Re: [hlds_linux] New SteamID format for TF2

2014-08-22 Thread Zaretti Steve
Will the format being changed on other engine? Like CS:GO ?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Confirme

2014-01-13 Thread Zaretti Steve
you are in


2014/1/13 HellzSleek, Sleek 

> Confirme
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-30 Thread Zaretti Steve
Yes i'm using vac and TNF since July so, my rules are set, forgot exactly why :)

2013/9/30 Marco Padovan :
> you run those in the OVH network firewall (vac?)
>
> The issue we are experiencing is exactly there, I did not had rules for
> 26900 - 26999, the rest was similar to yours (I also opened listening
> client port)
>
> so maybe the curlprint is those 26900 random ports that the server uses to
> listen on... will give a try then.
>
> Thank you
>
>
> On Mon, Sep 30, 2013 at 6:41 AM, Zaretti Steve  wrote:
>
>> gnaaa early morning, don't loop my ip :p
>>
>> 2013/9/30 Zaretti Steve :
>> > Well, these I my srcds firewall rules:
>> > permit udp any 87.98.179.101/32 range 26900 26999
>> > permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
>> > permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
>> > permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
>> >   <= standars client
>> > permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
>> > permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
>> >   <= ping, you should do packet length/string check
>> >
>> >  My servers are on port 20004, 20005, etc.
>> >
>> >  This rules was set ages ago. I'm not sure about which one allow steam
>> > connexion. Don't forgot that some client will be impacted.
>> >
>> >
>> >  GL.
>> >
>> >
>> > 2013/9/30 Bruno Garcia :
>> >> Unrelated to this topic: Don't be frighten to address your ddos attack
>> >> situation with the authorities. You have every right to do so, and it
>> will
>> >> most likely permanently solve your problem.
>> >>
>> >>
>> >> On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan  wrote:
>> >>
>> >>> well... i see no traffic on dst port 27015 will probably have to leave
>> the
>> >>> tcpdump (with -nnvvXS ) running for very long time?
>> >>> btw I hope there's a clear answer from valve.
>> >>>
>> >>> btw the only port I'm filtering (and always have been) is: UDP 269xx
>> ... I
>> >>> see plenty of those attached as listening to srcds...
>> >>>
>> >>> but it's is not related to the item server error apparently...
>> probably the
>> >>> item server connections is done in udp and outgoing, not listening
>> >>>
>> >>>
>> >>> On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve 
>> wrote:
>> >>>
>> >>> > tcpdump dst port 27015 | egrep -i "valve|steam"
>> >>> >
>> >>> > 2013/9/29 Marco Padovan :
>> >>> > > Hi,
>> >>> > >
>> >>> > > due to serious ddos attacks we had to put up a very strict firewall
>> >>> > > rulesets.
>> >>> > >
>> >>> > > Basically we permit just the incoming listening ports (client,
>> server
>> >>> and
>> >>> > > tv) and deny everything else.
>> >>> > >
>> >>> > > With that setup everything runs smoothly except if you press M to
>> >>> access
>> >>> > > the inventory and you see that error.
>> >>> > >
>> >>> > > My question is: what is the item server port so we can create a
>> >>> specific
>> >>> > > rule for that kind of traffic?
>> >>> > > Does the steam item server port send traffic with source 27015?
>> >>> > >
>> >>> > > Additionally does the connection to the item server make use of a
>> >>> random
>> >>> > > local port instead of the one defined with the +clientport command
>> line
>> >>> > > switch right?
>> >>> > >
>> >>> > > Thank you,
>> >>> > > best regards
>> >>> > > ___
>> >>> > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >>> > please visit:
>> >>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >>> >
>> >>> > ___
>> >>> > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >>> > please visit:
>> >>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >>> >
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >>> please visit:
>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >>>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
gnaaa early morning, don't loop my ip :p

2013/9/30 Zaretti Steve :
> Well, these I my srcds firewall rules:
> permit udp any 87.98.179.101/32 range 26900 26999
> permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
> permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
> permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
>   <= standars client
> permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
> permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
>   <= ping, you should do packet length/string check
>
>  My servers are on port 20004, 20005, etc.
>
>  This rules was set ages ago. I'm not sure about which one allow steam
> connexion. Don't forgot that some client will be impacted.
>
>
>  GL.
>
>
> 2013/9/30 Bruno Garcia :
>> Unrelated to this topic: Don't be frighten to address your ddos attack
>> situation with the authorities. You have every right to do so, and it will
>> most likely permanently solve your problem.
>>
>>
>> On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan  wrote:
>>
>>> well... i see no traffic on dst port 27015 will probably have to leave the
>>> tcpdump (with -nnvvXS ) running for very long time?
>>> btw I hope there's a clear answer from valve.
>>>
>>> btw the only port I'm filtering (and always have been) is: UDP 269xx ... I
>>> see plenty of those attached as listening to srcds...
>>>
>>> but it's is not related to the item server error apparently... probably the
>>> item server connections is done in udp and outgoing, not listening
>>>
>>>
>>> On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve  wrote:
>>>
>>> > tcpdump dst port 27015 | egrep -i "valve|steam"
>>> >
>>> > 2013/9/29 Marco Padovan :
>>> > > Hi,
>>> > >
>>> > > due to serious ddos attacks we had to put up a very strict firewall
>>> > > rulesets.
>>> > >
>>> > > Basically we permit just the incoming listening ports (client, server
>>> and
>>> > > tv) and deny everything else.
>>> > >
>>> > > With that setup everything runs smoothly except if you press M to
>>> access
>>> > > the inventory and you see that error.
>>> > >
>>> > > My question is: what is the item server port so we can create a
>>> specific
>>> > > rule for that kind of traffic?
>>> > > Does the steam item server port send traffic with source 27015?
>>> > >
>>> > > Additionally does the connection to the item server make use of a
>>> random
>>> > > local port instead of the one defined with the +clientport command line
>>> > > switch right?
>>> > >
>>> > > Thank you,
>>> > > best regards
>>> > > ___
>>> > > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>> >
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>> >
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
Well, these I my srcds firewall rules:
permit udp any 87.98.179.101/32 range 26900 26999
permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
  <= standars client
permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
  <= ping, you should do packet length/string check

 My servers are on port 20004, 20005, etc.

 This rules was set ages ago. I'm not sure about which one allow steam
connexion. Don't forgot that some client will be impacted.


 GL.


2013/9/30 Bruno Garcia :
> Unrelated to this topic: Don't be frighten to address your ddos attack
> situation with the authorities. You have every right to do so, and it will
> most likely permanently solve your problem.
>
>
> On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan  wrote:
>
>> well... i see no traffic on dst port 27015 will probably have to leave the
>> tcpdump (with -nnvvXS ) running for very long time?
>> btw I hope there's a clear answer from valve.
>>
>> btw the only port I'm filtering (and always have been) is: UDP 269xx ... I
>> see plenty of those attached as listening to srcds...
>>
>> but it's is not related to the item server error apparently... probably the
>> item server connections is done in udp and outgoing, not listening
>>
>>
>> On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve  wrote:
>>
>> > tcpdump dst port 27015 | egrep -i "valve|steam"
>> >
>> > 2013/9/29 Marco Padovan :
>> > > Hi,
>> > >
>> > > due to serious ddos attacks we had to put up a very strict firewall
>> > > rulesets.
>> > >
>> > > Basically we permit just the incoming listening ports (client, server
>> and
>> > > tv) and deny everything else.
>> > >
>> > > With that setup everything runs smoothly except if you press M to
>> access
>> > > the inventory and you see that error.
>> > >
>> > > My question is: what is the item server port so we can create a
>> specific
>> > > rule for that kind of traffic?
>> > > Does the steam item server port send traffic with source 27015?
>> > >
>> > > Additionally does the connection to the item server make use of a
>> random
>> > > local port instead of the one defined with the +clientport command line
>> > > switch right?
>> > >
>> > > Thank you,
>> > > best regards
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
tcpdump dst port 27015 | egrep -i "valve|steam"

2013/9/29 Marco Padovan :
> Hi,
>
> due to serious ddos attacks we had to put up a very strict firewall
> rulesets.
>
> Basically we permit just the incoming listening ports (client, server and
> tv) and deny everything else.
>
> With that setup everything runs smoothly except if you press M to access
> the inventory and you see that error.
>
> My question is: what is the item server port so we can create a specific
> rule for that kind of traffic?
> Does the steam item server port send traffic with source 27015?
>
> Additionally does the connection to the item server make use of a random
> local port instead of the one defined with the +clientport command line
> switch right?
>
> Thank you,
> best regards
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread Zaretti Steve
There is some trick, like ip fail-over...
 I've got the same IP since 5 years, and changed hardware/server a
douzen of time...

 This said, with the rise of IPv6... I hope dns will be supported.
 IPv6 seems glitchy for basic user... dns will help.

 But this is my opinion.



2013/8/25 ics :
> Having DNS to favorites is being suggested over past 8 years quite few times
> and only thing even near that is TF2's server registration which will tie
> the server reputation to the steam account, so changing ip does not lose the
> reputation your server has gotten (which in it's own way affects quickplay).
>
> -ics
>
> [#OMEGA] - K2 kirjoitti:
>
>> They should just add a server variable containing the dns which server
>> owners can set.
>> Then if people add the server though favourites and such cvar is set, it
>> automatically gets added with the DNS entry instead of the IP. Plus adding
>> servers manually also stores the DNS entry instead of resolved IP Address.
>>
>> This would be a non intrusive change and should work fine.
>>
>> -Ursprüngliche Nachricht-
>> Von: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Erik-jan
>> Riemers
>> Gesendet: Sonntag, 25. August 2013 11:34
>> An: Half-Life dedicated Linux server mailing list
>> Betreff: Re: [hlds_linux] Add something to the game so that server ops can
>> ban HWID too.
>>
>> About finding servers easy, use sv_tags. You can search on tags, so in our
>> case they search for "lz" and find all our servers in the browsers easily.
>>
>> Given, I've mentioned the whole dns entry I think 2 or 3 years ago. People
>> suggested multiple solutions, all great but none of them ever made it.
>> Would be easy if you register your server, to add an extra entry called
>> "host" or something which gets stored at valve's place. (I think we can
>> all cope with not storing the port too)
>>
>> We also use subdomains, but that’s hardly used by anyone.  Most people
>> either search on the tag or come random.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
>> Reeuwijk
>> Sent: zondag 25 augustus 2013 1:11
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Add something to the game so that server ops can
>> ban HWID too.
>>
>> That is not what they mean. They mean that the client saves it by DNS name
>> like
>>
>> srv1.community.xxx:27015
>> srv1.community.xxx:27020
>> srv2.community.xxx:27015
>> etc
>> instead that that gets resolved to IP, and then saved as a IP:port in the
>> server list. They want the clients to save it by URL:port, so moving to a
>> new hardware server won't lose their players.
>>
>> I rather see that comm's can add servers by IP to their Steam group, and
>> that those get into a tab in the steam browser for easy finding their
>> servers.
>>
>> Let the client be able to enable or disable this (choose default
>> opt-in/opt-out, then per group in or out), so ppl with a huge list of
>> groups can opt out default, and include only a few groups, and ppl who
>> have few groups can opt in and exclude a few groups.
>>
>> Server owners can easily update the list of servers, Valve can verify
>> quite easily on their backend if its really a server, and it solves all
>> problems with "saving" servers in the favorites, for they can go to that
>> tab, favorite all they want, and get on.
>>
>>
>>
>>
>>> 
>>> From: ElitePowered . 
>>> To: Half-Life dedicated Linux server mailing list
>>> 
>>> Sent: Sunday, 25 August 2013, 1:01
>>> Subject: Re: [hlds_linux] Add something to the game so that server ops
>>
>> can ban HWID too.
>>>
>>>
>>> You can just use subdomains.
>>>
>>>
>>> On Sat, Aug 24, 2013 at 6:53 PM, Nomaan Ahmad 
>>
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Packet Sizes?

2013-07-15 Thread Zaretti Steve
That the rules I use:

Server side:
iptables -A INPUT -p udp -m udp --dport 27015 -m length --length 0:28 -j
DROP
iptables -A INPUT -p udp -m udp --dport 27015 -m length --length 1000:1
-j DROP

The upstream router:
deny udp any 87.98.179.101/32 fragments


You must check length using this said:
tcpdump -nn port 27015
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Counter-Strike Dedicated Server, on CentOS 5.9 = "GLIBCXX_3.4.15", etc.

2013-02-16 Thread Steve Dudenhoeffer
Are you using the new hlds_run?  I notice the "Using Pentium II Optimized
binary" line, which isn't in the new hlds_run.

hlds is bundled with libstdc++ anyway, so long as it is being executed with
proper environment variables (eg: from hlds_run), then it should pick it up.

Anyway, even if you get past this it probably work anyway.  CentOS is the
worst and bundles crazy old libraries with it, so your glibc may not be a
high enough version.  This new hlds update drastically bumped the required
glibc version.  We had to update all of our CentOS 5.x machines to
6.whatever is the newest now (6.3 i think) just to get it to work.

On Fri, Feb 15, 2013 at 9:30 PM, Weasel  wrote:

> Type: Dedicated Server:
> Platform: Linux
> Operating System: CentOS, Version 5.8, 32-bit (x86)
> Kernel: Linux 2.6.18-028
>
> Got past the issues of SteamCMD asking for libstdc++.so.6
> ("GLIBCXX_3.4.10") by the loading-fedora-library-on-CentOS hack.
> That allowed me to use SteamCMD to install HL1 and get a dedicated server
> for that up and running again.
> It also allowed me to use SteamCMD to install a Counter-Strike (1.6ish)
> dedicated server, but it won't start.
>
> Counter-Strike itself is now complaining about an even newer library
> required (output further below).
> I tried some other newer (fedora) libraries that included "GLIBCXX_3.4.15"
> - but that work-around didn't help.
> It just started throwing a different error saying that lib was not for
> this OS.
> So, I guess I've taken that work-around about as far as it goes.
> Can host HL1 dedicated server right now, but not CS.  :-(
>
> Maybe these libs should be shipping with HLDS - depending on the distro?
>
> PS: I assume I need to post this also to the "
> https://github.com/ValveSoftware/halflife"; GitHub, *NOT* the "
> https://github.com/ValveSoftware/steam-for-linux"; GitHub?
>
> Original Counter-Strike HLDS error:
> --
>
> Auto detecting CPU
> Using Pentium II Optimised binary.
> Auto-restarting the server on crash
>
> Console initialized.
> Using breakpad crash handler
> Setting breakpad minidump AppID = 10
> Forcing breakpad minidump interfaces to load
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Installing breakpad exception handler for appid(10)/version(5787)
> scandir failed:/usr/not-root/game103-cs/./valve/SAVE
> scandir failed:/usr/not-root/game103-cs/./platform/SAVE
> Protocol version 48
> Exe version 1.1.2.7/Stdio (cstrike)
> Exe build: 11:30:00 Aug 28 2012 (5787)
> STEAM Auth Server
> [Start of AutoExec.CFG]
> Server logging data to file logs/L0215030.log
> L 02/15/2013 - 17:52:30: Log file started (file "logs/L0215030.log") (game
> "cstrike") (version "48/1.1.2.7/Stdio/5787")
> logaddress_add:  127.0.0.1:27500
> [End of AutoExec.CFG]
> Server IP address 209.54.58.74:28017
> LoadLibrary failed on ./cstrike/dlls/cs.so: ./libstdc++.so.6: version
> `GLIBCXX_3.4.15' not found (required by ./cstrike/dlls/cs.so)
> Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so!
> L 02/15/2013 - 17:52:30: FATAL ERROR (shutting down): Host_Error: Couldn't
> get DLL API from ./cstrike/dlls/cs.so!
>
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
> ./cstrike/dlls/cs.so!
>
> Fri Feb 15 17:52:34 PST 2013: Server Quit
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread Steve Dudenhoeffer
For some silly reason they still require you to execute steam.sh with
environment variables.

STEAMEXE=steamcmd ./steam.sh

On Thu, Feb 14, 2013 at 1:00 AM, Weasel  wrote:

> I haven't had any cause to do anything with "SteamCMD" prior to now.
>  Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over
> to it SteamCMD tomorrow, I gave it a shot this evening.  When tried to run
> on hosted CentOS 5.x (32-bit) dedicated server for the first time, the
> result was, eh  "distressing" to say the least (see below).  So much
> for my very popular HL1 server as of tomorrow???
>
> [code]
> [not-root]$ ./steam.sh
> Running Steam on Linux 2.6.18-028stab069.6 32-bit
> STEAM_RUNTIME is enabled automatically
> Unpack runtime failed, error code 1
> Error:
> Couldn't set up the Steam Runtime. Are you running low on disk space?
> Continuing...
> Press enter to continue:
> ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation
> not permitted
> ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such
> file or directory
> Error:
> Couldn't start bootstrap and couldn't reinstall from
> /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.  Please contact technical
> support.
> Press enter to continue:
> [not-root]$
> [/code]
>
> Thought it might be a permissions issue, so I re-applied (all executable,
> etc.) - no luck.
> I'd get my paddle out, but apparently I am up the creek without one?
>
>
> --
> Original message this is in reply-to below ...
>
> --
> Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1
> deathmatch update coming
> From: Alfred Reynolds 
> Date: Wed, 2013/02/13 05:03 PM
> To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated
> Linux server mailing list , "'hlds_annou...@list.valvesoftware.com'"
>
> We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1
> deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The
> update will need to be downloaded using the steamcmd tool, documented here:
> https://developer.valvesoftware.com/wiki/SteamCMD
> Use appid 90.
>
> You can get the vast majority of the update right now, the beta bits will
> be flipped to the public ones tomorrow with a tiny incremental update at
> that time.
>
> - Alfred
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread Steve Dudenhoeffer
tv_port defaults to 27020

On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting <
chefeification...@gmail.com> wrote:

> There are some port that the game tries to bound automaticly, maybe there
> are some cvars to control that 
>
> For all command line specific, look here:
>
> https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server
>
>
> 2013/2/10 Landon Orr 
>
> > So that specified one of the ports, however when I run the server, it's
> > still trying to use 27020, which is in use. Is it possible to specify
> that
> > one as well?
> >
> >
> > On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang  > >wrote:
> >
> > > The parameter is "-port 27025", for example.
> > > On Feb 9, 2013 6:00 PM, "Landon Orr"  wrote:
> > >
> > > > Currently I'm trying to host multiple servers on one machine. It's a
> > very
> > > > beefy machine, two 16-core AMD processors and 64 gigs of memory, so
> I'd
> > > > like to run quite a bit of servers, 30+ if possible. However, I'm
> > running
> > > > into an issue when I spin up more than fiver servers or so. Right now
> > I'm
> > > > having issues with ports overlapping, as in the servers try to
> request
> > a
> > > > port but it's already in use. For the first five they would just use
> > the
> > > > next port up. However, it seems that a server uses two ports (correct
> > me
> > > if
> > > > I'm wrong) 27015 and 27020. After five servers, the next server tries
> > to
> > > > use 27015, it's in use so it tries 27020 and then it gives up.
> > > >
> > > > I know when you use the srcds_run command, there is a way to specify
> > the
> > > > port to use, but I can't remember the command. Also, how many ports
> do
> > I
> > > > have to specify? Just two, or are there more than that?
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-03 Thread Steve Dudenhoeffer
engine_i486.so (and potentially the others), are linked against GLIBC 2.7,
while all of the other games require lower versions (eg: csgo's engine.so
seems to require 2.3).  Can anything be done to bring this more in line
with the other games?

On Sun, Feb 3, 2013 at 5:56 PM, Andre Müller  wrote:

> It's not good to run a gameserver or other things with root privileges.
> I hope your server is not direct connected to the internet.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Next TF update may break linux plugins

2012-10-23 Thread Steve Dudenhoeffer
Thanks for the warning.  The binary files being renamed is easy enough to
work around, but apparently the symbols are also stripped out of them.  Any
chance this can be reversed for the server binaries?  Converting to
signatures and maintaining them would be a huge hassle.

Thanks.

On Tue, Oct 23, 2012 at 8:27 PM, Fletcher Dunn
wrote:

> A word of warning concerning the next TF update.  Many of the Linux
> binaries for the dedicated server will be renamed.
>
> For example:
>
> bin/datacache_srv.so
> bin/dedicated_srv.so
> bin/engine_srv.so
> bin/libtier0_srv.so
> bin/libvstdlib_srv.so
> bin/materialsystem_srv.so
> bin/replay_srv.so
> bin/scenefilecache_srv.so
> bin/shaderapiempty_srv.so
> bin/soundemittersystem_srv.so
> bin/studiorender_srv.so
> bin/vphysics_srv.so
> tf/bin/server_srv.so
>
> If you have any scripts or plugins that depend on particular filenames,
> this could break them.
>
> Also, the update will contain a large number of changes to low level
> libraries such as tier0_srv.so.
>
> The most recent TF beta was shipped with the renamed binaries and with
> these changes and can be used to test any scripts or plugins.
>
> We highly recommend that plugin developers test their plugins against the
> current TF beta.
>
> Thank you,
> Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Steve
We have had this a few times on our match servers reported by multiple
people at the same time. The servers are vanilla and its a mix of people
with custom to vanilla huds. The servers are vanilla also but a map change
normally resolves it.
On Sep 27, 2012 7:37 AM, "Mart-Jan Reeuwijk"  wrote:

> Did you clear the ..\steam\steamapps\*username\team fortress 2\tf\ 's
> Materials / Models / Particles / Maps / Resource folders?  to clear out any
> residual stuff that has not all files of a downloaded custom content. If it
> happens in valve maps, then most probably some props are having replaced
> skins/models.
>
> Did you try to use -autoconfig parameter for 1 boot of the CLIENT? (remove
> it after starting the game once with it). To clear out any "FPS" config you
> might have?
>
> Did you try to delete the ..\steam\steamapps\*username\team fortress 2\
> folder ? to clear out any bad mishap that went wrong when updating the game
> itself
>
> Did you try to:
> - exit steam
> - go to your steam folder
> - delete "AppUpdateStats.blob"
> - delete "ClientRegistry.blob"
> - start steam
> - Verify your Game Cache files
> - redo the point above this one.
> - and check again?
>
> If valve updates something, say skins of some models, steam/the game will
> auto delete those skins updated that are in the game folder (to let the
> game use the new stuff), but not the custom models (if those where not
> updated), which will most probably then causing these kinds of problems.
>
> And why are we talking client issues on a server list?
>
>
>
>
> >
> > From: cladiron 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Thursday, 27 September 2012, 2:38
> >Subject: Re: [hlds_linux] Red X's still appearing
> >
> >For Tom McClellan's<
> https://plus.google.com/u/0/102193414965656437180?prsrc=4>failed
> >post.
> >I have 2 hard drives, 1 has windows7 and 1 has windows8-dev.
> >I unplug 1 to plug the other in so only 1 drive is connected at a time.
> >The issues happens on both drives, 2 separate game servers, both run
> 2fort.
> >1 has rollthedice, the other is plain other than quick respawn.
> >
> >Again, this happens on both.
> >Separate  harddrives, separate OS, separate game servers, same valve map.
> >
> >
> >On Wed, Sep 26, 2012 at 7:06 PM, Ryan Stecker  >wrote:
> >
> >> The red x's *can* be a sign of missing files, but that's not the case
> this
> >> time.
> >>
> >> There's a legitimate issue where the ParticleEffectNames stringtable is
> >> getting close to full and some of the game's particles aren't
> precaching on
> >> clients because of this.
> >>
> >> On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan 
> >> wrote:
> >>
> >> > For the 9001'th time red x's mean you are missing files for your maps
> >> > / mods. This is not a valve problem, this is a problem for the mod
> >> > makers / map makers. if you are getting red x's on a valve map, try
> >> > doing a clean install / disabling your ui mods.
> >> >
> >> > On Wed, Sep 26, 2012 at 3:12 PM, cladiron  wrote:
> >> > > I'm 100% it's happen to me on 2fort.
> >> > > i made a comment on the other thread regarding this. I was wrong
> >> thinking
> >> > > it was related to a custom map.
> >> > > Lots and lots of small x's, it's usually while i'm playing as pyro
> and
> >> up
> >> > > close on the enemy.
> >> > >
> >> > >
> >> > > On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
> >> > > wrote:
> >> > >
> >> > >> I think it is on all maps.
> >> > >>
> >> > >>
> >> > >> On 9/26/2012 2:19 AM, Michael Johansen wrote:
> >> > >>
> >> > >>> Hi
> >> > >>> I'm just wondering what I can do to fix this red X problem that's
> >> > >>> appearing on all my custom map servers. At first it just happened
> on
> >> my
> >> > >>> Surf servers, but now it does indeed seem like it happens on all
> the
> >> > >>> servers except vanilla. I have tried the extension linked to, and
> I
> >> > also
> >> > >>> have tried the particle_manifest.txt file.
> >> > >>>
> >> > >>>
> http://forums.alliedmods.net/**showpost.php?p=1803148&**postcount=57
> >> <
> >> > http://forums.alliedmods.net/showpost.php?p=1803148&postcount=57>
> >> > >>>
> >> > >>> __**_
> >> > >>> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >>> please visit:
> >> > >>> https://list.valvesoftware.
> >> > **com/cgi-bin/mailman/listinfo/**hlds_linux<
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >> > >>>
> >> > >>
> >> > >>
> >> > >> __**_
> >> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > >> please visit:
> >> > >> https://list.valvesoftware.
> >> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >> > >>
> >> > > ___
> >> > > To unsubscribe, edit your list prefe

Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread Steve Tomaszewski
Server admins rarely make money. Do you know how much time, effort, and
money we use making a game server for the public to enjoy? Every single one
of my servers costs 2k each. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of [BT]Black V
Sent: Friday, September 14, 2012 3:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] HTML MOTDs not rendering?

Yeah I disable my html most. For exactly those rain of not seeing the puke
some random admin wants to put on my screen.

I don't care about you (server admins/hosters) making money at all

You give ads on me, I blacklist server and never come back.

I'm categorically saying ads are bad

On 15/09/2012 7:31 AM, "Russell Smith"  wrote:
>
> If you give users an option to view the ad or not I can't imagine 
> anyone
ever opting in.  These ads work only because they're forced on users.
>
> Technically there is already a way to opt out of these ads by 
> disabling
html motd's.  However, many of the servers running these ads are also using
SourceMod plugins that detect html motd's are disabled and won't allow the
user to play.
>
> On 14.09.2012 11:48, cladiron wrote:
>>
>> I'm not saying ads are bad, only when you force the client to view it 
>> and the it lags them.
>> Give the client the option to view the ad, not auto-opt them in . 
>> that
just
>> suxs.
>>
>>
>>
>> On Fri, Sep 14, 2012 at 3:01 AM, dan  wrote:
>>
>>> On 14/09/2012 05:17, Frank wrote:
>>>
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:

 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_li
 nux<
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>

>>>
>>> ^^
>>>
>>> --
>>> Dan
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list 
>>> archives, please visit:
>>>
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
>>> ux<
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] LAN server questions:

2012-09-11 Thread Steve Tomaszewski
VLANS are primarly for the opposite of what your trying to do. They separate
say 2 networks on 1 switch so hardware cost is lower.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Tuesday, September 11, 2012 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] LAN server questions:

On LAN mode it will only work on its submerged. I.e 192.168.3.1 is the
server. Then only clients in 192.168.3.xxx can play on it.

Sent from my android device.



-Original Message-
From: Steven Miano 
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 11 Sep 2012 8:10 AM
Subject: [hlds_linux] LAN server questions:

I'm stuck at the moment trying to figure out dedicated servers on a LAN.

Right now I have 15 different VLANs on my network (15 separate
192.168.x.x/24s). I have them segregated for management, and visibility at
the LAN parties mostly.

Having my game servers sitting on 192.168.3.0/24 and having my guests on
(just citing one VLAN as an example) 192.168.6.0/24 makes it so that the
dedicated server does not show up in their LAN tab in game.

Running tcpdump -n "broadcast" isn't showing me anything on the game server
(hoping to forward the broadcasts via pfsense from one vlan to the others).
How can I assure that my source dedicated servers are viewable on the LAN
tab for this network?

Thanks for any assistance,

mianosm
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Steamchat is a separate program run over top the game. If your executing a
Screenshot on hl2.exe for example, it cannot interfere with
steamoverlay.exe. The two cannot communicate.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Svensson
Sent: Monday, September 10, 2012 11:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

I suppose it takes screenshots of steamchats, that is not ok.

2012/9/10 Erik-jan Riemers 

> You mean all the cheaters can avoid that server?
>
> 2012/9/10 Drogen Viech 
>
> > He should atleast force a tag into sv_tags when this plugin is 
> > installed so i can avoid all those servers
> >
> > 2012/9/10 ics :
> > > Like i said you wouldn't even care if you didn't know about such
> feature
> > > existed on this plugin. Anakin isn't some mojo from backalley who 
> > > tries
> > to
> > > exploit everyone. Plugin takes screenshots that reveal cheaters.
> Nothing
> > > else. Granted, you don't know that for sure as it isn't open 
> > > source but that's what it does.
> > >
> > > I¨'m all in for extra tools to get cheaters out as we ban more 
> > > cheaters
> > than
> > > VAC catches (if we look back 2 months after ban was issued by us, 
> > > VAC doesn't get nearly all of them). I'm even helping with 
> > > reporting every single cheater through Steamcommunity because i know
it also helps.
> > >
> > > -ics
> > >
> > > 10.9.2012 17:54, Drogen Viech kirjoitti:
> > >
> > >> The difference is that it's common knowledge that punkbuster 
> > >> takes screenshots, whereas it is done in some obscure and hidden 
> > >> way in anakins plugin, i really hope these exploits are going to 
> > >> be fixed
> > >>
> > >> 2012/9/10 ics :
> > >>>
> > >>> I know what it does and i'm fine with it. Open Source isn't 
> > >>> always
> best
> > >>> solution especially on anticheat systems as cheat developers can 
> > >>> see
> > what
> > >>> it
> > >>> does and do countermeasures. I'm also pretty sure Valve will do
> > something
> > >>> that kills the screenshot feature as they did long ago to server
> > plugins
> > >>> that were able to execute commands on clients.
> > >>>
> > >>> -ics
> > >>>
> > >>> 10.9.2012 17:40, Ross Bemrose kirjoitti:
> > >>>
> >  (I added hlds to the To list as well, since this affects both
> Windows
> >  and
> >  Linux servers)
> > 
> >  The problem is that it appears to be running client commands 
> >  that
> the
> >  server isn't supposed to have access to.  AND uploading files 
> >  from a client's machine back to the server.  AND sending them 
> >  to the author
> > of
> >  the
> >  plugin; you did catch that part, right?
> > 
> >  The plugin's author won't even send the source code to the 
> >  admins of ETF2L, let alone anyone else.  Which means, unless 
> >  you decompile it,
> > you
> >  have no idea what it's doing.  Heck, even if you DO decompile 
> >  it,
> you
> >  may
> >  have no idea what it's doing... decompilation isn't exactly the
> > easiest
> >  thing to read.
> > 
> >  So... you have Security by Obscurity that is itself bypassing 
> >  the
> game
> >  client's security.
> > 
> >  On 9/10/2012 10:35 AM, ics wrote:
> > >
> > > Presumably it's all there in the SDK and i have to say it's an
> > awesome
> > > feature. If i would have to guess, Valve propably uses same 
> > > thing
> on
> > > VAC as
> > > extra proof of cheating.
> > >
> > > No one wouldn't even be alarmed if they didn't know such 
> > > feature
> > exists
> > > on this plugin or on the server they play on. I tested this
> yesterday
> > > and
> > > already got 1 cheater caught. Besides, it only takes screenshots.
> No
> > > desktop
> > > shots, just ingame footage.
> > >
> > > -ics
> > >
> > > 10.9.2012 16:47, Drogen Viech kirjoitti:
> > >>
> > >> What the hell? Servers can tell the client to take 
> > >> screenshots
> *and*
> > >> tell them to upload them to the server? Whatever happened 
> > >> about privacy?
> > >>
> > >> 2012/9/8 lwf :
> > >>>
> > >>>
> > >>>
> > >>>
> >
> http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post
> -406387
> > >>>
> > >>> This is absolutely brilliant, great job! Now just imagine 
> > >>> having something like Greenlight to go through those...
> > >>>
> > >>> I'm not even going to bother asking you to open source it 
> > >>> but
> > please,
> > >>> at least consider releasing a "stable" version with that 
> > >>> doesn't
> > open
> > >>> connection (no auto-update or reports to you or anywhere 
> > >>> else, no
> > >>> offense) and has no undocumented features (now or later). 
> > >>> I'd
> > really
> > 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Why are you so worried about it taking screenshots? They said it can only
take shots of game footage.

I think this is a great idea and should not be patched. It's probably the
most indefinite proof that someone is cheating. And having their steam id
and everything would get them out of a community that would be better
without any cheaters. If you want to use hacks, stand up your own server and
pay for it then see how many people stay there.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: Monday, September 10, 2012 11:19 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

Will "alias jpeg" and "alias screenshot" prevent this from taking
screenshots?

2012/9/10 Drogen Viech :
> He should atleast force a tag into sv_tags when this plugin is 
> installed so i can avoid all those servers
>
> 2012/9/10 ics :
>> Like i said you wouldn't even care if you didn't know about such 
>> feature existed on this plugin. Anakin isn't some mojo from backalley 
>> who tries to exploit everyone. Plugin takes screenshots that reveal 
>> cheaters. Nothing else. Granted, you don't know that for sure as it 
>> isn't open source but that's what it does.
>>
>> I¨'m all in for extra tools to get cheaters out as we ban more 
>> cheaters than VAC catches (if we look back 2 months after ban was 
>> issued by us, VAC doesn't get nearly all of them). I'm even helping 
>> with reporting every single cheater through Steamcommunity because i know
it also helps.
>>
>> -ics
>>
>> 10.9.2012 17:54, Drogen Viech kirjoitti:
>>
>>> The difference is that it's common knowledge that punkbuster takes 
>>> screenshots, whereas it is done in some obscure and hidden way in 
>>> anakins plugin, i really hope these exploits are going to be fixed
>>>
>>> 2012/9/10 ics :

 I know what it does and i'm fine with it. Open Source isn't always 
 best solution especially on anticheat systems as cheat developers 
 can see what it does and do countermeasures. I'm also pretty sure 
 Valve will do something that kills the screenshot feature as they 
 did long ago to server plugins that were able to execute commands 
 on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

> (I added hlds to the To list as well, since this affects both 
> Windows and Linux servers)
>
> The problem is that it appears to be running client commands that 
> the server isn't supposed to have access to.  AND uploading files 
> from a client's machine back to the server.  AND sending them to 
> the author of the plugin; you did catch that part, right?
>
> The plugin's author won't even send the source code to the admins 
> of ETF2L, let alone anyone else.  Which means, unless you 
> decompile it, you have no idea what it's doing.  Heck, even if you 
> DO decompile it, you may have no idea what it's doing... 
> decompilation isn't exactly the easiest thing to read.
>
> So... you have Security by Obscurity that is itself bypassing the 
> game client's security.
>
> On 9/10/2012 10:35 AM, ics wrote:
>>
>> Presumably it's all there in the SDK and i have to say it's an 
>> awesome feature. If i would have to guess, Valve propably uses 
>> same thing on VAC as extra proof of cheating.
>>
>> No one wouldn't even be alarmed if they didn't know such feature 
>> exists on this plugin or on the server they play on. I tested 
>> this yesterday and already got 1 cheater caught. Besides, it only 
>> takes screenshots. No desktop shots, just ingame footage.
>>
>> -ics
>>
>> 10.9.2012 16:47, Drogen Viech kirjoitti:
>>>
>>> What the hell? Servers can tell the client to take screenshots 
>>> *and* tell them to upload them to the server? Whatever happened 
>>> about privacy?
>>>
>>> 2012/9/8 lwf :



 http://etf2l.org/forum/general/topic-21038/page-24/?recent=4067
 17#post-406387

 This is absolutely brilliant, great job! Now just imagine 
 having something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but 
 please, at least consider releasing a "stable" version with 
 that doesn't open connection (no auto-update or reports to you 
 or anywhere else, no
 offense) and has no undocumented features (now or later). I'd 
 really like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . 
 wrote:
>
> Hi,
>
> As Valve is too lazy to do anything about hacks, I started 
> working back in January on a plugin that can detect:
> - POTENTIAL trig

Re: [hlds_linux] SteamCMD crash - clean install

2012-08-21 Thread Steve Dudenhoeffer
This seems to be happening to me on the machines I have with a CentOS
install of 5.4 and below, 5.5+ work fine.  It's probably related to
some old library setups.  Instead of trying to figure out what it is,
I'm just upgrading my older machines, so I'm afraid I can't be much
more help than that.

On Tue, Aug 21, 2012 at 11:40 PM, Jonah Hirsch  wrote:
> I'm attempting to run steamcmd for the first time. After downloading and
> running steam.sh, it crashes after downloading Steam, with the following
> error:
>
> terminate called after throwing an instance of
> 'Grid::CBadCallerErrorStructPtrException'
>>   what():  App provided invalid TSteamError pointer to Steam API
>>
>> Thoughts?
> ---
> Jonah Hirsch
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Linux server hlds

2012-03-28 Thread Steve
try srcds.com for information in how to set up a server
On Mar 28, 2012 8:35 AM, "sami mäntysaari"  wrote:

> hello everbody!
>
> My tf2 server dosen't start at all in linux it dosen't find map to load and
> all maps is in right place so please help me
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other "incomplete update" problems

2011-12-16 Thread Steve Dudenhoeffer
"Steve how do your servers update?"

http://nephyrin.net/tools/nemrun/latest/

I took the srcdsupdatetool from Nemrun and run it via a crontab every 10
minutes on central server of mine, if it detects an update then it triggers
every one of my game server machines to run a steam update.  There is one
master copy of the game installs per machine, and when this copy finishes
updating successfully it's then copied over to all game servers on the
machine (1 game server per core for my setup, so some machines have 8
servers).

The entire system is automatically triggered, and I use a custom plugin set
that has as few hacks as possible to minimize breakage on updates.  It
works pretty well except for how painfully long some steam updates take to
download.  Hopefully that'll be addressed on Valve's end soon enough,
though.


On Fri, Dec 16, 2011 at 4:04 PM, PharaohsPaw  wrote:

> Hi Fletch,
>
> No, it's OK.  Thanks for responding.
>
> I do have to wonder if there is something I could, or SHOULD do
> differently.  With folks like Steve who posted a few replies back
> mentioning that he updates 145 servers and has never seen this problem
> before - and that he doesn't use -verify_all either, it does make me
> wonder what could possibly be wrong, or at least "fatally different" about
> what our setup does.
>
> The steam.inf file must update properly for some people, since Steve has
> never seen a problem (and he has a lot more servers being updated also).
>
> Steve how do your servers update?  Do you have -autoupdate on the command
> line?  Do they just update when the map changes, or are you doing
> something different such as one of the plugins that uses steamtools to
> handle the master request restart?
>
> I'd hate to imagine having to manually restart/update 145 servers. :)
>
> I'm also wondering if maybe what I should do is edit the nemrun script to
> put some kind of a delay in, so that when an update is detected (because
> srcupdatecheck returned a 7 code), it waits a little while before it
> actually begins the update process (calling steam to update the tree) --
> so that even though we detect an update being released really quickly
> after it hits, and knows it needs to start an update, it waits X number of
> seconds first - to try to give extra time for the files to be pushed to
> the masters before we start that update.  If the problem has anything to
> do with waiting long enough for the update files to be propagated to any
> master the steam binary is likely to hit to begin the update, this would
> probably help.
>
> Fletch is there any chance at all that the steam.inf file might just be
> one of the last files to get placed onto the masters when update files are
> loaded/replicated?  If so, then this could be another indicator that
> nemrun just needs to wait a little longer before it starts an autoupdate.
>
> Thanks,
> PharaohsPaw
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other "incomplete update" problems

2011-12-16 Thread Steve Dudenhoeffer
I update 145 servers whenever there's a joint CS:S & TF2 update and I have
never once experienced this problem.

I do not use -verify_all because updates are slow enough.  The only fancy
thing I do is each machine will check the return value of the steam
executable and keep looping until it returns 0 since it likes to keep
aborting for no real reason.

On Fri, Dec 16, 2011 at 12:04 PM, PharaohsPaw  wrote:

> Although I've said much of this already I'm making a separate post in its
> own topic in hopes that Valve will give it some serious consideration, and
> more importantly, do something about it to fix the problem.  I am thankful
> that Valve staff does pay attention to this mailing list.
>
> The subject of this post is a problem that has been around for a long
> time.  I have been operating public gameservers off and on since 2006 and
> have seen this occur with some update releases pretty much since then.  I
> am not the first person to say this happens, and I am also pretty sure
> this is not the first time I had something to say about it here.
>
> In short, the problem is incomplete updates.  It seems that the
> (gamedir)/steam.inf file is the file most often left out of updates, but
> sometimes other updated or new files are involved.  Sometimes (apparently)
> files that an "updated" server will crash without are missed.
>
> SCOPE OF PROBLEM
> I should point out that I am specifically referring only to update
> scenarios where the updater for a particular gameserver "tree" initiates
> an update, pulls in files, AND RECEIVES A SUCCESSFUL "HLDS Installation Is
> Up to Date" MESSAGE FROM THAT MASTER AND THE STEAM BINARY RESPONSIBLE FOR
> UPDATING THE SERVER FILES EXITS WITH A 0 RETURN CODE when there are
> actually files missing and the server cannot run properly afterwards as a
> result.
>
> The scenario in question also involves NOT using -verify_all among the
> arguments passed to the steam binary to perform the update.
>
> Whether the server in question is just using srcds_run with -autoupdate
> among the command line arguments, or using nemrun or any other
> properly-written script isn't important.
>
> While it is possible to have incorrectly-written scripts to run and/or
> update our servers, that isn't what I'm talking about here.  Nemrun and
> other properly-written update scripts do not run "./steam -command update
> -game tf -dir ." (or whatever) only once and ASSUME the update was
> successful.  We can't do that because it is fairly common to get a
> connection reset from whichever master we are pulling the update from
> before it is complete.  It has to check the return code from the steam
> binary doing the update, and if it isn't 0, you have to repeat until it IS
> 0.
>
> Also, it needs to be understood by anyone at Valve investigating this
> problem that neither nemrun, nor any other script (including your own
> srcds_run with used with -autoupdate) that I'm talking about does anything
> more than call the steam binary with "-command update".  Nemrun in
> updatedaemon mode may have its own implementation of checking in with
> steam to see if an update is needed, but it does comply with your
> protocols, and even when it does start an update, it only does it because
> your masters said a required update was available.  And it calls the same
> steam binary to do the actual updating that srcds_run does.
>
> Guess why the steam.inf file is so important?  This isn't specific to
> nemrun, by the way.  It tells the dedicated server which version to report
> to the steam masters.  So its contents (or existence) means everything to
> that dedicated server when it checks in with the masters.  You could be
> 100% in sync with the latest dedicated server files, and edit steam.inf to
> show an older version, and the next time your server checks in with the
> masters it is going to tell you that you need to update.  And until your
> steam.inf file has the same patch level/version that the masters think is
> the latest required version, your server will keep telling you to restart
> for the latest update.  The same is true if the file isn't there at all.
> So it's not just nemrun that needs this file.  It needs it for the same
> reasons the gameserver itself does.
>
> The nemrun scripts are out there for Valve and anybody else to look at.
> Please look at them before you say nemrun is the problem.  It isn't.
>
> So what IS going on?  As far as I'm concerned we have a couple of
> different issues here:
>
> 1. The steam binary can remove the existing steam.inf file while updating
> a server, even if it doesn't have an updated one to replace it with.
>
> 2. The steam binary will exit with a 0 return code and claim that the HLDS
> Installation is Up To Date when the server hasn't been fully updated.
>
> Anyone seeing a pattern yet?
>
> STEAM BINARY
>
> Now, let's talk about distributing updates among your masters.  Here are a
> couple questions anyone thinking about this rationally should ask:
>
> 1. Why d

Re: [hlds_linux] HLDS crash - dumps?

2011-12-14 Thread Steve Dudenhoeffer
Aim maps are notoriously unstable for me, also running on Linux.  Any map
that manipulates a player's starting weapons or has a weapon_strip entity
in it will eventually cause a crash somewhere inside of CS's weapon
handling code, almost as though there's an invalid pointer inside of a
player's weapon pack or something.  I've tried everything to fix it, and
nothing helps so it's just something I live with now.

On Wed, Dec 14, 2011 at 7:52 PM, daniel jokiaho wrote:

> Hardware issues would make more than one server to break.
> On 15 Dec 2011 00:59, "doc"  wrote:
>
> > What does "tried everything" mean?
> >
> > If you completely reinstalled the software on another machine (different
> > hardware) and it's STILL giving you problems then I would say there is a
> > very big problem with srcds.
> >
> > But you probably didn't try different hardware and I'm just being
> pedantic
> > to point out the importance of people listing off exactly what they've
> done
> > so far.
> >
> > Also some maps will crash hlds/srcds if they have type-case problems
> > (uppercase names crash Linux or something where Windows will find the
> right
> > file/resource).
> >
> > On Wed, Dec 14, 2011 at 9:11 AM, C Szabo  wrote:
> >
> > >
> > > Running several servers on a machine, only one of them keep crashing.
> > > Tried everything.. Nothing in serverlogs, but  I'm getting core dumps
> and
> > > dumps in /tmp/dumps..
> > > How to open them? How do I find out what the problem is? I think its
> HLDS
> > > that have problems with different custom maps.
> > > crash_20111214174549_1.dmpcore.11788
> > >
> > >
> > > --CRASH: Wed Dec 14
> 15:37:23
> > > CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map
> > aim_brutalcs
> > > +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile
> > > hlds.3725.pidEnd of crash
> > >
> >
> reportCRASH:
> > > Wed Dec 14 16:07:05 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
> > > x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
> -pingboost 2
> > > -tos -debug -pidfile hlds.3725.pidEnd of crash
> > >
> >
> reportCRASH:
> > > Wed Dec 14 16:25:13 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
> > > x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
> -pingboost 2
> > > -tos -debug -pidfile hlds.3725.pidEnd of crash
> > >
> >
> reportCRASH:
> > > Wed Dec 14 17:06:31 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
> > > x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost
> 2
> > > -tos -debug -pidfile hlds.3725.pidEnd of crash
> > >
> >
> reportCRASH:
> > > Wed Dec 14 17:48:58 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
> > > x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
> -pingboost 2
> > > -tos -debug -pidfile hlds.26143.pidEnd of crash
> > > report--
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
Right, forgot about that page. Usually update are just offset+1 not +3
so... Updating it again, thanks

2011/11/8 Vathral 

> On 11/7/2011 5:57 PM, Zaretti Steve wrote:
>
>> I know that, I just request more info to patch, offset and co, of my
>> "little" sourcemod asap
>>
>>  This may be of help to update gamedata files when needed.
> http://www.sourcemodplugins.**org/index.php?page=**vtableoffsets&appid=240<http://www.sourcemodplugins.org/index.php?page=vtableoffsets&appid=240><
> http://www.sourcemodplugins.**org/index.php?page=**vtableoffsets&appid=240<http://www.sourcemodplugins.org/index.php?page=vtableoffsets&appid=240>
> >
>
> --
> デビット ヽ(´ー`)ノ
>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<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


Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
I know that, I just request more info to patch, offset and co, of my
"little" sourcemod asap


2011/11/7 Eli Witt 

> The fix is to disable SourceMOD and not rely on it for your server to
> function. Valve is under no obligations to ensure your little plugin or
> SourceMOD works after any patches, and they've stated more than once they
> have no intention of doing so.
>
> On Mon, Nov 7, 2011 at 5:47 PM, Saul Rennison  >wrote:
>
> > Disable your addons. Valve don't fuss about breaking plugins between
> > patches.
> >
> > On Monday, 7 November 2011, Zaretti Steve  wrote:
> > > I've only activated one plugin, which is the "base" on my server. And
> it
> > > still crashing with this error.
> > >
> > >  So, I'd like to fix that as fast as possible
> > >
> > > 2011/11/7 Necavi 
> > >
> > >> Sourcemod is just fine on our servers, only one plugin is messed up, I
> > >> recommend disabling any unnecessary plugins and making sure to update
> to
> > >> the
> > >> latest stable release.
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com
> > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Zaretti
> > >> Steve
> > >> Sent: Monday, November 07, 2011 14:42
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] Mandatory Counter-Strike: Source update
> > released
> > >>
> > >> What did you changed that brokken sourcemod with this error?
> > >>
> > >> 2011/11/7 Loďc PERY 
> > >>
> > >> > ersion : 1.0.0.67/19 4743 insecure (secure mode enabled,
> disconnected
> > >> from
> > >> > Steam3)
> > >> >
> > >> > cool 
> > >> >
> > >> > 2011/11/7 1nsane <1nsane...@gmail.com>
> > >> >
> > >> > > Disable addons.
> > >> > >
> > >> > > On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve  >
> > >> > wrote:
> > >> > >
> > >> > > > Client "[T]AFFEUR" connected (92.131.72.169:27005).
> > >> > > >
> > >> > > > Program received signal SIGSEGV, Segmentation fault.
> > >> > > > 0xf45a56f0 in
> > >> > > CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
> > >> > > > () from /home/kossolax/srv_css/css/cstrike/bin/server.so
> > >> > > > ___
> > >> > > > 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
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> > --
> >
> >
> > Kind regards,
> > *Saul Rennison*
> > ___
> > 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


Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
I've only activated one plugin, which is the "base" on my server. And it
still crashing with this error.

 So, I'd like to fix that as fast as possible

2011/11/7 Necavi 

> Sourcemod is just fine on our servers, only one plugin is messed up, I
> recommend disabling any unnecessary plugins and making sure to update to
> the
> latest stable release.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zaretti
> Steve
> Sent: Monday, November 07, 2011 14:42
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory Counter-Strike: Source update released
>
> What did you changed that brokken sourcemod with this error?
>
> 2011/11/7 Loïc PERY 
>
> > ersion : 1.0.0.67/19 4743 insecure (secure mode enabled, disconnected
> from
> > Steam3)
> >
> > cool 
> >
> > 2011/11/7 1nsane <1nsane...@gmail.com>
> >
> > > Disable addons.
> > >
> > > On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve 
> > wrote:
> > >
> > > > Client "[T]AFFEUR" connected (92.131.72.169:27005).
> > > >
> > > > Program received signal SIGSEGV, Segmentation fault.
> > > > 0xf45a56f0 in
> > > CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
> > > > () from /home/kossolax/srv_css/css/cstrike/bin/server.so
> > > > ___
> > > > 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
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
What did you changed that brokken sourcemod with this error?

2011/11/7 Loïc PERY 

> ersion : 1.0.0.67/19 4743 insecure (secure mode enabled, disconnected from
> Steam3)
>
> cool 
>
> 2011/11/7 1nsane <1nsane...@gmail.com>
>
> > Disable addons.
> >
> > On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve 
> wrote:
> >
> > > Client "[T]AFFEUR" connected (92.131.72.169:27005).
> > >
> > > Program received signal SIGSEGV, Segmentation fault.
> > > 0xf45a56f0 in
> > CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
> > > () from /home/kossolax/srv_css/css/cstrike/bin/server.so
> > > ___
> > > 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


Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
Client "[T]AFFEUR" connected (92.131.72.169:27005).

Program received signal SIGSEGV, Segmentation fault.
0xf45a56f0 in CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
() from /home/kossolax/srv_css/css/cstrike/bin/server.so
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
oh nice idea,
  I'm doing that for materials, models, and sounds files; so it's should
work

2011/10/22 brendan halley 

> Could just create a symlink?
> On 22/10/2011 9:12 PM, "Zaretti Steve"  wrote:
>
> > This will prevent crash of CSS because of TF2 update. Like the "kill" bug
> > (who crashed css server) when replay cames to TF2
> >
> >  So it's fine now
> >
> > 2011/10/22 Kacper Nowak 
> >
> > > Yes, simple and true sugestion. Finally I will do so, but then i have
> to
> > > change my panel and scripts. Easiest way would be staying with old
> > > structure. Now other games are in orangebox dir, and only css is in css
> > :)
> > > What a consistent development, my congratulations to valve developers
> :D
> > >
> > > Cheers, have a nice weekend :)
> > >
> > >> Why don't you just rename your folder from orangebox to css?  Update
> are
> > >> faster
> > >>
> > >> 2011/10/22 Kacper Nowak
> > >>
> > >>  Hi,
> > >>>
> > >>> after last update content of directory orangebox was moved to css. Is
> > it
> > >>> possible to block this and stay in orangebox (old directory
> structure).
> > >>> This
> > >>> update screwed up all my servers, its crazy idea to change file
> > location
> > >>> now!
> > >>>
> > >>> Does anyone have solution ?
> > >>>
> > >>> KN
> > >>>
> > >>> ___
> > >>>
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux<
> > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux>
> > >>> <**http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> > 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<
> > 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<
> > 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


Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
This will prevent crash of CSS because of TF2 update. Like the "kill" bug
(who crashed css server) when replay cames to TF2

 So it's fine now

2011/10/22 Kacper Nowak 

> Yes, simple and true sugestion. Finally I will do so, but then i have to
> change my panel and scripts. Easiest way would be staying with old
> structure. Now other games are in orangebox dir, and only css is in css :)
> What a consistent development, my congratulations to valve developers :D
>
> Cheers, have a nice weekend :)
>
>> Why don't you just rename your folder from orangebox to css?  Update are
>> faster
>>
>> 2011/10/22 Kacper Nowak
>>
>>  Hi,
>>>
>>> after last update content of directory orangebox was moved to css. Is it
>>> possible to block this and stay in orangebox (old directory structure).
>>> This
>>> update screwed up all my servers, its crazy idea to change file location
>>> now!
>>>
>>> Does anyone have solution ?
>>>
>>> KN
>>>
>>> ___
>>>
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> <**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


Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
Why don't you just rename your folder from orangebox to css?  Update are
faster

2011/10/22 Kacper Nowak 

> Hi,
>
> after last update content of directory orangebox was moved to css. Is it
> possible to block this and stay in orangebox (old directory structure). This
> update screwed up all my servers, its crazy idea to change file location
> now!
>
> Does anyone have solution ?
>
> KN
>
> __**_
> 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


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

2011-10-14 Thread Zaretti Steve
Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice 

> Hi,
>
> uhmwhy was all (CS:S) moved from orangebox to css?
> Is it now right to suppose that all my addons, maps has to be woved to
> the new path?
>
> On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina 
> wrote:
> >
> > Feedback here
> >
> > Linux AMD64 Debian unstable, game is TF2.
> >
> > CPU usage is relatively way down.  I will have to watch my aggregate
> graphs
> > tomorrow, but brief inspection of htop and current graphs show CPU usage
> is
> > down for the given player load.  Hard to tell if more cores are being
> used
> > because I've got six cores and many different servers running.
> >
> > Choke where I've got a client ping of about 70ms on a loaded 24 player
> > server is also down.  This is a very positive change.
> >
> > I don't even know what to say about the css files mess.  It's like
> mushroom
> > community management.  Throw shit on em and let them figure it out on
> their
> > own.
> >
> >
> >
> > Kigen wrote:
> >>
> >> The threading is designed to make the server more responsive.  Not
> >> lowering CPU usage.
> >>
> >> On Thu, Oct 13, 2011 at 8:37 PM, 1nsane<1nsane...@gmail.com>  wrote:
> >>>
> >>> Could someone from Valve elaborate on the server threading?
> >>>
> >>> I have at least 40% CPU free per core almost always. Would this
> threading
> >>> allow me to run more servers now, or is it for just a couple things
> like
> >>> say
> >>> the queued packet thread?
> >>>
> >
> > --
> > # Jesse Molina
> > # Mail = je...@opendreams.net
> > # Page = page-je...@opendreams.net
> > # Cell = 1.602.323.7608
> > # Web  = http://www.opendreams.net/jesse/
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> Don't Trust if you don't want!
>  Don't Bealive if you don't Touch!
>
> - ~~> Powered by Debian Testing <~~
>
> ___
> 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


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

2011-10-13 Thread steve grout

sooo many clients crashing on TF2 :(

On 14/10/2011 00:39, Russell Smith wrote:
I assume this was done to add cp_gullywash_final1 to both files, but I 
would have rather done so manually.


Russell

On 10/13/2011 4:35 PM, Alan Kennedy wrote:

Just happened to me too. WTF

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: "Russell Smith"
Para: "Half-Life dedicated Linux server mailing 
list"

Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch

Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.
Counter-Strike: Source has also been moved to use its own engine and
dedicated server depots. Because of this, dedicated server files for
Counter-Strike: Source will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause
a crash on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to "Map changes"
- Fixed game servers not being able to execute the retry command due
to the dependence on the connect command (which is not executable by
game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active
Source mod, not the fps_max convar
- Server processing delays have been reduced, especially for servers
on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce
CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux
(already enabled on Windows)
- An exploit with non-printable characters causing lag on Windows
servers has been fixed
- CPU is fully yielded back to the system whenever the server is
running faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby
players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and
takes into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the
Manniversary
- Added loadout presets -- each class can now store four complete
loadouts, including weapons and cosmetic items, and change between
them with the press of a button.
- Added a new item type that can accept user-applied decals. Take
any image off your hard drive, put it on a stick, and then smash
people with it! (See the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see "Capture abuse
report data" under "Miscellaneous" controls)
- Non-newly-released weapons in the store can now be tried out for
free once per week! This will give you a fully-functional version of
the weapon to be used in-game for no cost. If you decide you like
it, you can purchase it for a discount during the trial period.
- All items purchased in the store can be used for crafting and can
be traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication
and management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are
available in the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
forward spawn areas

Replay:
- New camera shake functionality added for replays that are not
sufficiently dramatic
- New slow-motion functionality added for replays where even camera
shake does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the
Heavy
- World

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

2011-10-13 Thread steve grout

ya think :)

On 13/10/2011 23:05, Hugo R. wrote:

looks like all games downloads (as steam client) and Steam servers (TF2, CSS, 
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE. 
Did Steam servers are overloaded ?
---
Hugo



Date: Fri, 14 Oct 2011 00:03:12 +0200
From: e...@evcz.tk
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

I'm not able to start css... is this css or other games?

Il 13/10/2011 23:56, oGre ha scritto:

Server doesn't look too good either:

Unknown command "startupmenu"
Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Cannot verify load for invalid steam ID [I:0:0]
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013235556_1.dmp
success = no
error:  Failed to open/read local data from file/application
Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
generate a debug.log to help with solving this problem
Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


2011/10/13 timur 'grammaton' celikkesen


Shit happens ;-)

btw

we have a few hundred users on our community-site complaining about a bug
crashing the client

"Connect on replay.dll failed"

any idea?

cheers

grammaton






// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
E-Mails kann ich keine Haftung für den Inhalt übernehmen.

-Ursprüngliche Nachricht- From: Henry Goffin
Sent: Thursday, October 13, 2011 11:51 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Oops. The net_graph fix was made in an earlier version of the server before
the FPS changes were made. You can ignore that patch note.


-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:
hlds_linux-bounces@**list.valvesoftware.com]
On Behalf Of timur 'grammaton' celikkesen
Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Thanks for the update shortly before the cs:go presentation... to this
late european hour where almost all hosters are on "nightwatch" mode :D



- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than
1000


I am just wondering about the framerate-cap based on the tickrate and
fixing
the netgraph if greater than 1000.isnt it just a "contradiction"?



cheers

grammaton - sourcejunkies.de


__**_
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


___
To unsubscribe, edit yo

[hlds_linux] Demo primary and secondary weapons

2011-09-26 Thread steve grout
So what happened with the demo primary and secondary weapons not being 
able to be used unless they are strange?


had to reboot the server to sort it!

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Counter-Strike: Source Update Available

2011-09-17 Thread Steve Dudenhoeffer
Detouring the call to CCSGameStats::UploadRoundStats(void) inside of
CCSGameStats::FireGameEvent(IGameEvent *) shows that it's still being called
even with that cvar set to 1, and blocking the call entirely fixes the lag
again.

On Sat, Sep 17, 2011 at 12:47 PM, Thiesson Johann wrote:

> Both.
> We have a 100% cpu spike at the server side.
>
> --
> Johann
>
> 2011/9/17 Tony Paloma 
>
> > Are you getting a hitch on the server or the client?
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thiesson Johann
> > Sent: Saturday, September 17, 2011 8:24 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Counter-Strike: Source Update Available
> >
> > Hello,
> >
> > Same here. Even with sv_noroundstats 1 .
> >
> > --
> > Johann
> >
> > 2011/9/17 Loïc PERY 
> >
> > > Yes i confirm with the new variable set to 1 the problem is still
> > > present
> > >
> > > 2011/9/17 Saul Rennison 
> > >
> > > > Phwoar 33 msec is a damn long time
> > > >
> > > > On Saturday, 17 September 2011, Dan hansen  wrote:
> > > > >
> > > > > I still have the problem on all my servers, with sv_noroundstats 0.
> > > Here
> > > > is the console log.
> > > > >
> > > > >
> > > > >  ROUND STAT DEBUG UploadRoundStats completed. 33.390 msec.
> > > > Breakdown: a: 0.004 msec b: 0.024 msec c: 0.000 msec d: 33.360 msec
> e:
> > > > 0.002
> > > > msec objects: 4 1 4 3
> > > > >
> > > > > 2011/9/17 Tony Paloma  An optional update
> > > > > to Counter-Strike: Source is now available. The
> > > > specific changes include:
> > > > >
> > > > >
> > > > >
> > > > > Counter-Strike: Source
> > > > >
> > > > > - Made stats reporting less verbose in an effort to reduce server
> > > hitches
> > > > at round end
> > > > >
> > > > > - Added a server convar "sv_noroundstats" for server admin to turn
> > > > > off
> > > > stats reporting if the server is hitching at round end. This
> > > > shouldn't be necessary since the stats have been made less verbose.
> > > > >
> > > > > Please leave stats enabled unless you are seeing hitches. If you
> > > > > are
> > > > getting hitches at round end, I'd appreciate if you turn on
> > > > sv_debugroundstats and send me the console output after one of the
> > > > end-round hitches. If you aren't getting hitches anymore after the
> > > > update, well
> > > then,
> > > > I'd like to know that too.
> > > > >
> > > > > Thanks,
> > > > > Tony
> > > > >
> > > > >
> > > > > ___
> > > > > 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
> > > > >
> > > >
> > > > --
> > > >
> > > >
> > > > Kind regards,
> > > > *Saul Rennison*
> > > >  ___
> > > > 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
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
Unfortunately the system I use is custom and wouldn't be compatible with
usual MM:S/SourceMod solutions.  However, someone who is familiar with
detouring functions inside of MM:S should easily be able to create a block
for it.

On Fri, Sep 16, 2011 at 12:37 PM, Marc.B  wrote:

> Intresting Steve. Thanks for the feedback.
> How did you blocked that function ?
>
> Marc.
>
> On Fri, Sep 16, 2011 at 6:36 PM, Michael Gosvig 
> wrote:
> > Got the problem on all my serveres also
> > Den 16/09/2011 17.33 skrev "Markus Veit" :
> >> Am 16.09.2011 17:21, schrieb ics:
> >>> I have CSS and TF2 servers assigned 1 per core on our machine, no
> >>> crashes or freezes. (talking about CSS, haven't played TF2 yet).
> >>> Uptimes show that they have been up since the update though.
> >>>
> >>> -ics
> >>>
> >>> 16.9.2011 18:16, Marc.B kirjoitti:
> >>>> Hi,
> >>>>
> >>>> We have been running tests all the day and have discover a issue with
> >>>> this update. If you assign a single core to the server, it will freeze
> >>>> on player death, defuse, bomb going of.
> >>>> If you assign more than one core, it almost work as before, still a
> >>>> very short freeze.
> >>>>
> >>>> Please give this issue a look.
> >>>>
> >>>> Thank you.
> >>>>
> >>>> Marc.
> >>>>
> >>>> ___
> >>>> 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
> >>>
> >> i have same problem, its 4 core Server ^^ and Frezze when Round end and
> >> Round Start -.-
> >>
> >> ___
> >> 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


Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
This is from the steam stats being uploaded in, what I assume is, a blocking
socket connection.  When I stop the function CCSGameStats::UploadRoundStats
from executing the lag goes away.  Note this is even with sv_nostats set to
1 (what's the point of that cvar?).

On Fri, Sep 16, 2011 at 11:33 AM, Markus Veit  wrote:

> Am 16.09.2011 17:21, schrieb ics:
>
>  I have CSS and TF2 servers assigned 1 per core on our machine, no crashes
>> or freezes. (talking about CSS, haven't played TF2 yet). Uptimes show that
>> they have been up since the update though.
>>
>> -ics
>>
>> 16.9.2011 18:16, Marc.B kirjoitti:
>>
>>> Hi,
>>>
>>> We have been running tests all the day and have discover a issue with
>>> this update. If you assign a single core to the server, it will freeze
>>> on player death, defuse, bomb going of.
>>> If you assign more than one core, it almost work as before, still a
>>> very short freeze.
>>>
>>> Please give this issue a look.
>>>
>>> Thank you.
>>>
>>> Marc.
>>>
>>> __**_
>>> 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
>>
>>  i have same problem, its 4 core Server ^^ and Frezze when Round end and
> Round Start -.-
>
>
> __**_
> 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


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

2011-07-27 Thread steve grout

ok so it appears i failed at disabling replay :(

even though -replay was on the command line i though replay_enable 0 
would stop it from failing, apparently not so i removed-replay from the 
command line. All looks good so far :)


On 28/07/2011 01:14, Jesse Molina wrote:


For me it hangs my tmux session and I have to tmux kill-session the 
whole thing.  Maybe sigquit would work, but this is just easier from 
my script.




Evan wrote:
I am having the same problem.  Its no big deal as the server is 
restarting

anyways
On Jul 27, 2011 4:28 PM, "Jesse Molina"  wrote:

>
>  This did not fix what I thought it did. My servers are still 
crashing

>  when quit/exit is sent to the console;
>
>  quit
>  PreMinidumpCallback: updating dump comment
>  Uploading dump (in-process) [proxy '']
>  /tmp/dumps/crash_20110727130354_1.dmp
>
>
>  Servers had seen full use over the last 24 hours, but were empty 
at the

>  time quit was issued. Uptime for both was about 18 hours.
>
>  I've got dumps. See next message.




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
ok, so did another verify all... removed sourcemod, removed replay.. and 
every single map change the server crashes.. im lost now!


On 28/07/2011 01:04, Jesse Molina wrote:


no hlds_announce list usage?  Even though it's not a required update?



Jason Ruymen wrote:
Updates to Team Fortress 2 are now available.  The specific changes 
include:


- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


___
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


Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
to be honest we shouldn't of updated our windows servers with this 
update as ever since we have had 4 crashes on one of our servers.  
Strange how all our other servers are working fine and they all have 
sourcemod installed however it's also the only one that failed on the 
update (just hung around for ages - 30 mins - on the update so killed 
the process ) then did a verify_all.


Just doing another verify_all, not that i hold out too much hope.  Sad 
thing is this server has been fully 90% of the time since the F2P was 
introduced, now it's sitting empty :(


On 28/07/2011 01:04, Jesse Molina wrote:


no hlds_announce list usage?  Even though it's not a required update?



Jason Ruymen wrote:
Updates to Team Fortress 2 are now available.  The specific changes 
include:


- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


___
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


Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
yup, ever since the last two updates one of the windows servers crash 
every few maps with replay on.  It's the only one with replays on and 
like all the rest (inc linux) has soucemod on.


On 27/07/2011 22:01, Jason Ruymen wrote:

Updates to Team Fortress 2 are now available.  The specific changes include:

- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


___
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


Re: [hlds_linux] Server Trend

2011-07-14 Thread steve grout

thanks guys,

i know they said that they are still working on the system, i just 
wondered if i'd missed an email.


We are also getting our servers dropping off from the system but like 
you said Saint, a few kicks up the bum and they seem to re-join.


Thanks again all

On 14/07/2011 12:05, Saint K. wrote:

One thing is for sure. The system does require a bit of serious debugging&  
fixing.

Our main issue, servers "dropping off" the Quickplay system. Currently I have 5 
overloaded servers, and 2 sitting empty not being picked up by the Quickplay system. 
After several restarts and tries, it seems to rejoin the system and fills up in a matter 
of minutes.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 14 July 2011 12:53
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Trend

Since the cvar was introduced, my 3 older servers have been downward fast and 
the new one has been slightly upward. Only if yours are empty, then there might 
be something wrong.

-ics

- Alkuperäinen viesti -

Some mails ago someone from valve wrote that they are still working on
the balance where to send the player when he is using matchmaking. So my
guess is they are still playing around and you get a worse rate than
before. Also they wrote that more valve server are up which are most
likely are   prefered over yours.

This and that many players just tried out tf2 and now turned their back
to it can be your reasons.

Am 14.07.2011 11:30, schrieb steve grout:

Our main community server has been almost constantly full since the
matchmaking/F2P release so i would like to thank who ever thought up
that idea at Valve..

now to the point.. Since registering our main community server our
trend has always been 'good' standing Trend: slightly upwards.   It's
been this way for weeks but today i noticed that our standing is still
'good' but the Trend is 'downwards fast'.   We've changed nothing on
our server at all over this time and like i have mentioned it's been
constantly full.

Anyone got any ideas as to why this might be?

Thanks for your time

___
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


[hlds_linux] Server Trend

2011-07-14 Thread steve grout
Our main community server has been almost constantly full since the 
matchmaking/F2P release so i would like to thank who ever thought up 
that idea at Valve..


now to the point.. Since registering our main community server our trend 
has always been 'good' standing Trend: slightly upwards.  It's been this 
way for weeks but today i noticed that our standing is still 'good' but 
the Trend is 'downwards fast'.  We've changed nothing on our server at 
all over this time and like i have mentioned it's been constantly full.


Anyone got any ideas as to why this might be?

Thanks for your time

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread steve grout
We use a modified version of the built in soucrmod reserved slots system 
set so it doesn't kick people when an admin joins (29 slot server using 
sv_visiblemaxplayers 24) the only thing then is it will kick on map 
change to free up the reserved slots and also if everyone uses the 5 
reserved slots it becomes a 29 man server but it soon goes back to 24 
through people leaving.


Our servers are full almost all the time.

On 05/07/2011 16:33, Flubber wrote:

Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.

2011/7/5 Eric Riemers


I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually didn't
go to that server anymore)

ofcourse with the massive amount of f2p players its a different story :)

On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler
http://forums.alliedmods.net/showthread.php?t=72322

i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a)
joins. i considered this the most satisfying solution.

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends
new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovan   wrote:

I'm getting players with quickplay on my 32slots servers too... without
"cheating" the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar

  wrote:

This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold<

peter_va...@reinhold.dk

wrote:
Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P,
i've
started looking into reserving slots for our admins.

Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something "illegal" and risk my server

banned,

but is it possible to extend the playercount to, for instance, 28,

and

still

only have 24 public slots visible?

So, when an admin joins, playercount will be 25, and pub players are

still

disallowed, then when someone leaves, we are at 24, and pubs are

still

disallowed, but the admin is then moved to a public slot.

Is this possible in any way?


Kind Regards,

/Peter

__**_
To unsubscribe, edit your list preferences, or view the list

archives,

please visit:
http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<

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

___
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


Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread steve grout

ok, so first off we're on windows so appologies :)

we have the same issue with high cpu usage, it also seems like the 
server has timed-out (the time out thing appears) when the server is 
doing the replay checks to see if it can delete. :(


although we are running on the last MM and SM snapshots so i'm not sure 
if that's anything to do with it.  Then again, would SM/MM affect the 
replay checks?




On 24/06/2011 19:16, 1nsane wrote:

My servers (replay enabled) are maxing out the available CPU and
experiencing some lag sometimes.

These particular servers have a 2.83 ghz core each (Q9550) and prior to
update worked fine.

Absolutely no plugins are loaded yet.

On Fri, Jun 24, 2011 at 10:50 AM, Marco Padovan  wrote:


I'm getting impressively high cpu usage (50% cpu usage when server is
empty) after the recents tf2 updates...
these were just standard servers used for etf2l competitions (no mods,
nothing... just STV enabled...)

Anybody having the same problem? what's the cause?


___
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


Re: [hlds_linux] Upate today

2011-05-13 Thread steve grout
on my previous email please read replay_fileserver_path as 
replay_fileserver_remotepath. apologies about that i just got myself all 
confused as to why replay isnt working any more on our servers without 
crashing.


On 13/05/2011 07:16, Mikael Ejberg Pedersen wrote:

You can run with "-replay" or just "-replay," which will
default to "replay.cfg."

-Jon


And I can add that if you use "-replayserverdir", then it must come
before "-replay". If not, the server will hang during startup. Don't ask
me how I know ;)

Best regards,
Mikael


___
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


Re: [hlds_linux] Replay feature requests

2011-05-11 Thread steve grout

hey guys wonder if you could help (i have read the replay faq).

We had the replay system working along side the sourcetv system fine.. 
then it seems from last nights updates it doesn't work.  No i know some 
people still have this working and am wondering if it's OS based as the 
people i know are running linux servers while im on windows.


Any help would be great



On 11/05/2011 19:20, Asher Baker wrote:

Cool, thanks for the clarification Tony.

/me adds fixing VoiceHook to the to-do list.

On Wed, May 11, 2011 at 11:40 PM, Tony Paloma  wrote:

The voice data is still broadcast in the same way now that it is using Steam
to decode them. It's just when it reaches the client, it uses Steam
interfaces to decompress instead of IVoice interfaces and Speex.  I have the
Steam voice stuff disabled in my servers and do not recall hearing voice in
replays.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Wednesday, May 11, 2011 4:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay feature requests

On Wed, May 11, 2011 at 3:46 PM, Nephyrin
Zey  wrote:

replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very
talkative - being able to hear the game chatter as its going on would
be an awesome feature. I can understand why it's stripped by default,
but a var to enable it would be epicwin


I think this is just a technical limitation due to the change to using Steam
for voice.
It used to be that the server just rebroadcast the voice data coming in from
the clients, and since demos are basically just saved network packets, the
voice data was stored. You could easily test this by turning off
sv_use_steam_voice for a bit and seeing if voice is in the reply recordings.
This is pretty much just guesswork based on what I know about the old voice
chat system and the new one, if I'm correct though it would mean that voice
isn't recorded into SourceTV recordings as of the hatless update either.

Asher.

___
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


Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Steve Grout
The replays do look more accurate althought I haven't tested properly

On 11 May 2011 11:31, "Claudio Beretta"  wrote:

both replay_snapshotrate and tv_snapshotrate convars default to 16, and this
can be changed.
i haven't checked yet if replays match the player POV better then TV demos,
but I wouldn't expect it since replays appear to be just sourcetv recordings
split in small chunks.


On Wed, May 11, 2011 at 12:07 PM, Ronny Schedel wrote:

>
> Has anyone checked if the replay demos have a higher precision, so it can
> be used for cheat ch...

___
To unsubscribe, edit your list preferences, or view ...
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] CS:S dedicated server (linux) update release coming?

2010-08-17 Thread Steve Dudenhoeffer
Have you tried a manual update?  Maybe your auto update system is failing...

On Tue, Aug 17, 2010 at 6:38 PM, PharaohsPaw  wrote:

> Hello,
>
> Per previous posts to list today from Valve, there is supposed to be a
> dedicated server update to CS:S coming out sometime today?  We saw the TF2
> update hit the servers but nothing so far for CS:S
>
> Reason I'm asking is because our servers (and basically all the others out
> there I've tried to connect to) haven't updated yet, servers are still
> reporting version 1.0.0.47.  Our servers will immediately apply the update
> as soon as valve releases it (thanks to nemrun) -- but the problem is our
> clients have already updated.  ie, the clients are up to 1.0.0.48 now, and
> none of the servers out there will let us join them (including our own)
> because they aren't up to date with our clients.
>
> So I guess what we really need is for that server update to come out...
> and also to disable the keep our game updated option in the game library..
> as this seems to be more trouble than good.
>
> Can't understand why client update is available before the server update...
>
>
>
>
> ___
> 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


Re: [hlds_linux] HLDS Segmentation Faults

2010-07-15 Thread Steve Dudenhoeffer
On Thu, Jul 15, 2010 at 4:57 AM, Fredrik Guldbrandzen wrote:

> Hi!
> I've been experiencing some problems with HLDS lately.
> HLDS Segmentation Faults and crashes for no apparent reason
>
> It all started a couple of day ago (July 9th) and I can't reproduce it.
> It doesn't seem to be totally random since it happens in bursts and then
> the
> server runs normally again.
>
> It comes and goes.
> I am beginning to suspect some sort of DoS-attack, but I'm not sure.
>
> Any ideas would be greatly appreciated!
>
> The crash-reports looks like this:
> --
> CRASH: Wed Jul 14 21:06:21 CEST 2010
> Start Line: ./hlds_amd -game cstrike +ip cs.blodbad.net +port 27016
> +maxplayers 21 +log on +map de_dust2 -secure -pingboost 2 +sys_ticrate 500
> -debug -pidfile hlds.3395.pid
> #0  0xf7155c03 in ?? ()
> No symbol table info available.
> End of crash report
> --
> Core dump : http://www.blodbad.net/uploads/downloads/core.6511.gz
>
> My system:
>
> hlds_version
> Protocol version 48
> Exe version 1.1.2.6/Stdio (cstrike)
> Exe build: 16:56:04 Mar  8 2010 (4883)
>
> $ cat /proc/version
> Linux version 2.6.26-2-amd64 (Debian 2.6.26-24) (da...@debian.org) (gcc
> version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)) #1 SMP Sun Jun 20
> 20:16:30 UTC 2010
>
> $ cat /etc/debian_version
> 5.0.5
>
> BR,
> Fredrik
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>


Alfred posted about a beta to fix a remote exploit about a week ago.

"We have released a beta update for Half-Life 1 Dedicated servers. To get
this beta run the hldsupdatetool with "-beta hlbeta" on the command line.

This beta fixes a crash exploit in the dedicated server caused by a
malicious client packet after a proper user connect. It also contains
rebuilt linux binaries using a newer internal build system so please report
any load problems you may see under linux."

I have updated all of my goldsrc servers with this after getting a string of
crashes earlier, and everything seems to be fixed and no plugins or anything
broke.  YMMV.

-Steve
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
I don't think so, if this kind of thing was possible on legit servers there
would be an avalanche of complaints.Not just from nosteam users.

The only people complaining are nosteam users.

If you run nosteam servers, quite frankly you're not entitled to any support
cause you're supporting thieves. Reinstall a clean install of srcds, don't
apply the nosteam crack, then let us know if it happens again.

Until then, it's a non-issue.

- Steve

On Fri, Jun 5, 2009 at 1:40 PM, Maximilian L.  wrote:

> Sorry. We are talking about SRCDS &  NS -> NoSteam
> BTW: Latest test show that this exploid obviously exists on legit side too!
>
> > What does SourceMOD (HL2) have to do with NS? (HL1)
> >
> > For all we know, it could be a nosteam exploit.
> >
> > On Fri, Jun 5, 2009 at 12:48 PM, Maximilian L.  wrote:
> >
> >
> >> 1st) "there´s a selfish nonsteam hater who does this hack on those NS
> >>
> >> servers.
> >>
> >> http://steamcommunity.com/profiles/76561198004893338
> >> STEAM_0:0:22313805<
> http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805>
> >> "
> >>
> >> ^that dude spams,in general, on the server that NS sux, after he hacked
> the
> >> server. Wich is, at this point good for legit, but exploids mostly never
> >> last long private, and then hell knows what happens next... But honestly
> i
> >> have to say that this guy is doing his work since over a month now. So
> lets
> >> hope he really just hate´s NS and does not touch legits or relese the
> >> exploid in public.
> >>
> >> 2nd) it´s not bad to stay in contact with guys running nonsteam. alot
> stuff
> >> got covered there first before on any legit servers. like many spottet
> crash
> >> vars valve has fixed already.
> >>
> >> BTW: I just heard now that the SM team seems have one eye on that issue.
> So
> >> there will be a fix if this is a "legit" exploid.
> >> But that´s unconfirmed by now.
> >>
> >>
> >>> Then how do you explain that most of those servers ips are on Non Steam
> >>> sites?
> >>> How can you be so sure that it is not the admins uploading the plugin
> to
> >>>
> >> the
> >>
> >>> server?
> >>>
> >>> 2009/6/5 Maximilian L. 
> >>>
> >>>
> >>>
> >>>> No, they havent out this plugin there themselve! This plugin is 100%
> >>>> placed from outside and also NOT through FTP!
> >>>> It´s open if there´s a exploid wich only appears on NS server, or if
> >>>> there´s a "valid" exploid wich didn´t got used yet for hacking legit
> >>>> servers.
> >>>> Anyway, here´s a selfish nonsteam hater who does this hack on those NS
> >>>> servers.
> >>>>
> >>>> http://steamcommunity.com/profiles/76561198004893338
> >>>> STEAM_0:0:22313805<
> >>>>
> >>
> http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805>
> >>
> >>>> Belive me or not by that. I #care since i´m not running NS anymore.
> But
> >>>> remember me on the day when somone says that this, yet unknown,
> exploid
> >>>> also exists on legit too.
> >>>>
> >>>> However, for now it would be kind enough from VALVE to fix the rcon IP
> >>>> banning not working issue, from wich would benefit everyone i think.
> >>>>
> >>>>
> >>>>
> >>>>> Don't you think that the guys who own those servers just put those
> >>>>>
> >>>>>
> >>>> NoSteam
> >>>>
> >>>>
> >>>>> plugins?
> >>>>>
> >>>>> 2009/6/4 Brian Rak 
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>> -BEGIN PGP SIGNED MESSAGE-
> >>>>>> Hash: SHA1
> >>>>>>
> >>>>>> I spent a little while looking into this, and found a few things:
> >>>>>>
> >>>>>> 1) The servers with rcon_password=1 are fine, and don't seem to have
> >>>>>> been hacked.  This is caused by the eventscripts rcon_lock plugin.
> >>>>>> Aside from showing the rcon_password as 1 it doesn't seem to have
> any
> >>>>>> n

Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
What does SourceMOD (HL2) have to do with NS? (HL1)

For all we know, it could be a nosteam exploit.

On Fri, Jun 5, 2009 at 12:48 PM, Maximilian L.  wrote:

> 1st) "there´s a selfish nonsteam hater who does this hack on those NS
>
> servers.
>
> http://steamcommunity.com/profiles/76561198004893338
> STEAM_0:0:22313805
> "
>
> ^that dude spams,in general, on the server that NS sux, after he hacked the
> server. Wich is, at this point good for legit, but exploids mostly never
> last long private, and then hell knows what happens next... But honestly i
> have to say that this guy is doing his work since over a month now. So lets
> hope he really just hate´s NS and does not touch legits or relese the
> exploid in public.
>
> 2nd) it´s not bad to stay in contact with guys running nonsteam. alot stuff
> got covered there first before on any legit servers. like many spottet crash
> vars valve has fixed already.
>
> BTW: I just heard now that the SM team seems have one eye on that issue. So
> there will be a fix if this is a "legit" exploid.
> But that´s unconfirmed by now.
>
> > Then how do you explain that most of those servers ips are on Non Steam
> > sites?
> > How can you be so sure that it is not the admins uploading the plugin to
> the
> > server?
> >
> > 2009/6/5 Maximilian L. 
> >
> >
> >> No, they havent out this plugin there themselve! This plugin is 100%
> >> placed from outside and also NOT through FTP!
> >> It´s open if there´s a exploid wich only appears on NS server, or if
> >> there´s a "valid" exploid wich didn´t got used yet for hacking legit
> >> servers.
> >> Anyway, here´s a selfish nonsteam hater who does this hack on those NS
> >> servers.
> >>
> >> http://steamcommunity.com/profiles/76561198004893338
> >> STEAM_0:0:22313805<
> http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805>
> >>
> >> Belive me or not by that. I #care since i´m not running NS anymore. But
> >> remember me on the day when somone says that this, yet unknown, exploid
> >> also exists on legit too.
> >>
> >> However, for now it would be kind enough from VALVE to fix the rcon IP
> >> banning not working issue, from wich would benefit everyone i think.
> >>
> >>
> >>> Don't you think that the guys who own those servers just put those
> >>>
> >> NoSteam
> >>
> >>> plugins?
> >>>
> >>> 2009/6/4 Brian Rak 
> >>>
> >>>
> >>>
>  -BEGIN PGP SIGNED MESSAGE-
>  Hash: SHA1
> 
>  I spent a little while looking into this, and found a few things:
> 
>  1) The servers with rcon_password=1 are fine, and don't seem to have
>  been hacked.  This is caused by the eventscripts rcon_lock plugin.
>  Aside from showing the rcon_password as 1 it doesn't seem to have any
>  negative effects.
>  2) The servers with actual rcon passwords have been hacked in some
>  way.  See http://forums.alliedmods.net/showthread.php?t=93937 for
> more
>  details on this.  Note that this is NOT an exploit in Sourcemod.
>  Anyone running a server with files as described in that topic should
>  email me the malicious plugins.
> 
>  - - Brian Rak
>  -BEGIN PGP SIGNATURE-
>  Version: GnuPG v1.4.9 (MingW32)
>  Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> 
>  iEYEARECAAYFAkooNb4ACgkQdYIfzEQqW+mUAgCgyOlA+h8ur7xvMKoJTQRl/6nG
>  xUEAoMGtzzoymi1hcpB0LAvUv8RtpFye
>  =sACC
>  -END PGP SIGNATURE-
> 
> 
>  ___
>  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
> >>>
> >>> __ Information from ESET NOD32 Antivirus, version of virus
> >>>
> >> signature database 4132 (20090604) __
> >>
> >>> The message was checked by ESET NOD32 Antivirus.
> >>>
> >>> http://www.eset.com
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >> --
> >> Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
> >>
> >>
> >> ___
> >> 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
> >
> > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4132 (20090604) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >

Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
These are all nosteam servers.

Interesting.

On Fri, Jun 5, 2009 at 6:24 AM, AnAkIn .  wrote:

> "have been hacked in some way"?
>
> Don't you think that the guys who own those servers just put those NoSteam
> plugins?
>
> 2009/6/4 Brian Rak 
>
> > -BEGIN PGP SIGNED MESSAGE-
> > Hash: SHA1
> >
> > I spent a little while looking into this, and found a few things:
> >
> > 1) The servers with rcon_password=1 are fine, and don't seem to have
> > been hacked.  This is caused by the eventscripts rcon_lock plugin.
> > Aside from showing the rcon_password as 1 it doesn't seem to have any
> > negative effects.
> > 2) The servers with actual rcon passwords have been hacked in some
> > way.  See http://forums.alliedmods.net/showthread.php?t=93937 for more
> > details on this.  Note that this is NOT an exploit in Sourcemod.
> > Anyone running a server with files as described in that topic should
> > email me the malicious plugins.
> >
> > - - Brian Rak
> > -BEGIN PGP SIGNATURE-
> > Version: GnuPG v1.4.9 (MingW32)
> > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> >
> > iEYEARECAAYFAkooNb4ACgkQdYIfzEQqW+mUAgCgyOlA+h8ur7xvMKoJTQRl/6nG
> > xUEAoMGtzzoymi1hcpB0LAvUv8RtpFye
> > =sACC
> > -END PGP SIGNATURE-
> >
> >
> > ___
> > 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


Re: [hlds_linux] [valve] Re: Tf2/l4d updates?

2009-02-11 Thread Steve!
My server is dead cos valve ran out of grenades when they made tf2 ;) 

> Certainly didn't mean to intend my server is the end all stats for  
> tf2, I am just echoing the comments I've heard from numerous people I  
> play with, all of whom really want to see new content for tf2.
> 
> All very anxious for new tf and l4d content.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] [valve] Re: Important notice regarding the HLDS mailing lists

2009-02-10 Thread Steve!
Lets hope this list stays, it has been invaluable to ourselves as server 
operators, and to valve themselves with debugging etc.

I'll bet a huge proportion of server ops subscribe here, and I bet a huge 
proportion of those would have been ready to give up on hosting valve 
servers had this list disappeared, even if just out of being pissed at 
valves... 'stupidity' at doing away with such a beneficial resource.

Without these lists, it would only be a matter of time before valve were 
relying only on their single player mods, or end up paying out to run their 
own servers.

Did valve ever give an excuse as to why they were gonna do away with us? 
Like many others, I don't bother with the time to visit the forums, so if 
this has been addressed there, can the person who visits the forums please 
copy/paste here?

Oh, and to add to the list of why we need a list, many of us read this when 
we get time, including offline.

Steve! 


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] AMD64 binaries

2009-01-24 Thread Steve Dudenhoeffer
64bit binaries have been distributed since before VAC2.  This means they 
are still using the old protocol (47), and if any servers still happen 
to use amd64 nobody will be able to connect to them.

Instead of actually building it for 64bit, their fix was to edit 
hlds_run to use hlds_amd instead of hlds_amd64.

Walton Hoops wrote:
> I admit I haven't dug into the scripts to see what is actually being run, 
> but whenever I start my server (using Ubuntu x64), I see:
>
> Auto detecting CPU
> Using AMD-Opteron (64 bit) Optimised binary.
>
> This sounds to me like there already is a 64-bit binary.  Am I mistaken?
>
> Walton
>
> --
> From: "Kveri" 
> Sent: Saturday, January 24, 2009 10:26 AM
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Subject: Re: [hlds_linux] AMD64 binaries
>   


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 DS: Strange glitch with Soldier and engineer

2009-01-08 Thread Steve Jackson
That's what I thought.

- Steve

On Thu, Jan 8, 2009 at 4:51 AM, Philip Bembridge
wrote:

> Google gives: http://steamcommunity.com/id/korrupzion
>
> Which gives: http://steamcommunity.com/groups/bucle
>
> Which gives: http://www.bucle.cl/bucle/ and http://www.bucleservers.com/
>
> Which claims: (translated)
>
> Which gives: We are a company leasing game servers *Counter-strike 1.6* and
> NoSteam Steam, *Counter-strike Source* already have experience raising
> servers, has a very quick support via e-mail or Msn bucleserv...@bucle.cl
>
>
> So yes they are *nosteam
> *
>
>
> 2009/1/8 Steve Jackson 
>
> > You wouldn't happen to have a nosteam server would you?
> >
> > What are your server IP's?
> >
> > - Steve
> >
> > -
> > Finally I solved the bug,
> >
> > I checked again the scripts folder as Redh3ad said and I found two files
> > that they don't exist in others tf2 server in my machine:
> >
> > -tf_weapon_pistol.TXT
> > -tf_weapon_rocketlauncher.TXT
> >
> > they have the same name as the ctx files but with txt extension and
> > inside them they have the weapon properties, I checked the logs for rcon
> > moves but nothing and no one else have access to the server files D:
> >
> > How someone could put the files there?
> >
> > Rodrigo Peña escribió:
> > >* that's not possible because i'm using shared resources (symlinks) and
> > *>* others servers just work fine, Maybe ill have to make it again
> > *>*
> > *>* Redh3ad escribió:
> > *>*
> > *>>* Maybe someone modified some weaponscripts (the ctx files in
> > tf/scripts)
> > *>>*
> > *>>* On Tue, 06 Jan 2009 13:34:39 -0300, Rodrigo Peña  > korrupzion.com <
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > *>>* wrote:
> > *>>*
> > *>>*
> > *>>>* Hi,
> > *>>>*
> > *>>>* I was out for 2 days and when i'm back in my house one user of my
> > server
> > *>>>* said that it was full of bugs then I went to look and I found that
> > *>>>* Engineers could shoot 200 bullets in 1 second and soldiers rockets
> > were
> > *>>>* powerful and when i tried to rocketjump the rocket just killed me.
> I
> > *>>>* restarted the server and the problem is still there so i disabled
> > *>>>* beetles mod and still. I changed the server.cfg to one only with
> > *>>>* hostname but is still there :S
> > *>>>*
> > *>>>* anyone knows what could be?
> > *>>>*
> > *>>>* Thanks
> > *>>>* PS: bad english D:
> > *>>>*
> > *>>>* ___
> > *>>>* 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
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 DS: Strange glitch with Soldier and engineer

2009-01-08 Thread Steve Jackson
You wouldn't happen to have a nosteam server would you?

What are your server IP's?

- Steve

-
Finally I solved the bug,

I checked again the scripts folder as Redh3ad said and I found two files
that they don't exist in others tf2 server in my machine:

-tf_weapon_pistol.TXT
-tf_weapon_rocketlauncher.TXT

they have the same name as the ctx files but with txt extension and
inside them they have the weapon properties, I checked the logs for rcon
moves but nothing and no one else have access to the server files D:

How someone could put the files there?

Rodrigo Peña escribió:
>* that's not possible because i'm using shared resources (symlinks) and
*>* others servers just work fine, Maybe ill have to make it again
*>*
*>* Redh3ad escribió:
*>*
*>>* Maybe someone modified some weaponscripts (the ctx files in tf/scripts)
*>>*
*>>* On Tue, 06 Jan 2009 13:34:39 -0300, Rodrigo Peña http://list.valvesoftware.com/mailman/listinfo/hlds_linux>>
*>>* wrote:
*>>*
*>>*
*>>>* Hi,
*>>>*
*>>>* I was out for 2 days and when i'm back in my house one user of my server
*>>>* said that it was full of bugs then I went to look and I found that
*>>>* Engineers could shoot 200 bullets in 1 second and soldiers rockets were
*>>>* powerful and when i tried to rocketjump the rocket just killed me. I
*>>>* restarted the server and the problem is still there so i disabled
*>>>* beetles mod and still. I changed the server.cfg to one only with
*>>>* hostname but is still there :S
*>>>*
*>>>* anyone knows what could be?
*>>>*
*>>>* Thanks
*>>>* PS: bad english D:
*>>>*
*>>>* ___
*>>>* 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


[hlds_linux] Marry Christmas, Happy Holidays

2008-12-25 Thread Steve!
Whoever she is, you missed your wedding, the Solstice was a few days back!

Have a good one all, and an excellent 2009 :)

> Who's Christmas and why should I marry her?
> Anyway, I hope you guys had a happy winter solstice!


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] no more then 29 servers?

2008-12-16 Thread Steve
Did you try "nohltv" on the startup line? I think remember Milton saying
the sourcetv ports would get in the way even if you didn't assign them.


> Hi,
>
> I am using ports in 27xxx, 28xxx and 29xxx range.
>
> I have yet to try to set the sourcetv port. I'll try that suggestion asap.
>
> Cheers,
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fyren
> Sent: Tuesday, December 16, 2008 5:10 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] no more then 29 servers?
>
> On Tue, Dec 16, 2008 at 04:24, Saint K.  wrote:
>> Hi,
>>
>> I am attempting to run 30 servers on one box, but its not working. If I
>> go
>> beyond 29 times launching srcds_i486, the 30th won't be able to boot
>> claiming it cannot bind the ports. If I shut one server down, then its
>> having no issue's at all booting that server I attempted first. Anything
>> below 29 works, above won't start.
>>
>> Setup: 5x TF2, 24x L4D in a fork
>>
>> Any idea's why this is happening ?
>
> Milton Ngan has said before they run 40 servers on a single machine.
> I'd try specifying ports for everything (even SourceTV, even if you
> don't have it on) to make sure they're spread.  Search the list from
> last month, there's a post from Milton about ports.
>
> -Fyren
>
> ___
> 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


Re: [hlds_linux] srcds and screen

2008-12-12 Thread Steve
as long as you have permissions

screen -x (screenname)

should do let you attach to it regardless. You can even attach to screens
that other users are still attached to..




> I know this isn't directly related to hlds but:
>
> I use screen to run srcds and would like to be able to pass the detached
> srcds process between users so that they can all attach to the screen.
> Is there any way to this or would it be a bad idea?
>
> ___
> 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


Re: [hlds_linux] Lobby

2008-12-06 Thread Steve
If you are running SM, make sure nextmap.smx is disabled or you'll have 
the problem you described.  Other than that, my servers work perfectly 
with SM/MM (no "fun" mods, just server management plugins).

Richard Eid wrote:
> The issue you experience where you can be playing a co-op map, then after
> the first one finishes, you're switched to a Versus map...I noticed the same
> thing on my server when I installed Metamod.  I think the real message to go
> out here is for everyone to remove Metamod.  I know this will eliminate
> SourceMod at the same time, but face it everyone...neither of them are ready
> for Left 4 Dead yet.  And to be honest, I kinda hope that somehow they are
> locked out alltogether from Left 4 Dead.
>
> They are what ruined TF2's server selection.  I know they make some great
> Admin tools out there for SourceMod, but people use it to make cool(lame)
> servers instead.
>
> :2cents:
>
> -Richard Eid
>
>
> On Sat, Dec 6, 2008 at 12:24 PM, ics <[EMAIL PROTECTED]> wrote:
>
>   
>> This post is mostly about:
>>
>> - Finding a dedicated server when starting the game from a lobby is now
>> faster and more reliable
>>
>> but i have something to say for those too who run servers, especially
>> modded ones so i will post this here instead of useless steampowered ranting
>> forums.
>>
>> After the update, i  and others have  constantly having issues with
>> connecting to a proper servers. Either the new improved search system at
>> lobby, which automatically selects the server where the players are thrown,
>> is faulty or there isnt free servers at this area. Me and others keep
>> getting into servers far away from us. To American, Australian and other
>> countries. What is the reason why there could not be favorite servers that
>> can be selected from lobby? Sort of like pre-reservation or something. Sure
>> there is that "play on steamgroup server" but thats not enough. With that
>> way i can only play with friends - if none are around, i get to go to random
>> roulette and face the following issues:
>>
>> Some servers also seem to swap from normal to versus mode on the fly after
>> first completed map in the campaign. Happened twice now in 2 different
>> servers after the latest 2 updates. Not sure if this is caused somehow by
>> those server settings or in-game bug.
>>
>> Another issue aimed to all of you who run modded servers - it is nice that
>> you set up some plugin that filters players out according to their country.
>> Now if i end up in US server and there is a filter on that does not allow me
>> to get it (your country blablablaa is not allowed on this server), its
>> somehow game breaking bug. Frustration to the max and i sure aint the only
>> one who faces these errors. Another thing is ping kicker that some servers
>> seem to have gotten on using some plugin. Very nice invention. It is likely
>> that i would not play on these servers anyway but it is extreamly
>> frustrating when you have nice group along from previous game and then new
>> server is selected for another campaign -> booted and then someone else
>> manages to join in to your place.
>>
>> One more issue that comes to my mind from versus mode problems are the
>> servers that are using director_no_human_zombies 1 which means that half of
>> the players will get message "human player limit exceeded 8/4". Sure there
>> is that return to lobby vote option but thats not enough. Some people are
>> already left the server due to this issue and it breaks the game. All
>> servers using this cvar should be excluded from versus search. My suggesting
>> would be sv_allow_versus cvar that would be checked upon reservation.
>>
>> Best (?) thing for everyone would be to exclude these "custom" plugin
>> servers filtered out somehow from lobby server search or improve the system
>> so we should not end up on servers far away at all where these problems come
>> up.
>>
>> -ics
>>
>>
>> ___
>> 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


Re: [hlds_linux] Left 4 Dead Update Available

2008-12-06 Thread Steve Sumichrast
Do you have sv_steamgroup_exclusive set to 1?  Setting that to one
nulls out the key (at least it did prior to the last update, haven't
tried it since).

I use sv_search_key and sv_steamgroup, but I leave
sv_steamgroup_exclusive set to 0.



On Sat, Dec 6, 2008 at 12:27 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> Were there some people on the servers a few minutes before?
>
> 2008/12/6 Eric-jan Riemers <[EMAIL PROTECTED]>
>
>> Well i checked, also when a friend of mine tried it to create the lobby
>> with
>> the key, and the server was empty..
>>
>> Still had the "server is hibernating" message on the screen, which normally
>> indicates its doing nothing waiting for someone with the key to join..
>>
>> -Oorspronkelijk bericht-
>> Van: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Namens AnAkIn .
>> Verzonden: zaterdag 6 december 2008 17:43
>> Aan: Half-Life dedicated Linux server mailing list
>> Onderwerp: Re: [hlds_linux] Left 4 Dead Update Available
>>
>> This is not a bug.
>>
>> You can only join your server from a lobby if your server is empty.
>>
>> 2008/12/6 Eric-jan Riemers <[EMAIL PROTECTED]>
>>
>> > Dont know if its just my bad luck..
>> >
>> > But when I make a game in the lobby, with local friends (country wise) I
>> > can
>> > use sv_search_key to select my server, once its open for public and other
>> > people join (I believer other country's too) it wont find my server
>> > anymore.
>> >
>> > Anyone experiences the same after the last update?
>> >
>> > -Oorspronkelijk bericht-
>> > Van: [EMAIL PROTECTED]
>> > [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
>> > Verzonden: zaterdag 6 december 2008 3:09
>> > Aan: Half-Life dedicated Win32 server mailing list;
>> > hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
>> > Onderwerp: [hlds_linux] Left 4 Dead Update Available
>> >
>> > A required update for Left 4 Dead has been released.  Please run
>> > hldsupdatetool to receive it.  The specific changes include:
>> >
>> > - Fixed Infected Players melee pushing large objects to block the
>> survivors
>> > path
>> > - Fixed +lobby exploit
>> > - Fixed exploit of "hugging" the Witch from behind where she can't hit
>> you
>> > - Fixed players not being kicked from a vote by changing their name
>> before
>> > it succeeds
>> > - Disabled difficulty change votes from the console in versus mode
>> >
>> > Jason
>> >
>> > ___
>> > 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
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread Steve Sumichrast
Well, I copied the srcds_run you guys provided in the update.
However, the srcds_run script still needs to have the cd .., cd l4d
stuff wrapped around updatesingle..  Any chance of that getting fixed
for good anytime soon?



On Thu, Dec 4, 2008 at 7:12 PM, Chris Green <[EMAIL PROTECTED]> wrote:
> This update should also allow -autoupdate to work with forked dedicated 
> servers.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Thursday, December 04, 2008 3:54 PM
> To: Half-Life dedicated Win32 server mailing list; 
> hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
> Subject: [hlds_linux] Left 4 Dead Update Available
>
> A required update for Left 4 Dead is now available.  Please run 
> hldsupdatetool to receive this update.  The specific changes include:
>
> - Finding a dedicated server when starting the game from a lobby is now 
> faster and more reliable
> - Versus mode is now locked to Normal difficulty
> - Difficulty on a server is now locked to the one set by the lobby reservation
> - Fixed lagouts/spikes after level transition
> - Fixed directory issue with spray logs in some cases
> - Fixed video settings not saving after closing video options dialog
> - Corrected a boomer suicide exploit
> - Several minor localization fixes
> - Fixed a error were disabling cheats would incorrectly reset data
>
> Jason
>
> ___
> 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


Re: [hlds_linux] FW: HLDS crash sometimes . Dist debian

2008-12-02 Thread Steve
Does it crash on stock maps?

What mods are you running?




>
>
>
> From: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]
> Subject: HLDS crash sometimes . Dist debian
> Date: Tue, 2 Dec 2008 21:30:17 +0100
>
>
>
>
>
>
>
>
> Hello!
>
>
>
> I got this problem on my HLDS server
>
> Someone knows about it ?
>
>
>
> But its not all the time. The server can run a wile and then it crash and
> start again.
>
>
>
> Dist : Debian
>
>
>
> AMX Mod X 1.8.1
>
> Metamod v.19
>
>  --
>
> CRASH: Mon Nov 17 16:40:14 CET 2008
>
>  Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map
> cs_paintball.bsp
>
>  -pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile
>
>  hlds.1931.pid
>
>  #0  0xb7e67014 in ?? ()
>
>  No symbol table info available.
>
>  End of crash report
>
>  --
>
> Plz help me.
>
> Sorry for bad english
>
>
>
>  //Emil
> Långtråkigt? Mängder av sköna spel att fördriva tiden med! MSN Spelhallen
> _
> Var sommaren för kort? Här hittar du solen!
> http://resor.se.msn.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


Re: [hlds_linux] Fork not working while single server is fine

2008-12-01 Thread Steve
I suggest removing +map from the start line and just adding map l4d_... 
to the beginning of east server##.cfg.  This is how I did it to set 
different default maps on a forked server.

Coldorak wrote:
> Hmm I think I launch my forks with +map l4d_hospital_01 +exec server##.cfg
> (whatever the hospital name is), with another map name at the end of the
> server##.cfg file (tried map xxx and changelevel xxx), and it keeps
> hospital.
> I finally made a separate launch command to have vs servers next to coop
> servers
>
> Cold
>
> On Mon, Dec 1, 2008 at 3:43 AM, Steve Sumichrast <[EMAIL PROTECTED]> wrote:
>
>   
>> Sami,
>>
>> I do this -- I have config files for each of my ten forks, and I load
>> the map there.  That allows me to run 8 co-op forks and two VS forks.
>>
>> On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen <[EMAIL PROTECTED]>
>> wrote:
>> 
>>> Thank you! That solved it. I tried to look for an answer in the old posts
>>>   
>> in
>> 
>>> this list, but missed it. Working great now.
>>>
>>> So, can I specify the starting map in a config file instead of +map on
>>>   
>> the
>> 
>>> command line then?
>>>
>>> .Sami
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of J T
>>> Sent: 26. marraskuuta 2008 19:01
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Fork not working while single server is fine
>>>
>>> It's a bug, and valve has even said so on this mailing list. You should
>>>   
>> be
>> 
>>> specifying +map not -map. By default if you start a single server, the
>>> mapcycle.txt is read and whatever is first is loaded (I think). But with
>>> -fork it doesn't do this, for some reason it expects the first map to be
>>> taken from the command line arguments.
>>>
>>> Cheers,
>>>
>>> On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen <[EMAIL PROTECTED]
>>> wrote:
>>>
>>>   
>>>> Hi
>>>>
>>>> Im having some problems getting forked servers to work. If I fire up a
>>>> single server without any forks with the very same configs and command
>>>> line, everything works just fine. Here are the details.
>>>>
>>>> This is where it gets stuck.
>>>>
>>>> Auto detecting CPU
>>>> Using AMD-Opteron (64 bit) Optimised binary.
>>>> Server will auto-restart if there is a crash.
>>>> #
>>>> #Console initialized.
>>>> #Game.dll loaded for "L4D - Normal"
>>>> Server is hibernating
>>>> ConVarRef test_progression_loop doesn't point to an existing ConVar
>>>> Game supporting (2) split screen players maxplayers set to 14 setparm
>>>> 8 27016 setparm 10 8001 #01:Unknown command "r_decal_cullsize"
>>>>
>>>> setparm 8 27017
>>>> setparm 10 8002
>>>> #01:Unknown command "mat_bloom_scalefactor_scalar"
>>>>
>>>> #02:Unknown command "r_decal_cullsize"
>>>>
>>>> Nothing happens after this. I can't connect to the servers with telnet
>>>> and I have to kill the processes.
>>>>
>>>> Command line here.
>>>>
>>>> /home/**/hlds/l4d/srcds_run \
>>>> -game left4dead \
>>>> -fork 2 \
>>>> -map l4d_hospital01_apartment \
>>>> -port 27015+## \
>>>> -netconport 8000+## \
>>>> -netconpassword ** \
>>>> -nohltv
>>>>
>>>> And finally server.cfg
>>>>
>>>> hostname "FinNexus dedicated L4D server"
>>>>
>>>> // rcon password
>>>> rcon_password **
>>>>
>>>> // cvars
>>>> sv_alltalk 0
>>>> sv_pausable 0
>>>> sv_cheats 0
>>>> sv_consistency 1
>>>> sv_voiceenable 1
>>>> sv_pure 1
>>>> sv_allow_lobby_connect_only 0
>>>> sv_steamgroup "167364"
>>>> sv_steamgroup_exclusive 1
>>>>
>>>> // Difficulty
>>>> // z_difficulty normal
>>>>
>>>> // logging
>>>> log off
>>>> sv_log_onefile 0
>>>> sv_logfile 1
>>>> sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1
>>>&g

Re: [hlds_linux] Fork not working while single server is fine

2008-11-30 Thread Steve Sumichrast
Sami,

I do this -- I have config files for each of my ten forks, and I load
the map there.  That allows me to run 8 co-op forks and two VS forks.

On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen <[EMAIL PROTECTED]> wrote:
> Thank you! That solved it. I tried to look for an answer in the old posts in
> this list, but missed it. Working great now.
>
> So, can I specify the starting map in a config file instead of +map on the
> command line then?
>
> .Sami
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of J T
> Sent: 26. marraskuuta 2008 19:01
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Fork not working while single server is fine
>
> It's a bug, and valve has even said so on this mailing list. You should be
> specifying +map not -map. By default if you start a single server, the
> mapcycle.txt is read and whatever is first is loaded (I think). But with
> -fork it doesn't do this, for some reason it expects the first map to be
> taken from the command line arguments.
>
> Cheers,
>
> On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen <[EMAIL PROTECTED]>wrote:
>
>> Hi
>>
>> Im having some problems getting forked servers to work. If I fire up a
>> single server without any forks with the very same configs and command
>> line, everything works just fine. Here are the details.
>>
>> This is where it gets stuck.
>>
>> Auto detecting CPU
>> Using AMD-Opteron (64 bit) Optimised binary.
>> Server will auto-restart if there is a crash.
>> #
>> #Console initialized.
>> #Game.dll loaded for "L4D - Normal"
>> Server is hibernating
>> ConVarRef test_progression_loop doesn't point to an existing ConVar
>> Game supporting (2) split screen players maxplayers set to 14 setparm
>> 8 27016 setparm 10 8001 #01:Unknown command "r_decal_cullsize"
>>
>> setparm 8 27017
>> setparm 10 8002
>> #01:Unknown command "mat_bloom_scalefactor_scalar"
>>
>> #02:Unknown command "r_decal_cullsize"
>>
>> Nothing happens after this. I can't connect to the servers with telnet
>> and I have to kill the processes.
>>
>> Command line here.
>>
>> /home/**/hlds/l4d/srcds_run \
>> -game left4dead \
>> -fork 2 \
>> -map l4d_hospital01_apartment \
>> -port 27015+## \
>> -netconport 8000+## \
>> -netconpassword ** \
>> -nohltv
>>
>> And finally server.cfg
>>
>> hostname "FinNexus dedicated L4D server"
>>
>> // rcon password
>> rcon_password **
>>
>> // cvars
>> sv_alltalk 0
>> sv_pausable 0
>> sv_cheats 0
>> sv_consistency 1
>> sv_voiceenable 1
>> sv_pure 1
>> sv_allow_lobby_connect_only 0
>> sv_steamgroup "167364"
>> sv_steamgroup_exclusive 1
>>
>> // Difficulty
>> // z_difficulty normal
>>
>> // logging
>> log off
>> sv_log_onefile 0
>> sv_logfile 1
>> sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1
>>
>> // operation
>> sv_lan 0
>> sv_region 3
>>
>> // bans
>> // exec banned.cfg
>>
>> Im kinda clueless. Im also new to running a Valve server and to linux
>> in general (Running Debian/Lenny btw) so Im out of ideas. Libc6
>> package is version 2.7-15, so glibc is only version 2.7-1, could this be
> the problem?
>>
>> Thanks for help in advance!
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
>
> --
> -
> [EMAIL PROTECTED]
> ___
> 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


Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Steve Sumichrast
I'm running ten forks, plus a TF2 server, on a dual-core E6600 server
with 2 GB of RAM (I believe that RAM is accurate).  That's pushing the
limits of the box, but we're not running much else on it.

I'm going to be purchasing a new dual-quad core xeon with 16 GB of RAM
I hope...  I should be able to squeeze a lot out of that one.  :)




On Wed, Nov 26, 2008 at 9:38 AM,  <[EMAIL PROTECTED]> wrote:
> The answer is, it depends :P
>
> We've got a quad-core xeon (2.1GHz) and are running 12 servers with cpu
> usage not really going above 65% on any core.  However before we could max
> out our cores we'd run out of memory (we also have 2 gig) - we're not
> loading the box fully because it's a general purpose server.
>
> Given that your processor is faster (though half the cores), I'd estimate
> you could run up to 10 servers... But I'd stick it at 8 and see how you go.
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf
>> Of Neil Smith
>> Sent: 26 November 2008 11:39
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] -fork configuration tip
>>
>> How many servers can be run ? I have -fork 4 atm running on
>> ram: 2GB, CPU:
>> dual Xeon 2.66GHz and all seems to be well.
>>
>> Just wondering how many I could take it too without affecting
>> performance.
>>
>> thanks
>> Neil
>>
>> 2008/11/11 J T <[EMAIL PROTECTED]>
>>
>> > Yea, I just left it as files.
>> >
>> > On Tue, Nov 11, 2008 at 11:33 AM, Flubber <[EMAIL PROTECTED]> wrote:
>> >
>> > > In each cfg, you change the log directory it should log
>> each in its own.
>> > >
>> > > 2008/11/11 J T <[EMAIL PROTECTED]>
>> > >
>> > > > Is there anyway to log the console for each server?
>> > > >
>> > > > On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen
>> > > > <[EMAIL PROTECTED]
>> > > > >wrote:
>> > > >
>> > > > > Is it possible the set the port number in the config
>> file with fork?
>> > > > > I tried it but it doesn't work. I have 4 servers, but the port
>> > numbers
>> > > > > not always the same.
>> > > > >
>> > > > > On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki <[EMAIL PROTECTED]>
>> > wrote:
>> > > > > > I run it with -fork 12 -port 3 (never got it to work
>> > > > > > correctly
>> > > with
>> > > > > > ##), server port is 3 ... 30011
>> > > > > >
>> > > > > > Saint K. wrote:
>> > > > > >> Hi,
>> > > > > >>
>> > > > > >> Thanks for the hint! It's working like a charm!
>> (Tip: Don't
>> > > > > >> forget
>> > > to
>> > > > > remove
>> > > > > >> your server.cfg, otherwise it will still execute that).
>> > > > > >>
>> > > > > >> Are there any more tip's 'n tricks with that -fork option?
>> > > > > >>
>> > > > > >> Cheers
>> > > > > >>
>> > > > > >> -Original Message-
>> > > > > >> From: [EMAIL PROTECTED]
>> > > > > >> [mailto:[EMAIL PROTECTED]
>> On Behalf
>> > > > > >> Of
>> > > Chris
>> > > > > Green
>> > > > > >> Sent: Monday, November 10, 2008 7:49 PM
>> > > > > >> To: 'Half-Life dedicated Linux server mailing list'
>> > > > > >> Subject: [hlds_linux] -fork configuration tip
>> > > > > >>
>> > > > > >> On the launch line, you can do  +exec
>> server_cfg01.cfg. This
>> > > > > >> will
>> > > > cause
>> > > > > each
>> > > > > >> server instance to exec its own unique config file (in this
>> > example,
>> > > > > >> server_cfg01.cfg, server_cfg02.cfg, ... ).
>> > > > > >>
>> > > > > >> We do this on our internal servers.
>> > > > > >> ___
>> > > > > >> 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
>> > > > >
>> > > >
>> > > >
>> > > >
>> > > > --
>> > > > -
>> > > > [EMAIL PROTECTED]
>> > > > ___
>> > > > 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
>> > > archiv

Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
Yeah I haven't had to do this..  All my servers just keep running the
maps I've assigned them..

On Sun, Nov 23, 2008 at 2:03 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> I don't think mapcycle even work in L4D, the maps just rotate depending of
> the map votes or what the lobbies decide.
>
> I have the default mapcycle (no versus maps) and my versus server just work
> fine.
>
> 2008/11/23 Bob Langley <[EMAIL PROTECTED]>
>
>> Also, I suggest you create a different mapcycle for VS maps and specify
>> that in your server##.cfg, which will keep it rotating with the 2 VS
>> maps only.
>>
>> Use the mapcycle cvar in your server##.cfg
>>
>> mapcycle "mapcycle_vs.txt"
>>
>> and create a new file mapcycle_vs.txt with just these 2 entries:
>> l4d_vs_farm01_hilltop
>> l4d_vs_hospital01_apartment
>>
>>
>> - Bob
>>
>> Steve Sumichrast wrote:
>> > I just posted this question on the list serv a few days ago.  Specify
>> > the map load in your cfg files and it won't matter.  I thought the
>> > same thing, when I go map to map it will execute my config -- wrong.
>> > It executes server.cfg every time, but not the +exec that's in the
>> > startup of the servers.  So what I do is have a general configuration
>> > file (settings.cfg).  Each server_cfg##.cfg file then runs "exec
>> > settings.cfg", which sets my servers to my steam group, etc -- global
>> > settings.  Then each server_cfg## contains the hostname, map load, etc
>> > -- that way I have two co-op servers per campaign (at startup, they
>> > can of course by modified by end users), and then also have two versus
>> > servers, just by loading the vs maps.
>> >
>> > I was scared as well that it would load this per map change, but it
>> doesn't.
>> >
>> > On Sun, Nov 23, 2008 at 1:12 PM, Steve <[EMAIL PROTECTED]> wrote:
>> >
>> >> No, it will only go back to the first map when the server empties.  At
>> >> least that's how it works for me.
>> >>
>> >> Flubber wrote:
>> >>
>> >>> Won't it go back to the first map of a vs campaign once the players
>> finish
>> >>> the first part?
>> >>>
>> >>> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>> >>>
>> >>>
>> >>>
>> >>>> Thanks AnAkin
>> >>>>
>> >>>>
>> >>>> -Original Message-
>> >>>> From: [EMAIL PROTECTED]
>> >>>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> AnAkIn .
>> >>>> Sent: 23 November 2008 09:10
>> >>>> To: Half-Life dedicated Linux server mailing list
>> >>>> Subject: Re: [hlds_linux] coop - versus mode
>> >>>>
>> >>>> Put the map mapname in each server##.cfg
>> >>>>
>> >>>> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>> >>>>
>> >>>>
>> >>>>
>> >>>>> Hello everyone, I need some assistance.
>> >>>>>
>> >>>>> ATM I am running -fork 3 and have the servers set at different
>> difficulty
>> >>>>> levels with exec server##.cfg in the startup.
>> >>>>>
>> >>>>> Is it possible to run say one of the child servers as a versus only,
>> and
>> >>>>> one
>> >>>>> as a coop only mode?
>> >>>>>
>> >>>>> If it is possible how would I do it?
>> >>>>>
>> >>>>> Many thanks in advance for your help.
>> >>>>>
>> >>>>> Neil
>> >>>>>
>> >>>>> PS :- very nice job valve, well impressed with L4D :)
>> >>>>>
>> >>>>>
>> >>>>> ___
>> >>>>> 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,
>> >>>> pleas

Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
I just posted this question on the list serv a few days ago.  Specify
the map load in your cfg files and it won't matter.  I thought the
same thing, when I go map to map it will execute my config -- wrong.
It executes server.cfg every time, but not the +exec that's in the
startup of the servers.  So what I do is have a general configuration
file (settings.cfg).  Each server_cfg##.cfg file then runs "exec
settings.cfg", which sets my servers to my steam group, etc -- global
settings.  Then each server_cfg## contains the hostname, map load, etc
-- that way I have two co-op servers per campaign (at startup, they
can of course by modified by end users), and then also have two versus
servers, just by loading the vs maps.

I was scared as well that it would load this per map change, but it doesn't.

On Sun, Nov 23, 2008 at 1:12 PM, Steve <[EMAIL PROTECTED]> wrote:
> No, it will only go back to the first map when the server empties.  At
> least that's how it works for me.
>
> Flubber wrote:
>> Won't it go back to the first map of a vs campaign once the players finish
>> the first part?
>>
>> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>>
>>
>>> Thanks AnAkin
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
>>> Sent: 23 November 2008 09:10
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] coop - versus mode
>>>
>>> Put the map mapname in each server##.cfg
>>>
>>> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>>>
>>>
>>>> Hello everyone, I need some assistance.
>>>>
>>>> ATM I am running -fork 3 and have the servers set at different difficulty
>>>> levels with exec server##.cfg in the startup.
>>>>
>>>> Is it possible to run say one of the child servers as a versus only, and
>>>> one
>>>> as a coop only mode?
>>>>
>>>> If it is possible how would I do it?
>>>>
>>>> Many thanks in advance for your help.
>>>>
>>>> Neil
>>>>
>>>> PS :- very nice job valve, well impressed with L4D :)
>>>>
>>>>
>>>> ___
>>>> 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
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] steam update issue

2008-11-23 Thread Steve Sumichrast
This same thing happened to me.  Delete the blob file in ~/.steam/

Once I did that it picked another server and I was able to download properly.

On Sun, Nov 23, 2008 at 9:56 AM, Joris Kinable <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I've got go a weird problem with the steam executable:
> [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command update
> -game l4d_full -dir .
> Checking bootstrapper version ...
> Getting version 34 of Steam HLDS Update Tool
> Connection Reset
>
> or:
> [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command list
> Checking bootstrapper version ...
> Getting version 34 of Steam HLDS Update Tool
> Connection Reset
>
>
> No matter what I do, I get a connection reset when I run the steam
> command. Until a week ago everything worked fine. I run multiple
> servers and they are all installed in the same way.
>
> -I'm not behind a NAT router, so it's not a matter of opening some ports.
> -I'm sure the firewall doesn't cause any issues.
>
> Any idea's why steam keeps returning a connection reset error?
>
> Joris
>
> ___
> 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


Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve
No, it will only go back to the first map when the server empties.  At 
least that's how it works for me.

Flubber wrote:
> Won't it go back to the first map of a vs campaign once the players finish
> the first part?
>
> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>
>   
>> Thanks AnAkin
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
>> Sent: 23 November 2008 09:10
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] coop - versus mode
>>
>> Put the map mapname in each server##.cfg
>>
>> 2008/11/23 Neil Smith <[EMAIL PROTECTED]>
>>
>> 
>>> Hello everyone, I need some assistance.
>>>
>>> ATM I am running -fork 3 and have the servers set at different difficulty
>>> levels with exec server##.cfg in the startup.
>>>
>>> Is it possible to run say one of the child servers as a versus only, and
>>> one
>>> as a coop only mode?
>>>
>>> If it is possible how would I do it?
>>>
>>> Many thanks in advance for your help.
>>>
>>> Neil
>>>
>>> PS :- very nice job valve, well impressed with L4D :)
>>>
>>>
>>> ___
>>> 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


Re: [hlds_linux] Hibernation?

2008-11-20 Thread Steve Sumichrast
The best I can tell, when a server empties out, it restarts.  When it
fires back up if nobody is on the map, it goes into hibernation.

I have forks this moment in hibernation -- I can still RCON to them though.


On Thu, Nov 20, 2008 at 2:31 PM, Peter Reinhold <[EMAIL PROTECTED]> wrote:
> Someone wrote (Probably you), and the time was 20:08 20-11-2008
>
>>Hibernation basically just means there's no one in there so it stops
>>processing stuff from inside the map to save on CPU... it shouldn't affect
>>any external control method at all (whether typing on the actual game
>>console, using a netconport console, or using hlsw or external rcon program)
>
> I'm pretty sure the server just stopped responding, and wasn't
> visible in eg. Steam Groups in L4D, when it enters this state.
>
> After changing to running using -fork, I can see that the server does
> the following when entering hibernation
>
> #02:Server is hibernating
> Child 1 aborted with signal 14
> setparm 9 10002
> setparm 13 forkserver02.cfg
>
> after which it restarts and loads map, etc
>
> Which seems to indicate that this state, at least in L4D, means that
> the server needs to be restarted, or am I totally mistaken?
>
>
> /Peter
>
>
> ___
> 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


Re: [hlds_linux] L4D direct connection issue ?

2008-11-20 Thread Steve Sumichrast
What does your start up parameters look like?

I'd first try an update, if that doesn't resolve post your startup
params.  It looks like something is missing from that or something is
screwy in your CFG.

Post back your startup params and server.cfg (don't forget to remove
any passwords).


On Thu, Nov 20, 2008 at 5:41 AM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
>
> This would indicate that you need to update your server to the latest
> version.
>
>
>
> - Original Message -
> From: "J.Miribel"
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Thursday, November 20, 2008 2:16 AM
> Subject: [hlds_linux] L4D direct connection issue ?
>
>
>>I still got an error and can't connect to the server directly
>> I set the serveur up with :
>> sv_lan 0
>> sv_password test
>> sv_allow_lobby_connect_only 0
>>
>> Client connects, is prompted for password and gets rejected for "lan
>> only". sv_lan 0 is set on the server but there is an error on startup:
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
>> Continuing with current version anyway.
>> 
>> *  Unable to load Steam support library.   *
>> *  This server will operate in LAN mode only.  *
>> 
>>
>>
>>
>> Here is the ded's startup log:
>>
>>
>>
>>  Host_NewGame 
>> Host_NewGame on map l4d_hospital01_apartment
>> ConVarRef room_type doesn't point to an existing ConVar
>> Executing dedicated server config file
>> Unable to persist cache 'modelsounds.cache', check file permissions
>> Commentary: Loading commentary data from
>> maps/l4d_hospital01_apartment_commentary.txt.
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
>> Continuing with current version anyway.
>> 
>> *  Unable to load Steam support library.   *
>> *  This server will operate in LAN mode only.  *
>> 
>> exec: couldn't exec server.cfg
>> Adding master server 69.28.151.162:27011
>> Adding master server 69.28.140.247:27011
>> Sending heartbeat to master server...
>> sv_password test
>> sv_password
>> "sv_password" = "test" ( def. "" )
>> notify
>> - Server password for entry into multiplayer games
>> sv_lan
>> "sv_lan" = "1" ( def. "0" )
>> - Server is a lan server ( no heartbeat, no authentication, no
>> non-class C addresses )
>> sv_lan 0
>> sv_lan
>> "sv_lan" = "0"
>> - Server is a lan server ( no heartbeat, no authentication, no
>> non-class C addresses )
>> sv_allow_lobby_connect_only 0
>> RejectConnection: 82.244.59.199:27005 - #Valve_Reject_LAN_Game
>>
>
>
> ___
> 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


Re: [hlds_linux] Different "modes" with one fork

2008-11-19 Thread Steve Sumichrast
This is working great -- I specified in each config the mail file to
load -- I then went into the parent process, told all the maps to
switch to airport and all forks switched over.  Worked great, none of
them went back to the one specified in the cfg file (I have server.cfg
just resetting things such as sv_cheats back to 0 incase we left them
on by accident for playing around..)  But server.cfg doesn't execute
at load... so this is working out great.  Thanks for the feedback...
I have 10 forks now, running 8 slots of every map (two servers per
each co-op map, and one per each vs map)

On Wed, Nov 19, 2008 at 4:22 PM, Milton Ngan <[EMAIL PROTECTED]> wrote:
> The +exec will only get run once when the child is spawned. Even coming out 
> of hibernation, it will not run the +exec again.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sent: Wednesday, November 19, 2008 12:53 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Different "modes" with one fork
>
> +exec in the startup line only runs once on startup (and possibly when
> it goes into hibernation).
>
> Steve Sumichrast wrote:
>> I'm running 10 forks from a single instance -- I've got a question,
>> though... In my config files I specify that the z_difficulty is
>> Impossible... doesn't seem to matter, though, for the "steam community
>> servers" option, as it just goes back to normal anyways thanks to the
>> way the connection works... Regardless, how can I make say, 4 of the
>> forks be a "versus" server?  I know changing the map is what does it,
>> so I thought okay... in my individual fork config files, I'll specify
>> map ... But doesn't that CFG get executed at every map
>> change?  If so, you'd move from a vs map to another vs map, and during
>> that map change, it would change maps back.. no?
>>
>> I haven't watched the map change events on L4D, I'm going by
>> experience with TF2...  Basically does whatever I specified in +exec
>> get executed at every map change event?  If so, how do I force certain
>> forks into versus mode?
>>
>> ___
>> 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


Re: [hlds_linux] Different "modes" with one fork

2008-11-19 Thread Steve Sumichrast
Cool.  So I'm specifying a map in the startup params -- I guess
there's no reason I couldn't specify map in the individual fork config
files to make certain forks versus?

Going to go try that out now... thanks for the clarification.



On Wed, Nov 19, 2008 at 3:53 PM, Steve <[EMAIL PROTECTED]> wrote:
> +exec in the startup line only runs once on startup (and possibly when
> it goes into hibernation).
>
> Steve Sumichrast wrote:
>> I'm running 10 forks from a single instance -- I've got a question,
>> though... In my config files I specify that the z_difficulty is
>> Impossible... doesn't seem to matter, though, for the "steam community
>> servers" option, as it just goes back to normal anyways thanks to the
>> way the connection works... Regardless, how can I make say, 4 of the
>> forks be a "versus" server?  I know changing the map is what does it,
>> so I thought okay... in my individual fork config files, I'll specify
>> map ... But doesn't that CFG get executed at every map
>> change?  If so, you'd move from a vs map to another vs map, and during
>> that map change, it would change maps back.. no?
>>
>> I haven't watched the map change events on L4D, I'm going by
>> experience with TF2...  Basically does whatever I specified in +exec
>> get executed at every map change event?  If so, how do I force certain
>> forks into versus mode?
>>
>> ___
>> 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


Re: [hlds_linux] Different "modes" with one fork

2008-11-19 Thread Steve
+exec in the startup line only runs once on startup (and possibly when 
it goes into hibernation).

Steve Sumichrast wrote:
> I'm running 10 forks from a single instance -- I've got a question,
> though... In my config files I specify that the z_difficulty is
> Impossible... doesn't seem to matter, though, for the "steam community
> servers" option, as it just goes back to normal anyways thanks to the
> way the connection works... Regardless, how can I make say, 4 of the
> forks be a "versus" server?  I know changing the map is what does it,
> so I thought okay... in my individual fork config files, I'll specify
> map ... But doesn't that CFG get executed at every map
> change?  If so, you'd move from a vs map to another vs map, and during
> that map change, it would change maps back.. no?
>
> I haven't watched the map change events on L4D, I'm going by
> experience with TF2...  Basically does whatever I specified in +exec
> get executed at every map change event?  If so, how do I force certain
> forks into versus mode?
>
> ___
> 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


[hlds_linux] Different "modes" with one fork

2008-11-19 Thread Steve Sumichrast
I'm running 10 forks from a single instance -- I've got a question,
though... In my config files I specify that the z_difficulty is
Impossible... doesn't seem to matter, though, for the "steam community
servers" option, as it just goes back to normal anyways thanks to the
way the connection works... Regardless, how can I make say, 4 of the
forks be a "versus" server?  I know changing the map is what does it,
so I thought okay... in my individual fork config files, I'll specify
map ... But doesn't that CFG get executed at every map
change?  If so, you'd move from a vs map to another vs map, and during
that map change, it would change maps back.. no?

I haven't watched the map change events on L4D, I'm going by
experience with TF2...  Basically does whatever I specified in +exec
get executed at every map change event?  If so, how do I force certain
forks into versus mode?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Command Line args

2008-11-19 Thread Steve Sumichrast
Thanks for that -- had always wondered!

On Wed, Nov 19, 2008 at 2:21 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> Anything you can put into the server.cfg needs a "+" if you put it in the
> command line.
>
> Options which are only accessable during startup have a "-" in front.
>
> http://developer.valvesoftware.com/wiki/Launch_options
>
> That page needs to be updated for L4D servers / clients but should give you
> most of what is important for launch properties.
>
>
>
> - Original Message -
> From: "AFAdmin"
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Wednesday, November 19, 2008 11:10 AM
> Subject: [hlds_linux] Command Line args
>
>
>> Would someone be so kind as to explain why some command line arguments
>> are prefixed with a "+" and some with a "-"?  I have a difficult time
>> remembering which arguments have which prefix.  Is there any pattern to
>> to these arguments?
>
>
> ___
> 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


Re: [hlds_linux] MOTD Questions

2008-11-19 Thread Steve

It ranges from 500 x 100 - 673x135

> The banner size is different between resolutions.  Anyone know the
> dimensions between resolutions?
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Crazy
> Canucks
> Sent: Wednesday, November 19, 2008 9:17 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] MOTD Questions
>
> If you are looking to center your motd vertically, the following page
> had good information.
>
> http://www.vdotmedia.com/blog/vertically-center-content-with-css/
>
> Just be aware that if you cut and paste, like I did, you might have a
> problem with matching charsets.  You're probably better off to copy it
> manually, and not to cut and paste.  That little problem wasted me a
> good few hours...
>
> Drek
>
> Crazy Canucks wrote:
>> Thanks!  Now I've got to figure out how to get it centred in different
>> resolutions...
>>
>> Yours looks great as well.  The infamous Cream Bun Clan.  :)
>>
>> Patrick Shelley wrote:
>>
>>> I'm glad you sorted it!
>>>
>>> Your MOTD looks ace!
>>>
>>> Check out ours:
>>>
>>> www.sidesteal.com/l4d/l4dmotd.html
>>>
>>> On 11/19/08, Crazy Canucks <[EMAIL PROTECTED]> wrote:
>>>
>>>
 Actually, I ended up having to move it in 8 pixels from the edge of
 the
 window.  You can see a screen shot of what it ended up looking like in
 the following thread, along with two pics of what it looked like
 before,
 although they don't show the shift effect as clearly as it appeared in
 game, due to resampling.



> http://www.crazy-canucks.com/index.php?name=PNphpBB2&file=viewtopic&p=8757#8
> 757

 I'll paste the code of my motd below so others can see what I had to
 do,
 if they end up with the same issues:


 >>> "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd";>
 http://www.w3.org/1999/xhtml"; xml:lang="en" lang="en">
 
 
 Drekland: Age of Chivalry MOTD
 
 body {

 font-family: Arial;
 font-size: 0.9em;
 color: #ffddbb;
 background-color: #8a7c5a;
 margin: 0;
 }


 #border_left { position: fixed; left: 0; top: 0; bottom: 0; width:
 8px;
 background: #442200; }
 #border_top { position: fixed; left: 0; top: 0; right: 0; height: 8px;
 background: #442200; }
 #border_right { position: fixed; top: 0; right: 0; bottom: 0; width:
 8px; background: #442200; }
 #border_bottom { position: fixed; left: 0; bottom: 0; right: 0;
 height:
 8px; background: #442200;  }

 #corner_tl { position: fixed; top: 0; left: 0; height: 52px; width:
 52px; margin: 8px 0 0 8px; }
 #corner_tr { position: fixed; top: 0; right: 0; height: 52px; width:
 48px; margin: 8px 2px 0 2px; }
 #corner_bl { position: fixed; bottom: 0; left: 0; height: 48px; width:
 52px; margin: 2px 0 2px 8px; }
 #corner_br { position: fixed; bottom: 0; right: 0; height: 48px;
 width:

 48px; margin: 2px; }

 img.corner_graphic { height: 44px; width: 44px; }


 #content { text-align: center; margin-top: 3%; }

 a { font-size: 1.2em; font-weight: 500; color: #ff;
 text-decoration:
 none; }
 a:hover { color: #ffddbb; text-decoration: underline; }

 h1 { font-size: 1.3em; font-weight: 600; color: #ffbb00; }
 h2 { font-size: 1.1em; font-weight: 500; color: #00; }
 h3 { font-size: 1.0em; font-weight: 400; color: #cc; }
 h4 { font-size: 1.1em; font-weight: 500; color: #882200; }

 #rules_title { text-align: center; text-decoration: underline;
 font-size: 0.9em; font-weight: bold; line-height: 200% }
 #rules_content { text-align: left; margin-left: 20%; font-size: 0.9em;
 line-height: 150% }
 
 

 
 
 
 
 

 >>> src="images/cc_cg_tl.gif" alt="" />
 >>> src="images/cc_cg_tr.gif" alt="" />
 >>> src="images/cc_cg_bl.gif" alt="" />
 >>> src="images/cc_cg_br.gif" alt="" />

 
 Welcome to Drekland: Age of Chivalry!
 This is the Crazy Canucks Gaming Community official
 server.
 We are always open to new members.
 If you would like more information please visit:
 >>>
> href="http://www.crazy-canucks.com/cc_details.html";>www.crazy-canucks.com
 
 -
 Server Rules
 
   1.  Have fun!
   2.  Treat your fellow warriors with respect. />
   3.  Please keep the server healthy for
 families. Keep the foul language to a minimum.
 
 -
 Friendly Fire is ON!
 
 
 




 Crazy Canucks wrote:


> Patrick, don't spend any time on this, I think I've got it sorted.
> I'm
> deleting the images from my ftp.  I needed to move the image

Re: [hlds_linux] L4D Community Server Idea - Matchmaking

2008-11-19 Thread Steve Sumichrast
Ditto -- when people connect they just get normal settings which is
annoying -- not a huge deal to just change it to whatever, but still..
 Why can't lobby leaders have an option to choose "Dedicated Server",
"Local Server" "Community Server", or something?  That seems like the
simplest thing to do -- I don't care which server my members land on,
just that they can...

Right now with sv_search_key set on all my forks and my client, I
never land on my servers -- ever.  It's annoying to say the least.


On Wed, Nov 19, 2008 at 2:44 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
> Client connections still bypass the password, anyway. :)
>
> Anyone else want to up this thread? It'd be nice to get more people attached
> to this thread so Valve sees this isn't just some proprietary thing we want.
> I still have no reason to run community servers. People would rather play on
> auto-join because they can configure their games.
>
> On Tue, Nov 18, 2008 at 7:40 PM, 1nsane <[EMAIL PROTECTED]> wrote:
>
>> Mine has no pass and it doesn't work for me :S.
>>
>> On Tue, Nov 18, 2008 at 7:00 PM, David Parker <[EMAIL PROTECTED]> wrote:
>>
>> > As far as I can tell, sv_search_key still works for me as long as the
>> > server does not also have sv_password set.
>> >
>> > - Dave
>> >
>> > - Original Message -
>> > From: bl4nk <[EMAIL PROTECTED]>
>> > Date: Tuesday, November 18, 2008 6:31 pm
>> > Subject: Re: [hlds_linux] L4D Community Server Idea - Matchmaking
>> > To: Half-Life dedicated Linux server mailing list <
>> > hlds_linux@list.valvesoftware.com>
>> >
>> > > Same here. I have servers set up, but when my key matches the
>> > > one I set
>> > > on the server, I can't find any dedicated servers when searching
>> > > for one
>> > > to host my lobby game. Once I remove the key from my client, I
>> > > can
>> > > instantly find a server to host our game.
>> > >
>> > > 1nsane wrote:
>> > > > sv_search_key does not seem to work for me. It can never find
>> > > servers with
>> > > > the same key in my case. And if I do connect to an "exclusive"
>> > > server and
>> > > > vote to come back to the lobby (to change the map or
>> > > characters) it then
>> > > > sends me to a different server while my own is idling. As a
>> > > bonus I got
>> > > > kicked off some server after the game ended from our prrivate
>> > > one and the
>> > > > lobby decided to randomly change servers :(.
>> > > >
>> > > > On Tue, Nov 18, 2008 at 12:58 PM, Cc2iscooL
>> > > <[EMAIL PROTECTED]> wrote:
>> > > >
>> > > >
>> > > >> I take that back.
>> > > >>
>> > > >> It works as intended...but why can't we get this integrated
>> > > into the
>> > > >> community system?
>> > > >>
>> > > >> On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL
>> > > <[EMAIL PROTECTED]> wrote:
>> > > >>
>> > > >>
>> > > >>> As far as I can tell sv_search_key no longer works as intended.
>> > > >>>
>> > > >>>
>> > > >>> On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws <[EMAIL PROTECTED]
>> > > gaming.com
>> > > >> wrote:
>> > > >>
>> > >  I thought this was already there.  You could make your
>> > > own lobby with
>> > >  your own settings and, using the sv_search_key..and now the group
>> > >  thingy, you should be able to have that game played on your
>> > > own server.
>> > >  Perhaps I'm mistaken, wouldn't be the first time. ;)
>> > > 
>> > >  Flubber wrote:
>> > > 
>> > > > I asked for that feature days ago, no response.
>> > > >
>> > > > 2008/11/18 Cc2iscooL <[EMAIL PROTECTED]>
>> > > >
>> > > >
>> > > >
>> > > >> Alright guys, I had an idea for the community-based
>> > > servers seeing as
>> > > >>
>> > >  the
>> > > 
>> > > >> current one is ...well...not too great.
>> > > >>
>> > > >> I'd like my community members to be able to create
>> > > lobbies and THEN
>> > > >>
>> > >  join my
>> > > 
>> > > >> servers, not join my servers and then try to set the
>> > > options they
>> > > >>
>> > > >> want.
>> > > >>
>> > >  If
>> > > 
>> > > >> a
>> > > >> server is empty, why can't the client reserve it as a
>> > > lobby and then
>> > > >>
>> > >  join
>> > > 
>> > > >> it
>> > > >> once they're done making changes? It seems rather silly
>> > > to me that
>> > > >>
>> > > >> when
>> > > >>
>> > >  you
>> > > 
>> > > >> click "join game" on a zero player server, you
>> > > immediately go to the
>> > > >>
>> > >  lobby,
>> > > 
>> > > >> but then it drops you right into the game. Can we use the
>> > > reserve>>
>> > >  system
>> > > 
>> > > >> here to make use of our servers? Actually, I liked it
>> > > better when
>> > > >> sv_search_key was around. Sure, the client had to type
>> > > something in
>> > > >>
>> > >  every
>> > > 
>> > > >> time they started their game (or add it to their
>> > > autoexec) but
>> > > >>
>> > >  seriously,
>> > > 
>> > > >> it
>> > > 

Re: [hlds_linux] Autoupdate start option

2008-11-19 Thread Steve Sumichrast
Hum -- I think you may have a point here, auto update may never happen
with L4D since the forks never really go through map change at the
same time..  I'm not sure how it would handle that.

Seems to me auto update won't happen, you'll continue to get the
message in the console output that at restart you will receive
updates..

Everytime I start up my forks it checks in for an update... but I
doubt it's going to happen while they're up and running.  Maybe
someone from valve can comment.


On Wed, Nov 19, 2008 at 2:39 AM, Jordy van Wolferen <[EMAIL PROTECTED]> wrote:
> I fixed this in the srcds_run script, but in the demo it didn't update
> automatically.
> I saw the output in the console that it was trying to update, but when
> I manually updated, I still got new files.
> Could it be that there where people on the servers and it needs to be
> empty to update?
> That is a bit hard when you got forked servers.
>
> On Wed, Nov 19, 2008 at 6:36 AM,  <[EMAIL PROTECTED]> wrote:
>> Valve STILL HAVENT FIXED THIS
>>
>>
>>
>> /me cries
>>
>> Its a whole 2.5second fix valve, how hard can it be?
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers
>> Sent: Wednesday, 19 November 2008 5:10 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Autoupdate start option
>> Importance: Low
>>
>>
>> he's asking when its going to be fixed.. i assume he already has the
>> solution..
>>
>> to be honest i do agree with him, for something so simple to be fixed by
>> valve they sure take there time :-)
>>
>> On Tue, 18 Nov 2008 10:56:16 -0700 (MST), "Steve" <[EMAIL PROTECTED]>
>> wrote:
>>> Autoupdate is broken, like in orangebox.
>>> You have to modify your srcds_run script.
>>>
>>> Find :
>>>
>>>  update() {
>>>  updatesingle
>>>  }
>>>
>>> And replace it by :
>>>
>>>  update() {
>>>  cd ..
>>>  updatesingle
>>>  cd l4d_demo
>>>  }
>>>
>>>
>>>
>>>
>>>> I know this has been a lingering question on all server admin's
>>>> minds.  When is the -autoupdate flag going to start working properly
>>>> again?
>>>>
>>>> I noticed its not working for left4dead as well as tf2.
>>>>
>>>> f0rkz
>>>> f7lans.com - Not your moms marble madness
>>>>
>>>>
>>>>
>>>>
>>>> ___
>>>> 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
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Bans in L4D

2008-11-18 Thread Steve Sumichrast
Yeah, I saw that now... Thanks.  :)

On Tue, Nov 18, 2008 at 7:53 PM, Rick Payton <[EMAIL PROTECTED]> wrote:
> I used HLSW to ban one guy already trying to guess the rcon password, so
> I guess banning is business as usual. If you look in the cvar list, the
> commands are still the same.
>
> mauirixxx
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sumichrast
> Sent: Tuesday, November 18, 2008 2:41 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Bans in L4D
>
> How can we ban in the L4D servers?  Is that even an option?
>
> ___
> 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


[hlds_linux] Bans in L4D

2008-11-18 Thread Steve Sumichrast
How can we ban in the L4D servers?  Is that even an option?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] hostmatchmakingport - 27025

2008-11-18 Thread Steve
I think the main purpose of specifying them is to make sure they don't
overlap with other ports while setting up a forked server.



> Can this be changed to something else without breaking anything?
>
>
>
> mauirixxx
>
> ___
> 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


Re: [hlds_linux] hostmatchmakingport - 27025

2008-11-18 Thread Steve
---valve quote---
The systemlink and matchmaking ports are likely to go away at some point.
These are vestiges of the Xbox networking code.
---valve quote---


> Can this be changed to something else without breaking anything?
>
>
>
> mauirixxx
>
> ___
> 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


Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve Sumichrast
Make sure on the telnet port you connect to, hit enter once, then PASS
 (no brackets)..

I have to hit enter once I connect, then from there enter PASS (caps
sensitive for me it seems), then password, then enter and it works.

On Tue, Nov 18, 2008 at 4:50 PM, Rick Payton <[EMAIL PROTECTED]> wrote:
> Check my response at the steam forums.
>
> I just changed my command line, and someone e-mailed me off list to
> confirm the / shouldn't be there.
>
> Here's my startup script now, with 4 forks. I can't seem to get telnet
> to work though, but HLSW works a treat.
>
> ---
> #!/bin/sh
> echo "Starting Left 4 Dead Forked Server Instances"
> sleep 1
> screen -A -m -d -S l4d-fork ./srcds_run -console -game left4dead +ip
> 157.238.213.185 -netconport 90## -netconpassword 12345 +hostport
> 27020+## -steamport 27960+## +clientport 25030+## +exec server##.cfg
> -nohltv +map l4d_hospital01_apartment -fork 4
> # to watch the output automatically, let's instantly attach to this
> screen
> screen -x l4d-fork
> ---
>
> FWIW
>
> mauirixxx
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sent: Tuesday, November 18, 2008 11:39 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>
> Do you think it could mean that is looking for a directory called
> "server"
> with individual config's in that folder named 01.cfg 02.cfg.. ect?
>
>
>> Well I fired up 4 forked servers (5 didn't seem to take, gotta debug
>> that some). All 4 have players on it right now, one of which turned
> into
>> an 8 player server ... but the server##.cfg files didn't get read.
>>
>> Command line used:
>>
>> ./srcds_run -console -game left4dead +ip 157.238.213.185 -netconport
>> 9000+## -netconpassword 12345 +hostport 27020+## -steamport 27960+##
>> +clientport 25030+## +exec server/##.cfg -nohltv +map
>> l4d_hospital01_apartment -fork 4
>>
>> Guess I gotta boot everyone and try it without the /
>>
>> mauirixxx
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
>> Sent: Tuesday, November 18, 2008 10:50 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>>
>> I noticed that as well.
>>
>> That command was actually posted by valve.. although I suspect is may
> be
>> a
>> typo.
>>
>> I haven't had a chance to test out server forking with per server
>> configs
>> yet.
>>
>> Let me know if you get a chance to test and I'll adjust accordingly.
>>
>> Here is the original post by valve.
>>
>> -quote
>> ./srcds_run \
>> -game left4dead \
>> -ip 1.1.1.1\
>> -netconport 9000+##\
>> -netconpassword password\
>> -steamport 27690+##\
>> +hostname My_L4D_Server_##\
>> +sv_tags reservable\
>> +exec server/##.cfg\
>> +map l4d_dem_hospital01_apartment\
>> -fork 40
>>
>> I think what Chris forgot to mention was that the ## syntax can be
> used
>> in an
>> expression. So here rather than just substituting the instance number
>> in,
>> I am using
>> it to add the value to an existing number.
>>
>> Someone asked about why -exec ##.cfg didn't work. I would suggest
> using
>> +exec ##.cfg
>> instead. This is the format I am using and this appears to function
>> correctly. Also,
>> make sure that your files are zero padded to two digits (i.e 01, 02,
>> etc...).
>>
>> I also had to do a lot of shuffling around of port numbers to allow 40
>> server
>> instances to run correctly. This is because many of the default port
>> numbers are too
>> close to one another to support more than about 5-10 servers. The
> ports
>> you need to
>> worry about are:
>>
>> -netconport
>> -steamport
>> +clientport
>> +hostport
>> +tv_port
>> +matchmakingport
>> +systemlinkport
>>
>> I control the first two from the command line since they are not
>> convars,
>> the rest I
>> put into my config files. Just space the port nunbers apart so there
> is
>> a
>> gap larger
>> than the number of dedicated servers you intend to run on the same
> box.
>>
>> -quote
>>
>>
>>> In the forked command line you posted, for the

Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Do you think it could mean that is looking for a directory called "server"
with individual config's in that folder named 01.cfg 02.cfg.. ect?


> Well I fired up 4 forked servers (5 didn't seem to take, gotta debug
> that some). All 4 have players on it right now, one of which turned into
> an 8 player server ... but the server##.cfg files didn't get read.
>
> Command line used:
>
> ./srcds_run -console -game left4dead +ip 157.238.213.185 -netconport
> 9000+## -netconpassword 12345 +hostport 27020+## -steamport 27960+##
> +clientport 25030+## +exec server/##.cfg -nohltv +map
> l4d_hospital01_apartment -fork 4
>
> Guess I gotta boot everyone and try it without the /
>
> mauirixxx
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sent: Tuesday, November 18, 2008 10:50 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>
> I noticed that as well.
>
> That command was actually posted by valve.. although I suspect is may be
> a
> typo.
>
> I haven't had a chance to test out server forking with per server
> configs
> yet.
>
> Let me know if you get a chance to test and I'll adjust accordingly.
>
> Here is the original post by valve.
>
> -quote
> ./srcds_run \
> -game left4dead \
> -ip 1.1.1.1\
> -netconport 9000+##\
> -netconpassword password\
> -steamport 27690+##\
> +hostname My_L4D_Server_##\
> +sv_tags reservable\
> +exec server/##.cfg\
> +map l4d_dem_hospital01_apartment\
> -fork 40
>
> I think what Chris forgot to mention was that the ## syntax can be used
> in an
> expression. So here rather than just substituting the instance number
> in,
> I am using
> it to add the value to an existing number.
>
> Someone asked about why -exec ##.cfg didn't work. I would suggest using
> +exec ##.cfg
> instead. This is the format I am using and this appears to function
> correctly. Also,
> make sure that your files are zero padded to two digits (i.e 01, 02,
> etc...).
>
> I also had to do a lot of shuffling around of port numbers to allow 40
> server
> instances to run correctly. This is because many of the default port
> numbers are too
> close to one another to support more than about 5-10 servers. The ports
> you need to
> worry about are:
>
> -netconport
> -steamport
> +clientport
> +hostport
> +tv_port
> +matchmakingport
> +systemlinkport
>
> I control the first two from the command line since they are not
> convars,
> the rest I
> put into my config files. Just space the port nunbers apart so there is
> a
> gap larger
> than the number of dedicated servers you intend to run on the same box.
>
> -----quote
>
>
>> In the forked command line you posted, for the multiple server##.cfg
>> files, you have server/##.cfg -  is the / supposed to be in there?
>>
>> mauirixxx
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
>> Sent: Tuesday, November 18, 2008 10:15 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>>
>> Not at all..
>>
>>
>>> Mind if I copy/paste and provide the original link and your email?
>>>
>>> On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton <[EMAIL PROTECTED]>
>> wrote:
>>>
>>>> Awesome, I've been saving various e-mails as they've come down, but
>>>> since you took the time to compile and post it ... BOOKMARKED!
>>>>
>>>> mauirixxx
>>>>
>>>> -Original Message-
>>>> From: [EMAIL PROTECTED]
>>>> [mailto:[EMAIL PROTECTED] On Behalf Of
> Steve
>>>> Sent: Tuesday, November 18, 2008 9:34 AM
>>>> To: [EMAIL PROTECTED]
>>>> Cc: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>>>>
>>>> Hey guys!
>>>>
>>>> I updated my L4D config guide with lots of info about forking and
>> co-op
>>>> /
>>>> versus modes. (this is turning into a monster post)
>>>>
>>>> If you have a simple question about getting your L4D server going
> you
>>>> might wanna take a look at this first.
>>>>
>>>> http://forums.steampowered.com/forums/showthread.php?t=745

Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
I noticed that as well.

That command was actually posted by valve.. although I suspect is may be a
typo.

I haven't had a chance to test out server forking with per server configs
yet.

Let me know if you get a chance to test and I'll adjust accordingly.

Here is the original post by valve.

-quote
./srcds_run \
-game left4dead \
-ip 1.1.1.1\
-netconport 9000+##\
-netconpassword password\
-steamport 27690+##\
+hostname My_L4D_Server_##\
+sv_tags reservable\
+exec server/##.cfg\
+map l4d_dem_hospital01_apartment\
-fork 40

I think what Chris forgot to mention was that the ## syntax can be used in an
expression. So here rather than just substituting the instance number in,
I am using
it to add the value to an existing number.

Someone asked about why -exec ##.cfg didn't work. I would suggest using
+exec ##.cfg
instead. This is the format I am using and this appears to function
correctly. Also,
make sure that your files are zero padded to two digits (i.e 01, 02, etc...).

I also had to do a lot of shuffling around of port numbers to allow 40 server
instances to run correctly. This is because many of the default port
numbers are too
close to one another to support more than about 5-10 servers. The ports
you need to
worry about are:

-netconport
-steamport
+clientport
+hostport
+tv_port
+matchmakingport
+systemlinkport

I control the first two from the command line since they are not convars,
the rest I
put into my config files. Just space the port nunbers apart so there is a
gap larger
than the number of dedicated servers you intend to run on the same box.

-quote


> In the forked command line you posted, for the multiple server##.cfg
> files, you have server/##.cfg -  is the / supposed to be in there?
>
> mauirixxx
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sent: Tuesday, November 18, 2008 10:15 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>
> Not at all..
>
>
>> Mind if I copy/paste and provide the original link and your email?
>>
>> On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton <[EMAIL PROTECTED]>
> wrote:
>>
>>> Awesome, I've been saving various e-mails as they've come down, but
>>> since you took the time to compile and post it ... BOOKMARKED!
>>>
>>> mauirixxx
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
>>> Sent: Tuesday, November 18, 2008 9:34 AM
>>> To: [EMAIL PROTECTED]
>>> Cc: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>>>
>>> Hey guys!
>>>
>>> I updated my L4D config guide with lots of info about forking and
> co-op
>>> /
>>> versus modes. (this is turning into a monster post)
>>>
>>> If you have a simple question about getting your L4D server going you
>>> might wanna take a look at this first.
>>>
>>> http://forums.steampowered.com/forums/showthread.php?t=745441
>>>
>>> -Steve
>>>
>>>
>>>
>>> ___
>>> 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
>>>
>>
>>
>>
>> --
>> -
>> [EMAIL PROTECTED]
>> ___
>> 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


Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Not at all..


> Mind if I copy/paste and provide the original link and your email?
>
> On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton <[EMAIL PROTECTED]> wrote:
>
>> Awesome, I've been saving various e-mails as they've come down, but
>> since you took the time to compile and post it ... BOOKMARKED!
>>
>> mauirixxx
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
>> Sent: Tuesday, November 18, 2008 9:34 AM
>> To: [EMAIL PROTECTED]
>> Cc: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide
>>
>> Hey guys!
>>
>> I updated my L4D config guide with lots of info about forking and co-op
>> /
>> versus modes. (this is turning into a monster post)
>>
>> If you have a simple question about getting your L4D server going you
>> might wanna take a look at this first.
>>
>> http://forums.steampowered.com/forums/showthread.php?t=745441
>>
>> -Steve
>>
>>
>>
>> ___
>> 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
>>
>
>
>
> --
> -
> [EMAIL PROTECTED]
> ___
> 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


Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Hey guys!

I updated my L4D config guide with lots of info about forking and co-op /
versus modes. (this is turning into a monster post)

If you have a simple question about getting your L4D server going you
might wanna take a look at this first.

http://forums.steampowered.com/forums/showthread.php?t=745441

-Steve



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Autoupdate start option

2008-11-18 Thread Steve
oops!

your right.. nice catch!

> Not l4d_demo but l4d now.
>
> 2008/11/18 Steve <[EMAIL PROTECTED]>
>
>> Autoupdate is broken, like in orangebox.
>> You have to modify your srcds_run script.
>>
>> Find :
>>
>>  update() {
>> updatesingle
>>  }
>>
>> And replace it by :
>>
>>  update() {
>> cd ..
>> updatesingle
>> cd l4d_demo
>>  }
>>
>>
>>
>>
>> > I know this has been a lingering question on all server admin's
>> > minds.  When is the -autoupdate flag going to start working properly
>> > again?
>> >
>> > I noticed its not working for left4dead as well as tf2.
>> >
>> > f0rkz
>> > f7lans.com - Not your moms marble madness
>> >
>> >
>> >
>> >
>> > ___
>> > 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


Re: [hlds_linux] Autoupdate start option

2008-11-18 Thread Steve
Autoupdate is broken, like in orangebox.
You have to modify your srcds_run script.

Find :

 update() {
 updatesingle
 }

And replace it by :

 update() {
 cd ..
 updatesingle
 cd l4d_demo
 }




> I know this has been a lingering question on all server admin's
> minds.  When is the -autoupdate flag going to start working properly
> again?
>
> I noticed its not working for left4dead as well as tf2.
>
> f0rkz
> f7lans.com - Not your moms marble madness
>
>
>
>
> ___
> 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


Re: [hlds_linux] [hlds] L4D max slots - another solution

2008-11-18 Thread Steve
or you could do this

"director_no_human_zombies" = "1"
 game replicated
 - Prevents humans from joining the zombie team


> I just had an idea that I am testing now.
>
> If the max players is controlled via the type of map that gets loaded.
>
> Why can't you just remove the maps for the type you don't want?
>
> For instance. I want a 4 player co-op only server.. so I move all the "VS"
> maps to another folder.. then start up the server..
>
> I know this is somewhat of a duct tape fix for the problem.. and it will
> cause issues when it tries to download the maps again during an update
> cycle.. but it should work in theory right?
>
> Haven't testing extensively.. but so far it appears to be working.
>
> -Steve
>
>
>> You launch the server and it will change the number of slots when the
>> players on the server call a vote.
>>
>> Sent from my iPhone
>>
>> On Nov 18, 2008, at 9:02 AM, Alec Sanger <[EMAIL PROTECTED]> wrote:
>>
>>>
>>> I don't believe you can change the max slots. it changes based on
>>> the map (i think)
>>>
>>> .> Date: Tue, 18 Nov 2008 11:55:48 -0500> From:
>>> [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> Subject:
>>> [hlds] L4D max slots> > Does anyone know how to change the max slots
>>> for a server from 8 to 12? I> cant find it anywhere...>
>>> ___> To unsubscribe,
>>> edit your list preferences, or view the list archives, please
>>> visit:> http://list.valvesoftware.com/mailman/listinfo/hlds
>>> _
>>> Get more done, have more fun, and stay more connected with Windows
>>> Mobile®.
>>> http://clk.atdmt.com/MRT/go/119642556/direct/01/
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Steve
Amazing!! does this tech stand any chance of making an appearance on the
win32 side?


> I can't say I have tried it, but in theory, you should be able to run one
> forked L4D server across a giant network of machines, including load
> balancing, including live migration of server instances across multiple
> machines, using mosix http://www.mosix.org/, which is pretty interesting.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Monday, November 17, 2008 4:28 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Data exchange over crossed child process
>
> This is truly the next generation the game is going to turn.
>
> Imagine mods development, through campaigns editions constructed over the
> childs, swapping players between childs processes, maybe voice
> communication through the childs processes ...
> The opportunites that this system may encourage will inscrease the game
> experience.
>
> Awesome !
>
>
> -Original Message-
>
> Not sure exactly what you are asking, but yes, there is bidirectional
> communication between the parent process and all the children.
> It isn't used for much right now, but more info could be transmitted.
> Currently,
>
> - the parent can send concommands to all children
> - the parent sees the spew from all children
> - the parent sees occasional status updates from the children. This
> allows, for instance, a monitoring tool to show you how many people are on
> your set of servers and what map they are playing by just connecting to
> one port and querying, instead of needing to connect to every running
> instance. Since some systems can run up to 40-50 instances at once, this
> is useful.
>
>
> -Original Message-
>
> From: hlds_linux-bounces at list.valvesoftware.com
> [mailto:hlds_linux-bounces at list.valvesoftware.com] On Behalf Of tech at
> cybergate02.com
> Sent: Monday, November 17, 2008 4:24 AM
> To: hlds_linux at list.valvesoftware.com
> Subject: [hlds_linux] Data exchange over crossed child process
>
> Well, the new source dedicated server as a new feature: fork command line.
>
> May the engine permit data exchange between the childs processes (telnet)
> ?
> This may be a revolution.
>
> ___
> 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


Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Steve
why don't you just drop the IP at your firewall?


> Ban the IP? Set up a script that checks the serverlogs periodically for
> these message and auto-ban IP's that trigger the rate limits often?
>
>
>
> Pawel wrote:
>> Hi,
>>
>> Today in logs i found:
>>
>> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>> exceeding rate limits
>>
>> and it is full of such lines.
>>
>> Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>> 80% :|
>> Could you help me? :D What i should make to prevent my server from ddos?
>>
>> Thanks
>> ___
>> 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


Re: [hlds_linux] I fail at separate configs

2008-11-16 Thread Steve
Using +exec server##.cfg and then setting servercfgfile in each file 
should accomplish that.

[EMAIL PROTECTED] wrote:
> Yes it's looking for a file with ## in it, changing the map outputs an error
> to that effect (and if you name a file ##.cfg then it executes the contents
> of that file)
>
> I'd prefer to use servercfgfile as it's executed every mapchange as opposed
> to just on server startup, but I'll look into using +exec (just have to wait
> a few hours for my servers to shutdown again)
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of Chris Green
>> Sent: 16 November 2008 21:41
>> To: 'Half-Life dedicated Linux server mailing list'
>> Subject: Re: [hlds_linux] I fail at separate configs
>>
>> Yeah - we are using +exec on our servers.
>> It's possible that +servercfgfile is executing before the command line
>> substitution happens - does it appear to be looking for a file with a
>> "##" in it (strace will tell you if nothing else does)?
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of x3sphere
>> Sent: Sunday, November 16, 2008 1:33 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] I fail at separate configs
>>
>> Unless I'm missing something, why not use +exec instead? Perhaps
>> +servercfgfile does not work with ##. I use +exec server_cfg##.cfg in
>> my
>> srcds launch line and it works as expected (looks for server_cfg01.cfg,
>> server_cfg02.cfg, etc).
>>
>> ___
>> 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


[hlds_linux] sv_steamgroup issue

2008-11-15 Thread Steve
There seems to be a glitch with sv_steamgroup that causes other servers 
to appear on the list. I noticed that the first 4 digits of the other 
server's groupid was the same as our groupid.

Ex.
Our server: 1234
Other server: 123456

Both are recognized as being part of group 1234.  Anyone else see this 
happen?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] difficulty levels

2008-11-07 Thread Steve
// Difficulty of the current game  (Easy, Normal, Hard, Impossible)
z_difficultyNormal


> sorry - l4d
>
> On 11/7/08, Patrick Shelley <[EMAIL PROTECTED]> wrote:
>>
>> what are the difficulty levels i can set? can i do them on the fly thru
>> rcon? or just in server.cfg?
>>
>> Patrick
>>
> ___
> 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


  1   2   3   >