RE: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Saint K.
If the hardcoded and new IP's are known, you could apply destination NAT on the 
local machine to work around this issue.

Saint K.

-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Kyle Sanderson
Sent: 17 November 2020 01:03
To: Half-Life dedicated Linux server mailing list 

Cc: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds_linux] hlds update? Could not establish connection to Steam 
servers.


Sorry I haven't looked at this list in a while (hopefully you already found the 
answer!)... Windows uses the steamclient that's installed, whereas on Linux it 
uses the steamclient that's shipped with the game (Windows does too - if Steam 
is not installed). So if the game has an old version of steamclient, you'll get 
stuck with situations like this. The Ship for instance had the Steam Masters 
(Mains? in 2020) hard coded into the binary and were eventually orphaned like 
this. I know years ago Qwest was trying to take back their address space from 
Valve and Aldred flipped addresses on us which broke a shit ton of games - if 
there's a hard coded address against this it's possible you were impacted when 
they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but CC me so 
it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>
> Well, as stupid as it sounds, I am able to get this to work by running 
> the Windows version of hlds with wine on Linux. I am stumped as to 
> why, with identical configs. the linux version gives the message 
> "Could not establish connection to Steam servers.", while the Winbloze 
> version running with wine works perfectly?
>
> On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for 
> > the last few days, my players are messaging me, saying the my 
> > servers are no longer on the server list. I look at console, and 
> > when I start server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports 
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks 
> > like some of the core server files had updated, so I applied the 
> > update, but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? 
> > This is hlds on linux if that makes any difference.
> > ___
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RE: [hlds_linux] Thanks for everything

2020-05-01 Thread Saint K.
It's dead, Jim.



-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Sammi
Sent: 30 April 2020 22:24
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
Subject: Re: [hlds_linux] Thanks for everything


Sorry to see you go. Though the writing was on the wall as more anti-community 
changes were released over the years.

But has anyone been able to get any sort of response from the devs or are they 
ignoring absolutely everyone now? Is this a new policy from Gabe Newell not to 
reply to anyone in the public or just us? We've had people send them 
information about the compression exploit a week before hackers started using 
it to crash casual servers everywhere.
And now our reports of servers using fake players for months are being ignored.

Does anyone know if fake player spoofing is being enforced anymore? Is it being 
enforced in CS:GO?

Is there any way to get any sort of response other than being on the front page 
of Reddit?

A simple "yes it will be dealt with we just haven't had the time yet"
would be helpful. Or even a "no we don't care anymore" would both help clean up 
their inboxes and save us time and effort trying to reach them.

On Thu, Apr 30, 2020 at 8:47 AM ics  wrote:
>
> First of all, please do not reply to this message, to reduce spam on 
> the list.
>
> I just want to say this and thank everyone who has been here on this 
> list, talking, helping and giving help, to issues i've had over the 
> years and interacted with me regarding replies, bug reports, test 
> builds, questions and whatever there ever was.
>
> I am shutting my game servers down at the end of June '20. 16 years 
> was a long time but awesome as well. This doesnt stop or affect my 
> other interests like playing games though.
>
> So long story short thank you and shouts to some of the Valve people 
> i've had pleasure of interacting with: Fletcher, Jon and especially 
> Eric, for posting the TF2 update notes for so long. Long after CSGO 
> and
> L4D2 folks stopped.
>
> Thanks!
>
> -ics
>
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RE: [hlds_linux] Re: Source 2007 - Not able to connect to Steam?

2020-04-07 Thread Saint K.
Now I could be entirely mistaken, but wasn't multi-core support added as 
requirement like the longest time ago?

Saint K.

-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Benjamin Anderson
Sent: 08 April 2020 00:26
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Re: Source 2007 - Not able to connect to Steam?


For anyone who's interested I found the solution to this problem, as bizarre as 
it may be...

If you're running a single-core server, VAC does not connect. Migrating to a 
dual-core or higher cloud instance resolved the issue.

I confirmed that by again rebuilding the server, confirming the issue on a 
single-core VPS, and then confirming that migrating to a dual-core one fixed it 
again (Using OpenStack/KVM as the hypervisor). I also confirmed the same thing 
locally (using VirtualBox).

Literally everything else worked fine though. VAC is weird...

On 3/30/20 9:10 PM, Benjamin Anderson wrote:
> Hello there,
>
> We used to be able to run a Source 2007 server perfectly through Wine 
> (the native server doesn't seem to play well with recent Linux distros 
> any more). To get an idea of what my setup looks like, I wrote the 
> guide at the GE:S wiki -- 
> https://wiki.geshl2.com/goldeneye/server_install_linux
>
> However, over the past month or so the server has stopped being able 
> to connect to Steam, meaning it is not VAC-enabled and isn't listed on 
> the master server.
>
> This has been independently verified by another person, and I've tried 
> testing in clean Ubuntu installs, Debian, etc. I've even tried the 
> native Linux binary on an older distro without success. Windows 
> continues to work fine, however.
>
> The only clue is I find these log entries in [SrcDS 2007
> root]/logs/connection_log_27015.txt:
>
> [2020-03-30 20:48:07] Log session started
>
> [2020-03-30 20:48:07] [1,2] ConnectFailed('Connection Failed':0) 
> (0.0.0.0:0, UDP)
> [2020-03-30 20:48:07] [0,0] StartAutoReconnect() will start in 7 
> seconds
> [2020-03-30 20:48:14] [1,6] Connect() starting connection 
> (eNetQOSLevelMedium, 146.66.152.13:27019, UDP)
>
> [2020-03-30 20:48:19] [1,6] ConnectFailed('Connection Failed':0) 
> (0.0.0.0:0, UDP)
> [2020-03-30 20:48:19] [0,0] StartAutoReconnect() will start in 7 
> seconds
> [2020-03-30 20:48:26] [1,8] Connect() starting connection 
> (eNetQOSLevelMedium, 146.66.152.13:27019, UDP)
>
> [2020-03-30 20:48:31] [1,8] ConnectFailed('Connection Failed':0) 
> (0.0.0.0:0, UDP)
> [2020-03-30 20:48:31] [0,0] StartAutoReconnect() will start in 5 
> seconds
> [2020-03-30 20:48:36] [1,10] Connect() starting connection 
> (eNetQOSLevelMedium, 146.66.152.13:27019, UDP)
>
> [2020-03-30 20:48:41] [1,10] ConnectFailed('Connection Failed':0) 
> (0.0.0.0:0, UDP)
> [2020-03-30 20:48:41] [0,0] StartAutoReconnect() will start in 14 
> seconds
> [2020-03-30 20:48:55] [1,11] Connect() starting connection 
> (eNetQOSLevelMedium, 146.66.152.13:27019, TCP)
>
> [2020-03-30 20:51:04] [1,11] ConnectFailed('Invalid State':0) 
> (146.66.152.13:27019, TCP)
> [2020-03-30 20:51:04] [0,0] StartAutoReconnect() will start in 10 
> seconds
> [2020-03-30 20:51:14] [1,13] Connect() starting connection 
> (eNetQOSLevelMedium, 208.78.164.11:27018, TCP)
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RE: [hlds_linux] Major Exploit - Anycast Fake Ping Spoofing

2019-05-10 Thread Saint K.
The tools of the greedy strike again.

-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Eric Flenner
Sent: 10 May 2019 05:49
To: csgo_serv...@list.valvesoftware.com; h...@list.valvesoftware.com; 
hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Major Exploit - Anycast Fake Ping Spoofing

Have you noticed your favorite server dying recently? This new exploit may be 
to blame.

By using anycast routing, one can setup servers around the world to respond to 
pings immediately and forwarding any other packets to the real server with 
software like this https://gitlab.com/Dreae/compressor/

Your server will show up as having 10 ms of ping on every continent but inside 
the game players will still have 100-200 ping as game packets can't be cached.

However, any server using this exploit will still explode to the top of the top 
server list. As you can see here, the servers using this exploit shot up to #50 
and #5 in less than a month.

https://cache.gametracker.com/server_info/92.119.148.13:28015
https://cache.gametracker.com/server_info/92.119.148.19:27015

This practice originated in Garry's Mod over a year ago from gmchosting, and 
has now finally arrived in CS:GO and TF2 through GFL, though there might be 
other communities using this exploit that I may not have not tracked down.

Valve needs to deal with this as soon as possible. It is already killing 
servers that aren't using it and tricking players into joining servers with bad 
ping.
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Re: [hlds_linux] [hlds] The End

2016-10-27 Thread Saint K.
Not to become over dramatic, but us from SpecialAttack have decided to go down 
the same route.


It's a shame, but that's how life works. Saying goodbye to VALVe hosted games 
after some 17(!) years.


It's been a rocky ride with a very sour tasting end, but it is what it is.


Cheers all,


Saint K.



 From:   Richard Green  
 To:
 Sent:   10/27/2016 8:02 AM 
 Subject:   [hlds] The End 




 
After years of watching our community dwindle to no more than a group of 
friends it’s time to put the last nail in the coffin, Simiancage.org has been 
around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 
clan members who started Simiancage.
This has always been cs/css/csgo based community and tf2 was a great community 
builder as was L4D2 however as we all know those days are gone and it is time 
to say adjure, valve have succeeded in killing 1 more cs/tf based community as 
we now look towards running new servers of a new style.
Good luck valve in killing your own reputation further.
This is not a moan just a statement of Simiancage’s refusal to prop valve in 
these games any further.
Regards to all 
D3vilfish
PS Ive enjoyed some of the helpful emails over the years to sort 
server/sourcemod problems out, I remember when updates to tf2 would come out on 
new years eve…..
ICS you have been most helpful over the years too, good luck m8
 
 

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Re: [hlds_linux] Mildy confused

2016-07-08 Thread Saint K.
The odd thing is, I have both parameters configured, yet it keeps showing "not 
logged in", but apparently something does login as epi can see on the API

I have the information included in a file that gets ran by +servercfg flag, 
also tried autoexec.cfg and directly on the commandline, no differences there, 
server keeps showing that not logged in message...

Can't for the life of me figure out why.

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Friday, July 08, 2016 4:02 PM
To: Half-Life dedicated Linux server mailing list 

Subject: Re: [hlds_linux] Mildy confused

I did not remove the tf_server_identity_account_id or tf_server_identity_token 
from my autoexec.cfg, and my server shows:

steamid : [G:1:4424] (85568392920043848)
account : logged in

Based on our different results, it would seem that these vars still do 
something (although maybe being "logged in" doesn't mean anything anymore).

- Dave

On Fri, Jul 8, 2016 at 9:39 AM, Saint K.  wrote:

> Thanks for that.
>
> Just curious though, does the "account" bit show 'not logged in' for 
> everyone?
>
> Cheers,
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi
> Sent: Friday, July 08, 2016 3:22 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Mildy confused
>
> Your server appears to be logged in. The api returns your IP when I 
> query it with your reported steam id.
> http://puu.sh/pUANh/482fae028e.png
>
> On 7/8/2016 9:12 AM, Saint K. wrote:
> > Thanks for your reply.
> >
> > If you type "status" at your server, what does it show? I tried 
> > setting sv_setsteamacocunt at multiple places, but it keeps 
> > returning this;
> >
> >  steamid : [G:1:1870] (85568392920041294)
> >  account : not logged in  (No account specified)
> >
> > The not logged in message confuses me.
> >
> > Cheers,
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi
> > Sent: Friday, July 08, 2016 2:51 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Mildy confused
> >
> > I haven't seen any official materials on the subject, but there was 
> > a
> message on the list earlier that seemed to indicate that 
> tf_server_identity commands were no longer functional. I'd be willing 
> to bet that casual mode only requires sv_setsteamaccount.
> >
> > On 7/8/2016 8:48 AM, Saint K. wrote:
> >> Hey guys,
> >>
> >> I am mildly confused on what should be configured these days for 
> >> the
> system that used to be named "quickplay".
> >>
> >> Does this still apply?
> >>
> >> Remember, for now you will need to login to both your Steam 
> >> gameserver
> account and also your TF account. The two accounts are not related. 
> The TF account is the one that determines quickplay eligibility, and 
> the Steam one does favorites migration. Eventually we will remove the 
> TF accounts and only use Steam gameserver accounts.
> >>
> >> Do I both need to set tf_server_identity_account_id and
> sv_setsteamaccount, or should sv_setsteamaccount be enough?
> >>
> >> I tried to find the updated wiki on this but I seem to be unsuccessful.
> >>
> >> Cheers,
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list 
> >> archives,
> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives,
> please visit:
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> >
> >
> > ___
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> > archives,
> please visit:
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> >
>
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>
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Re: [hlds_linux] Mildy confused

2016-07-08 Thread Saint K.
Thanks for that.

Just curious though, does the "account" bit show 'not logged in' for everyone?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi
Sent: Friday, July 08, 2016 3:22 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Mildy confused

Your server appears to be logged in. The api returns your IP when I query it 
with your reported steam id.
http://puu.sh/pUANh/482fae028e.png

On 7/8/2016 9:12 AM, Saint K. wrote:
> Thanks for your reply.
>
> If you type "status" at your server, what does it show? I tried 
> setting sv_setsteamacocunt at multiple places, but it keeps returning 
> this;
>
>  steamid : [G:1:1870] (85568392920041294)
>  account : not logged in  (No account specified)
>
> The not logged in message confuses me.
>
> Cheers,
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi
> Sent: Friday, July 08, 2016 2:51 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Mildy confused
>
> I haven't seen any official materials on the subject, but there was a message 
> on the list earlier that seemed to indicate that tf_server_identity commands 
> were no longer functional. I'd be willing to bet that casual mode only 
> requires sv_setsteamaccount.
>
> On 7/8/2016 8:48 AM, Saint K. wrote:
>> Hey guys,
>>
>> I am mildly confused on what should be configured these days for the system 
>> that used to be named "quickplay".
>>
>> Does this still apply?
>>
>> Remember, for now you will need to login to both your Steam gameserver 
>> account and also your TF account. The two accounts are not related. The TF 
>> account is the one that determines quickplay eligibility, and the Steam one 
>> does favorites migration. Eventually we will remove the TF accounts and only 
>> use Steam gameserver accounts.
>>
>> Do I both need to set tf_server_identity_account_id and sv_setsteamaccount, 
>> or should sv_setsteamaccount be enough?
>>
>> I tried to find the updated wiki on this but I seem to be unsuccessful.
>>
>> Cheers,
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
> ___
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>
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Re: [hlds_linux] Mildy confused

2016-07-08 Thread Saint K.
Thanks for your reply.

If you type "status" at your server, what does it show? I tried setting 
sv_setsteamacocunt at multiple places, but it keeps returning this;

 steamid : [G:1:1870] (85568392920041294)
 account : not logged in  (No account specified)

The not logged in message confuses me.

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi
Sent: Friday, July 08, 2016 2:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Mildy confused

I haven't seen any official materials on the subject, but there was a message 
on the list earlier that seemed to indicate that tf_server_identity commands 
were no longer functional. I'd be willing to bet that casual mode only requires 
sv_setsteamaccount.

On 7/8/2016 8:48 AM, Saint K. wrote:
> Hey guys,
>
> I am mildly confused on what should be configured these days for the system 
> that used to be named "quickplay".
>
> Does this still apply?
>
> Remember, for now you will need to login to both your Steam gameserver 
> account and also your TF account. The two accounts are not related. The TF 
> account is the one that determines quickplay eligibility, and the Steam one 
> does favorites migration. Eventually we will remove the TF accounts and only 
> use Steam gameserver accounts.
>
> Do I both need to set tf_server_identity_account_id and sv_setsteamaccount, 
> or should sv_setsteamaccount be enough?
>
> I tried to find the updated wiki on this but I seem to be unsuccessful.
>
> Cheers,
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>

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[hlds_linux] Mildy confused

2016-07-08 Thread Saint K.
Hey guys,

I am mildly confused on what should be configured these days for the system 
that used to be named "quickplay".

Does this still apply?

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account. The two accounts are not related. The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration. Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

Do I both need to set tf_server_identity_account_id and sv_setsteamaccount, or 
should sv_setsteamaccount be enough? 

I tried to find the updated wiki on this but I seem to be unsuccessful.

Cheers,


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Re: [hlds_linux] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-16 Thread Saint K.
Looks like debian users need to upgrade;

x@mrblue:~$ ldd --version
ldd (Debian EGLIBC 2.13-38+deb7u10) 2.13


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Wednesday, March 16, 2016 6:15 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Heads Up: Minimum Requirements Changing for Linux TF2 
and SDK2013 Dedicated Server

On 2016-03-16 05:06, Ross Bemrose wrote:
> Judging from previous errors, GLIBC 2.17 is the minimum.
> That means Debian 7 isn't compatible, nor is CentOS/RedHat 6 or below.

So how about Ubuntu 12.04 LTS that were supposed to be targeted? It seems to be 
running GLIBC 2.15.

oskar@omega:~$ ldd --version
ldd (Ubuntu EGLIBC 2.15-0ubuntu10.13) 2.15 Copyright (C) 2012 Free Software 
Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO 
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Written by Roland McGrath and Ulrich Drepper.

oskar@omega:~$ /lib/x86_64-linux-gnu/libc.so.6 GNU C Library (Ubuntu EGLIBC 
2.15-0ubuntu10.13) stable release version 2.15, by Roland McGrath et al.
Copyright (C) 2012 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.
There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR 
PURPOSE.
Compiled by GNU CC version 4.6.3.
Compiled on a Linux 3.2.75 system on 2016-02-16.
Available extensions:
 crypt add-on version 2.1 by Michael Glad and others
 GNU Libidn by Simon Josefsson
 Native POSIX Threads Library by Ulrich Drepper et al
 BIND-8.2.3-T5B
libc ABIs: UNIQUE IFUNC
For bug reporting instructions, please see:
.

oskar@omega:~$ lsb_release -a
No LSB modules are available.
Distributor ID:Ubuntu
Description:Ubuntu 12.04.5 LTS
Release:12.04
Codename:precise

--
Best regards
Oskar Levin


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Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread Saint K.
Any chance we can get a player count back at the scoreboard? It's a bit 
annoying that on servers with a higher than 24 slot count you cannot workout 
anymore how many people are in a team.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, December 17, 2015 11:30 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. This is the Tough Break Update. The 
update notes are below. The new version is 3191257.

-Eric



The Tough Break Update has arrived!
- Additional information available on the website 
(http://www.teamfortress.com/toughbreak)
- 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
- 26 new contracts, including contracts which issue loaner weapons 
- 4 new weapon collections
- 2 new community taunts: Badpipes and The Bucking Bronco
- 1 new official taunt: Mannrobics
- New community cosmetics case with 15 items

General
- Significant weapon and class balance improvements (see section below for full 
details)
- Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit of 
Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
- Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break 
Weapons Case. Have you been Naughty or Nice?
- Added Strange Count Transfer Tool
- Takes the Strange scores from one item and adds them on to another. 
The count for the source item is reset to zero. Strange part scores are only 
transferred and zeroed if a matching Strange part is found.  Can only be used 
between Strange items of the same base type.
- Can be Crafted by 2 Strange parts in the crafting menu under Rare 
Items
- Updated Case opening item drop algorithm. Going forward players are now less 
likely to get duplicate items from the same rarity tier on repeated Case 
openings.
- Updated several weapons sounds with consistency fixes from community member 
Mateusz Grzesik
- Updated the scoreboard
- Re-ordered some of the columns
-Added an image to represent player ping values instead of the actual 
ping values. Added an option in Adv. Options to use the actual ping values.
- Updated several weapon descriptions to better detail their functionality
- 'Gifted by' Tag can now be removed from items via 'Restore?' Context action 
from the Backpack view
- Fixed a bug in Mann vs. Machine where Medic bots with unusually long uber 
effects could have the effect time-out prematurely
- Fixed a bug where Unusual Slider was not properly saving
- All Strange parts can now be applied to Strange cosmetics items
- Strange parts added to the Backpack Context Menu for Strange items
- Paints now display both Market and Mann Co. Store prices in the Backpack 
Context Menu on paintable items
- Added case and crate opening animation in Backpack view
- Fixed seeing the fire texture on the Captain Space Mann, A Head Full of Hot 
Air, and The Tomb Readers in DirectX 8
- Updated the models/material for Der Wintermantel and made it paintable
- Updated the Caped Crusader to include a team-colored style for the cape
- Players can no longer use blast damage to move during the pre-round freeze 
period
- Added server convar tf_preround_push_from_damage_enable for servers 
to utilize the old behavior
- Fixed the Spy-cicle not melting properly if the Spy is burned while stunned
- Added an option in Adv. Options to batch overhead combat text

Performance Improvements
- Mac and Linux improvements (Windows Direct3D 9 players have these already)
- Texture streaming now enabled
- Reduced memory consumption by ~500 megs
- Faster map loads!
- Players on Mac can now select 'High' texture settings
- Eliminated many cases of hitching when using painted weapons
- Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low 
quality textures in Video Options -> Advanced)
- Massively reduced memory consumption when using painted weapons
- Improved particle system performance, boosting overall framerate, especially 
in particle-heavy situations.
- Fixed two most common forms of framerate stuttering / hitching when using 
popular FPS configs
- Added -default launch option to help players triage performance / stability 
problems.
- When run with -default, the game will ignore most convar settings and 
run purely with default options
- Upon exit, -default runs do not overwrite the player's config.cfg 
file. If a player wants to save the settings of a default run, they should 
execute host_writeconfig  in the console.
- Fixed 5 second stall when opening options menu
- VR players: You must now pass -vr to launch options to play TF using VR
- Fixed multiple 

Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread Saint K.
Would you like to start an emotional supportgroup?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of N-Gon
Sent: Monday, July 20, 2015 5:03 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] baning TF2 servers together with CS:GO

Damn dude that sucks.
Sorry to hear :(
Hopefully someone at valve can fix this up for you

On Mon, Jul 20, 2015 at 10:58 AM, ics  wrote:

> FYI, bans are per IP, regardless of game. Currently CSGO & TF2 have 
> this system enabled for "bad" servers.
>
> -ics
>
> Alice Vostrikova kirjoitti:
>
>> Hello.
>>
>> I rent my game servers at hosting where many different game servers.
>> On Friday, the Valve massively banned CS:GO servers.
>> On the same day, Valve banned 3 my TF2 servers.
>>
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr
>> =193.26.217.14:28137&format=json
>>
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr
>> =193.26.217.37:27095&format=json
>>
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr
>> =193.26.217.153:28292&format=json
>> Reason: inventory violations.
>> I do not give to my players any inventory for money or without money.
>>
>> Also was banned TF2 server on my hoster without sourcemode (absent 
>> any plugins or castom tags)!!!
>>
>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr
>> =193.26.217.37:27767&format=json Why on ip of the banned CS:GO 
>> servers were banned TF2 servers too?
>> Valve banned servers CS:GO on the ip (instead of ip:port)?
>>
>> Somebody, please give an explanation for the ban TF2 servers!
>> I write for the third time on the issue. Is it normaly that, Valve 
>> does not respond?
>>
>> --
>>
>> --
>> Почтовый ящик предоставлен сервисом qip.ru Заведи бесплатную почту в 
>> домене rbcmail.ru и ты!
>> ___
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
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[hlds_linux] Crashes on mvm_ghost_town

2015-07-03 Thread Saint K.
Anyone else seeing crashes like these on mvm_ghost_town after the most recent 
update?

f642c000-f6c2c000 rw-p  00:00 0
f6c2c000-f6c49000 r-xp  08:01 3542425
/lib/i386-linux-gnu/libtinfo.so.5.9
f6c49000-f6c4b000 r--p 0001c000 08:01 3542425
/lib/i386-linux-gnu/libtinfo.so.5.9
f6c4b000-f6c4c000 rw-p 0001e000 08:01 3542425
/lib/i386-linux-gnu/libtinfo.so.5.9
f6c4c000-f6c4d000 ---p  00:00 0
f6c4d000-f6d4d000 rw-p  00:00 0
f6d4d000-f6d72000 r-xp  08:01 3429922
/home/tf2/mac/bin/libsteam_api.so
f6d72000-f6d73000 r--p 00024000 08:01 3429922
/home/tf2/mac/bin/libsteam_api.so
f6d73000-f6d74000 rw-p 00025000 08:01 3429922
/home/tf2/mac/bin/libsteam_api.so
f6d74000-f6d75000 rw-p  00:00 0
f6d75000-f6f46000 r-xp  08:01 3670930
/home/tf2/mac/bin/dedicated_srv.so
f6f46000-f6f47000 rwxp 001d1000 08:01 3670930
/home/tf2/mac/bin/dedicated_srv.so
f6f47000-f6fcc000 r-xp 001d2000 08:01 3670930
/home/tf2/mac/bin/dedicated_srv.so
f6fcc000-f6fea000 rw-p 00256000 08:01 3670930
/home/tf2/mac/bin/dedicated_srv.so
f6fea000-f73fb000 rw-p  00:00 0
f73fb000-f7434000 r-xp  08:01 3670942
/home/tf2/mac/bin/libvstdlib_srv.so
f7434000-f7435000 rwxp 00039000 08:01 3670942
/home/tf2/mac/bin/libvstdlib_srv.so
f7435000-f7444000 r-xp 0003a000 08:01 3670942
/home/tf2/mac/bin/libvstdlib_srv.so
f7444000-f7445000 rw-p 00049000 08:01 3670942
/home/tf2/mac/bin/libvstdlib_srv.so
f7445000-f74fc000 rw-p  00:00 0
f74fc000-f7503000 r-xp  08:01 3544782
/lib/i386-linux-gnu/i686/cmov/librt-2.13.so
f7503000-f7504000 r--p 6000 08:01 3544782
/lib/i386-linux-gnu/i686/cmov/librt-2.13.so
f7504000-f7505000 rw-p 7000 08:01 3544782
/lib/i386-linux-gnu/i686/cmov/librt-2.13.so
f7505000-f752c000 r-xp  08:01 3670953
/home/tf2/mac/bin/libtier0_srv.so
f752c000-f752d000 rw-p 00026000 08:01 3670953
/home/tf2/mac/bin/libtier0_srv.so
f752d000-f7534000 rw-p  00:00 0
f7534000-f7549000 r-xp  08:01 2759668
/home/tf2/mac/bin/libgcc_s.so.1
f7549000-f754a000 rw-p 00014000 08:01 2759668
/home/tf2/mac/bin/libgcc_s.so.1
f754a000-f76a8000 r-xp  08:01 3544737
/lib/i386-linux-gnu/i686/cmov/libc-2.13.so
f76a8000-f76aa000 r--p 0015e000 08:01 3544737
/lib/i386-linux-gnu/i686/cmov/libc-2.13.so
f76aa000-f76ab000 rw-p 0016 08:01 3544737
/lib/i386-linux-gnu/i686/cmov/libc-2.13.so
f76ab000-f76ae000 rw-p  00:00 0
f76ae000-f76c3000 r-xp  08:01 3544711
/lib/i386-linux-gnu/i686/cmov/libpthread-2.13.so
f76c3000-f76c4000 r--p 00014000 08:01 3544711
/lib/i386-linux-gnu/i686/cmov/libpthread-2.13.so
f76c4000-f76c5000 rw-p 00015000 08:01 3544711
/lib/i386-linux-gnu/i686/cmov/libpthread-2.13.so
f76c5000-f76c7000 rw-p  00:00 0
f76c7000-f778e000 r-xp  08:01 2759665
/home/tf2/mac/bin/libstdc++.so.6
f778e000-f7792000 r--p 000c6000 08:01 2759665
/home/tf2/mac/bin/libstdc++.so.6
f7792000-f7794000 rw-p 000ca000 08:01 2759665
/home/tf2/mac/bin/libstdc++.so.6
f7794000-f779b000 rw-p  00:00 0
f779b000-f779d000 r-xp  08:01 3544747
/lib/i386-linux-gnu/i686/cmov/libdl-2.13.so
f779d000-f779e000 r--p 1000 08:01 3544747
/lib/i386-linux-gnu/i686/cmov/libdl-2.13.so
f779e000-f779f000 rw-p 2000 08:01 3544747
/lib/i386-linux-gnu/i686/cmov/libdl-2.13.so
f779f000-f77c3000 r-xp  08:01 3544750
/lib/i386-linux-gnu/i686/cmov/libm-2.13.so
f77c3000-f77c4000 r--p 00023000 08:01 3544750
/lib/i386-linux-gnu/i686/cmov/libm-2.13.so
f77c4000-f77c5000 rw-p 00024000 08:01 3544750
/lib/i386-linux-gnu/i686/cmov/libm-2.13.so
f77c7000-f77c9000 r-xp  08:01 2759721
/home/tf2/mac/tf/addons/sourcemod_mvm/bin/sourcemod_mm_i486.so
f77c9000-f77ca000 rw-p 1000 08:01 2759721
/home/tf2/mac/tf/addons/sourcemod_mvm/bin/sourcemod_mm_i486.so
f77cb000-f77d1000 rw-p  00:00 0
f77d1000-f77d2000 r-xp  00:00 0  [vdso]
f77d2000-f77ee000 r-xp  08:01 3620370  

[hlds_linux] Spammers delight

2015-01-22 Thread Saint K.
Just a headsup, it seems that spammers have found a new way to spam us. They'll 
pull random (old) messages from the HLDS archives and reply to those directly 
to your mailbox, including the original [hlds_linux] subject line.

The content of the mail will be a reply such as "Saint K.: 



Cheers,


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Re: [hlds_linux] slow start of tf2 servers after latest update

2014-09-13 Thread Saint K.
Does srcds still do this?

My servers don't benchmark @ start, but I can't recall either that I've set 
that option somewhere...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D3vilfish
Sent: Saturday, September 13, 2014 12:12 AM
To: i...@teaterljud.se; 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] slow start of tf2 servers after latest update

Do you export RDTSC_FREQUENCY first, just a thought, might be doing the test 
first

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud & 
Ljus Produktion
Sent: 12 September 2014 16:55
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] slow start of tf2 servers after latest update

Hi
Im running several servers with debian 6 and noticed that it takes looong time 
before the tf2 servers now are ready and starts to listen on its game-port.
This is only on one machine, the other are working as they use to .. i think.
Can it be some updated software that I missed ?

Peter

--
Sweden


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Re: [hlds_linux] invalid SSL cert for cdn.akamai.steamstatic.com

2014-08-31 Thread Saint K.
Thanks, that sorted it!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
Sent: Saturday, August 30, 2014 11:02 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] invalid SSL cert for cdn.akamai.steamstatic.com

Use steamcdn-a.akamaihd.net instead of cdn.akamai.steamstatic.com

30.08.14, 21:10, "Saint K." ":
> 
> Hi,
> 
> I know this hasn't anything to do with HLDS, however, I thought I'd give it a 
> shot anyway.
> 
> We've recently made all our website HTTPS (SSL) only. As we have a bit of 
> steam integration we also started linking to the steam resources at HTTPS as 
> we load some steam stuff in user profiles.
> 
> Now we noticed that content which we get from "cdn.akamai.steamstatic.com" is 
> served with an invalid SSL certificate. This causes an issue as it won't load 
> the content.
> An alternative is to load the external content over HTTP, however, then most 
> browsers will complain that part of the website isn't secured.
> 
> Currently we're looking at caching the content locally on our webserver, and 
> then present it from there. However, I think it would suit VALVe if they'd 
> replace the certificate by a cert signed by a proper CA.
> 
> Cheers,
> 
> Saint K.
> 
> 
> ___
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> visit:
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[hlds_linux] invalid SSL cert for cdn.akamai.steamstatic.com

2014-08-30 Thread Saint K.
Hi,

I know this hasn't anything to do with HLDS, however, I thought I'd give it a 
shot anyway.

We've recently made all our website HTTPS (SSL) only. As we have a bit of steam 
integration we also started linking to the steam resources at HTTPS as we load 
some steam stuff in user profiles.

Now we noticed that content which we get from "cdn.akamai.steamstatic.com" is 
served with an invalid SSL certificate. This causes an issue as it won't load 
the content.
An alternative is to load the external content over HTTP, however, then most 
browsers will complain that part of the website isn't secured.

Currently we're looking at caching the content locally on our webserver, and 
then present it from there. However, I think it would suit VALVe if they'd 
replace the certificate by a cert signed by a proper CA.

Cheers,

Saint K.


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Re: [hlds_linux] FoF issue

2014-06-16 Thread Saint K.
Hi David,
I used the same config files on  both servers with one exception, and that's 
the hostname.
To be sure I copied the entire cfg directory to the other server and tried it 
again, with no success.
In the end I decided to reinstall the entire server, which somehow has fixed 
the problem.
No idea where the root cause has been, but it's solved now.
Thanks anyhow for the suggestions!
Cheers,
Saint K.

David Parker , 6/16/2014 8:50 PM:
Hi Saint K, 
 
Do you perhaps have different server configs on these servers?  On my FoF 
server, sv_pure and sv_pure_kick_clients were both set to "1" in the 
default server.cfg file.  I had to comment them out in the config and 
specify them as "+sv_pure 1 +sv_pure_kick_clients 1" on the SRCDS command 
line in order to get the server to start. 
 
sv_client_interpolate is also set to "1" in the default server.cfg and I 
did not change that, but it doesn't seem to be causing any problems for me. 
 
    - Dave 
 
 
On Mon, Jun 16, 2014 at 11:23 AM, Saint K.  wrote: 
 
> Hi, 
> 
> I have an issues on one of our FoF servers after the last update. It keeps 
> spamming the logs below. It constantly creates a log file and then it 
> closes it again, and repeats that until the end of days and it refuses to 
> boot. 
> 
> Another server is working without issues. 
> 
> Anyone have any idea how to fix this? I am not sure where the sv_pure mode 
> message comes from. Sv_pure is not specified in any cfg file. 
> 
> Cheers, 
> 
> Saint K. 
> 
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616057.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616057.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
>  
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616058.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616058.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
>  
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616059.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616059.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
>  
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616060.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616060.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
>  
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616061.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616061.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
>  
> sv_pure must be specified on the command line to function properly. 
> sv_pure mode not changed 
> Unknown command "sv_client_interpolate" 
> Server logging enabled. 
> L 06/16/2014 - 17:20:15: Log file closed 
> Server logging data to file logs/L0616062.log 
> L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616062.log") (game 
> "/home/fof/fof") (version "0") 
> Writing cfg/banned_ip.cfg. 
> Writing cfg/banned_user.cfg. 
> 
> 
> ___

[hlds_linux] FoF issue

2014-06-16 Thread Saint K.
Hi,

I have an issues on one of our FoF servers after the last update. It keeps 
spamming the logs below. It constantly creates a log file and then it closes it 
again, and repeats that until the end of days and it refuses to boot.

Another server is working without issues.

Anyone have any idea how to fix this? I am not sure where the sv_pure mode 
message comes from. Sv_pure is not specified in any cfg file.

Cheers,

Saint K.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616057.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616057.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616058.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616058.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616059.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616059.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616060.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616060.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616061.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616061.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.

sv_pure must be specified on the command line to function properly. sv_pure 
mode not changed
Unknown command "sv_client_interpolate"
Server logging enabled.
L 06/16/2014 - 17:20:15: Log file closed
Server logging data to file logs/L0616062.log
L 06/16/2014 - 17:20:15: Log file started (file "logs/L0616062.log") (game 
"/home/fof/fof") (version "0")
Writing cfg/banned_ip.cfg.
Writing cfg/banned_user.cfg.


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Re: [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-15 Thread Saint K.
Does anyone have a solution for adding a hidden reserved slot without having to 
go to a max of 19 visible slots?

The cBase and connect extentions from sourcemod don't seem to work on FoF and 
the engine locks at 20 players.

Cheers,

Saint K.


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Re: [hlds_linux] [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-15 Thread Saint K.
Does anyone have a solution for adding a hidden reserved slot without having to 
go to a max of 19 visible slots?

The cBase and connect extentions from sourcemod don't seem to work on FoF and 
the engine locks at 20 players.

Cheers,

Saint K.


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Re: [hlds_linux] Game Server Accounts with multiple servers

2014-03-20 Thread Saint K.
Afaik clients only sync their favo data with the id's once every 12 or 24 hours.


pilger , 20/3/2014 2:26 PM:
Hey guys, 
 
 
I have some doubts. 
 
Picture this scenario: 
 
   1. I have one server running fine for a couple of months under the same 
   IP:PORT; 
   2. I go and create a gamesever account and link it to the current server 
   sucessfully in a manner that it shows the ID when I send the status command; 
   3. All my players should have their favorite linked to my gameserver 
   account now; 
   4. I take down the server; 
   5. I run another server, on another IP:PORT, with the same 
   sv_setsteamaccount token as the previous one; 
   6. Now all the players should have their favorite updated to the new 
   IP:PORT; 
 
Is that correct? Cause it didn't quite work for all my players. At least 
it's been a day and most still don't see the new server on their favorites. 
 
How does the new game server account favorite migration works with multiple 
servers under the same account? How should I proceed towards this? 
 
Is that sv_setsteamaccount token unique to a specific server? Is there a 
"place" where we can check which server is associated to which id? Should I 
make another account for each server I own? 
 
Thanks in advance. 
 
_pilger 
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Re: [hlds_linux] Max Players on this build

2014-03-14 Thread Saint K.
Running gameservers on today's virtualization is no problem whatsoever. It all 
depends on the amount of resources you assign to a VM.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Friday, March 14, 2014 5:20 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max Players on this build

Yes virtualized. I'm aware it isn't the best choice but it's all I have 
avaliable right now. So if you have a problem with running virtualized servers, 
you could simply ignore the thread and spare the "0 players"
answers.

RAM doesn't appear to be a problem at all, since I ran some tests and it was 
never too high. I'm believing the CPU would be the chokepoint, since I was 
actually aiming to get a single server with the most slots I could get rather 
than a couple of small ones. The game would be TF2, by the way.

The server itself doesn't have many custom content apart from sourcemod plugins 
and the fastdownload server is set elsewhere.

Is there a, somewhat, direct relation between player slots and CPU processing 
in terms of Mhz?


_pilger


On 14 March 2014 12:39, voice  wrote:

> Looking at my TF2 server, with sourcemod running, I've got 581MB of 
> RAM used when busy and an average of 22% CPU usage and a max spike of 61%.
>
>
> On Fri, Mar 14, 2014 at 10:34 AM, Kevin  wrote:
>
> > Depending on the game, he could easily get 2-3 servers out of just 
> > 1GB on linux. CS:S peaks at ~300MB for me, where TF2 can go up to 500+.
> >
> > 4Mb/s of bandwidth will be the limiting factor here, I re-read and 
> > 4Mb/s will only get you 1 ~20 slot server if it isn't deathmatch.
> >
> >
> > On 3/14/2014 11:28 AM, Marco Padovan wrote:
> >
> >> sounds like a virtual machine.
> >>
> >> My guess is 0 players with just 1gb of ram
> >>
> >>
> >> On Fri, Mar 14, 2014 at 4:01 PM, pilger  wrote:
> >>
> >>  Hey guys,
> >>>
> >>>
> >>> I need some guidance to see what can I get from a server like this one:
> >>>
> >>> vendor_id   : GenuineIntel
> >>>
> >>>> cpu family  : 6
> >>>> model   : 15
> >>>> model name  : Intel(R) Xeon(R) CPU   E5645  @ 2.40GHz
> >>>> stepping: 1
> >>>> cpu MHz : 2400.085
> >>>> cache size  : 12288 KB
> >>>>
> >>>>  That's just one of the two cores it has, of course. It also has 
> >>>> 1GB
> >>> Ram and
> >>> 4Mbits/s Bandwidth. Running CentOS 6.4.
> >>>
> >>> Can anyone give a hand!?
> >>>
> >>>
> >>>
> >>> _pilger
> >>> ___
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> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
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> >>
> >
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Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-07 Thread Saint K.
Oh, I see.

Thanks. Initially I added the same token to all the servers. Makes sense you 
need one per server :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Saturday, February 08, 2014 12:42 AM
To: 'Half-Life dedicated Win32 server mailing list'
Cc: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

Yes!  The token is essentially login credentials (combination account and 
password).  If you use the same token, you are asking all the servers to login 
to the same account.  But only one server can be on an account at a time.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Friday, February 07, 2014 3:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I’m confused.

Do I need a unique key for each server for the sv_setsteamaccount value?

Saint K.
From: 
hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.

From: 
hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎?

Anyone?

‎Thanks GE

Sent Via Pigeon
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated 
Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.

On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose 
mailto:rbemr...@gmail.com>> wrote:
er... registering a server using an API key for my last post.  Whoops.

On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn 
mailto:fletch...@valvesoftware.com>> wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=

 is the WebAPI key associated with the user account that will 
own the server account

Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Saint K.
Ah, thanks!

Cheers,

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Saturday, November 02, 2013 9:21 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

We released an optional update last night to fix this issue.  If you sync your 
servers again it should be fixed.

-Eric




On Nov 2, 2013, at 8:55 AM, "Saint K."  wrote:

> For some reason we can't use canteens anymore on our MVM servers at 
> mvm_ghost_town
> 
> Saint K.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Friday, November 01, 2013 10:43 PM
> To: Half-Life dedicated Linux server mailing list 
> (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
> list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
> (hlds_annou...@list.valvesoftware.com)
> Subject: [hlds_linux] Mandatory TF2 update released
> 
> We've released a mandatory TF2 update. The notes for the update are below. 
> The new version is 1982480.
> 
> -Eric
> 
> --
> 
> - Fixed a dedicated server crash related to players becoming ghosts in hell
> - Fixed a dedicated server crash related to spellbooks and switching weapons
> - Updated materials for the following items: Caffeine Cooler, Tartan Spartan, 
> Carrion Companion, Sackcloth Spook, and the Pin Pals
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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> 
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Saint K.
I've tested all of our MVM servers, on none of them canteens are working.

You can equip them, you can buy stuff, just can't activate them for usage.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frag Time
Sent: Saturday, November 02, 2013 7:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

I can confirm that canteens are randomly not working for me.


On Sat, Nov 2, 2013 at 1:05 PM, Giovanni Harting < chefeification...@gmail.com> 
wrote:

> Is it? Just finished couple of round on ghost_town, canteens working 
> fine for us. Only bug I (we all) have is that we have only have 
> unknown items in our inventory's. No names anymore ;)
>
>
> 2013/11/2 Saint K. 
>
> > Scrap that, it's not working on *any* MVM map.
> >
> > Saint K.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> > Sent: Saturday, November 02, 2013 4:55 PM
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > For some reason we can't use canteens anymore on our MVM servers at 
> > mvm_ghost_town
> >
> > Saint K.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Friday, November 01, 2013 10:43 PM
> > To: Half-Life dedicated Linux server mailing list ( 
> > hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server 
> > mailing list (h...@list.valvesoftware.com); '
> > hlds_annou...@list.valvesoftware.com' (
> > hlds_annou...@list.valvesoftware.com)
> > Subject: [hlds_linux] Mandatory TF2 update released
> >
> > We've released a mandatory TF2 update. The notes for the update are
> below.
> > The new version is 1982480.
> >
> > -Eric
> >
> > --
> >
> > - Fixed a dedicated server crash related to players becoming ghosts 
> > in
> hell
> > - Fixed a dedicated server crash related to spellbooks and switching 
> > weapons
> > - Updated materials for the following items: Caffeine Cooler, Tartan 
> > Spartan, Carrion Companion, Sackcloth Spook, and the Pin Pals
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> >
> >
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Saint K.
Scrap that, it's not working on *any* MVM map.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Saturday, November 02, 2013 4:55 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory TF2 update released

For some reason we can't use canteens anymore on our MVM servers at 
mvm_ghost_town

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, November 01, 2013 10:43 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 1982480.

-Eric

--

- Fixed a dedicated server crash related to players becoming ghosts in hell
- Fixed a dedicated server crash related to spellbooks and switching weapons
- Updated materials for the following items: Caffeine Cooler, Tartan Spartan, 
Carrion Companion, Sackcloth Spook, and the Pin Pals


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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Saint K.
For some reason we can't use canteens anymore on our MVM servers at 
mvm_ghost_town

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, November 01, 2013 10:43 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 1982480.

-Eric

--

- Fixed a dedicated server crash related to players becoming ghosts in hell
- Fixed a dedicated server crash related to spellbooks and switching weapons
- Updated materials for the following items: Caffeine Cooler, Tartan Spartan, 
Carrion Companion, Sackcloth Spook, and the Pin Pals


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[hlds_linux] Still crashing

2013-11-01 Thread Saint K.
We're still seeing crashes on the Halloween map.



0   server_srv.so!CTFPlayerShared::OnAddHalloweenGhostMode() + 0xf2
1   server_srv.so!CTFPlayer::Spawn() + 0x100f
2   server_srv.so!CTFPlayer::ForceRespawn() + 0x4f5
3   server_srv.so!CTFPlayer::HandleCommand_JoinClass(char const*, bool) + 
0x88e
4   server_srv.so!CTFPlayer::ClientCommand(CCommand const&) + 0x65d
5   server_srv.so!CTFGameRules::ClientCommand(CBaseEntity*, CCommand 
const&) + 0xd6
6   server_srv.so!ClientCommand(CBasePlayer*, CCommand const&) + 0xe7
7   metamod.2.tf2.so + 0x18f28
8   engine_srv.so!CGameClient::IsEngineClientCommand(CCommand const&) const 
+ 0x145
9   engine_srv.so!CBaseClient::ProcessStringCmd(NET_StringCmd*) + 0x1b


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Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-10-31 Thread Saint K.
Out of interest, why are there so much VALVe servers online?

What have we done so wrong the past decades that we've hosted servers that 
VALVe now "hijacks" all player traffic?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, October 31, 2013 6:30 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com)
Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?

There were no Valve event servers running until last night. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, October 31, 2013 10:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?

Never run any bots, all of my servers were full yesterday and are completely 
dead last night until now.
Only change was the update.
One of the servers wasn't registered until this event (converted it from a 
custom server temporarily just to get a 24/7 helltower server for the week), so 
it was a brand new ID.


On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy  wrote:

> None of my servers are running any sort of bots, and they all dropped 
> quickplay traffic completely last night.
>
> Can you double check to verify this update didn't create an additional 
> issue, as it sure does look like something is wrong.
>
> ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
>
>
> - Original Message - From: "Fletcher Dunn" < 
> fletch...@valvesoftware.com>
> To: "Half-Life dedicated Linux server mailing list" 
>  >
> Cc: 
> Sent: Thursday, October 31, 2013 12:32 PM
>
> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>
>
>  We recently fixed a bug that has been giving servers running bots an
>> unfair and unintended quickplay scoring advantage.  This could change 
>> traffic patterns.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com> alvesoftware.com>]
>> On Behalf Of Marco Padovan
>> Sent: Thursday, October 31, 2013 8:52 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?
>>
>> Same here... seeing the same issue on 12servers all where full 
>> yesterday :)
>>
>>
>> On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy > >wrote:
>>
>>  Server was full last night before update..but no one has been on 
>> since
>>> the update.
>>>
>>> Thankfully I am not the only one with this issue!
>>>
>>>
>>> On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander < 
>>> thesupremec...@gmail.com> wrote:
>>>
>>> > Seeing problems on my end as well. A server holding at 24/24 
>>> > constant before the update has seen all of its traffic vanish even 
>>> > with a few players to seed QuickPlay traffic.
>>> >
>>> >
>>> > On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy 
>>> wrote:
>>> >
>>> > > VAC secure mode is activated.
>>> > > Connection to game coordinator established.
>>> > > Current item schema is up-to-date with version 553324E3.
>>> > > Received auth challenge; signing into gameserver account...
>>> > > L 10/31/2013 - 06:01:08: Received auth challenge; signing into
>>> gameserver
>>> > > account...
>>> > > L 10/31/2013 - 06:01:08: Loading map "plr_hightower_event"
>>> > > Game server authentication: SUCCESS! Standing: Good. Trend: 
>>> > > Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: 
>>> > > SUCCESS! >
>>> > Standing:
>>> > > Good. Trend: Upward Fast
>>> > >
>>> > >
>>> > > I'm not seeing any bad ratings on mine, but quickplay traffic 
>>> > > just vanished.
>>> > >
>>> > >
>>> > > - Original Message - From: "Lambda"
>>> > > 
>>> > > To: "Half-Life dedicated Linux server mailing list" >> **
>>> > > valvesoftware.com
>>> > > >> > > re.com>
>>> >>
>>> > &g

Re: [hlds_linux] Is sv_tags "event247" broken after the update?

2013-10-31 Thread Saint K.
Our servers kept filling up until this morning crashes again (EU time).

After it they've pretty much been empty. Guessing we went on the negative side 
of the quickplay score because of all the full server crashing.

Ah well... :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, October 31, 2013 5:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?

I'm seeing full servers since i updated this morning. 
http://i.imgur.com/K2x95GV.jpg

-ics

Calvin Judy kirjoitti:
> http://i.imgur.com/bejbG1m.png
>
> There has been a significant drop in quickplay traffic on our servers 
> as well.
>
>
> - Original Message - From: "Todd Pettit" 
> 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Sent: Thursday, October 31, 2013 11:13 AM
> Subject: [hlds_linux] Is sv_tags "event247" broken after the update?
>
>
>> I noticed Halloween servers running plr_hightower_event are no longer 
>> receiving quickplay traffic after the last update.
>> Is anyone else having the same issue? Normal servers seem unaffected.
>>
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>
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Re: [hlds_linux] Mandatory TF2 update released

2013-10-31 Thread Saint K.
Apparently so. The other mails came in a little late.
Saint K.


Saint K. , 31/10/2013 12:56 PM:
We're still seeing crashes on our servers. 
 
Anyone else experiencing them? 
 
Saint K. 
 
-Original Message- 
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith 
Sent: Thursday, October 31, 2013 2:33 AM 
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com) 
Subject: [hlds_linux] Mandatory TF2 update released 
 
We've released a mandatory TF2 update for Halloween. The notes for the update 
are below. The new version is 1979503. 
 
-Eric 
 
-- 
 
- Added new main menu character images for Scream Fortress 2013 
- Fixed a server crash related to The High Five taunt 
- Fixed neutral pumpkin bombs exploding with blue particles 
- Fixed health on hit particle effect precache error 
- Fixed client nTextureFrame < 0 warning spew in dev console 
- Updated the round restart event to remove spells after playing in hell 
- Updated plr_hightower_event to improve server stability 
- Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador 
or the Large Luchador  
- Re-enabled the crafting recipes for zombie costumes 
 
Notes missed from Monday's update: 
- Updated the Vaccinator to use the reload key to cycle through resist types 
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2013-10-31 Thread Saint K.
We're still seeing crashes on our servers.

Anyone else experiencing them?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, October 31, 2013 2:33 AM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory TF2 update for Halloween. The notes for the update 
are below. The new version is 1979503.

-Eric

--

- Added new main menu character images for Scream Fortress 2013
- Fixed a server crash related to The High Five taunt
- Fixed neutral pumpkin bombs exploding with blue particles
- Fixed health on hit particle effect precache error
- Fixed client nTextureFrame < 0 warning spew in dev console
- Updated the round restart event to remove spells after playing in hell
- Updated plr_hightower_event to improve server stability
- Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador 
or the Large Luchador 
- Re-enabled the crafting recipes for zombie costumes

Notes missed from Monday's update:
- Updated the Vaccinator to use the reload key to cycle through resist types


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Re: [hlds_linux] [hlds] high five taunt crashes server

2013-10-30 Thread Saint K.
Thanks!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
Sent: Wednesday, October 30, 2013 2:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] high five taunt crashes server

You can block users from using this taunt - 
http://forums.alliedmods.net/showpost.php?p=2054420&postcount=5 - this will 
kill players that equip high five taunt and warn them in chat until they will 
change action slot item. But I think Valve will fix this in ~5 hours.

30.10.2013, 17:12, "Saint K." :
> Does anyone know a workaround for the crashes by any chance?
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Wednesday, October 30, 2013 3:17 AM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
> server mailing list
> Subject: Re: [hlds_linux] [hlds] high five taunt crashes server
>
> We're investigating.  Thanks for the report.
>
> -Eric
>
> On Oct 29, 2013, at 6:49 PM, "big john" 
> mailto:brewskii...@gmail.com>> wrote:
>
> Yep I can confirm as well
>
> On Oct 29, 2013 9:17 PM, "Peter Jerde" 
> mailto:peter-h...@jerde.net>> wrote:
> If two soldiers or two demomen highfive, the server crashes. Just verified it 
> on a server with the addons folder completely removed, though I haven't 
> tested it on a fully vanilla server (no config files) yet.
>
> - Peter
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Re: [hlds_linux] [hlds] high five taunt crashes server

2013-10-30 Thread Saint K.
Does anyone know a workaround for the crashes by any chance?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, October 30, 2013 3:17 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] high five taunt crashes server

We're investigating.  Thanks for the report.

-Eric


On Oct 29, 2013, at 6:49 PM, "big john" 
mailto:brewskii...@gmail.com>> wrote:


Yep I can confirm as well

On Oct 29, 2013 9:17 PM, "Peter Jerde" 
mailto:peter-h...@jerde.net>> wrote:
If two soldiers or two demomen highfive, the server crashes. Just verified it 
on a server with the addons folder completely removed, though I haven't tested 
it on a fully vanilla server (no config files) yet.

- Peter
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Re: [hlds_linux] tf2 halloween event 2013 ETA ?

2013-10-28 Thread Saint K.
It's VALVe time, it could as well be somewhere around February 2014 =)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, October 28, 2013 9:59 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] tf2 halloween event 2013 ETA ?

Before 31st. Now take a deep breath and wait for notice.

-ics

louloubizou kirjoitti:
> an ETA ? :)
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[hlds_linux] test msg

2013-10-17 Thread Saint K.
Please ignore.


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Re: [hlds_linux] Question about Architectures & SRCDS / SteamPipe

2013-07-16 Thread Saint K .
Got a source to confirm these claims?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saul Rennison 
[saul.renni...@gmail.com]
Sent: 16 July 2013 10:21
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Question about Architectures & SRCDS / SteamPipe

One of the many archaic traits of Source that will be fixed in Source 2.
Don't expect big changes such as this to happen on Source 1 now...
technologically that engine isn't going anywhere after Dota 2.



Kind regards,
Saul Rennison


On 16 July 2013 09:14, Ryan Walmsley  wrote:

> Hi, there has been a question which I have been wondering about for a
> while.
>
> Why don't valve compile a native 64 Bit version of the server software? I
> know that the problem can be resolved by installing ia32-libs but surely it
> would be better for most server owners from where even most PCs have 64 bit
> as standard (I even have an atom that can support it) let alone the servers
> which have multiple CPUs.
>
> *Thanks -*
> *
> *
> *Ryan Walmsley*
> *
> *
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Re: [hlds_linux] Crashes after update

2013-07-15 Thread Saint K .
same here.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of ics [i...@ics-base.net]
Sent: 16 July 2013 06:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashes after update

Same for me also.

-ics

Valentin G. kirjoitti:
> mp_stalemate_meleeonly for me. Not using any plugins related to sudden
> death.
>
>
> On Tue, Jul 16, 2013 at 1:51 AM, Ross Bemrose  wrote:
>
>> Is this using the mp_stalemate_meleeonly cvar or with a plugin of some
>> sort?
>>
>>
>> On 7/15/2013 6:50 PM, Saint K. wrote:
>>
>>> The closest we can come to reproducing this is having a very long
>>> stalemate with 24-ish people, timelimit ran out and suddendeath melee only
>>> kicking in.
>>>
>>> Saint K.
>>> __**__
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[
>>> hlds_linux-bounces@list.**valvesoftware.com]
>>> on behalf of Eric Smith [er...@valvesoftware.com]
>>> Sent: 15 July 2013 23:23
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Crashes after update
>>>
>>> We've been unable to reproduce the problem here. Does anyone have the
>>> steps to reproduce the crash? Thanks.
>>>
>>> -Eric
>>>
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of ics
>>> Sent: Saturday, July 13, 2013 1:32 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Crashes after update
>>>
>>> This seem to have fixed the server crashes. Last night update didnt help
>>> but that cvar did. Thanks
>>>
>>> -ics
>>>
>>> martin v kirjoitti:
>>>
>>>> mp_stalemate_enable 0 - fixed crashes on my server.
>>>>
>>>> Try it.
>>>>
>>>>
>>>> 2013/7/12 Valentin G. 
>>>>
>>>>   Yup. Confirming.
>>>>>
>>>>> On Fri, Jul 12, 2013 at 6:48 PM, Saint K. 
>>>>> wrote:
>>>>>
>>>>>   Btw, I am seeing these crashes both on our "normal" server as well
>>>>>> as on the MvM server.
>>>>>>
>>>>>> Saint K.
>>>>>>
>>>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>>
>>
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Re: [hlds_linux] Crashes after update

2013-07-15 Thread Saint K .
The closest we can come to reproducing this is having a very long stalemate 
with 24-ish people, timelimit ran out and suddendeath melee only kicking in.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Eric Smith 
[er...@valvesoftware.com]
Sent: 15 July 2013 23:23
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashes after update

We've been unable to reproduce the problem here. Does anyone have the steps to 
reproduce the crash? Thanks.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, July 13, 2013 1:32 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashes after update

This seem to have fixed the server crashes. Last night update didnt help but 
that cvar did. Thanks

-ics

martin v kirjoitti:
> mp_stalemate_enable 0 - fixed crashes on my server.
>
> Try it.
>
>
> 2013/7/12 Valentin G. 
>
>> Yup. Confirming.
>>
>>
>> On Fri, Jul 12, 2013 at 6:48 PM, Saint K. 
>> wrote:
>>
>>> Btw, I am seeing these crashes both on our "normal" server as well
>>> as on the MvM server.
>>>
>>> Saint K.

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Re: [hlds_linux] incorrect playercount MVM servers

2013-07-15 Thread Saint K .
Sorry. I thought I had disabled SM to test if it was still of an issue, 
however, apparently I hadn't.

Ignore the message, it's an issue with SM or a plugin/extention.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Rudy Bleeker 
[rblee...@gmail.com]
Sent: 15 July 2013 13:06
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] incorrect playercount MVM servers

I've been monitoring, but the issue does not seem to occur on my
vanilla MvM server (no SM/MM).

On Mon, Jul 15, 2013 at 9:31 AM, Saint K.  wrote:
> Hi,
>
> From a few updates back (somewhere like 2 months ago) we have a problem at 
> our MVM servers that it reports the wrong player count.
>
> This happened when players are present at the server during a mapchange. If 
> there are 4 out of 6 players active during the mapchange, the server will 
> show 0/6 after the mapchange. If 2 more players join (and thus making the 
> server full), it shows 2/6, and so on.
>
> Is anyone here experiencing the same issue, or have any idea how to fix this?
>
> The player count is incorrectly shown in the steam browser, HLSW and if we 
> manually query the server.
>
> If you do "status" on the server the player count is incorrect as well, 
> however you do see al the players and their steamid's listed.
>
> Cheers,
>
> Saint K.
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--
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

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[hlds_linux] incorrect playercount MVM servers

2013-07-14 Thread Saint K .
Hi,

>From a few updates back (somewhere like 2 months ago) we have a problem at our 
>MVM servers that it reports the wrong player count.

This happened when players are present at the server during a mapchange. If 
there are 4 out of 6 players active during the mapchange, the server will show 
0/6 after the mapchange. If 2 more players join (and thus making the server 
full), it shows 2/6, and so on.

Is anyone here experiencing the same issue, or have any idea how to fix this?

The player count is incorrectly shown in the steam browser, HLSW and if we 
manually query the server.

If you do "status" on the server the player count is incorrect as well, however 
you do see al the players and their steamid's listed.

Cheers,

Saint K.
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Re: [hlds_linux] Crashes after update

2013-07-12 Thread Saint K .
Btw, I am seeing these crashes both on our "normal" server as well as on the 
MvM server.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 12 July 2013 18:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashes after update

This is the content of the coredump:

BFD: Warning: /home/tf2/main/core is truncated: expected core file size >= 
793841664, found: 1130496.
[New LWP 10184]
[New LWP 10190]
[New LWP 10186]
[New LWP 10185]
[New LWP 10187]
[New LWP 10201]
[New LWP 10206]
[New LWP 10205]
[New LWP 10198]
[New LWP 11343]
[New LWP 10191]
[New LWP 10188]
[New LWP 10192]
[New LWP 10193]
[New LWP 10194]
[New LWP 10200]
[New LWP 10207]
[New LWP 10189]
Failed to read a valid object file image from memory.
Core was generated by `./srcds_linux -debug -game tf +servercfgfile 
main_dell.cfg +ip 85.17.60.96 -por'.
Program terminated with signal 11, Segmentation fault.
#0  0xed659fdf in ?? ()

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 12 July 2013 18:26
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Crashes after update

We're still seeing crashes.

The conditions seem to be: map time ran out but round is being finished and a 
long stalemate was going on.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 15:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

The quick-fix thing was a coincidence.

Somehow our server keeps crashing near the end of the cp_process map. The other 
new map it plays through nicely. The crash occurs each time near the end of 
process but I can't figure out how to replicate it.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 13:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

Has anyone notice the server crashing with the quick-fix bug?

One of our players said he just got the bug and seconds after the server went 
down.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay 
[mc...@doctormckay.com]
Sent: 11 July 2013 07:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I can confirm the Quick-Fix bug. Was able to replicate it myself.

Dr. McKay

On Thursday, July 11, 2013, ics wrote:

> There's also map exploit in cp_standin_final. Can get out of the map
> http://forums.steampowered.**com/forums/showthread.php?p=**34645640<http://forums.steampowered.com/forums/showthread.php?p=34645640>
>
> That thread might have also some other things to consider fixing.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081<http://www.twitch.tv/ggglygy/b/428663081>has
>>  an example at around 2:53:00.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>


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Re: [hlds_linux] Crashes after update

2013-07-12 Thread Saint K .
This is the content of the coredump:

BFD: Warning: /home/tf2/main/core is truncated: expected core file size >= 
793841664, found: 1130496.
[New LWP 10184]
[New LWP 10190]
[New LWP 10186]
[New LWP 10185]
[New LWP 10187]
[New LWP 10201]
[New LWP 10206]
[New LWP 10205]
[New LWP 10198]
[New LWP 11343]
[New LWP 10191]
[New LWP 10188]
[New LWP 10192]
[New LWP 10193]
[New LWP 10194]
[New LWP 10200]
[New LWP 10207]
[New LWP 10189]
Failed to read a valid object file image from memory.
Core was generated by `./srcds_linux -debug -game tf +servercfgfile 
main_dell.cfg +ip 85.17.60.96 -por'.
Program terminated with signal 11, Segmentation fault.
#0  0xed659fdf in ?? ()

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 12 July 2013 18:26
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Crashes after update

We're still seeing crashes.

The conditions seem to be: map time ran out but round is being finished and a 
long stalemate was going on.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 15:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

The quick-fix thing was a coincidence.

Somehow our server keeps crashing near the end of the cp_process map. The other 
new map it plays through nicely. The crash occurs each time near the end of 
process but I can't figure out how to replicate it.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 13:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

Has anyone notice the server crashing with the quick-fix bug?

One of our players said he just got the bug and seconds after the server went 
down.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay 
[mc...@doctormckay.com]
Sent: 11 July 2013 07:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I can confirm the Quick-Fix bug. Was able to replicate it myself.

Dr. McKay

On Thursday, July 11, 2013, ics wrote:

> There's also map exploit in cp_standin_final. Can get out of the map
> http://forums.steampowered.**com/forums/showthread.php?p=**34645640<http://forums.steampowered.com/forums/showthread.php?p=34645640>
>
> That thread might have also some other things to consider fixing.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081<http://www.twitch.tv/ggglygy/b/428663081>has
>>  an example at around 2:53:00.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>


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[hlds_linux] Crashes after update

2013-07-12 Thread Saint K .
We're still seeing crashes.

The conditions seem to be: map time ran out but round is being finished and a 
long stalemate was going on.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 15:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

The quick-fix thing was a coincidence.

Somehow our server keeps crashing near the end of the cp_process map. The other 
new map it plays through nicely. The crash occurs each time near the end of 
process but I can't figure out how to replicate it.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 13:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

Has anyone notice the server crashing with the quick-fix bug?

One of our players said he just got the bug and seconds after the server went 
down.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay 
[mc...@doctormckay.com]
Sent: 11 July 2013 07:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I can confirm the Quick-Fix bug. Was able to replicate it myself.

Dr. McKay

On Thursday, July 11, 2013, ics wrote:

> There's also map exploit in cp_standin_final. Can get out of the map
> http://forums.steampowered.**com/forums/showthread.php?p=**34645640<http://forums.steampowered.com/forums/showthread.php?p=34645640>
>
> That thread might have also some other things to consider fixing.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081<http://www.twitch.tv/ggglygy/b/428663081>has
>>  an example at around 2:53:00.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>


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Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-11 Thread Saint K .
The quick-fix thing was a coincidence. 

Somehow our server keeps crashing near the end of the cp_process map. The other 
new map it plays through nicely. The crash occurs each time near the end of 
process but I can't figure out how to replicate it.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 11 July 2013 13:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

Has anyone notice the server crashing with the quick-fix bug?

One of our players said he just got the bug and seconds after the server went 
down.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay 
[mc...@doctormckay.com]
Sent: 11 July 2013 07:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I can confirm the Quick-Fix bug. Was able to replicate it myself.

Dr. McKay

On Thursday, July 11, 2013, ics wrote:

> There's also map exploit in cp_standin_final. Can get out of the map
> http://forums.steampowered.**com/forums/showthread.php?p=**34645640<http://forums.steampowered.com/forums/showthread.php?p=34645640>
>
> That thread might have also some other things to consider fixing.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081<http://www.twitch.tv/ggglygy/b/428663081>has
>>  an example at around 2:53:00.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>


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Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-11 Thread Saint K .
Has anyone notice the server crashing with the quick-fix bug?

One of our players said he just got the bug and seconds after the server went 
down.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay 
[mc...@doctormckay.com]
Sent: 11 July 2013 07:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

I can confirm the Quick-Fix bug. Was able to replicate it myself.

Dr. McKay

On Thursday, July 11, 2013, ics wrote:

> There's also map exploit in cp_standin_final. Can get out of the map
> http://forums.steampowered.**com/forums/showthread.php?p=**34645640<http://forums.steampowered.com/forums/showthread.php?p=34645640>
>
> That thread might have also some other things to consider fixing.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081<http://www.twitch.tv/ggglygy/b/428663081>has
>>  an example at around 2:53:00.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>


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[hlds_linux] Weird playercount issue MVM servers

2013-06-21 Thread Saint K .
Hi,

Wondering if anyone here has the same issue.

After an update a few weeks back we're stuck with the following bug. Whenever 
MVM changes maps and players are present, the server counts the present player 
as bots, and thus is showing an incorrect player count. If 5 people go trough 
the mapchange it will show 0/6, if a person joins after the mapchange it shows 
1/6 while the server is actually full.

Cheers,

Saint K.
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-13 Thread Saint K .
Thanks, I'll give that a go.

Never had to create any mapcycles for MvM so I was a bit surprised by what it 
was doing.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Svensk Ljud & Ljus 
Produktion [i...@teaterljud.se]
Sent: 13 June 2013 12:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server lock or.. some problem

edit your maplist.txt, mapcycle files and remove everything and add this
maps instead:

mvm_bigrock
mvm_coaltown
mvm_decoy
mvm_mannworks

restart server

Good Luck !

Peter

Rudy Bleeker skrev 2013-06-12 23:53:
> That's odd... are you sure your server is using the right
> mapcyclefile? I have never run into this problem.
>
> On Wed, Jun 12, 2013 at 8:39 PM, Saint K.  wrote:
>> I applied the command "mp_mapcycle_empty_timeout_seconds" to my cfg, but now 
>> it's randomly causing the server to switch to normal maps, rather than 
>> switching to mbm maps.
>>
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [hlds_linux-boun...@list.valvesoftware.com] on behalf of Rudy Bleeker 
>> [rblee...@gmail.com]
>> Sent: 10 June 2013 09:45
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] MvM server lock or.. some problem
>>
>> If a mapchange fixes the issue you might want to consider putting
>> mp_mapcycle_empty_timeout_seconds in your config file. It specifies
>> the maximum number of seconds the server can be empty, so without
>> players on it (and bots don't count) before the server will
>> automatically change the map. I've been using this for a while now and
>> have never run into the issue described here.
>>
>> I suspect the reason that it was first noticed on Wave 666 is because
>> it's a long grind, so there's a bigger chance at bots getting stuck
>> somewhere and start eating up extra slots.
>>
>> On Mon, Jun 10, 2013 at 7:47 AM, Yun Huang Yong  wrote:
>>> Yep there's supposed to be 22 slots for bots, 6 for players, and remaining 4
>>> are specs.
>>>
>>> The question is why the early bots are continuing to hold player slots even
>>> after they're dead.  It's because of these stuck bots that when new bots
>>> spawn (as they are supposed to according to the mission) you end up with 5
>>> player slots left, 4 slots left etc.
>>>
>>> Note that when the player slots are being eaten the 4 spec slots have
>>> already gone.
>>>
>>>
>>> On 10/06/2013 3:07 PM, ics wrote:
>>>> Yeah that could be it and it's not wave 666 only. The extra slots might
>>>> get eaten by bots that never leave, thus making the server impossible to
>>>> enter, except for one person. Whenever someone leaves, bots fill in.
>>>>
>>>> -ics
>>>>
>>>> Yun Huang Yong kirjoitti:
>>>>> Sounds like this bug:
>>>>> https://github.com/ValveSoftware/Source-1-Games/issues/301
>>>>>
>>>>> I guess it's not Wave666 specific and I saw it there only because it's
>>>>> our busiest MvM server.
>>>>>
>>>>> I haven't had a chance to see if the "stuck" bots are actually in the
>>>>> game/map.
>>>>>
>>>>> On 10/06/2013 3:49 AM, 1nsane wrote:
>>>>>> Had something similar happen on Valve's Mann Up servers:
>>>>>> Someone quit and the server would only let up to 5 people join. Checking
>>>>>> game info in game showed the server at 5/5.
>>>>>>
>>>>>> Another guy left, it was down to 4/4. In the end everyone had to
>>>>>> abandon,
>>>>>> happened at the last wave too.
>>>>>>
>>>>>> I saw this happen multiple times.
>>>>>>
>>>>>>
>>>>>> On Sun, Jun 9, 2013 at 12:21 PM, ics  wrote:
>>>>>>
>>>>>>> This is the same problem that i randomly have, there are bots on the
>>>>>>> server, kind of, but only one person can connect at a time and bots
>>>>>>> never
>>>>>>> leave or round does not reset. They are stuck there. Server restart
>>>>>>> fixes
>>>>>>> it though.
>>>>>>>
>>>>>>> -ics
>>>>>>>
>>>

Re: [hlds_linux] MvM server lock or.. some problem

2013-06-12 Thread Saint K .
I applied the command "mp_mapcycle_empty_timeout_seconds" to my cfg, but now 
it's randomly causing the server to switch to normal maps, rather than 
switching to mbm maps.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Rudy Bleeker 
[rblee...@gmail.com]
Sent: 10 June 2013 09:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server lock or.. some problem

If a mapchange fixes the issue you might want to consider putting
mp_mapcycle_empty_timeout_seconds in your config file. It specifies
the maximum number of seconds the server can be empty, so without
players on it (and bots don't count) before the server will
automatically change the map. I've been using this for a while now and
have never run into the issue described here.

I suspect the reason that it was first noticed on Wave 666 is because
it's a long grind, so there's a bigger chance at bots getting stuck
somewhere and start eating up extra slots.

On Mon, Jun 10, 2013 at 7:47 AM, Yun Huang Yong  wrote:
> Yep there's supposed to be 22 slots for bots, 6 for players, and remaining 4
> are specs.
>
> The question is why the early bots are continuing to hold player slots even
> after they're dead.  It's because of these stuck bots that when new bots
> spawn (as they are supposed to according to the mission) you end up with 5
> player slots left, 4 slots left etc.
>
> Note that when the player slots are being eaten the 4 spec slots have
> already gone.
>
>
> On 10/06/2013 3:07 PM, ics wrote:
>>
>> Yeah that could be it and it's not wave 666 only. The extra slots might
>> get eaten by bots that never leave, thus making the server impossible to
>> enter, except for one person. Whenever someone leaves, bots fill in.
>>
>> -ics
>>
>> Yun Huang Yong kirjoitti:
>>>
>>> Sounds like this bug:
>>> https://github.com/ValveSoftware/Source-1-Games/issues/301
>>>
>>> I guess it's not Wave666 specific and I saw it there only because it's
>>> our busiest MvM server.
>>>
>>> I haven't had a chance to see if the "stuck" bots are actually in the
>>> game/map.
>>>
>>> On 10/06/2013 3:49 AM, 1nsane wrote:
>>>>
>>>> Had something similar happen on Valve's Mann Up servers:
>>>> Someone quit and the server would only let up to 5 people join. Checking
>>>> game info in game showed the server at 5/5.
>>>>
>>>> Another guy left, it was down to 4/4. In the end everyone had to
>>>> abandon,
>>>> happened at the last wave too.
>>>>
>>>> I saw this happen multiple times.
>>>>
>>>>
>>>> On Sun, Jun 9, 2013 at 12:21 PM, ics  wrote:
>>>>
>>>>> This is the same problem that i randomly have, there are bots on the
>>>>> server, kind of, but only one person can connect at a time and bots
>>>>> never
>>>>> leave or round does not reset. They are stuck there. Server restart
>>>>> fixes
>>>>> it though.
>>>>>
>>>>> -ics
>>>>>
>>>>> Peter Lindblom kirjoitti:
>>>>>
>>>>>   We have one MvM server with some problem that is odd and its been
>>>>> this
>>>>>>
>>>>>> way long time now and I cant show any logs with any data but this
>>>>>> is how
>>>>>> its is:
>>>>>>
>>>>>> The server gets empty but on our hlxce site its showing that its
>>>>>> populated with MvM-bots, at this point none can connect to the
>>>>>> server and
>>>>>> get in.
>>>>>> If I change map with hlsw or in the console, the time the server is
>>>>>> down
>>>>>> is twice or triple a normal map-change is.
>>>>>> After that the server usual get filled within some minutes!
>>>>>>
>>>>>> - I have not English as my first language as you might have guess.
>>>>>>
>>>>>> Peter
>>>>>> Sweden
>>>>>>
>>>>>>
>>>>>> ics skrev 2013-06-09 11:20:
>>>>>>
>>>>>>> MvM servers? There's lots of empty servers around and not enough
>>>>>>> players. Some people here said not having players and then later on
>>>>>>> suddenly had full serve

Re: [hlds_linux] Query steam

2013-06-04 Thread Saint K .
That would be appreciated.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Andre Müller 
[gbs.dead...@gmail.com]
Sent: 04 June 2013 14:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Query steam

I you like to have a class for python, which is using the steamapi, I can
send you latern an example.


2013/6/3 Saint K. 

> thanks!
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Tommy Giesler [
> tommygies...@gmail.com]
> Sent: 03 June 2013 22:18
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Query steam
>
> http://wiki.teamfortress.com/wiki/WebAPI/UpToDateCheck
>
> Cheers,
>
> T. Giesler
>
> 2013/6/3 Saint K. 
>
> > Hi,
> >
> > I realize that this probably doesn't belong on this list, but I am not
> > sure where else it would go.
> >
> > We're looking for a way to query the steam servers for the latest version
> > of game servers so we can determine if a server (non TF2 or anything)
> > requires an update (for game servers without auto update features).
> >
> > Does anyone know if such thing exist, and could point me to any
> > documentation?
> >
> > Cheers,
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] Query steam

2013-06-03 Thread Saint K .
thanks!

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Tommy Giesler 
[tommygies...@gmail.com]
Sent: 03 June 2013 22:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Query steam

http://wiki.teamfortress.com/wiki/WebAPI/UpToDateCheck

Cheers,

T. Giesler

2013/6/3 Saint K. 

> Hi,
>
> I realize that this probably doesn't belong on this list, but I am not
> sure where else it would go.
>
> We're looking for a way to query the steam servers for the latest version
> of game servers so we can determine if a server (non TF2 or anything)
> requires an update (for game servers without auto update features).
>
> Does anyone know if such thing exist, and could point me to any
> documentation?
>
> Cheers,
>
> Saint K.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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[hlds_linux] Query steam

2013-06-03 Thread Saint K .
Hi,

I realize that this probably doesn't belong on this list, but I am not sure 
where else it would go.

We're looking for a way to query the steam servers for the latest version of 
game servers so we can determine if a server (non TF2 or anything) requires an 
update (for game servers without auto update features).

Does anyone know if such thing exist, and could point me to any documentation?

Cheers,

Saint K.
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Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

2013-05-30 Thread Saint K .
Part of my daily job is migrating current networks to IPv6, so I can confirm 
like mart-jan that at this side of the world IPv6 is very much alive.

All our servers are IPv6 enabled as well, so are a lot of our ISP lines.

IPv6 is coming, and there is no stopping it. We can barely get our hands at 
free IPv4 subnets anymore.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Mart-Jan Reeuwijk 
[mreeu...@yahoo.com]
Sent: 30 May 2013 22:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

Heh, here in NL you can order fiber connection from one ISP, which delivers 
default with ONLY IPv6, you have to order IPv4 addresses separately for it. A 
number of ISP's already have support for both IPv4 and IPv6 fully functional.

But IPv4 will be around for a long time :S wouldn't surprise me if its still 
around in 50 years. (yet marginally I hope) after ppl working for over 20 years 
of getting IPv6 everywhere, its sad that these upgrades aren't done faster.



>________
> From: Saint K. 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Thursday, 30 May 2013, 22:58
>Subject: Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released
>
>
>You're joking, right?
>
>From: hlds_linux-boun...@list.valvesoftware.com 
>[hlds_linux-boun...@list.valvesoftware.com] on behalf of lee bailey 
>[lee.bailey@gmail.com]
>Sent: 30 May 2013 20:30
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released
>
>IPv6?
>This isn't even used in the real world yet? that is the ISP's fault - not
>Valves?!
>
>
>On Thu, May 30, 2013 at 5:50 PM, Gordon Reynolds <
>thisisgordonsem...@gmail.com> wrote:
>
>> It's funny because it's things we want. Get it?
>>
>> Especially lines like: "We now promise to keep stuff working, fix it
>> directly when we break it instead of letting it lying about for years.*"*
>> Because I'm tired of Valve getting together weekly and deciding "screw the
>> users" or whatever you think they do, right?
>>
>>
>> On Wed, May 29, 2013 at 11:16 PM, Mart-Jan Reeuwijk > >wrote:
>>
>> >
>> > Its a joke, I missed that there was no update last night, so I made some
>> > up for things I've been missing for a long time:
>> >
>> > Source Engine and Team Fortress 2 Changes
>> > - Fixed recorded demo video export to various video formats (AVI, h264).
>> > - Fixed broken Replay downloads on clientside not working.
>> > - Removed requirements to have QuickTime installed when using Replay
>> video
>> > recording to TGA + WAV.
>> > - Added killfeed to Replay.
>> > - Added cl_autorecord, a automatic demo recording convar, which saves
>> > demo's and in a separate text file with the same name the exact ticks the
>> > kills / assists / deaths / respawns / dominations happened. Those are
>> saved
>> > to \tf\autorecord\ This to support competitive play and video promotions.
>> > Auto deletes these after cl_autorecord_cleanup_time in days.
>> > - Fixed the NVidia Crash bug problem for 8000, 9000 and 200 series of
>> > cards (nvMcJohn is AWOL for 2 weeks now).
>> > - Fixed mouselag for vertical sync
>> > - Set new rate defaults and locked them down to:
>> >   - rate 8
>> >   - cl_cmdrate 66
>> >   - cl_updaterate 66
>> >   - cl_interp "0.040"
>> >   - cl_interp_ratio 2
>> > - Upgraded to DirectX 11, dropped support for DX7 & DX8
>> > - Implemented IPv6 after a project of 20 years, finally implemented.
>> > - Adjusted mat_picmip -10 to be accessible with sv_cheats 1
>> > - We now promise to keep stuff working, fix it directly when we break it
>> > instead of letting it lying about for years.
>> > - Improved parser to not accept convars feeded with "+" signs etc.
>> > - Fixed everything:
>> > http://forums.steampowered.com/forums/showthread.php?t=3020620 and
>> >
>> https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE
>> > - Added LoD to all weapons and hats, lowered the highest polycount on
>> each
>> > with 10%.
>> > - All items which have bugs will not be able to be equipped till it is
>> > fixed, this to help motivate the team to fix it.
>> > - Added "Classic" gamemode, so pyro ca

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

2013-05-30 Thread Saint K .
You're joking, right?

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of lee bailey 
[lee.bailey@gmail.com]
Sent: 30 May 2013 20:30
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

IPv6?
This isn't even used in the real world yet? that is the ISP's fault - not
Valves?!


On Thu, May 30, 2013 at 5:50 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> It's funny because it's things we want. Get it?
>
> Especially lines like: "We now promise to keep stuff working, fix it
> directly when we break it instead of letting it lying about for years.*"*
> Because I'm tired of Valve getting together weekly and deciding "screw the
> users" or whatever you think they do, right?
>
>
> On Wed, May 29, 2013 at 11:16 PM, Mart-Jan Reeuwijk  >wrote:
>
> >
> > Its a joke, I missed that there was no update last night, so I made some
> > up for things I've been missing for a long time:
> >
> > Source Engine and Team Fortress 2 Changes
> > - Fixed recorded demo video export to various video formats (AVI, h264).
> > - Fixed broken Replay downloads on clientside not working.
> > - Removed requirements to have QuickTime installed when using Replay
> video
> > recording to TGA + WAV.
> > - Added killfeed to Replay.
> > - Added cl_autorecord, a automatic demo recording convar, which saves
> > demo's and in a separate text file with the same name the exact ticks the
> > kills / assists / deaths / respawns / dominations happened. Those are
> saved
> > to \tf\autorecord\ This to support competitive play and video promotions.
> > Auto deletes these after cl_autorecord_cleanup_time in days.
> > - Fixed the NVidia Crash bug problem for 8000, 9000 and 200 series of
> > cards (nvMcJohn is AWOL for 2 weeks now).
> > - Fixed mouselag for vertical sync
> > - Set new rate defaults and locked them down to:
> >   - rate 8
> >   - cl_cmdrate 66
> >   - cl_updaterate 66
> >   - cl_interp "0.040"
> >   - cl_interp_ratio 2
> > - Upgraded to DirectX 11, dropped support for DX7 & DX8
> > - Implemented IPv6 after a project of 20 years, finally implemented.
> > - Adjusted mat_picmip -10 to be accessible with sv_cheats 1
> > - We now promise to keep stuff working, fix it directly when we break it
> > instead of letting it lying about for years.
> > - Improved parser to not accept convars feeded with "+" signs etc.
> > - Fixed everything:
> > http://forums.steampowered.com/forums/showthread.php?t=3020620 and
> >
> https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE
> > - Added LoD to all weapons and hats, lowered the highest polycount on
> each
> > with 10%.
> > - All items which have bugs will not be able to be equipped till it is
> > fixed, this to help motivate the team to fix it.
> > - Added "Classic" gamemode, so pyro can do its Kamikaze runs again, and
> > still have a K:D ratio of 10:1. (basically: flames don't go out anymore
> by
> > various means, upgraded pyro with Napalm instead of normal gasoline)
> >
> > Sync to other Source Engine games next week.
> >
> > Announcement to begin work on Open Source Engine 3 (x64 quad core and
> > higher only), for future titles:
> > - Half Life 3
> > - Left 4 Dead 3
> > - Team Fortress 3
> > - DoD:s 3
> > - CS 3
> > etc.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> - Gordon Reynolds
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Question Regarding SteamCMD and TF2's QuickPlay

2013-05-21 Thread Saint K .
just launch your TF2 once and register a bunch of accounts?

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Padraig Fahy 
[padraig.f...@gmail.com]
Sent: 21 May 2013 13:26
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Question Regarding SteamCMD and TF2's QuickPlay

I currently have a TF2 dedicated server up and running, but I don't have
the "tf_server_identity_account_id" set for it to fully utilise QuickPlay.

Unfortunely, I don't have TF2 installed on my laptop (This is a work
laptop) and I mainly check on my server while things are quiet, but I want
to be able to set the QuickPlay up on the server without having to download
Steam and then download TF2 and then launch it to get a simple key that
COULD be given through SteamCMD.

My idea for this is, a user could get their "tf_server_identity_account_id"
from SteamCMD but they have to log into their Steam account (So, the
"anonymous" account won't work for this, since the key binds to the
account) and then the user should have the ability to copy and paste the
output of the command into their TF2 configs.

Do you think this could be possible to implement? Thank you in advance :)
--
Padraig Fahy.
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Re: [hlds_linux] motd

2013-05-19 Thread Saint K .
I found the option, it was disabled indeed!

Thanks for the suggestion, saves me a night of searching!

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 19 May 2013 19:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] motd

I am not aware of doing that.

How does one disable the motd on a client?

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 19 May 2013 18:46
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] motd

Make sure you have not disabled HTML motd on your client.

On 19 May 2013 18:04, Saint K.  wrote:

> That command echo's the correct motd file, however it still presents me
> with the default text.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad [
> n0man@gmail.com]
> Sent: 19 May 2013 17:53
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] motd
>
> Try verifying by typing motdfile in server console.
>
> On 19 May 2013 17:37, Saint K.  wrote:
>
> > Hi,
> >
> > I have +motdfile motd_server1.txt specified in the command line (the file
> > is located in the cfg dir), but somehow its using the
> motd_text_default.txt
> > file (not sure when that one got introduced).
> >
> > Do I need to specify something new/differend in the commandline to use
> the
> > correct modt?
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] motd

2013-05-19 Thread Saint K .
I am not aware of doing that.

How does one disable the motd on a client?

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 19 May 2013 18:46
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] motd

Make sure you have not disabled HTML motd on your client.

On 19 May 2013 18:04, Saint K.  wrote:

> That command echo's the correct motd file, however it still presents me
> with the default text.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad [
> n0man@gmail.com]
> Sent: 19 May 2013 17:53
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] motd
>
> Try verifying by typing motdfile in server console.
>
> On 19 May 2013 17:37, Saint K.  wrote:
>
> > Hi,
> >
> > I have +motdfile motd_server1.txt specified in the command line (the file
> > is located in the cfg dir), but somehow its using the
> motd_text_default.txt
> > file (not sure when that one got introduced).
> >
> > Do I need to specify something new/differend in the commandline to use
> the
> > correct modt?
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] motd

2013-05-19 Thread Saint K .
That command echo's the correct motd file, however it still presents me with 
the default text.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 19 May 2013 17:53
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] motd

Try verifying by typing motdfile in server console.

On 19 May 2013 17:37, Saint K.  wrote:

> Hi,
>
> I have +motdfile motd_server1.txt specified in the command line (the file
> is located in the cfg dir), but somehow its using the motd_text_default.txt
> file (not sure when that one got introduced).
>
> Do I need to specify something new/differend in the commandline to use the
> correct modt?
>
> Saint K.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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[hlds_linux] motd

2013-05-19 Thread Saint K .
Hi,

I have +motdfile motd_server1.txt specified in the command line (the file is 
located in the cfg dir), but somehow its using the motd_text_default.txt file 
(not sure when that one got introduced).

Do I need to specify something new/differend in the commandline to use the 
correct modt?

Saint K.
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Re: [hlds_linux] Mandatory update 1765266 for TF2 released

2013-05-17 Thread Saint K .
It was happening on mvm_bigrock.

2 of our MVM server also just stalled, which didn't happen before this latest 
patch.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of ics [i...@ics-base.net]
Sent: 17 May 2013 23:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory update 1765266 for TF2 released

I specced one of my servers for some time, i didn't see this atleast on
mvm_mannworks. Was this any chance happening on decoy?

-ics

Saint K. kirjoitti:
> MVM mode is well bugged.
>
> Sentry busters keep spawning like mad, teleports destroy at round end, 
> zappers get attached which can't be removed, etc.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com 
> [hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
> [fletch...@valvesoftware.com]
> Sent: 17 May 2013 22:58
> To: Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
> (hlds_linux@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
> Subject: [hlds_linux] Mandatory update 1765266 for TF2 released
>
> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below.
>
> ==
>
> Source Engine Changes
> - Fixed server crash in packet compression
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Mandatory update 1765266 for TF2 released

2013-05-17 Thread Saint K .
MVM mode is well bugged.

Sentry busters keep spawning like mad, teleports destroy at round end, zappers 
get attached which can't be removed, etc.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 17 May 2013 22:58
To: Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory update 1765266 for TF2 released

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

==

Source Engine Changes
- Fixed server crash in packet compression

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Re: [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread Saint K .
Random question regarding community items. The people who create the items earn 
money because of the key sales.

How about community made maps, will there ever be a financial gain for map 
creators of TF2 to stimulate the creation of more pro-looking (Read: VALVe 
style) maps?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Eric Smith 
[er...@valvesoftware.com]
Sent: 17 May 2013 20:08
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

-Eric

==

Source Engine Changes
- Fixed server CPU spikes caused by compression of string tables and packets.
- Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars 
for investigating server performance
- net_compresspackets_minsize default value increased to 1024.  This convar now 
also determines the threshold to determine when a "fragment" (logical game 
network message, before being broken up into network packets) is compressed.
- Added vprof_vtrace and vprof_report_oninterval convars, and tweaked 
vprof_dump_spikes and vprof_dump_oninterval to reduce output

Team Fortress 2
- Added the Robotic Boogaloo community update: 
http://www.teamfortress.com/roboticboogaloo/
- Fixed a chat exploit that would cause other clients to timeout from dedicated 
servers
- Updated the Mann Co. Store
   - Added RoboCrate Keys
   - Added A Random RoboKey Gift
   - Added Pile of RoboKey Gifts
   - Backpack Expanders on sale at 80% off
- Updated the localization files


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[hlds_linux] steacmd segfaults

2013-05-14 Thread Saint K .
(seems like I accidentally sent this to the windows list at first)
Hi,

when I run the servers with steamcmd and the autoupdate feature I get segfaults 
on steamcmd. The server boots correctly after it. Any idea what could be 
causing that?

Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.
./steamcmd.sh: line 30: 14432 Segmentation fault  $DEBUGGER 
"$STEAMROOT/$PLATFORM/$STEAMEXE" "$@"


Saint K.
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Re: [hlds_linux] steamcmd loop

2013-05-01 Thread Saint K .
That worked, thanks!

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 01 May 2013 18:26
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop

Make a Steam.cfg file in the same folder as steamcmd with this in it:

BootStrapperInhibitBootstrapperChecksum = enable

(I might have the filename case wrong.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, May 01, 2013 9:20 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop

Anyone got any suggestions if you're stuck in a permanent steamcmd update loop?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Erik-jan Riemers 
[riem...@binkey.nl]
Sent: 01 May 2013 17:52
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop

Just plain old linux install, dumped the steamcmd in it and nothing more.
I have this issue on multiple servers, some go straight away while others take 
loads of retries.

Example:

Did a _restart

Wed May  1 17:50:02 CEST 2013: Server restart in 10 seconds Updating server 
using Steam.

Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (224 of 11,372 KB)...
[  1%] Downloading update (1,994 of 11,372 KB)...
[ 17%] Downloading update (4,107 of 11,372 KB)...
[ 36%] Downloading update (5,814 of 11,372 KB)...
[ 51%] Downloading update (7,673 of 11,372 KB)...
[ 67%] Downloading update (9,614 of 11,372 KB)...
[ 84%] Downloading update (11,372 of 11,372 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (152 of 11,555 KB)...
[  1%] Downloading update (1,327 of 11,555 KB)...
[ 11%] Downloading update (2,133 of 11,555 KB)...
[ 18%] Downloading update (5,084 of 11,555 KB)...
[ 43%] Downloading update (7,756 of 11,555 KB)...
[ 67%] Downloading update (9,738 of 11,555 KB)...
[ 84%] Downloading update (11,554 of 11,555 KB)...
[ 99%] Downloading update (11,555 of 11,555 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (273 of 11,372 KB)...
[  2%] Downloading update (2,575 of 11,372 KB)...
[ 22%] Downloading update (5,074 of 11,372 KB)...
[ 44%] Downloading update (7,140 of 11,372 KB)...
[ 62%] Downloading update (9,086 of 11,372 KB)...
[ 79%] Downloading update (11,036 of 11,372 KB)...
[ 97%] Downloading update (11,372 of 11,372 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
[  0%] Downloading update...
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (79 of 11,555 KB)...
[  0%] Downloading update (1,590 of 11,555 KB)...
[ 13%] Downloading update (2,843 of 11,555 KB)...
[ 24%] Downloading update (3,393 of 11,555 KB)...
[ 29%] Downloading update (4,130 of 11,555 KB)...
[ 35%] Downloading update (5,129 of 11,555 KB)...
[ 44%] Downloading update (6,031 of 11,555 KB)...
[ 52%] Downloading update (6,910 of 11,555 KB)...
[ 59%] Downloading update (7,955 of 11,555 KB)...
[ 68%] Downloading update (9,012 of 11,555 KB)...
[ 77%] Downloading update (10,188 of 11,555 KB)...
[ 88%] Downloading update (11,127 of 11,555 KB)..

Re: [hlds_linux] steamcmd loop

2013-05-01 Thread Saint K .
Anyone got any suggestions if you're stuck in a permanent steamcmd update loop?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Erik-jan Riemers 
[riem...@binkey.nl]
Sent: 01 May 2013 17:52
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop

Just plain old linux install, dumped the steamcmd in it and nothing more.
I have this issue on multiple servers, some go straight away while others
take loads of retries.

Example:

Did a _restart

Wed May  1 17:50:02 CEST 2013: Server restart in 10 seconds
Updating server using Steam.

Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (224 of 11,372 KB)...
[  1%] Downloading update (1,994 of 11,372 KB)...
[ 17%] Downloading update (4,107 of 11,372 KB)...
[ 36%] Downloading update (5,814 of 11,372 KB)...
[ 51%] Downloading update (7,673 of 11,372 KB)...
[ 67%] Downloading update (9,614 of 11,372 KB)...
[ 84%] Downloading update (11,372 of 11,372 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (152 of 11,555 KB)...
[  1%] Downloading update (1,327 of 11,555 KB)...
[ 11%] Downloading update (2,133 of 11,555 KB)...
[ 18%] Downloading update (5,084 of 11,555 KB)...
[ 43%] Downloading update (7,756 of 11,555 KB)...
[ 67%] Downloading update (9,738 of 11,555 KB)...
[ 84%] Downloading update (11,554 of 11,555 KB)...
[ 99%] Downloading update (11,555 of 11,555 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (0 of 11,372 KB)...
[  0%] Downloading update (273 of 11,372 KB)...
[  2%] Downloading update (2,575 of 11,372 KB)...
[ 22%] Downloading update (5,074 of 11,372 KB)...
[ 44%] Downloading update (7,140 of 11,372 KB)...
[ 62%] Downloading update (9,086 of 11,372 KB)...
[ 79%] Downloading update (11,036 of 11,372 KB)...
[ 97%] Downloading update (11,372 of 11,372 KB)...
[100%] Download complete.
[] Installing update...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
[  0%] Downloading update...
[  0%] Checking for available updates...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (0 of 11,555 KB)...
[  0%] Downloading update (79 of 11,555 KB)...
[  0%] Downloading update (1,590 of 11,555 KB)...
[ 13%] Downloading update (2,843 of 11,555 KB)...
[ 24%] Downloading update (3,393 of 11,555 KB)...
[ 29%] Downloading update (4,130 of 11,555 KB)...
[ 35%] Downloading update (5,129 of 11,555 KB)...
[ 44%] Downloading update (6,031 of 11,555 KB)...
[ 52%] Downloading update (6,910 of 11,555 KB)...
[ 59%] Downloading update (7,955 of 11,555 KB)...
[ 68%] Downloading update (9,012 of 11,555 KB)...
[ 77%] Downloading update (10,188 of 11,555 KB)...
[ 88%] Downloading update (11,127 of 11,555 KB)...
[ 96%] Downloading update (11,555 of 11,555 KB)...
[100%] Download complete.
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecting stderr to '/home/lzgames/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
[  0%] Downloading update...
[  0%] Checking for available updates...
[] Extracting package...
[] Extracting package...
[] Extracting package...
[] Installing update...
[] Installing update...
[] Installing update...
[] Cleaning up...
[] Update complete, launching Steam...
Redirecti

Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Saint K .
I've moved the steamcmd to a different location, and now it works. (it wasn't 
in the old steam dir, it was one directory before that).

Ah well, it works now.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 30 April 2013 21:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

Thanks for that.

I am running into this issue with steamcmd.sh, even when trying to run it as 
root;

[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
[] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xff949f60) 
failed with error 1: Failed to create directory /somedir/tf2/Steam/SteamApps

Google doesn't turn up with any results when I google that. I have tried to 
remove the /Steam directory, but it recreates them and then errors out on the 
same error.

Any idea what's up with that?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Jeff Sugar 
[jeffsu...@gmail.com]
Sent: 30 April 2013 21:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

Saint K:

This has all the technical info you should need for getting the SteamPipe
version of the TF2 server: https://developer.valvesoftware.com/wiki/SteamCMD

If you find you need further instructions with regard to migration of your
data (/mostly/ just transferring your custom stuff, like addons, cfg,
mapcycle,etc), there is a lot of good info in the HLDS(_Linux too) archives
and on google (including some youtube tutorials) to assist further :)

Sorry if this isn't what you were asking about and I misunderstood or
somesuch. If so, feel free to reply, whether publicly or privately. For
realtime support there's also #HLServerAdmins on gamesurge (general srcds)
and #sourcemod (also gamesurge) for sourcemod/metamod stuffs (though, I
have a feeling you know that one :P)

-Jeff
On Apr 30, 2013 12:17 PM, "Saint K."  wrote:

> I have kind off missed the entire discussion on SteamPipe.
>
> Will instructions etc. be posted along with the coming update/switch?
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn [
> fletch...@valvesoftware.com]
> Sent: 30 April 2013 21:07
> To: Half-Life dedicated Win32 server mailing list (
> h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing
> list (hlds_linux@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
> clients to convert soon.
>
> We've released an optional update to the TF2 SteamPipe beta.  Here are the
> change notes (since the last SteamPipe beta):
>
> Team Fortress 2:
> * Fixed network incompatibility causing custom names and descriptions to
> not display on client
>
> Source engine:
> * Fix sprays trying to load from the wrong directory
> * Restored VPK file cache, with tuned size to reduce memory usage and
> improve client boot and map load times
>
> This server is compatible with all currently running clients.  (SteamPipe
> and non-SteamPipe.)
>
> We expect to flip the switch to force all clients to convert to SteamPipe
> in a few hours.  (Approx 2:00 PM Seattle time.)  At this time, the
> "Steampipe beta" server which has just been released will become the
> official server.  There will not be another update.
>
> If you were waiting for the right time to start flipping your servers to
> SteamPipe, now is it.
>
> Thanks,
> Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Saint K .
Thanks for that.

I am running into this issue with steamcmd.sh, even when trying to run it as 
root;

[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
[] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xff949f60) 
failed with error 1: Failed to create directory /somedir/tf2/Steam/SteamApps

Google doesn't turn up with any results when I google that. I have tried to 
remove the /Steam directory, but it recreates them and then errors out on the 
same error.

Any idea what's up with that?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Jeff Sugar 
[jeffsu...@gmail.com]
Sent: 30 April 2013 21:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

Saint K:

This has all the technical info you should need for getting the SteamPipe
version of the TF2 server: https://developer.valvesoftware.com/wiki/SteamCMD

If you find you need further instructions with regard to migration of your
data (/mostly/ just transferring your custom stuff, like addons, cfg,
mapcycle,etc), there is a lot of good info in the HLDS(_Linux too) archives
and on google (including some youtube tutorials) to assist further :)

Sorry if this isn't what you were asking about and I misunderstood or
somesuch. If so, feel free to reply, whether publicly or privately. For
realtime support there's also #HLServerAdmins on gamesurge (general srcds)
and #sourcemod (also gamesurge) for sourcemod/metamod stuffs (though, I
have a feeling you know that one :P)

-Jeff
On Apr 30, 2013 12:17 PM, "Saint K."  wrote:

> I have kind off missed the entire discussion on SteamPipe.
>
> Will instructions etc. be posted along with the coming update/switch?
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn [
> fletch...@valvesoftware.com]
> Sent: 30 April 2013 21:07
> To: Half-Life dedicated Win32 server mailing list (
> h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing
> list (hlds_linux@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
> clients to convert soon.
>
> We've released an optional update to the TF2 SteamPipe beta.  Here are the
> change notes (since the last SteamPipe beta):
>
> Team Fortress 2:
> * Fixed network incompatibility causing custom names and descriptions to
> not display on client
>
> Source engine:
> * Fix sprays trying to load from the wrong directory
> * Restored VPK file cache, with tuned size to reduce memory usage and
> improve client boot and map load times
>
> This server is compatible with all currently running clients.  (SteamPipe
> and non-SteamPipe.)
>
> We expect to flip the switch to force all clients to convert to SteamPipe
> in a few hours.  (Approx 2:00 PM Seattle time.)  At this time, the
> "Steampipe beta" server which has just been released will become the
> official server.  There will not be another update.
>
> If you were waiting for the right time to start flipping your servers to
> SteamPipe, now is it.
>
> Thanks,
> Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Saint K .
I have kind off missed the entire discussion on SteamPipe.

Will instructions etc. be posted along with the coming update/switch?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 30 April 2013 21:07
To: Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients 
to convert soon.

We've released an optional update to the TF2 SteamPipe beta.  Here are the 
change notes (since the last SteamPipe beta):

Team Fortress 2:
* Fixed network incompatibility causing custom names and descriptions to not 
display on client

Source engine:
* Fix sprays trying to load from the wrong directory
* Restored VPK file cache, with tuned size to reduce memory usage and improve 
client boot and map load times

This server is compatible with all currently running clients.  (SteamPipe and 
non-SteamPipe.)

We expect to flip the switch to force all clients to convert to SteamPipe in a 
few hours.  (Approx 2:00 PM Seattle time.)  At this time, the "Steampipe beta" 
server which has just been released will become the official server.  There 
will not be another update.

If you were waiting for the right time to start flipping your servers to 
SteamPipe, now is it.

Thanks,
Fletch
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Re: [hlds_linux] Insurgency 2 server

2013-04-27 Thread Saint K .
The steamservers are still erroring out.

Is there anyone who can share their Linux install with me?

Cheers,

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 27 April 2013 01:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Insurgency 2 server

Ah, alright. Thanks!

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Andrew Simpson 
[list...@aiusepsi.co.uk]
Sent: 27 April 2013 01:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Insurgency 2 server

According to this thread
http://www.playinsurgency.com/forums/topic/539-dedicated-server-appid/ it's
just busted at the moment. Hopefully it should be fixed soon.


On Sat, Apr 27, 2013 at 12:39 AM, Saint K.  wrote:

> According to the information on their forums you can install using an anon
> account. However, I've also tried my own account which owns the game, still
> getting the same error message.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. [
> sai...@specialattack.net]
> Sent: 27 April 2013 01:32
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Insurgency 2 server
>
> Hi,
>
> Has anyone on here managed to install an Insurgency 2 server on Linux?
>
> The app ID's I can find 222880 and 237410 both return an error message
> "ERROR! Failed to install app '237410' (No subscription)".
>
> Does anyone have any idea how to install this?
>
> Cheers,
>
> Saint K.
> ___
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Re: [hlds_linux] Insurgency 2 server

2013-04-26 Thread Saint K .
Ah, alright. Thanks!

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Andrew Simpson 
[list...@aiusepsi.co.uk]
Sent: 27 April 2013 01:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Insurgency 2 server

According to this thread
http://www.playinsurgency.com/forums/topic/539-dedicated-server-appid/ it's
just busted at the moment. Hopefully it should be fixed soon.


On Sat, Apr 27, 2013 at 12:39 AM, Saint K.  wrote:

> According to the information on their forums you can install using an anon
> account. However, I've also tried my own account which owns the game, still
> getting the same error message.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. [
> sai...@specialattack.net]
> Sent: 27 April 2013 01:32
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Insurgency 2 server
>
> Hi,
>
> Has anyone on here managed to install an Insurgency 2 server on Linux?
>
> The app ID's I can find 222880 and 237410 both return an error message
> "ERROR! Failed to install app '237410' (No subscription)".
>
> Does anyone have any idea how to install this?
>
> Cheers,
>
> Saint K.
> ___
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> please visit:
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>
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Re: [hlds_linux] Insurgency 2 server

2013-04-26 Thread Saint K .
According to the information on their forums you can install using an anon 
account. However, I've also tried my own account which owns the game, still 
getting the same error message.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. 
[sai...@specialattack.net]
Sent: 27 April 2013 01:32
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Insurgency 2 server

Hi,

Has anyone on here managed to install an Insurgency 2 server on Linux?

The app ID's I can find 222880 and 237410 both return an error message "ERROR! 
Failed to install app '237410' (No subscription)".

Does anyone have any idea how to install this?

Cheers,

Saint K.
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[hlds_linux] Insurgency 2 server

2013-04-26 Thread Saint K .
Hi,

Has anyone on here managed to install an Insurgency 2 server on Linux?

The app ID's I can find 222880 and 237410 both return an error message "ERROR! 
Failed to install app '237410' (No subscription)".

Does anyone have any idea how to install this?

Cheers,

Saint K.
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Re: [hlds_linux] MvM Matchmaking broken?

2013-03-13 Thread Saint K .
Seeing we have a MvM discussion I thought I'd give my opinion as well.

I've been playing a lot of MvM last few days and noticed a couple of things;

- Often you get sent to the VALVe-lux servers (from the netherlands). Pings are 
fine, however, the performance is utterly shit. The servers are extremely laggy!
- Often you get sent to 3rd Party servers running Pinion, this crashes a lot of 
clients I play with, including mine
- Our own MvM servers, unmodded, no pinion, excellent ping and performance (and 
closer by than Luxembourg) are sitting empty at the moment I am searching for 
servers, which is weird, as badly performing servers somehow receive most 
traffic. (during the evenings our MvM's are mostly full).

So, not only the matchmaking system is broken in terms of Geolocation, 
something is also broken in the server ratings and giving VALVe servers prio 
over 3rd party servers can mean you end up at worlds most poorly performing 
machines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Harsh Baid 
[harshbai...@gmail.com]
Sent: 13 March 2013 13:22
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] MvM Matchmaking broken?

Just something to add, but the other day a group of my friends were playing
MvM. We all had Mann Up tickets however it took to long to get into Mann Up
so we decided to play normal Boot Camp. We we did not except was that we
got into a Boot Camp server in seconds because according to the statistics
that showed. There were over 700+ servers applicable for MvM all of which
were empty.

I think the plain fact may be that there are just too many servers
available and the fact that less people are playing making MvM and TF2 in
general less popular.
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Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider question

2013-03-06 Thread Saint K .
It's implied in your message.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 06 March 2013 14:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider   question

Ofcourse it "works fine"... never said otherwise...

On 6 March 2013 13:06, Saint K.  wrote:

> Bollocks, we run our servers in VMware and it works just fine.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad [
> n0man@gmail.com]
> Sent: 06 March 2013 14:04
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider
> question
>
> Stop running srcds on vps... :/
>
> On 6 March 2013 13:01, Dimitris Zarras  wrote:
>
> > Hi there and sorry if this has already been asked.
> >
> > I'm about to change my VPS provider from infinitetech.eu to contabo.com.
> > First of all I'd like to know if anyone has ever worked with contabo.com
> > and what do you think of them. Would you recommend them to me?
> >
> > The other thing I'd like to ask concerns the bandwidth/cpu requirement
> > of a srcds instance. On a dual core (@3.2GHz each core) VPS with a
> > 10Mbps port and 8GBs of RAM how many gameservers will I be able to host?
> > RAM-wise I know that I won't have any problems, but CPU-wise and
> Port-wise?
> >
> > Thanks in advance.
> >
> >
> > Eg. If you have another VPS provider with a datacenter in Europe
> > (preferably in The Netherlands or Germany) to recommend I'm all ears.
> >
> > --
> > Dimitris Zarras (feugatos)
> > CEID Warfare | CS:GO, TF2 | ceidwarfare.net
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider question

2013-03-06 Thread Saint K .
Bollocks, we run our servers in VMware and it works just fine.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 06 March 2013 14:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider   question

Stop running srcds on vps... :/

On 6 March 2013 13:01, Dimitris Zarras  wrote:

> Hi there and sorry if this has already been asked.
>
> I'm about to change my VPS provider from infinitetech.eu to contabo.com.
> First of all I'd like to know if anyone has ever worked with contabo.com
> and what do you think of them. Would you recommend them to me?
>
> The other thing I'd like to ask concerns the bandwidth/cpu requirement
> of a srcds instance. On a dual core (@3.2GHz each core) VPS with a
> 10Mbps port and 8GBs of RAM how many gameservers will I be able to host?
> RAM-wise I know that I won't have any problems, but CPU-wise and Port-wise?
>
> Thanks in advance.
>
>
> Eg. If you have another VPS provider with a datacenter in Europe
> (preferably in The Netherlands or Germany) to recommend I'm all ears.
>
> --
> Dimitris Zarras (feugatos)
> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
>
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Re: [hlds_linux] Server Lockup Fix?

2013-03-04 Thread Saint K .
We experience the same locks ups with just sourcemod installed, no fancy 
feature plugins.

So, if you try to find the issue, I think you need to look closer at the 
sourcemod core or srcds.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Sachin Sud 
[sudsac...@gmail.com]
Sent: 04 March 2013 14:26
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Lockup Fix?

Its better you create one new server without any addons and run it and see
does it freezes as well or not.


On Mon, Mar 4, 2013 at 6:13 PM, Gavin Langdon  wrote:

> If you're running mods like that you just can't expect the server to remain
> stable due to the volatile nature of the more complex mods. As was
> suggested, a daily restart would likely help, and of course make sure all
> the mods and plugins are at their latest versions. I'd be surprised if it
> wasn't the fault of one of the mods.
>
> Gavin
> On Mar 4, 2013 6:13 AM, "Cameron Munroe" 
> wrote:
>
> >
> >
> > Rather hard to do that when the basis of your server is sourcemod
> > since said servers are running Vs. Saxton Hale, Freak Fortress,
> > Dodgeball, etc.
> >
> > On 03/04/2013 01:09 AM, Sachin Sud wrote:
> >
> > > Try
> > running the servers for 1-2 days without sourcemod and metamod and see
> > >
> > that issue happens again?
> > > My servers were facing the same problem
> > later it was some steamtools and
> > > sdk hooks which was causing the
> > issue.
> > >
> > > On Mon, Mar 4, 2013 at 1:32 PM, Erik-jan Riemers
> >  wrote:
> > >
> > >> We always restart our servers every
> > day. Single map servers (2fort for instance) start to get weird lags and
> > other "issues" if you keep it running too long. -Original
> > Message- From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
> > Munroe Sent: maandag 4 maart 2013 6:36 To: Half-Life dedicated Linux
> > server mailing list Subject: Re: [hlds_linux] Server Lockup Fix? TF2 On
> > 03/03/2013 09:16 PM, David Fountain wrote:
> > >>
> > >>> What game.
> > >>
> > >>>
> > On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
> > >>
> > wrote:
> > >
> > >
> > ___
> > > To unsubscribe, edit
> > your list preferences, or view the list archives, please visit:
> > >
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > [1]
> >
> > ---
> > Cameron Munroe
> >
> > Owner and Operator of (G-S.N) &
> > Munroenet.com
> >
> > Computer Tech
> >
> > http://www.munroenet.com
> > [2]
> > http://www.gaming-servers.net [3]
> > https://www.town-assembly.com
> >
> >
> >
> >
> > Links:
> > --
> > [1]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > [2]
> > http://www.munroenet.com
> > [3] http://www.gaming-servers.net
> > ___
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2013-02-22 Thread Saint K .
When you say "- Improved performance for the Linux version", I assume that's 
for the Linux client?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, February 22, 2013 7:42 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

We've released mandatory updates for Team Fortress 2, Day of Defeat: Source, 
and Half-Life 2: Deathmatch. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to rendering models
- Fixed a client crash related to audio in the web browser
- Fixed servers crashing with the error message "Overflow error writing string 
table baseline"
- Fixed a missing material when setting mat_viewportscale to anything other 
than 1
- Fixed windowed mode under certain window managers for the Linux version
- Improved performance for the Linux version

Team Fortress 2
- Added new promo items
- Fixed buildings not always being downgraded at the same rate by the Red-Tape 
Recorder
- Fixed not hearing the sound for the Shred Alert taunt while playing Mann Vs. 
Machine
- Fixed players spamming the Shred Alert taunt in spawn rooms by changing their 
loadout presets
- Fixed giant robots sometimes getting stuck in Mann Vs. Machine
- Fixed a problem where traders that send in-game trade requests would receive 
the error message "The other player is currently busy trading with someone 
else" when the problem was actually related to Steam Guard settings

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Re: [hlds_linux] daily restarrt manually

2013-02-05 Thread Saint K .
And here I thought we where the only one with this problem. (also on Debian)

The crashes seem to have intensified after the last few TF2 updates, not sure 
if you have noticed the same.

Saint K. 

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers 
[riem...@binkey.nl]
Sent: 05 February 2013 09:09
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] daily restarrt manually

Hi all,

For some time i am cursed that from the 30 tf2 servers, i usually have to
manually restart about 5 to 10 a day because they are hanging/crashed.
When it issues a daily _restart it just either "hangs" or comes up with
the error below.

I was trying to look deeper into this issue last time and found out that
on one of the boxes I got this message on a restart crash:
/home/lz/.steam/sdk32/steamclient.so: cannot open shared object file: No
such file or directory
After some digging it seems that this comes with the new steamcmd client,
where you have to symbolic link the bin32 to sdk32. It only
creates the .steam files if you actually run the steamcmd client to
download a game (csgo for instance) running steamcmd standalone just makes
bad ubuntu links on my debian.

Looking at below message, this makes me believe that for some reason these
servers of mine crash because of incorrect libs or something in this area.
After all, why would it complain about a steamclient.so that only comes
via steamcmd? Which we don't use for tf2 yet.

Does anybody have my golden clue?

L 02/05/2013 - 06:10:19: server_message: "quit"
L 02/05/2013 - 06:10:19: Log file closed
L 02/05/2013 - 06:10:19: server_message: "restart"
L 02/05/2013 - 06:10:19: Log file closed.
*** glibc detected *** ./srcds_linux: free(): invalid pointer: 0x0a06c380
***
=== Backtrace: =
/lib32/libc.so.6(+0x6bbe1)[0xf7547be1]
/lib32/libc.so.6(+0x6d458)[0xf7549458]
/lib32/libc.so.6(cfree+0x6d)[0xf754c53d]
bin/libstdc++.so.6(_ZdlPv+0x20)[0xf76c29d9]
bin/libstdc++.so.6(_ZdaPv+0x1a)[0xf76c2a23]
/home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0x6f4
c1)[0xea5b14c1]
/lib32/libc.so.6(__cxa_finalize+0xb8)[0xf750b988]
/home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0x30a
14)[0xea572a14]
/home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0xd25
d0)[0xea6145d0]
/lib/ld-linux.so.2(+0x1359e)[0xf775859e]
/lib/ld-linux.so.2(+0x14057)[0xf7759057]
/lib32/libdl.so.2(+0xca4)[0xf770fca4]
/lib/ld-linux.so.2(+0xe5d6)[0xf77535d6]
/lib32/libdl.so.2(+0x109c)[0xf771009c]
/lib32/libdl.so.2(dlclose+0x2a)[0xf770fcda]
/home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod_mm_i486.so(Unloa
dInterface_MMS+0x17)[0xea6619e7]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
76e8)[0xeaa7f6e8]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
b606)[0xeaa83606]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
6915)[0xeaa7e915]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
6ac0)[0xeaa7eac0]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
1d72)[0xeaa79d72]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x2
66a5)[0xeaa8e6a5]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/server.so(+0x2247)[0xe
aab3247]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18ec9c)[0xf6c44c9c]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18fc89)[0xf6c45c89]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18750f)[0xf6c3d50f]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19d9c2)[0xf6c539c2]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x1d0680)[0xf6c86680]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19dc0f)[0xf6c53c0f]
bin/dedicated_srv.so(+0x691c0)[0xf6f4f1c0]
bin/dedicated_srv.so(+0x81550)[0xf6f67550]
bin/dedicated_srv.so(+0x81550)[0xf6f67550]
/lib/ld-linux.so.2(+0x1359e)[0xf775859e]
/lib/ld-linux.so.2(+0x14057)[0xf7759057]
/lib32/libdl.so.2(+0xca4)[0xf770fca4]
/lib/ld-linux.so.2(+0xe5d6)[0xf77535d6]
/lib32/libdl.so.2(+0x109c)[0xf771009c]
/lib32/libdl.so.2(dlclose+0x2a)[0xf770fcda]
/home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod_mm_i486.so(Unloa
dInterface_MMS+0x17)[0xea6619e7]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
76e8)[0xeaa7f6e8]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
b606)[0xeaa83606]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
6915)[0xeaa7e915]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
6ac0)[0xeaa7eac0]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
1d72)[0xeaa79d72]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x2
66a5)[0xeaa8e6a5]
/home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/server.so(+0x2247)[0xe
aab3247]
/home/lz/mvm4/orangebox/bin/engine_srv.so(+

Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Saint K .
One would wish every ISP implemented ip source guard, also for the sake of the 
stability of their own network.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
[e...@evcz.tk]
Sent: 11 January 2013 15:50
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Servers get attacked via DDoS

In my opinion the issue is not caused by poorly configured dns server.
But due to poorly configured networks that allows spoofed traffic to
leave their routers...

I'm sure who is used to get ddos already knows who these ISPs allowing
spoofing are...
If those networks were shutdown there would be no need to protect any
kind of UDP service (there are people doing syn reflections in the same
way using srcds tcp ports... do you ratelimit properly those?)




Il 11/01/2013 11.36, gamead...@127001.org ha scritto:
> Just because they're well known doesn't make them immune to configuration 
> cockups... one solution might be to get your host to firewall all incoming 
> from port 53 except for stuff coming from your hosts' DNS servers (or 
> google's, or whoever) - that won't help if the bandwidth is going to 
> overwhelm your host's core router, but it WILL help in cases where it's 
> flooding out your uplink
>
> @Sachin Sud:
>
> Perhaps you could actually be constructive? Despite saying you didn't want to 
> spam the list, your two contributions have been "lol" and a post that 
> essentially says "I think your approach is wrong but I'm not going to give 
> any details whatsoever"
>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
>> Sent: 11 January 2013 10:32
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Servers get attacked via DDoS
>>
>> yes, the attacks is exactly that...
>>
>> but those are not just "broken dns",i even saw some *well known* IT
>> names into the "attackers".
>>
>> Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
>>> Haha,
>>>
>>> I hope you're joking. Almost none of your questions are remotely
>>> relevant to this type of attack. DNS reflection attacks can only be
>>> effectively mitigated upstream. The structural solution,
>>> unfortunately, is educating/informing the admins of the broken DNS
>>> servers (short of just bluntly increasing the bandwidth capacity of
>>> the affected server(s) and 'sitting it out').
>>>
>>> See also: http://blog.cloudflare.com/65gbps-ddos-no-problem
>>>
>>> €0,02
>>>
>>> On 11-1-2013 10:52, Sachin Sud wrote:
 My intensions are not to spam this mail list.
 But if you guys are comfortable , you need to answer few questions
>> by
 which
 i can help you better to get saved from ddos attacks.

 Which country are you from?
 How many game servers you host?
 How often the attack happens?
 Is it specific to any particular game?
 Which OS you have on server?
 What kind of firewall you use , in case if you use any
 And last question How much money you spend monthly on servers (
>> Based on
 your location, i can recommend some ddos protection if required )

 Thanks,
 Sachin
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>
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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Saint K .
We've had incoming DNS query reply attacks over several Gbit/sec. Any non-pro 
gaming community like ours can't defend against such floods of data.

All you can do is have your IP's null-routed and wait till the attack dies out.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sachin Sud 
[sudsac...@gmail.com]
Sent: 11 January 2013 11:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers get attacked via DDoS

@127001 ( Some Pin code) .Orrgy
Do i really care?
Its better you start protecting your servers before its too late!
Don't waste your time !:)

On Fri, Jan 11, 2013 at 4:06 PM,  wrote:

> Just because they're well known doesn't make them immune to configuration
> cockups... one solution might be to get your host to firewall all incoming
> from port 53 except for stuff coming from your hosts' DNS servers (or
> google's, or whoever) - that won't help if the bandwidth is going to
> overwhelm your host's core router, but it WILL help in cases where it's
> flooding out your uplink
>
> @Sachin Sud:
>
> Perhaps you could actually be constructive? Despite saying you didn't want
> to spam the list, your two contributions have been "lol" and a post that
> essentially says "I think your approach is wrong but I'm not going to give
> any details whatsoever"
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
> > Sent: 11 January 2013 10:32
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Servers get attacked via DDoS
> >
> > yes, the attacks is exactly that...
> >
> > but those are not just "broken dns",i even saw some *well known* IT
> > names into the "attackers".
> >
> > Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
> > > Haha,
> > >
> > > I hope you're joking. Almost none of your questions are remotely
> > > relevant to this type of attack. DNS reflection attacks can only be
> > > effectively mitigated upstream. The structural solution,
> > > unfortunately, is educating/informing the admins of the broken DNS
> > > servers (short of just bluntly increasing the bandwidth capacity of
> > > the affected server(s) and 'sitting it out').
> > >
> > > See also: http://blog.cloudflare.com/65gbps-ddos-no-problem
> > >
> > > €0,02
> > >
> > > On 11-1-2013 10:52, Sachin Sud wrote:
> > >> My intensions are not to spam this mail list.
> > >> But if you guys are comfortable , you need to answer few questions
> > by
> > >> which
> > >> i can help you better to get saved from ddos attacks.
> > >>
> > >> Which country are you from?
> > >> How many game servers you host?
> > >> How often the attack happens?
> > >> Is it specific to any particular game?
> > >> Which OS you have on server?
> > >> What kind of firewall you use , in case if you use any
> > >> And last question How much money you spend monthly on servers (
> > Based on
> > >> your location, i can recommend some ddos protection if required )
> > >>
> > >> Thanks,
> > >> Sachin
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Saint K .
Sounds dodgy

Why not share on this list?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sachin Sud 
[sudsac...@gmail.com]
Sent: 11 January 2013 10:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers get attacked via DDoS

Hi,

I can help you in some ways with ddos attack.!

Email me ! I will tell you some things which will help you.

Ignoring board because its not required here


On Fri, Jan 11, 2013 at 2:22 PM, Marco Padovan  wrote:

> You need bandwidth, a lot(saw 3gbit+ attacks these days...)
>
> Il 11/01/2013 00.47, Martin Pajenkamp ha scritto:
> > It seems, like competitive matches are getting hit by DDoS attacks
> > again, like in 2010. This time, it seems the attacker is using a DNS
> > reflection attack. Does anyone have a tip how to protect your server
> > or possibly experience with this plugin:
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=9
> > ?
> >
> > Regards,
> > CanFo
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
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[hlds_linux] Cup software

2013-01-10 Thread Saint K .
Hi,

Does anyone know any proper software (need to be able to host it ourselves) to 
organise game cups with?

Initially just knock-out cups, but preferable also the ability to create season 
based tournaments.

Cheers,

Saint K.
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Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Saint K .
Our other server yesterday got hit by the so called "DNS response DDoS". So I'm 
guessing right now the attack wasn't aimed at exploiting SRCDS itself, but 
simply to put down our services.

Not much you can do but wait for the attacks to die out.

(If every ISP would just implement ip source guard you could at least actually 
block IP addresses knowing they come from a real source meh)

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
[michs...@live.no]
Sent: 28 November 2012 09:57
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack

Syn cookies didn't help for me sadly. Had to tune sysctl a tad more. Bumping up 
the maximum values for nf_conntrack module and all sorts of things. Now I'm 
using a couple of iptables rules to block all SYN-packets going over 5 per 
second. I've blocked ~800k packets the last days since enabling it. It's quite 
stable for now, but you never know when you're in for a larger attack 
unfortunantly.

> Date: Wed, 28 Nov 2012 00:55:20 -0800
> From: my_azz...@yahoo.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Incoming DoS attack
>
> Yea lol tell me about it! I have been constantly attacked on and off for the 
> past 4 months due to my servers being in the top 20 on gametracker for CS1.6 
> I must have seen all kinds of ddos attacks out there.
>
> For those on linux and getting syn floods, a nice preventative thing you can 
> do is enable syn cookies. read more: 
> http://baheyeldin.com/technology/linux/detecting-and-preventing-syn-flood-attacks-web-servers-running-linux.html
>
>
>
>
> 
>  From: Michael Johansen 
> To: hlds_linux@list.valvesoftware.com
> Sent: Wednesday, November 28, 2012 3:45:26 AM
> Subject: Re: [hlds_linux] Incoming DoS attack
>
>
> The funny thing is, you can actually do so on the IP. Some skid has made a 
> "Booter" as it's |called in their community| which you can use to take down 
> shit. Send an abuse report to Santrex and block this ip in your software 
> firewall if you are on gigabit, it's only capable of pushing out ~300 mbit/s. 
> IP: 46.166.130.152. Could also block every packet whos data contains "flood" 
> or is 1024 bytes.
> > Date: Wed, 28 Nov 2012 00:40:14 -0800
> > From: my_azz...@yahoo.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Incoming DoS attack
> >
> > These days any 12 year old with their mommy's credit card can buy botnets 
> > and booters to do attacks.
> >
> >
> >
> >
> > 
> >  From: Marco Padovan 
> > To: hlds_linux@list.valvesoftware.com
> > Sent: Tuesday, November 27, 2012 8:34:28 AM
> > Subject: Re: [hlds_linux] Incoming DoS attack
> >
> > when you have fat pipes (1gbit or 10gbit uplinks) people need fatpipes
> > too to spooffrom and take you down...
> >
> > but, IIRC, that well knonw .EU isp that allows spoofing let people do
> > that only on the 100mbit network no on the gbit network.
> >
> > Therefore here comes the amplification (mostly DNS (udp 53) and chargen
> > (UDP 19) ) reporting those amplifiers (open resolvers) is very
> > important;)
> >
> > Il 27/11/2012 14.29, Saint K. ha scritto:
> > > That's kind of pointless in case of UDP attacks, chances are very high 
> > > that the IP's simply are spoofed.
> > >
> > > Saint K.
> > > 
> > > From: hlds_linux-boun...@list.valvesoftware.com 
> > > [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
> > > [e...@evcz.tk]
> > > Sent: 27 November 2012 14:27
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Incoming DoS attack
> > >
> > > ihih, nice :)
> > >
> > > the most important thing while being ddosed is to report to the relevant
> > > abuse desks so they can clean up their networks ;)
> > >
> > > Il 27/11/2012 14.26, Michael Johansen ha scritto:
> > >> I am indeed. Thank you for all your help :)
> > >>> Date: Tue, 27 Nov 2012 14:25:24 +0100
> > >>> From: e...@evcz.tk
> > >>> To: hlds_linux@list.valvesoftware.com
> > >>> Subject: Re: [hlds_linux] Incoming DoS attack
> > >>>
> > >>> Hi,
> > >>>
> > >>> are you the Mike on WHT?
> > >>>
> > >>> I was the one replying i

Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Saint K .
That's kind of pointless in case of UDP attacks, chances are very high that the 
IP's simply are spoofed.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
[e...@evcz.tk]
Sent: 27 November 2012 14:27
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack

ihih, nice :)

the most important thing while being ddosed is to report to the relevant
abuse desks so they can clean up their networks ;)

Il 27/11/2012 14.26, Michael Johansen ha scritto:
> I am indeed. Thank you for all your help :)
>> Date: Tue, 27 Nov 2012 14:25:24 +0100
>> From: e...@evcz.tk
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Incoming DoS attack
>>
>> Hi,
>>
>> are you the Mike on WHT?
>>
>> I was the one replying in there :D
>>
>> Il 27/11/2012 13.54, Michael Johansen ha scritto:
>>> My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
>>> traffic on UDP, where as my SYN stood for about 50k pps.
>>>> From: sai...@specialattack.net
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Date: Tue, 27 Nov 2012 11:29:01 +0100
>>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>>
>>>> We have no control over the upstream network. All I can do is filter the 
>>>> packets at the machine, but that wouldn't prevent the link from still 
>>>> being overloaded.
>>>>
>>>> Currently a null-route is in place to stop the attack at the network 
>>>> boarder.
>>>>
>>>> Saint K.
>>>> 
>>>> From: hlds_linux-boun...@list.valvesoftware.com 
>>>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
>>>> [michs...@live.no]
>>>> Sent: 27 November 2012 11:26
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>>
>>>> Just took a look at the tcpdump, doesn't look like the attacks I'm having. 
>>>> I may be stupid now, but wouldn't it work just by blocking packets with 
>>>> the size of 50?
>>>>
>>>>> From: sai...@specialattack.net
>>>>> To: hlds_linux@list.valvesoftware.com
>>>>> Date: Tue, 27 Nov 2012 11:19:08 +0100
>>>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>>>
>>>>> The IP's in the dump originate from China, but as it's UDP it could very 
>>>>> well be spoofed.
>>>>>
>>>>> Looking at the payload in the packets, each new packet only has 1 
>>>>> character change from the previous packet.
>>>>>
>>>>> Bruteforce, or perhaps signature scanning evasion?
>>>>>
>>>>> Saint K.
>>>>> 
>>>>> From: hlds_linux-boun...@list.valvesoftware.com 
>>>>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
>>>>> [michs...@live.no]
>>>>> Sent: 27 November 2012 11:15
>>>>> To: hlds_linux@list.valvesoftware.com
>>>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>>>
>>>>> I haven't looked at the tcpdump, but I have been getting attacks too, 
>>>>> they're SYN floods, 300 - 400 mbps in size and always coming from 
>>>>> local/reserved (0.x) ip's. All started soem time after we set up our mvm 
>>>>> serves.
>>>>>> From: sai...@specialattack.net
>>>>>> To: hlds_linux@list.valvesoftware.com
>>>>>> Date: Tue, 27 Nov 2012 10:56:28 +0100
>>>>>> Subject: [hlds_linux] Incoming DoS attack
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> We've been having DoS attacks aimed at one of our MvM servers.
>>>>>>
>>>>>> Anyone have any idea what they're attempting to do here? It is just to 
>>>>>> make the server unreachable, or are the actually trying to exploit srcds 
>>>>>> somehow?
>>>>>>
>>>>>> Here's a tcpdump made for about 30 seconds during the attack (which is 
>>>>>> still ongoing);
>>>>>>
>>>>>> http://www.specialattack.net/downloads/dump.rar
>>>>>>
>>>>>> Saint K.

Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Saint K .
The what, on the what?

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
[e...@evcz.tk]
Sent: 27 November 2012 14:25
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack

Hi,

are you the Mike on WHT?

I was the one replying in there :D

Il 27/11/2012 13.54, Michael Johansen ha scritto:
> My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
> traffic on UDP, where as my SYN stood for about 50k pps.
>> From: sai...@specialattack.net
>> To: hlds_linux@list.valvesoftware.com
>> Date: Tue, 27 Nov 2012 11:29:01 +0100
>> Subject: Re: [hlds_linux] Incoming DoS attack
>>
>> We have no control over the upstream network. All I can do is filter the 
>> packets at the machine, but that wouldn't prevent the link from still being 
>> overloaded.
>>
>> Currently a null-route is in place to stop the attack at the network boarder.
>>
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
>> [michs...@live.no]
>> Sent: 27 November 2012 11:26
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Incoming DoS attack
>>
>> Just took a look at the tcpdump, doesn't look like the attacks I'm having. I 
>> may be stupid now, but wouldn't it work just by blocking packets with the 
>> size of 50?
>>
>>> From: sai...@specialattack.net
>>> To: hlds_linux@list.valvesoftware.com
>>> Date: Tue, 27 Nov 2012 11:19:08 +0100
>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>
>>> The IP's in the dump originate from China, but as it's UDP it could very 
>>> well be spoofed.
>>>
>>> Looking at the payload in the packets, each new packet only has 1 character 
>>> change from the previous packet.
>>>
>>> Bruteforce, or perhaps signature scanning evasion?
>>>
>>> Saint K.
>>> 
>>> From: hlds_linux-boun...@list.valvesoftware.com 
>>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
>>> [michs...@live.no]
>>> Sent: 27 November 2012 11:15
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] Incoming DoS attack
>>>
>>> I haven't looked at the tcpdump, but I have been getting attacks too, 
>>> they're SYN floods, 300 - 400 mbps in size and always coming from 
>>> local/reserved (0.x) ip's. All started soem time after we set up our mvm 
>>> serves.
>>>> From: sai...@specialattack.net
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Date: Tue, 27 Nov 2012 10:56:28 +0100
>>>> Subject: [hlds_linux] Incoming DoS attack
>>>>
>>>> Hi,
>>>>
>>>> We've been having DoS attacks aimed at one of our MvM servers.
>>>>
>>>> Anyone have any idea what they're attempting to do here? It is just to 
>>>> make the server unreachable, or are the actually trying to exploit srcds 
>>>> somehow?
>>>>
>>>> Here's a tcpdump made for about 30 seconds during the attack (which is 
>>>> still ongoing);
>>>>
>>>> http://www.specialattack.net/downloads/dump.rar
>>>>
>>>> Saint K.
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
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>>>
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>>> please visit:
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Saint K .
We have no control over the upstream network. All I can do is filter the 
packets at the machine, but that wouldn't prevent the link from still being 
overloaded.

Currently a null-route is in place to stop the attack at the network boarder.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
[michs...@live.no]
Sent: 27 November 2012 11:26
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack

Just took a look at the tcpdump, doesn't look like the attacks I'm having. I 
may be stupid now, but wouldn't it work just by blocking packets with the size 
of 50?

> From: sai...@specialattack.net
> To: hlds_linux@list.valvesoftware.com
> Date: Tue, 27 Nov 2012 11:19:08 +0100
> Subject: Re: [hlds_linux] Incoming DoS attack
>
> The IP's in the dump originate from China, but as it's UDP it could very well 
> be spoofed.
>
> Looking at the payload in the packets, each new packet only has 1 character 
> change from the previous packet.
>
> Bruteforce, or perhaps signature scanning evasion?
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com 
> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
> [michs...@live.no]
> Sent: 27 November 2012 11:15
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Incoming DoS attack
>
> I haven't looked at the tcpdump, but I have been getting attacks too, they're 
> SYN floods, 300 - 400 mbps in size and always coming from local/reserved 
> (0.x) ip's. All started soem time after we set up our mvm serves.
> > From: sai...@specialattack.net
> > To: hlds_linux@list.valvesoftware.com
> > Date: Tue, 27 Nov 2012 10:56:28 +0100
> > Subject: [hlds_linux] Incoming DoS attack
> >
> > Hi,
> >
> > We've been having DoS attacks aimed at one of our MvM servers.
> >
> > Anyone have any idea what they're attempting to do here? It is just to make 
> > the server unreachable, or are the actually trying to exploit srcds somehow?
> >
> > Here's a tcpdump made for about 30 seconds during the attack (which is 
> > still ongoing);
> >
> > http://www.specialattack.net/downloads/dump.rar
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Saint K .
The IP's in the dump originate from China, but as it's UDP it could very well 
be spoofed.

Looking at the payload in the packets, each new packet only has 1 character 
change from the previous packet.

Bruteforce, or perhaps signature scanning evasion?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
[michs...@live.no]
Sent: 27 November 2012 11:15
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack

I haven't looked at the tcpdump, but I have been getting attacks too, they're 
SYN floods, 300 - 400 mbps in size and always coming from local/reserved (0.x) 
ip's. All started soem time after we set up our mvm serves.
> From: sai...@specialattack.net
> To: hlds_linux@list.valvesoftware.com
> Date: Tue, 27 Nov 2012 10:56:28 +0100
> Subject: [hlds_linux] Incoming DoS attack
>
> Hi,
>
> We've been having DoS attacks aimed at one of our MvM servers.
>
> Anyone have any idea what they're attempting to do here? It is just to make 
> the server unreachable, or are the actually trying to exploit srcds somehow?
>
> Here's a tcpdump made for about 30 seconds during the attack (which is still 
> ongoing);
>
> http://www.specialattack.net/downloads/dump.rar
>
> Saint K.
> ___
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[hlds_linux] Incoming DoS attack

2012-11-27 Thread Saint K .
Hi,

We've been having DoS attacks aimed at one of our MvM servers.

Anyone have any idea what they're attempting to do here? It is just to make the 
server unreachable, or are the actually trying to exploit srcds somehow?

Here's a tcpdump made for about 30 seconds during the attack (which is still 
ongoing);

http://www.specialattack.net/downloads/dump.rar

Saint K.
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Re: [hlds_linux] Potential fix for problems on multi-honed servers

2012-11-21 Thread Saint K .
Thanks, updated the servers!

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 21 November 2012 20:12
To: Half-Life dedicated Linux server mailing list   
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list  (h...@list.valvesoftware.com)
Subject: [hlds_linux] Potential fix for problems on multi-honed servers

If you are running a multi-honed server, and your server occasionally drops out 
of the master server listing, or appears on the wrong public IP, then you may 
be interested in testing our some beta binaries that might fix the problem.  
The problem begins with a disruption while talking on UDP (often during the 
weekly prop of Steam).  The Steam client layer then enters a fallback pattern 
of TCP, then UDP, etc.  Eventually the disruption is resolved, and it can be 
random whether your server managed to connect to Steam on TCP or UDP, depending 
on where it was in the retry pattern.  The problem with TCP for multi-honed 
servers is that it will always bind to the default interface, disregarding any 
request to bind to a particular interface.  This can cause Steam to see your 
server as coming from the wrong public IP.  Depending on your routing rules, 
NAT, etc, your server can drop off of the server browser because clients cannot 
get to you when they send packets to that IP.

Some server operators have worked around this bug with firewall rules 
preventing the server from connecting to Steam via TCP.

These binaries disable TCP fallback for dedicated servers.

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip
http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

Be warned that they have not been widely tested.  You should only try out these 
binaries if you think you are having problems related to multi-honed machines.

Also, note that if you do use these binaries, and then update your server, they 
will probably be reverted.

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Re: [hlds_linux] TF2 empty servers

2012-11-19 Thread Saint K .
My observations are from before the Halloween event. Of course during Halloween 
it's easy to have a couple of servers filled, but our vanilla's were normally 
full (before event) every evening (Not in the middle of the night, they never 
are). During the Halloween event they remained as populated as before. However, 
as soon as the Halloween event ended, so did the activity on our servers, also 
on the servers which hadn't participated in the event and whom remained normal, 
filled, vanilla servers.

The drop from a few full servers on a daily base, to literally 0 full servers 
for the last week just seems a bit to steep.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 19 November 2012 19:59
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 empty servers

Theres prropably nothing wrong with the system. Halloween just was great
way for some server owners to increase their playercount. People found
new servers and play on them. They just isn't yours, or mine.

I also had servers full 24/7 on halloween, now they are empty at night
just like before.

-ics

19.11.2012 20:48, Steven Sumichrast kirjoitti:
> Same here, huge decrease in quickplay traffic.  Had servers that have been
> full 24/7 for months straight.  Great example, had a 24/7 Dustbowl server,
> stock server, no modifications, that was full all the time.  The halloween
> event hit, server remained 24/7 dustbowl -- was still very busy during the
> event.  After the event ended, that server died.  It has been sitting idle
> for two weeks now.
>
> Only servers I have getting any sort of quickplay traffic now are MvM, and
> even those aren't seeing that much.
>
>
> On Mon, Nov 19, 2012 at 12:45 PM, Paweł Jastrzębski wrote:
>
>>
>> I also noticed big decrease of quick-play traffic.
>>
>>> Up until a
>> week ago our TF2 servers where filled every night.
>>> Now every night
>> they sit empty.
>>> What changed? Did the reputation system reset or
>> something?
>>> Saint K.
>>>
>> ___
>>> To unsubscribe, edit
>> your list preferences, or view the list archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> [1]
>>
>> --
>>
>> Paweł _"AcidWeb"_ Jastrzębski
>>
>> XMPP: paw...@vulturis.eu
>>
>> GG:
>> 6821657
>>
>>
>> Links:
>> --
>> [1]
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
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>> please visit:
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Re: [hlds_linux] TF2 empty servers

2012-11-19 Thread Saint K .
Fletch,

Now comes the obvious question, why does VALVe maintain to run that many 
servers then when the player base is decreasing?

Hasn't VALVe always pushed for game community development around their games?

We're kind of missing out these days. The quickplay system is already quite 
harmful as it is (much more random, harder to attach people to your servers), 
and now we also deal with the masses of VALVe hosted servers.

Cheers,

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 19 November 2012 20:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 empty servers

I have not looking into this closely, so it's mostly a guess.  But I think that 
player-to-server ratios have just been changing.

Some significant differences between this week and last week are:

* Decrease in overall player counts after Halloween event ends and the launch 
of other popular shooters.
* Addition of official PvP dedicated servers.

We shifted almost all of our dedicated servers to Halloween maps and modes 
during Halloween.  We ran very few PvP servers.  (For a while, due to a 
configuration error, there were absolutely zero.)  Now we have switched some 
back to PvP.   We are actually running fewer PvP servers now than we were 
before Halloween.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Lambda
Sent: Monday, November 19, 2012 11:01 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 empty servers

I can report the same issue, huge Quickplay traffic drop too, player counts are 
lower than what they were before Halloween


2012/11/19 Steven Sumichrast 

> Same here, huge decrease in quickplay traffic.  Had servers that have
> been full 24/7 for months straight.  Great example, had a 24/7
> Dustbowl server, stock server, no modifications, that was full all the
> time.  The halloween event hit, server remained 24/7 dustbowl -- was
> still very busy during the event.  After the event ended, that server
> died.  It has been sitting idle for two weeks now.
>
> Only servers I have getting any sort of quickplay traffic now are MvM,
> and even those aren't seeing that much.
>
>
> On Mon, Nov 19, 2012 at 12:45 PM, Paweł Jastrzębski
>  >wrote:
>
> >
> >
> > I also noticed big decrease of quick-play traffic.
> >
> > > Up until a
> > week ago our TF2 servers where filled every night.
> > >
> > > Now every night
> > they sit empty.
> > >
> > > What changed? Did the reputation system reset or
> > something?
> > >
> > > Saint K.
> > >
> > ___
> > > To unsubscribe, edit
> > your list preferences, or view the list archives, please visit:
> > >
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > [1]
> >
> > --
> >
> > Paweł _"AcidWeb"_ Jastrzębski
> >
> > XMPP: paw...@vulturis.eu
> >
> > GG:
> > 6821657
> >
> >
> > Links:
> > --
> > [1]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] steamcmd downloads windows windows files, too

2012-11-19 Thread Saint K .
Sorry for this, send and close are 2 buttons quite close to eachother.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]
Sent: 19 November 2012 19:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd downloads windows windows files, too


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 18 November 2012 22:39
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd downloads windows windows files, too

Same on windows, it downloads Linux files too.

On 18 November 2012 21:34, spendenanmich  wrote:

> hey,
>
> what's going on there?
> Steamcmd running under linux is downloading the windows files (.exe,
> .dll), too.
>
> Is it a bug or a feature?
>
> __**_
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> please visit:
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>
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[hlds_linux] TF2 empty servers

2012-11-19 Thread Saint K .
Up until a week ago our TF2 servers where filled every night.

Now every night they sit empty.

What changed? Did the reputation system reset or something?

Saint K.
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Re: [hlds_linux] steamcmd downloads windows windows files, too

2012-11-19 Thread Saint K .


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad 
[n0man@gmail.com]
Sent: 18 November 2012 22:39
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd downloads windows windows files, too

Same on windows, it downloads Linux files too.

On 18 November 2012 21:34, spendenanmich  wrote:

> hey,
>
> what's going on there?
> Steamcmd running under linux is downloading the windows files (.exe,
> .dll), too.
>
> Is it a bug or a feature?
>
> __**_
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> please visit:
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Re: [hlds_linux] Lag?

2012-11-01 Thread Saint K .
I played a game on one of the machines earlier, a brand new machine previously 
doing fine, and at the time of playing was pretty much nothing but hosting the 
game of 8 players I was with, we still had these lag/freezes.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 01 November 2012 20:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag?

Htop shows one server process having 2 threads that each chew  20-60% of
cpu at the same time on a single server. This causes a peak that makes
the server lag due to it eating it's own cpu out. I'm assuming this is
the cause for everyone else too who is seeing lag. This only affects one
gameserver of mine and the more cores you have, the less you will notice
it. Most of my servers are fine, no lagging but this one does peak randomly.

-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:
> Let me also say that this doesn't just appear to be network lag only.
> Something else seems to be going on.
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[hlds_linux] Lag?

2012-10-31 Thread Saint K .
Anyone else experiencing a great deal of lag on their servers after the last 
update?

Saint K.
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Re: [hlds_linux] Possible fix for MvM Linux servers

2012-10-27 Thread Saint K .
Our MvM servers run off the same directory as the normal servers. 

Will this have any negative effect on the normal, good running servers?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marius Wald 
[ad...@unterwasserpyromanen.de]
Sent: 27 October 2012 20:01
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Possible fix for MvM Linux servers

Works here!

Thanks

Am 27.10.2012 19:37, schrieb Invalid Protocol:
> Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to
> download it, there's no need to register)
>
>
>
> Or search inside tf/bin/server_srv.so for 55 89 E5 57 56 53 83 EC 2C 8B 5D
> 08 89 1C 24 E8 7C E7 FF FF (using a hex editor) and replace the first byte
> (55) with C3 (retn). In this way CTFNavMesh::RecomputeInternalData will
> return immediately, instead calling CTFNavMesh::ComputeBombTargetDistance
> (this is the one that loops forever).
>
>
>
> MD5 for original file: a36611864b4ed73b65dfcf9dec2df55f
>
> MD5 for patched file: 54b91394064239070513314744dd3e23
>
>
>
> ps: save the original file first
>
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Re: [hlds_linux] Killingfloor

2012-10-24 Thread Saint K .
Thanks!

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast 
[packh...@gmail.com]
Sent: 24 October 2012 20:43
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Killingfloor

http://list.tripwireinteractive.com/mailman/listinfo/serveradmins_list.tripwireinteractive.com
is
the listserv for Tripwire & KF

On Wed, Oct 24, 2012 at 12:09 PM, Saint K.  wrote:

> Hi,
>
> Is KF still supported here, or does it have its own mailing list? (can't
> find any).
>
> Last update makes our servers refuse to boot;
>
> kf@MrBlonde:~/system$ ./ucc-bin server
> KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?AdminName=admin?AdminPassword=.?multihome=85.17.60.96
> Missing Class Class Editor.TransBuffer
> Can't find 'intASteamStatsAndAchievementsBaseexecGetOwnedWeaponDLC' in
> 'Engine.dll'
> Executing UObject::StaticShutdownAfterError
> Can't find 'intASteamStatsAndAchievementsBaseexecGetOwnedWeaponDLC' in
> 'Engine.dll'
>
> History:
>
> Exiting due to error
> Exiting.
> FileManager: Reading 0 GByte 11 MByte 642 KByte 577 Bytes from HD took
> 0.026108 seconds (0.006015 reading, 0.020093 seeking).
> FileManager: 0.00 seconds spent with misc. duties
> Name subsystem shut down
>
> Any idea's?
>
> Cheers,
>
> Saint K.
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[hlds_linux] Killingfloor

2012-10-24 Thread Saint K .
Hi,

Is KF still supported here, or does it have its own mailing list? (can't find 
any).

Last update makes our servers refuse to boot;

kf@MrBlonde:~/system$ ./ucc-bin server 
KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?AdminName=admin?AdminPassword=.?multihome=85.17.60.96
Missing Class Class Editor.TransBuffer
Can't find 'intASteamStatsAndAchievementsBaseexecGetOwnedWeaponDLC' in 
'Engine.dll'
Executing UObject::StaticShutdownAfterError
Can't find 'intASteamStatsAndAchievementsBaseexecGetOwnedWeaponDLC' in 
'Engine.dll'

History:

Exiting due to error
Exiting.
FileManager: Reading 0 GByte 11 MByte 642 KByte 577 Bytes from HD took 0.026108 
seconds (0.006015 reading, 0.020093 seeking).
FileManager: 0.00 seconds spent with misc. duties
Name subsystem shut down

Any idea's?

Cheers,

Saint K.
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