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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[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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> >
> > End of hlds_linux Digest
> >
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> >
> >
> 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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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:
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