Re: [hlds_linux] SteamPipe and multiple servers

2013-02-20 Thread Sir Jake

You can also have sourcemod load from it's own config file, however this means 
you need to have multiple files in the folder.

sourcemodserver1
sourcemodserver2  
etc.
It still however has all of the other log files on the same locations which is 
a hassle. 
If valve could create something a little different so it would be simple to run 
multiple servers from the same location this really would be great we switched 
our tf2 servers to this setup a long time ago it's worked great for us till a 
few months ago when TF2 just stopped getting any players on our servers that's 
a whole other issue however with valves quick play system. 

It will be interesting to see how this new setup works, my hosting business is 
just in the works of designing our control panel for steam games so this update 
come not come at a better time.

 Date: Wed, 20 Feb 2013 16:28:21 -0500
 From: rbemr...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] SteamPipe and multiple servers
 
 TF2 already has the +servercfgfile option to change the server's config 
 file, just not its autoexec.cfg.
 
 Running from a single install isn't recommended because they share the 
 logs and cfg directories.  cfg is still an issue because map-specific 
 configs and SourceMod plugin configs are stored there.
 
 On 2/20/2013 4:19 PM, Steven Haigh wrote:
  Hi guys,
 
  I'm wondering if SteamPipe will have the ability to have a single 
  install of TF2 run multiple servers just by specifying a different 
  config file?
 
  At the moment, the only way I've managed to stop hlds tripping over 
  itself is to have a complete install per server instance - but this is 
  highly inefficient
 
  Something like:
  ./hlds --config ~/configs/server-1.cfg
  ./hlds --config ~/configs/server-2.cfg
 
  This would make running multiple servers on the same system *MUCH* 
  more admin friendly Especially if they updated automatically 
  without tripping over themselves
 
 
 
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Re: [hlds_linux] Dota 2 Dedicated Servers

2011-11-04 Thread Sir Jake

This would be nice as for Dota I used to run a few bots that would host the 
games for friends and clan members which worked out very well even more so for 
all the game types other than dota which makes me wonder if Valve is going to 
have it just Dota or custom mods as well if custom mods are in it that would be 
great.

We all know how well the Match making sends you to servers in locations not 
always great for players.
  
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Sir Jake


Also having this issue on my servers, all have been registered for months now 
yet no drops :(
  
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Re: [hlds_linux] thoughts of how to release some stress off master servers

2011-10-27 Thread Sir Jake

This would be a nice idea, having 6+ servers to update is never fun however 
I've got a simple script thats half from nemrun which works pretty good for 
updates making me only have to update twice not 6 times however it could be 
better still.
  
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[hlds_linux] tf_server_identity able to get back?

2011-10-20 Thread Sir Jake

Hello there,
Just installed my servers on a new box and forgot to backup all the server 
configs and lost the info for my tf_server_identity_token
Is there a way to get this back or do I have to start from scratch again?

tf_server_identity_account_id 
tf_server_identity_token

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

2011-10-13 Thread Sir Jake

So whats broken on css now? Mines not starting up since this update. I also 
notice there's a css folder in the main root folder the command was run in.

Anyone have their server up and running?
  
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Re: [hlds_linux] Update on RO2 Linux Servers

2011-08-29 Thread Sir Jake

Very much so most servers are hosted on linux for many reasons.
 
Not having the option for that will not be the best idea.
 


 Date: Mon, 29 Aug 2011 20:03:07 +0100
 From: javato...@yahoo.es
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Update on RO2 Linux Servers
 
 Hi:
 
 First of all ,thanks for you work and gaming community support!
 
 My 2 cents:
 
 Knowing thay 80% game servers are hosted in linux i dont think thats the 
 right step to spread ro2 servers around the world.
 
 Best regards
  First let me get this out of the way - for all of you that e-mailed me about
  hosting servers for the beta/RO2 and never got a response, I apologize. I
  thought I would get a couple dozen requests but in reality I got hundreds of
  e-mails and got overwhelmed. So if you didn't get a response from me I'm
  sorry but we underestimated the interest from server hosts (but I am happy
  you guys are interested).
 
  I'm sorry to say but we've made the decision to hold off on having Linux
  servers for RO2, at least for the initial launch. We will be looking at the
  possibility of putting out a Linux server version post launch depending on
  what the level of demand there is for them. We appreciate the great support
  the Linux server admins have given Tripwire Interactive and our games over
  the years so thank you again.
 
  Regards,
 
  John Gibson
  President
  Tripwire Interactive
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Re: [hlds_linux] TF2 update coming this afternoon

2011-07-28 Thread Sir Jake

It would be nice for something like this to be not an optional update so that 
people not on this list also get this update for their servers.
Also having to take down full servers in the middle of the afternoon for an 
optional update would mean half of those players would then join another server.

Sorry I just dislike having to kill our servers that we've spent all morning to 
fill for a patch that we hope fixes an issue that has been losing us all 
players for the last week.
Anyways glad you guys have found what might be crashing all the linux servers.


Just my two cents.
Thanks,
Jake.
  
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Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?

2011-07-26 Thread Sir Jake

Yes, we end up just using ip bans as well it's the only way to get rid of them 
for the most part.
Most ip's can change quickly though. 

Also ip ban is not always best as well. 
Yet iptables does a good job at it. 

 Date: Wed, 27 Jul 2011 01:34:52 +0200
 From: anakin...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Free to Play - Infinite piles of cheaters and   
 griefers?
 
 There is a very popular public cheat that people are using since months (I
 know some people who are using it since April - no VAC bans) and is still
 not VAC detected. I have already reported it to Valve few weeks ago, and
 they still haven't done anything. There are new people using it on my
 servers every day. One of them is creating a new steam account every time I
 ban him, he then comes back and start cheating again.
 
 I'm afraid these infinite free accounts measures that Valve has taken
 according to the F2P FAQ are totally useless.
 
 2011/6/26 AnAkIn . anakin...@gmail.com
 
  You can still use DBlocker against cheaters, even if it won't detect all of
  them, it will detect some.
 
  http://dblocker.didrole.com/
 
 
  2011/6/24 msleeper mslee...@ismsleeperwrong.com
 
  I would pay top dollar* for a SM plugin that disables shit like voice
  chat and sprays for free accounts. Or a cvar that disallows free
  accounts from joining the server. I think there is already 1 plugin
  that kicks them.
 
  * I will not pay any money for plugins, ever.
 
   On Fri, Jun 24, 2011 at 3:39 AM, Matt m...@boomheadshot.org wrote:
   Besides the fact that VAC is crap and doesn't work for an inordinately
  large
   amount of cheating/hacking we see on our servers, what about all the
  bans in
   our sourcebans database against griefers, who aren't eligible for a VAC
  ban,
   or the racist douchebags we permban on a daily basis?  What about the
  people
   who spray porn and goatse all over our servers while we attempt to keep
  the
   activity on our servers at least slightly above the retard line?
  
   I guess the good sourcemod devs are going to have to get together to
  find a
   way of identifying new ways to ban people based on what information it
  is
   possible to gather about a person's computer that is unique (or at
  least
   close enough to unique).
  
   --Matt
  
   On 06/24/2011 01:30 AM, Richard Eid wrote:
  
   In the FAQ, Valve mentioned that they're working on something to
  battle
   this.  My guess is that they'll probably try to track the patterns of
   people
   who start to do this, so the system can quickly recognize those same
   patterns in the future and be a little more proactive instead of
  reactive.
I think Steam Guard could help a little here, too.  IP addresses can
   easily
   be changed, new free accounts can be made, etc...  But Steam Guard is
  tied
   to your PC so it could(maybe) be used to verify clients on your
  server.
People only have so many PCs they can use.
  
   Either way, I'm sure we'll be filled in on the details as soon as
  Valve
   has
   something to announce.
  
-Richard Eid
  
  
   On Fri, Jun 24, 2011 at 2:15 AM, Flubberflub...@gmail.com  wrote:
  
   You keeding, we got VAC, the most powerful tools against cheating. :D
  
   2011/6/24 Octooctodhd_h...@monkeyrings.com
  
   I always felt like we saw a surge in cheaters and griefers directly
   after
  
   a
  
   super cheap sale of TF2.  Now that TF2 has went Free to Play is
  there
  
   going
  
   to be anything to try to limit how many steam accounts a cheater can
  
   create?
  
  
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   --
   Michelle Sleeper
   http://www.ThinkingWithPortals.com/
   Portal 2 Mapping Community
  
 
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  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
 
 
 
 
 -- 
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 

Re: [hlds_linux] Distro Flavor?

2011-07-26 Thread Sir Jake

Get to hear what distro you guys are using, we found Ubuntu was best for our 
servers. We used Centos and a few others. 

 Date: Tue, 26 Jul 2011 23:31:38 -0400
 From: invaderam...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Distro Flavor?
 
 I've noticed performance is a LOT worse on certain default kernels of some
 distro's. Customizing the kernel is a great way to increase performance in
 many cases. Many times the effect isn't really noticeable, this is usually
 related to the hardware. There are plenty of good guides written about
 optimizing kernels for srcds.
 
 On Tue, Jul 26, 2011 at 11:18 PM, m33crob ad...@m33crob.com wrote:
 
  Hello Everyone,
 
  Out of curiousity, I was wondering what distro Valve uses. I would also be
  interested in hearing what everyone else is using and their thoughts about
  running srcds on those distros. ¡Thanks!
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Re: [hlds_linux] [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-07-24 Thread Sir Jake

Mine all crashed multiple times since the updates came out.

Since I've blocked the two new weapons with sourcemod we've not seen any more 
crashes.
Maybe give that a try.


 Date: Sun, 24 Jul 2011 21:43:34 +0300
 From: alexandrualexa...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Team Fortress 2, Counter-Strike: Source, Day 
 of Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 Great, my server is crashing more than ever. ~every 1 hour.
 
 2011/7/23 Kyle Sanderson kyle.l...@gmail.com
 
  Confirming shit is still broken after this update.
 
  http://pastie.org/2257214
 
  Program received signal SIGSEGV, Segmentation fault.
  0xf50a6637 in IVP_Mindist::~IVP_Mindist() ()
from /*/payload/orangebox/bin/vphysics.so
  (gdb) backtrace
  #0  0xf50a6637 in IVP_Mindist::~IVP_Mindist() ()
from /*/payload/orangebox/bin/vphysics.so
  #1  0xf50b0c62 in IVP_Mindist_Recursive::~IVP_Mindist_Recursive() ()
from /*/payload/orangebox/bin/vphysics.so
  #2  0xf50b1e8f in IVP_OO_Watcher::~IVP_OO_Watcher() ()
from /*/payload/orangebox/bin/vphysics.so
  #3  0xf50a5606 in IVP_Mindist_Manager::recheck_ov_element(IVP_Real_Object*)
  ()
from /*/payload/orangebox/bin/vphysics.so
  #4  0xf505b620 in IVP_Core::stop_physical_movement() ()
from /*/payload/orangebox/bin/vphysics.so
  #5  0xf5081079 in IVP_Core::freeze_simulation_core() ()
from /*/payload/orangebox/bin/vphysics.so
  #6  0xf5084666 in
  IVP_Simulation_Unit::simulate_single_sim_unit_psi(IVP_Event_Sim*,
  IVP_U_VectorIVP_Core*) ()
from /*/payload/orangebox/bin/vphysics.so
  #7  0xf50847b8 in
  IVP_Sim_Units_Manager::simulate_sim_units_psi(IVP_Environment*,
  IVP_U_VectorIVP_Core*) ()
from /*/payload/orangebox/bin/vphysics.so
  #8  0xf505e453 in IVP_Environment::simulate_psi(IVP_Time) ()
from /*/payload/orangebox/bin/vphysics.so
  #9  0xf5086f46 in IVP_Time_Event_PSI::simulate_time_event(IVP_Environment*)
  ()
from /*/payload/orangebox/bin/vphysics.so
  #10 0xf508715c in
  IVP_Event_Manager_Standard::simulate_time_events(IVP_Time_Mana---Type
  return to continue, or q return to quit---
  ger*, IVP_Environment*, IVP_Time) ()
from /*/payload/orangebox/bin/vphysics.so
  #11 0xf5086b81 in IVP_Time_Manager::event_loop(IVP_Environment*, IVP_Time)
  ()
from /*/payload/orangebox/bin/vphysics.so
  #12 0xf505db2f in IVP_Environment::simulate_time_step(float) ()
from /*/payload/orangebox/bin/vphysics.so
  #13 0xf4f9f771 in CPhysicsEnvironment::Simulate(float) ()
from /*/payload/orangebox/bin/vphysics.so
  #14 0xf3e9ed6a in PhysFrame(float) ()
from /*/payload/orangebox/tf/bin/server.so
  #15 0xf3e9fbad in CPhysicsHook::FrameUpdatePostEntityThink() ()
from /*/payload/orangebox/tf/bin/server.so
  #16 0xf3a09f96 in T.2960 ()
from /*/payload/orangebox/tf/bin/server.so
  #17 0xf3db114c in CServerGameDLL::GameFrame(bool) ()
from /*/payload/orangebox/tf/bin/server.so
  #18 0xefabeb72 in
  __SourceHook_FHCls_IServerGameDLLGameFramefalse::Func(bool)
 ()
from /*/payload/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so
  #19 0xf6d71100 in CServerPlugin::GameFrame(bool) ()
from /*/payload/orangebox/bin/engine.so
  #20 0xf6d64cb5 in SV_Think(bool) ()
  ---Type return to continue, or q return to quit---
from /*/payload/orangebox/bin/engine.so
  #21 0xf6d65e3c in SV_Frame(bool) ()
from /*/payload/orangebox/bin/engine.so
  #22 0xf6cc9187 in _Host_RunFrame_Server(bool) ()
from /*/payload/orangebox/bin/engine.so
  #23 0xf6cc9db4 in _Host_RunFrame(float) ()
from /*/payload/orangebox/bin/engine.so
  #24 0xf6cd3295 in CHostState::State_Run(float) ()
from /*/payload/orangebox/bin/engine.so
  #25 0xf6cd3ac1 in CHostState::FrameUpdate(float) ()
from /*/payload/orangebox/bin/engine.so
  #26 0xf6cd3cc8 in HostState_Frame(float) ()
from /*/payload/orangebox/bin/engine.so
  #27 0xf6d86aa4 in CEngine::Frame() ()
from /*/payload/orangebox/bin/engine.so
  #28 0xf6d832e9 in CDedicatedServerAPI::RunFrame() ()
from /*/payload/orangebox/bin/engine.so
  #29 0xf7063a20 in RunServer() () from bin/dedicated.so
  #30 0xf7063777 in CDedicatedExports::RunServer() () from bin/dedicated.so
  #31 0xf6d8390b in CModAppSystemGroup::Main() ()
from /*/payload/orangebox/bin/engine.so
  #32 0xf6d9c651 in CAppSystemGroup::Run() ()
from /*/payload/orangebox/bin/engine.so
  ---Type return to continue, or q return to quit---
  #33 0xf6d848ba in CDedicatedServerAPI::ModInit(ModInfo_t) ()
from /*/payload/orangebox/bin/engine.so
  #34 0xf7063c23 in CDedicatedAppSystemGroup::Main() () from bin/dedicated.so
  #35 0xf7067471 in CAppSystemGroup::Run() () from bin/dedicated.so
  #36 0xf7068ced in CSteamApplication::Main() () from bin/dedicated.so
  #37 0xf7067471 in CAppSystemGroup::Run() () from bin/dedicated.so
  #38 0xf706403a in main () from bin/dedicated.so
  #39 0xf706532f in DedicatedMain () from bin/dedicated.so
  #40 0x080488ec in main ()
  (gdb)
 
  

Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program

2011-07-23 Thread Sir Jake

We should be able to put up a few servers and help out if you like.

 From: riem...@binkey.nl
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 23 Jul 2011 22:46:25 +0200
 Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server 
 Program
 
 So john, i see this message on the list and also have killingfloor running
 for instance. As we are a community and not a GSP will we have the chance
 to get a ranked server? Otherwise it's pretty pointless to setup a server,
 everybody would go for ranked then non-ranked servers.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: zaterdag 23 juli 2011 22:25
 To: TWI Server Admins; Half-Life dedicated Win32 server mailing list;
 hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server
 Program
 
 Hopefully it is OK to send this message out here, I thought it was the best
 way to get in touch with as many server admins/GSPs as possible. We have a
 couple of things coming up that I'd like to mention to the server
 admins/GSP's out there.
 
 Red Orchestra 2 Beta - sometime in the not too distant future we are going
 to be doing a much larger scale beta for Red Orchestra 2. We estimate we'll
 need anywhere between 100-300 servers up at the peak to meet the demand.
 We're going to be putting up quite a few official servers ourselves (by
 ourselves I mean renting them from a GSP), but are also looking for server
 admins/GSPs that would like to participate in the beta and put up some
 servers themselves. If you are interested in participating by putting up
 some servers, please message me off list with your contact info, server
 hosting company or clan/community name, and any other information you think
 I should know :)
 
 Ranked Server Program - this part is primarily for the GSP's. Our Ranked
 Server Program will be unique in that not only will it not be a single GSP,
 we will actually have a process for individual server admins to get their
 server's ranked (more on how this process will work as we get closer to
 release). We do however plan to work with a set of trusted GSP's to provide
 ranked servers as well (this will likely be the easiest way for end users to
 get a ranked server). If you are a GSP and are interested in participating
 in the Ranked Server Program for RO2 please message me off list with your
 contact info, server hosting company information, and any other information
 you think I should know :)
 
 Thanks you all for your time.
 
 Regards,
 
 John Gibson
 President
 Tripwire Interactive
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Re: [hlds_linux] Server crashes after today's update

2011-07-22 Thread Sir Jake

I've seen that one multiple time in the past when something crashed.
Glad to hear valve is working hard on getting a fix out for us.

 From: riem...@binkey.nl
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 22 Jul 2011 20:21:49 +0200
 Subject: Re: [hlds_linux] Server crashes after today's update
 
 PreMinidumpCallback: updating dump comment
 pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe
 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/pipes.cpp
  733 Assertion Failed: Stalled cross-thread pipe
 pipes.cpp (733) : Fatal assert failed: 
 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/pipes.cpp,
  line 733.  Application exiting.
 
 Didn't see this one before..
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 Sent: vrijdag 22 juli 2011 13:19
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server crashes after today's update
 
 
 12 restarts for today , of which 3 that didn't restart automaticly.
 
 On Fri, 22 Jul 2011 12:42:56 +0200, Saint K. sai...@specialattack.net
 wrote:
  has any one noticed that the crashes are way less frequent this morning?
  
  I've only had 1 crash on 8 servers so far in the past 6 hours. Last 
  night
 I
  must have done 50-ish reboots on those 8 servers during the same time 
  period.
  
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén 
  [bjorn.roh...@gmail.com]
  Sent: 22 July 2011 12:05
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Server crashes after today's update
  
  Two wrongs seldom make a right.
  
  -The G
  
  On Fri, Jul 22, 2011 at 11:32 AM, Michael Johansen michs...@live.no
  wrote:
  
 
  Well, they usually are free. However since VALVE pushed the update 
  and i didn't know about the 100 cpu thing before late night they had 
  to charge so much for it because i already submit 5 requests before. 
  I don't feel comfortable telling their name on here, they are a good 
  provider and
 they
  did what they had to do.
  Now, anyone care to tell me what nemrun does? Is it some srcds updater?
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-22 Thread Sir Jake

Same here also getting crashes 


 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 22 Jul 2011 23:10:09 +0200
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
 same crashes here
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics 
 [i...@ics-base.net]
 Sent: 22 July 2011 23:08
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
 The crash must be related to the new laser weapons. I've seen too many
 crashes with sentry, ubered soldier and charged hit from the new weapon
 shooting just before server goes down. All this before tonights update.
 I'll go to sleep now and report back in 7 hours, see if the crash i got
 was just freak accident. Though i think it wasn't.
 
 -ics
 
 23.7.2011 0:05, 1nsane kirjoitti:
  I'm getting crashes still:
  #0  0x4743bc5e in _int_malloc () from /lib/libc.so.6
  #1  0x4743dd87 in malloc () from /lib/libc.so.6
  #2  0xf775da43 in operator new(unsigned int) () from bin/libtier0.so
  #3  0xf3bda558 in
  CEntityDataInstantiatortouchlink_t::CreateDataObject(CBaseEntity const*)
  () from /home/srcds/orangebox/tf/bin/server.so
  #4  0xf3bd01fb in CBaseEntity::CreateDataObject(int) ()
  from /home/srcds/orangebox/tf/bin/server.so
  #5  0xf3bd0a6c in CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity*) ()
  from /home/srcds/orangebox/tf/bin/server.so
  #6  0xf3bd0cd7 in CBaseEntity::PhysicsMarkEntitiesAsTouching(CBaseEntity*,
  CGameTrace) () from /home/srcds/orangebox/tf/bin/server.so
  #7  0xf3f61dcf in CServerGameEnts::MarkEntitiesAsTouching(edict_t*,
  edict_t*)
   () from /home/srcds/orangebox/tf/bin/server.so
  #8  0xf6f4e376 in SV_SolidMoved(edict_t*, ICollideable*, Vector const*,
  bool)
   () from /home/srcds/orangebox/bin/engine.so
  #9  0xf6f41049 in CVEngineServer::SolidMoved(edict_t*, ICollideable*, Vector
  const*, bool) () from /home/srcds/orangebox/bin/engine.so
  #10 0xf3ea0f83 in CBaseEntity::PhysicsTouchTriggers(Vector const*) ()
  from /home/srcds/orangebox/tf/bin/server.so
  #11 0xf3fa2cb2 in CMoveHelperServer::ProcessImpacts() ()
  from /home/srcds/orangebox/tf/bin/server.so
  #12 0xf40a64fa in CPlayerMove::RunCommand(CBasePlayer*, CUserCmd*,
  IMoveHelper*) () from /home/srcds/orangebox/tf/bin/server.so
 
 
  On Fri, Jul 22, 2011 at 5:03 PM, Michael Johansenmichs...@live.no  wrote:
 
  Mine haven't updated yet. Yaaay me.
 
  Date: Sat, 23 Jul 2011 00:02:27 +0300
  From: alexandrualexa...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
  same :D
 
  2011/7/22 icsi...@ics-base.net
 
  Just updated our servers and already one pulled out a crash. Was it
  REALLY
  fixed?
 
  -ics
 
  22.7.2011 23:25, Jason Ruymen kirjoitti:
 
A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Updated the localization files
 
  Team Fortress 2
  - Fixed a Linux dedicated server crash caused by the Replay director
  - Crash would happen whether the server was capturing Replays or
  not
  - Fixed the Map Stamps Collection bundle missing in the store
  - Fixed dedicated server ENTITY_CHANGE_NONE console spam
  - Improved the impact sounds for the Cow Mangler 5000's projectiles
  - Optimized many particle effects related to the Cow Mangler 5000 and
  the
  Righteous Bison
  - Reduced the ConVar fov_desired to have a lower bound like the Replay
  editor
  - Updated the Cow Mangler 5000 to display the drawbacks in its
  attribute
  list
  - Updated the gamehaptics file:
  - Added recoil/draw/crit/reload forces for the Cow Mangler 5000 and
  the
  Righteous Bison
  - Added charge shot force for the Cow Mangler 5000
  - Refined the Demoman's Stickybomb Launcher/Pipe Bomb Launcher
  reload
  forces
  - Updated the localization files
 
  Jason
 
 
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Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread Sir Jake

Also getting a lot of crashes here, so much for our rank we've worked so hard 
for :P
Dropping players like crazy on a lot of our servers sadly.

  
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Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread Sir Jake

Had the same one as that twice on my servers, does not come back afterwards. 
Also had a few others that it came back from. Got up at 5am to find one of our 
servers down for the last hour with 31/32 last being showed.

 Date: Thu, 21 Jul 2011 18:16:16 +0300
 From: a...@gaming.bg
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Server crashes after today's update
 
 First freeze for me too. Got this at the end of the screen :)
 
 eb40-eb4e1000 rwxp  00:00 0
 eb4e1000-eb50 ---p  00:00 0
 eb50-eb5b rwxp  00:00 0
 eb5b-eb60 ---p  00:00 0
 eb60-eb6fd000 rwxp  00:00 0
 eb6fd000-eb70 ---p  00:00 0
 eb70-eb7b6000 rwxp  00:00 0
 eb7b6000-eb80 ---p  00:00 0
 eb80-eb8b5000 rwxp  00:00 0
 eb8b5000-eb90 ---p  00:00 0
 eb90-eb9cc000 rwxp  00:00 0
 eb9cc000-eba0 ---p  00:00 0
 eba0-ebafc000 rwxp  00:00 0
 ebafc000-ebb0 ---p  00:00 0
 ebb0-ebbfb000 rwxp  00:00 0
 ebbfb000-ebc0 ---p  00:00 0
 ebc0-ebcaa000 rwxp  00:00 0
 ebcaa000-ebd0 ---p  00:00 0
 ebe2a000-ebe2b000 ---p  00:00 0
 ebe2b000-ec62b000 rwxp  00:00 0
 ec62b000-ec6f5000 r-xp  08:01 7135278 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/dbi.mysql.ext.so
 ec6f5000-ec805000 rwxp 000c9000 08:01 7135278 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/dbi.mysql.ext.so
 ec805000-ec806000 ---p  00:00 0
 ec806000-ed006000 rwxp  00:00 0
 ed006000-ed007000 ---p  00:00 0
 ed007000-ed807000 rwxp  00:00 0
 ed807000-ed808000 ---p  00:00 0
 ed808000-ee008000 rwxp  00:00 0
 ee00c000-ee1cd000 rwxp  00:00 0
 ee1cd000-ee324000 r-xp  08:01 7135293 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/socket.ext.so
 ee324000-ee327000 rwxp 00157000 08:01 7135293 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/socket.ext.so
 ee327000-ee32d000 rwxp  00:00 0
 ee32d000-ee378000 r-xp  08:01 7135286 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
 ee378000-ee379000 rwxp 0004b000 08:01 7135286 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
 ee379000-ee37c000 r-xp 0004c000 08:01 7135286 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
 ee37c000-ee37e000 rwxp 0004e000 08:01 7135286 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/sdktools.ext.2.ep2v.so
 ee37e000-ee38e000 rwxp  00:00 0
 ee38e000-ee3ff000 r-xp  08:01 7135279 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/dbi.sqlite.ext.so
 ee3ff000-ee40 rwxp 00071000 08:01 7135279 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/dbi.sqlite.ext.so
 ee40-ee50 rwxp  00:00 0
 ee516000-ee529000 r-xp  08:01 2583654 /usr/lib32/libz.so.1.2.3.4
 ee529000-ee52a000 rwxp 00013000 08:01 2583654 /usr/lib32/libz.so.1.2.3.4
 ee532000-ee54a000 r-xp  08:01 7135283 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/regex.ext.so
 ee54a000-ee54b000 rwxp 00017000 08:01 7135283 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/regex.ext.so
 ee54b000-ee54c000 rwxp  00:00 0
 ee54c000-ee558000 r-xp  08:01 7135294 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/topmenus.ext.so
 ee558000-ee559000 rwxp b000 08:01 7135294 
 /usr/games/tf2server/orangebox/tf/addons/sourcemod/extensions/topmenus.ext.soPreMinidumpCallback:
  
 updating dump comment
 
 
 On 21.7.2011 г. 17:34 ч., Carl wrote:
  Don't be so quick on the trigger, srcds is a big program that takes in 
  a tremendous amount of hard to guess data and has to run on a large 
  variety of hardware and OSs. Testing this stuff isn't exactly 
  straightforward.
 
  Also, does anyone have high use Tf2 beta servers running? Do customers 
  even pay for beta servers?
 
 
 
  On 7/21/2011 7:08 AM, E3pO wrote:
  Whoever has the final call on releasing updates needs to be fired. It is
  illogical to release an update for such a widely used application 
  without
  testing and then just walk away from the update station and go to sleep.
  Hell, i'm willing to bet it was about 85% done uploading to the content
  servers about to release the update and the guy just called it a night.
 
  And what the hell are they doing so different each time that breaks 
  so many
  things?
 
  Added the items for Dr. Grordbort's Victory Pack
  - Fixed hatless hats not working correctly
  - Fixed a display issue with team color paints
  - Updated the localization files
 
  So how many hats have they released now? You would think they would have
  that figured out by now. They fixed a display issue, seems like that is
  client side and not related to the server.. and updated 

Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread Sir Jake

Well think we've all sent in a good amount of dumps on this, now to hope it 
gets fixed before the weekend. 
  
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Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread Sir Jake

Will the update notes let players know this was an issue that made servers 
running on linux crash.  It would be great for players to know this rather than 
thinking the servers all of us host are shit that crashed all week :)



 Date: Fri, 22 Jul 2011 00:49:30 -0400
 From: mslee...@ismsleeperwrong.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Server crashes after today's update
 
 Nemrun is rad, it will save your life.
 
 On Fri, Jul 22, 2011 at 12:37 AM, Alfred Reynolds
 alf...@valvesoftware.com wrote:
  Don't make me point to our dev wiki ;-) It will be both win32 and linux, 
  hopefully earlier in the day.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Mike jons
  Sent: Thursday, July 21, 2011 9:35 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Server crashes after today's update
 
 
  What time tomorrow do you guys plan on doing it? And will it just be
  for linux or for both linux and windows? Thanks
 
   From: alf...@valvesoftware.com
   To: hlds_linux@list.valvesoftware.com
   Date: Fri, 22 Jul 2011 04:31:16 +
   Subject: Re: [hlds_linux] Server crashes after today's update
  
   Not tonight, get your sleep.
  
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, July 21, 2011 9:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server crashes after today's update
   
By soon do you mean later tonight?  'cause I was about to go to
  bed,
but
if you're going to issue a server update...
   
On 7/22/2011 12:19 AM, Alfred Reynolds wrote:
 The team has been doing nothing else all day and we look like we
  have
a fix, it should be out soon.

 - Alfred

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of doc
 Sent: Thursday, July 21, 2011 9:18 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server crashes after today's update

 I read somewhere that Valve's own servers are being effected by
  this
 so I'm pretty sure they know about the issue already but has
 anyone gotten any info from them that they know of this? It's
getting
 close to the weekend and I'd hate to think they'd leave
  something
like
 this unfixed until they got back from the days off

 On Thu, Jul 21, 2011 at 9:06 PM, Sir
  Jakecan_kic...@hotmail.com
 wrote:
 Well think we've all sent in a good amount of dumps on this,
  now to
 hope it gets fixed before the weekend.

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Re: [hlds_linux] upcoming orange box framerate changes

2011-07-20 Thread Sir Jake

This is good for everyone, feel bad for a few of the host's out there. 

  
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Sir Jake

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

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

Thanks.
  
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Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-11 Thread Sir Jake

Very good points, another thing that would be wonderful to see is having the 
score board it self support 32 players not sure why this was not put in years 
ago.

As many people here have said 24 slot servers just fail after any type of roll 
or map change as sometimes half the server can leave in just a few minutes and 
then it just dies off.  I noticed this a lot when we tried our servers with 
only 24 slots.  

 Date: Tue, 12 Jul 2011 01:32:19 +0300
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] A few more TF2 quickplay answers
 
 I see a slight problem in one thing. While the custom map is on, any 
 custom map, unless your server is extremely popular at any time of the 
 day, it will lead to drop of players aka lack of players. Not everyone 
 wants to play custom maps or download a new one because they still have 
 slow connections, some of them. Situation regarding people's online 
 connections has improved in past years but thats still the case for some.
 
 But anyway, as the quickplay does not drive traffic to these servers 
 that do not run particular maps on, it's an issue at late time of the 
 day and early on when the servers are just filling up. This isn't a 
 major issue right now, but after couple of months, it could be. At this 
 point, either the server has to change through configs to run regular 
 maps or stay empty untill more people are getting into their games. 
 Would you join to empty server, from which you need to download a map to 
 play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive 
 example. Got 2 servers running custom maps, the one that is very popular 
 and the other that is not as popular as the other. Also i have 2 
 quickplay enhanced ones that fill up first and stay populated last. 
 (now that things have actually little quite since the first peak when it 
 was 24/7 full for all).
 
 So the ones that run custom maps, empty first and get filled up a bit 
 later as soon as map changes to some quickplay supported than the ones 
 that are running settings that quickplay is wanting (unless the regulars 
 play late, like friday, saturday). If you see where i'm going, it's 
 pretty frustrating to change mapcycle so that you get traffic driving 
 in, despite how much reputation the server has. 6 000 000 reputation is 
 more than enough but it still doesn't make me any happy, no matter how 
 much there is if the players aren't getting in as long as there are 
 custom maps at certain time of the day.
 
 This is not a huge issue now but quickplay makes people wanting to have 
 run basic maps to get their servers filled. So who will want to run 
 custom maps, no matter how good they are if that results to empty 
 servers. It's pointless to make every community map official too. I know 
 this quickplay is there to make people more happy as some people run 
 pretty bad server mods and such but how about adding some options to it. 
 Like into the quickplay search window. Allow custom maps and Allow 
 more than 24 slot servers. It's more harder to get 24 slot server 
 running custom maps to stay populated than 30-32. I know over 24 slot 
 isn't exactly preferred but what can you do. People want what they want. 
 Quickplay is great to fill up servers but i'd like to see that only as 
 addition to existing way - if you have basic regular players on a 
 server, it gets filled but quickplay could be used to fill up the rest 
 of the slots. It works like this but only after the certain penalties.
 
 Just some thoughts that came out 1:32am to my mind.
 
 -ics
 
 
 11.7.2011 19:24, Fletcher Dunn kirjoitti:
  Just a few more answers to commonly-asked quickplay questions:
 
  All of the quickplay deal-breakers are tested on the client at the moment 
  of quickplay searching.  You can flip them on and off and start/stop 
  receiving quickplay traffic.
 
  The reputation system is an input to the quickplay scoring system, not the 
  other way around.  Doing quickplay-illegal things does not affect your 
  reputation.  If you have a thriving community playing custom maps, you are 
  building your reputation.  If you suddenly turned the server into a 
  quickplay-eligible one, you would be just as good of a quickplay server as 
  a server who had been vanilla the whole time.
 
  But to repeat: the reputation system still needs some tuning, and is only a 
  small part of the total quickplay score.  It's mainly designed to help 
  avoid sending traffic to really terrible servers.
 
  Quickplay, with its minimal set of options, is currently targeted at 
  totally new players.  However, we know that some experienced players use it 
  and have had fun playing maps they haven't played in a while.  (Or just 
  beating the heck out of noobs.)  Sometimes it's just fun to spin the wheel. 
   We have considered a medium search mode, somewhat of a cross between the 
  raw server browser and the one-click-no-options quickplay.  No timeline or 
  

Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Sir Jake

Yes, thank you very much for that email it sure is nice to see you guys still 
listen to all the good suggestions we have on here.
  
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Re: [hlds_linux] Counter-Strike: Source Updates Released

2011-07-07 Thread Sir Jake

Yes new update was released a little bit ago.


 Date: Thu, 7 Jul 2011 19:22:04 +0200
 From: vg.ha...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Counter-Strike: Source Updates Released
 
 Hey,
 
 Not sure you have seen it, but there is a Counter-Strike: Source Updates
 
 Cheers,
 
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Re: [hlds_linux] Random crashes

2011-06-28 Thread Sir Jake

Seems like a few of our servres are also having issues crashing since the last 
update.  Before it we never had any crashes and had our servers up running 
great over the weekend.

 Date: Tue, 28 Jun 2011 21:32:45 +0200
 From: daniel.joki...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Random crashes
 
 I have had two chrashes aprox the same time two days in a row. My tf2 server
 goes into a loop and eat cpu and memory.
 On 28 Jun 2011 20:02, Sebastian Pape gumjac...@googlemail.com wrote:
  Hi there,
 
  we've got the same. We installed a vanilla CSS installation and the
  Server crashes ramdom. With or without SM/MM doesn't matter.
 
  Anyone else with this Problem?
 
  Host System is Debian 5 with all updates.
 
  Greetz
 
  2011/6/28 Anthony Stoyanov a...@gaming.bg:
  Hey,
 
  For a few days now (since the last updates), my server is crashing
 randomly
  without any log.
 
  PreMinidumpCallback: updating dump comment
  Uploading dump (in-process) [proxy '']
  /tmp/dumps/crash_..._1.dmp
  ue Jun 28 19:15:00 EEST 2011: Server Quit
 
  No actuall .dmp files are made. I've installed souremode and sourcemm
 latest
  versions.
  Strangely enough, the server starts filling up with random IP's (from all
  over Europe), and than it crashes.
 
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Sir Jake

Got the email about 5-10 minutes after our servers seen the update was out.

Only took about 8 minutes for our auto update to get everything done for us.
Then again if there was more content servers it could have been up within a 
minute.
  
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Re: [hlds_linux] [hlds] Team Fortress 2 Updates Released

2011-06-14 Thread Sir Jake

I have to agree, this is such a piss off having a full server go down for a 
reason like this.
I'm sick of our servers crashing and not having the issue fixed in an 
acceptable time frame.

It's almost as bad as the upload exploit that is still around.
Oh well disabling reply, hope that might help.
  
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-25 Thread Sir Jake

An optional update for Team Fortress 2 is now available 
  
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Re: [hlds_linux] Brink server doesn't download

2011-05-11 Thread Sir Jake

Are the linux files out yet for the dedicated servers?
When I looked on their site it said they would try to have the files ready for 
linux on release day but not sure if they got that done.



 Date: Wed, 11 May 2011 15:52:40 +0200
 From: i...@ronny-schedel.de
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Brink server doesn't download
 
 Hello,
 
 I try to download the Brink server files with the current steam updater,
 but it doesn't work. The download does not start, instead, I see the list
 with all available games. Brink is listed under third party installations,
 the option to download is listed as brink. But, it does not work.
 
 Any workaround for this problem?
 
 Best regards
 
 Ronny Schedel
 
 
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Sir Jake

Yes, very happy myself that there has been a notice for an update. It's always 
nice to know an update will be coming even if it's later than we thought.


 From: drunkenf...@hotmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 5 May 2011 18:17:06 -0700
 Subject: Re: [hlds_linux] Mandatory updates coming later today
 
 I seem to recall the beta being updated recently and containing several
 yet-to-be-released additions, but I'm sure that doesn't matter to you.
 There's obviously no satisfying you.
 
 Meanwhile, myself and what seems to be the rest of us are thankful that they
 provided notice for today's update and that it's not late on Friday. There
 have been plenty of Thursday updates where they fix issues the next day.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury
 Sent: Thursday, May 05, 2011 6:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory updates coming later today
 
 Too bad it takes Valve 2+ days to fix the bugs they add in every update.
 
 Say, speaking of bugs in updates, wasn't that the point of the TF2 beta?  Or
 I guess they just like to test things in production like all the 'cool'
 software companies do.
 
 
 On Thu, May 5, 2011 at 9:00 PM, Tony Paloma drunkenf...@hotmail.com wrote:
 
  Good thing it's Thursday in Valve Land.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John 
  Marbury
  Sent: Thursday, May 05, 2011 5:53 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory updates coming later today
 
  Well, I'm sure it's afternoon *somewhere!* I guess we should have 
  expected the *usual* *
 
  hit-the-update-button-on-the-way-out-the-door-and-not-fix-anything-unt
  il-Mon
  day
  * routine.
 
 
 
  On Thu, May 5, 2011 at 8:26 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
   We're about 45 minutes from having it be released.
  
   -Eric
  
  
   -Original Message-
   From: Eric Smith
   Sent: Thursday, May 05, 2011 11:02 AM
   To: 'h...@list.valvesoftware.com'; 'hlds_linux@list.valvesoftware.com'
   Subject: Mandatory updates coming later today
  
   We're getting ready to release mandatory updates for TF2, CS:S, 
   DoD:S, and HL2:DM this afternoon. This is just a heads-up that they're
 coming.
  
   -Eric
  
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-05 Thread Sir Jake

This did make me sad panda.

three 32 slot servers watcing them crash every 2 minutes. :(

 From: kyle.l...@gmail.com
 Date: Thu, 5 May 2011 22:35:45 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
 Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 So CSS is broken. (Suicide and the server/client will crash).
 Anyone else in the same boat?
 
 I really want to try this testing in production thing, it seems to
 really be catching on.
 
 On Thu, May 5, 2011 at 9:42 PM, Netshroud netshr...@gmail.com wrote:
  .dem I think
 
  On Fri, May 6, 2011 at 2:24 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 
  I'm trying to setup the replays right now, and I'm stuck on whitelisting
  the
  filetypes that people can download, as I don't know the replays' filetypes.
  I got the rest to report no errors, but until I do this, people can't
  actually grab them. I'd like to say .rep or something, but I don't want
  to
  just guess
 
 
  On Thu, May 5, 2011 at 8:39 PM, jimbomcb jimbo...@gmail.com wrote:
 
   A few example replay cfg files have been created, check replay_*.cfg
   under cfg folder.
  
   On 6 May 2011 04:35, Chris Oryschak ch...@oryschak.com wrote:
Anyone know the command to enable replays on the server?
   
Chris
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
   Ruymen
Sent: Thursday, May 05, 2011 10:38 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
  dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released
   
Required updates for Team Fortress 2, Counter-Strike: Source, Day of
   Defeat:
Source and Half-Life 2: Deathmatch are now available.  The specific
   changes
include:
   
   
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   
- Fixed an OpenGL crash for Mac players
   
- Fixed several crashes related to Alt-Tab in fullscreen mode on
  Windows
   
- Fixed client crash caused by invalid mesh
   
- Updated shared interfaces to support the new Replay feature in TF2
   
   
   
Counter-Strike: Source
   
- Updated the localization files
   
   
   
Team Fortress 2
   
- Added the Replay feature:  http://www.teamfortress.com/replayupdate
   
 - Known issue with blurry Mac replay rendering will be fixed in the
  next
update
   
- Launched the First Annual Saxxy Awards:
http://www.teamfortress.com/saxxyawards
   
- Added 8 new Replay achievements
   
- Added 10 new hats
   
- Added The Director's Vision, an item that provides you with a new
  taunt
   
- Fixed a problem with certain equippable items rendering incorrectly
  on
   the
loadout screen
   
- Fixed a problem causing the Mann Co. store previews to render
   incorrectly
   
- Crafted items will now remember/display who crafted them
   
- Added a reward for the early crafters of new items
   
- Added a new style to the  Aperture Labs Hard Hat
   
- Added a new style to the Blighted Beak
   
- Fixed bugs with the refurbish items interface so that some properties
   will
no longer be un-removable under certain circumstances
   
- Fixed the briefcase not being drawn on players when it's being
  carried
   in
CTF maps
   
- Fixed the Gloves of Running Urgently not using the correct skin in
  the
character loadout screen
   
- Fixed the Kritzkrieg not drawing the correct model in the character
loadout screen
   
- Fixed the Horseless Headless Horsemann displaying the burning
  material
   in
DirectX8
   
- Fixed the Aperture Labs Hard Hat displaying the burning material in
DirectX8
   
- Fixed removing the burning/jarated conditions on players who are
  being
critboosted by a Medic using the Kritzkrieg
   
- Added Mad Milk to the conditions that are cleared when players are
  made
invulnerable by a Medic with an ÜberCharge
   
- For web developers: added tool and capability information to the
IEconItems_440/GetSchema Web API
   
Jason
   
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Re: [hlds_linux] nemrun 2.0 feature requests?

2011-04-01 Thread Sir Jake

Not sure if possible but having an option to make nemrun message all the 
servers saying New update server restarting in 30 seconnds or minutes or 
what not.
Then have the servers restart after that set time.

This would help players know an update is coming out and what not.




 Date: Fri, 1 Apr 2011 13:28:47 -0400
 From: steven.croth...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] nemrun 2.0 feature requests?
 
 Named pipe support would be interesting, I've been using pipes as an
 alternative to screen lately.
 
 Will srcds take the stdin though if you write to the pipe? If so you
 could potentially add console support to nemrun 2.0.
 
 On Thu, Mar 31, 2011 at 2:44 PM, Eli Witt eliw...@gmail.com wrote:
  I'd just like to second this idea. I had the same forkbomb situation happen
  to me about 2 weeks ago. Nuclearfallout had to intervene and kill my box in
  the end to recover it.
 
  On Tue, Mar 29, 2011 at 6:05 PM, Harry Strongburg 
  harry.h...@harry.luwrote:
 
  On Tue, Mar 29, 2011 at 02:27:20PM -0700, Nephyrin Zey wrote:
   I'm making a few big changes to nemrun, does anyone have any
   requests for 2.0?
 
  Less infinite loops / a slower choice. I have had Steam break one, and
  it basically forkbombed my server due to nemrun constantly checking for
  the Steam update every second. It's also probably mean to query Valve's
  master-server so often, when it could easily do it every few minutes at
  the least and would still remain updated.
 
  Other than that, I don't know what else I'd change about it, it's a
  really nice script.
 
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 -- 
 Steven Crothers
 steven.croth...@gmail.com
 
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