Re: [hlds_linux] TF2 vs Garrysmod orangebox (@valve please fix) still...

2012-10-28 Thread Prithu Parker
Valve does not maintain Garry's mod, and the binaries should by nature 
be expected to be different. Make a separate installation for Garry's mod.


On 28/10/2012 10:05 PM, Marcel wrote:

: still not fixed and fucks up every update :


Hi,

I've updated my srcds_l installation which contains garrysmod and tf2. 
The last update was for Garrysmod and gmod works fine. But TF2 crashes 
instantly. I then updated TF2 with verify_all and it updated some 
binaries. TF2 works fine but then Garrysmod hangs on startup.


Following orangebox/bin .so differ after each updates which 
invalidates the other:


datacache.so: FAILED
dedicated.so: FAILED
engine.so: FAILED
libtier0.so: FAILED
libvstdlib.so: FAILED
materialsystem.so: FAILED
scenefilecache.so: FAILED
shaderapiempty.so: FAILED
soundemittersystem.so: FAILED
studiorender.so: FAILED


@Valve: Could you please fix it so that garrysmod and tf2 use the same 
.so binaries?



Marcel



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Re: [hlds_linux] Steam showing wrong IP on friends list

2012-02-25 Thread Prithu Parker
It does work on every other source server binary, my guess is the 
jailbreak binary is outdated and/or has modifications that prevent it 
from working properly


On 26/02/2012 2:30 PM, Matthew Mjelde wrote:

sweet, that worked.  Why is there a +ip if it doesnt work right anymore?

On 2/25/2012 5:04 PM, Nomaan Ahmad wrote:

Its -ip instead of +ip
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Re: [hlds_linux] Mod Release - Killing Floor Gun Game v. 0.50 Alpha First Public Release

2011-12-10 Thread Prithu Parker

I crash as soon as I get a kill :( Server remains running though!

On 10/12/2011 7:53 PM, msleeper wrote:

Awesome! Gonna definitely put up a server for this tomorrow.

On Sat, Dec 10, 2011 at 1:13 AM, John Gibson
  wrote:

Killing Floor Gun Game Mod version 0.50 Alpha is now available for
download.

I'm looking for server admins that would like to volunteer to put up some
servers for this hot new mod for Killing Floor that everyone is talking
about (and that has been keeping our testing servers full constantly) ;)

Anyone that has played Gun Game in other games knows the basic premise,
although with the range of weaponry in Killing Floor it plays out quite
differently than in other games (rocket launcher, flamethrowers, fireball
launchers, etc etc). So what is Killing Floor Gun Game? Put very simply Gun
Game is a game mode for up to 32 players where the player starts out with a
weak weapon, and for every kill gets instantly upgraded to a better weapon.
The goal is to be the first player to get to the final weapon and get a
kill. There are two teams, but the focus is solely on killing as fast as
you can. Gun Game is a fast paced action packed game type. While it uses
the weapons and characters from KF, it is not meant to be done in a
somewhat different style. There is a crosshair, players move faster, its
funny, silly, and crazy.

This mod is something that myself, a community mapper, and another dev have
been working on in our spare time. It is not officially developed or
supported by Tripwire. If it really takes off in the community, who knows
what we may do with it But for now it's just an unofficial thing we've been
doing for fun.

For more info on the mod, and installation files please visit this thread
on the Tripwire forums:

http://forums.tripwireinteractive.com/showthread.php?t=72741
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Re: [hlds_linux] Mysterious server crashes

2011-11-29 Thread Prithu Parker

It's probably your fake player plugins

On 30/11/2011 1:20 PM, bottige...@gmail.com wrote:

I just saw one of these freezes while looking at the console.

I don't have TV or Replays enabled. I will be turning off
sv_parallel_sendsnapshot.

#0  0xf705e9aa in ?? ()
#1  0xf7040d06 in ?? ()
#2  0xf704c914 in ?? ()
#3  0xf704f0a4 in ?? ()
#4  0xf703b3d9 in ?? ()
#5  0xf6c68d15 in CNetChan::CompressFragments() () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#6  0xf6c6c9d3 in CNetChan::SendSubChannelData(bf_write&) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#7  0xf6c6dae5 in CNetChan::SendDatagram(bf_write*) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#8  0xf6b9c35f in CBaseClient::SendSnapshot(CClientFrame*) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#9  0xf6cb5004 in CGameClient::SendSnapshot(CClientFrame*) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#10 0xf6cc7df5 in SV_ParallelSendSnapshot(CGameClient*&) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#11 0xf6ccce50 in CParallelProcessor  >::Run(CGameClient**, unsigned
int, int, IThreadPool*) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#12 0xf6ccc243 in T.2180 () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#13 0xf6ccc621 in SV_Frame(bool) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#14 0xf6c23e7c in _Host_RunFrame_Server(bool) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#15 0xf6c24bfa in _Host_RunFrame(float) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#16 0xf6c2553f in Host_RunFrame(float) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#17 0xf6c30882 in CHostState::FrameUpdate(float) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#18 0xf6c30bc8 in HostState_Frame(float) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#19 0xf6ce7e90 in CEngine::Frame() () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#20 0xf6ce3eba in CDedicatedServerAPI::RunFrame() () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#21 0xf708801e in ?? ()
#22 0xf7087d28 in ?? ()
#23 0xf6ce47b6 in CModAppSystemGroup::Main() () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#24 0xf6cffa38 in CAppSystemGroup::Run() () from
/home/bottiger/steam/server1/orangebox/bin/engine.so
#25 0xf6ce55ba in CDedicatedServerAPI::ModInit(ModInfo_t&) () from
/home/bottiger/steam/server1/orangebox/bin/engine.so

On Sun, Oct 16, 2011 at 3:13 AM, clad iron  wrote:

happens here on tf2.
i thought it was a sourcemod issue, so i disabled it. metamod has been the
only thing loaded for a while due to testing to see what the cause is.
we are not running hltv or replays on the server.
So basically it's a vanilla server except for metamod (which is up to date)

On Sun, Oct 16, 2011 at 2:27 AM, ics  wrote:


If stv and replay are at fault, wouldn't disabling both be better idea or
are crashes occuring despite them being off?

-ics

- Alkuperäinen viesti -

The next server update should have a fix for SourceTV + Replay crashes.
Until then, sv_parallel_sendsnapshot 0 is a workaround (but it may hurt
performance).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony
Paloma Sent: Saturday, October 15, 2011 4:20 PM To: Half-Life dedicated
Linux server mailing list Subject: Re: [hlds_linux] Mysterious server
crashes

Sorry, the correct variable to disable to work around the problem is
sv_parallel_sendsnapshot.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony
Paloma Sent: Saturday, October 15, 2011 12:18 PM To: Half-Life dedicated
Linux server mailing list Subject: Re: [hlds_linux] Mysterious server
crashes

Are you running with replay also? I believe there is a known issue
running SourceTV + Replay that we are working on. The workaround is to
disable sv_parallel_packentities. There will be a performance penalty
for doing that though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Saturday, October 15, 2011 10:35 AM To: Half-Life dedicated Linux
server mailing list Subject: Re: [hlds_linux] Mysterious server crashes

I can confirm that the server is not crashing anymore if the STV is
disabled.

On 2011.10.15. 19:43, Henry Goffin wrote:

Thanks for the reports about Source TV, all. No promises on a specific
timeline but we will obviously see what we can do.


On Oct 15, 2011, at 7:55 AM, "Emil Larsson" wrote:


Disabling STV on the servers so far have made them far more stable,
even with Sourcemod and Metamod running.

Of course, I yet have to let them run for a few hours to see that
they're stable for sure.

On Sat, Oct 15, 2011 at 4:09 PM, Kaspars wrote:


FYI I have three ser

Re: [hlds_linux] Intel Turbo Boost?

2011-11-17 Thread Prithu Parker
SRCDS definitely DOES use the benchmarked speed for timing, hence the 
problems seen when a server is started on a non-turbod core. Once the 
core becomes boosted, the game runs much faster than it should, and 
hence vice versa if the core is boosted prior to launching the server 
and the speed is decreased.


On 18/11/2011 10:09 AM, Saul Rennison wrote:

That's wrong.

Srcds reported CPU speed is *not* used for timing, I'm pretty sure it's
sole purpose is for benchmarking. It definitely has *no* effect on
gameplay.

On Wednesday, November 16, 2011, Claudio Beretta
wrote:

keep it monitored for a few minutes when the box runs at low CPU load and
at high load:
if you see cores frequencies that keep changing, you will probably want to
disable it.
Also you should keep in mind that SRCDS runs a benchmark of the CPU the
first time it starts: if it starts when the box is free (turbo at 3.8) it
will use that benchmarked speed even when the box is busy (turbo disabled)
making the gameserver run slower.


On Wed, Nov 16, 2011 at 2:48 PM, PAL-18

wrote:

Would Intel's Turbo Boost negatively affect server performance?

P.S. Intel Turbo Boost is a built-in feature of certain processors that
dynamically overclocks the base frequency of the processor (eg. going

from

3.50Ghz to 3.80Ghz) during periods of high load.
http://en.wikipedia.org/wiki/**Intel_Turbo_Boost<

http://en.wikipedia.org/wiki/Intel_Turbo_Boost>



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Re: [hlds_linux] Replay not working - Access denied to remote resource

2011-10-19 Thread Prithu Parker

This is incorrect.
"replay_fileserver_path" = ""
  client replicated
  - If your replays are stored at 
"http://123.123.123.123:4567/tf/replays";, replay_fileserver_path should 
be set to "/tf/replays"


Similarly, replay_fileserver_offload_remotepath will use the top-level 
of your FTP as the root directory, and hence if your FTP login is locked 
to /home/ftpuser, /replay will point to /home/ftpuser/replay.


Do you have some sort of restrictions on who can connect to your FTP 
server? have you tried manually uploading a file from the game server to 
the ftp server? (including .block files)


On 20/10/2011 6:48 AM, Harry Strongburg wrote:

On Wed, Oct 19, 2011 at 08:52:07PM +0200, Michael Johansen wrote:

Well shouldn't the replay dir be accesible for clients ?

When you have /replay being in your config, it's trying to write it to the root 
of the drive, which it
has no permission to do, and thus upload fails. Get it now?

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Re: [hlds_linux] Unstable steam backend

2011-07-29 Thread Prithu Parker
not last night, but a few nights ago, yes. it used to happen rarely a 
while back, but recently it's been a bit more frequent :(


On 29/07/2011 5:30 PM, Saint K. wrote:

Last night we had massive lag spikes, timeouts and servers crashing. This was 
TF2 only, because our other gameservers on the same machine (Killing-floor for 
example) were not affected.

Now I am getting really curious where this is coming from. Are there certain 
connections being build up to the steam backend, and if they fail or take a 
long time, can completely stall a server?

anyone else noticed this? (last night being some 12 hours ago-ish)

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G. 
[nextra...@googlemail.com]
Sent: 29 July 2011 00:50
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Unstable steam backend

Yeah the item server seems to be unavailable for a huge part of the
day. Really annoying.

On Thu, Jul 28, 2011 at 1:42 PM, Saint K.  wrote:

Well, I was more referring to the login queue system, I don't have much 
problems with the entire file downloading off steam. My client does a good 
6-7MBps, servers just tend to take a long time when an update hits, but with 
everything on autoupdate I can't really be bothered by that.

Was is annoying however is that you can't play your game properly without being 
kicked, without loadout etc.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech 
[drogenvi...@googlemail.com]
Sent: 28 July 2011 13:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Unstable steam backend

Leage of legends uses p2p to distribute game content, and the game
servers are directly hosted by them -  no comparison to what valve
does (having their own content servers, using no p2p at all, just
providing a serverlist and some additional servers)

2011/7/28 Saint K.:

Maybe an interesting thing to think about. People who know the game League of 
Legends know what a free2play system can mean to your network load. Now I 
imagine VALVe's/steams network being massively larger, but still the influx of 
people seems to have a very negative effect on the steam backend stability. I 
am uncertain of course what's causing this, but perhaps this can be a tip. On 
LoL (afaik) paying players are being prioritized. Perhaps this is something to 
think of for TF2 as well - cause from what it looks like (specifically for 
loadsouts in peak hours) we're either getting queued or some general connection 
limit is set to prevent it from overloading.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold 
[peter_va...@reinhold.dk]
Sent: 28 July 2011 12:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Unstable steam backend

On Thu, 28 Jul 2011 10:07:20 +0200, Saint K. wrote:

 From last night on the steam network has been incredibly unstable.
Servers dropping off quickplay, clients getting booted because either
no steam logon or VAC connection possible, load outs either not
available or taking ages to load.

Anything up?

I could post hundreds of lines of chatlog from users complaining, it
would be nice to get an official statement of some sort.


/Peter



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Re: [hlds_linux] Unstable steam backend

2011-07-28 Thread Prithu Parker

Experiencing the same :(

On 28/07/2011 6:07 PM, Saint K. wrote:

> From last night on the steam network has been incredibly unstable. Servers 
dropping off quickplay, clients getting booted because either no steam logon or 
VAC connection possible, load outs either not available or taking ages to load.

Anything up?

Saint K.
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Re: [hlds_linux] TF2 sv_pure conflicts

2011-07-27 Thread Prithu Parker
You realise that YOU set what is blocked via a whitelist when using 
sv_pure 1, right?


On 27/07/2011 11:33 PM, Daniel G wrote:

So how is the progress regarding this bug Valve?
Is it even on the todo list?

2011/7/14 Daniel G


Agreed but currently I rather run sv_pure 0 than annoying players by pure
kicks for files they probably haven't touched at all or are allowed to
modify like the .cfg files.
Worst thing is that a pure kick will also bring up the "Add the server to
your blacklist?" window.

2011/7/14

Yes, I also have this problem.

  sv_pure 1 is a must have because otherwise some players may use custom
sounds for cloak and uncloak actions. Hilarious, in a month 12 kicks had as
cause the spy_cloak.wav file, while 82 were caused by other files, like
demoman.cfg, motd_entries.txt, mani_logo.vmt, heavyweapons.cfg etc...

- Original Message -
From: Daniel G
Sent: 07/14/11 01:11 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 sv_pure conflicts

  Hi, I've noticed some problems with a TF2 server running sv_pure 1. If I
play on others server running sv_pure 1 then diconnect and connect to my
server which is also running sv_pure 1 I'll get disconnected with the
following message: Disconnect: Pure server: client has loaded extra file
[GAME]\cfg\autoexec.cfg. File must be removed to play on this server. If I
set sv_pure_kick_clients to 0 I'll get the following warnings in my console
Warning: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg.
File must be removed to play on this server. Warning: Pure server: client
has loaded extra file [GAME]\cfg\pyro.cfg. File must be removed to play on
this server. Warning: Pure server: client has loaded extra file
[GAME]\cfg\motd_entries.txt. File must be removed to play on this server.
Warning: Pure server: client has loaded extra file
[GAME]\cfg\server_blacklist.txt. File must be removed to play on this
server. Warning: Pure server: client has loaded extra file
[GAME]\cfg\myconf.cfg. File must be removed to play on this server. Warning:
Pure server: client has loaded extra file [MOD]\cfg\config.cfg. File must be
removed to play on this server. Also I'm using a welcome sound + mapvote
sound, both get downloaded again but will result in a corrupted file. The
only way to join my server again is by restarting TF2. Is anyone else having
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-12 Thread Prithu Parker
You simply need to stream logs from your game servers (using logaddress 
functionality) to whatever form of IRC client you setup (it can be an 
mIRC client, it could be a PHP IRC client, Ruby, etc).


On 12/07/2011 5:07 PM, Peter Reinhold wrote:

On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake wrote:

How would that work with another dedicated box hosting an irc network?

This could be pretty handy for our admins if we're able to do it
without having to setup a new irc server on our gaming box.


Works perfect, this is what we do, run an ircd on another box, and 
have our servers connect to it using sourceirc (which is a breeze to 
install and setup), and away we go.


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