Re: [hlds_linux] Steamcmd libstdc++ problems on Debian Lenny

2013-09-04 Thread Peter Reinhold

On 04.09.2013 07:43, Peter Reinhold wrote:

./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined 
symbol:

_ZNSt8messagesIcE2idE, version GLIBCXX_3.4


Also on CentOS 5.9, but not on 6.3


It seems to be a new steamcmd that is causing this, copying a TF2
installation from my CentOS 6.3 box (where steamcmd doesn't crash and
the update ran through fine), works.


Also, you can use the libstdc++.so.6 that is bundled with TF2, 
/bin/libstdc++.so.6 in place of the one in 
/linux32/ (I just symlinked, and it worked)



/Peter

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Re: [hlds_linux] Steamcmd libstdc++ problems on Debian Lenny

2013-09-03 Thread Peter Reinhold

On 04.09.2013 06:56, Peter Reinhold wrote:


./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined symbol:
_ZNSt8messagesIcE2idE, version GLIBCXX_3.4


Also on CentOS 5.9, but not on 6.3


It seems to be a new steamcmd that is causing this, copying a TF2 
installation from my CentOS 6.3 box (where steamcmd doesn't crash and 
the update ran through fine), works.



/Peter

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Re: [hlds_linux] Steamcmd libstdc++ problems on Debian Lenny

2013-09-03 Thread Peter Reinhold

On 04.09.2013 05:36, Rodrigo Peña wrote:


./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined symbol:
_ZNSt8messagesIcE2idE, version GLIBCXX_3.4


Also on CentOS 5.9, but not on 6.3


/Peter

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-08-28 Thread Peter Reinhold

On 28.08.2013 22:10, Ross Bemrose wrote:


A more important question would be... why are you still running
CentOS 5?  CentOS 6 came out two years ago... and from what people


For me, lazyness, pure and simple, at the time the servers were 
initially set up, CentOS 5 was what was available, and since its been 
working fine up until yesterdays patch, i've really had no reason to 
look into anything else, or upgrading (read, reinstalling) 6.



/P



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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-08-28 Thread Peter Reinhold

On 28.08.2013 21:20, Eli Witt wrote:

I'll just throw this out there in reference to the earlier spat about 
wahh

mines not working yours is stop gloating - why do you continue to use
centos to host srcds instances after how many times it's been broken 
on

there?


Well, its the first OS related breakage that i've experienced, and the 
server is what, a couple years old now.



/Peter

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Re: [hlds_linux] Mandatory TF2 update released

2013-08-28 Thread Peter Reinhold

On 28.08.2013 09:34, Kaspars wrote:


So I got it working. I have gentoo, and this helped:

1) ACCEPT_KEYWORDS=~x86 emerge -av dev-util/google-perftools
2) cp /usr/lib/libtcmalloc_minimal.so.4.1.0
~/srcdstf2/bin/libtcmalloc_minimal.so.4

basically I changed the bundled lib version 4.0.0 to 4.1.0 from 
google

perftools package and the server started to work


Thanks, I got the lib from googles perftools from the EPEL repository 
under CentOS (its not so.4 but so.0, though)


Server started, and seems to be working, I hope that Valve recompiles / 
changes the bundled lib though.



/Peter

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Re: [hlds_linux] Mandatory TF2 update released

2013-08-27 Thread Peter Reinhold

On 28.08.2013 07:21, Peter Reinhold wrote:


Seeing these, and servers just crash after update

--
./srcds_linux: error while loading shared libraries:
bin/libtcmalloc_minimal.so.4: ELF file OS ABI invalid
Add "-debug" to the ./srcds_run command line to generate a debug.log
to help with solving this problem
Wed Aug 28 08:18:15 CEST 2013: Server restart in 10 seconds
--

Centos 5.9, 32 bit

Anyone else experiencing this, and maybe have a fix?


Interestingly, there are no problems on my other box, which is a 64 bit 
Centos.



/P

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Re: [hlds_linux] Mandatory TF2 update released

2013-08-27 Thread Peter Reinhold

On 28.08.2013 01:18, Eric Smith wrote:



We've released a mandatory update for TF2. The notes for the update
are below. The new version is 1884404.


Seeing these, and servers just crash after update

--
./srcds_linux: error while loading shared libraries: 
bin/libtcmalloc_minimal.so.4: ELF file OS ABI invalid
Add "-debug" to the ./srcds_run command line to generate a debug.log to 
help with solving this problem

Wed Aug 28 08:18:15 CEST 2013: Server restart in 10 seconds
--

Centos 5.9, 32 bit

Anyone else experiencing this, and maybe have a fix?


/Peter

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Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

2013-06-28 Thread Peter Reinhold

On 28.06.2013 02:35, Kerry Davis wrote:


Those are features specific to those games and how they handle custom
content, so L4D2 doesn't have them.


So, custom VPKs should still just reside in the addons folder?


/Peter



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Re: [hlds_linux] Viewing replay files as demo

2013-06-20 Thread Peter Reinhold

On 20.06.2013 11:16, Jeff Sugar wrote:

And, even if I did want to enable SourceTV, it would nevertheless be 
useful

to be able to do things like convert replays to proper dem files :)


I'd really like to offer players the possibility of downloading an 
entire match (even if its on a pub server), instead of just the on-death 
replays.



/Peter



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Re: [hlds_linux] Viewing replay files as demo

2013-06-20 Thread Peter Reinhold

On 20.06.2013 11:00, Erik-jan Riemers wrote:

You can have replay and souce tv both enabled, works fine on my end. 
Only
if you run 32 slots servers you will have a problem. Because clients 
will
crash (exit with too many slots) you need to remove it back to 31 or 
30 to

be able to work (test it out)


Ahh, ok, its only a problem when running 32 man servers, thats fine 
then, I don't do that.



/Peter

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[hlds_linux] Viewing replay files as demo

2013-06-20 Thread Peter Reinhold

Hi all,

Back when replay was still young, I (and others) tried to use the 
replay DMX files as demo files (to be able to view potential cheaters, 
etc), and kind-a-sort-a got it to work, but not quite.


I was wondering if anyone knows if advances have been made, or maybe a 
patch note somewhere that I overlooked, that makes it possible to use 
the replay files as a, completely, valid .DEM file?


Reason is, I just installed SMAC, and would like to use the autodemo, 
but I read on the forums that replay and sourcetv doesn't play nice 
together, and using the replay files would be an acceptable compromise.



/Peter

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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Peter Reinhold

On 13.05.2013 21:18, Nicholas Hastings wrote:


You can grab the gamedata directory from a snapshot version. The
latest snapshots will always match the latest available (optional)
update. (excluding prerelease)


Perfect, thanks for the prompt response


/Peter


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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Peter Reinhold

On 13.05.2013 21:09, Nicholas Hastings wrote:


That's currently disabled for cstrike, dod, hl2mp, and tf.

With all of the optional updates going around, we can't ship/update a
single set of gamedata without breaking something for somebody.


Where do we get the new gamedata?  Or do you have to create new files 
after the release?



/Peter


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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-07 Thread Peter Reinhold

On 06.05.2013 00:35, Essay Tew Phaun wrote:


We have that CPU on 24 player servers and get that issue too.


After updating to SteamPipe, i've been getting complaints from the 
regulars as well.


Average CPU (per Cacti monitoring) does not seem to have changed much, 
if at all, but apparantly CPU/Lag spikes are occuring.



/Peter

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Re: [hlds_linux] Newly installed srcds installations fail on first startup

2013-04-30 Thread Peter Reinhold

On 30.04.2013 22:37, Jesse Molina wrote:


I am seeing my newly installed SteamPipe TF2 servers fail on first
startup.  Subsequent startups operate normally.
*
*
*   Unable to load Steam support library.*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*   This server will operate in LAN mode only.*
*
*


This has happened on all my servers as well, restarting fixes the issue 
(and, it has not been seen since)



/Peter

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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-28 Thread Peter Reinhold

On 26.04.2013 01:49, Bjorn Wielens wrote:


I suspect I've found the culprits of the crashes, heads up if you are
running afk_manager or superlogs_tf2 plugins, both of these caused
server crashes immediately after joining a team for me. (Linux 
server)


I can add spraytracer to that list as well, and even though I compiled 
my own superlogs, it still crashes upon client connection.


Are there beta gamedata available somewhere? (I am using the latest SM 
1.5 snapshot, which I think would include those?)



/Peter


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Re: [hlds_linux] Looks like +randcommap is not using the custom mapcycle file

2013-04-28 Thread Peter Reinhold

On 28.04.2013 08:34, Rob Nelson wrote:


Hate to ask a stupid question, but did you put it in custom/cfg/ or
just cfg/?


I put it in cfg/ and it seems to load from there (I set the convar to 
just the filename, and it says it autoloads it from the cfg/ folder, as 
stated in the patch notes from a few days ago)



/Peter



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[hlds_linux] Looks like +randcommap is not using the custom mapcycle file

2013-04-28 Thread Peter Reinhold
I am in the middle of converting my servers, and it looks like 
+randommap is broken, when I am using a custom mapcyclefile.


Convar is set correctly, and TF2 informs me that it loads the file from 
the cfg folder


* Using map cycle file cfg/gb_mapcycle.txt.

But, it still loads up on a map thats not in that cyclefile?


/Peter



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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Peter Reinhold

On 25.04.2013 02:35, Abdulrahman Abdulkawi wrote:


The following currently exist, so I have them symlinked (as with most
other necessary files/folders),

tf2_misc_000.vpk
tf2_misc_001.vpk
tf2_misc_002.vpk
tf2_misc_003.vpk
tf2_misc_004.vpk
tf2_misc_005.vpk
tf2_misc_006.vpk
tf2_misc_007.vpk
tf2_misc_008.vpk
tf2_misc_dir.vpk


I am symlinking the following

tf/tf2_misc_000.vpk
tf/tf2_misc_001.vpk
tf/tf2_misc_002.vpk
tf/tf2_misc_003.vpk
tf/tf2_misc_004.vpk
tf/tf2_misc_005.vpk
tf/tf2_misc_006.vpk
tf/tf2_misc_007.vpk
tf/tf2_misc_008.vpk
tf/tf2_misc_009.vpk
tf/tf2_misc_010.vpk
tf/tf2_misc_dir.vpk
tf/tf2_sound_misc.vpk.sound.cache
tf/tf2_sound_vo_english_dir.vpk
tf/tf2_sound_vo_english.vpk.sound.cache
tf/tf2_textures_dir.vpk
hl2/hl2_misc_000.vpk
hl2/hl2_misc_001.vpk
hl2/hl2_misc_002.vpk
hl2/hl2_misc_003.vpk
hl2/hl2_misc_004.vpk
hl2/hl2_misc_005.vpk
hl2/hl2_misc_dir.vpk

and also the maps/ folder

This makes a TF2 install only take up about 200MB. (It could be even 
less, but I felt that only symlinking the large files made real sense)



/Peter

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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Peter Reinhold

On 25.04.2013 00:20, Jesse Molina wrote:


I would ask that Valve please move these directories into a
subdirectory.  They look like garbage temp directories that are not
being cleaned up.

Placing these under a subdirectory with a static name would make it
easier to prune them from symlinked installations, and probably have 
a

number of other benefits.


My thoughts exactly, it would be nice to be able to "remove" them from 
actual gameserver folders, if they are only needed in the update 
process.



/Peter

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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Peter Reinhold

On 24.04.2013 19:03, Fletcher Dunn wrote:


We've released a mandatory update to the SteamPipe beta.  Please note


I've got another question, the folders like 
667d73250a8a21cbc9ff376aae86a31aaf4aad3b in the base folder, can they be 
ignored, or are they needed by the server?



/Peter

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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Peter Reinhold

On 24.04.2013 19:39, DontWannaName! wrote:


Are you using the right command arguments to verify?


I'm just doing "app_update", I would think that there should be no need 
to verify anything?



/Peter

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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Peter Reinhold

On 24.04.2013 19:03, Fletcher Dunn wrote:


We've released a mandatory update to the SteamPipe beta.  Please note
that your server will NOT automatically detect that it is out of date
and restart; you will need to manually update it.  (This should be 
the

last such manual restart.)


Did I miss something about changing the appid?  Or something other?

When I do an update, I just get "Already up to date"

-- START --
@ShutdownOnFailedCommand 1
"@ShutdownOnFailedCommand" = "1"
@NoPromptForPassword 1
"@NoPromptForPassword" = "1"
login anonymous

Connecting anonymously to Steam Public...Success.
force_install_dir /opt/srcds/base_tf2/
app_update 229830
Success! App '229830' already up to date.
-- END --

This can't be right?


/Peter

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[hlds_linux] Login with steamcmd fails the first time

2013-04-15 Thread Peter Reinhold

Hi all,

I have two separate machines, one running Centos 5.9, the other Centos 
6.3, both are located at the same hostingcenter, same rack, same switch.


The 6.3 one always fails logging in anonymously, every time, and if I 
repeat the login, it succeeds, the other one works as you would expect.


-- SNIP --
Redirecting stderr to '/home/srcds/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steam>login anonymous

Connecting anonymously to Steam Public...Login Failure: No Connection
Failed.

Steam>login anonymous

Connecting anonymously to Steam Public...Success.

Steam>
-- SNIP END --

It makes no sense to me that the second login works every time, have 
anyone else seen this behaviour, and maybe found a fix? (Other than 
scripting a double login, and not using @ShutdownOnFailedCommand 1)



/Peter

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Re: [hlds_linux] CS:S Pipe and maybe other have problems with capital letters

2013-04-15 Thread Peter Reinhold

On 15.04.2013 21:00, Kyle Sanderson wrote:


Does this happen with mixed case map names? Or just the proceeding
directories? This is a pretty serious regression if its the former...


I haven't tried with maps (all maps I've ever added to a server have 
been lowercased), only tried with a fresh install of srcds into a folder 
called tf2.1, and that did not work, or give any meaningful error.



/Peter

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[hlds_linux] Did anyone find a fix for the steamcmd.sh exit 0 problem?

2013-04-15 Thread Peter Reinhold
I've started doing some scripts for migration and future updates of 
TF2, post SteamPipe update, and have run into the steamcmd.sh always 
exiting with 0, even when it fails.


Did anyone find a solution for this?  Seeing that at least one of my 
servers are having serious issues logging onto Steam anonymously, I 
would really like to be able to retry, and not continue with updates 
when the server haven't been updated at all.



/Peter

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Re: [hlds_linux] CS:S Pipe and maybe other have problems with capital letters

2013-04-15 Thread Peter Reinhold

On 13.04.2013 22:27, Andre Müller wrote:

For testing our scripts for the conversion of all customers css 
servers,

I've found a bug.

When I put maps into cstrike/custom/somedir/maps/ the server will 
only find

this maps, when there are no capital letters inside the whole path:
http://pastebin.com/ntJSxbbd

Same with lower case path works: http://pastebin.com/04Vrv1Yk


Also dots .

Underscores work, though.


/Peter

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Re: [hlds_linux] More reliable support for server IP changes

2013-04-10 Thread Peter Reinhold

On 10.04.2013 13:32, Erik-jan Riemers wrote:

Don't forget all the "abusers" that set other peoples steamgroup id 
in

there just to show up on your steam community. (see the fail at l4d2)


That you could easily get around by using a secret key instead of just 
the groups ID, which wasn't a very good decision to begin with.  But at 
least there's some form of connection from a group to a server, and 
thats better than nothing, imho.



/Peter


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Re: [hlds_linux] More reliable support for server IP changes

2013-04-10 Thread Peter Reinhold

On 10.04.2013 09:41, Mart-Jan Reeuwijk wrote:


Then owners of Steamgroups can set Server IP's in the steamgroups,
and clients won't lose their Group servers from their favorites.


If you could just associate a server with a Steamgroup, like L4D(2) 
does, a lot of these problems would go away.


Generally speaking, making it possible for servers to tie into the 
Steam community in some form would be a fantastic thing.



/Peter



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[hlds_linux] Spectator "airspeed" on sourceTV?

2013-04-08 Thread Peter Reinhold

Hi all,

I'm having a bit of a problem on my STV, when free-roaming, the 
airspeed of the spectator is incredibly slow compared to other servers 
running the same map.


Does anyone know the CVAR (or other setting) that controls this?


/Peter

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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

On 06.04.2013 18:53, Peter Reinhold wrote:

Do you have any upper case letters in the path for the TF2-server 
install?

No, its installed under /opt/srcds/tf2.test.vpk

Could it be the punctuation?  My current TF2 setups running from
folders with dots in them without a problem.


And, i'll just answer my own question, that apparantly was it, . are 
not allowed in the server install path.


I'm not sure, but aren't there a bugtracker for the TF2 beta server 
somewhere?



/Peter

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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

On 06.04.2013 18:45, Michael Johansen wrote:

Do you have any upper case letters in the path for the TF2-server 
install?


No, its installed under /opt/srcds/tf2.test.vpk

Could it be the punctuation?  My current TF2 setups running from 
folders with dots in them without a problem.



/Peter

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[hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Peter Reinhold

Hi all,

I have begun to get ready for the TF2 migration in the near future, but 
I am not even able to start a stock TF2 beta server, it simply segfaults 
right after it starts, looks like this


-- BEGIN
[srcds@gaming-2 tf2.base.vpk]# ./srcds_run -game tf +map itemtest
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
./srcds_run: line 324: 16513 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to 
help with solving this problem

Sat Apr  6 18:25:26 CEST 2013: Server restart in 10 seconds
Sat Apr  6 18:25:28 CEST 2013: Server Quit
-- END

This is a clean install fresh out of store, nothing have been done 
other than trying and starting it, have anyone seen this behaviour, and 
maybe found a solution?  (This happens on both a 32 bit Centos 5.9 and a 
64 bit 6.3



/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Peter Reinhold

On 04.04.2013 11:52, Peter Reinhold wrote:


The best solution, as I see it, would be to re-use the popup/confirm
as when you are redirected to another server.


Another possible solution (but this would take some work on Valves 
side) would be for servers to have either their own page in the 
community, a subpage on a steamgroup page or something like that.


Then there could be, standardized, ways for players to open information 
about a server, both what group/community it belongs to, along with 
whatever else you could add to that page.


A souped-up version of the L4D(2) community group feature, if you will, 
and that would keep all revelant links within Valves world, but would 
ofcourse break !radio, !bp, !stats etc.



/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Peter Reinhold

On 04.04.2013 10:32, annarack wrote:


What if, after a few returns to the same server, a notification is
displayed to read the rules of the server which they must do and 
agree

to to continue playing on the server.


Pretty sure that would just scare players off.

The best solution, as I see it, would be to re-use the popup/confirm as 
when you are redirected to another server.


If a player has requested something, be it !rules, !radio, !bp or 
whatever, a confirm will not annoy them. (And maybe even have a "Always 
allow MOTD for this server" switch somewhere), but if you get an 
unsolicited popup every 2 minutes, my guess is that you would leave and 
go somewhere else.



/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread Peter Reinhold

On 04.04.2013 08:45, Valentin G. wrote:

are so many non-malicious applications for MOTDs and once again all 
server
operators have to suffer because of a few malicious idiots. This 
change is

not a good way to solve the problem.


I wholeheartedly agree, at least give us something else to work with.

I'm all for limiting the abuse, but there are a lot of servers that use 
MOTD for good and not bad. (And only when specifically requested by the 
users)



/Peter

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread Peter Reinhold

On 04.04.2013 00:08, Eric Smith wrote:


- Prevent game servers from opening the MOTD panel more than once if
the player connected through matchmaking or quickplay


Would it be possible for Valve to implement a functionality directly in 
TF2, so the native client could trigger opening webpages based on 
keywords? (!rules, !join etc?)


While I understand that some servers are using the MOTD for bad, bad 
things, I think a lot of us are using it to better the player experience 
by giving access to additional information about your server, which 
really does not fit in a single, monolithic MOTD that players see when 
they join?


Or, maybe show a "Do you want to open a MOTD window" like when you are 
bounced to another server would be a possibility?  Make http links 
clickable in chat would even work somewhat, so you could redirect 
players easier than them having to copy/paste an URL to get on.


All in all, this change is pretty bad for servers that actually try and 
educate their clients.



/Peter

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Re: [hlds_linux] Instructions for migrating an existing TF2 server to beta / new format?

2013-02-26 Thread Peter Reinhold

On 26.02.2013 16:43, Ross Bemrose wrote:


The only one that will take any time is moving maps.  Based on what's
previously been discussed

1. Install the new TF server into a new directory
2. Move oldserver/orangebox/tf/addons/ to newserver/tf/addons/
3. Move oldserver/orangebox/tf/cfg/ to newserver/tf/cfg/
4. Sort through the oldserver/orangebox/tf/maps folder for custom 
maps
and move them to newserver/tf/custom/maps/  (note: /custom is 
optional

here, but Valve's maps still live in tf/maps/  No sense in keeping
them together if you don't have to)
5. Harass plugin makers to make VPK files for their models, 
materials,
and sounds.  Or just do it yourself; the vpk binary comes with 
current

TF2 Beta clients and servers.  Note that you'll still need them loose
on the disk on fastdownload servers as it sounds like there are no
plans on making VPKs downloadable that way (although possible 
Workshop

support was mentioned...)


So basically, reinstall and then move all the files you put into the 
TF2 folder yourself to the new folder .. Check.



/Peter

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[hlds_linux] Instructions for migrating an existing TF2 server to beta / new format?

2013-02-26 Thread Peter Reinhold

Hi all,

Has anyone done a writeup on how you migrate an existing server to the 
new format server?


I did a quick search in the archives, and could not find one, but I 
might have missed a link somewhere.



/Peter

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Re: [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Peter Reinhold

On 20.02.2013 07:30, Jesse Molina wrote:


Please accept the following feedback for consideration.  This
feedback is specifically limited to usage of the SteamCMD interface 
on

GNU/Linux.


Listen to what Jesse says, for he speaks the truth :)

Seriously, it took me far to long to get CS:GO download working, 
primarily because I could not find full documentation for the tool in 
one place, so, if you could get someone to write a full, all parameters 
explained piece of doc, it would be a great start.


Then, after that, you could consider simplifying the tool so it can 
just be called from a prompt without all kinds of sub-scripts and 
textfiles and whatnot, I would venture that more than 99.5% of the 
potential users are more comfortable with that, and for the rest, 
someone will whip up a GUI frontend, if the need arises.



/Peter


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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread Peter Reinhold

On 19.02.2013 01:10, Invalid Protocol wrote:

I assume that most community servers have few hidden slots reserved 
for
administrators or regular players. These slots are usually not used, 
except
few hours every evening. This means that a 24 public slots + 4 
reserved
slots has 24 players most of the time (when is full), and only in 
rare cases
it has more players (in very rare cases it may even have 28 players 
for a

short period of time). If you fix the "loophole" then how can we have
reserved slots? Are you going to add a penalty or even delist all 
servers

that have reserved slots?


This is the concern I have had during this whole debate, we run 24 man 
servers, with 2 "hidden" slots for admin joins and for a few friends of 
the servers, and rarely does the playercount go above 24, but it does 
happen.


You can debate about the friends-of-the-servers, but being able to have 
an admin join at any time is pretty important, and I would really hate 
it if we had to start kicking people out just to go check on a cheater.



/Peter


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Re: [hlds_linux] [hlds] MOTD not shown in HL2DM

2012-12-02 Thread Peter Reinhold

On 02.12.2012 21:50, pilger wrote:

I'm getting this on my TF2 server. I'm not sure this is a server or 
client

related issue, though. I have several people who claimed it's working
perfectly for them.


Us as well, it works on some clients, but for instance, not on mine, I 
just get a grey screen.


Its worked before, but it broke quite some time ago, and seeing that it 
works on some peoples machines, its been near impossible to debug.



/Peter

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Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

2012-11-17 Thread Peter Reinhold

On 17.11.2012 15:47, Sampson Rogers wrote:
Seems this issue remains. I'm having to restart roughly 2 or 3 
servers a

week due to this.


Experiencing the same here, i've only seen it on MvM though, but it 
happens once every 2-3 days.



/Peter

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Re: [hlds_linux] Lag?

2012-11-01 Thread Peter Reinhold

On 31.10.2012 21:54, Saint K. wrote:


Anyone else experiencing a great deal of lag on their servers after
the last update?


Yes, its been posted about earlier, and I think acknowledged by Eric as 
well, so hoping for that the next update will at least lessen the 
impact.


It is pretty noticeable, and even regulers have been asking about it 
now. (Not just your random come-through-getting-owned-blame-the-lag 
players)



/Peter

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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Peter Reinhold

On 29.10.2012 17:05, ics wrote:

One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok
so i guess it's some more random bug or related to some other maps.


We're experiencing the lag on both koth_lakeside_event, badwater and 
MvM maps



/Peter

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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Peter Reinhold

On 29.10.2012 13:41, Erik-jan Riemers wrote:

We actually run those scripts daily to clean out replays/downloads 
and
several log folders too. But indeed, before we did that we had lag 
spikes

also because of it. But thats now not the case.


As do I, this was mentioned on this list some time ago, and I setup 
some scripts to do this maintenance daily ever since.



/Peter


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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Peter Reinhold

On 28.10.2012 01:19, Essay Tew Phaun wrote:


I'm having lag on PvP servers, I don't think it's just an MvM thing.


Experiencing strange lag-spikes on both regular TF2 and MvM servers 
since the update



/Peter

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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-27 Thread Peter Reinhold

On 27.10.2012 03:35, Yun Huang Yong wrote:


I think the MvM crash on player join only affects Linux servers.

If others are adding reports, please note your server OS.


Crashing here on player class selection, CentOS 5, vanilla TF2 install, 
straight from the contentserver, no additives.



/Peter

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Re: [hlds_linux] Sourcemod?

2012-10-27 Thread Peter Reinhold

On 27.10.2012 10:05, Peter Reinhold wrote:


But SM is running 1.4.6 just fine on my TF2s, did have to remove
superlogs, otherwise they would crash when someone selected a class.


After updating to SM1.5 dev, superlogs is working again. (just FYI)


/Peter

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Re: [hlds_linux] Sourcemod?

2012-10-27 Thread Peter Reinhold

On 27.10.2012 04:11, Cameron Munroe wrote:


Any luck with sourcemod?


Had to update MM to latest snapshot, 1.10.0-hg809, otherwise MM would 
not load at all.


But SM is running 1.4.6 just fine on my TF2s, did have to remove 
superlogs, otherwise they would crash when someone selected a class.



/Peter



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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Peter Reinhold

On 27.10.2012 02:29, Jason wrote:


I heard if you are running gameme stats this can cause problems
too..confirmed for anyone?


Does GameME have their own plugin?  Which may incorporate the superlogs 
code in some form? (Just a guess, I don't use GameME)


But, disabling superlogs stopped my server from crashing at least.


/Peter




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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Peter Reinhold

On 27.10.2012 01:52, Peter Reinhold wrote:


My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.

I take that back, they seemed to work, MM/SM loads, but after a
player joins, the server crashes.


Aaand, a reversal again, running MM 1.10 with SM 1.4.6, but I had to 
disable superlogs, which seems to cause a crash when a player chooses a 
class. (You can join the server just fine and select team, but when you 
choose a class, the server crashes)



/Peter

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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Peter Reinhold

On 27.10.2012 01:44, Peter Reinhold wrote:


My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.


I take that back, they seemed to work, MM/SM loads, but after a player 
joins, the server crashes.



/Peter

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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Peter Reinhold

On 27.10.2012 01:35, Russell Smith wrote:


I managed to get it on one.  Crashed immediately on player connects
though with the latest MM/SM snapshots though :(


My TF2s did not load metamod at all, no crash though, but after an 
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.


Vanilla MvMs are crashing when players join, though, as I've posted 
about in another thread, no MM/SM on those.



/Peter

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[hlds_linux] MvM servers crash after update

2012-10-26 Thread Peter Reinhold
After updating to the latest version, all our MvM servers crash when 
someone wants to play on them, with the following error


--
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding reservation for lobby member [U:1:17749981].
Adding reservation for lobby member [U:1:51188].
Adding reservation for lobby member [U:1:33267178].
Adding reservation for lobby member [U:1:26332760].
Adding reservation for lobby member [U:1:48277855].
Adding reservation for lobby member [U:1:70214207].
Invalid wave number
L 10/27/2012 - 02:31:58: World triggered "Round_Start"
L 10/27/2012 - 02:31:58: World triggered "Round_Setup_Begin"
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
--

Some of them don't get to the Where argument errors, but crash after 
Round_Setup_Begin


All servers are vanilla, no meta/sourcemod or anything on them.


/Peter

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Re: [hlds_linux] l4d2?

2012-09-04 Thread Peter Reinhold

On 04.09.2012 06:21, Roman Hatsiev wrote:

It would be really really nice if someone could take a look at this, 
L4D2s have been empty for going on 5 days now.



Same here. It appears that current L4D2 version reported by master
server is incorrect.

On Sat, Sep 1, 2012 at 12:55 PM, Erik-jan Riemers  
wrote:

All,

According to

https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=550&ver
sion=2.1.1.0&format=xml

The servers are out of date.. but the servers itself still advertise
2.1.1.0 while it wants 2.1.0.1.0.

Can someone check?

Eric

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Re: [hlds_linux] Bad Standing for TF2

2012-09-02 Thread Peter Reinhold

On 02.09.2012 18:35, StevoTVR wrote:


Did someone else run a server on that IP before you that may have
gotten blacklisted?


No, not to my knowledge. (And, as far as I know, this doesn't play into 
the score anyway)


Its not that there aren't players on the server, just that most of the 
servers are trending Downward Fast, and have been since I started them 
on MvM (was a brand new server, on a new IP at that time)



/Peter

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Re: [hlds_linux] l4d2?

2012-09-02 Thread Peter Reinhold

On 02.09.2012 12:52, Peter Reinhold wrote:


I updated my L4D2 server yesterday, it downloaded an update witn new
binaries. Run with -verify_all and it should be ok.

Already tried that, and it still reports bad_version


Pulling down a fresh install, still has this in steam.inf

PatchVersion=2.1.1.0

So, there is a problem with the update


/Peter

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Re: [hlds_linux] l4d2?

2012-09-02 Thread Peter Reinhold

On 02.09.2012 11:25, ics wrote:


I updated my L4D2 server yesterday, it downloaded an update witn new
binaries. Run with -verify_all and it should be ok.


Already tried that, and it still reports bad_version


/Peter

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Re: [hlds_linux] l4d2?

2012-09-02 Thread Peter Reinhold

On 01.09.2012 09:55, Erik-jan Riemers wrote:


According to

https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=550&ver
sion=2.1.1.0&format=xml

The servers are out of date.. but the servers itself still advertise
2.1.1.0 while it wants 2.1.0.1.0.


I have the exact same problem here, 
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=89.104.194.152&format=json


All servers return "reject": "bad_version", but running an update on 
them doesn't update anything.



/Peter

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Re: [hlds_linux] Bad Standing for TF2

2012-09-02 Thread Peter Reinhold

On 01.09.2012 11:09, ics wrote:


It's the same as far as i know.  As for bad standing, those you have
it, do you run something that causes players to leave on your server?
Could be plugin, could be adds, could be player that is griefing etc.
I have upward fast on mine and standing good even though i just 
opened

it to public couple of days ago instead of being password locked to
our community. Back then it was Steady and standing good.


My MvMs are as vanilla as they come, I dont even run SourceMod on them.


/Peter

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Re: [hlds_linux] Bad Standing for TF2

2012-09-01 Thread Peter Reinhold

On 30.08.2012 14:30, Saint K. wrote:


Our MvM servers mostly display "downward fast" as well, however,
there is no reason for that. Most users complete their game and don't
quit rapidly after joining.


Mine as well.

I can't really remember the formula for how points are added, but I 
seem to recall something about a player having to play a set amount of 
minutes (30?) before his playing in your server actually adds to the 
score, and if he leaves before, then points are deducted.


Is it possible that the length of a MvM mission is so short that good 
players actually removes points, even though they play a full game?



/Peter

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[hlds_linux] Getting a server identity for a CS:GO server, when I don't own the game

2012-08-21 Thread Peter Reinhold

As subject, is this at all possible?

I've never been much of a CS player, and I'd rather not have to 
purchase the game, just so I can run the server properly, is there a way 
to create an identity without having to log in to the server?



/Peter

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Re: [hlds_linux] Mandatory TF2 update coming later TOMORROW

2012-08-20 Thread Peter Reinhold

On 21.08.2012 03:35, martin v wrote:


It would be so cool if valve would reward all server supervisors with
community item for patience :D


Best idea ever! ;)


/Peter




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Re: [hlds_linux] Server stalls at "stats" command

2012-08-17 Thread Peter Reinhold

On 17.08.2012 13:19, Erik-jan Riemers wrote:

Install something like crashlogger from AM, it can show you how often 
your

server restarted out of itself. Most people are not aware of crashes
because the instance restarts. Not saying you dont know ofcourse :)


The servers are all on IRC, when they crash, they drop of the channels 
:)



/Peter

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Re: [hlds_linux] Server stalls at "stats" command

2012-08-17 Thread Peter Reinhold

On 17.08.2012 12:20, Saint K. wrote:


We have disabled the scripts performing the "stats" command (our
server query/monitoring tool and hlstatsx deamon), and everything
seems stable again for now.

The bug is definitely in generating the "stats" output.


I haven't had any crashes on our regular TF2 servers, and they are all 
connected to hlstatsx.


Haven't setup SourceMod on our MvMs yet.


/Peter

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-17 Thread Peter Reinhold

On 15.08.2012 23:14, Ross Bemrose wrote:


Also, does tf_mm_strict 1 let people who have the server favorited
see it in their favorites list?


tf_mm_strict 1 only accepts traffic from matchmaking, so if people can 
see the server in their list is kind of moot.



/Peter


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Re: [hlds_linux] Disable spectators in TF2 MvM

2012-08-16 Thread Peter Reinhold

On 17.08.2012 02:36, Adam Nowacki wrote:


While this makes it harder to get more than 6 players it is still
possible to connect to that server from console.

I wrote a small sourcemod plugin to reject clients above set limit (6 
here).

https://forums.alliedmods.net/showthread.php?t=193143


While this is a nice solution, it really should be built into the game 
if you want to allow spectators or not, especially if the spectators 
take a bots place.



/Peter

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Re: [hlds_linux] Another MvM bug?

2012-08-16 Thread Peter Reinhold

On 17.08.2012 01:14, Ross Bemrose wrote:


Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no players.

Why are the bots sitting there if all the players left?


I had one of those yesterday as well, no players, filled with bots, so 
I did a changelevel and it worked.


Maybe this is related to the robots-detonate-bomb-but-round-doesnt-end 
bug, where bots just keep spawning even though you lost.



/Peter

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[hlds_linux] MvM difficulty level?

2012-08-16 Thread Peter Reinhold
Does anyone know if it will be possible to set / vote for a difficulty 
level in MvM?


Just played my first round (and its great great fun), but, it also 
never really felt all that hard.  I know you can work on your grades, 
but, i'm pretty sure that players are going to wish for more of a 
challenge.


Also, does the difficulty / BOT health scale according to player count?


/Peter

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Re: [hlds_linux] Passworded MvM server?

2012-08-16 Thread Peter Reinhold

On 16.08.2012 16:22, Adam Nowacki wrote:


It's sv_password, password is for clients.


DOH! Holy crap, epic facepalm there ;)

Thanks.


/Peter



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Re: [hlds_linux] Passworded MvM server?

2012-08-16 Thread Peter Reinhold

On 16.08.2012 11:37, ics wrote:

I've set both tf_mm_servermode 0 and set a password, and still, it does 
not work.


I can connect to the server without specifying a password, and as soon 
as I join, the players come pouring in.


tf_mm_servermode
"tf_mm_servermode" = "0"
 game notify
 - Activates / deactivates Lobby-based hosting mode.
   0 = not active
   1 = Put in quickplay pool (based on current map)
   2 = Put in MvM pool.  (Lobby will control current map)

password
"password" = "*" ( def. "" )
 archive
 - Current server access password

And a moment later (Even without me joining first)

  L 08/16/2012 - 17:15:24: "Mr. Köstlich<2><>" 
connected, address "212.186.38.178:27005"

  Client "Mr. Köstlich" connected (212.186.38.178:27005).
  L 08/16/2012 - 17:15:25: "Mr. Köstlich<2><>" 
STEAM USERID validated


So, it would definately seem like setting a password does not work.

Or, are there other settings that could



Set tf_mm_servermode 0 (not as 2) and add password, works fine here
too. Though i would prefer to have sv_steamgroup exclusive 1 dfrom 
l4d

but it doesn't work with  tf2 atm. Then again not as it was in it
because anyone could just add their servers to certain steamgroup. If
you were on official game group, you got 100's of servers to pick 
from

and they were not official.

-ics
- Alkuperäinen viesti -

dont put quickplay on it, then just set sv_password on it..

works fine here.

2012/8/16 Peter Reinhold 

> Just finished setting up 6 MvMs, and I would like to add another,
> private, server for friends to play on.
>
> But, during my identity creation on the first 6, I set a password 
in
> the server.cfg (and, verified it via console), but players still 
joined

> directly (strict was off, so I could join myself)
>
> Is this by design, that MvMs should not be passwordable, and if 
so,

> how do I go about setting up a private server?
>
>
> /Peter
>
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Peter Reinhold

On 16.08.2012 12:20, Nathan Wong wrote:

I've mostly eliminated this problem since setting 
sv_visiblemaxplayers 6.


I was thinking this as well, and that works? (BOTs don't care about 
visible player slots?)



/Peter

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Re: [hlds_linux] Passworded MvM server?

2012-08-16 Thread Peter Reinhold

On 16.08.2012 11:37, ics wrote:

too. Though i would prefer to have sv_steamgroup exclusive 1 dfrom 
l4d

but it doesn't work with  tf2 atm. Then again not as it was in it


I'm hoping this feature will be added soon as well.


/Peter

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Re: [hlds_linux] Passworded MvM server?

2012-08-16 Thread Peter Reinhold

On 16.08.2012 11:23, Erik-jan Riemers wrote:


dont put quickplay on it, then just set sv_password on it..


Ok, so setting quickplay to 2 simply ignores the password .. Well, 
makes sense, sort of.



/Peter

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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Peter Reinhold

On 16.08.2012 08:45, Erik-jan Riemers wrote:

I still see more then 6 players on the servers (human ones) some 
servers

have only 6, but some more. (up to 9 or so)
I think people are connecting via /connect or something and going 
above the

6 players which isnt intended.


I saw this as well, on servers that had strict mode set to 0.

I am not sure if they were pushed to spectator, or if they were allowed 
to play, though.



/Peter



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[hlds_linux] Passworded MvM server?

2012-08-16 Thread Peter Reinhold
Just finished setting up 6 MvMs, and I would like to add another, 
private, server for friends to play on.


But, during my identity creation on the first 6, I set a password in 
the server.cfg (and, verified it via console), but players still joined 
directly (strict was off, so I could join myself)


Is this by design, that MvMs should not be passwordable, and if so, how 
do I go about setting up a private server?



/Peter

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[hlds_linux] Strange stuttering on a new server

2012-08-15 Thread Peter Reinhold
In anticipation of the upcoming MvM, I took it upon myself to install a 
new (older) machine to be used to host some MvM servers.


Its a dual Xeon 2ghz machine, Intel S5000PSL motherboard using Centos 
6.3 64bit, and since I haven't run anything on this type of CPU before, 
I've setup a TF2 server for testing and benchmarking.


Problem is, its running terrible, not in a CPU load sense, but the game 
stutters very strangely, feels like 1 second forward, 0.1 seconds back, 
and its all the time.


I've copied the setup from my existing, well running TF2s, so that part 
should be in order.


Netgraphs looks fine, ping is excellent, bandwidth is not an issue.

Does anyone have any clues as to what this might be?

Sitting here writing, it hits me that none of the other TF2s I run are 
on 64 bit (as they are run in VMs on an ESXi setup), but the new machine 
is running on bare metal, and to use all the RAM, I installed 64 bit.


Could this be an issue?

Any input will be greatly appreciated.


/Peter

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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-07 Thread Peter Reinhold

On 07.08.2012 19:15, Invalid Protocol wrote:

And net_splitrate and net_splitpacket_maxrate have nothing to do with 
how

packets are created, their size etc...


If you know what they do, I am all ears. (And, i'm pretty sure plenty 
of others are)


It would seem that there are quite a lot of misconceptions about what 
the different settings actually do.


I think it would be extremely nice if someone in the know, or, who have 
access to someone who has the know (!) could shed some light on this, 
more to determine if we are tweaking values that need not be tweaked.


I can say this, changing the values according to one of the earlier 
posts (which included changing the splitpacket vars), have helped 
performance on my server, so at least some good have come of this :)



/Peter

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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Peter Reinhold

On 05.08.2012 20:56, daniel nilsson jokihao wrote:


I think your value of

sv_mincmdrate

Is to high for some players...


I've run with default values (10) up til now.

How exactly does this value affect players? (I'm guessing its related 
to either internet connection or CPU?)


Is there a chart that shows what setting it to for instance 40 would 
do?


I am, ofcourse, interested in delivering a good experience for the 
greatest amount of players, but, I am not really interested in 
sacrificing players who have higher-end hardware / internet, to support 
players who use a 5 year old GFX, and a 128Kb internet connection.



/Peter

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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Peter Reinhold

On 05.08.2012 21:06, Russell Smith wrote:

I don't know what is recommended but I use:
sv_minrate 5
sv_maxrate 0
sv_minupdaterate 40
sv_maxupdaterate 66
sv_mincmdrate 40
sv_maxcmdrate 66
net_splitpacket_maxrate 10
net_splitrate 2


Thanks for that input, i'll try and change my default values, and check 
with the players.





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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Peter Reinhold

On 05.08.2012 20:53, Russell Smith wrote:


As for the first it looks like you might not have your server
splitting larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdrate
net_splitpacket_maxrate
net_splitrate


Only ones i've set in server.cfg is min and maxrate, 5000 and 0 
(unlimited) respectively.


Rest are default, which for me is

sv_minupdaterate 10
sv_maxupdaterate 66
sv_mincmdrate 10
sv_maxcmdrate 66
net_splitpacket_maxrate 15000
net_splitrate 1




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[hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Peter Reinhold

Hi all,

I know this has been up before, but since the Pyro update i've had a 
rise in comments about lag, and bad/off hit registration from players 
that have ping in the 20-30 range.


So, i've ofcourse tried tweaking settings a bit on the servers, trying 
to find out what would be causing the problems, but I am pretty stumped 
as to what I can do, and I was hoping for some help.


I've gotten some net_graph pictures from one of the players, who is on 
a 15mbit line, a ping around 30 to the server, measured in Windows, and 
they look like this, http://imgur.com/a/6gPBT


As far as I understand, a high choke is bad, and this doesn't look good 
a all.


What I can see, aside from the choke, when I compare the graph to my 
own, is that his graph is extremely "spiky", while mine is "smooth" 
(hard to explain, I have graph points at almost every pixel, while his 
is spaced with a couple of pixels in between)


Does anyone have any pointers as to what I can do to try and alleviate 
this problem?  As mentioned, it hasn't always been this way on the 
servers (ofcourse, lag has occured for some players from time to time), 
but the guy I used above has not changed internet or anything, and 
things have simply gone from good to bad, with no apparent changes other 
than TF2 updates.


A word about the servers, they are all hosted at a colo with plenty of 
bandwidth (multi Gb), running at max 80% CPU with plenty of RAM to 
spare. (Not rented servers, this is my own iron)



/Peter

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Re: [hlds_linux] Mandatory TF2 update released

2012-08-04 Thread Peter Reinhold

On 04.08.2012 01:50, Frank wrote:

This update did NOT fix the sapper causing server crashes - back to 
blocking

the sapper.


Do you block this via the mp_tournament_whitelist setting?

And is it enough to block the new sapper?  Or do you have to block 
both?


How do you get the name of the items you would like to block?

Sorry for the newb questions, I have never blocked items before :)


/Peter


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Re: [hlds_linux] [hlds] Quickplay broken?

2012-08-03 Thread Peter Reinhold

On 03.08.2012 08:25, Erik-jan Riemers wrote:

I had to restart them all, then everything was fine.
Now they are all gone again.

account : not logged in  (Cannot locate owner's steam account)


Just happened on our servers as well.


/Peter

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Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2update released

2012-08-02 Thread Peter Reinhold

On 03.08.2012 01:37, Jon cooney wrote:

its checking the listening state and crashing from server.cfg aswell 
here


I can confirm that this is happening for me as well.


/Peter


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Re: [hlds_linux] Random CPU Spikes

2012-07-28 Thread Peter Reinhold

On 28.07.2012 10:29, ics wrote:


If the server is assigned to one core only with taskset, you will see
spikes. I used to have them like that but valve made changes while
back. Now especially on map changes, server can easily chew a lot 
more


But, CPU spikes on map change would not give spikes in game, as players 
are transitioning.



cpu than normally. You also need to have atlest 600 megs memory free
in order to have smoothly running server.


Got plenty of RAM, and I am not restricting to any CPUs


/Peter

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Re: [hlds_linux] Random CPU Spikes

2012-07-28 Thread Peter Reinhold

On 28.07.2012 08:21, Russell Smith wrote:


normal.  Users will see something like this on the net graph in the
more extreme cases:


I haven't had any users running the netgraph command, but I am getting 
complaints in chat about lagspikes from time to time, and it has been 
more prevalent since the pyro update.


Just wanted to chime in.


/Peter

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[hlds_linux] New matchmaking and geolocation

2012-07-26 Thread Peter Reinhold
I just did a restart of one of my TF2s, and it filled up almost 
immidiately after coming up, which of course is great.


But, I noticed something a little odd, and hung around for few minutes 
to allow people to spawn in completely, and then I took a look at their 
pings.


If I remove the few odd ones out, I am still left with an average ping 
of over 250ms, and only three below 100, none below 50, which would make 
me believe that these players are from all over europe, if not even 
farther away.


Since we are running a 125ms high ping kicker, most players was kicked 
shortly thereafter, this of course deducts lot of QP points from the 
server, but in all honesty, being matched to a server where you have 
ping 250 does not seem like a very good match at all, there must be 
servers that are closer to you than ours.


I hope that this is something that could be looked into, as this surely 
seems like a serious kink in the system.



/Peter

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Re: [hlds_linux] [hlds] Player count TF2

2012-07-26 Thread Peter Reinhold

On 26.07.2012 08:36, Robert Paulson wrote:


I noticed this before the announcement too.

This is a negative change for the players. What happens is that 
people

all join at the same time, and the average players leave at about the
same time once they have played about 30-40 minutes. This causes a
disconnect bomb.

When the longer players realize that a bunch of people left at the
same time, they will not wait for new players to trickle in through
the browser for very long. The server then repeatedly goes from full
to empty multiple times a day.


I've noticed this pattern as well, servers goes from empty to full to 
empty multiple times a day in a short timespan, where as before it was 
more of a gradual increase to full, or decrease to empty.



/Peter

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Re: [hlds_linux] SourceTV not working on DOD:S anymore

2012-07-22 Thread Peter Reinhold

On 22.07.2012 16:40, Ronny Schedel wrote:
SourceTV isn't working on our DOD:S server anymore. I can see a log 
line:


Dropped SourceTV from server (Punting bot, server is hibernating)


If you enabled tf_mm_servermode 1

I've disabled it again, and replay works as before. (Not seeing much 
traffic, though)




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Re: [hlds_linux] New TF quickplay in beta

2012-07-21 Thread Peter Reinhold

On 21.07.2012 02:35, Fletcher Dunn wrote:


* Set "tf_mm_servermode 1" to avoid missing out on any
traffic from the beta matchmaking system.


Is it by design that this disables replay?  Or at least, the replay bot 
disconnected when I enabled it, and it doesn't seem to come back on when 
players join.



/Peter




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Re: [hlds_linux] Mini update?

2012-07-17 Thread Peter Reinhold

On 18.07.2012 01:14, Cameron Munroe wrote:


I have AMD and have issues with laggy frames and I have checked the
server and it has the proper frame rates. My client is operating on
220 +/- fps and still having issues. Changed all settings to min. and
still had issues.


I can confirm to that people on my servers are complaining of massive 
lag, and everything looks normal serverside.



/Fly

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Re: [hlds_linux] netspike.txt

2012-07-11 Thread Peter Reinhold

On 11.07.2012 07:58, Russell Smith wrote:


What is this file?  I haven't noticed it before, but it's showing up
in my tf folder.  Looks like a log of packet information being sent 
to

clients.


I've noticed that file as well, and its gotten pretty large on some of 
my TF2s.


(Deleting it seems not to harm the server, though)


/Peter


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Re: [hlds_linux] TF2 crash during shutdown

2012-06-25 Thread Peter Reinhold

On 19.06.2012 03:47, Invalid Protocol wrote:

But I'm talking about a clean/vanilla server that runs only for few 
seconds.
I know that a server may crash during shutdown if runs for few days, 
but
except this rare cases I usually didn't had any problems until now. 
Probably


This started happening to me as well, I think it was 2 patches ago, 
before that I've seen (almost) nothing but clean exits.



/Peter

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Re: [hlds_linux] Fwd: Re: L4D/2 servers still not useable

2012-05-05 Thread Peter Reinhold

On 02.05.2012 22:12, Peter Reinhold wrote:

For anyone interested, I resolved this issue (and it had nothing to do 
with Valves backend update, just some really unfortunate timing that led 
me to believe that).


Case is, I am running my servers on ESXi5, and all virtual machines 
were using the VMXNet3 type virtual ethernet adapter, on Centos 5.8/64 
bit.


Apparantly, the latest iptables on CentOS (1.3.5), in a combination 
with the VMWare VMXNet3 drivers (VMWare tools), breaks something, so 
that A2S:Player queries just fails silently, leading to L4D/2 servers 
not being able to use lobbies, and stats and the like for TF2 to break 
as well.


Selecting the e1000 adapter type instead resolved the problem.

Just for future reference if anyone is so unlucky as to run into this 
very specific issue :)




On 02.05.2012 14:14, ics wrote:

I get this

#05:Connection to Steam servers successful.
#05:   VAC secure mode is activated.

for all forks, and they are the only Source servers (or game servers
at all), running on that specific IP.

As I mentioned, I can connect to the server if I set
sv_allow_lobby_connect_only to 0.

Also, it seems like I can connect when its set to 1, it tries to
reserve a lobby, but then just times out. (I've posted a log of this
in a pastebin a couple of days ago)

I also tried installing a completely fresh L4D2 install, no
meta/sourcemod, and it still does not work.


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[hlds_linux] Fwd: Re: L4D/2 servers still not useable

2012-05-02 Thread Peter Reinhold

On 02.05.2012 14:14, ics wrote:

I get this

#05:Connection to Steam servers successful.
#05:   VAC secure mode is activated.

for all forks, and they are the only Source servers (or game servers at 
all), running on that specific IP.


As I mentioned, I can connect to the server if I set 
sv_allow_lobby_connect_only to 0.


Also, it seems like I can connect when its set to 1, it tries to 
reserve a lobby, but then just times out. (I've posted a log of this in 
a pastebin a couple of days ago)


I also tried installing a completely fresh L4D2 install, no 
meta/sourcemod, and it still does not work.



/Peter



Status does not show if they are banned or not. If you boot a server
up and watch console, do you see the message: Connection to Steam
servers successful. VAC secure mode is activated ? If you do, you
aren't banned (i think, not sure). Is there a propability that there
are other servers running in the same IP-address than your servers? 
It

could be a cause if they are truly banned. Are you also certain that
the issue is not within your network?

-ics

2.5.2012 15:25, Peter Reinhold kirjoitti:

On 02.05.2012 11:52, ics wrote:

Thanks, I just tried the serverbrowser, and they are not listed, 
which must mean that they are blacklisted/banned somehow, even though 
a status does not say anything about that?


-- status --
hostname: GB.Gladblad L4D2 Pub#1
version : 2.1.0.3 4777 secure  (unknown)
udp/ip  : 89.104.194.152:27017 [ public same ]
os  : Linux Dedicated
map : c1m1_hotel
players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)
-- --

They are not, and have never, been running any malicious or cheat or 
even borderline custom mods, they are running SM purely for stats and 
adminning (sourcebans).


Does anyone know how to get them whitelisted again, or, at least how 
to get some information on why they were blacklisted in the first 
place?




I have no issues on my L4D or L4D2 servers. They have been full as
before. I have nothing special set, no tags at all except and the
server is not sv_steamgroup_exclusive.

You can do a server search with server browser ingame
(openserverbrowser into server console and click custom tab, then
perform a search) and see if your servers show up on that list. If
they do, you are not banned.

-ics

2.5.2012 13:05, Peter Reinhold kirjoitti:

Hi all,

I've brought this up earlier, but have not been able to find a 
solution yet.


Last week Valve performed an update on some/all backend servers, 
and since then, both my L4D and L4D2 servers have been empty, and 
I've not been able to join them, not from a lobby, and not from a 
direct console connect. (I've posted logs of this earlier)


It looks like its something to do with lobby reservation, if I set 
sv_allow_lobby_connect_only to 0, i'm able to connect directly from 
console, but still not from a lobby.


There has been a somewhat similar problem before, which was 
related to tags being truncated, but i'm not sure if this is the 
case this time around again.


Am I really the only one that is suffering this issue?  If so, is 
there any way to check if your server/ip has been 
blacklisted/banned?  (Not really sure how or why that would have 
happened, its more or less vanilla L4D/2, with some sourcemod 
admin/stats)



/Peter

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/Peter



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Re: [hlds_linux] L4D/2 servers still not useable

2012-05-02 Thread Peter Reinhold

On 02.05.2012 11:52, ics wrote:

Thanks, I just tried the serverbrowser, and they are not listed, which 
must mean that they are blacklisted/banned somehow, even though a status 
does not say anything about that?


-- status --
hostname: GB.Gladblad L4D2 Pub#1
version : 2.1.0.3 4777 secure  (unknown)
udp/ip  : 89.104.194.152:27017 [ public same ]
os  : Linux Dedicated
map : c1m1_hotel
players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)
-- --

They are not, and have never, been running any malicious or cheat or 
even borderline custom mods, they are running SM purely for stats and 
adminning (sourcebans).


Does anyone know how to get them whitelisted again, or, at least how to 
get some information on why they were blacklisted in the first place?




I have no issues on my L4D or L4D2 servers. They have been full as
before. I have nothing special set, no tags at all except and the
server is not sv_steamgroup_exclusive.

You can do a server search with server browser ingame
(openserverbrowser into server console and click custom tab, then
perform a search) and see if your servers show up on that list. If
they do, you are not banned.

-ics

2.5.2012 13:05, Peter Reinhold kirjoitti:

Hi all,

I've brought this up earlier, but have not been able to find a 
solution yet.


Last week Valve performed an update on some/all backend servers, and 
since then, both my L4D and L4D2 servers have been empty, and I've not 
been able to join them, not from a lobby, and not from a direct 
console connect. (I've posted logs of this earlier)


It looks like its something to do with lobby reservation, if I set 
sv_allow_lobby_connect_only to 0, i'm able to connect directly from 
console, but still not from a lobby.


There has been a somewhat similar problem before, which was related 
to tags being truncated, but i'm not sure if this is the case this 
time around again.


Am I really the only one that is suffering this issue?  If so, is 
there any way to check if your server/ip has been blacklisted/banned?  
(Not really sure how or why that would have happened, its more or less 
vanilla L4D/2, with some sourcemod admin/stats)



/Peter

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[hlds_linux] L4D/2 servers still not useable

2012-05-02 Thread Peter Reinhold

Hi all,

I've brought this up earlier, but have not been able to find a solution 
yet.


Last week Valve performed an update on some/all backend servers, and 
since then, both my L4D and L4D2 servers have been empty, and I've not 
been able to join them, not from a lobby, and not from a direct console 
connect. (I've posted logs of this earlier)


It looks like its something to do with lobby reservation, if I set 
sv_allow_lobby_connect_only to 0, i'm able to connect directly from 
console, but still not from a lobby.


There has been a somewhat similar problem before, which was related to 
tags being truncated, but i'm not sure if this is the case this time 
around again.


Am I really the only one that is suffering this issue?  If so, is there 
any way to check if your server/ip has been blacklisted/banned?  (Not 
really sure how or why that would have happened, its more or less 
vanilla L4D/2, with some sourcemod admin/stats)



/Peter

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