Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers?

2013-08-12 Thread Brian Simon
I'm fairly positive at this point that Valve just doesn't care about the
"Policy of Truth" anymore. The amount of reports sent to them is INSANE,
all without reply or with an empty "Oh, we'll look into that at some
point.."




On Mon, Aug 12, 2013 at 6:50 AM, ics  wrote:

> I very much agree of what you said. If no one is working on the problem,
> it never gets fixed. They are missing an employee who is spesifically
> looking into things, watching community reactions and reports about the
> small things that bother them. Sort of a person who would do the firewatch
> after the fire. I know they all do time to time but that does not catch the
> small fires like you said. Person like this takes care of the end user
> instead of the newest of the new. That way, things like this would be
> already history.
>
> Perhaps someone at Valve could recruit a handfull of people to his/her
> private contacts who then could put up things they notice on some private
> forum / board / similiar. Perhaps this isn't scalable idea but the players
> who play the game the most and are sort of active within the community are
> great targets. Another good target is the people who run the community
> servers and communities as a whole and their direct admins who play the
> games. It's not a good idea to say "let us know what you think" and then
> it's all a blurr.
>
> -ics
>
> Mart-Jan Reeuwijk kirjoitti:
>
>  The real problem is, Valve is more a like a fire brigade, it runs around
>> and extinguishes the (bigger) fires, and then leaves again. After which the
>> fire comes back up again.
>>
>> There is none at valve that is regularly addressing ongoing issues
>> without "reports", be it weekly, monthly or even yearly. Issues like
>> servers doing stuff like this have to grow in excess (again) before they
>> notice it and are willing to address it (again). The problem there is that
>> such is then not punished/addressed fast enough to be effective, for the
>> haphazard IP change to evade the ban maybe once in 2 years (excluding Valve
>> time) isn't a problem for those servers... would be different if they had
>> to every month.
>>
>>
>>
>>
>>  __**__
>>> From: ics 
>>> To: Half-Life dedicated Linux server mailing list >> valvesoftware.com >
>>> Sent: Monday, 12 August 2013, 11:06
>>> Subject: Re: [hlds_linux] Uh, so are we going to take care of all these
>>> fake player servers?
>>>
>>>
>>> I don't think anyone there really has time to read those reports about
>>> abuse over TF2 reporting tool. It's way down on their priority list.
>>> There's no one to tell "read those reports and do something". That's
>>> sort of a problem with no management, since no one seems to see that as
>>> important untill someone complains about it on this list or elsewhere.
>>> After that, it gets into their attention zone and up on their
>>> priorities. Even if it's a small thing, it seems to be the hardest.
>>>
>>> The reason why i took my words back was that i was contacted by someone
>>> at Valve over e-mail asking about servers, which i reported over to them
>>> using the tool. I guess it was faster to ask directly than browse over
>>> hundreds of reports to find the ones i did.
>>>
>>> -ics
>>>
>>> 1nsane kirjoitti:
>>>
 It's been like that for a while now. Atleast when it comes to the master
 server and the ingame server browser. (not the favorites tab, not the
 steam
 browser).

 The problem is the game is free, you can make any account you want and
 then
 use third party clients or even the normal text client to connect to a
 server and inflate the counts.

 Now if you make your own "third party" client then you can automate
 this.

 As such a more active role needs to be taken when dealing with fake
 players. Valve could make better use of the ingame reporting tool as
 well
 as the emails admins send with reports.


 On Sun, Aug 11, 2013 at 8:18 PM, Saul Rennison >>> >**wrote:

  That would be the most sensical solution to the problem. Let Steam
> report
> currently connected clients to the master that is updated when clients
> authenticate with servers.
>
> On Mon, Aug 12, 2013 at 12:41 AM, Drogen Viech <
> drogenvi...@googlemail.com
> wrote:
>
>  Why not just count the amount of players on valves end and then send
>> that along with the server list? Or would that take up too much
>> computing power on valves servers?
>> 2013/8/1 Scruppy Dawg :
>>
>>> 209.22.16.210 in the original post should have been 209.222.16.210
>>>
>>> Thanks for acting on the others.
>>>
>>>
>>> On Thu, Aug 1, 2013 at 2:08 PM, ics  wrote:
>>>
>>>  I shall take back what i said.

 -ics

 ics kirjoitti:

 Fakeplayers aren't the only issue. I've reported another
 community

>>> that
>
>> recently go

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Brian Simon
Can you smell that? It's the smell of ignorance.


On Fri, Apr 12, 2013 at 4:10 PM, dan  wrote:

> On 04/04/2013 13:40, Bjorn Wielens wrote:
>
>> Indeed.
>> As a (medium-sized) community we don't run pinion because we despise it
>> as much as the clients. That said, I completely support the right of server
>> ops to use ads (legitimately) in an attempt to recover operating costs. I
>> also support the rights of clients to block the ads, though. Ops pay for
>> servers and can do with them as they see fit, and clients pay for their
>> internet connection/bandwidth, and can do with the bits servers send them
>> as they see fit.
>>
>
> It's not really that simple.
>
> For one thing, Valve supply the software under a license. And valve are
> (in the sense of quickplay) supplying punters who want a specific
> experience. A lot of them don't want to be joined to your server and if
> they could help it, they wouldn't. But that's half the point, when Valve do
> something to stop them joining, people cry on these forums that it isn't
> fair and that their server is empty.
>
> Now Valve basically said "Set up these tags and don't bullshit in your
> server data about players and bots, and then you can do more or less what
> you want. But quickplay exists for this specific experience and if you want
> quickplay players then don't piss on their strawberries" but, admins have
> to keep pissing on quickplay's strawberries. They can't help themselves.
>
> They are greedy. Far from wanting to build up their own community of
> people who want to watch adverts, they want getrichquickplay to send TF2
> players to their server to watch adverts, so they can roll around in the
> cash.
>
> But, you cannot act like you've done anything to get a getrichquickplay
> user to join your server to then justify "doing with them as you see fit" -
> in fact what you have to do to get quickplay players is the complete
> opposite of doing something, you need to just run the server as vanilla as
> possible - but that doesn't stop you from doing anything - you might tempt
> people who join to come back directly, or join another server you have
> where you can fleece them for as much dosh as you can get away with.
>
> It's like, if you want to run an NTP server, and make it part of one of
> the global pools, you have to go along with the rules, you can't say "It's
> my server, I do what I like and my server has 25 hours in each day and
> shows adverts for swiss watches from eleventy o'clock until 30 minutes past
> thirtington each day" - because then they'll say "Ok, please take your
> server with you on your way out"
>
> And, afaict, that's the real issue. People who join your server directly,
> so far as I can tell Valve don't care too much about how you ruin their
> experience or not. They get to vote with their own feet (I'm sure there are
> still limits - and I'm equally sure those who think working for a living is
> too hard will continue to find and push at them)
>
> But people who are clicking quickplay aren't asking for your addons,
> adverts or anything else specific to you. They aren't even asking to be
> connected to your server. It's you that has made the choice to accept
> quickplay players. Valve have made it very easy for you to stop them
> joining if that doesn't suit the way you want to run the server.
>
>
>  I agree that a lot of people don't realize the costs and amount of work
>> that goes into running a community TF2 server.
>> (In fact, this image sums up the menality quite nicely:
>> http://dl.dropbox.com/u/**38481337/servers.png
>> )
>>
>
> Hmm, some will know either because they've done it, or because some of the
> servers they play on advertise servers.
>
> But I suspect what you say is true without realising in what way. I
> suspect most people would be surprised at how cheap it was. Especially when
> they are given this kind of "please donate, otherwise Bob Geldof will need
> to write me a song" rhetoric, that's trying to make it sound like it's
> financially crippling.
>
>
>  It'd be interesting if someone organized a TF2 blackout day like they did
>> with SOPA to squash this mentality and educate folks what TF2 would be like
>> if there weren't any folks investing time and money to run community
>> servers. Then again, it'd probably fall on deaf ears from the 'HURR DURR
>> BUT I PAID FOR TF2/TF2 IS FREE' crowd.
>>
>
> If there's no server for me to play on, I'll run my own. It's a doddle to
> do and it's cheap as chips.
> Valve have plenty of servers too.
>
> You have no leverage to make this almost-a-threat with.
>
> It happens much of the time that a server I often play on, is either empty
> or full - the world doesn't end, I just join another server.
> Switch your server off, and that is all that will happen. People will play
> on another one.
>
> One thing I do note though, many admins on here seem to have quite a bit
> of disdain for the TF2 community.  Arguably, a 

Re: [hlds_linux] Test linux steam binaries

2012-08-23 Thread Brian Simon
I had a really weird crash when I started a server with the new steam
binaries yesterday. It deadlocked the system and all clients that tried to
connect crashed. I'll get more info if I see it again.

On Thu, Aug 23, 2012 at 9:30 AM, Daniel .  wrote:

> MvM servers are still crashing with this binaries.
> On server 1 it seems to be paired with a Round_Start event and the last log
> entry before the crash is always refering to item_whitelist.txt
>
> Server 1:
>
> L 08/23/2012 - 11:59:40: Vote succeeded "RestartGame "
> L 08/23/2012 - 11:59:42: World triggered "Round_Start"
> L 08/23/2012 - 11:59:42: World triggered "Round_Setup_Begin"
> ERROR: Replay already recording.
> Item Whitelist file 'item_whitelist.txt' could not be found. All items will
> be allowed.
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20120823115942_1.dmp
> success = yes
> response:  CrashID=bp-27f02272-776e-4bdd-b2d7-aa2402120823
>
>
> L 08/23/2012 - 14:36:20: World triggered "Round_Start"
> L 08/23/2012 - 14:36:20: World triggered "Round_Setup_Begin"
> ERROR: Replay already recording.
> Item Whitelist file 'item_whitelist.txt' could not be found. All items will
> be allowed.
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20120823143620_1.dmp
> success = yes
> response:  CrashID=bp-a4646b92-bf28-4899-8f73-cf5c22120823
>
>
> Server 2:
> Obvoisly a replay crash but both server have replay (local http) enabled
>
> L 08/23/2012 - 13:37:42: Started map "mvm_coaltown" (CRC
> "1b5569e11cb8efc7996d61b9a5f35008")
> L 08/23/2012 - 13:37:42:  Mapchange to mvm_coaltown 
> ...
> ConVarRef room_type doesn't point to an existing ConVar
> Executing dedicated server config file server.cfg
> SoundEmitter:  adding map sound overrides from scripts/mvm_level_sounds.txt
> [1384 total, 1334 replacements, 60 duplicated replacements]
> SoundEmitter:  adding map sound overrides from
> scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11
> duplicated replacements]
> SoundEmitter:  adding map sound overrides from
> scripts/game_sounds_vo_mvm.txt [2197 total, 28 replacements, 0 duplicated
> replacements]
> SoundEmitter:  adding map sound overrides from
> scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0
> duplicated replacements]
> Item Whitelist file 'item_whitelist.txt' could not be found. All items will
> be allowed.
> Invalid wave number
> ...
> Setting sv_visiblemaxplayers to 7 for MvM
> *
> *  Number of files removed:245
> *
>
> 
>
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20120823133746_1.dmp
> success = yes
> response:  CrashID=bp-16ffd50b-d6e9-4c3c-9c5f-7d0a92120823
>
>
> 2012/8/23 James Beegle 
>
> > Is this update intended to fix crashes on level restart votes, or only
> > level loads? Because I just had my server crash a few minutes ago from a
> > restart vote while using the new binaries.
> >
> > On Wed, Aug 22, 2012 at 5:50 PM, Asher Baker  wrote:
> >
> > > No, happens to at least all Source 2009 servers.
> > >
> > > On Wed, Aug 22, 2012 at 9:53 PM, Fletcher Dunn
> > >  wrote:
> > > > The binaries are not specific to TF, but the problems it was intended
> > to
> > > address might be.
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin Howard
> > > > Sent: Wednesday, August 22, 2012 12:57 PM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] Test linux steam binaries
> > > >
> > > > ohh, I missed that app id in the link. it didnt occur to me what it
> > > represnted.
> > > >
> > > >
> > > >
> > > > 
> > > >  From: martin v 
> > > > To: Collin Howard ; Half-Life dedicated Linux
> > > server mailing list 
> > > > Sent: Wednesday, August 22, 2012 3:38:02 PM
> > > > Subject: Re: [hlds_linux] Test linux steam binaries
> > > >
> > > >
> > > > @Collin Howard
> > > > app440 is tf2 not hl 1.6
> > > >
> > > >
> > > > 2012/8/22 Collin Howard 
> > > >
> > > > was this for 1.6 hlds?
> > > >>
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> From: Valtteri Kiviniemi 
> > > >>To: Half-Life dedicated Linux server mailing list <
> > > hlds_linux@list.valvesoftware.com>
> > > >>Sent: Wednesday, August 22, 2012 3:29:19 PM
> > > >>Subject: Re: [hlds_linux] Test linux steam binaries
> > > >>
> > > >>
> > > >>Hi,
> > > >>
> > > >>Thank you! I can confirm that the server is now shutting down
> cleanly.
> > > I'm
> > > >>usin clean install without any plugins.
> > > >>
> > > >>- Valtteri
> > > >>
> > > >>2012/8/22 wave 
> > > >>
> > > >>> Thanks Fletch, quit now shutsdown cleanly! (without sourcemod, at
> > > least)
> > > >>>
> > > >>> On Wed, A

Re: [hlds_linux] Full servers, but not?

2012-08-17 Thread Brian Simon
Don't worry - they won't.

On Fri, Aug 17, 2012 at 8:46 PM, Russell Smith wrote:

> Please test it first.
>
>
> On 17.08.2012 17:43, Fletcher Dunn wrote:
>
>> Update coming in the next 30 minutes or so.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of doc
>> Sent: Friday, August 17, 2012 5:40 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Full servers, but not?
>>
>> I feel like a shit for laughing at this one, haha.
>>
>> On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun 
>> wrote:
>>
>>  Since so many communities abuse fake clients/counts Valve felt it was
>>> best to allow all communities to do it ;)
>>> __**_
>>> 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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>> archives, please visit:
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>>
>> __**_
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>> archives, please visit:
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>>
>
>
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Re: [hlds_linux] MvM and maxplayers 32

2012-08-15 Thread Brian Simon
0% chance.

Technically you can start with any number of players though, assuming you
have a plugin that unlocks the maxplayer limit.

On Wed, Aug 15, 2012 at 12:07 PM, Benedict Glover  wrote:

>
> What are the chances of allowing a TF2 MvM server to start with more than
> 32 players?
>
>
> > From: fletch...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> > Date: Wed, 15 Aug 2012 15:55:49 +
> > Subject: [hlds_linux] MvM and maxplayers 32
> >
> > A note regarding 32-player servers and MvM:
> >
> > An MvM server will require about as much CPU usage as a 32-player PvP
> server.  However, the network utilization is significantly lower for
> obvious reasons.  Whether the max number of internal player "slots" is 6,
> 24 or 32, I think you'll agree is really an internal technical detail that
> would not be this much of a focal point in the discussion, in a perfect
> world.  It is understandable but unfortunate that currently pricing models
> are based on this, because this number is equivalent to "players" in PvP.
> >
> > Over time the smart server hosting company will bring their pricing
> structure in line with whatever the underlying resource utilization
> constraints really are, and whether CPU cycles or bandwidth are more
> scarce.  I think an MvM server will have performance characteristics
> somewhere between L4D and a 32-player PvP server.
> > ___
> > 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] [hlds] Quickplay broken?

2012-08-02 Thread Brian Simon
That's why it should have been put in the TF beta first! :)

On Thu, Aug 2, 2012 at 1:56 PM, Fletcher Dunn
wrote:

> >with the beta quickplay system if your server uses any type of normal
> connection
> >method to the server for the first player it boots you out of the beta
>
> It will be fixed really soon.  As in, today (hopefully).  We're planning
> an update later today, and it will have the necessary fixes on the server
> side.  I'm hopeful to get it fixed on the backend, too.
>
> There is also a problem where a "game over" condition can cause the server
> to switch into a mode where it stops receiving traffic.  That bug will also
> be fixed today.
>
> Sorry for the bugs.  That's why it's called beta!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
> Sent: Thursday, August 02, 2012 6:16 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Quickplay broken?
>
> It could also be due to quickplay traffic being split inbetween the beta
> quickplay system and the current quickplay system. They did say with the
> beta quickplay system if your server uses any type of normal connection
> method to the server for the first player it boots you out of the beta.
> They never did followup if that was ever fixed. I could imagine that a lot
> of people running both the beta quickplay/normal quickplay aren't getting
> the benefit of the beta quickplay traffic because of that bug. But I too
> have noticed this same issue about the dropoff in quickplay traffic seeding
> which started about a day before fletcher posted about the beta quickplay
> system being started. I assume the drop in traffic is because of that.
>
> On Wed, Aug 1, 2012 at 9:51 PM, ics  wrote:
> > Exactly this. It was once stated that quickplay is only about 30% of
> > all connects to servers. Many people may have found one, two or more
> > servers that they have on favorites. They will go to those servers
> > first if there are players as they will be asked if they want to add
> > the server to their favorites when they disconnect after 10 mins or
> longer session.
> >
> > This can be just a normal case, some of your regulars will be gone and
> > there will be quiet moments. Quickplay is only something that you may
> > want to have as an extra. It helps populate a server but on peak
> > times, there's a lot of servers with some empty slots so there will be
> > also a lot more servers for it to pick for and where to place a random
> player to.
> >
> > -ics
> >
> > 2.8.2012 5:44, Rob Liu kirjoitti:
> >
> > The reason can be there just less and less people are using quickplay.
> > And there are more quickplay servers out there.
> >
> > On Thu, Aug 2, 2012 at 10:38 AM, Russell Smith
> > 
> > wrote:
> >>
> >> I've seen mine above 12 players and not getting fed a trickle of
> >> people from quickplay.  Often what happens now is a swarm of players
> >> join around the same time.  Then usually after a map change many
> >> players will leave, dropping the server to 14-15 or so where it will
> >> remain until the next swarm of players gets fed in.  This can take a
> >> while sometimes, after which this cycle repeats.
> >>
> >> There seems to be less of a constant slow feed of players now and
> >> instead you get big spurts.
> >>
> >> On 01.08.2012 13:49, Dave Rosca wrote:
> >>>
> >>> Thats how it was before the quickplay changes, at least for my server.
> >>>
> >>> Only at around 12 players does quickplay kick in.
> >>
> >>
> >>
> >> ___
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> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
> > ___
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> > please visit:
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> >
> >
> >
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> >
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-21 Thread Brian Simon
Valve, doing QA? No. That will never happen. Why else would these betas
exist?

On Mon, Nov 21, 2011 at 5:46 AM, Roberto Omezzolli
wrote:

>
> Why can't Valve just give a simple QA if there will be dedicated servers
> for
> the community and if yes, what will be the difference between the free
> dedicated servers and the valve own hosted matchmaking system.
>
>
> /Rob
>
> -Ursprüngliche Nachricht-
> Von: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von ics
> Gesendet: Montag, 21. November 2011 06:39
> An: Half-Life dedicated Linux server mailing list
> Betreff: Re: [hlds_linux] Global Offensive Dedicated
>
> Yes i know HPE is behind the game and Valve is only producing and
> supervising mainly but they will run the servers as they have those
> already in place.
>
> Afaik HPE did some sort of css port to xbox360 and thats where they
> started with this new game idea. CSS was just a small step towards that
> and as soon as they got the hint, it was ditched right again. I guess we
> should ditch it too.
>
> -ics
>
> 21.11.2011 3:32, Nomaan Ahmad kirjoitti:
> > http://www.hiddenpath.com/
> >
> > VALVe is working with HPE to bring out CS:GO. I think they started
> working
> > with them around the time CSS went OB, one of their first CSS update was
> to
> > get CSS on mac.
> >
> > OT: I have to say that since css was made compatible with mac, I started
> > experiencing weird problems... like the console highlighting doesn't show
> > up anymore.
> >
> > On 21 November 2011 00:03, msleeper
>  wrote:
> >
> >> You guys realize that Valve is not developing CS:GO, right? That
> >> another studio is handling the development of it?
> >>
> >> On Sun, Nov 20, 2011 at 12:42 PM, ics  wrote:
> >>> Don't get too excited. Valve has linux servers so it might be just for
> >> them alone internally for the beta duration.
> >>> -ics
> >>>
> >>> - Alkuperäinen viesti -
>  "Working on/Testing the Linux dedicated servers for the beta."
> 
>  https://twitter.com/#%21/csgo_dev/status/134392116574027776
> 
>  Yay :-D
> 
>  On Sun, Nov 20, 2011 at 12:37 PM, Roberto Omezzolli
>    wrote:
> > Well they would kill everything that made HL1 and HL2 that important,
> > if they did not release fully dedicated servers. And I am not talking
> > about those lame cod dedicated servers
> >
> > /Rob
> >
> >
> > -Ursprüngliche Nachricht-
> > Von: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
> > Valentin G.
> > Gesendet: Samstag, 19. November 2011 17:24
> > An: Half-Life dedicated Linux server mailing list
> > Betreff: Re: [hlds_linux] Global Offensive Dedicated
> >
> > It would be no problem to only allow cross-play on official servers.
> > And the beta is PC only anyway so this would not be a reason.
> >
> > I believe it would be very important to allow community hosted
> servers
> > once the beta hits a certain scale. Of course when only a limited
> > number of people have access to the beta it definitely makes sense to
> > have the testing happen on the official servers.
> >
> > On Sat, Nov 19, 2011 at 4:23 PM, Saul Rennison
> >   wrote:
> >> Valid point. Would prefer crossplay+official servers than no
> >> crossplay and unofficial. I'm sure they'll find a compromise that
> >> works for everyone.
> >>
> >> On Saturday, November 19, 2011, Russell Smith
> >>   wrote:
> >>> I was actually wondering if Valve would do this due to the cross
> >>> platform
> >> play.  Console players aren't used to the paradigm of dedicated
> >> servers
> > run
> >> by the community.  So it might reflect badly on Valve and the game
> >> if a player joined a server and had to deal with some form of admin
> >> abuse, or server mods through plugins.
> >>> On 11/19/2011 3:17 AM, Saul Rennison wrote:
>  That's ridiculous. Maybe registered servers have superseded this
>  idea?
> 
>  On Saturday, November 19, 2011, Chris
>  Strand  wrote:
> > Hey,
> >
> >> so please let us stay on target:   dedicated servers for
> >> cs:go - yes
> > or
> > no?
> > I spoke to Chet Faliszek at Eurogamer about this. There will
> > not be dedicated servers that the public can run in the beta.
> > As some of you
> >> may
> > know Valve are intending to introduce some sort of match
> > making system
> >> - I
> > was told this will run on their own servers and these will be
> > the only servers available for the beta. I asked how it would
> > be possible to
> > have
> > competitive matches in the beta if you don't own the server
> > and hence
>  can't
> > set the password - I 

Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Brian Simon
I see no posts by any Lotusclan administrators in that thread you linked
to. Also, did you know that Skial does not actually delete threads and ban
users for talking about bots? There's really no credibility or proof behind
either of your examples there.

One more thing, Lotus Clan does not masquerade bots as players, just fyi

On Wed, Nov 2, 2011 at 11:45 PM, coffee problem wrote:

> Hey Fletcher, Thanks for your reply. I have much appreciation for Valve at
> least saying this is wrong. When I've contacted admins for a few
> communities, they said they would stop if Valve said to do so. This seems
> to be a clear message to cease these activities.
>
> http://forums.gamingterritory.com/topic/15515-are-bots-really-necessary/
>
> There you go, LotusClan administration admitting they use these types of
> misleading bots to pump up server stats because "they have to do it".
> Please do what you guys need to do, since the reporting tool has yet to
> lead to anything. Skial likes to delete all threads and ban users
> associated with the discussion of their bots and misleading activities, so
> not so much evidence there.. Yet.
>
> CP
>
>
> On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
> wrote:
>
> > This is a problem we're obviously aware of.  It's definitely not that we
> > don't care.  However, it is essentially an arms race that is provably
> > unwinnable by Valve.  Furthermore, any change we make in the name of
> > security will almost certainly cause a disruption of legitimate service,
> > due to bugs on our part, or usage cases we're just not aware of.  It is a
> > classic conflict between security and accessibility.
> >
> > Hopefully those two reasons help explain our reluctance to address these
> > sorts of problems through technology.  They will create an ongoing arms
> > race, in which we can possibly limit this activity and make it harder,
> but
> > probably never eliminate it completely.  Furthermore, this benefit comes
> at
> > a cost of taking resources away from adding features and fixing bugs, and
> > also disrupting legitimate users.
> >
> > When we can do simple and safe things to make it harder to do these sorts
> > of things, we will.  We have some protocol changes that will make it
> harder
> > to do this sort of spoofing, which have been beta tested for some time
> now.
> >  We'll be rolling those out in the next couple of months.
> >
> > Crowdsourcing using the abuse reports helps us stay out of the arms race,
> > and it's the safest and simplest way to deal with this problem and many
> > others like it.
> >
> > Your humble servant,
> > Fletch
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
> Reeuwijk
> > Sent: Wednesday, November 02, 2011 5:39 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> usage
> > of player names/images
> >
> > there is some italian group that does that.
> >
> > they have dozens maybe even in the hundred of servers in server list, but
> > all get redirected to 1 server. and those server report a variety of maps
> > played, names in server lists etc. you click info, refresh, says for
> > example dustbowl, and then join, get redirected to their server, with
> bots,
> > and another map then advertized in the server info. Its damn annoying.
> And
> > indeed, they change IP's a lot, to evade blacklisting.
> >
> >
> > >
> > >From: daniel jokiaho 
> > >To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > >Sent: Wednesday, 2 November 2011, 7:27
> > >Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> > usage of player names/images
> > >
> > >what about servers on different ips and port that have exactly the same
> > >players.
> > >
> > >I join server x. U join server y. And still we play against or with each
> > >other :-(
> > >On 2 Nov 2011 06:53, "msleeper"  wrote:
> > >
> > >> Are you sure they're not just adding more servers? Changing IPs is a
> > >> server playerbase suicide as anyone who had it bookmarked won't be
> > >> able to find it again. I suppose they could use those servers for
> > >> redirects, but in theory that would get those IPs blacklisted pretty
> > >> fast if Valve's scoring/reputation system is still in effect.
> > >>
> > >> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
> > >> wrote:
> > >> > The problem with blacklisting these servers is that they seem to
> show
> > up
> > >> a
> > >> > few weeks later with a new batch of ip addresses. Can't blacklist
> them
> > >> > effectively when they do that.
> > >> > On Nov 1, 2011 7:40 PM, "Robert Paulson" 
> > wrote:
> > >> >
> > >> >> It is very rude of you to repeatedly spam the mailing list to
> > pressure
> > >> >> Valve into doing whatever you want instead of working on crashes
> and
> > >> >> content.
> > >> >>
> >

Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-30 Thread Simon Humphrey

Checking bootstrapper version ...
Updating Installation
Command aborted
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 17 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable 
sleeps

___
Simon  aka  Extreme_One

> Date: Tue, 30 Aug 2011 11:49:18 -0700
> From: kameron-li...@gasso.org
> To: hlds_linux@list.valvesoftware.com
> CC: sai...@specialattack.net
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> 
> On 8/30/2011 11:37 AM, Saint K. wrote:
> > My steam clients updated and now I keep getting this message;
> >
> > Checking bootstrapper version ...
> > Updating Installation
> > Command aborted
> >
> > Anyone else getting the same?
> 
> You'll probably have to retry until it succeeds; as with most mandatory 
> hlds/orangebox updates, the content delivery hosts are likely getting 
> hammered.
> 
> Cheers,
> -- 
> Kameron Gasso | kame...@gasso.org
> 
> 
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Re: [hlds_linux] Server not starting?

2011-08-17 Thread Simon Gunton
1)

[gs14153@inx-236-139 bin]$ ldd dedicated.so
ldd: warning: you do not have execution permission for `./dedicated.so'
linux-gate.so.1 =>  (0x0092f000)
libsteam_api.so => not found
libtier0.so => not found
libvstdlib.so => not found
libm.so.6 => /lib/libm.so.6 (0x00375000)
libdl.so.2 => /lib/libdl.so.2 (0x0078b000)
libpthread.so.0 => /lib/libpthread.so.0 (0x00a8a000)
/lib/ld-linux.so.2 (0x00609000)
libc.so.6 => /lib/libc.so.6 (0x0011)
[gs14153@inx-236-139 bin]$ ldd dedicated.so
ldd: warning: you do not have execution permission for `./dedicated.so'
linux-gate.so.1 =>  (0x009e1000)
libsteam_api.so => not found
libtier0.so => not found
libvstdlib.so => not found
libm.so.6 => /lib/libm.so.6 (0x003fc000)
libdl.so.2 => /lib/libdl.so.2 (0x00a04000)
libpthread.so.0 => /lib/libpthread.so.0 (0x0011)
/lib/ld-linux.so.2 (0x00609000)
libc.so.6 => /lib/libc.so.6 (0x00129000)
[gs14153@inx-236-139 bin]$

2) Yes

3) Centos 5.5 32bit

Simon Gunton
Support Analyst
INX-Gaming.com
EMail: si...@inx-gaming.co.uk
Support: http://support.inx-network.com/
Tel: 01733 687699

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: 15 August 2011 23:38
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server not starting?

The new steamworks SDK was compiler with a newer compiler, which requires a
newer version of the stand C lib than many distributions come with.  We
included this lib in the update, but apparently that isn't working for
everybody.  This new dependency was the cause of the delay last week.


Linux users, please reply with this info:



1.) From the bin folder, send me the output of the following command:



ldd dedicated.so

ldd steamclient.so



2.) Confirm that you have a libstdc++.so.6 in your folder?



3.) What distribution are you using?



We believe that the SteamWorks integration is also the cause of the client
crashes, and are hoping to have that resolved within the hour.
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Re: [hlds_linux] Garrys Mod Crash

2011-06-30 Thread Simon Gunton
Cheers Darren,

Had trawled the net and seen that Garrys mod was broken for a number of
linux distroes but non of the fixes were for CentOS.

Cheers
Simon

Simon Gunton
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INX-Gaming.com
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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
dar...@cpanel.net
Sent: 30 June 2011 14:02
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Garrys Mod Crash

On Thu, 30 Jun 2011 13:41:55 +0100, Simon Gunton wrote:
> Anyone else running CentOS 32bit 5.6 and got Garrys mod to run on it?

Many are, at least Centos users are due to glibc verions not being as 
recent as the ones built against included in the most recent updates.
A temp fix for now is to replace libsteam.so with a slightly older 
version that works and doesn't have this problem. You can grab it from 
here if you don't have a copy on a non-updated working server: 
http://cpgs.cpanel.net/gm/

~darren

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[hlds_linux] Garrys Mod Crash

2011-06-30 Thread Simon Gunton
Anyone else running CentOS 32bit 5.6 and got Garrys mod to run on it?

[gs12892@INX-237-6 orangebox]$ ./start.garrysmod
[gs12892@INX-237-6 orangebox]$ Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 2400.00 on this system. This
value is dependent upon the CPU clock speed and architecture and should be
determined separately for each server. The use of this mechanism for timing
can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
ConVarRef mat_dxlevel doesn't point to an existing ConVar
Game.dll loaded for "Garry's Mod"
Setting breakpad minidump AppID = 4000
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Installing breakpad exception handler for appid(4000)/version(4616)
 failed to dlopen
/home/gs12892/srcds_l/orangebox/garrysmod/bin/lua_shared.so
error=/usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required
by bin/libsteam.so)
Couldn't LoadModule lua_sharedCouldn't LoadModule lua_shared
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110630142141_1.dmp
success = no
error:  Failed to open/read local data from file/application
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Thu Jun 30 14:21:41 BST 2011: Server restart in 10 seconds

Simon Gunton
Support Analyst
INX-Gaming.com
EMail: si...@inx-gaming.co.uk
Support: http://support.inx-network.com/
Tel: 01733 687699

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Re: [hlds_linux] Test

2011-06-03 Thread Brian Simon
Jeez people. Lighten up.


Sent from my electronic kitchen timer.

On Fri, Jun 3, 2011 at 4:23 PM, Christoffer Pedersen  wrote:

> I dont get your point, why whine about the quality of the messages? You can
> just delete them if you want to..
>
> /Chris
>
> On Jun 3, 2011, at 6:50 PM, ics wrote:
>
> > The message quality level in this list is so low that all you idiots who
> fill up mailboxes with non-constructive messages, should be banned from this
> list or the whole list stopped and hlds_announce left in its place.
> >
> > Grow up people. Seriously.
> >
> > -ics
> >
> > 3.6.2011 18:45, Carl kirjoitti:
> >> And to think they were going to shut this list down...
> >>
> >>
> >> On 6/3/2011 11:41 AM, Christoffer Pedersen wrote:
> >>> Win! :-)
> >>>
> >>> /Chris
> >>>
> >>> Sent from my iPhone 4
> >>>
> >>> Den 03/06/2011 kl. 17.15 skrev "Michael Zeisberg"<
> mzeisberg2...@yahoo.de>:
> >>>
>  xD yes
> 
>  -Ursprüngliche Nachricht- From: Evan
>  Sent: Friday, June 03, 2011 5:10 PM
>  To: Half-Life dedicated Linux server mailing list
>  Subject: Re: [hlds_linux] Test
> 
>  got it!
> 
>  --
>  Sent from my Shoe
> 
>  On Fri, Jun 3, 2011 at 4:29 AM, Christoffer Pedersen
>  wrote:
> 
> > I can read it.
> >
> > /Chris
> >
> > On Jun 3, 2011, at 9:57 AM, mimirs-b...@t-online.de wrote:
> >
> >> Could anyone read this? I actually can't answer to the mailing
> list.>  Hope
> > now it will run better.
> >> Greets
> >> Rigr
> >> -
> >> Sent from my SGS
> >>
> >>
> >>
> >> Christoffer Pedersen  schrieb:
> >>
> >> That helps sometimes. :-)
> >>
> >> /Chris
> >>
> >> Sent from my iPhone 4
> >>
> >> Den 03/06/2011 kl. 06.35 skrev Milton Ngan >:
> >>
> >>> Sigh... It helps if you actually open port 25 on the list server...
> > Sorry guys, not enough sleep and too many distractions.
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
> >>> Sent: Thursday, June 02, 2011 9:05 PM
> >>> To: 'Half-Life dedicated Linux server mailing list'
> >>> Subject: [hlds_linux] Test
> >>>
> >>> The list has been very quite since I changed the IP of the server.
> Just
> > checking to see if it is functioning.
> >>> M.
> >>> _
> >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>> _
> >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> _
> >>
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
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> >>
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Re: [hlds_linux] Dueling in TF2

2011-05-21 Thread Brian Simon
You'd have to get a custom plugin for it. Anything that messes with duels
has super-high potential for abuse, and thus probably (hopefully) will not
be openly available.

On Sat, May 21, 2011 at 3:24 PM, Ian R. Justman wrote:

>
> Hi, all.
>
> Is there a way to control whether parties can duel on a TF2 server, whether
> via a normal cvar or via an add-on such as Sourcemod plus a plugin?
>
> Thanks.
>
> --Ian.
>
> --
> Ian R. Justman
> ianj (at) ian-justman.com
>
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-06 Thread Brian Simon
Actually, adding more hats to the game means more models the clients have to
precache, and thus the less models mods and maps can use. Hats are solely
responsible for breaking maps such as tr_walkway, achievement_turbo, and
others. It has even broken cp_steel. If Valve were to, say, increase the
model limit (*hint hint*), this wouldn't be an issue.

The concept of hats is not ruining the game, but the technical aspects of
hats are.

On Fri, May 6, 2011 at 7:39 PM, Simon Sheehan wrote:

> On 5/5/2011 10:01 PM, hlds_linux-requ...@list.valvesoftware.com wrote:
>
>> Re: Mandatory updates coming later today
>>
>
> I firmly believe valve is not killing the game. The entire "Hats are
> ruining the game" issue is truly blown out of proportion. It's easy to
> ignore the trade stuff, and simply play the game still. Although we do still
> get mostly hats per update, at least they are still trying to improve the
> game and continue the support they do give us.
>
>
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-06 Thread Simon Sheehan

On 5/5/2011 10:01 PM, hlds_linux-requ...@list.valvesoftware.com wrote:

Re: Mandatory updates coming later today


I firmly believe valve is not killing the game. The entire "Hats are 
ruining the game" issue is truly blown out of proportion. It's easy to 
ignore the trade stuff, and simply play the game still. Although we do 
still get mostly hats per update, at least they are still trying to 
improve the game and continue the support they do give us.


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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Brian Simon
So right.

On Thu, May 5, 2011 at 10:25 PM, Nicholas Hastings wrote:

> I think we found out who's raging. mirite?
>
>
> On 5/5/2011 10:14 PM, John Marbury wrote:
>
>> http://armthehomeless.files.wordpress.com/2011/02/umad.jpg
>>
>> Damn, I sure can predict the fanboy rage can't I?
>>
>> I only mentioned my servers because they were full 24/7 for the last
>> however
>> many years, now it's only the trade servers that stay full.
>> -
>> Well it looks like the Valve update guy fell asleep at the desk again so I
>> might as well stop staying up.
>> Have fun being angry and enjoy your update with even more hats and paid
>> promo garbage!
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Re: [hlds_linux] Mandatory TF2 update coming

2011-04-18 Thread Brian Simon
No, he is not even worthy of the title of "moron." Therefore, he is a moran.

On Mon, Apr 18, 2011 at 10:23 PM, Gary Stanley wrote:

> At 08:42 PM 4/18/2011, Brian Simon wrote:
>
>> You are a moran.
>>
>
> Are you are like 12 years old?
>
>
>
> G. "Monk" Stanley
> 
> http://leaf.dragonflybsd.org/~gary
>
>
>
>
>
>
>
>
>
>
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Re: [hlds_linux] Mandatory TF2 update coming

2011-04-18 Thread Brian Simon
You are a moran.

On Mon, Apr 18, 2011 at 6:56 PM, Saul Rennison wrote:

> Downtime? Please. SourceMod breaks, that's SM's fault for making such an
> unstable plugin, if they aren't going to solely use VALVe's plugin APIs,
> don't try and make them bend over backwards for the SourceMod team.
>
> Thanks,
> - Saul
>
>
> On 18 April 2011 23:37, Kyle Sanderson  wrote:
>
> > Is there any perceivable breakage? If there is, could you attach/link
> > to the 'beta' binaries? Doing this should help minimize the downtime
> > that we all have to endure.
> >
> > Thanks,
> > Kyle.
> >
> > On Mon, Apr 18, 2011 at 3:26 PM, Eric Smith 
> > wrote:
> > > We're getting ready to release a mandatory update for TF2 this
> afternoon.
> > This is just a heads-up that it's coming.
> > >
> > > -Eric
> > >
> > >
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[hlds_linux] Client timed out

2011-04-17 Thread Brian Simon
I've noticed that a lot of clients keep crashing and the server displays
" has timed out." Steam seems to be the culprit. Is this just the major
screwup of Friday's update, or is a malicious attack by steam?
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Re: [hlds_linux] Garrysmod broken?

2011-04-15 Thread Simon Gunton - INX-Gaming.co.uk
Cheers, didn’t think it was a permissions issue as it was 2 server on 2
different boxes.

Simon

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: 15 April 2011 18:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Garrysmod broken?

This is the same error that's required MM:S, SM, and all other C++
plugins to need to be recompiled for Linux after today's update.
Seems like someone at Valve should have given Garry a heads up :P

Asher.

On Sat, Apr 16, 2011 at 12:10 AM, Brian Simon 
wrote:
> Did you try playing with the permissions a bit? It's possible that user
does
> not have read/execute access to server.so
>
> On Fri, Apr 15, 2011 at 12:41 PM, Simon Gunton - INX-Gaming.co.uk <
> si...@inx-gaming.co.uk> wrote:
>
>> [gs13382@INX-236-221 orangebox]$ ./start.garrysmod
>> [gs13382@INX-236-221 orangebox]$ Auto detecting CPU
>> Using default binary: ./srcds_linux
>> Server will auto-restart if there is a crash.
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>>  failed to dlopen /home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so
>> error=/home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so: undefined
>> symbol: _Unwind_Resume
>> ./srcds_run: line 372:  6893 Segmentation fault      $HL_CMD
>> Add "-debug" to the ./srcds_run command line to generate a debug.log to
>> help
>> with solving this problem
>> Fri Apr 15 18:28:52 BST 2011: Server restart in 10 seconds
>>
>>
>>
>> Getting that off a fresh install with verify all, on two different boxes.
>>
>> Simon
>>
>> Simon Gunton
>> Support Analyst
>> INX-Gaming.com
>> EMail: si...@inx-gaming.co.uk
>> Support: http://support.inx-network.com/
>> Tel: 01733 687699
>>
>> This e-mail and any attachments are confidential. If you are not the
>> intended recipient, please contact the sender. Please then delete the
email
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Re: [hlds_linux] Garrysmod broken?

2011-04-15 Thread Brian Simon
Did you try playing with the permissions a bit? It's possible that user does
not have read/execute access to server.so

On Fri, Apr 15, 2011 at 12:41 PM, Simon Gunton - INX-Gaming.co.uk <
si...@inx-gaming.co.uk> wrote:

> [gs13382@INX-236-221 orangebox]$ ./start.garrysmod
> [gs13382@INX-236-221 orangebox]$ Auto detecting CPU
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
>  failed to dlopen /home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so
> error=/home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so: undefined
> symbol: _Unwind_Resume
> ./srcds_run: line 372:  6893 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log to
> help
> with solving this problem
> Fri Apr 15 18:28:52 BST 2011: Server restart in 10 seconds
>
>
>
> Getting that off a fresh install with verify all, on two different boxes.
>
> Simon
>
> Simon Gunton
> Support Analyst
> INX-Gaming.com
> EMail: si...@inx-gaming.co.uk
> Support: http://support.inx-network.com/
> Tel: 01733 687699
>
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[hlds_linux] Garrysmod broken?

2011-04-15 Thread Simon Gunton - INX-Gaming.co.uk
[gs13382@INX-236-221 orangebox]$ ./start.garrysmod
[gs13382@INX-236-221 orangebox]$ Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
 failed to dlopen /home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so
error=/home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so: undefined
symbol: _Unwind_Resume
./srcds_run: line 372:  6893 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Fri Apr 15 18:28:52 BST 2011: Server restart in 10 seconds



Getting that off a fresh install with verify all, on two different boxes.

Simon

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Brian Simon
Glad to see the logging exploit finally fixed.
On Thu, Apr 14, 2011 at 9:47 PM, Jason Ruymen wrote:

> Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
> and Half-Life 2: Deathmatch are now available.  Please run hldsupdatetool to
> receive the updates.  The specific changes include:
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Fixed a packet injection exploit in the client/server streams
>
> - Fixed UDP logging exploit
>
>   - Added a new server convar "sv_logsecret" which emits a new
> S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value
> pre-pended
>
>
>
> Team Fortress 2
>
> - Added new map Koth_Badlands
>
> - Updated CP_Well
>
>   - Spawn room by second cap for each time is now a one-way door
>
> - Updated Training
>
>   - Added 3 new training courses for the Demoman, Engineer, and Spy
>
>   - Added the Ready for Duty achievement for completing all of the training
> courses
>
> - Added a new system to associate dedicated servers with Steam accounts
>
>   - Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress
> 2 client console to create a server account using the currently logged in
> Steam account. This will generate values for "tf_server_identity_account_id"
> and "tf_server_identity_token"
>
>   - Put the values for "tf_server_identity_account_id" and
> "tf_server_identity_token" into your server.cfg
>
>   - Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client
> console to list all of the game server accounts owned by the currently
> logged in Steam account
>
> - Added a new system for coaching players
>
> - Added a new vote system
>
>   - Server convars to control the vote system
>
>  - sv_allow_votes   : Allow voting?
>
>  - sv_vote_failure_timer: A vote that fails cannot
> be voted on again during this period.
>
>  - sv_vote_allow_specators  : Allow spectators to vote?
>
>  - sv_vote_issue_changelevel_allowed: Allow votes to change
> levels?
>
>  - sv_vote_issue_kick_allowed   : Allow votes to kick
> players from the server?
>
>  - sv_vote_issue_nextlevel_allowed  : Allow votes to set the
> next level?
>
>  - sv_vote_issue_nextlevel_allowextend  : Allow votes to extend the
> current map?
>
>  - sv_vote_issue_restart_game_allowed   : Allow votes to restart
> the game?
>
>  - sv_vote_issue_scramble_teams_allowed : Allow votes to scramble
> the teams?
>
>  - sv_vote_issue_nextlevel_choicesmode  : Present players with a
> list of maps with the lowest playtimes to choose from?
>
>  - sv_vote_kick_ban_duration: How long should a kick
> vote ban someone from the server? (in minutes)
>
> - Added dynamic model loading to improve performance
>
> - Combat Text changes
>
>  - Added a new convar "hud_combattext_healing" to display the amount of
> healing done per second
>
>  - Added bonus points to the items displayed using Combat Text
>
>  - Starting position of values is now affected by range to target,
> making it easier to see numbers when next to targets
>
> - Updated voice to use the Steam voice codec to improve quality
>
>   - Servers can toggle between the old codec and the new codec with the
> convar "sv_use_steam_voice", which defaults to 1.
>
> - Fixed not being able to see the correct colors for painted hats when
> running with DX8
>
> - Fixed not being able to see the | character in custom names and
> descriptions
>
> - Fixed a couple cases where custom sprays would not import correctly
>
> - Duel changes
>
>   - The duel dialog has been extended to include class-specific duels in
> addition to the default duels
>
>   - Duel badges now only show the number of wins a player has
>
> - Added Payload maps to Offline Practice
>
> - Fixed taunt kills made with a Katana not counting towards honorbound
> kills
>
> - Fixed a bug where killing a Katana wielder with a Katana was incorrectly
> causing an increased crit chance
>
> - Fixed infinite noisemakers exploit where noisemakers could continue to be
> used after their charges had run out
>
> - Improved the Medic overheal effect so it's more noticeable
>
> - Fixed func_build entities to respect the team value and prevent the
> associated team from building in the area
>
> - Items changes:
>
>   - Added new "Sort by Rarity" option for sorting backpack items
>
>   - Improved the backpack sorting algorithms
>
>   - Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure
> Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
>
>   - Added paint preview to the preview section when shopping for hats
>
>   - Updated the Googly Gazer to be paintable
>
>   - Added new paint styles to the Pyromancer's Mask
>
>   - Items in the action slot won't be swapped until returning to a supply
> cabinet
>
>   - Replaced the no-crit attribute with -25% damage on the following:
>
> 

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Brian Simon
Many a player will be very unhappy with the weapon changes, especially the
changing of the NoCrit attribute to -25% damage on those demoman melee
weapons
On Thu, Apr 14, 2011 at 10:56 PM, Reuben Morais wrote:

> Uh, it generated a identity token with quotes in it, how am I supposed to
> use it?
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Re: [hlds_linux] No ContentServers are online

2011-04-14 Thread Simon Gunton - INX-Gaming.co.uk
Aaron, I asked a similar thing yesterday and this is a copy of what Chris
said:

I normally open a new terminal session On the unix-server and open up
iptraf. When you run the tool, iptraf will show the address of the server,
just note that you will have to guess your way through. All i can say is
that the port on the peer address is mostly the same as the usual hlds-ports
(27023, 27031, etc.)

/Chris

Hope that helps as I am having similar issues where it finds a server but
doesn't do much more than that.

Simon

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Aaron A.
Maricic
Sent: 14 April 2011 11:57
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No ContentServers are online

I have tried the update as root for the heck of it, and get the same 
results. I run the network that the server is on, so it would have to be 
something that the ISP (Level3) blocked I guess. Is there a way I can 
know which servers / IP addresses it wants to connect to and possibly 
the ports so that I can try and determine if the ISP blocked something?

Thanks.

On 4/14/2011 01:46, ics wrote:
> You don't need root to run it. I never use root for updating. Problem 
> relies elsewhere, propably in the network where the server is or in 
> the machine itself.
>
> -ics
>
> 14.4.2011 5:44, andrew caron kirjoitti:
>> Run as root. I wonder how to fix this with out being root.
>>
>> On Wed, Apr 13, 2011 at 10:39 PM, Aaron A. 
>> Maricicwrote:
>>
>>> Lately when I try to update L4D2, I am receiving the following error:
>>>
>>> Checking bootstrapper version ...
>>> Updating Installation
>>> No ContentServers are online
>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
>>> deferrals.
>>> CAsyncIOManager: 17 single object sleeps, 0 multi object sleeps
>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
>>> alertable
>>> sleeps
>>>
>>> Anything I can try to fix this?
>>>
>>> Thanks.
>>>
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>>
>
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Re: [hlds_linux] Server update hanging

2011-04-13 Thread Simon Gunton - INX-Gaming.co.uk
Might sound stupid Chris but how do I find this out?

Simon

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christoffer
Pedersen
Sent: 13 April 2011 15:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server update hanging

Slow update is often related to which content server you are downloading
from. What's the address of the server you are downloading from?

/Chris

Sendt fra min iPhone 4

Den 13/04/2011 kl. 11.20 skrev "Simon Gunton - INX-Gaming.co.uk"
:

> Has anyone else for the last week or more been having issues with the
steam
> update command hanging or running very slowly?
> 
> Normally a full tf2 verify all take about 20 - 30mins to run through fully
> but currently we are having issues were servers are hanging on start-up
due
> to the update command we run (with non verify btw) just sitting there not
> doing anything and currently annoying customers but we don't really want
to
> have to remove the update line as it ensures there server is up to date.
> 
> Cheers
> Simon
> 
> 
> Simon Gunton
> Support Analyst
> INX-Gaming.com
> EMail: si...@inx-gaming.co.uk
> Support: http://support.inx-network.com/
> Tel: 01733 687699
> 
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[hlds_linux] Server update hanging

2011-04-13 Thread Simon Gunton - INX-Gaming.co.uk
Has anyone else for the last week or more been having issues with the steam
update command hanging or running very slowly?

Normally a full tf2 verify all take about 20 - 30mins to run through fully
but currently we are having issues were servers are hanging on start-up due
to the update command we run (with non verify btw) just sitting there not
doing anything and currently annoying customers but we don't really want to
have to remove the update line as it ensures there server is up to date.

Cheers
Simon


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Re: [hlds_linux] CSS Server flooding or attack?

2011-01-28 Thread Simon Gunton
You will find that it will be ordered through some kiddy host offering 
gig ports and then paid for with a bent credit card will use if for a 
week till it gets yanked and by which time they are long gone.


Also if they have spoofed the IP then unlieky anyone can submit an abuse 
report about it to the right people .


Simon
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On 28/01/2011 12:53, frostschutz wrote:

On Fri, Jan 28, 2011 at 11:01:56PM +1030, PryMaL wrote:

anything more than a 100mb connection is difficult to obtain let alone
expensive in Australia.

It's less than 100 euro per month in ... Europe.

However that doesn't mean you can use it for attacks. You can try but
it will be a rather short lived fun. Your server will be shut down
with the first abuse report or even before that.

It's easier to write a small Windows program and upload it somewhere,
you wouldn't believe the number of idiots who download and execute
.exe files that do funny things... put it on 4chan with an unrelated
image next to it and you have a botnet with a million clients.

Bandwidth: unlimited
Price: free

That's unfortunately pretty much how it works...

Regards
frostschutz

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Re: [hlds_linux] IPv6

2011-01-23 Thread Simon Gunton
The main issue is hardware vendors do not offer ipv6 support for routers and 
until they do isp don't want to move and vice versa I know many less known isps 
supporting full ipv6 end to end currently but its the big boys who need to move 
now!
Sent from my BlackBerry® wireless device

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-Original Message-
From: frostschutz 
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Sun, 23 Jan 2011 11:19:25 
To: Half-Life dedicated Linux server mailing 
list
Reply-To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] IPv6

On Sat, Jan 22, 2011 at 07:58:30PM -0500, Brian Rak wrote:
> Is there any sort of timeline for getting IPv6 support in srcds?
> IPv6 support is becoming more necessary with every passing day.

It will take years to move from IPv4 to IPv6.

I wish it were different too, but that's how it is, if it's not 
pressing it's simply not done.

IPv6 support for games would be nice, just don't expect players 
to join yet ;)

The majority of players is stuck with IPv4. Even large ISPs still 
do not offer IPv6 to the end user (the largest ISP in Germany 
doesn't, only "has plans" to introduce it this year). And even if 
they did, many are still using hardware that is not IPv6 capable.

IPv4 won't vanish either. If there aren't any new IPs to be had, 
server hosters will find new ways to offer IPv4 anyway. For example 
by having several servers share a single IP, giving each server 
only a specific port range they can use freely, and using VHosts 
etc. for WWW. But even that is still some time away, as hosters 
will probably move from multiple IP per server to single IP per 
server setups first...

Either way, as long as Srcds is flexible in regard to port numbers, 
there won't be any immediate problems with IPv4... maybe the story 
will be different in 5-10 years.

Regards
frostschutz

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Re: [hlds_linux] Metamod / SourceMod sites?

2011-01-20 Thread Brian Simon
Sometimes I wonder how much storage that server has. Gotta be at least a
couple terabytes.

On Thu, Jan 20, 2011 at 7:41 AM, Asher Baker  wrote:

> On Thu, Jan 20, 2011 at 7:12 PM, Ross Bemrose 
> wrote:
>
> > I suspected for some time that all 3 sites were actually on the same
> > machine...
>
>
> You say that like it's a bad thing :3 and, why wouldn't they be?
> 3 minimal sites with a shared forum, hardly gonna need
> a separate dedicated server for each.
>
> Asher.
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Re: [hlds_linux] Metamod / SourceMod sites?

2011-01-20 Thread Simon Gunton

There old box was having issues last week with being really slow etc.

Simon

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On 20/01/2011 12:18, RTL-Servers | Lee wrote:

Hello,

No idea, I simply used the google cached pages to acquire the download 
mirror URLs that I needed.


I'm sure they're services will resume shortly :)

Kind Regards
Lee Gardiner
RTL-Servers

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Re: [hlds_linux] srcds_run startscript

2011-01-13 Thread Simon Gunton
Its not a valve issue, its how linux works does not matter what file it 
is your executing you have to be in that folder.


Simon
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On 13/01/2011 12:05, Ulrich Block wrote:

I know what to do.
I just hoped that someone at valve reads my mail and add such funktion 
to their skript so that less people will have problems...


Am 13.01.2011 12:20, schrieb Simon Gunton:

You could start the server with a script that would do the following:

cd /home/gameserver1/srcds_l
./srcds_run -game cstrike +maxplayers 20 +map de_dust +ip IP -port 
PORT -tickrate 66 +tv_port 27086 +bot_join_after_player 1 +exec 
server.cfg -autoupdate& > /dev/n$


Or add a 2nd script in the root of the users home folder to do the 
following where home and user are defined, which would then call a 
2nd startline file which just held the 2nd line above with the 
./srcds ... stuff in.



cd $home/$user/srcds_l/orangebox
./start.cssource > /dev/null > /dev/null 2>&1

Either way the ./srcds bit has to be performed from within the folder 
you cant do ./home/yadayad/



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On 13/01/2011 11:00, Ulrich Block wrote:
I just read on a forum that some people had issues starting their 
servers.

They tried something like:
 "some/path/srcds_run -parameters"
which does not work because the srcds_run needs to be run from its 
directory.


Could someone at valve add something like
"cd $(dirname $0)"
at the start of the script to make it more userfriendly?

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Re: [hlds_linux] srcds_run startscript

2011-01-13 Thread Simon Gunton

You could start the server with a script that would do the following:

cd /home/gameserver1/srcds_l
./srcds_run -game cstrike +maxplayers 20 +map de_dust +ip IP -port PORT 
-tickrate 66 +tv_port 27086 +bot_join_after_player 1 +exec server.cfg 
-autoupdate& > /dev/n$


Or add a 2nd script in the root of the users home folder to do the 
following where home and user are defined, which would then call a 2nd 
startline file which just held the 2nd line above with the ./srcds 
... stuff in.



cd $home/$user/srcds_l/orangebox
./start.cssource > /dev/null > /dev/null 2>&1

Either way the ./srcds bit has to be performed from within the folder 
you cant do ./home/yadayad/



Simon Gunton
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Phone: 01733 687699
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On 13/01/2011 11:00, Ulrich Block wrote:
I just read on a forum that some people had issues starting their 
servers.

They tried something like:
 "some/path/srcds_run -parameters"
which does not work because the srcds_run needs to be run from its 
directory.


Could someone at valve add something like
"cd $(dirname $0)"
at the start of the script to make it more userfriendly?

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Re: [hlds_linux] DOD:S Server Problems

2010-11-10 Thread Simon Gunton
Remove both bin folder  and try a -verify_all and restart should cure it

Simon
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-Original Message-
From: Mark Gilbert 
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Wed, 10 Nov 2010 23:49:55 
To: 
Reply-To: Half-Life dedicated Linux server mailing list

Subject: [hlds_linux] DOD:S Server Problems

Hi,

Any help anyone can provide on this would be much appreciated as it's
driving me mad.

I had a working DOD:S server a few months ago, but for one reason or another
it was taken offline.  Now I've come to start it up again and after the
server comes up and has done it's autoupdate bit clients are unable to
connect to it.  All clients report that it's running an older version of the
game.  However it has autoupdated as I have this as a command line option
when the game is launched and I've also tried updating manually with the
hldsupdatetool.bin options.  Both of these update processes seem to say the
server is up to date.  However the console output indicates that it is
running version 70 of the game, which I believe is not the latest version.

To rule out a config or permissions issue I created an entirely new instance
of the server.  Completely clean install and re-downloaded all the server
again using hldsupdatetool.bin etc.  This will run and simply crashes giving
a rather cryptic error as seen below along with the rest of the console
output;


Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Day of Defeat Source Base Content' version 55

Checking/Installing 'Linux Source HLDS' version 98

HLDS installation up to date

Console initialized.
./srcds_run: line 344: 19194 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Fri Oct 22 17:39:49 BST 2010: Server restart in 10 seconds


I notice from the above that it hasn't downloaded the Orangebox version of
the game, but the original HLDS server version.  The command I ran to
download the server was ./steam -command update -game dods -dir .

My startup script for both servers is shown below, obviously the path
changes slightly to reflect different folders;


#!/bin/sh
echo "Starting DOD:S Public Server"
sleep 1
cd /home/user/dodsNEW/srcds_l
sleep 1
screen -A -m -d -S dod ./srcds_run -game dod +map dod_jagd +maxplayers 24
+fps_max 0 +ip 188.94.73.74 -port 28035 -autoupdate -pidfile
'/home/user/dodsNEW/dods.pid'


One server, clients report it is out of date, even though when I try to
update it hldsupdatetool reports that this is not the case, the other fresh
install just crashes when run and seems to be the non-Orangebox version of
the game.

I really am at a loss to explain this, any help would be much appreciated.

Thanks

-- 

Mark Gilbert
markgilb...@gmail.com

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Re: [hlds_linux] Steam Servers

2010-10-07 Thread Simon Gunton
I did that's what was giving me connection reset by peer etc and a lot of our 
css severs which use the -autoupdate would hang on start up while trying to 
update

Simon
Sent from my BlackBerry® wireless device

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-Original Message-
From: clad iron 
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Thu, 7 Oct 2010 18:32:00 
To: Half-Life dedicated Linux server mailing 
list
Reply-To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Steam Servers

try adding -verify_all

On Thu, Oct 7, 2010 at 2:07 PM, Simon Gunton  wrote:

> Has anyone else been struggling to get servers to run with the -autoupdate
> option or to do download content manually?
>
>
>
> Keep finding I get connection reset etc.
>
>
>
> Simon
>
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[hlds_linux] Steam Servers

2010-10-07 Thread Simon Gunton
Has anyone else been struggling to get servers to run with the -autoupdate
option or to do download content manually?

 

Keep finding I get connection reset etc.

 

Simon

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Re: [hlds_linux] HLDS + hardware

2010-09-27 Thread Simon Gunton
Which OS would you be looking at putting on that but guaranteed full servers
on that you would get about  200 full slots and well over 300 if they were
not all full / in use etc

But would be down to trial and error and if you end up with a buggy plugin
on one etc that flaws a core people will notice it.

Simon

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher
Szabo
Sent: 27 September 2010 21:30
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] HLDS + hardware


- [Dual CPU] Intel Xeon E5620 @ 2.40GHz
- 32GB RAM DDR3
- 2x 160GB SATA II RAID1
- Gigabit port

How many 10 slots HLDS 1.6 can i run on that machine? :P

OFC i want it to be stable and good warservers. :o
  
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Re: [hlds_linux] VMware and gameservers

2010-09-24 Thread Simon Gunton
Would allow people to rent a VPS to run there servers within without having
to shell out the full cost of a dedicated server each month, but the
customer gets the benefits of being isolated from the other users on the
server which is the issue with shared game servers.

Simon

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-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Luigi
Sent: 24 September 2010 17:21
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] VMware and gameservers

Hi all,

What is the Business Case to run css in a vm. You can have As much Game
servers as you wand on a physical maachine without the overhead of VMware. 

Luigi

On 24.09.2010, at 16:54, Hans Vos  wrote:

> Hi,
> 
> Pretty interesting read. Will have a more in-depth look at it this
weekend. At our parent-company we have some very nice VMware configurations.
Worth a try to test it out for ourselves and see what the results are.
> 
> -- 
> Met vriendelijke groet / With kind regards,
> 
> Hans Vos
> Managing Director
> Clanhost
> 
> Nieuwland Parc 155
> 3351 LJ  Papendrecht
> The Netherlands
> 
> (T) +31 (0)88 25 25 280
> (F) +31 (0)88 25 25 281
> (E) i...@clanhost.nl
> (W) http://www.clanhost.nl/
> 
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Simon Gunton
Was thinking the same phone hasn't stopped vibrating all night :p
Sent from my BlackBerry® wireless device

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-Original Message-
From: Oliver Warburton 
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Thu, 2 Sep 2010 23:42:03 
To: Half-Life dedicated Linux server mailing 
list
Reply-To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2 Update Released

This is why we love Valve. Constant updates, improvements, and  
community interaction.

EA & Activision take note.

Oliver Warburton
Managing Director
INX-Network LTD

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On 2 Sep 2010, at 23:05, Jason Ruymen wrote:

> A required update to Team Fortress 2 is now available.  Please run  
> hldsupdatetool to receive the update.  The specific changes include:
>
> Engine (CS:S, DoD:S, TF2):
> - Fixed a server crash caused by spamming the server with invalid  
> rcon passwords.
>
> Team Fortress 2:
> - Fixed a bug in the Steamworks internal stats reporting.
>
> Jason
>
>
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Re: [hlds_linux] CSS update broke linux server

2010-06-23 Thread Simon Cook
Are you running the ./srcds_run in the orangebox folder, if not chances are
you are running the pre-update counter-strike source, move into the
orangebox folder and try.

On Wed, Jun 23, 2010 at 10:26 PM, phil quinn wrote:

>
> same here, getting rather narked
>
> > Date: Wed, 23 Jun 2010 14:16:32 -0700
> > From: bgcl...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] CSS update broke linux server
> >
> > Hi, I've run the update tool several times but when I launch the game it
> > says restarting for update. I've done this on multiple machines, I'm
> running
> > debian lenny amd64.
> >
> > ./steam -command update -game "Counter-Strike Source" -dir . -verify_all
> > Checking bootstrapper version ...
> > Updating Installation
> > Checking/Installing 'Counter-Strike Source Shared Content' version 76
> >
> >
> > Checking/Installing 'Base Source Shared Models' version 4
> >
> >
> > Checking/Installing 'Base Source Shared Sounds' version 4
> >
> >
> > Checking/Installing 'Base Source Shared Materials' version 8
> >
> >
> > Checking/Installing 'OB Linux Dedicated Server' version 44
> >
> >
> > HLDS installation up to date
> > CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
> > CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
> > CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
> alertable
> > sleeps
> >
> >
> > ./srcds_run -console +ip IP +port 27015 -game cstrike +exec server.cfg
> +map
> > de_dust
> > .
> > .
> > .
> > Adding master server 216.207.205.98:27011
> > Adding master server 216.207.205.99:27011
> > L 06/23/2010 - 15:46:12: World triggered "Round_Start"
> > L 06/23/2010 - 15:46:12: World triggered "Round_Start"
> > MasterRequestRestart
> > Your server needs to be restarted in order to receive the latest update.
> > Your server needs to be restarted in order to receive the latest update.
> > MasterRequestRestart
> > Your server needs to be restarted in order to receive the latest update.
> > Your server needs to be restarted in order to receive the latest update.
> > Connection to Steam servers successful.
> > VAC secure mode is activated.
> >
> >
> >
> > Is anyone else having this problem?
> > ___
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Re: [hlds_linux] HL2 Master Server Addition

2010-05-29 Thread Brian Simon
No.

On Sat, May 29, 2010 at 2:48 PM, Kyle Sanderson  wrote:

> I went from not being listed at all, to being listed and just like
> that my server population exploded, I went from the thousands to
> number 6 in less than two weeks (according to Game-Tracker). Is there
> any *public* information on how to find your server ranking according
> to Valve's Masterserver?
>
> Thanks,
> Kyle.
>
> On Sat, May 29, 2010 at 5:20 AM, clad iron  wrote:
> > it's great that this issue has been fixed ( we hope ) , but look how long
> it
> > took to fix.
> >
> > look at how many communitys lost ppl going to there servers due to it not
> > being listed in the master server list.
> > Basicly the ppl that played on the servers would have assumed the
> server/s
> > were shutdown.  With that happening, the communitys that are tring to get
> > high rating on for example at  www.game-monitor.com , instead drop
> ratings.
> > This also effects the communitys that get donations to help run the
> servers.
> > (as well all know this can get expensive )
> > I know a communitys servers that went from all being in the top 50, to
> all
> > in the few hundreds. This was suspected to not being on the masterservers
> > for so long.
> >
> > I just hope this is truely fixed. as it's not the first issue with them.
> >
> >
> >
> > On Fri, May 28, 2010 at 3:01 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
> >> You should do that every 60 seconds, to be sure that you are on the list
> or
> >> something
> >>
> >> >_>
> >>
> >> On Fri, May 28, 2010 at 2:50 PM, drogenviech <
> drogenvi...@googlemail.com
> >> >wrote:
> >>
> >> > Well, atleast you're not hammering the masterservers with "setmaster
> >> > add" requests.
> >> >
> >> > 2010/5/28 Allen Coppin :
> >> > > i tryed that to, did'nt work. well then main thing is that it works,
> >> and
> >> > > it's not ilegal.
> >> > >
> >> > > On Fri, May 28, 2010 at 9:16 PM, drogenviech <
> >> drogenvi...@googlemail.com
> >> > >wrote:
> >> > >
> >> > >> You better just don't put anything there.
> >> > >>
> >> > >> 2010/5/28 Allen Coppin :
> >> > >> > i just put setmaster remove 69.28.151.162:27013
> >> > >> > setmaster remove 72.165.61.189:27010 into my server.cfg on my
> 1.6
> >> > >> server.
> >> > >> > and it worked :D
> >> > >> >
> >> > >> > On Fri, May 28, 2010 at 8:37 PM, Zoid Kirsch <
> >> z...@valvesoftware.com>
> >> > >> wrote:
> >> > >> >
> >> > >> >> We have added an additional HL2 Master server at address
> >> > >> >> 72.165.61.153:27015.
> >> > >> >>
> >> > >> >> I've seen a few scripts posted here using the "setmaster"
> dedicated
> >> > >> server
> >> > >> >> console command.  Generally, you do not need to manually specify
> >> the
> >> > >> master
> >> > >> >> addresses.  Additional setmaster commands with other addresses
> in
> >> > your
> >> > >> >> server.cfg will just have your dedicated server trying send
> updates
> >> > to
> >> > >> >> non-existent masters.  Servers that restart will automatically
> >> detect
> >> > >> this
> >> > >> >> new master server and use it appropriately.  There are only
> three
> >> > >> currently
> >> > >> >> active HL2 Master servers:
> >> > >> >>
> >> > >> >> 216.207.205.99:27011
> >> > >> >> 216.207.205.98:27011
> >> > >> >> 72.165.61.153:27015
> >> > >> >>
> >> > >> >> --
> >> > >> >> /// Zoid.
> >> > >> >>
> >> > >> >> ___
> >> > >> >> To unsubscribe, edit your list preferences, or view the list
> >> > archives,
> >> > >> >> please visit:
> >> > >> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >> >>
> >> > >> > ___
> >> > >> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >> please visit:
> >> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >> >
> >> > >>
> >> > >> ___
> >> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > >> please visit:
> >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >>
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >
> >> ___
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> >> please visit:
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> >>
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> please visit:
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> >
>
> __

Re: [hlds_linux] Server query tool

2009-11-27 Thread Simon Pilot
Have you tried a packet sniffer like wireshark on the server to check if the
server sends a second packet after it fills the first?  You might also want
to test on Ethernet with larger MTUs to see if you notice a problem. The MTU
size could even be a coincidence

Simon


> On 27/11/2009, at 8:22 PM, Kaspars  wrote:
>
>  Nice suggestion, however this has nothing to do with my net connection,
>> because I have tested it on several different machines with different OS
>> and
>> different network connections. Any other gameserver that responds to rules
>> query does work correctly no matter how long is the response... However
>> TF2
>> servers do not split the resulting packet. Even the game-monitor.comreports
>> less rules than expected... I just took the #1 TF2 server from
>> gametracker.com and looked it up in the game-monitor.com and then I
>> checked
>> with my output... the query reports that there are 109 rules however I can
>> get only the first 61 because the packet gets truncated. Game-monitor does
>> fetch the same ~60 rules I did, but that's WRONG. Check it out for
>> yourself:
>> http://tinyurl.lv/LqnQe
>>
>> 2009/11/26 Arg! 
>>
>>  Have you tried testing this on a different environment/net connection?
>>>
>>> I had a similar problem with one specific code library but the problem
>>> turned out to be a combination of that and my MTU setting.
>>>
>>> On Thu, Nov 26, 2009 at 11:20 PM, Kaspars  wrote:
>>>
>>>  Hi,
>>>>
>>>> I have released some time ago a tool to query source and goldsource
>>>>
>>> servers
>>>
>>>> from command line. It is a lightweight and similar to qstat. You can
>>>>
>>> fetch
>>>
>>>> general server information (hostname, map and player count), players and
>>>> server rules. It has support for split packet and bzip2 packet handling.
>>>> You
>>>> can get the source here: https://sourceforge.net/projects/theqtool/ .
>>>> Feedback will be appreciated.
>>>>
>>>> However, I have still an issue with A2S_RULES handling. I have posted
>>>>
>>> this
>>>
>>>> already some time ago on this list without any replies. The rules
>>>>
>>> response
>>>
>>>> from TF2 servers gets truncated if it exceeds 1260 bytes. I have tested
>>>> this
>>>> with several tools including HLSW. This can be easily verified, just
>>>> open
>>>> up
>>>> gametracker, filter out some TF2 servers and try getting rules from them
>>>>
>>> in
>>>
>>>> HLSW. If the packet is big enough (1260+ bytes) it will be truncated.
>>>>
>>> Seems
>>>
>>>> like L4D and L4D2 servers are not affected so nobody cares...
>>>>
>>>> Cheers,
>>>> Kaspars
>>>> ___
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>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>  ___
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>>> please visit:
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Re: [hlds_linux] Team Fortress 2 server binding to 127.0.0.1...

2008-12-18 Thread Simon Marchi
The server has a WAN IP, but has his traffic filtered by the openbsd box.
Since it is not a nat configuration, there is no need to redirect the
packets, just allow them to pass.

I would like to add that all the other services installed work fine :
apache, ftp, postfix, etc, which really points to something like a bad
network configuration directly on the server that hlds doesn't like...

Thanks for your help!

On Thu, Dec 18, 2008 at 10:41 AM, kama  wrote:

>
>
> On Thu, 18 Dec 2008, Simon Marchi wrote:
>
> > # userid name uniqueid connected ping loss state adr
> > Could not establish connection to Steam servers.
> >
> > Everything looks fine, except for the network connections. It appears to
> > bind itself to the local address instead of eth0. If I try to specify the
> IP
> > with the +ip parameter,  get the exact same result, but with the IP
> instead
> > of 127.0.0.1 (I still get the Could not establish connection to Steam
> > servers error). In both cases, I can't connect to it from a client.
> >
> > Both master servers are ping-able from this server.
> >
> > It is located behind a OpenBSD/Packet Filter firewall, but I have put
> these
> > rules for testing purpose:
> >
> > pass on $uplink_if proto {tcp,udp} from any to $blackmesa keep state
> > pass on $uplink_if proto {tcp,udp} from $blackmesa to any keep state
> >
> > blackmesa -> name of the server :)
> >
> > So, if anyone has an idea about how to fix this, thanks for sharing :)
>
> How about the config for incoming connections?
>
> You probably need to redirect the ports from your firewall to the server.
> (Port Forwarding)
>
> something like:
> rdr on $if_in from any to any port 27015:27030 -> 192.168.1.20
>
> /Bjorn
>
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Re: [hlds_linux] Team Fortress 2 server binding to 127.0.0.1...

2008-12-18 Thread Simon Marchi
Same thing.

Well, even with +ip the server understands that I want him to bind to this
IP. It just can't connect to steam server afterwards...

It is really strange...

On Thu, Dec 18, 2008 at 4:04 AM, Gary Stanley wrote:

>
> At 02:01 AM 12/18/2008, Simon Marchi wrote:
> >Hi,
> >
> >I am running Debian Etch fully updated on a Core 2 Quad Q8200. I have
> >installed the TF2 content with the following command:
> >
> >./steam -command update -game tf -dir .
> >
> >and it has updated with no problem. I am then trying to run it, with this
> >command:
> >
> >./srcds_run -game tf +map ctf_2fort
> >
> >And here is the result:
> >
> >Auto detecting CPU
> >Using SSE2 Optimised binary.
> >Server will auto-restart if there is a crash.
> >
> >Console initialized.
> >Game.dll loaded for "Team Fortress"
> >Particles: Missing 'particles/error.pcf'
> >maxplayers set to 24
> >Unknown command "startupmenu"
> >Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> >ConVarRef room_type doesn't point to an existing ConVar
> >exec: couldn't exec skill1.cfg
> >Executing dedicated server config file
> >Unknown command "sv_client_interpolate"
> >exec: couldn't exec ctf_2fort.cfg
> >Adding master server 68.142.72.250:27011
> >Adding master server 72.165.61.189:27011
> >*status*
> >hostname: Thetu.bz
> >version : 1.0.4.4/14 3691 insecure (secure mode enabled, disconnected
> from
> >Steam3)
> >udp/ip  :  127.0.0.1:27015
> >map : ctf_2fort at: 0 x, 0 y, 0 z
> >players : 0 (24 max)
>
> Try using -ip
>
>
> G. "Monk" Stanley
> 
> http://leaf.dragonflybsd.org/~gary <http://leaf.dragonflybsd.org/%7Egary>
>
> "There currently are 7 different ways to get time from a computer.
> All of them can't agree on how long a second is supposed to be" -Me
>
>
>
>
>
>
>
> ___
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> please visit:
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[hlds_linux] Team Fortress 2 server binding to 127.0.0.1...

2008-12-17 Thread Simon Marchi
Hi,

I am running Debian Etch fully updated on a Core 2 Quad Q8200. I have
installed the TF2 content with the following command:

./steam -command update -game tf -dir .

and it has updated with no problem. I am then trying to run it, with this
command:

./srcds_run -game tf +map ctf_2fort

And here is the result:

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

Console initialized.
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
maxplayers set to 24
Unknown command "startupmenu"
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
ConVarRef room_type doesn't point to an existing ConVar
exec: couldn't exec skill1.cfg
Executing dedicated server config file
Unknown command "sv_client_interpolate"
exec: couldn't exec ctf_2fort.cfg
Adding master server 68.142.72.250:27011
Adding master server 72.165.61.189:27011
*status*
hostname: Thetu.bz
version : 1.0.4.4/14 3691 insecure (secure mode enabled, disconnected from
Steam3)
udp/ip  :  127.0.0.1:27015
map : ctf_2fort at: 0 x, 0 y, 0 z
players : 0 (24 max)

# userid name uniqueid connected ping loss state adr
Could not establish connection to Steam servers.

Everything looks fine, except for the network connections. It appears to
bind itself to the local address instead of eth0. If I try to specify the IP
with the +ip parameter,  get the exact same result, but with the IP instead
of 127.0.0.1 (I still get the Could not establish connection to Steam
servers error). In both cases, I can't connect to it from a client.

Both master servers are ping-able from this server.

It is located behind a OpenBSD/Packet Filter firewall, but I have put these
rules for testing purpose:

pass on $uplink_if proto {tcp,udp} from any to $blackmesa keep state
pass on $uplink_if proto {tcp,udp} from $blackmesa to any keep state

blackmesa -> name of the server :)

So, if anyone has an idea about how to fix this, thanks for sharing :)

Simon Marchi
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Re: [hlds_linux] RE: restarting rounds

2007-03-06 Thread Simon Marchi
--
[ Picked text/plain from multipart/alternative ]
its milliseconds wait1000= 1 second

On 3/6/07, David Williams <[EMAIL PROTECTED]> wrote:
>
> Simon Marchi wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It simply tells the server to wait before executing the next command
> >
> > On 3/6/07, David Williams <[EMAIL PROTECTED]> wrote:
> >
> >> James Nepia wrote:
> >>
> >>> Er yeah, as you probably know restarting the round is not instant, but
> >>>
> >> if
> >>
> >>> you run a bunch of say commands like you pasted without the waits then
> >>>
> >> it's
> >>
> >>> going to say everything asap (probably before the first restart even).
> >>>
> >>> You'll probably find that somewhere in that script there's an alias
> >>>
> >> setting
> >>
> >>> wait1000 to wait;wait;wait; * 1000 or something similar.
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of
> >>> [EMAIL PROTECTED]
> >>> Sent: Wednesday, 7 March 2007 3:27 a.m.
> >>> To: hlds_linux@list.valvesoftware.com
> >>> Subject: hlds_linux digest, Vol 1 #5495 - 2 msgs
> >>>
> >>> Send hlds_linux mailing list submissions to
> >>>   hlds_linux@list.valvesoftware.com
> >>>
> >>> To subscribe or unsubscribe via the World Wide Web, visit
> >>>   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>> or, via email, send a message with subject or body 'help' to
> >>>   [EMAIL PROTECTED]
> >>>
> >>> You can reach the person managing the list at
> >>>   [EMAIL PROTECTED]
> >>>
> >>> When replying, please edit your Subject line so it is more specific
> >>> than "Re: Contents of hlds_linux digest..."
> >>>
> >>>
> >>> Today's Topics:
> >>>
> >>>1. Re: restarting rounds (David Williams)
> >>>2. Re: restarting rounds (Eirik Nilssen)
> >>>
> >>> --__--__--
> >>>
> >>> Message: 1
> >>> Date: Tue, 06 Mar 2007 13:18:56 +
> >>> From: David Williams <[EMAIL PROTECTED]>
> >>> To:  hlds_linux@list.valvesoftware.com
> >>> Subject: Re: [hlds_linux] restarting rounds
> >>> Reply-To: hlds_linux@list.valvesoftware.com
> >>>
> >>> // LO3 Script
> >>>
> >>>
> >>>> say "OGL CS 5v5 config file has been executed (ver 6.0)
> >>>> say "EVERYONE MUST START RECORDING PERSONAL DEMOS AT THIS TIME !!!
> >>>> say "EVERYONE MUST START RECORDING PERSONAL DEMOS AT THIS TIME !!!
> >>>> wait1000
> >>>> say "Restart #1"
> >>>> sv_restart 1
> >>>> wait1000
> >>>> say "Restart #2"
> >>>> sv_restart 1
> >>>> wait1000
> >>>> say "Restart #3"
> >>>> sv_restart 1
> >>>> wait1000
> >>>> say "LIVE LIVE LIVE LIVE!!!"
> >>>> say "LIVE LIVE LIVE LIVE!!!"
> >>>> say "LIVE LIVE LIVE LIVE!!!"
> >>>>
> >>>>
> >>>>
> >>> ok so can we have a breakdown of this so i understand what the script
> is
> >>> doing.coz in all the examples given there seems, to me, to be an
> >>> excessive amount of wait commands. are they really needed?
> >>>
> >>>
> >>>
> >>> --__--__--
> >>>
> >>> Message: 2
> >>> From: "Eirik Nilssen" <[EMAIL PROTECTED]>
> >>> To: hlds_linux@list.valvesoftware.com
> >>> Subject: Re: [hlds_linux] restarting rounds
> >>> Date: Tue, 06 Mar 2007 14:42:07 +0100
> >>> Reply-To: hlds_linux@list.valvesoftware.com
> >>>
> >>> Well, the "wait" commands are quite usefull, otherwise the players
> would
> >>> hardly be able to read the information given by the script before next
> >>> restart.
> >>>
> >>> As a fairly active clanplayer myself, I find scripts without "wait"
> >>>
> >> commands
> >>
> >>> implemented rather "messy" and the restarts

Re: [hlds_linux] RE: restarting rounds

2007-03-06 Thread Simon Marchi
--
[ Picked text/plain from multipart/alternative ]
It simply tells the server to wait before executing the next command

On 3/6/07, David Williams <[EMAIL PROTECTED]> wrote:
>
> James Nepia wrote:
> > Er yeah, as you probably know restarting the round is not instant, but
> if
> > you run a bunch of say commands like you pasted without the waits then
> it's
> > going to say everything asap (probably before the first restart even).
> >
> > You'll probably find that somewhere in that script there's an alias
> setting
> > wait1000 to wait;wait;wait; * 1000 or something similar.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > [EMAIL PROTECTED]
> > Sent: Wednesday, 7 March 2007 3:27 a.m.
> > To: hlds_linux@list.valvesoftware.com
> > Subject: hlds_linux digest, Vol 1 #5495 - 2 msgs
> >
> > Send hlds_linux mailing list submissions to
> >   hlds_linux@list.valvesoftware.com
> >
> > To subscribe or unsubscribe via the World Wide Web, visit
> >   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > or, via email, send a message with subject or body 'help' to
> >   [EMAIL PROTECTED]
> >
> > You can reach the person managing the list at
> >   [EMAIL PROTECTED]
> >
> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of hlds_linux digest..."
> >
> >
> > Today's Topics:
> >
> >1. Re: restarting rounds (David Williams)
> >2. Re: restarting rounds (Eirik Nilssen)
> >
> > --__--__--
> >
> > Message: 1
> > Date: Tue, 06 Mar 2007 13:18:56 +
> > From: David Williams <[EMAIL PROTECTED]>
> > To:  hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] restarting rounds
> > Reply-To: hlds_linux@list.valvesoftware.com
> >
> > // LO3 Script
> >
> >> say "OGL CS 5v5 config file has been executed (ver 6.0)
> >> say "EVERYONE MUST START RECORDING PERSONAL DEMOS AT THIS TIME !!!
> >> say "EVERYONE MUST START RECORDING PERSONAL DEMOS AT THIS TIME !!!
> >> wait1000
> >> say "Restart #1"
> >> sv_restart 1
> >> wait1000
> >> say "Restart #2"
> >> sv_restart 1
> >> wait1000
> >> say "Restart #3"
> >> sv_restart 1
> >> wait1000
> >> say "LIVE LIVE LIVE LIVE!!!"
> >> say "LIVE LIVE LIVE LIVE!!!"
> >> say "LIVE LIVE LIVE LIVE!!!"
> >>
> >>
> > ok so can we have a breakdown of this so i understand what the script is
> > doing.coz in all the examples given there seems, to me, to be an
> > excessive amount of wait commands. are they really needed?
> >
> >
> >
> > --__--__--
> >
> > Message: 2
> > From: "Eirik Nilssen" <[EMAIL PROTECTED]>
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] restarting rounds
> > Date: Tue, 06 Mar 2007 14:42:07 +0100
> > Reply-To: hlds_linux@list.valvesoftware.com
> >
> > Well, the "wait" commands are quite usefull, otherwise the players would
> > hardly be able to read the information given by the script before next
> > restart.
> >
> > As a fairly active clanplayer myself, I find scripts without "wait"
> commands
> > implemented rather "messy" and the restarts will run way too fast.
> >
> > Best regard
> > Eirik
> >
> >
> >> ok so can we have a breakdown of this so i understand what the script
> is
> >> doing.coz in all the examples given there seems, to me, to be an
> >> excessive amount of wait commands. are they really needed?
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > _
> > MSN Spaces http://spaces.msn.com/?mkt=nb-no Vis hvem du er og hva du vil
> >
> >
> >
> >
> > --__--__--
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> > End of hlds_linux Digest
> >
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> i had noticed that. what is that for anyway (i'm not a programmer really)
>
>
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Re: [hlds_linux] Using screen as a virutal terminal.

2006-12-18 Thread Simon Marchi
--
[ Picked text/plain from multipart/alternative ]
I think that the command would be

$ screen -A -m -d -S screen_name ./hlds_run -game cstrike +maxplayers 16
+map de_inferno +port 27016

(replace the server command by whatever you want)

To attach the terminal to the current tty:

$ screen -r screen_name

And to deattach it, press control-a followed by control-d

Simon

On 12/18/06, Matjaz Debelak <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Andrew Forsberg wrote:
> > On Sun, 2006-12-17 at 15:02 +, Dave "M3PH" Williams wrote:
> >
> >> as you guys are probably aware i'm new to this whole running linux
> >> servers thing. I've been doing some reading on screen as i know some of
> >> you guys use it. But there is one concept i don't understand. how do i
> >> get screen to capture the running tty session in a bash script?
> >>
> You do not capture a running session, you start a virtual terminal, that
> you can deattach and reattach at will.
> if you want to start from deattached from a bash script try "man screen"
> as there is a switch to do just that but I cant remember it right now.
>
> LP Killer_X
> >>
> > I think everyone is too busy screaming at valve at the moment to help
> > you. :-)
> >
> > Anyway -- while I don't personally bother with screen, you shouldn't
> > really need to capture the TTY session. Your hlds or srcds logs will
> > contain all the info you need in the appropriate logs/ directory.
> >
> > Cheers
> > Anders
> >
> >
> >
> >
> > ___
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>
> --
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--
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Re: [hlds_linux] Steam, lack of information and upcoming features

2006-12-17 Thread Simon Marchi
--
[ Picked text/plain from multipart/alternative ]
I agree. Well Done.

On 12/17/06, James Robertson <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> This is a well written and well thought out message.
>
> I hope VALVe employees listen and take note of this.
>
> --
> Thanks,
> Laurence Herbert
> Web Site/Mod Developer
> (www.ricochet-source.com)
> --
>
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Re: [hlds_linux] No Steam Content Servers

2006-11-30 Thread Simon Marchi
--
[ Picked text/plain from multipart/alternative ]
I would say check for any firewall, test directly on internet, but I guess
you did it already


On 11/30/06, Anthony Poesniger <[EMAIL PROTECTED]> wrote:
>
> hello,
>
> it can be that the servers something spiders
> 
>
>
>
>
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$ ./steam -command update -game "cstrike"
> -dir ./ -verify_all
> Checking bootstrapper version ...
> Getting version 18 of Steam HLDS Update Tool
> Downloading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> .No Steam Content Servers available, please try again later
> [EMAIL PROTECTED]:~/server/cs-pub$
>
>
>
> --
> Mit freundlichen Grüßen
> Anthony Pösniger
>( Administration )
>
> 
> Benutzen Sie bitte unser Ticketsystem unter:
> http://www.allround-hosting.de/index.php?option=com_wrapper&Itemid=8
> 
> Bitte immer Kundennummer und Server Account angeben
>
>
> Hinweiß: Diese Email ist Digital Signiert.
> Sie können über das Programm OpenPGP Überprüfen ob diese Email Gültig
> ist. Mehr Infos erhalten Sie unter enigmail.mozdev.org oder www.gnupg.org
>
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AW: [hlds_linux] 99% cpu problem

2006-09-25 Thread Simon Lange
Or quit trying to host crapy valve products which are not even ready for
competition.
Srcds has no 64bit support (what a shame)
Srcds becomes even more resource-wasting with EVERY patch
Srcds is slow slow slow.

Valve should sell their concept to idsoftware .. they have the better coders
and the better support and the better experience in releasing server
binaries and and and...

...and before you ask why Im stuck with valve's "work", customers request
valve-servers. But the second when the multiplayerdomination of valve is
broken we will ban any valve products as fast as light. :)

Its just too expensive too waste resources to oldfashioned servers of valve.

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Steven
Hartland
Gesendet: Dienstag, 26. September 2006 00:35
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] 99% cpu problem

Adam-CEO wrote:
> Ok,
> Since Source Updated lastly, they screwed up the linux based cpu info.
> For some unkown reason its not reading the internal data right, and
> its representing higher numbers that actually is.
> Reasons to compile as follows:
> Higher Performance out of your server
> Helps you gain a higher fps, and allows your system to poll at a
> greater
> value.
> It speeds up interups and will make your system run alot smoother.
> Taking out the extra crap you don't need in the kernel will do those
> following things. Stock kernels suck, no offense to the developers
> who made
> those kernels. Its made for "general systems". Point of having a
> system is
> to be configured to yours. So I suggest recompiling it would be the
> best
> idea.
> It doesn't take more than an hour to do on a dual CPU system btw.

Not sure where you got any of this information from
but a stripped kernel can help slightly but its
by no means a saviour. If a servers running at 99%
your machine simply doesnt a fast enough CPU for
what you are trying to do. Either:
* Upgrade
* Alter your servers to more realistic settings.

Steve



This e.mail is private and confidential between Multiplay (UK) Ltd. and the
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recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.

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AW: [hlds_linux] Best dist/os for AMD Athlon 64 and HLDS

2006-09-07 Thread Simon Lange
There is no "best" distribution. There are only LSB approved or not.
Avoid suse if possible.
Use a LSB approved distribution as redhat, fedora, debian, gentoo, ...
Redhat has the most optimized kernels out of the box since their main
purpose is serving services. On the other hand EVERY linux distribution
allows to compile your own kernel.

So the question is if you want to stay on lsb or if you want to be a slave
of yast. :D

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Clas
Karlebrink
Gesendet: Donnerstag, 7. September 2006 17:26
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] Best dist/os for AMD Athlon 64 and HLDS

Hi everybody!

I'm gonna install a new server today. It will be a AMD Athlon 64 3500+
2.2GHz CPU with 1 GB DDR2. What I was thinking about is what OS/Dist would
be best suited for this configuration for running HLDS (Not Source).
Anyone using this setup or something close that you know work great.

Any suggestions or input would be appriciated! Thx in advance!

Best wishes from Sweden!

/Clas


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AW: [hlds_linux] HPK (High Ping Kicking)

2006-08-13 Thread Simon Lange
You got no clue, but we dont care. ;)

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Kevin H
Gesendet: Sonntag, 13. August 2006 23:29
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] HPK (High Ping Kicking)

When will people learn that a players ping/latency does not cause lag
to the server.
May be in the early 90's it did. But not now.

If players are causing others to lag, you need to look at your
Hardware/Bandwidth





On 8/13/06, Simon Lange <[EMAIL PROTECTED]> wrote:
> Valve has not any products with lowping capabilities as you may know it of
> quake servers and such.
>
> MANI and matties scripts have such. You may want to check them out. We use
> mani for ping punishment and mattie for rate enforcement.
>
> Best regards
>
> Simon
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Evaldas
> (r)ilinskas
> Gesendet: Sonntag, 13. August 2006 21:34
> An: hlds_linux@list.valvesoftware.com
> Betreff: [hlds_linux] HPK (High Ping Kicking)
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Dear admins,
>
> Has anyone seen any HPK (High Ping Kicking) system? I mean that there is
no
> such thing on source, but maybe anyone scripted one. Really, I don't like
> Mani, because of the memory leaks and other things like that. And people,
> from countries like Argentina with pings more than 300-400 are anoying.
> --
>
>
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AW: [hlds_linux] HPK (High Ping Kicking)

2006-08-13 Thread Simon Lange
Valve has not any products with lowping capabilities as you may know it of
quake servers and such.

MANI and matties scripts have such. You may want to check them out. We use
mani for ping punishment and mattie for rate enforcement.

Best regards

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Evaldas
®ilinskas
Gesendet: Sonntag, 13. August 2006 21:34
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] HPK (High Ping Kicking)

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Dear admins,

Has anyone seen any HPK (High Ping Kicking) system? I mean that there is no
such thing on source, but maybe anyone scripted one. Really, I don't like
Mani, because of the memory leaks and other things like that. And people,
from countries like Argentina with pings more than 300-400 are anoying.
--


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AW: [hlds_linux] motd

2006-08-09 Thread Simon Lange
Since the source client itself uses in the URL as protocol tag "HL2", have u
tried using a regular link as:
Hl2://playground1.esports.thecenter.at:27015

Should work if the client is consistant with itself. Remember that the
client throws such an URL via referrer if it download resources of a
contentserver.

The "steam" protocol-sign would start a new instance - or not?!

Who knows. Anyone tried those possibilities already?! May share the results
with us?

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Regime
Gesendet: Mittwoch, 9. August 2006 14:24
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] motd

Here is the HTML code to connect to a server from a website. Whether or
not it works from the motd, I don't know. Please try it and let me/the
list know if it worked. (Indeed.. You have made me curious ;-).. )
Click here to join my server
Obviously, replace the IP address with the IP of your own server.
---
Regime

kama wrote:
> Is it possible to connect to a server from the motd?
>
> Like if I add all server to the motd and make them linkable.
>
> /Bjorn
>
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AW: [hlds_linux] Optimal hardware for SRCDS ...

2006-07-22 Thread Simon Lange
I must disagree.
Opterons have better performance but NOT on srcds. In fact xeons do run lots
better as any opteron as long valve has no real support for 64bit athlons.
Don’t forget also those VAC2 "problems" on 64bit systems.
In the rest I to agree again. From our experience: if you don’t want du run
valve software get an opteron. Else get an intel based machine.
Don’t take a machine under 2gb ram. 4gb is great even more is wasted.
Optimize your kernel for latency and your system (wipe out all those
features you don’t need. Refer the documentation and your needs for that.

Regards

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Regime
Gesendet: Samstag, 22. Juli 2006 20:12
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Optimal hardware for SRCDS ...

'They' say opterons have better performance (for source) at the moment,
but I'm more of an intel person myself.
 From my experience, the 4GB ram is overkill though. The amount of
servers you can run from that P4 is never going to use up that much mem.
I'd say get 2GB per box and spend the money you save on an extra
machine, or for SCSI instead of your SATA..
Good luck!
---
Regime

Nullbit wrote:

>Hi guru's - if I plan to run SRCDS servers on Debian Sarge, what is then
the
>optimal hardware for this task (from a cost/benefit point-of-view)?
>
>I am planning to go for number of 1U rack servers with this config: 1 Intel
>Pentium D - 940, 3.2 GHz Dual Core processor, 4 GB 667 MHz DDR2 RAM with
>ECC, 250 GB SATA HDD, Dual Intel Gigabit Server netkort.
>
>Best regards
>nullbit
>
>



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AW: [hlds_linux] Users are kicked and banned on map change.for 5.00 minutes

2006-07-19 Thread Simon Lange
Do you have hlstatsX running for your server?
Do you ban autoretries?!

This symptom I have watched if ppl using hlstatsx and do ban rety abuser.
Usually a person who enters retry if already connected, is banned for 5min.
But we noticed that sometimes it happens at mapchange too. That’s why we did
disable it in hlstatsx's configuration.

If not using HLX. What plugins are you using??

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von BERNARD JOHN
ZOLP
Gesendet: Mittwoch, 19. Juli 2006 16:45
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] Users are kicked and banned on map change.for 5.00
minutes

I have a CSS linux server that I setup for a few friends to play on --
nothing fancy. It is just a stock CSS server (no mods) on an Athlon XP
2400+ with SuSE
10.0 .

My problem is that often times on map change, players will get banned
for 5 minutes for no apparent reason.  It only seems to occur on map
change and seems
to happen to both clients connecting to my server over the internet as
well as to players on the same LAN as the server.  It seems fairly
random, but does
seem to occur more often when I manually change maps with the
changelevel command than with standard mapcycle changes.  While
playing for about 2 hours last
night, there were about 6-7 of these bans.  Some of these users play
CSS for dozens of hours per week on other servers with no problems, so
I doubt it is a
client issue.  I checked my log files and only find these lines with
no additional info as to why the ban occured:
 "L 07/18/2006 - 22:08:58: Banid: "<><>" was banned
"for 5.00 minutes" by "Console""

>From what I can tell it also bans players when they leave the game as
well on some mapchanges.  I saw the same line in the logs right after
I disconnected
from the server, but did not notice the ban first-hand since I did not
retry to connect.

Is this some type of anti-spam feature?  Is there a way to turn it off
or something?  I have included my server.cfg below for what it is
worth.

Thanks for any help you can provide.



// server cvars
mp_friendlyfire 0
mp_footsteps 1
mp_autoteambalance 1
mp_autokick 0
mp_flashlight 1
mp_tkpunish 1
mp_forcecamera 0
sv_alltalk 0
sv_pausable 0
sv_cheats 0
sv_consistency 1
sv_allowupload 1
sv_allowdownload 1
sv_maxspeed 320
mp_limitteams 2
mp_hostagepenalty 0
sv_voiceenable 0
mp_allowspectators 1
mp_timelimit 25
mp_chattime 10
sv_timeout 65


// round specific cvars
mp_freezetime 3
mp_roundtime 4
mp_startmoney 800
mp_c4timer 30
mp_fraglimit 0
mp_maxrounds 0
mp_winlimit 0
mp_playerid 0
mp_spawnprotectiontime 6

// bandwidth rates/settings
sv_minrate 0
sv_maxrate 6096
decalfrequency 5
sv_maxupdaterate 60
sv_minupdaterate 10

// server logging
log on
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 0

// bots
bot_add
bot_quota 6
bot_quota_mode fill
bot_difficulty 1
bot_chatter normal
bot_auto_follow 1
bot_auto_vacate 1
bot_join_after_player 0
bot_defer_to_human 1
bot_prefix "[BOT]"
bot_allow_rogues 0
bot_walk 0
bot_join_team any
bot_eco_limit 2000
bot_all_weapons
bot_allow_grenades 0
bot_allow_pistols 1
bot_allow_sub_machine_guns 0
bot_allow_shotguns 0
bot_allow_rifles 0
bot_allow_snipers 0
bot_allow_machine_guns 0

sv_unlag 1

// operation
sv_lan 0
sv_region 0

// execute ban files
exec banned_user.cfg
exec banned_ip.cfg



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AW: [hlds_linux] 64 bit support

2006-07-10 Thread Simon Lange
Signed!

We did observe that opteron machines are not as productive as comparible
32bit servers.

e.g.

we had a dual athlonMP 2400+ machine with 1.5gb RAM
6 instances with overall 120slots - no lags no performance problems
We even had a mta, webserver, dns and a databaseserver in the background
running.

Then we moved the gameserver to a new machine:
Opteron 148 2gb ram
3 instances with 50slots (we did half the slots on the first 2 servers from
40each to 20each)
Same configuration of srcds. ONLY the srcds instances run (no database no
mta no dns ...)
Tons of lags CAUSED by srcds. Symptom: 300mb usage of 2gb ram. Swapfile
never touched. Cpu consumption under 10% but sometimes suddenly srcds takes
100% cputime and locks the whole srcds process. While the icmp ping is
stable, ppl have 5-10second lags on the gameserver itself.
Disabling pingboost solved this but still the machine is under the expected
performance a 64bit system should serve.

This mailinglist was in the past location of several thread issueing 64bit
problems. So I sign knuts's attempt!!!
When will we get a usable amd64bit engine?!

Current state: hardware upgrading from 32 to 64bit is a downgrade if you are
pinned to valve.

Best regards

Simon
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Knuts
Gesendet: Mittwoch, 5. Juli 2006 21:41
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] 64 bit support

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Valve,



We have been running Opteron servers since September 2003, I do believe we
were the first to have free to play ones in the world
(http://www.jolt.co.uk/index.php?articleid=329). I have seen support for 64
bit reduce over the years to the state where I have been running them in 32
bit for what seems like an eternity just so we can have VAC2 running. I know
it's no replacement for a good admin team but it sure helps, the slots we
can run are nowhere near the capabilities of the cpus.



Even amxmodx have stopped supporting it, to quote the amxx site:



"AMD64 Support - One of AMX Mod X's biggest contributions was a 64bit port
of the Pawn/Small compiler and virtual machine. In fact, AMX Mod X was the
first Metamod plugin to achieve AMD64 compatibility. AMX Mod does not run in
64bit mode.

However, Valve has stopped maintaining their AMD64 support -- the latest
AMD64 engine is missing client cvar querying and VAC2. Furthermore, the JIT
is not available on AMD64, meaning a great deal of potential speed is lost.
Running HLDS on AMD64 in 64bit mode is unadvised except for
debugging/developer purposes."



To say it will be ready when its ready is starting to sound old hat, coming
up to 3 years and AMD64 support has disappeared.



The future is 64 bit, can we have a definitive answer on what is the future
in Valves eyes without the fob off of "it will be ready when it's ready"



Regards,



Knuts

jolt.co.uk





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RE: [hlds_linux] serious security issue on CSS servers, exposed system command

2006-04-06 Thread Simon Lange
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Erik Hollensbe
> How is this a breach in security any different from telling
> inetd to rm - rf / everytime they hit the tcp echo port?
you are my inspiration man! :)

i would suggest we declare this as a msa-protocol (most stupid admin
protocol) and send it to the IETF maybe they release a rfc for it. :)

Simon


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RE: [hlds_linux] Re: [hlds_linux] serious security issue on CSS servers, exposed system command

2006-04-06 Thread Simon Lange
have you ever heard of chroot environments?! THATS your solution.
also: until mattie has not fixed this ban it from your servers. it should
not too hard to force this.

Simon


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Adam Grzesko
> Sent: Thursday, April 06, 2006 4:11 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds_linux] Re: [hlds_linux] serious security
> issue on CSS servers, exposed system command
>
> Hi sirtom,
>
> Thursday, April 6, 2006, 3:45:15 PM, you wrote:
>
> sed> You just don't need to install this addon...
> sed> So Valve doesn't need to fix "it"...
>
> How am I supposed to protect the machine that handles many
> customer servers from executing arbitrary commands ?
> Can you tell me that ? Or how am I supposed to tell them what
> plugins to install and what plugins not to install ?
>
> regards,
> Adam Grzesko
> [EMAIL PROTECTED]
>
>
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Re: [hlds_linux] ex_interp

2006-03-26 Thread Simon Garner

On 27/03/2006 9:51 a.m., Tom wrote:

If ex_interp is set to .1, does this means that the client sends data about
its velocity, direction and so on to the server once every 100ms and if
it's
set to 0 every frame?


No, that's controlled by cl_cmdrate

Interpolation affects only the position at which models are rendered on
the client's screen. The client tries to smooth the movement of other
players' models by inventing intermediate positions on the screen for
which it never actually received an update from the server.

With ex_interp set to 0 (which you can't do any more) you would only
ever see the actual position of the model according to the most recent
update received. The frequency of updates is controlled by
cl_updaterate. With a low value like the default of 30, the client
requests 30 updates per second from the server. Without interpolation,
other players' models would appear to move on the screen at roughly 30
frames per second. If your client is running at 100 fps, this will make
them appear jerky, or as if they are teleporting.

With interpolation, you would still only receive 30 updates per second
but your client can guess (interpolate) the other 70 intermediate
positions for the models, so that they can be rendered smoothly at 100 fps.

However in order to do this, the client has to delay rendering the
models by a certain amount of time. This is what ex_interp sets. At 0.1,
your view of the game is delayed by 100ms, so that your client can
collect 100ms worth of updates and then interpolate the intermediate
frames before rendering them.

If I recall correctly, the problem in older versions of HLDS was that
the server didn't know (or ignored) the value of ex_interp set on the
client, so it always expected it to be 0.1. The server then used that
value to work out whether your shots hit. So when you shot a gun,
effectively the server would look back in time (100ms + your ping) and
see whether the player you shot at was there at that time (this is
called lag compensation [grossly simplified]).

Some players found that by reducing the value of ex_interp, they were
able to see models in more "up to date" positions on their screen, while
still shooting at the delayed lag-compensated positions. This means that
you could shoot *behind* a moving target and hit it - which means with a
gun like the AWP, you've just given yourself an extra ~100ms of reaction
time.

(Someone correct me if I've got any of this wrong. It's been a while...)

-Simon




- Original Message -
From: "aprand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 11:30 PM
Subject: Re: [hlds_linux] ex_interp



interp is interpolation. Basically it predict where the target is, due to
the difference in time between your computer, the server, and the targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict
the
player movement during that period of time by using the last know
position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value for
you.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them A
and
B.
A accused B of using illegal software to help him gain an advantage in
the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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AW: [hlds_linux] SRCDS: RCON changelevel does not work?

2006-03-08 Thread Simon Lange
It is mani. If you dont want random nextmaps just disable it in mani's
configuration.

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Erik
Hollensbe
Gesendet: Mittwoch, 8. März 2006 23:09
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] SRCDS: RCON changelevel does not work?

On Mar 8, 2006, at 7:24 AM, Martin Zwickel wrote:

> --
> Hi there!
>
> Tried that:
> rcon changelevel fy_iceworld_orig
>
> [output]
> rcon from "217.184.113.176:1063": command "changelevel
> fy_iceworld_orig"
> L 03/07/2006 - 10:02:55: Loading map "de_train"
> [/output]



> L 03/08/2006 - 15:54:22: "mani_nextmap" = "de_nuke"
> [/output]

Perhaps it's mani that's getting in the way?

--
Erik Hollensbe
[EMAIL PROTECTED]




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AW: [hlds_linux] Local SteamContent Mirrors

2006-02-23 Thread Simon Lange
Well once we tried to setup a contentserver for valve. But they did require
windows servers. We wont buy licenses of M$ for only ONE service under
dozens.

There is no reason to use windows server for sumthing ordinary as content
serving. However, as long they require windoze, ppl will complain about
shortages on connecting contentservers.

I would recommend that they use sumthing like http and rsync, since they
already use deflectors.

Simon
Ps: I know, this will never happen. It just becomes more worse with every
step they take...

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von
Administracija
Gesendet: Freitag, 24. Februar 2006 02:35
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Local SteamContent Mirrors

Talking about the content servers, I would like to set one on my country :).
It's a big difference when you download updates 100-200KB/s and when you do
that 1-2MB/s :)))

- Original Message -
From: "David Harrison" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 24, 2006 1:39 AM
Subject: Re: [hlds_linux] Local SteamContent Mirrors


>> It'll be better if somehow we could provide a default local mirror
>> for the Steam Content files (.gcf's) so that anyone on our
>> University's IP range is
>> automically directed to our server, hence they don't download them
>> off the internet.
>> This would also save thousands of users sourcing files from the Steam
>> Servers
>> too.
>
> I believe Alfred from Valve has pointed out on this list previously that
> is against the Steam EULA to mirror .gcf files directly (actually I
> remember this being listed in the Steam FAQ but I've just checked again
> and can't find it).
>
> To the best of my knowledge this policy hasn't changed, though I'm sure
> many people would like to be able to mirror these files.
>
> What you really want is to get a Steam Content Server running; Alfred is
> (as always :) probably the best person to talk to about this.
>
> -- david
>
>
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AW: [hlds_linux] Updating VAC2

2006-02-16 Thread Simon Lange
Sorry for you that you dont have imagination. :)
Have you ever visited the link which was provided in the first post?
I say no.
Otherwise you may would have read that it’s a website about a statistics
system for halflife2 servers.
Why do you think admins which use stats of players want to know if a person
is banned sumwhere by vac? Well because this tells them it’s a cheater and
they do flag them in the stats as cheater, take their points and kick them
from the ranks. Also its sumtimes pretty interesting WHO has been caught
with the gun in the hand.

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von m0gely
Gesendet: Freitag, 17. Februar 2006 00:02
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Updating VAC2

Administracija wrote:
> Why isn't that posible? VAC logs something inside logs. So if you have at
> least 100 servers, you can start doing a list.

What is the point of this discussion?  Who cares if you have a log of
banned id's?  I can't think of a reason to keep such a list.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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AW: [hlds_linux] Updating VAC2

2006-02-16 Thread Simon Lange
A list which you can use for many purposes.
However still its not a fakelist. :D

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von m0gely
Gesendet: Freitag, 17. Februar 2006 00:48
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Updating VAC2

Administracija wrote:
> If we can have a list, so it means that VAC2 works well :). That is the
> point.

Heh, no, it means you have a list.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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AW: [hlds_linux] Updating VAC2

2006-02-16 Thread Simon Lange
Ronny, sad that you cant or dont want to understand.
Do you know what a log is and what is logged? Not?
Player cheats
Player's account gets suspended by VAC
Player is still stupid and tries to join a VAC secured server.
Server denies connection and writes Player's STEAMID AND THAT HE IS VAC
BANNED into the logfile.

Now explain what is so hard to grep all those Players who are vac banned and
enlist them and what makes you think that SUCH a list is a fakelist. The
only thing you can say is that its not complete BUT its verified.
If enlisted steamids do connect successfully to a VAC secured server, then
the steamed is taken from the list. :)

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Ronny
Schedel
Gesendet: Donnerstag, 16. Februar 2006 23:27
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Updating VAC2

Nope. Because VAC2 bans you after you leave a server or right before you
join a server. In every case, you are not connected to a server during a
ban. Its impossible to log this.
VAC1 bans can be logged, but not VAC2 bans (topic of this thread).

Regards
Ronny


> Sorry Ronny, but its not a fakelist and YES ist pretty simple to log vac2
> bans. All you need is a large array of gameservers where people play.
>
> Simon
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Ronny
> Schedel
> Gesendet: Donnerstag, 16. Februar 2006 22:52
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Updating VAC2
>
> This is a fake list, it is impossible to log VAC2 bans.
>
> Regards
> Ronny
>
>
>> On SRCDS servers people get banned. Look at the:
>>
>> http://www.hlstatsx.com/vacbans
>>
>> - Original Message -
>
>
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AW: [hlds_linux] Updating VAC2

2006-02-16 Thread Simon Lange
Sorry Ronny, but its not a fakelist and YES ist pretty simple to log vac2
bans. All you need is a large array of gameservers where people play.

Simon

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Ronny
Schedel
Gesendet: Donnerstag, 16. Februar 2006 22:52
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Updating VAC2

This is a fake list, it is impossible to log VAC2 bans.

Regards
Ronny


> On SRCDS servers people get banned. Look at the:
>
> http://www.hlstatsx.com/vacbans
>
> - Original Message -


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RE: [hlds_linux] Server var to stop damage

2006-01-27 Thread Simon Lange
Hi Graham,
what about using plugins like amx or mani to increase health so ppl cant
killed anymore?

Simon
ps: another way would be to punish mates who are not disciplined enough to
listen instead of playing. :)


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Graham Robinson
> Sent: Friday, January 27, 2006 12:56 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Server var to stop damage
>
> st.valvesoftware.com
> Return-path: <[EMAIL PROTECTED]>
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>   the administrator of that system for details.
>   Content preview:  Google has failed me so I hope you
> can help. Is there a
>   server variable that will stop players being able to
> hurt each other?
>   It has to be a non-cheat var and will be used to a)
> stop people killing
>   each other on a garry's mod building server and b) stop
> people from
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>
> Google has failed me so I hope you can help.
>
> Is there a server variable that will stop players being able
> to hurt each other? It has to be a non-cheat var and will be
&

RE: [hlds_linux] Ban List

2006-01-24 Thread Simon Lange
STEAMBANS is for source and for hl1


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Joel Dickson
> Sent: Wednesday, January 25, 2006 1:33 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Ban List
>
> I Was after something for source. :(
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Michael McKoy
> Sent: Wednesday, 25 January 2006 1:45 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Ban List
>
> STEAMBANS is also possibly becoming a SourceMM plugin, so
> keep an eye out for that. However, I hear from Kevin they
> have stopped taking new ban submissions due to the steamid
> misassignment bugs.
>
> > Hi
> >
> > Try at www.steambans.com ;)
> >
> > Gavin Rodgers
> > (BlueHawk^4u)
> > 4u-servers.co.uk
> > 4u-servers.co.uk/forums (forums, now with 500+ FREE arcade games)
> > 4u-mobile.co.uk (ringtones logos ..)
> >
> > CONFIDENTIALITY NOTICE
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> may also be
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> > or attachments.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Joel
> > Dickson Sent: 24 January 2006 14:18
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Ban List
> >
> > Does anyone know of any central place for reporting hackers
> steam Ids?
> >
> > I know that central spam lists of IP and email server exist. I'm
> > wondering if anyone has started something like this for steam Ids?
> >
> > Thanks,
> >
> > Joel
> >
> >
> >
> > ___
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> >
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RE: AW: [hlds_linux] Load Average

2006-01-14 Thread Simon Lange
Hi Alex,

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of x-ares-x
> Sent: Saturday, January 14, 2006 12:27 PM
> To: Simon Lange
> Subject: Re: AW: [hlds_linux] Load Average
>
> Hey Simon,
>
> I don't know if replacing Apache will change something, i
> shut it down an it was'nt really visible on the graphs. There
Had once the same problem, although it was even used only for
gameserver-content. but although apache had "only" 12 threads als all took
pretty few cpu time, the machine began to get performance issues. replaced
apache with lighty and the problems caused by apache were gone.

another problem is maybe a database if under heavy load (e.g. caused by
replication or other clients). dont know if u have a mysql instance running
or not. just a hint since most ppl have a mysql instance on the same machine
as apache. ;)

> are realy not many request on my webserver. Maybe 10 a day...
> ^^ But look at the graphs (http://www.o711.com/stats), there
> where people playing on the server till 0:00, after this the
> load is very low, because the 2 bots were kicked.
> Then there was a load peak at 02:15, but there was nothing
> going on on the server, no traffic, no CPU usage, no memory changes...
> These peaks are really strange because I don't know which
> process creates them. Or look at 06:20 yesterday... peak
> about 4 on the other graphs... nothing..
> I think Linux is kidding me...
any cron or anacron jobs running? maybe cronjobs who are not enlisted in the
main crontab?
secure.log shows many tries to login? do u have iptables running? if not,
try iptables and allow only what is neccessary. if yes, any attempts to
break in? any evidence for small dos attacks?
just an experience. sumtimes kids liketo play with dos-tools - taking
revenge for being kicked from the server. ;)

> I'll update ram memory next week... maybe it's gonna change something.
dont think so. however you cannot have enough ram. ;)

> Regards,
>
> Alex
regards
Simon


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AW: [hlds_linux] Load Average

2006-01-13 Thread Simon Lange
Hi,

think about replacing apache with lighty (www.lighttpd.net)
ist faster, more stable and does not need as much memory as apache.

(only ONE) Example:
Apache2 website has 200+ req/sec 1200ppl logged in concurrent load 200+
SAME machine with lighty and same conditions (requests and logged in ppl)
load UNDER 2.

It’s the better choice. ;)

Simon


-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von x-ares-x
Gesendet: Freitag, 13. Januar 2006 17:34
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Load Average

Hey Luca,

Thanks for the mail, I shut the apache down for a test.
But I have to start it again i 2 hours.

I'm running HLstatsX, so there may be a lot of mySQL queries.
Maybe I should test it without the stats.

It's really not unplayable, bit there are lags from 1 second, sometimes.
when the load rises about 3-4.

Don't know, if the configuration will help or more performant hardware,
like a new CPU or additional RAM.

And about the too many processes:
I'm new with Linux, so I don't know every process that can be disabled.
But Apache got 10 Child's and Teamspeak too.
Here some Tasks in the moment mysql was active:

2795 root  15   0  241m 138m 1124 S 20.0 31.4 566:24.58 srcds_amd
13229 root  15   0  210m 115m  936 S  7.8 26.2 258:50.05 srcds_amd
  1753 mysql 16   0  122m 6216 2936 S  1.7  1.4  12:05.62 mysqld
15824 root  16   0 13732 9312 2632 S  0.9  2.1   0:11.64 hlstats.pl
  3773 root  16   0  2012  980  780 R  0.3  0.2   0:00.05 top
25100 css_admi  16   0  7428 1632 1148 R  0.1  0.4   0:01.27 sshd
  1519 root  16   0  2740  456  388 S  0.0  0.1   0:49.28 nifd
  6185 css_admi  15   0 23244 1584 1112 S  0.0  0.4   1:50.12 server_linux
  6187 css_admi  16   0 23244 1584 1112 S  0.0  0.4   2:57.50 server_linux
 1 root  16   0  1740  488  460 S  0.0  0.1   0:02.45 init
 2 root  34  19 000 S  0.0  0.0   0:00.00 ksoftirqd/0
 3 root  10  -5 000 S  0.0  0.0   0:00.00 events/0
 4 root  19  -5 000 S  0.0  0.0   0:00.00 khelper
 5 root  11  -5 000 S  0.0  0.0   0:00.00 kthread
 7 root  20  -5 000 S  0.0  0.0   0:00.00 kacpid
71 root  10  -5 000 S  0.0  0.0   0:00.15 kblockd/0
74 root  10  -5 000 S  0.0  0.0   0:00.00 khubd
   121 root  15   0 000 S  0.0  0.0   0:00.85 pdflush
   122 root  15   0 000 S  0.0  0.0   0:03.69 pdflush
   124 root  16  -5 000 S  0.0  0.0   0:00.00 aio/0
   123 root  15   0 000 S  0.0  0.0   0:02.18 kswapd0
   211 root  10  -5 000 S  0.0  0.0   0:00.05 kseriod
   328 root  11  -5 000 S  0.0  0.0   0:00.00 kmirrord
   338 root  15   0 000 S  0.0  0.0   0:53.11 kjournald
   763 root  12  -4  1636  456  452 S  0.0  0.1   0:00.06 udevd
   795 root  19   0 000 S  0.0  0.0   0:00.00 shpchpd_event
   972 root  10  -5 000 S  0.0  0.0   0:02.20 kauditd
  1103 root  15   0 000 S  0.0  0.0   0:00.00 kjournald
  1415 root  16   0  1612  516  468 S  0.0  0.1   0:29.55 syslogd
  1417 root  16   0  1568  316  312 S  0.0  0.1   0:00.01 klogd
  1425 rpc   15   0  1692  408  404 S  0.0  0.1   0:00.00 portmap

Luca Fabbro schrieb:

> At 16.41 13/01/2006, you wrote:
>
>> Sure There are other processes,
>> but they all have no CPU usage,  0.1 Sometimes.
>> I don't know how to Find the process that prodices the Load...
>>
>> Do you want my Processtable?
>
>
> No, I won't be able anyway to tell you why load average goes up if I
> don't have a shell (and I'm not sure that I'll be able even if I have one)
>
> Having a quick look at the graphs load average of 1 doesen't seem so
> strange.
> In fact you have a raw cpu usage in user space of around 38 and
> system is around 6
> This brings the typical usage to 44% of your CPU. I don't know if
> this is all generated by the servers.
> But you have a high number of processes active (average 91). As the
> load average takes into account all the processes when apache for
> example spawns or uses one of it's child processes (and it seems that
> you have some requests on your web server) the computation of the
> load average will grow, and it will be more than one.
> This doesn't mean that the server will be unplayable but it's a big
> warn regarding the ability of the machine to run all the "possible"
> tasks in a smoot way.
> Removing one of the server processes will reduce the basic cpu usage
> and also the average load will be for sure reduced.
> I think that if you stop the web server (but I don't think you can)
> you'll se the load average back below 1

AW: [hlds_linux] Load Average

2006-01-13 Thread Simon Lange
"axer",

we is meant on behalf of lots of admins who try to keep servers running and
standing first line of defense when angry players cmplain about problems
caused by valve.
Second, I do rarely post here since since there a lots of "fans" as you who
kiss the ground under valves feet while ignoring the past and the facts.
Third, you don’t answer - you stutter. If you would have some more
experience that a week you would know that this mailinglist or the forums
around the globe are filled - yes, FILLED - with problems caused by valves
updates.
Nobody does complain about a bug which come in first time and is solved
within days. But many "bugs" (maybe they call it a feature, who knows) are
repeating. The resource problem is nothing new. The netcode problem is
nothing new. Tools for forcing cvars and allowing lowping servers and so on
were first time requested by admins with halflife when cs became popular.
Today we still have not these functions and a stable netcode which resists
rate-abuser without starts lagging all other players on the server.
And it’s a matter of fact that the update on dec 1st 2005 did dramaticly
increase the server load - no matter how YOU define load. If the ONLY
parameter which has been changed is the srcds you don’t have to search for
the guilty. As a hoster you have two simple possibilities: (1) complaining
at valve (but I have never seen any positive reaction except for major bugs
(e.g. updates crashes) (2) increasing resources of your server by adding
memory and/or cpus.

Simon
PS: whats your name? Or do u shame urself?

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von aXeR
(AmmoBOX)
Gesendet: Freitag, 13. Januar 2006 17:17
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Load Average

Simon,

If "you" took a moment and did a little research, rather like I did on you,
you'd notice that I am actually part of that "we" that you seem to think
"you" represent.

Fact of the matter is, if you don't have anything sensible and structural to
contribute, I'm sure both Valve and the mailing list community would much
prefer if you didn't waste our valuable bandwidth,disk space and time with
your "hate".

How's that for some resource conservation?

Regards,

- Original Message -
From: "Simon Lange" <[EMAIL PROTECTED]>
To: 
Sent: Friday, January 13, 2006 4:02 PM
Subject: RE: [hlds_linux] Load Average


> Hi "axer",
>
> who was the first the chicken or the egg?
> fact is that they only release broken updates on the past years.
> every update makes an admins job more worse.
>
> without US they wouldnt sell a single copy of ther multiplayer games.
> WE the hoster do pay the traffic and lots of ther costs valve has no idea.
> all we can expect is that BEFORE they release updates they test it. its
> matter of respect which valve has not shown in the past. so dont complain
> about the fact the "we" cannot respect someone who distributes bugs. The
> waste of ressources were addressed several times before, but valve has not
> fixed anything on this.
>
> Maybe they have a roadmap of ressource-wasting. may be they publish it so
> we
> can build supercomputers to host css servers before we have update-related
> lags...
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> aXeR (AmmoBOX)
>> Sent: Friday, January 13, 2006 4:55 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Load Average
>>
>> Simon,
>>
>> These resources that Valve are 'wasting' wouldn't happen to
>> be generating you money, money that I assume you are keeping
>> and not handing back directly to Valve after covering costs?
>>
>> Regards,
>>
>> - Original Message -
>> From: "Simon Lange" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Friday, January 13, 2006 3:41 PM
>> Subject: RE: [hlds_linux] Load Average
>>
>>
>> > Its a matter of fact, that since valve hes released the
>> december 1st
>> > 2005 update server do take more cpu time and more memory.
>> >
>> > valve should do their homework and test their "updates"
>> before wasting
>> > our ressources while we provide the network their sales depend on.
>> >
>> > my2cents
>> > PS: usually we had a average load of 0.1 while serving 100slots css
>> > (filled). since december 1st we have a load of 1.8 with
>> peaks up to 4
>> > when serving 100slots css (40filled). the only changes are
>> the forced
>> > steamupdates which deliver fresh developed bugs.
>> >
>

RE: [hlds_linux] Load Average

2006-01-13 Thread Simon Lange
Hi "axer",

who was the first the chicken or the egg?
fact is that they only release broken updates on the past years.
every update makes an admins job more worse.

without US they wouldnt sell a single copy of ther multiplayer games.
WE the hoster do pay the traffic and lots of ther costs valve has no idea.
all we can expect is that BEFORE they release updates they test it. its
matter of respect which valve has not shown in the past. so dont complain
about the fact the "we" cannot respect someone who distributes bugs. The
waste of ressources were addressed several times before, but valve has not
fixed anything on this.

Maybe they have a roadmap of ressource-wasting. may be they publish it so we
can build supercomputers to host css servers before we have update-related
lags...

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> aXeR (AmmoBOX)
> Sent: Friday, January 13, 2006 4:55 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Load Average
>
> Simon,
>
> These resources that Valve are 'wasting' wouldn't happen to
> be generating you money, money that I assume you are keeping
> and not handing back directly to Valve after covering costs?
>
> Regards,
>
> - Original Message -
> From: "Simon Lange" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, January 13, 2006 3:41 PM
> Subject: RE: [hlds_linux] Load Average
>
>
> > Its a matter of fact, that since valve hes released the
> december 1st
> > 2005 update server do take more cpu time and more memory.
> >
> > valve should do their homework and test their "updates"
> before wasting
> > our ressources while we provide the network their sales depend on.
> >
> > my2cents
> > PS: usually we had a average load of 0.1 while serving 100slots css
> > (filled). since december 1st we have a load of 1.8 with
> peaks up to 4
> > when serving 100slots css (40filled). the only changes are
> the forced
> > steamupdates which deliver fresh developed bugs.
> >
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Luca
> >> Fabbro
> >> Sent: Friday, January 13, 2006 3:56 PM
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] Load Average
> >>
> >> At 15.38 13/01/2006, you wrote:
> >> >Hey Fox, and the others,
> >> >
> >> >yes I know that when loadaverages is at 1, the server is
> >> running at its
> >> >maximum. But I got peaks with 3-4 ...
> >>
> >> Load average can be more than one. Load average tries to
> tell you the
> >> probable "ability" of the processes of you machine to ran smoothly
> >> (that's a lot simplified).
> >> On your machine there are also other processes as for
> example apache
> >> ones.
> >>
> >> googling
> >> http://www.teamquest.com/resources/gunther/ldavg1.shtml
> >>
> >> Here you can find an explanation to your question.
> >>
> >> >So the Server only got 1 CPU, its an AMD 2200, the Problem
> >> is, thats it
> >> >is a Sempron.
> >> >I've got a 2.6 Kernel with 1000Hz rate And only 512MB
> RAM, but Linux
> >> >was always using 260MB. Now with a 3rd server up to 320MB.
> >> >The System is not very great, but I don't had to pay for it.
> >> >
> >> >Here you can look at some graphs: http://www.o711.com/stats/ The
> >> >traffic last night was made by 8 playing people.
> >> >
> >> >For now I will stop the 3rd Server, an look the effect.
> >> >
> >> >I think I don't really understand what is going on on my System.
> >> >
> >> >Ohh, I forgot.. its a 34Mbit Connection.
> >> >
> >> >Sorry for my bad english... :-)
> >> >
> >> >
> >> >Reinder P. Gerritsen schrieb:
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
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> archives, please visit:
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RE: [hlds_linux] Load Average

2006-01-13 Thread Simon Lange
Its a matter of fact, that since valve hes released the december 1st 2005
update server do take more cpu time and more memory.

valve should do their homework and test their "updates" before wasting our
ressources while we provide the network their sales depend on.

my2cents
PS: usually we had a average load of 0.1 while serving 100slots css
(filled). since december 1st we have a load of 1.8 with peaks up to 4 when
serving 100slots css (40filled). the only changes are the forced
steamupdates which deliver fresh developed bugs.


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Luca Fabbro
> Sent: Friday, January 13, 2006 3:56 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Load Average
>
> At 15.38 13/01/2006, you wrote:
> >Hey Fox, and the others,
> >
> >yes I know that when loadaverages is at 1, the server is
> running at its
> >maximum. But I got peaks with 3-4 ...
>
> Load average can be more than one. Load average tries to tell
> you the probable "ability" of the processes of you machine to
> ran smoothly (that's a lot simplified).
> On your machine there are also other processes as for example
> apache ones.
>
> googling
> http://www.teamquest.com/resources/gunther/ldavg1.shtml
>
> Here you can find an explanation to your question.
>
> >So the Server only got 1 CPU, its an AMD 2200, the Problem
> is, thats it
> >is a Sempron.
> >I've got a 2.6 Kernel with 1000Hz rate
> >And only 512MB RAM, but Linux was always using 260MB. Now with a 3rd
> >server up to 320MB.
> >The System is not very great, but I don't had to pay for it.
> >
> >Here you can look at some graphs: http://www.o711.com/stats/ The
> >traffic last night was made by 8 playing people.
> >
> >For now I will stop the 3rd Server, an look the effect.
> >
> >I think I don't really understand what is going on on my System.
> >
> >Ohh, I forgot.. its a 34Mbit Connection.
> >
> >Sorry for my bad english... :-)
> >
> >
> >Reinder P. Gerritsen schrieb:
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>


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RE: [hlds_linux] RE: hlds_linux digest, Vol 1 #4721 - 3 msgs (OT)

2005-10-28 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Friday, October 28, 2005 11:25 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: hlds_linux digest, Vol 1 #4721 - 3 msgs
>
> As you should have read about it in the digest, Alfred
> already gave a statement about this:
>
> "When it's done."
oO
did 3drealms bought valve without the community's notice? ;)
since dukenukem4ever's release date anno domini 1997 was replaced with "when
it's done" speakers should be sensitive enough not to use this phrase.
however, dayofdefeat:source's "soon" was more than a year...

*shiver*

Simon


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RE: [hlds_linux] VAC Banning

2005-10-25 Thread Simon Lange
FULL ACK

if a customer would break the law, with me and the other customers as
victims, i wouldnt even allow him to visit any of my objects anymore.
also id like to have that all cheaters that are recognized shall not only be
banned for one easy year. their accounts shall be banned permanent, for all
valve (steam)games. also, since valve has personal information/email, id
like to have these information banned too, so they cannot create
steamaccounts with their email/realname/address for their new game.

Simon

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Tuesday, October 25, 2005 1:06 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] VAC Banning
>
> For me it isn't "ok". Some DoD:S  buyers received the
> backcatalogue as an addon due to some problems in the
> beginning of the DoD:S distribution time...
> I don't wanna know how many of them would like to annoy some
> Counter-Strikers ;)
>
> Persons/accounts has to be banned, not the value of a game...
>
> hlds_linux@list.valvesoftware.com schrieb am 25.10.05 13:02:30:
> >
> > Yeah Mike, thats true. If you got banned from a back
> catalogue game,
> > you're still able to play HL2/CS:S/DoD:S etc.pp and imho it's okay.
> >
> > regards
> > -r99t
> >
> >
> > Mike Miller wrote:
> >
> > >--
> > >[ Picked text/plain from multipart/alternative ] Well,
> I've searched
> > >through the steampowered forums, and have been unable to
> locate the
> > >answer.
> > >
> > >It's been said that if you're banned from a back catalogue
> game (DoD,
> > >CS, etc.), that you're still able to play HL2 games on
> secure servers?
> > >
> > >
> > >Is this true? I was under the impression that if you were
> banned from
> > >one game, you were banned from all of them.
> > >
> > >
> > >--
> > >---
> > >Mike "DaiTengu" Miller
> > >Serverwiki Founder
> > >http://www.serverwiki.org
> > >
> > >H^2 | http://www.daitengu.com
> > >--
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> >
> >
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>
> ___
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> archives, please visit:
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>


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RE: [hlds_linux] banner.gif not working was Re: banner in downloadurl

2005-10-02 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Mike Beane
> Sent: Sunday, October 02, 2005 8:18 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] banner.gif not working was Re:
> banner in downloadurl
>
> This came up and unfortunately died back in May.  I still
> think a secondary banner spot, below the VAC symbol area
> would be a good solution.
Well, since Valve only support Windows Server as contentservers they should
at least allow the banner for webcontent-servers (maps modells skins sounds
...).. btw:never understood why the choosed windowsservers for
contentservers... (licencecosts, expensive, ressource-hungry,...)

valve should finally fix this or remove all banners (those of contentservers
too). that would be consequent!

> - Mike
Simon

>
>  >Mike Beane wrote:
>  > Perhaps a secondary banner spot, below the Source content
> server banner,  > would be a common ground solution on this?
>  >
>  > Jack wrote:
>  >
>  >> Can you share the reason for that decision Alfred please?
>  >>
>  >> HL Mods have the popularity they have due to the
> supporting communities  >> servers & the resources they
> supply free of charge to players.
>  >>
>  >> Allowing those clans/clubs/communities the small
> concession of advertising  >> through the free download they
> are providing is one way of giving back to  >> those server
> admins that spend hours providing the service  >>  >> Jack
> >>  >> -Original Message-  >> From:
> [EMAIL PROTECTED]  >>
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Alfred Reynolds  >> Sent: 08 May 2005 04:40  >> To:
> hlds@list.valvesoftware.com  >> Subject: RE: [hlds] Re:
> banner in downloadurl  >>  >> The Source client does not and
> will not have a banner ad on the loading  >> dialog.
>  >>
>  >> - Alfred
>  >>
>  >> Original Message
>  >> From: [EMAIL PROTECTED]  >>
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Rafael Lopez  >> Sent: Saturday, May 07, 2005 6:23 PM To:
> hlds@list.valvesoftware.com  >> Subject: [hlds] Re: banner in
> downloadurl  >>  >>  >>  >>> I heard that the banner in
> sv_downloadurl feature does not work with  >>> source. Is
> this true? Why not? Planning on fixing it?
>  >
>
>
>
> >
> >
>
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RE: [hlds_linux] not secure since source update

2005-09-24 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Kingsley Foreman
> Sent: Saturday, September 24, 2005 2:49 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] not secure since source update
>
> as said the server isn't reporting the secure=x response when queried
as said its a bug. ;) so when comes the fix? or is it a new strategy by
valve to hide the wolf in a sheep, so cheaters think they are safe... ;)

Simon


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RE: [hlds_linux] not secure since source update

2005-09-23 Thread Simon Lange
built in serverbrowser (client) has the same bug.
often he does not even get the gametype of the server...

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Friday, September 23, 2005 10:32 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] not secure since source update
>
> On Fri, 23 Sep 2005, Simon Lange wrote:
>
> > thanx for the update - but - now all servers are unsecure... (valve
> > serverbrowser, hlsw,...) is there sum change in the protocol?
> >
> > any advice?!
> > the funny thing: the log rejects connections of vac banned
> players...
>
> Thats an HLSW problem. To me it reports "Anticheat Tool  None"
> If you type status you get:
>
>   version   : 1.0.0.23/7 2505 secure
>
> so is obviously secure..
>
> john
>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Eric (Deacon)
> Sent: Friday, September 23, 2005 9:55 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> lolz no u r annoying omg am i rite guyz lol so gr8 ib4tl
no comment

> Eric (the Deacon remix)
enough flamed kid?

if u got problems write me directly, kid.


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[hlds_linux] not secure since source update

2005-09-23 Thread Simon Lange
thanx for the update - but - now all servers are unsecure... (valve 
serverbrowser, hlsw,...)
is there sum change in the protocol?

any advice?!
the funny thing: the log rejects connections of vac banned players...

so im a bit confused

Simon
ps: all machines are dual athlonMP2400+ linux boxes
Simon Lange | International Code 49 | www.simonlange.info
Lüneburger Str. 15  | Telefon 04131 220121  | www.thecenter.at
DE-21360 Vögelsen   | Telefax 04131 52205   | www.rack-it.de
Deutschland | Mobil 0171 779 3294   |
==
!!! PUBLIC KEY (PGP/MIME) ON REQUEST !!! DO NOT BREAK SECURITY !!!


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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jason L. Schwab
> Sent: Friday, September 23, 2005 8:55 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> Can you stop mailing the list with "Hi", its really getting
> annoying and old.
u are annoying... however i tolerate you.

Simon
ps. u are offtopic


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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Thiesson Johann
> Sent: Friday, September 23, 2005 8:34 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> --
> I would be happy if you could stay "on topic".
im happy that u did not point on me with "you"... im on topic.

> Topic is about the next Source engine update.
u got it

> Djo
gesundheit

Simon
ps: im for a update_script option (commandline) *thumbUp*
>
> On Sep 23, 20:31, Simon Lange wrote:
> > Hi
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Kingsley Foreman
> > > Sent: Friday, September 23, 2005 4:55 PM
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] RE: Mandatory Source engine
> update later
> > > today...
> > >
> > > although u could write some nasty cpu/mem using scripts :)
> > yes which would do the admin. the admin could also take an
> axe and hit
> > the server until it smokes...
> >
> > lets forbid axes...
> >
> > Simon
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> --
> Content-Description: Digital signature
>
> [ signature.asc of type application/pgp-signature deleted ]
> --
>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Kingsley Foreman
> Sent: Friday, September 23, 2005 4:55 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> although u could write some nasty cpu/mem using scripts :)
yes which would do the admin. the admin could also take an axe and hit the
server until it smokes...

lets forbid axes...

Simon


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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Marcel
> Sent: Friday, September 23, 2005 4:07 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> And you are one of the people who start crying first when
> their customers upload nasty scripts and run them via this
> absolutely crazy and simple way.
nope since i dont know how to secure a system. it seems that u dont have a
clue. :)
also if valve limits such a setting to command line, there is no security
hole by concept. except a "guy" like u would allow customers to edit start
scripts. guess u allow shell access, eh?!

> You can run many evil scripts without root privileges.
jeez, never knew that. holy PEEEP ... how the hell i kept my systems secure
the past 2 decades... nobody knows...

scnr

Simon
>
> | -Original Message-
> | From: [EMAIL PROTECTED] [mailto:hlds_linux-
> | [EMAIL PROTECTED] On Behalf Of Martin Zwickel
> | Sent: Friday, September 23, 2005 4:00 PM
> | To: hlds_linux@list.valvesoftware.com
> | Cc: [EMAIL PROTECTED]
> | Subject: Re: [hlds_linux] RE: Mandatory Source engine update later
> | today...
> |
> | On Fri, 23 Sep 2005 15:41:29 +0200
> | "Marcel" <[EMAIL PROTECTED]> bubbled:
> |
> | > Hi,
> | >
> | > Holy shit - that would be such a huge security problem!
> |
> | Erhm, why? The script gets started by the hlds server with the same
> | uid/gid. No one else could start it as a client.
> |
> | > Please don't to that!
> | >
> | > Instead another method to find out if an update is
> released would be
> | > great - something you can easily do with a shell script (like
> | > downloading a webpage and "scan" for a message or sth.).
> |
> | Well, I hate that kind of method. The hlds server is the one that
> | already knows about an update in (I think) nearly realtime. So it
> | would cost extra processor cycles to check a HTML site
> every 5 minutes
> | or so ...
> |
> | --
> | MyExcuse:
> | kernel panic: write-only-memory (/dev/wom0) capacity exceeded.
> |
> | Martin Zwickel <[EMAIL PROTECTED]> Research &
> Development
> |
> | TechnoTrend AG <http://www.technotrend.de>
> |
> | ___
> | To unsubscribe, edit your list preferences, or view the
> list archives,
> | please visit:
> | http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Marcel
> Sent: Friday, September 23, 2005 3:41 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> Hi,
>
> Holy shit - that would be such a huge security problem!
> Please don't to that!
what security problem. im think we all wont run it under root. also as long
it is a serverside var and cannot be changed via rcon there wont be a
problem. if valve wants they shall limit this setting to a command line
option.

> Instead another method to find out if an update is released
> would be great - something you can easily do with a shell
> script (like downloading a webpage and "scan" for a message or sth.).
why simple if it works complicated... i still prefer the idea of havin an
option to allow executing a script when a new version arrives. for real
admins there should be no real security issue. (as long valve does not allow
rcon setting this var and enables locking this var (e.g. as sourcetv or
bots).

> - Marcel
Simon

> | -Original Message-
> | From: [EMAIL PROTECTED] [mailto:hlds_linux-
> | [EMAIL PROTECTED] On Behalf Of Martin Zwickel
> | Sent: Friday, September 23, 2005 9:36 AM
> | To: hlds_linux@list.valvesoftware.com
> | Cc: [EMAIL PROTECTED]; Alfred Reynolds
> | Subject: Re: [hlds_linux] RE: Mandatory Source engine update later
> | today...
> |
> | On Thu, 22 Sep 2005 18:18:15 -0700
> | "Eric Smith" <[EMAIL PROTECTED]> bubbled:
> |
> | > The update should be released in about an hour.  You'll
> know as soon
> | > as we do it because your server will report that it's out-of-date.
> |
> | Feature request:
> | Is it possible to run a given shell-script/program from hlds/srcds
> | when an update is available?
> | Something like this line in server config:
> | update_notify_exec "/usr/bin/send_mail_to_admin.sh"
> |
> | Would be nice, so a script can send a mail to the admin when a new
> | update is available or restart the server, send rcon messages to
> | current players... .
> |
> | Regards,
> | Martin
> |
> |
> | --
> | MyExcuse:
> | not enough memory, go get system upgrade
> |
> | Martin Zwickel <[EMAIL PROTECTED]> Research &
> Development
> |
> | TechnoTrend AG <http://www.technotrend.de>
> |
> | ___
> | To unsubscribe, edit your list preferences, or view the
> list archives,
> | please visit:
> | http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Simon Lange
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of hondaman
> Sent: Friday, September 23, 2005 3:11 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> A feature like this would be nice.
agree! would be great!

eta? :)
>
> Martin Zwickel wrote:
>
> >On Thu, 22 Sep 2005 18:18:15 -0700
> >"Eric Smith" <[EMAIL PROTECTED]> bubbled:
> >
> >
> >
> >>The update should be released in about an hour.  You'll
> know as soon
> >>as we do it because your server will report that it's out-of-date.
> >>
> >>
> >
> >Feature request:
> >Is it possible to run a given shell-script/program from
> hlds/srcds when
> >an update is available?
> >Something like this line in server config:
> >update_notify_exec "/usr/bin/send_mail_to_admin.sh"
> >
> >Would be nice, so a script can send a mail to the admin when a new
> >update is available or restart the server, send rcon messages to
> >current players... .
> >
> >Regards,
> >Martin
> >
> >
> >--
> >MyExcuse:
> >not enough memory, go get system upgrade
> >
> >Martin Zwickel <[EMAIL PROTECTED]> Research & Development
> >
> >TechnoTrend AG 
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
>
> ___
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RE: [hlds_linux] pre-load of DoD:Source server?!

2005-09-15 Thread Simon Lange
Hi "Axer"

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> aXeR (AmmoBOX)
> Sent: Thursday, September 15, 2005 5:25 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] pre-load of DoD:Source server?!
>
> By average load I assume you are referring to the 5minute
> average (the 1st number out of the 3 along the top line of 'top'
ur assume is false. ;)
i refering to the average in general! i do log every 2min the load of all
our servers via mrtg. the average count if the value of mrtg (mrtg
value=load*100 so the mrtg value for a load of .8 is 80; currently its 44
(day)  45 (weekly) 49 (monthly) and 71 (yearly)
http://www.polynaturedesign.com/loadmonitor/srv2.polynaturedesign.com.load.h
tml
questions?! :D

> If so, that does not represent CPU load, it represents how
> many processes are waiting for cycle time iirc.
a low load value is a good sign. whatever u may interpret. :D

> Regards,
dito

Simon


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RE: [hlds_linux] pre-load of DoD:Source server?!

2005-09-15 Thread Simon Lange
Hi Mahmoud

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Mahmoud Foda
> Sent: Thursday, September 15, 2005 5:00 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] pre-load of DoD:Source server?!
>
> --
> [ Picked text/plain from multipart/alternative ] ohhh riight.
> Can't wait to get it and play around. But i bet it wont be
> that much different then the release of CS:S. That was a bad
> night. For client or server. So many weak servers running 64
> man pubs. I mean they were Pentium 3's with 64 slots.
>  Which reminds me. Alfred, do you know what are good server
> requirements to run a nice 32 slot server? I would imagine
> that Dual Xeon's with HT should be good. But i also have a
> machine thats 3.06GHz P4 w/ HT. A current 32slot server takes
> like 65% CPU resource.
although im not alfred, i hope it helps u out. ;)
we have a public 64slot css custom server and a 40slot public css server
running. on both server there is mani_admin_plugin installed and several
custom content (models, skins, sounds) which are fetched from the webserver
which ist hosted on the same machine besides a large secondary MX (mta) and
dns (powerdns) and a database (mysql)...

the machine is a dual athlonMP2400+ 1.5gb ecc reg ram machine
average load of 0.8 - no lags no spikes

all running servers are 24/7 filled.

hope this helps u

Simon


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RE: [hlds_linux] Steam clients correctly reporting HTTP_REFERER on sv_downloadurl

2005-09-05 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Andrew Forsberg
> Sent: Monday, September 05, 2005 12:33 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Steam clients correctly reporting
> HTTP_REFERER on sv_downloadurl
>
> >as far as i can see this already works perfectly. i do get
> referer urls
> >like
> >HL2://84.254.71.140:27015 and also i do get Information
> String "Half-Life2"
> >we do even check the referer and it works like the charm as
> long as the
> >client does not use thirdparty utils to refuse the referer
> information
> >(best known for making trouble: norton security).
> >
> >
>
> A, Nortons. That'd be the one. Bugger -- I suppose that
> means there's nothing Valve/Steam can do to ensure the info
> is passed on.
no, since the http protocol is a standard and even valve has to respect
that. at least as long as they are not overtaken my microsoft games... :D

> Still doesn't explain why roughly 90% of hl2 traffic includes
> the referer string, but less than 5% of hl1 traffic does.
well it works too with our content server for hl1 content.. we see lots of
hl1 referers...

> Must be some strange quirk in my user demographics.
ack :)

> Thanks for that.
anytime

> Cheers
> Andrew
best regards

Simon


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RE: [hlds_linux] Steam clients correctly reporting HTTP_REFERER on sv_downloadurl

2005-09-05 Thread Simon Lange
Hi

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Andrew Forsberg
> Sent: Monday, September 05, 2005 5:55 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Steam clients correctly reporting
> HTTP_REFERER on sv_downloadurl
>
> Hi there,
>
> This is just a wish list request -- is there any chance a
> future release of the steam client could ensure all
> redirected http traffic included the gaming server's
> HTTP_REFERER ip:port? Some hl1 traffic includes it, most
> doesn't, while it seems almost all hl2 traffic includes the referer
> -- but not all...
as far as i can see this already works perfectly. i do get referer urls like
HL2://84.254.71.140:27015 and also i do get Information String "Half-Life2"
we do even check the referer and it works like the charm as long as the
client does not use thirdparty utils to refuse the referer information (best
known for making trouble: norton security).

> Cheers & thanks,
> Andrew
regards

Simon


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Re: [hlds_linux] Half-Life 1: Engine update release

2005-08-12 Thread Simon Garner

On 12/08/2005 2:28 p.m., Alfred Reynolds wrote:

Actually, thanks to the wonders of Steam I have a better way to test
this. If you have a crash on load after this last release then run the
update tool with "-beta linux" on the command line. For example:

./steam -command update -game cstrike -beta linux -dir .


I would appreciate any reports as to whether this does or does not help
the problem.

- Alfred


This has fixed it for me. Thanks Alfred :)

/gives steam a hug

-Simon

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RE: [hlds_linux] how to leave hlds running after closeing ssh

2005-08-01 Thread Simon Lange
well it was send to me only once so had to think it did not reach the
target. ;) i wasnt rude - i was honest and asked simply why we discuss
offtopic issues around here.

well its not my problem that u are not able to ride. im on earth but the
difference to u is that i want hlds_linux stuff in my box and not (howto
bash, howto screen, howto runlevel howto linux ...) for these issues there
are tons of mailinglists manpages websites out there so there is really no
need for anyone to discuss.

so and since u try to make a discussion out of this change it to pm, stupid
(if u can stand the heat)

Simon
ps: this ends here - please back to hlds_linux issues thnx

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy Hill
Sent: Monday, August 01, 2005 10:21 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] how to leave hlds running after closeing ssh

Not only were you rude and out of order, but you sent the same message
twice, can you say troll much ?

Get off your high horse, and please come back down to earth.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Lange
Sent: 31 July 2005 18:21
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] how to leave hlds running after closeing ssh

dont take me wrong, but more and more often offtopic threads come to this
mailinglist so i have to ask.
is this the mailing list "linux for dummies" ? or is this still the hlds
linux mailing list?! ;)

Simon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory Clemmer
Sent: Sunday, July 31, 2005 12:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] how to leave hlds running after closeing ssh

On 30/07/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> how to leave hlds running after closeing ssh? when I close my
> connection to the root my server quits also.

I use this command to start the server (taken from
http://www.srcds.com/db/engine.php?subaction=showfull&id=1098643920 ) screen
-A -m -d -S gm-server ./srcds_run -console -game gmod +map gm_construct
+maxplayers 6

and then when I need an interactive console I use this command.
screen -x gm-server


On 31/07/05, Sebastian <[EMAIL PROTECTED]> wrote:
> why does everyone say you need screen.. you dont need it.
> we run a few servers and have never needed it.. send output to log
> file or /dev/null and a simple & sends it to the background..

Just because "you" don't have a need for something doesn't mean nobody else
does, screen is a useful tool when used properly.

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RE: [hlds_linux] how to leave hlds running after closeing ssh

2005-07-31 Thread Simon Lange
sure but maybe is able to read manpages books or in other terms: is able to
write to the correct mailinglist...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephane xj.
Lucas
Sent: Sunday, July 31, 2005 7:30 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] how to leave hlds running after closeing ssh

Maybe not everyone has 15 years+ experience in IT.

Stephane

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Lange
Sent: 31 July 2005 18:21
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] how to leave hlds running after closeing ssh

dont take me wrong, but more and more often offtopic threads come to this
mailinglist so i have to ask.
is this the mailing list "linux for dummies" ? or is this still the hlds
linux mailing list?! ;)

Simon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory Clemmer
Sent: Sunday, July 31, 2005 12:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] how to leave hlds running after closeing ssh

On 30/07/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> how to leave hlds running after closeing ssh? when I close my
> connection to the root my server quits also.

I use this command to start the server (taken from
http://www.srcds.com/db/engine.php?subaction=showfull&id=1098643920 ) screen
-A -m -d -S gm-server ./srcds_run -console -game gmod +map gm_construct
+maxplayers 6

and then when I need an interactive console I use this command.
screen -x gm-server


On 31/07/05, Sebastian <[EMAIL PROTECTED]> wrote:
> why does everyone say you need screen.. you dont need it.
> we run a few servers and have never needed it.. send output to log
> file or /dev/null and a simple & sends it to the background..

Just because "you" don't have a need for something doesn't mean nobody else
does, screen is a useful tool when used properly.

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RE: [hlds_linux] how to leave hlds running after closeing ssh

2005-07-31 Thread Simon Lange
dont take me wrong, but more and more often offtopic threads come to this
mailinglist so i have to ask.
is this the mailing list "linux for dummies" ? or is this still the hlds
linux mailing list?! ;)

Simon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory Clemmer
Sent: Sunday, July 31, 2005 12:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] how to leave hlds running after closeing ssh

On 30/07/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> how to leave hlds running after closeing ssh? when I close my
> connection to the root my server quits also.

I use this command to start the server (taken from
http://www.srcds.com/db/engine.php?subaction=showfull&id=1098643920 ) screen
-A -m -d -S gm-server ./srcds_run -console -game gmod +map gm_construct
+maxplayers 6

and then when I need an interactive console I use this command.
screen -x gm-server


On 31/07/05, Sebastian <[EMAIL PROTECTED]> wrote:
> why does everyone say you need screen.. you dont need it.
> we run a few servers and have never needed it.. send output to log
> file or /dev/null and a simple & sends it to the background..

Just because "you" don't have a need for something doesn't mean nobody else
does, screen is a useful tool when used properly.

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RE: [hlds_linux] how to leave hlds running after closeing ssh

2005-07-31 Thread Simon Lange
dont take me wrong, but more and more often offtopic threads come to this
mailinglist so i have to ask.
is this the mailing list "linux for dummies" ? or is this still the hlds
linux mailing list?! ;)

Simon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory Clemmer
Sent: Sunday, July 31, 2005 12:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] how to leave hlds running after closeing ssh

On 30/07/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> how to leave hlds running after closeing ssh? when I close my
> connection to the root my server quits also.

I use this command to start the server (taken from
http://www.srcds.com/db/engine.php?subaction=showfull&id=1098643920 ) screen
-A -m -d -S gm-server ./srcds_run -console -game gmod +map gm_construct
+maxplayers 6

and then when I need an interactive console I use this command.
screen -x gm-server


On 31/07/05, Sebastian <[EMAIL PROTECTED]> wrote:
> why does everyone say you need screen.. you dont need it.
> we run a few servers and have never needed it.. send output to log
> file or /dev/null and a simple & sends it to the background..

Just because "you" don't have a need for something doesn't mean nobody else
does, screen is a useful tool when used properly.

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RE: [hlds_linux] Counter-Strike: Source update released

2005-07-20 Thread Simon Lange
whatever u did it did reduce the load of the system from average 1.8 to 0.3
with 70 slots filled... congratz

Simon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, July 21, 2005 2:55 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source update released

We changed a linear search in the player models animation to a hard coded
lookup (we didn't need the generic case for CS:S). We cached off some player
bone computations (trading off memory for CPU). We also re-ordered some bot
code to make them cheaper to run. We are working on some more optimisations
for the next update.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Pettit
Sent: Wednesday, July 20, 2005 5:46 PM To:
hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux]
Counter-Strike: Source update released

> Could I ask what was optimized?
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> > Sent: Thursday, July 21, 2005 12:38 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: RE: [hlds_linux] Counter-Strike: Source update released
> >
> > This update helps both servers and clients.
> >
> > - Alfred
> >
>
>
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RE: [hlds_linux] erm question

2005-07-19 Thread Simon Lange
configuring/administrating networks is not an issue of this mailinglist.
uf u are interested in their "network" write a private message to them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Kirby
Sent: Tuesday, July 19, 2005 1:33 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] erm question

On 7/19/05, Simon Lange <[EMAIL PROTECTED]> wrote:
> is anyone interested in the infrastructure of the city of moscow,
> kiev, whatever?!
> NO!

Well since the subject here got onto multicasting, and the poster's original
point was about Moscow using LAN structures (valid in this
context) AND other people asked for more info. With this in mind, I would
say YES someone WAS interested in the infrastructure for network
connectivity in Moscow.

Of course if you're not interested, simply skip the posts that bore you.

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RE: [hlds_linux] erm question

2005-07-19 Thread Simon Lange
is anyone interested in the infrastructure of the city of moscow, kiev,
whatever?!
NO!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of krio the d34d1
Sent: Tuesday, July 19, 2005 12:25 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] erm question

exactly, just not for a block, for the whole area of like 20-30 nearby
buildings in a one-segment lan

2005/7/19, Andrew Forsberg <[EMAIL PROTECTED]>:
> I'm pretty sure he means that in Moscow most apartment blocks, or
> groups of blocks, are wired up as LANs, complete with their own gaming
> servers, irc & p2p servers, etc. As opposed to individuals in each
> apartment buying their own ADSL connection, the body corporate buys
> bandwidth for the entire block. Not a bad idea at all for high density
housing IMO.
>
> James Tucker wrote:
>
> >I'm sorry, but I have no concept of what you are trying to describe.
> >
> >On 7/19/05, krio the d34d1 <[EMAIL PROTECTED]> wrote:
> >
> >
> >>sry, my bad, i ment in a one segment.
> >>"they" is lan p2p servers etc.
> >>free of charge, in the same segment of lan.
> >>compare it with adsl isps.
> >>
> >>2005/7/19, James Tucker <[EMAIL PROTECTED]>:
> >>
> >>
> >>>On 7/18/05, krio the d34d1 <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> here in moscow lans are almost at every building,
> 
> 
> >>>So you have a nice lan infrastructure on some kind of switch, IP aware
or not.
> >>>
> >>>
> >>>
> >
> >
>
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