multiplayer options.
   - Added a hide view model option to advanced multiplayer options.
   - Added custom crosshair support.
 - Added crosshair image, scale, and color settings to the
  Options-Multiplayer settings tab.
 - Moved HUD minimal mode  Disable Spray options into the
 Advanced
  Multiplayer settings.
   - Added open_charinfo_direct command that opens the loadout directly
 to
  the class you're currently playing.
 - Replaced the Open Loadout entry in the options-keys dialog
 with
  this new command. Rebind / reset your config to defaults to use it.
 
  New server features:
   - Added tf_damage_disablespread convar to disable the 25% damage
 spread
  on all damage.
   - Added class limit support to tournament mode.
 - Set the tf_tournament_classlimit_X convars to the max number
 of
  class X allowed.
   - Added tf_tournament_hide_domination_icons convar, that allows a
  tournament mode server to force clients not to display domination icons
 over
  their nemeses.
 
  Gameplay changes:
   - Modified critical hit calculation. Overall, critical hit chance is
 now
  much more recent-performance based.
 - Base chance is now 2% (was 5%).
 - Bonus range based on damage done changed from 0%-15% to 0%-10%
 - Damage range required for bonus changed from 0-1600 to 0-800.
   - Reduced random damage spread applied to all player damage from +-25%
 to
  +-10%.
   - Slight reduction (improvement) of the minigun's spread.
   - Increased flare direct hit damage from 20 to 30.
   - Rewrote Natascha's slowdown code to be more consistent.
   - Sniper rifle now supports Crit Boost state like all other weapons
 (i.e.
  Kritzkrieg makes all shots critical hits).
   - Stealthed spies are no longer able to pickup the intelligence. They
 must
  uncloak first.
   - Increased soldier primary ammo count from 16 to 20.
 
  Bugfixes:
   - Added UTIL_IsCommandIssuedByServerAdmin() checks to several
 physics_
  CON_COMMAND scripts to prevent clients issuing the commands.
   - Fixed bug in teleporter logic that allowed engineers to build
  teleporters with HUGE health values.
   - Fixed matching teleporter not getting a health buff when the pair is
  upgraded (only the tele you were hitting got the health buff).
   - Fixed Medic ÜberCharge percentage in minimal-HUD mode.
   - Protected against an HLTV related server crash.
 
  Note that we are still working on the client timeout and lag issues.
 
  Jason
 
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Re: [hlds_linux] need IP adresses for steam master servers and VAC servers

2009-02-01 Thread Pawel
MasterServers
{
hl1
{
0
{
addr69.28.151.162:27010
}
1
{
addr72.165.61.189:27010
}
2
{
addr68.142.72.250:27010
}
}
hl2
{
0
{
addr68.142.72.250:27011
}
1
{
addr69.28.151.162:27011
}
2
{
addr72.165.61.189:27011
}
3
{
addr69.28.140.246:27011
}
4
{
addr69.28.140.247:27011
}
}
}

On Sun, Feb 1, 2009 at 3:32 PM, iGGi - KGB Hosting i...@kgb-hosting.comwrote:

 hello

 I have pretty big problem
 Ii have CS1.6 linux dedicated server, but it is not on internet, it is
 local for our country only so my servers can not connect to vac nor steam
 master servers :(

 however, I have cisco router that blocks internet traffic and I can add IP
 addresses to allow internet traffic from worldwide

 Now I need all steam master server IP addresses so I can add them to allow
 so my server can connect to master steam server
 I need addresses for VAC also :(

 My location is east europe, serbia

 please help



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Re: [hlds_linux] DoS Attack Fix Plugin Released

2009-01-21 Thread Pawel
How about CS:S?
Will it be working?

On Wed, Jan 21, 2009 at 6:21 PM, 1nsane 1nsane...@gmail.com wrote:

 Thanks for this! Seeing how Valve isn't fixing it it's once again up to
 others to fix their mistakes.

 On Wed, Jan 21, 2009 at 5:32 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Hey all,
 
  I've released a plugin that fixes the attack done by the denial of
 service
  program floating around. The plugin is a Valve server plugin, and does
 not
  require metamod or Sourcemod. It can be loaded in the middle of a game
 with
  no noticeable load time. You can download it from my website:
 
 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9
 
  Direct link:
  http://www.sourceop.com/modules.php?name=Downloadsd_op=getitlid=31
 
  Both Linux and Windows binaries are included. Extract the contents of the
  ZIP file to your addons directory.
 
  Contents of the README file:
  DoS Attack Fix
  Version: 1 for TF2
  Date: 1/21/09
  Creator: Drunken F00l, www.sourceop.com
 
  This plugin blocks the denial of service attacks released into the wild
  recently.
 
  Console commands:
  daf_status
   - Returns the status of the DoS Attack Fix plugin and prints the IP
  address
  of any blocked offenders
  daf_version
   - prints the version of the DoS Attack Fix plugin
  daf_reset
   - Resets the banned IP list
 
  CVARs:
  daf_enable
   - Enables the DoS Attack Fix plugin (defaults to on)
 
 
 
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Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-18 Thread Pawel
I tried it on my servers. It is working. Players felt huge spikes and after
5 minutes from 20/20 players it had 0/20 :

On Sun, Jan 18, 2009 at 1:29 PM, Marcel hlds_li...@vermasslt.de wrote:

 It's actually DoS, not DDoS...

 Somebody tried that file?


 - Marcel

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Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-18 Thread Pawel
Hmm are there any logs in linux? That we can find user sending high rate
packets?

On Sun, Jan 18, 2009 at 7:27 PM, Ronny Schedel i...@ronny-schedel.dewrote:

 Setup a passworded server, run the given tool pointing on this server,
 analyze the traffic. It will probably the same packet each time with a high
 rate. So you can easly filter this packet coming from the same IP address
 on
 a high rate. It's just that easy.


 - Original Message -
 From: Wolfie - Cybernetic a...@cybernetic-servers.co.uk
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com
 Sent: Sunday, January 18, 2009 7:17 PM
 Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!


 The problem is when this happens the ddos is done on the udp css port, so
 it's not easy to filter out.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: 18 January 2009 18:11
 To: azrail.2...@gmail.com; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

 Analyze the network traffic and setup appropriate firewall rules. It's not
 that hard to prevent it.


 - Original Message -
 From: Hüseyin Cerik azrail.2...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Sunday, January 18, 2009 6:52 PM
 Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!


 think about it i am a bad person and im playin a game in a server and
 because i dont obey with the rules they ban me so i suggest to use the
 programs i have in my hands and crash down the  servers. now our days
 people are even scared to throw poeple because these types of programs
 put them down if u think about the worlds most top server VIA they dont
 even have a chance about this...

 we need to find a solution about what we can do for this situation



 JäKë T schrieb:
  Never tried it out but had this issue with my server a few times lags
 like

  a mother then everyone leaves. Need a fix for it.
 
 
 
 
 
 
  Date: Sun, 18 Jan 2009 15:11:45 +0100
  From: tra...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE
  !!!
 
  I tried it on my servers. It is working. Players felt huge spikes and
  after
  5 minutes from 20/20 players it had 0/20 :
 
  On Sun, Jan 18, 2009 at 1:29 PM, Marcel hlds_li...@vermasslt.de
 wrote:
 
 
  It's actually DoS, not DDoS...
 
  Somebody tried that file?
 
 
  - Marcel
 
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  please visit:
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  please visit:
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  _
  Keep in touch and up to date with friends and family. Make the connection
  now.
  http://www.microsoft.com/windows/windowslive/
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  please visit:
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Re: [hlds_linux] STEAM UserID Ticket fix

2009-01-16 Thread Pawel
bump :D

Alfred say something about it : That you are working on it etc. :D

On Fri, Jan 16, 2009 at 12:31 AM, Marcel hlds_li...@vermasslt.de wrote:

 *bump*

 This really needs a fix soon!

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Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread Pawel
But upload it to some other host. In rpaidshare there is a limit for 10
person only and 11,12 ... won't download it.

On Fri, Jan 16, 2009 at 11:33 PM, Hüseyin C. azrail.2...@gmail.com wrote:

 * the reason that i am giving you this program is because steam support
 advised me about you! they said they could not help us in anyway and
 advised
 you. isnt there anyway against these programs such as ip version, port or
 you put down the intervall (ms) down to 200 and then start to put down
 which
 ever server you wish. there must be a way to sort this situation. i have
 been searching aswel but stil cannot come up with a conclusion

 please can you help me!!!
 *

 2009/1/16 hlds_li...@kikazz.com

  that files looks dodgy as hell.. I am not touching it without a sandboxed
  VM..  even if it is a valid exploit .. why would you send it to the
 entire
  list?
 
 
   Hello, we have a problem with a valve Counter Strike Source server. 've
   Spoken with the providers who say the attack on the valve content
 server
   and
   then goes to the game server will then go to the pings 500 - 2000 high
   then
   the server crashed.
  
  
   I have found the program must be the man ip port and then enter the ms
 to
   200 seconds and play fast is the server down,
   this is a bug what can we do
  
  
   Please help us we pay per year to 2000 € for the server but there are
 100
   th
   of servers with the same time have trouble
  
  
   and there will be no less day to day, there will be more every day and
   have
   more to the program
  
  
   under the link is the program to download
  
   Link: http://rapidshare.com/files/179229565/Crash.zip.html
  
   my server ip : 62.93.204.210
  
   my provider: crowfire.de
  
  
   Yours sincerely
  
   Hüseyin Cerik
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Re: [hlds_linux] STEAM UserID Ticket fix

2009-01-15 Thread Pawel
I also can confirm this problem. That happens few times in one day for me,
friends, customer while playing CS 1.6 and other games.

On Thu, Jan 15, 2009 at 9:32 PM, Ryan Devonshire
r...@gatewaygaming.co.ukwrote:

 Hi

 We're also getting many reports of this on our 1.6 servers - as already
 said, a general server restart resolves the issue; but only temporarily.

 Valve seem to really know how to make our lives difficult, with the
 quantity of problems we've had these past few months.

 Ryan

 kabukiUkie wrote:
  I agree, this is a problem that needs resolution. We need more people
  yelling for valve to pay attention. This began happening more than before
  since about 3-4 weeks ago. It appears that when some steam content
 servers
  go down, servers that are connected to them, are no longer able to verify
  userid tickets and thus constantly kick players after 2-3 mins, until the
  server is restarted and reestablishes connection with another content
  server. There is usually a dip in the steam and game stats graph
 available
  on http://store.steampowered.com/stats/ whenever the userid ticket
 problems
  arise. Seemed to me like steam was performing maintenece at first, but
 this
  has been continuing for several weeks already.
 
  On Wed, Jan 14, 2009 at 5:51 PM, Christopher Szabo sza...@hotmail.com
 wrote:
 
 
 
  Hi there
  people!
 
 
 
  I have a
  problem. No that's wrong, almost everybody has a problem while playing
  Counter-strike 1.6. A lot of players keep getting the stupid Error
  verifying STEAM UserID Ticket problem. Can
  someone please fix this problem? How long does it take? All I keep
 hearing
  is
  to delete some files. Well THAT DON'T WORK. Everywhere in different
 forums
  I keep
  hearing about this problem day after day and I have also have the
 problem
  on
  many different servers.
 
 
 
  Is
  there a solution for the HLDS servers, or do STEAM have to fix the
 problem?
  And
  when will they fix it?..
 
 
  _
  Beställ bläck före 19 för leverans nästa vardag
  http://www.inkclub.com/msn8
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[hlds_linux] Problem with SourceTV. It is allocating 27014 port, why? :/

2009-01-13 Thread Pawel
Hi,

I have problem with SourceTV on my server.
It is constantly allocating 27014 port. I don't know even why?

That is the start command line:

./srcds_run -game cstrike -tvmasteronly +ip xx.xxx.xxx +tv_enable 1 +tv_port
26058 +map de_dust2 +sv_consistency 0 -tickrate 100 +exec server.cfg
+fps_max 600 -port 27058 -maxplayers 11

+tv_port 26058

And yes it is using this port in server but also as i can see in linux
console it transfer some data by 27014 :/


 version : 1.0.0.34/7 3531 secure
 udp/ip  :  xxx.xxx.xxx:27058
 map :  de_dust2 at: 0 x, 0 y, 0 z
 sourcetv:  *port 26058*, delay 30.0s
 players :  1 (11 max)

 # userid name uniqueid connected ping loss state adr
 # 2 SourceTV BOT active

Do you have any idea how to stop it?
On 27014 i have public which won't start due to STV :/

Thanks
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[hlds_linux] strace -p on HLDS. Is it normal communicate?

2009-01-07 Thread Pawel
Hi,

I'm starting new hlds process with -game cstrike etc. Normal clear CS 1.6
server.
Next what i'm going to do is strace command on this process.

So while using strace -p 3535353... I got many times:

recvfrom(4, 0xfff43114, 4010, 0, 0xfff440c0, 0xfff430fc) = -1 EAGAIN
(Resource temporarily unavailable)

It is normal?
My OS is Slamd64
and hardware:
2x Xeon Quad-Core, 4GB RAM
Internet connection: 100mbit up/down

Thanks
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Re: [hlds_linux] strace -p on HLDS. Is it normal communicate?

2009-01-07 Thread Pawel
Okay, thanks :-)

On Wed, Jan 7, 2009 at 11:56 PM, Andrew Armstrong and...@mammoth.com.auwrote:

 There are several error codes that basically say 'try again later' for
 async
 i/o - so yes these are normal.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony
 Paloma
 Sent: Thursday, 8 January 2009 9:48 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] strace -p on HLDS. Is it normal communicate?

 Should be EWOULDBLOCK is what I meant, not shouldn't.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony
 Paloma
 Sent: Wednesday, January 07, 2009 2:46 PM
 To: bu...@tailorhosting.com; 'Half-Life dedicated Linux server mailing
 list'
 Subject: Re: [hlds_linux] strace -p on HLDS. Is it normal communicate?

 I thought this too, but it shouldn't be EWOULDBLOCK not EAGAIN.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Burke
 Sent: Wednesday, January 07, 2009 12:18 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] strace -p on HLDS. Is it normal communicate?

 My educated guess is that they are using non-blocking calls to recvfrom
 using the MSG_DONTWAIT flag. Normally recv and recvfrom will block until
 data is received. This stops the flow of the program unless it is
 multi-threaded with on thread dealing with network I/O and some kind of
 parent thread to do something when network I/O occurs. Look at the
 MSG_DONTWAIT in man recvfrom and it explains it. It is a pretty common
 way to do high performance asynchronous network programming.

 Ryan

  sorry it's much faster than 10 times per second, my terminal is slow.
  first that I posted is on
  1231356114, 376819
  second
  1231356114, 378804
  that is every ~2000 microseconds so ~500/s and that server is stable
  500fps, so it happens every frame.
 
  Kveri
 
  Kveri  wrote / napísal(a):
  I don't know if it is normal, but I can confirm that it's happening.
 
  recvfrom(4, 0xfff4ebb4, 4010, 0, 0xfff4fb60, 0xfff4eb9c) = -1 EAGAIN
  (Resource temporarily unavailable)
  gettimeofday({1231356114, 376819}, NULL) = 0
  gettimeofday({1231356114, 376846}, NULL) = 0
  gettimeofday({1231356114, 376873}, NULL) = 0
  gettimeofday({1231356114, 376900}, NULL) = 0
  gettimeofday({1231356114, 376928}, NULL) = 0
  gettimeofday({1231356114, 376953}, NULL) = 0
  gettimeofday({1231356114, 376976}, NULL) = 0
  select(5, [4], NULL, NULL, {0, 1000})   = 0 (Timeout)
  select(1, [0], NULL, NULL, {0, 0})  = 0 (Timeout)
  gettimeofday({1231356114, 377713}, NULL) = 0
  gettimeofday({1231356114, 377738}, NULL) = 0
  select(5, [4], NULL, NULL, {0, 1000})   = 0 (Timeout)
  select(1, [0], NULL, NULL, {0, 0})  = 0 (Timeout)
  gettimeofday({1231356114, 378711}, NULL) = 0
  gettimeofday({1231356114, 378738}, NULL) = 0
  recvfrom(4, 0xfff4ebb4, 4010, 0, 0xfff4fb60, 0xfff4eb9c) = -1 EAGAIN
  (Resource temporarily unavailable)
  gettimeofday({1231356114, 378804}, NULL) = 0
  gettimeofday({1231356114, 378831}, NULL) = 0
  gettimeofday({1231356114, 378855}, NULL) = 0
  gettimeofday({1231356114, 378878}, NULL) = 0
  gettimeofday({1231356114, 378902}, NULL) = 0
  gettimeofday({1231356114, 378925}, NULL) = 0
  gettimeofday({1231356114, 378949}, NULL) = 0
  select(0, NULL, NULL, NULL, {0, 1000})  = 0 (Timeout)
  select(1, [0], NULL, NULL, {0, 0})  = 0 (Timeout)
  gettimeofday({1231356114, 379714}, NULL) = 0
  gettimeofday({1231356114, 379739}, NULL) = 0
  recvfrom(4, 0xfff4ebb4, 4010, 0, 0xfff4fb60, 0xfff4eb9c) = -1 EAGAIN
  (Resource temporarily unavailable)
  gettimeofday({1231356114, 379803}, NULL) = 0
  gettimeofday({1231356114, 379829}, NULL) = 0
  gettimeofday({1231356114, 379855}, NULL) = 0
  ^C unfinished ...
  Process 31734 detached
 
  Maybe 10 times per second or so
 
  OS: Gentoo 64
  2x Quad Xeon, 8GB RAM
  conn: 1GBit
 
  Kveri
 
  Pawel  wrote / napísal(a):
 
  Hi,
 
  I'm starting new hlds process with -game cstrike etc. Normal clear CS
  1.6
  server.
  Next what i'm going to do is strace command on this process.
 
  So while using strace -p 3535353... I got many times:
 
  recvfrom(4, 0xfff43114, 4010, 0, 0xfff440c0, 0xfff430fc) = -1 EAGAIN
  (Resource temporarily unavailable)
 
  It is normal?
  My OS is Slamd64
  and hardware:
  2x Xeon Quad-Core, 4GB RAM
  Internet connection: 100mbit up/down
 
  Thanks
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  please visit:
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Re: [hlds_linux] (no subject)

2009-01-06 Thread Pawel
troll

On Tue, Jan 6, 2009 at 9:54 PM, sanell n s...@live.com wrote:


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 you fack you fack you fack you fack you fack you fack you fack you fack you
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 you fack you fack you fack you fack you fack you fack you fack you fack you
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 you fack you fack you fack you fack you fack you fack you fack you fack you
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 you fack you fack you fack you fack you fack you fack you fack you fack you
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 you fack you fack you fack you fack you fack you fack you fack you fack you
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Re: [hlds_linux] Motd.txt - website redirect woes.

2009-01-06 Thread Pawel
use iframe in html that's all.

On Wed, Jan 7, 2009 at 1:58 AM, Rick Payton r...@mai-hawaii.com wrote:

 In my california based cs source server, the following is the content of
 my motd.txt file:

 http://www.google.com/

 Well it was before I changed it back to the stock motd.txt. I tried
 doing that on my local server here, and the motd.txt just showed me the
 textual link I typed in, instead of the homepage, like it's supposed to.

 Re-installing server in a new VM to see what got funky.

 mauirixxx

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Crazy
 Canucks
 Sent: Tuesday, January 06, 2009 2:49 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Motd.txt - website redirect woes.

 Maybe I'm misunderstanding you, but this is what I have to do to call a
 page from an external host link to my motd.

 frameset cols=100% rows=100%
  frame src=http://www.mysite.com/motd.html; / /frameset


 Cc2iscooL wrote:
  Should work via direct link. Make sure your site works in IE or try a
  direct link to the html or php file.
 
  On 1/6/09, Rick Payton r...@mai-hawaii.com wrote:
 
  I thought you could put just one line in the motd.txt file like so:
 
  http://www.example.com/
 
  And have that website show up for joining clients? I know this USED
  to work, as I used to run a Windows based server 2-3 years ago with
  this setup. But that was Windows, and 2-3 years ago.
 
  When I do that, all I get is a motd window with that text. If I edit
  the original motd.txt, it renders properly, but I'm limited to the
  1500 byte max. I found on counterwiki a proper html way to redirect
  web pages using the meta refresh, but when I use that, instead of
  rendering the html, it just shows it as plain text.
 
  Did something change, or did I do something wrong? I'm running
  source/meta mods, but no plugins that would effect the motd, under
  cento
  5.2 (32 bit).
 
  Help?
 
  mauirixxx
 
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Re: [hlds_linux] Strange error

2009-01-04 Thread Pawel
Are you sure that it is due to ddos?
I had this in 24-30 december where there were problems with valve master
servers.

On Mon, Jan 5, 2009 at 1:27 AM, Marcos Dias mar...@netrangers.com.brwrote:

 Hi guys after a DDOS all my servers are with this message in loop ...


 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
 pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-30 Thread Pawel
i'm talking about clear servers for clanwars without metamod, amxx etc.

On Tue, Dec 30, 2008 at 5:24 AM, Andrew Armstrong and...@mammoth.com.auwrote:

 Are you guys running any plugins? If so, try removing them all - see if the
 problem goes away.

 - Andrew

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
 Sent: Tuesday, 30 December 2008 8:17 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

 Pawel wrote:
  And after ./steam -commands update -game cstrike -dir /blablabla/bla/
  communitated that everything is updated. But the problem was also in next
  days.

 Maybe you should try a -verify_all.

 If this doesn't work you could try to download the complete hlds_l again
 into another folder and do a cp -r -u -v -f newhlds oldhlds and see if
 some files were updated.


 - Marcel


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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-29 Thread Pawel
Return to WON and kill CS:S :D

On Mon, Dec 29, 2008 at 9:00 AM, Saint K. sai...@specialattack.net wrote:

 Looks like the steam network is slowly falling apart.

 First the mass timeouts at map change, now this. Whats next?

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alex
 Sent: Monday, December 29, 2008 8:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

 Same here in Germany (Debian Etch 64 on an Intel Core2Duo).

 At first I thought it depends on our serversettings but then I did see this
 thread here - thanks guys!

 Alex

 - Original Message -
 From: ab r...@bsk.vectranet.pl
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, December 29, 2008 2:35 AM
 Subject: Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S


  Same here, 4 CSS servers in Poland, 4 idependent machines in 4 cities.
 
 
  - Original Message -
  From: Roberto Omezzolli r.omezzo...@ociris.com
  To: hlds_linux@list.valvesoftware.com
  Sent: Sunday, December 28, 2008 10:24 PM
  Subject: Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S
 
 
  Hello,
 
  same problem here since 4 days all our cs:s and cs 1.6 clients have huge
  lags and spikes.
 
  I thought I was the only one freaking around with our network
  environment.
 
  But now I guess it's a Steam / Valve Issue. Guess they have to solve the
  problem!
 
  Greetings
 
  Goas
 
 
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-29 Thread Pawel
Yes, Alfred, we are running old CS 1.6 on 20 machines (We have ~1000 CS 1.6
Games)? ;) Everything is updated, look at my last topic in this group. You
can see on screenshot that there were problems with vac and steam connection
also.

##
On Sat, Dec 27, 2008 at 11:55 PM, Pawel tra...@gmail.com wrote:
Hi,

In the last three days i had problem with my steam dedicated servers hosted
on linux, slackware 12.1.
Exactly with Counter-Strike 1.6

Players can't play because they have huge lags something like 800-900, while
they are trying to connect steam is providing such info to them:

Steam Validation Rejected

HLDS is flooding the console with:

pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
MasterRequestRestart
Your server needs to be restarted in order to receive the latest update.
L 12/27/2008 - 16:44:05: Your server needs to be restarted in order to
receive the latest update.
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
NET_SendPacket ERROR: Invalid argument
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0

What can i do with it?
All servers are updated

CS 1.6
version :  48/1.1.2.6/Stdio 4383 secure  (10)

There are no new updates for hlds as i can see.

Maybe valve master servers are overloaded? What do you think?

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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-29 Thread Pawel
I forgot about screenshot:
http://img412.imageshack.us/img412/9412/2008122800oq1.jpg
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-29 Thread Pawel
I told that my server was updated!
You think that im guy with IQ -90? and i was selling to cusotmers non
updated servers since October?
Everything was fine and problem started about 25/26 December.

Game server is working 4-7 hours with VAC, steam connected etc. Next it is
disconnecting from steam server also with status
(http://img412.imageshack.us/img412/9412/2008122800oq1.jpg) insecured,
and console is flooded by:

pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
NET_SendPacket ERROR: Invalid argument
MasterRequestRestart
Your server needs to be restarted in order to receive the latest update.
L 12/27/2008 - 16:44:05: Your server needs to be restarted in order to
receive the latest update.

And after ./steam -commands update -game cstrike -dir /blablabla/bla/
communitated that everything is updated. But the problem was also in next
days.


I've also added this to my last topic:

CS 1.6
version :  48/1.1.2.6/Stdio 4383 secure  (10)

Protocol 48, appid 10 so on my side everything was okay.



On Mon, Dec 29, 2008 at 8:06 PM, Ferenc Kovacs i...@tyrael.hu wrote:

 On Mon, Dec 29, 2008 at 7:37 PM, Pawel tra...@gmail.com wrote:

  I forgot about screenshot:
  http://img412.imageshack.us/img412/9412/2008122800oq1.jpg
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 whats that your server needs to be restarted in order to receive the
 latest
 update thing?
 Tyrael
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-28 Thread Pawel
Yes we also had this in last 2-3 days. Yesterday i created the topic in this
mailing list but nobody answered it :/
Connection between game server valve master servers is not stable. If server
disconnect from master is getting huge lag and nobody can connect to it.

I wrote also topic about it on steampowered.com
http://forums.steampowered.com/forums/showthread.php?p=8759550#post875955

Only server restart helps but it can happens 3-5 times in a day.
Of course as every time no replay from valve -_-

Effects in HLSW:
http://img412.imageshack.us/img412/9412/2008122800oq1.jpg

On Sun, Dec 28, 2008 at 12:49 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Oh, good to see someone else has the same problem, so it's not just our
 server. Some more details: we experience the lag mid round and players are
 stuck for at least half a second. This never happend before. A server
 restart does not solve the problem, but if we restart the server, the lag
 is
 every 5 minutes but on different times, depending on when we restart the
 server.

 We run Debian Lenny (fully updated) on an Intel Quad Core Q6600 with kernel
 2.6.27.9 SMP PREEMPT.


  Hello,
 
  I'm seeing this but I assumed it was just me, spent the past 72 hours
  arguing with my providers.
 
  -Lee
 
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-28 Thread Pawel
That was about CS 1.6, on CS:S is that as you described.

On Sun, Dec 28, 2008 at 2:26 PM, Pawel tra...@gmail.com wrote:

 Yes we also had this in last 2-3 days. Yesterday i created the topic in
 this mailing list but nobody answered it :/
 Connection between game server valve master servers is not stable. If
 server disconnect from master is getting huge lag and nobody can connect to
 it.

 I wrote also topic about it on steampowered.com
 http://forums.steampowered.com/forums/showthread.php?p=8759550#post875955

 Only server restart helps but it can happens 3-5 times in a day.
 Of course as every time no replay from valve -_-

 Effects in HLSW:
 http://img412.imageshack.us/img412/9412/2008122800oq1.jpg


 On Sun, Dec 28, 2008 at 12:49 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Oh, good to see someone else has the same problem, so it's not just our
 server. Some more details: we experience the lag mid round and players are
 stuck for at least half a second. This never happend before. A server
 restart does not solve the problem, but if we restart the server, the lag
 is
 every 5 minutes but on different times, depending on when we restart the
 server.

 We run Debian Lenny (fully updated) on an Intel Quad Core Q6600 with
 kernel
 2.6.27.9 SMP PREEMPT.


  Hello,
 
  I'm seeing this but I assumed it was just me, spent the past 72 hours
  arguing with my providers.
 
  -Lee
 
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-28 Thread Pawel
Where is Alfred? :(

On Sun, Dec 28, 2008 at 6:26 PM, Ronny Schedel i...@ronny-schedel.dewrote:

 Seems to be an European problem - or an outside of US problem.

  There have been times in the past where VALVe played with VAC or Steam
  real-time and it caused some serious issues for servers and clients.
  Without an update to blame, servers suddenly dropped to 10fps a year or
  two ago.  The cause ended up being something VALVe was doing actively
  through Steam with the game and it went away soon after being reported
  on the mailing list.  That said, I haven't had complaints about such an
  issue (at least not yet).
 
  AnAkIn . wrote:
  Someone said above that it's related to master servers.
 
  VAC database updates are on the VALVe servers, not downloaded to your
  server.
 
  2008/12/28 RTL-Servers l...@rtl-servers.co.uk
 
 
  What could be causing it tho ?, VAC updates ?
 
  Anyone outside of Europe getting this issue ?
 
  -Lee
 
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[hlds_linux] STEAM validation rejected - Poland - pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0

2008-12-27 Thread Pawel
Hi,

In the last three days i had problem with my steam dedicated servers hosted
on linux, slackware 12.1.
Exactly with Counter-Strike 1.6

Players can't play because they have huge lags something like 800-900, while
they are trying to connect steam is providing such info to them:

Steam Validation Rejected

HLDS is flooding the console with:

pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
MasterRequestRestart
Your server needs to be restarted in order to receive the latest update.
L 12/27/2008 - 16:44:05: Your server needs to be restarted in order to
receive the latest update.
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
NET_SendPacket ERROR: Invalid argument
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0
pipes.cpp (562) : Assertion Failed: m_cAPIPipePending == 0

What can i do with it?
All servers are updated

CS 1.6
version :  48/1.1.2.6/Stdio 4383 secure  (10)

There are no new updates for hlds as i can see.

Maybe valve master servers are overloaded? What do you think?
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[hlds_linux] Segmentation fault on steam update - FEDORA - 2.6.24.5-85.fc8

2008-12-02 Thread Pawel
Hi,

I have problem when i want run ./steam

-bash-3.2$ ./steam
Checking bootstrapper version ...
Segmentation fault

My OS is fedora and kernel 2.6.24.5-85.fc8

Week ago everything was working fine :/
Could you help me?
Thanks
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Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-23 Thread Pawel
My server is updated and i still can crash it by simple faile rcon commands,
clear server without mods :

rcon xxx few times and server is banning me and also crashing :/

On Sun, Nov 23, 2008 at 9:22 AM, AnAkIn . [EMAIL PROTECTED] wrote:

 Well, that should have been fixed a while ago already.

 Fixed rcon crash caused by too many incorrect password attempts

 2008/11/23 Pawel [EMAIL PROTECTED]

  When valve will fix it?
 
  On Mon, Jul 7, 2008 at 10:21 PM, Claes [EMAIL PROTECTED] wrote:
 
   Sure, no 'side effects'. Only that, it blocks rcon access to server.
 UDP
   port 27015 must be open for users to play the game.
  
  
   Vladimir Osipenko wrote:
are you sure that bloking 27015 tcp port solves the problem without
   making
any other damage?
   
2008/7/8 Claes [EMAIL PROTECTED]:
   
   
I have 5 servers running and some stupid kid is killing our servers.
Constantly. Bad thing is, the log is not yet fully written when
 server
crashes, so I have no clue who that ***hole is.
   
I have blocked access to tcp port 27015 for now. Is there another
workaround available?
   
Vladimir Osipenko wrote:
   
Hi folks,
i  have noticed such  bug:
when you enter you rcon password incorrectly more times then
  specified
   in
server.cfg your server dies. That bug kill loads of servers i
 tested.
   Is
there any solution?
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Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-23 Thread Pawel
look that is from my console:

rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
rcon from 83.31.205.174:1581: Bad Password
Game will not start until both teams have players.
./srcds_run: line 345:  4401 Segmentation fault  $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Sun Nov 23 12:58:06 CET 2008: Server restart in 10 seconds


On Sun, Nov 23, 2008 at 1:04 PM, Pawel [EMAIL PROTECTED] wrote:

 My server is updated and i still can crash it by simple faile rcon
 commands, clear server without mods :

 rcon xxx few times and server is banning me and also crashing :/


 On Sun, Nov 23, 2008 at 9:22 AM, AnAkIn . [EMAIL PROTECTED] wrote:

 Well, that should have been fixed a while ago already.

 Fixed rcon crash caused by too many incorrect password attempts

 2008/11/23 Pawel [EMAIL PROTECTED]

  When valve will fix it?
 
  On Mon, Jul 7, 2008 at 10:21 PM, Claes [EMAIL PROTECTED] wrote:
 
   Sure, no 'side effects'. Only that, it blocks rcon access to server.
 UDP
   port 27015 must be open for users to play the game.
  
  
   Vladimir Osipenko wrote:
are you sure that bloking 27015 tcp port solves the problem without
   making
any other damage?
   
2008/7/8 Claes [EMAIL PROTECTED]:
   
   
I have 5 servers running and some stupid kid is killing our
 servers.
Constantly. Bad thing is, the log is not yet fully written when
 server
crashes, so I have no clue who that ***hole is.
   
I have blocked access to tcp port 27015 for now. Is there another
workaround available?
   
Vladimir Osipenko wrote:
   
Hi folks,
i  have noticed such  bug:
when you enter you rcon password incorrectly more times then
  specified
   in
server.cfg your server dies. That bug kill loads of servers i
 tested.
   Is
there any solution?
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Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-23 Thread Pawel
Somebody from valve will coment it?
I'm not alone with this problem.

Is there any option to block rcon on my server?

On Sun, Nov 23, 2008 at 1:42 PM, AnAkIn . [EMAIL PROTECTED] wrote:

 I didn't know it was also in CSS, the changelog thing I posted is from TF2.

 I guess you'll have to wait for CSS to be updated on the new engine to have
 a fix.

 2008/11/23 ics [EMAIL PROTECTED]

  This still isnt fixed for CS Source. I can confirm this and i also would
  like to point out that this was discussed months ago here but Valve
  didnt fix it for CSS.
 
  -ics
 
  Pawel kirjoitti:
   look that is from my console:
  
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   rcon from 83.31.205.174:1581: Bad Password
   Game will not start until both teams have players.
   ./srcds_run: line 345:  4401 Segmentation fault  $HL_CMD
   Add -debug to the ./srcds_run command line to generate a debug.log to
  help
   with solving this problem
   Sun Nov 23 12:58:06 CET 2008: Server restart in 10 seconds
  
  
   On Sun, Nov 23, 2008 at 1:04 PM, Pawel [EMAIL PROTECTED] wrote:
  
  
   My server is updated and i still can crash it by simple faile rcon
   commands, clear server without mods :
  
   rcon xxx few times and server is banning me and also crashing :/
  
  
   On Sun, Nov 23, 2008 at 9:22 AM, AnAkIn . [EMAIL PROTECTED]
 wrote:
  
  
   Well, that should have been fixed a while ago already.
  
   Fixed rcon crash caused by too many incorrect password attempts
  
   2008/11/23 Pawel [EMAIL PROTECTED]
  
  
   When valve will fix it?
  
   On Mon, Jul 7, 2008 at 10:21 PM, Claes [EMAIL PROTECTED] wrote:
  
  
   Sure, no 'side effects'. Only that, it blocks rcon access to
 server.
  
   UDP
  
   port 27015 must be open for users to play the game.
  
  
   Vladimir Osipenko wrote:
  
   are you sure that bloking 27015 tcp port solves the problem
 without
  
   making
  
   any other damage?
  
   2008/7/8 Claes [EMAIL PROTECTED]:
  
  
  
   I have 5 servers running and some stupid kid is killing our
  
   servers.
  
   Constantly. Bad thing is, the log is not yet fully written when
  
   server
  
   crashes, so I have no clue who that ***hole is.
  
   I have blocked access to tcp port 27015 for now. Is there another
   workaround available?
  
   Vladimir Osipenko wrote:
  
  
   Hi folks,
   i  have noticed such  bug:
   when you enter you rcon password incorrectly more times then
  
   specified
  
   in
  
   server.cfg your server dies. That bug kill loads of servers i
  
   tested.
  
   Is
  
   there any solution?
   ___
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   please visit:
  
  
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Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-23 Thread Pawel
Yep, in half life 1 engine it works with rcon_password  but in hl2 engine
games when you have rcon_password  it also says bad rcon password
blablabla and person can crash server :/

On Mon, Nov 24, 2008 at 12:15 AM, Crazy Canucks [EMAIL PROTECTED]wrote:

 As far as I know all you need to do to block rcon is set the rcon
 password to  in your server.cfg [rcon_password  ].  I know that used
 to be the recommended practice anyway due to other rcon exploit issues.
 If I need to use rcon, I use AMX Mod X or SourceMod to access it,
 depending on which game I am running.

 Cheers, Drek

 Pawel wrote:
  Somebody from valve will coment it?
  I'm not alone with this problem.
 
  Is there any option to block rcon on my server?
 
  On Sun, Nov 23, 2008 at 1:42 PM, AnAkIn . [EMAIL PROTECTED] wrote:
 
 
  I didn't know it was also in CSS, the changelog thing I posted is from
 TF2.
 
  I guess you'll have to wait for CSS to be updated on the new engine to
 have
  a fix.
 
  2008/11/23 ics [EMAIL PROTECTED]
 
 
  This still isnt fixed for CS Source. I can confirm this and i also
 would
  like to point out that this was discussed months ago here but Valve
  didnt fix it for CSS.
 
  -ics
 
  Pawel kirjoitti:
 
  look that is from my console:
 
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  rcon from 83.31.205.174:1581: Bad Password
  Game will not start until both teams have players.
  ./srcds_run: line 345:  4401 Segmentation fault  $HL_CMD
  Add -debug to the ./srcds_run command line to generate a debug.log
 to
 
  help
 
  with solving this problem
  Sun Nov 23 12:58:06 CET 2008: Server restart in 10 seconds
 
 
  On Sun, Nov 23, 2008 at 1:04 PM, Pawel [EMAIL PROTECTED] wrote:
 
 
 
  My server is updated and i still can crash it by simple faile rcon
  commands, clear server without mods :
 
  rcon xxx few times and server is banning me and also crashing :/
 
 
  On Sun, Nov 23, 2008 at 9:22 AM, AnAkIn . [EMAIL PROTECTED]
 
  wrote:
 
 
  Well, that should have been fixed a while ago already.
 
  Fixed rcon crash caused by too many incorrect password attempts
 
  2008/11/23 Pawel [EMAIL PROTECTED]
 
 
 
  When valve will fix it?
 
  On Mon, Jul 7, 2008 at 10:21 PM, Claes [EMAIL PROTECTED] wrote:
 
 
 
  Sure, no 'side effects'. Only that, it blocks rcon access to
 
  server.
 
  UDP
 
 
  port 27015 must be open for users to play the game.
 
 
  Vladimir Osipenko wrote:
 
 
  are you sure that bloking 27015 tcp port solves the problem
 
  without
 
  making
 
 
  any other damage?
 
  2008/7/8 Claes [EMAIL PROTECTED]:
 
 
 
 
  I have 5 servers running and some stupid kid is killing our
 
 
  servers.
 
 
  Constantly. Bad thing is, the log is not yet fully written when
 
 
  server
 
 
  crashes, so I have no clue who that ***hole is.
 
  I have blocked access to tcp port 27015 for now. Is there
 another
  workaround available?
 
  Vladimir Osipenko wrote:
 
 
 
  Hi folks,
  i  have noticed such  bug:
  when you enter you rcon password incorrectly more times then
 
 
  specified
 
 
  in
 
 
  server.cfg your server dies. That bug kill loads of servers i
 
 
  tested.
 
 
  Is
 
 
  there any solution?
  ___
  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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  ___
  To unsubscribe, edit your list preferences, or view the list
 
 
  archives,
 
 
  please visit:
 
 
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  archives,
 
  please visit:
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  archives,
 
  please visit:
  http

[hlds_linux] rcon_password crashes my CS:S servers.

2008-11-22 Thread Pawel
Hi,

My server is up to date, steam, vac on.
While anybody use rcon_password xxsfgsafa (always incorrect)
Server will ban him but also crash will appear.

How to prevent it?
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Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-22 Thread Pawel
When valve will fix it?

On Mon, Jul 7, 2008 at 10:21 PM, Claes [EMAIL PROTECTED] wrote:

 Sure, no 'side effects'. Only that, it blocks rcon access to server. UDP
 port 27015 must be open for users to play the game.


 Vladimir Osipenko wrote:
  are you sure that bloking 27015 tcp port solves the problem without
 making
  any other damage?
 
  2008/7/8 Claes [EMAIL PROTECTED]:
 
 
  I have 5 servers running and some stupid kid is killing our servers.
  Constantly. Bad thing is, the log is not yet fully written when server
  crashes, so I have no clue who that ***hole is.
 
  I have blocked access to tcp port 27015 for now. Is there another
  workaround available?
 
  Vladimir Osipenko wrote:
 
  Hi folks,
  i  have noticed such  bug:
  when you enter you rcon password incorrectly more times then specified
 in
  server.cfg your server dies. That bug kill loads of servers i tested.
 Is
  there any solution?
  ___
  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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Re: [hlds_linux] Half-Life 1 Dedicated Server Update

2008-11-19 Thread Pawel
Nice, thanks i need it.
Stupid kids were dosing my servers :)

On Wed, Nov 19, 2008 at 1:21 PM, AnAkIn . [EMAIL PROTECTED] wrote:

 ] version
 Protocol version 48
 Exe version 1.1.2.6/2.0.0.0 (cstrike)
 Exe build: 14:57:13 Oct 23 2008 (4382)

 Shouldn't it say Nov 19 2008 ?

 2008/11/19 AnAkIn . [EMAIL PROTECTED]

  This update seems to not have been released on Steam..?
 
  2008/11/19 Jason Ruymen [EMAIL PROTECTED]
 
  The Half-Life 1 Dedicated Server has been updated.  Please run
  hldsupdatetool to receive the update.  Specific changes include:
 
  - Fixes csdos/FuF crash bug
 
  Jason
 
 
 
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[hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
Hi,

Today in logs i found:

L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
exceeding rate limits

and it is full of such lines.

Server is up to date, protocol 48, steam. But we felt lags and CPU load was
80% :|
Could you help me? :D What i should make to prevent my server from ddos?

Thanks
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
http://www.mediavida.com/vertema.php?fid=17tid=60857
I found the that i should set such cvars
max_queries_sec -1
max_queries_sec_global -1
max_queries_window -1

That will help me? I don;t understand this language, that spanish? :P

On Mon, Nov 17, 2008 at 10:26 PM, Arie [EMAIL PROTECTED] wrote:

 Ban the IP? Set up a script that checks the serverlogs periodically for
 these message and auto-ban IP's that trigger the rate limits often?



 Pawel wrote:
  Hi,
 
  Today in logs i found:
 
  L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
  exceeding rate limits
 
  and it is full of such lines.
 
  Server is up to date, protocol 48, steam. But we felt lags and CPU load
 was
  80% :|
  Could you help me? :D What i should make to prevent my server from ddos?
 
  Thanks
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
Because this IP is from neostrada, polish Internet which has dynamic ip ;)
So this haker can reconnect and will get new IP :/

On Mon, Nov 17, 2008 at 10:43 PM, Steve [EMAIL PROTECTED] wrote:

 why don't you just drop the IP at your firewall?


  Ban the IP? Set up a script that checks the serverlogs periodically for
  these message and auto-ban IP's that trigger the rate limits often?
 
 
 
  Pawel wrote:
  Hi,
 
  Today in logs i found:
 
  L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
  exceeding rate limits
  L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
  exceeding rate limits
 
  and it is full of such lines.
 
  Server is up to date, protocol 48, steam. But we felt lags and CPU load
  was
  80% :|
  Could you help me? :D What i should make to prevent my server from ddos?
 
  Thanks
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Re: [hlds_linux] Half-Life 1 Engine dedicated server update

2008-11-14 Thread Pawel
Whay about notvisible HLTV?

On Sat, Nov 15, 2008 at 4:22 AM, Petr Jelinek [EMAIL PROTECTED] wrote:

 Alfred Reynolds wrote:
  Updates have been released to the Half-Life 1 family of dedicated
 servers, run the hldsupdatetool to get the update.
 
  This update fixes a crash when sent a specially crafted connect string
 (the previously reported Underflow issue). This update is optional but
 highly recommended. Thanks to Sorin for providing such a detailed report.

 This also added one more bit of info on that FreeBSD problem, it now
 hangs with:
 pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
 interfacemap_client.h (1083) : Assertion Failed: bufRet.GetUint8() ==
 k_EClientCommandInterface


 --
 Regards
 Petr Jelinek (PJMODOS)

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Re: [hlds_linux] [BUG} HLTV not showing on player list

2008-11-07 Thread Pawel
amx_reservation 1
amx_hideslots 0
sv_visiblemaxplayers (maxplayers - 1)

And will work!

If you don't belive you can test it on my servers

http://forum.ster-gaming.pl

CS 1.6 FFA
CS 1.6 H'n'S
CS 1.6 TP

Everything works fine with this solution.
But valve should repair this bug.

On Fri, Nov 7, 2008 at 2:18 PM, Ronny Schedel [EMAIL PROTECTED] wrote:

 sv_visiblemaxplayers is set by the admin plugin automatically according to
 maxplayers - reserved slots. HLTV is a real player on the server for the
 plugin, because it is present and take one slot. HLTV was counted as a
 player before this update and it was displayed in the server status. It's
 the same with SourceTV, it is right now counted as player and it is shown
 in
 server status. As you can see, I have no chance to change the
 sv_visiblemaxplayers, because this is set automatically by the plugin. And
 the plugin handles the reserved slots.

 This needs to be fixed by Valve, a workaround is not suitable.

 I do understand problem - HLTV no longer appears as a player so you've
  got free slot which is not actually free for regular players. That is
  why I'm suggesting to reduce number of visible slots down to 24 so
  that your regular players will see server as full while your players
  with reserved slot will still be able to connect via console as usual.
 
  On Fri, Nov 7, 2008 at 2:54 PM, Ronny Schedel [EMAIL PROTECTED]
  wrote:
 
  You don't understand the problem, 24 slots are taken by players, 1 slot
  is
  taken by HLTV, so 25 slots are occupied. But the server status shows
 only
  24
  occupied slots, instead of 25. Our players think there is a free slot
 and
  they want to join, but they can't, because HLTV is not counted as player
  and
  not shown in the server status.
 
 
  Make it 24 then, why bother to show HLTV slot which got empty after
 this
  update?
 
  On Fri, Nov 7, 2008 at 2:18 PM, Ronny Schedel [EMAIL PROTECTED]
  wrote:
 
  sv_visiblemaxplayers is 25, maxplayers is 26, one reserved slot, one
  slot
  taken by HLTV
 
 
  sv_visiblemaxplayers 24?
 
  On Fri, Nov 7, 2008 at 1:37 PM, Ronny Schedel [EMAIL PROTECTED]
 
  wrote:
 
  This needs to be fixed ASAP. We get complaints from players now, who
  wants
  to connect to our full servers. We have a maximum of 25 players, one
  slot
  is
  taken by HLTV. Before the update, the full server showed 25/25
  players,
  now
  it shows 24/25. Players get rejected if they connect to a full
 server
  now,
  which is showing 24/25, because of the missing HLTV as player.
 
  Best regards
 
  Ronny Schedel
 
 
  Hello,
 
  It's not possible to see HLTV in player list by querying the server
  and
  not even in steam favorites player list.
  I have this confirmed.
 
  Is Valve going to do something about it?
 
  Kveri
 
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Re: [hlds_linux] [BUG} HLTV not showing on player list

2008-11-07 Thread Pawel
HLTV should be counted as bot like in source game source TV is.
But now only solution is to set

sv_visiblemaxplayers MAX_PLAYERS - 1

;)


On Fri, Nov 7, 2008 at 1:30 PM, Kveri [EMAIL PROTECTED] wrote:

 Have you tested it?

 Original post was about player list, HLTV not showing on player list.

 Kveri

 Roman Hatsiev  wrote / napísal(a):
  I do understand problem - HLTV no longer appears as a player so you've
  got free slot which is not actually free for regular players. That is
  why I'm suggesting to reduce number of visible slots down to 24 so
  that your regular players will see server as full while your players
  with reserved slot will still be able to connect via console as usual.
 
  On Fri, Nov 7, 2008 at 2:54 PM, Ronny Schedel [EMAIL PROTECTED]
 wrote:
 
  You don't understand the problem, 24 slots are taken by players, 1 slot
 is
  taken by HLTV, so 25 slots are occupied. But the server status shows
 only 24
  occupied slots, instead of 25. Our players think there is a free slot
 and
  they want to join, but they can't, because HLTV is not counted as player
 and
  not shown in the server status.
 
 
 
  Make it 24 then, why bother to show HLTV slot which got empty after
 this
  update?
 
  On Fri, Nov 7, 2008 at 2:18 PM, Ronny Schedel [EMAIL PROTECTED]
  wrote:
 
  sv_visiblemaxplayers is 25, maxplayers is 26, one reserved slot, one
 slot
  taken by HLTV
 
 
 
  sv_visiblemaxplayers 24?
 
  On Fri, Nov 7, 2008 at 1:37 PM, Ronny Schedel [EMAIL PROTECTED]
 
  wrote:
 
  This needs to be fixed ASAP. We get complaints from players now, who
  wants
  to connect to our full servers. We have a maximum of 25 players, one
  slot
  is
  taken by HLTV. Before the update, the full server showed 25/25
 players,
  now
  it shows 24/25. Players get rejected if they connect to a full
 server
  now,
  which is showing 24/25, because of the missing HLTV as player.
 
  Best regards
 
  Ronny Schedel
 
 
 
  Hello,
 
  It's not possible to see HLTV in player list by querying the server
  and
  not even in steam favorites player list.
  I have this confirmed.
 
  Is Valve going to do something about it?
 
  Kveri
 
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Pawel
any paramets for dedicated server?

all is like in other hl2 games?

On Thu, Nov 6, 2008 at 5:34 PM, Alfred Reynolds [EMAIL PROTECTED]wrote:

 L4D is 4 player co-op only (or 4v4 in vs. mode).

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds_linux-
  [EMAIL PROTECTED] On Behalf Of J.Miribel
  Sent: Thursday, November 06, 2008 8:22 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
 
  Can't seem to be able to lower nor increase the maxplayers. Is it 4
  players only ?
 
 
  Steve Sumichrast a écrit :
   Patch just landed, servers are running!
  
   On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel [EMAIL PROTECTED]
  wrote:
  
   cvarlist works on l4d, I'm looking into it :)
  
   Andrey Egorov a écrit :
  
   Hi for all,
  
   Anybody writing server.cfg file?
   What normally options for the server?
  
  
   Andrey.
  
  
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Re: [hlds_linux] [BUG} HLTV not showing on player list

2008-11-06 Thread Pawel
For me it is good, that hltv is not showing on server :

On Thu, Nov 6, 2008 at 10:32 PM, Kveri [EMAIL PROTECTED] wrote:

 Hello,

 It's not possible to see HLTV in player list by querying the server and
 not even in steam favorites player list.
 I have this confirmed.

 Is Valve going to do something about it?

 Kveri

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Re: [hlds_linux] Half-Life 1 Engine Update Released (fwd)

2008-10-25 Thread Pawel
If you are amxx user try this plugin.
http://forums.alliedmods.net/showthread.php?t=79444

On Sat, Oct 25, 2008 at 10:45 AM, AnAkIn . [EMAIL PROTECTED] wrote:

 In the options menu of DoD and TFC, there is still the locking to Steam
 Community name.

 http://img266.imageshack.us/my.php?image=lockednameme5.jpg

 2008/10/25 kama [EMAIL PROTECTED]

 
 
  Hi!
 
  The server crashes under FreeBSD 6.x while using SMP. I have not tried
 any
  other version of FreeBSD. Without SMP they dont crash, at least not as
  often. The crashes occur on a empty server and could be within a couple
 of
  minutes and sometimes it works for over 30 mins, but eventually they will
  crash.
 
  One other issue is that the servers coredumps when exiting them. It does
  not crash on a vanilla install. So I dont know if it is a metamod issue
 or
  if it is a issue with the server itself when it comes on handling the
  plugin.
 
  /Bjorn
 
  On Fri, 24 Oct 2008, Alfred Reynolds wrote:
 
   We have released an update to the Half-Life 1 engine, run the
   hldsupdatetool to get the update.
  
   This update:
   - enables the sv_visiblemaxplayers cvar again
   - fixes the setmaster command so it can be used again
   - lowers cpu usage
  
  
   Issues that are still being worked on
   - FreeBSD startup issues (that pipes assert)
   - Demo record in hltv
  
   and the constant optimisations to further help CPU usage (yes, I am
   looking at you Linux!).
  
   - Alfred
  
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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-24 Thread Pawel
 Checking bootstrapper version ...
Updating Installation
Updating 'Counter-Strike Base Content' from version 24 to version 25

100.00% /home/gameservers/CS-6411\cstrike\cl_dlls\client.dll

Checking/Installing 'Linux Server Engine' version 39


Checking/Installing 'Half-Life Base Content' version 12


HLDS installation up to date

A new update but where is any info about it? :d
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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-24 Thread Pawel
No. After he posted this info to the group i updated server. 10 minutes ago
i made next update and was other.

On Fri, Oct 24, 2008 at 12:54 PM, Joachim Sehlstedt [EMAIL PROTECTED]wrote:

 Alfred posted info about it to the list:

 We have released an update for the Half-Life 1 engine, run the
 hldsupdatetool to get the update.

 This update fixes crashes on startup if you had a banned.cfg and the
 sv_password state not being displayed properly in the serverbrowser.

 There is a known bug with servers not listing if you use the setmaster
 command, so remove any setmaster calls until we can release a fix for
 the issue.

 - Alfred

 We have released an update to the Half-Life 1 engine, run the
 hldsupdatetool to get the update.

 This update fixes the Assert( IsIdxValid(i) ) and then crash error
 when running a server and fixes a crash on startup under linux if you
 had virtual interfaces.

 Known bugs that are still being worked on are the setmaster call
 stopping server listing and sv_visiblemaxplayers no longer being used.

 - Alfred



 Pawel wrote:
   Checking bootstrapper version ...
  Updating Installation
  Updating 'Counter-Strike Base Content' from version 24 to version 25
 
  100.00% /home/gameservers/CS-6411\cstrike\cl_dlls\client.dll
 
  Checking/Installing 'Linux Server Engine' version 39
 
 
  Checking/Installing 'Half-Life Base Content' version 12
 
 
  HLDS installation up to date
 
  A new update but where is any info about it? :d
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Re: [hlds_linux] Can Server Queries be Logged?

2008-10-24 Thread Pawel
Hi,

I'm new at php coding. I know this language not the best but on avarage.
Is there any FAQ or some instruction how to use PHP to get information from
hlds servers?

I would like to learn something more about it. :d

On Fri, Oct 24, 2008 at 5:46 PM, Crazy Canucks [EMAIL PROTECTED]wrote:

 Thanks so much!  IT'S WORKING!  *does a little dance of joy*

 In case you are wondering why I'm so excited.  I'm a complete coding
 newb, so it's pretty amazing when things don't blow up in my face.  Now
 I've got to see if I can get the theme crap working so I can actually
 get something displayed in my frame...

 *pats his trusty PHP textbook*  :D

 Drek

 Kveri wrote:
  Query class in psychostats has DEBUG mode, enable it and you'll see
  where is the problem.
  Btw, HLDS has swiched to source query protocol.
 
  Kveri
 
  Crazy Canucks  wrote / napísal(a):
 
  I'm working on setting up a minimal web page with just basic information
  from my server on it, such as a small picture of the map, player names,
  kills and deaths, etc., like the old PsychoQuery used to have.
 
  I'm using the query code from Psychostats 3.1, and I think I've got it
  connecting to the server, as I am not getting any errors, but I haven't
  got the web display/theme set up yet, so I have no way of knowing if it
  is working.
 
  I've checked my logs and there is nothing in my logs, is there any
  setting on which queries to the server will be logged, or even displayed
  in the console, just for debugging purposes?  I tried mp_logdetail 3 and
  that didn't show anything.
 
  Thanks in advance, Drek
 
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Re: [hlds_linux] New ban system - new bug...

2008-10-24 Thread Pawel
So use amxbans ;)

On Fri, Oct 24, 2008 at 9:22 PM, Martin Christophe [EMAIL PROTECTED] wrote:

 The ban with :

 - amx_ban : not working
 - rcon banid : working but the bannedcfgfile isn't updated. So, all
 peoples you try to ban comes back after a mapchange if you reload the
 bannedcfgfile or after a reboot if you load the bannedcfgfile at sartup
 only.


 Valve, thank you again.

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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-23 Thread Pawel
What a update!
Server are running 5 minutes, 100% CPU, and crash!

Fucking update, what are you doing valve.

On Thu, Oct 23, 2008 at 10:57 AM, crow [EMAIL PROTECTED] wrote:

 Hi!

 All of our servers are constantly crashing after the last
 update (AMD Opteron, Kernel 2.6.21 #1 SMP PREEMPT).

 Please fix it asap.

 GDB output:

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Auto-restarting the server on crash

 Console initialized.
 scandir failed:/usr/local/games/cs/./valve/SAVE
 scandir failed:/usr/local/games/cs/./platform/SAVE
 Protocol version 48
 Exe version 1.1.2.6/Stdio (cstrike)
 Exe build: 17:26:40 Aug 27 2008 (4352)
 STEAM Auth Server
 couldn't exec language.cfg
 scandir failed:/usr/local/games/cs/./valve/SAVE
 scandir failed:/usr/local/games/cs/./platform/SAVE
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 ./hlds_run: line 342: 20989 Segmentation fault  (core dumped) $HL_CMD
 Cannot access memory at address 0xb7faf4e8
 Cannot access memory at address 0xbf9f5ce0
 /usr/local/games/cs/debug.cmds:3: Error in sourced command file:
 Cannot access memory at address 0xb7faf4e8
 email debug.log to [EMAIL PROTECTED]
 Thu Oct 23 10:35:20 CEST 2008: Server restart in 10 seconds
 Thu Oct 23 10:35:25 CEST 2008: Server Quit

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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-23 Thread Pawel
Valve should make page with changes in HL engine for developers.

On Thu, Oct 23, 2008 at 1:39 PM, Tomasz Formanowski [EMAIL PROTECTED]wrote:

 Hello StRaT0,



 S Only if the servers have removed the -nomaster parameter. Then it
 S might work.

 S Thursday, October 23, 2008, 12:41:02 PM, you wrote:

  Hello Jason,

 JR A new set of Steamworks features have been released for all
 JR Half-Life 1 engine multiplayer games: Counter-Strike 1.6,
 JR Condition Zero, Team Fortress Classic, Deathmatch Classic,
 JR Ricochet, Day of Defeat and Half-life 1 Deathmatch. The update
 JR includes Steamworks features such as player avatars in the
 JR scoreboard when playing Counter-Strike and Condition Zero. The
 JR update also contains several bug fixes, listed below. This update
 JR will require all game servers to restart.

  UDP Query does not work  ...

 None of our servers has -nomaster set. it seems the api for querying
 servers changed.

 Looks like the getchallenge part of the query is now obsolete ... can
 anyone from valve confirm if this is going to stay this way ?

 best wishes
 tomek


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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-23 Thread Pawel
yep but nextmap and timelimit is showing bad :/

On Thu, Oct 23, 2008 at 7:36 PM, extendhost.de [EMAIL PROTECTED] wrote:

   but HLSW  connecting is claiming it to be HL2/CSS

 try using HLSW v1.3.0.3 ... its showing hl1 servers as hl1 servers.

 regards
 mike






 Ryan Devonshire schrieb:
  Arguably we have the weirdest outcome of this:
 
  We updated a 1.6 server to v48 - customer quickly reports back claiming
  that his server is now advertising itself as CSS/HL2. Investigated it,
  and he was right - the server is displaying itself as CSS - the files
  are 100% HLDS.. but HLSW  connecting is claiming it to be HL2/CSS.
 
  Never seen that one before - well played Valve.
 
  Ryan
 
  Crazy Canucks wrote:
  I haven't noticed any stability problems, but my cpu load went up by
  what appears to be around 20 - 30%
 
  Drek
 
  Kveri wrote:
 
  same here, vanilla server installed with ./steam -command update -game
  cstrike -dir .
  chmod +x hlds_run
  ./hlds_run -game cstrike +map de_dust2 -maxplayers 12 -port 27033
 
  [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
  Continuing with current version anyway.
  ./hlds_run: line 342: 10350 Segmentation fault  (core dumped)
 $HL_CMD
 
  Martin
 
  crow  wrote / napísal(a):
 
 
  Hi!
 
  All of our servers are constantly crashing after the last
  update (AMD Opteron, Kernel 2.6.21 #1 SMP PREEMPT).
 
  Please fix it asap.
 
  GDB output:
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Auto-restarting the server on crash
 
  Console initialized.
  scandir failed:/usr/local/games/cs/./valve/SAVE
  scandir failed:/usr/local/games/cs/./platform/SAVE
  Protocol version 48
  Exe version 1.1.2.6/Stdio (cstrike)
  Exe build: 17:26:40 Aug 27 2008 (4352)
  STEAM Auth Server
  couldn't exec language.cfg
  scandir failed:/usr/local/games/cs/./valve/SAVE
  scandir failed:/usr/local/games/cs/./platform/SAVE
  [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
  Continuing with current version anyway.
  ./hlds_run: line 342: 20989 Segmentation fault  (core dumped)
 $HL_CMD
  Cannot access memory at address 0xb7faf4e8
  Cannot access memory at address 0xbf9f5ce0
  /usr/local/games/cs/debug.cmds:3: Error in sourced command file:
  Cannot access memory at address 0xb7faf4e8
  email debug.log to [EMAIL PROTECTED]
  Thu Oct 23 10:35:20 CEST 2008: Server restart in 10 seconds
  Thu Oct 23 10:35:25 CEST 2008: Server Quit
 
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[hlds_linux] Someone has full ChangeLog, what valve has changed?

2008-10-23 Thread Pawel
Hi,

Is there any info = ChangeLog what VALVE has changed in HL 1 engine?

*- Locked down several engine cvars to prevent malicious script exploits
*
What cvars? There should more info for developers, certainly plugin
developers for HL1 mods*.
*A lot of stuff in amxx don't work for me due to this changes*.* I don't
know how to fix it because valve had not said anything about it.

Thanks

*

*
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Re: [hlds_linux] HLDS Linux Debian

2008-10-23 Thread Pawel
Disable all 3drparty plugins on your server.

On Thu, Oct 23, 2008 at 7:52 PM, Emil Wennerdahl [EMAIL PROTECTED] wrote:


 Hello!

 I got a problem with my server. When i start it its no problem , but after
 a wile when players is connecting and it about 10 players on the server it
 start to sound werry mutch and the CPu usage going up to 100%. And thats not
 good for it i think :). And this start after my server whas upgrade bye the
 new HLDS update.

 Server is running Debian
 And its a Counter-Strike server i have on it.

 Anyone know somthing ?

 //WedWey^

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Re: [hlds_linux] [hlds] Half-Life 1 Engine Update Released

2008-10-23 Thread Pawel
i don't understand you deleted this cvar 4ever?
*sv_visiblemaxplayers no longer being used.*

On Thu, Oct 23, 2008 at 9:21 PM, Alfred Reynolds
[EMAIL PROTECTED]wrote:

 We have released an update to the Half-Life 1 engine, run the
 hldsupdatetool to get the update.

 This update fixes the Assert( IsIdxValid(i) ) and then crash error
 when running a server and fixes a crash on startup under linux if you
 had virtual interfaces.

 Known bugs that are still being worked on are the setmaster call
 stopping server listing and sv_visiblemaxplayers no longer being used.

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
  Sent: Wednesday, October 22, 2008 10:21 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
  Subject: Re: [hlds] Half-Life 1 Engine Update Released
 
  We have released an update for the Half-Life 1 engine, run the
  hldsupdatetool to get the update.
 
  This update fixes crashes on startup if you had a banned.cfg and the
  sv_password state not being displayed properly in the serverbrowser.
 
  There is a known bug with servers not listing if you use the setmaster
  command, so remove any setmaster calls until we can release a fix for
  the issue.
 
  - Alfred
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlds-
   [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   Sent: Wednesday, October 22, 2008 4:49 PM
   To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32
  server
   mailing list; [EMAIL PROTECTED]
   Subject: [hlds] Half-Life 1 Engine Update Released
  
   A new set of Steamworks features have been released for all
 Half-Life
  1
   engine multiplayer games: Counter-Strike 1.6, Condition Zero, Team
   Fortress Classic, Deathmatch Classic, Ricochet, Day of Defeat and
  Half-
   life 1 Deathmatch. The update includes Steamworks features such as
   player avatars in the scoreboard when playing Counter-Strike and
   Condition Zero. The update also contains several bug fixes, listed
   below. This update will require all game servers to restart.
  
   Bug Fixes:
   - Removed the need to manually re-login and re-authenticate to Steam
   while in game
   - Fixed a crash on startup when running windowed with a non-standard
   desktop resolution
   - Removed the display of saytext (in-game chat text) from players
  whom
   you've blocked in Steam friends
   - Locked down several engine cvars to prevent malicious script
  exploits
   - Enforced file consistency on several sprites in Counter-Strike
   - Removed ex_extrapmax cvar (no longer needed)
  
   Server:
   - Added -noaff command-line option to disable setting of thread
   affinity
   - Added bannedcfg cvar so admins can choose which file is written
  to
   by the writeid command
  
   This is a required update for all HL1 games.
  
   Jason
  
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Re: [hlds_linux] Counter-Strike 1.6 Beta Updated

2008-09-28 Thread Pawel
Why?

BunnyHopping is okey.

But russian walking is stupid, looks horrible and is annoying. Worst than
BH! :P

On Sun, Sep 28, 2008 at 2:39 AM, Rikard Bremark [EMAIL PROTECTED]wrote:

 i cant agree more on the first question with the russian walk its pretty
 god damn annoying.
 and for the other bugs and exploits on maps and so forth i bet the
 community would support and love them as much as we srv op does.
 bunny hopping is a third thing that would be needed to really be fixed.
 --
 //Rikard 'Zapy' Bremark
 [EMAIL PROTECTED]
 Warzone Short Valley - Warzone.nu


 Ferenc Kovacs wrote:
  2008/9/28 fishy [EMAIL PROTECTED]
 
 
  I almost hate to mention it, but there is one fix a majority of 1.6
  players would support, which would encourage more server ops to fire up
  beta servers, and help garner support for the new format you are
  bringing to the staid counter-strike community. That would be if you can
  find a way to remove/limit the exploit known as Russian walking,
  whereby a player taps crouch repeatedly to move at running speed with
  very little noise. I am afraid that this exploit is becoming more
  pervasive than bunnyhopping did, and ruins the flow of gameplay in a
  similar manner, this may not be the ideal place to mention it however as
  this is liable to be the last big update for cs 1.6 it would be an
  invaluable opportunity to fix this exploit.
 
  cheers,
  f|shy.
 
 
  Message: 1
  Date: Fri, 26 Sep 2008 16:22:42 -0700
  From: Jason Ruymen [EMAIL PROTECTED]
  Subject: [hlds_linux] Counter-Strike 1.6 Beta Updated
  To: Half-Life dedicated Win32 server mailing list
[EMAIL PROTECTED], 
 hlds_linux@list.valvesoftware.com
  Message-ID:

 
  [EMAIL PROTECTED]
 
  Content-Type: text/plain; charset=US-ASCII
 
  A required update for the Counter-Strike 1.6 Beta has been released.
  Please run hldsupdatetool to receive it.  The specific changes include:
 
  - Fixed Steam validation rejected error on connect
  - Added bannedcfgfile cvar so you can control the file written to by
  the writeid command
 
  Jason
 
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  Then maybe the following should be fixed:flashbugs in many places like on
  de_inferno, de_nuke, de_train
  he damage through the walls
  edgebug (you can survive any fall if you land on the 4 px wide edge of
 the
  object)
  silent defuse (if you press the use button rapidly, you can defuse the
 bomb
  without making the defuse sound effect, mostly done via script)
  you can see through some walls in the game (like on train from ct start
 you
  can check the 6th rail)
  I know, I'm asking too much. :/
 
  Tyrael
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Re: [hlds_linux] Counter-Strike 1.6 Beta Updated

2008-09-28 Thread Pawel
yes, but rusian walking, no ;]

On Sun, Sep 28, 2008 at 1:13 PM, Ronny Schedel [EMAIL PROTECTED]wrote:


 Bunny hopping can be switched off by server cvars.

  Why?
 
  BunnyHopping is okey.
 
  But russian walking is stupid, looks horrible and is annoying. Worst than
  BH! :P
 
  On Sun, Sep 28, 2008 at 2:39 AM, Rikard Bremark
  [EMAIL PROTECTED]wrote:
 
  i cant agree more on the first question with the russian walk its pretty
  god damn annoying.
  and for the other bugs and exploits on maps and so forth i bet the
  community would support and love them as much as we srv op does.
  bunny hopping is a third thing that would be needed to really be fixed.
  --
  //Rikard 'Zapy' Bremark
  [EMAIL PROTECTED]
  Warzone Short Valley - Warzone.nu
 
 
  Ferenc Kovacs wrote:
   2008/9/28 fishy [EMAIL PROTECTED]
  
  
   I almost hate to mention it, but there is one fix a majority of 1.6
   players would support, which would encourage more server ops to fire
   up
   beta servers, and help garner support for the new format you are
   bringing to the staid counter-strike community. That would be if you
   can
   find a way to remove/limit the exploit known as Russian walking,
   whereby a player taps crouch repeatedly to move at running speed with
   very little noise. I am afraid that this exploit is becoming more
   pervasive than bunnyhopping did, and ruins the flow of gameplay in a
   similar manner, this may not be the ideal place to mention it however
   as
   this is liable to be the last big update for cs 1.6 it would be an
   invaluable opportunity to fix this exploit.
  
   cheers,
   f|shy.
  
  
   Message: 1
   Date: Fri, 26 Sep 2008 16:22:42 -0700
   From: Jason Ruymen [EMAIL PROTECTED]
   Subject: [hlds_linux] Counter-Strike 1.6 Beta Updated
   To: Half-Life dedicated Win32 server mailing list
 [EMAIL PROTECTED], 
  hlds_linux@list.valvesoftware.com
   Message-ID:
 
  
   [EMAIL PROTECTED]
 
  
   Content-Type: text/plain; charset=US-ASCII
  
   A required update for the Counter-Strike 1.6 Beta has been released.
   Please run hldsupdatetool to receive it.  The specific changes
   include:
  
   - Fixed Steam validation rejected error on connect
   - Added bannedcfgfile cvar so you can control the file written to
   by
   the writeid command
  
   Jason
  
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 archives,
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   Then maybe the following should be fixed:flashbugs in many places like
   on
   de_inferno, de_nuke, de_train
   he damage through the walls
   edgebug (you can survive any fall if you land on the 4 px wide edge of
  the
   object)
   silent defuse (if you press the use button rapidly, you can defuse the
  bomb
   without making the defuse sound effect, mostly done via script)
   you can see through some walls in the game (like on train from ct
 start
  you
   can check the 6th rail)
   I know, I'm asking too much. :/
  
   Tyrael
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Re: [hlds_linux] Annoying timeleft exploit

2008-09-23 Thread Pawel
lol that is srcds_linux or hlds_linux?
People chose good groups!

On Tue, Sep 23, 2008 at 7:10 PM, Steve [EMAIL PROTECTED] wrote:

 mani_timeleft_player_only 1
 That setting will make the message show only to the player who typed
 it.  (look for it at the bottom of mani_server.cfg)

 Chris wrote:
  Occasionally some little kid comes into the server with ma_timeleft bound
 to
  their mousewheel. They completely spam the server with the map time
  remaining. Admins are powerless since it does not say who did it and
 nothing
  is written to the logs.
 
  Would the engine developers consider making this information logable?
 Easier
  yet, just append the user's name before the timestamp on screen?
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Re: [hlds_linux] Intel Quad-Core Xeon - problem with CPU load

2008-09-20 Thread Pawel
Hmm that something with game sourcecode :)
I have the same configuration, but with only 1 CPU.
I can hold about 180 players with 6 public CS 1.6 servers and 5 CS:S server
(4 with TICK 100)
Everything takes about 80% CPU but we don't feel any lagging on it.

And tickrate in CS:S is stable and FPS in CS 1.6, crazy?
But i tested it a month ago with 2 processors on the motherboard.
We had about 30-40% CPU usage, we felt lags, tickrate (CS:S) wasn't stable
and FPS (CS 1.6)
So we remove one and problem disappeared (Of course i tested other models,
because this one might be bad but problem was also on other processors)

It is stupid but game quality is better on ONE full loaded CPU (~80%) than
on two with smaller load (30%-40%).
Crazy! :D

So the second processor is lost of money.

Maybe somebody find any solution?

On Sun, Sep 21, 2008 at 1:54 AM, Midnight [EMAIL PROTECTED] wrote:

 My thought on this, if you are running 10+ servers with 500fps 100 tick
 then ya you are probably hitting the limits of the hardware in terms of
 context switching.  I run a similar box and can't go more than about 30%
 cpu usage on it without problems with lag.


 John Morgan wrote:
  Hello ppl,
 
  I've a huge problem with performance of my servers. I'm hosting arround
 30
  gameservers per 1 server, mostly CS 1.6, few CS:S and CS:CZ. Allways when
  ~160-200 players play CPUs load jump from 30% to ~70-80% (suddenly all
  processes are using more power of CPU) and players get lags. No matter
 what
  kind of gameservers are working. On 1 server I'm put only CS 1.6, on
 another
  I mixed CS 1.6 with CS:S. Both has these same problem.
 
  I tried in 2 different Data Centers so it's not a network problem. Maybe
 my
  system was improperly setup.
 
  Configuration of servers: 2x Quad E5420, motherboard S5000PAL, 6x2GB
 FB-DIMM
  667, 2x SAS with RAID 1 (i tried with 1 disk, no positive result).
 
  System: Slackware 12.1 and Centos 5.2
  Kernel: 2.6.24.3, 2.6.25.4, 2.6.26.2 for Slack and 2.6.18-92.el5PAE for
  Centos (default)
  Kernel's Processor Settings which I tested: BIG SMP/PC Compatible,
  300/1000Hz, low-latency/server, preempt big kernel on/off, Core 2/newer
  Xeon
 
  How it looks:
 
  Players: http://img81.imageshack.us/my.php?image=playersrt1.jpg
  CPU Load: http://img221.imageshack.us/my.php?image=cpucr5.jpg
 
  I don't know what can I do. Old Dual Xeons 3.0Ghz with HT works fine with
  ~100. I think that 2x Quad-Core Xeon should works fine with 300 playing
  players. Don't You think so?
 
  P.S. Sorry for my english ;-)
 
  Regards,
  J.Morgan
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Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta updated

2008-09-15 Thread Pawel
So how can i bind process to CPU of my choice?
Of course i'm talking about linux, anybody would help?
Or maybe you can add some command to linux hlds, to specify what core i want
to use.

On Mon, Sep 15, 2008 at 10:08 PM, Alfred Reynolds
[EMAIL PROTECTED]wrote:

 It means we don't call SetAffinity() so the server will go to the CPU
 the OS decides (and wander among CPU's). You may want to test the
 performance impact of letting it wander and use your own script to bind
 it to the CPU of your choice if that helps.

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Steven Hartland
  Sent: Monday, September 15, 2008 12:11 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds] Counter-Strike 1.6 Beta updated
 
  Does that mean it wont bind to any cpu specifically, i.e. it can use
  any in the system?
  or that it can use any CPU except CPU 0?
 
  Regards
  Steve
 
  - Original Message -
  From: Jason Ruymen [EMAIL PROTECTED]
 
 
   The Counter-Strike 1.6 Beta has been updated.  Please run
  hldsupdatetool
   to receive the updates.  The specific changes are:
  
   - Added -noaff option for dedicated servers so it won't bind to
 CPU
  0
   on windows
 
  
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Re: [hlds_linux] [hlds] CS 1.6 Beta updated

2008-09-12 Thread Pawel
So if you are doing something with cs 1.6 now, maybe you can find solution
for sv_bad errors?

On Fri, Sep 12, 2008 at 8:42 PM, Alfred Reynolds
[EMAIL PROTECTED]wrote:

 I am still trying to track down the leak in the player list where it
 reports people playing on the server that are no longer connected, if
 someone finds a way to reproduce this (I suspect its to do with how the
 player disconnects from the server) then please drop me an email off
 list.

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Friday, September 12, 2008 11:35 AM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com
  Subject: [hlds] CS 1.6 Beta updated
 
  The Counter-Strike 1.6 Beta has been updated.  Please run
  hldsupdatetool
  to receive it.  The specific changes include:
 
  - Enabled crosshair selection
  - Got hltv running with the beta
  - Fixed A2S_RULES not returning data
 
  Jason
 
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Re: [hlds_linux] [hlds] CS 1.6 Beta updated

2008-09-12 Thread Pawel
Alfred so maybe you can do something with choke?
I have serwer with 1000hz kernel core, server has 500 FPS, and while server
has 20 players playing or more there is big choke ;]
Hardware is very powerfull, internet connection also.
I've noticed it after some update 1 or 2 years ago.

On Fri, Sep 12, 2008 at 11:24 PM, Roman Hatsiev [EMAIL PROTECTED] wrote:

 Any chance to fix win32 hlds using only first core? We almost used to
 changing affinity with external tool but still it would be nice to see
 it fixed.

 Best regards,

 Roman


 On 9/13/08, Alfred Reynolds [EMAIL PROTECTED] wrote:
  sv_bad is generic catch all for the network stream de-synchronising
  between the client and server, the are millions of reasons for this
  happening (from network issues to 3rd party plugins to code bugs).
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds_linux-
  [EMAIL PROTECTED] On Behalf Of Pawel
  Sent: Friday, September 12, 2008 1:07 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] CS 1.6 Beta updated
 
  So if you are doing something with cs 1.6 now, maybe you can find
  solution
  for sv_bad errors?
 
  On Fri, Sep 12, 2008 at 8:42 PM, Alfred Reynolds
  [EMAIL PROTECTED]wrote:
 
   I am still trying to track down the leak in the player list where
  it
   reports people playing on the server that are no longer connected,
  if
   someone finds a way to reproduce this (I suspect its to do with how
  the
   player disconnects from the server) then please drop me an email off
   list.
  
   - Alfred
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, September 12, 2008 11:35 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com
Subject: [hlds] CS 1.6 Beta updated
   
The Counter-Strike 1.6 Beta has been updated.  Please run
hldsupdatetool
to receive it.  The specific changes include:
   
- Enabled crosshair selection
- Got hltv running with the beta
- Fixed A2S_RULES not returning data
   
Jason
   
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Re: [hlds_linux] [hlds] CS 1.6 Beta updated

2008-09-12 Thread Pawel
@bl4nkeh rates everybody says about rates etc. 25000/101/101
If i don't want choke i need to use and other players cl_updaterate 40-50 on
a lot of good servers with huge FPS.

@Alfred i have Quad Core. Maybe there is the same could you explain the
topic more?
If it is possible to do something with that problem. It shoulde be done :)

On Fri, Sep 12, 2008 at 11:49 PM, bl4nkeh [EMAIL PROTECTED] wrote:

 Have you configured your rates properly?

 Pawel wrote:
  Alfred so maybe you can do something with choke?
  I have serwer with 1000hz kernel core, server has 500 FPS, and while
 server
  has 20 players playing or more there is big choke ;]
  Hardware is very powerfull, internet connection also.
  I've noticed it after some update 1 or 2 years ago.
 
  On Fri, Sep 12, 2008 at 11:24 PM, Roman Hatsiev [EMAIL PROTECTED]
 wrote:
 
 
  Any chance to fix win32 hlds using only first core? We almost used to
  changing affinity with external tool but still it would be nice to see
  it fixed.
 
  Best regards,
 
  Roman
 
 
  On 9/13/08, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  sv_bad is generic catch all for the network stream de-synchronising
  between the client and server, the are millions of reasons for this
  happening (from network issues to 3rd party plugins to code bugs).
 
  - Alfred
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds_linux-
  [EMAIL PROTECTED] On Behalf Of Pawel
  Sent: Friday, September 12, 2008 1:07 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] CS 1.6 Beta updated
 
  So if you are doing something with cs 1.6 now, maybe you can find
  solution
  for sv_bad errors?
 
  On Fri, Sep 12, 2008 at 8:42 PM, Alfred Reynolds
  [EMAIL PROTECTED]wrote:
 
 
  I am still trying to track down the leak in the player list where
 
  it
 
  reports people playing on the server that are no longer connected,
 
  if
 
  someone finds a way to reproduce this (I suspect its to do with how
 
  the
 
  player disconnects from the server) then please drop me an email off
  list.
 
  - Alfred
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Friday, September 12, 2008 11:35 AM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com
  Subject: [hlds] CS 1.6 Beta updated
 
  The Counter-Strike 1.6 Beta has been updated.  Please run
  hldsupdatetool
  to receive it.  The specific changes include:
 
  - Enabled crosshair selection
  - Got hltv running with the beta
  - Fixed A2S_RULES not returning data
 
  Jason
 
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  please visit:
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Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL

2006-01-02 Thread Pawel Dziekonski
On Mon, 02 Jan 2006 at 02:49:45AM +0200, Evaldas Žilinskas wrote:
 I think, that banners are blocked by the Steam client. I did some tests and
 older versions of Counter-Strike can see this banner, when downloading
 files.

I agree. I see in logs of my web server that cliants are requesting
banner.gif but not showing then. strange.


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[hlds_linux] hlds1, sv_downloadurl and bzip2?

2006-01-01 Thread Pawel Dziekonski
hi,

can anyone confirm (or not) that compression functionality is still
working for sv_downloadurl for HLDS1 (CS 1.6) ??

thanks in advance, P

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[hlds_linux] No auth servers parsed

2005-07-28 Thread Pawel Dziekonski
hi,

cs 1.6.

my server prints at start:

No auth servers parsed
Disabling Valve Authentication.

should I worry?

thanks in advance, P


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Re: [hlds_linux] VAC2 Beta information

2005-07-08 Thread Pawel Dziekonski
On pon, 20 cze 2005 at 04:12:02  +0200, Sambor wrote:
 
  i have added -vacbeta to server command line. server is up and running
  ok as 'secure'.
  how can i check if i am running vac2 ?
 

 Check your server log. You should find this:

 Connection to Steam servers successful.
VAC beta secure mode is activated.

well, I can't find it in both cstrike/logs/* and console log (i dump it
to a file using tee).

server command line:

./hlds_run -vacbeta -game cstrike -debug +mapchangecfgfile server.cfg \
+maxplayers 15 +port 27015 +map de_dust

system is debian sarge, glibc 2.3.2.ds1-22.

see also that most of *.so files in main hlds dir does not resolve all
symbols. should i worry?

thanks in advance, P

ps. pozdro dla polakow ;)
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Re: [hlds_linux] VAC2 Beta information

2005-07-08 Thread Pawel Dziekonski
On pią, 08 lip 2005 at 04:32:08  +0200, Henrik Malmberg wrote:
 Since the last update VAC2 is on by default, beta testing is over. Look
 through the mailing-list archive for Alfreds post.

after yet another restart my server printed
VAC beta secure mode is activated.
to the console...

this is very confusing...

--
Pawel Dziekonski [EMAIL PROTECTED]
Wroclaw Centre for Networking  Supercomputing, HPC Department
phone: (+48 71) 3202043, fax: (+48 71) 3225797, http://www.wcss.wroc.pl



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