Re: [hlds_linux] Stats for Gearbox server?
I would think in HLStatsX, you could define it as an HL1 "mod". You might have to setup a new icon for it, and I forgot how to enter the mod-specific weapons, but I'm sure there is a way. I seem to recall that I had to do that when I was running HLStatsX to track my Deathmatch Classic (DMC) server, and a couple of copies of "Snow-War" mod I run. On Sat, Oct 21, 2017 at 1:35 PM, Ook <ooksser...@zootal.com> wrote: > I am looking for something I can host myself. Sadly, hlstats was abandoned > years ago, hlstatsx doesn't have OP4 supports, psychostats likewise was > abandoned years ago. What else is out there for those that want to host it > yourself? > > > On 10/18/2017 10:01 PM, Weasels Lair wrote: > >> I am using the stats service GameMe.com. it's sort of a cloud hosted >> version of HLStats, etc. Not sure about GearBox specifically, but >> definitely works with my HL1, TFC, DMC and CS 1.x Servers. >> >> On Oct 18, 2017 3:07 PM, "Ook" <ooksser...@zootal.com> wrote: >> >> Many moons ago (like ten years ago) I ran a stats package on my Gearbox >>> server. I think the devs eventually dropped it and it no longer worked. I >>> have long since forgotten which one it was, psychostats, hlstats, >>> something >>> like that. >>> >>> Is anyone running a GearBox or HL1 server with stats? If so, which stats >>> package are you using? >>> >>> ___ >>> 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
[hlds_linux] TF2 = Your client has failed to authorize in time. Please reconnect or restart your game.
Ever since the update, clients trying to connect to my server keep getting that message ... "Your client has failed to authorize in time. Please reconnect or restart your game." I assume this is happening on a much wider basis? ___ 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] Stats for Gearbox server?
I am using the stats service GameMe.com. it's sort of a cloud hosted version of HLStats, etc. Not sure about GearBox specifically, but definitely works with my HL1, TFC, DMC and CS 1.x Servers. On Oct 18, 2017 3:07 PM, "Ook"wrote: > Many moons ago (like ten years ago) I ran a stats package on my Gearbox > server. I think the devs eventually dropped it and it no longer worked. I > have long since forgotten which one it was, psychostats, hlstats, something > like that. > > Is anyone running a GearBox or HL1 server with stats? If so, which stats > package are you using? > > ___ > 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
[hlds_linux] GoldSrc server updates on 2017-07-11?
I noticed some announcements on Steam for HL1, TFC and DMC - but no notification from HLDS_Announce? I thought maybe they were client-side only updates, but I show all DLL's/SO's on my dedicated server had changed (at least in their time-stamp) when I ran the update on them. I also noticed that the version information in the Steam.INF files did NOT increment? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] ToolChain fix just released?
Looks like Valve may have just released the ToolChain update for TF2, which includes fixes for Mac OS-X? http://store.steampowered.com/news/28831/ ___ 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] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
A description of the SteamRT on Valve's git-hub: https://github.com/ValveSoftware/steam-runtime Link to their repo for binaries and source? http://repo.steamstatic.com/steamrt/ Not really relevant to me - since I'm on Ubuntu LTS and don't seem to have any issues. I dumped CentOS years ago based on some notes from Valve, indicating that they developed Linux-based components on debian/ubuntu family - so I assumed that would always be easier than running a RedHat-family distro. On Wed, Mar 15, 2017 at 4:58 PM, Marco Padovan <e...@evcz.tk> wrote: > Actually, should everything work on centos 7? > > If not, is there a zip file with all the steamruntime files to try to run > some dynamic linking? > > On Thu, Mar 16, 2017 at 12:46 AM, Marco Padovan <e...@evcz.tk> wrote: > > > I've yet to inspect that properly Could be > > > > On Thu, Mar 16, 2017 at 12:28 AM, Weasels Lair <wea...@weaselslair.com> > > wrote: > > > >> If I understood correctly, non-Debian/Ubuntu family servers might have > to > >> use the Steam Runtime/chroot thing? > >> > >> On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovan <e...@evcz.tk> wrote: > >> > >> > We are having segfaults on centos 7 with intel xeon v5 cpus > >> > > >> > shouldn't centos 7 be fully supported an on par with the versions? > >> > > >> > > >> ___ > >> 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] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
If I understood correctly, non-Debian/Ubuntu family servers might have to use the Steam Runtime/chroot thing? On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovanwrote: > We are having segfaults on centos 7 with intel xeon v5 cpus > > shouldn't centos 7 be fully supported an on par with the versions? > > ___ 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] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
A couple of weird things I noticed on my TF2 beta server today: 1) The port number I specified on the command-line in 6911, but in the "status" command it shows 6912. I did not notice that yesterday, but I assume it was showing that way yesterday as well. I have not tried to update since fixing the server yesterday. Current non-beta does not show that way (although as I recall it works that way - always adding 1 to the port number given at the command-line? but showing the original port number anyway?). So, maybe just making it reflect "reality" now? Would be nice to just make it use the port numbers used instead though. :-) 2) The beta server worked fine yesterday, but today some issues. Not sure if related to my upgrade from Ubuntu 14 LTS to Ubuntu 16 LTS. I can not connect to the server today, and today I notice under the "status" command it says: (secure mode enabled, disconnected from Steam3) Will do some more troubleshooting on the 2nd issue, I am kind of assuming anything after my Ubuntu LTS 14 to LTS 16 upgrade is related to that until proven otherwise. On Mon, Feb 20, 2017 at 2:46 PM, John Schoenickwrote: > Hey everyone, > > Following up on the warning email we sent a long while back, we're making > good on our promise and changing our build toolchains for the TF2+SDK2013 > games' dedicated server. TF2 is being updated first, with the other > SDK2013 games to follow. > > There are two things that may affect server administrators that you should > be aware of: > > > *The Linux dedicated server now targets the Steam Runtime* > > The Steam Runtime is a common runtime target based on Ubuntu. For srcds, > this largely means linking against a more recent glibc than may be > available in some server distributions. Administrators should check that > the provided beta still runs in their environment of choice. Those who are > on older or incompatible distributions have several options: > > - Switch to a distribution more compatible with the Steam Runtime, such as > Ubuntu LTS > > - Make use of a chroot/container/VM environment to run srcds. The tools > linked below include a script for creating a chroot that can be used for > bootstrapping Steam Runtime environments. > > - Use the Steam Runtime tools linked below combined with some dynamic > linker magic to use the runtime libraries on an incompatible distribution, > e.g.: > > steamrt=/path/to/runtime > export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32" > LD="$steamrt/usr/lib32/ld-linux.so.2" > "$LD" ./srcds_linux "$@" > > More information about the Steam Runtime and utilities for obtaining it > can be found here: https://github.com/ValveSoftware/steam-runtime > > > *The compiler toolchain used for all editions of srcds has changed* > > Along with the client builds, all server builds have been updated to a > newer compiler. Windows builds now use the MSVC2015 tools, while Linux > builds now use a newer edition of GCC with differing command-line > parameters that affect codegen. > > This is expected to break mods that expect certain ABI behaviors or look > for certain signatures in order to hook functions (such as SourceMod). We > have separately spoken with the SourceMod team and they are working on > supporting the new setup. Maintainers of other mods should test them > against the beta release below. > > Our previous warning also indicated that this would change the _srv naming > of the linux binaries. We have decided *not* to adjust this, and the > separate _srv build and naming remains unchanged. > > > *Beta* > > We've made a beta branch available for TF2 with these new changes. The > remaining SDK2013 games will be updated in the near future, and we will > provide a beta for them at that time. > > The beta is compatible with the current TF2 public release - servers may > safely convert to it and continue serving both beta and non-beta clients. > > The beta branch is titled "toolchainbeta" with no required password. It > can be accessed with SteamCMD via: > > app_update 232250 -beta toolchainbeta > > These changes may be promoted to an official release of TF2 as soon as > next week, so we encourage all server administrators to test their setup > against the beta before then. > > > Let me know if you have any questions or concerns > > - John > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ 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] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
Thanks, got that installed/upgraded (.3 was there but not .4, and not 32-bit apparently). For others following, on my Ubuntu 14.04.03 install, here's what extra I had to install: sudo apt-get install libcurl3-gnutls; sudo apt-get install libcurl3-gnutls:i386; sudo apt-get install libcurl4-gnutls-dev; sudo apt-get install libcurl4-gnutls-dev:i386; On Mon, Feb 20, 2017 at 5:48 PM, John Schoenick <jo...@valvesoftware.com> wrote: > This implies your environment is missing a library used by the replay > system: > > libcurl-gnutls.so.4 => not found > > You'll either need to install the 32-bit version of this library or make > use the Steam Runtime as mentioned above which includes it. > > > > On 02/20/2017 05:37 PM, Weasels Lair wrote: > > Here's what comes back from the ENV: > > game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" > ldd -d bin/replay_srv.so > linux-gate.so.1 => (0xf7793000) > libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000) > libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000) > libcurl-gnutls.so.4 => not found > libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000) > libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000) > libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000) > libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0 > (0xf743d000) > /lib/ld-linux.so.2 (0xf7794000) > libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000) > librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000) > libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000) > undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3 > (bin/replay_srv.so) > undefined symbol: curl_global_init, version CURL_GNUTLS_3 > (bin/replay_srv.so) > > Just for reference, here's the info from steam.inf file, just to be sure > this is the most current version (probably should have included that > earlier): > > PatchVersion=3833195 > ClientVersion=3833195 > ServerVersion=3842775 > ProductName=tf > appID=440 > ServerAppID=232250 > > > On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick <jo...@valvesoftware.com> > wrote: > >> This means that replay_srv.so could not load due to missing dependencies, >> and is likely due to missing required libraries. >> >> The following command, from the tf install directory (where srcds_linux >> is), should identify why replay_srv.so is not able to be loaded >> >> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so >> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you >> invoke ldd the same way) >> >> >> On 02/20/2017 05:19 PM, Weasels Lair wrote: >> >> Ok, here's the error I encountered trying to host the TF2 beta linux >> dedicated server build: >> >> Operating System: Ubuntu 14.04 LTS >> Kernel: Linux 3.13.0-108-generic >> Architecture: 64-bit (x86_64) >> Video: Headless install (via SteamCMD) >> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on >> same server) >> Summary: Throws some error about replay (which I don't use anyway). Have >> not run in "debug" mode just yet. >> >> Console output: >> Start-up command-line: >> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port >> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey >> {censored} >> Starting game server ... >> WARNING: No map specified! Server may not heartbeat. >> Auto detecting CPU >> Using default binary: ./srcds_linux >> Server will auto-restart if there is a crash. >> Using Breakpad minidump system. Version: 3842775 AppID: 232250 >> Setting breakpad minidump AppID = 232250 >> Using breakpad crash handler >> Loaded 7627 VPK file hashes from >> /home/game-servers/game911/tf/tf2_textures.vpk >> for pure server operation. >> Loaded 7627 VPK file hashes from >> /home/game-servers/game911/tf/tf2_textures.vpk >> for pure server operation. >> Loaded 465 VPK file hashes from >> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk >> for pure server operation. >> Loaded 465 VPK file hashes from >> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk >> for pure server operation. >> Loaded 1095 VPK file hashes from >> /home/game-servers/game911/tf/tf2_sound_misc.vpk >> for pure server operation. >> Loaded 1095 VPK file hashes from >> /home/game-servers/game911/tf/tf2_sound_misc.vpk >> for pure server operation. >> Loaded 1791 VPK fi
Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
Ok, here's the error I encountered trying to host the TF2 beta linux dedicated server build: Operating System: Ubuntu 14.04 LTS Kernel: Linux 3.13.0-108-generic Architecture: 64-bit (x86_64) Video: Headless install (via SteamCMD) Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on same server) Summary: Throws some error about replay (which I don't use anyway). Have not run in "debug" mode just yet. Console output: Start-up command-line: nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey {censored} Starting game server ... WARNING: No map specified! Server may not heartbeat. Auto detecting CPU Using default binary: ./srcds_linux Server will auto-restart if there is a crash. Using Breakpad minidump system. Version: 3842775 AppID: 232250 Setting breakpad minidump AppID = 232250 Using breakpad crash handler Loaded 7627 VPK file hashes from /home/game-servers/game911/tf/tf2_textures.vpk for pure server operation. Loaded 7627 VPK file hashes from /home/game-servers/game911/tf/tf2_textures.vpk for pure server operation. Loaded 465 VPK file hashes from /home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server operation. Loaded 465 VPK file hashes from /home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server operation. Loaded 1095 VPK file hashes from /home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation. Loaded 1095 VPK file hashes from /home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation. Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation. Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation. Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation. Loaded 1217 VPK file hashes from /home/game-servers/game911/hl2/hl2_textures.vpk for pure server operation. Loaded 574 VPK file hashes from /home/game-servers/game911/hl2/hl2_sound_vo_english.vpk for pure server operation. Loaded 383 VPK file hashes from /home/game-servers/game911/hl2/hl2_sound_misc.vpk for pure server operation. Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk for pure server operation. Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /home/game-servers/game911/platform/platform_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /home/game-servers/game911/platform/platform_misc.vpk for pure server operation. server_srv.so loaded for "Team Fortress" Could not load: replay_srv.so Could not load: replay_srv.so dlopen failed trying to load: /home/game-servers/.steam/sdk32/steamclient.so with error: /home/game-servers/.steam/sdk32/steamclient.so: cannot open shared object file: No such file or directory Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Segmentation fault (core dumped) Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Tue Feb 21 01:17:54 UTC 2017: Server restart in 10 seconds Tue Feb 21 01:17:57 UTC 2017: Server Quit On Mon, Feb 20, 2017 at 5:13 PM, John Schoenickwrote: > The list is probably the best place for visibility > ___ 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] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
PS: I should have asked, if on the GitHub - WHICH one? On Mon, Feb 20, 2017 at 5:04 PM, Weasels Lair <wea...@weaselslair.com> wrote: > John - > For those server-operators who encounter errors running the beta, do you > want the reports here on the list? or in the Git-Hub? > Thanks, > - Weasel > > On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick <jo...@valvesoftware.com> > wrote: > >> We've pushed a small update to the beta that removes the libstdc++ and >> libgcc_s libraries that were previously shipping with the linux dedicated >> server build. These were a workaround for compatibility prior to the Steam >> Runtime requirement, and were now causing conflicts in some environments. >> >> On 02/20/2017 02:46 PM, John Schoenick wrote: >> >> Hey everyone, >> >> Following up on the warning email we sent a long while back, we're making >> good on our promise and changing our build toolchains for the TF2+SDK2013 >> games' dedicated server. TF2 is being updated first, with the other >> SDK2013 games to follow. >> >> There are two things that may affect server administrators that you >> should be aware of: >> >> >> *The Linux dedicated server now targets the Steam Runtime* >> >> The Steam Runtime is a common runtime target based on Ubuntu. For srcds, >> this largely means linking against a more recent glibc than may be >> available in some server distributions. Administrators should check that >> the provided beta still runs in their environment of choice. Those who are >> on older or incompatible distributions have several options: >> >> - Switch to a distribution more compatible with the Steam Runtime, such >> as Ubuntu LTS >> >> - Make use of a chroot/container/VM environment to run srcds. The tools >> linked below include a script for creating a chroot that can be used for >> bootstrapping Steam Runtime environments. >> >> - Use the Steam Runtime tools linked below combined with some dynamic >> linker magic to use the runtime libraries on an incompatible distribution, >> e.g.: >> >> steamrt=/path/to/runtime >> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32" >> LD="$steamrt/usr/lib32/ld-linux.so.2" >> "$LD" ./srcds_linux "$@" >> >> More information about the Steam Runtime and utilities for obtaining it >> can be found here: https://github.com/ValveSoftware/steam-runtime >> >> >> *The compiler toolchain used for all editions of srcds has changed* >> >> Along with the client builds, all server builds have been updated to a >> newer compiler. Windows builds now use the MSVC2015 tools, while Linux >> builds now use a newer edition of GCC with differing command-line >> parameters that affect codegen. >> >> This is expected to break mods that expect certain ABI behaviors or look >> for certain signatures in order to hook functions (such as SourceMod). We >> have separately spoken with the SourceMod team and they are working on >> supporting the new setup. Maintainers of other mods should test them >> against the beta release below. >> >> Our previous warning also indicated that this would change the _srv >> naming of the linux binaries. We have decided *not* to adjust this, and >> the separate _srv build and naming remains unchanged. >> >> >> *Beta* >> >> We've made a beta branch available for TF2 with these new changes. The >> remaining SDK2013 games will be updated in the near future, and we will >> provide a beta for them at that time. >> >> The beta is compatible with the current TF2 public release - servers may >> safely convert to it and continue serving both beta and non-beta clients. >> >> The beta branch is titled "toolchainbeta" with no required password. It >> can be accessed with SteamCMD via: >> >> app_update 232250 -beta toolchainbeta >> >> These changes may be promoted to an official release of TF2 as soon as >> next week, so we encourage all server administrators to test their setup >> against the beta before then. >> >> >> Let me know if you have any questions or concerns >> >> - John >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > ___ 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] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
John - For those server-operators who encounter errors running the beta, do you want the reports here on the list? or in the Git-Hub? Thanks, - Weasel On Mon, Feb 20, 2017 at 4:54 PM, John Schoenickwrote: > We've pushed a small update to the beta that removes the libstdc++ and > libgcc_s libraries that were previously shipping with the linux dedicated > server build. These were a workaround for compatibility prior to the Steam > Runtime requirement, and were now causing conflicts in some environments. > > On 02/20/2017 02:46 PM, John Schoenick wrote: > > Hey everyone, > > Following up on the warning email we sent a long while back, we're making > good on our promise and changing our build toolchains for the TF2+SDK2013 > games' dedicated server. TF2 is being updated first, with the other > SDK2013 games to follow. > > There are two things that may affect server administrators that you should > be aware of: > > > *The Linux dedicated server now targets the Steam Runtime* > > The Steam Runtime is a common runtime target based on Ubuntu. For srcds, > this largely means linking against a more recent glibc than may be > available in some server distributions. Administrators should check that > the provided beta still runs in their environment of choice. Those who are > on older or incompatible distributions have several options: > > - Switch to a distribution more compatible with the Steam Runtime, such as > Ubuntu LTS > > - Make use of a chroot/container/VM environment to run srcds. The tools > linked below include a script for creating a chroot that can be used for > bootstrapping Steam Runtime environments. > > - Use the Steam Runtime tools linked below combined with some dynamic > linker magic to use the runtime libraries on an incompatible distribution, > e.g.: > > steamrt=/path/to/runtime > export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32" > LD="$steamrt/usr/lib32/ld-linux.so.2" > "$LD" ./srcds_linux "$@" > > More information about the Steam Runtime and utilities for obtaining it > can be found here: https://github.com/ValveSoftware/steam-runtime > > > *The compiler toolchain used for all editions of srcds has changed* > > Along with the client builds, all server builds have been updated to a > newer compiler. Windows builds now use the MSVC2015 tools, while Linux > builds now use a newer edition of GCC with differing command-line > parameters that affect codegen. > > This is expected to break mods that expect certain ABI behaviors or look > for certain signatures in order to hook functions (such as SourceMod). We > have separately spoken with the SourceMod team and they are working on > supporting the new setup. Maintainers of other mods should test them > against the beta release below. > > Our previous warning also indicated that this would change the _srv naming > of the linux binaries. We have decided *not* to adjust this, and the > separate _srv build and naming remains unchanged. > > > *Beta* > > We've made a beta branch available for TF2 with these new changes. The > remaining SDK2013 games will be updated in the near future, and we will > provide a beta for them at that time. > > The beta is compatible with the current TF2 public release - servers may > safely convert to it and continue serving both beta and non-beta clients. > > The beta branch is titled "toolchainbeta" with no required password. It > can be accessed with SteamCMD via: > > app_update 232250 -beta toolchainbeta > > These changes may be promoted to an official release of TF2 as soon as > next week, so we encourage all server administrators to test their setup > against the beta before then. > > > Let me know if you have any questions or concerns > > - John > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ 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] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available
Thanks John for the follow-up and details, and thanks for working with the SourceMod team in advance of these changes. Something like 90% of community servers probably run SourceMod in some form (I am guessing). So, good to see that communication going up-front. Thanks again, - Weasel. On Mon, Feb 20, 2017 at 2:46 PM, John Schoenickwrote: > Hey everyone, > > Following up on the warning email we sent a long while back, we're making > good on our promise and changing our build toolchains for the TF2+SDK2013 > games' dedicated server. TF2 is being updated first, with the other > SDK2013 games to follow. > > There are two things that may affect server administrators that you should > be aware of: > > > *The Linux dedicated server now targets the Steam Runtime* > > The Steam Runtime is a common runtime target based on Ubuntu. For srcds, > this largely means linking against a more recent glibc than may be > available in some server distributions. Administrators should check that > the provided beta still runs in their environment of choice. Those who are > on older or incompatible distributions have several options: > > - Switch to a distribution more compatible with the Steam Runtime, such as > Ubuntu LTS > > - Make use of a chroot/container/VM environment to run srcds. The tools > linked below include a script for creating a chroot that can be used for > bootstrapping Steam Runtime environments. > > - Use the Steam Runtime tools linked below combined with some dynamic > linker magic to use the runtime libraries on an incompatible distribution, > e.g.: > > steamrt=/path/to/runtime > export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32" > LD="$steamrt/usr/lib32/ld-linux.so.2" > "$LD" ./srcds_linux "$@" > > More information about the Steam Runtime and utilities for obtaining it > can be found here: https://github.com/ValveSoftware/steam-runtime > > > *The compiler toolchain used for all editions of srcds has changed* > > Along with the client builds, all server builds have been updated to a > newer compiler. Windows builds now use the MSVC2015 tools, while Linux > builds now use a newer edition of GCC with differing command-line > parameters that affect codegen. > > This is expected to break mods that expect certain ABI behaviors or look > for certain signatures in order to hook functions (such as SourceMod). We > have separately spoken with the SourceMod team and they are working on > supporting the new setup. Maintainers of other mods should test them > against the beta release below. > > Our previous warning also indicated that this would change the _srv naming > of the linux binaries. We have decided *not* to adjust this, and the > separate _srv build and naming remains unchanged. > > > *Beta* > > We've made a beta branch available for TF2 with these new changes. The > remaining SDK2013 games will be updated in the near future, and we will > provide a beta for them at that time. > > The beta is compatible with the current TF2 public release - servers may > safely convert to it and continue serving both beta and non-beta clients. > > The beta branch is titled "toolchainbeta" with no required password. It > can be accessed with SteamCMD via: > > app_update 232250 -beta toolchainbeta > > These changes may be promoted to an official release of TF2 as soon as > next week, so we encourage all server administrators to test their setup > against the beta before then. > > > Let me know if you have any questions or concerns > > - John > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] "Got Bandwidth?
LOL just found this old news release on Steam, wow remember when Valve needed communities and 3rd-parties? http://store.steampowered.com/news/176/ "Got Bandwidth? Announcement - Valve Jul 15, 2003 Several partners have already signed up to host content servers. If you've got at least 50megabits/sec to spare, get in touch!." ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] SRCDS and/or SM not following symbolic links in file system under Ubuntu?
Just a quick update. I isolated this to my web-server, but setting "sv_downloadurl" to empty quotes and effectively disabling the fast-download feature. No, does not appear to be something with TF2, SRCDS or SM. It's something with my Apache configuration or underlying file-system and similar symbolic links there. - Weasel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] SRCDS and/or SM not following symbolic links in file system under Ubuntu?
Not sure if this is the exact issue yet, as I am still troubleshooting. But, the symptom I seem to be experiencing is SRCDS (for TF2) and/or maybe SourceMod (v-1.8.0 git-5967) possibly not following symbolic links in the file system to get custom files to queue for download? Wondering if anybody else is experiencing a similar issue under Ubuntu 14 LTS? PS: I am recreating all my symbolic links from scratch as I am troubleshooting, but so far it is has not made any difference. Custom downloads with normal paths under each game-directory seem to be working fine. ___ 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] Problem
"proof-of-life" that Valve does actually read this stuff. :-) They probably just ignore the rants and "venting". On Nov 16, 2016 1:00 PM, "John Schoenick"wrote: > Thanks for the feedback, all! > > I've narrowed this down to an old typo in the engine that was > exacerbated by recent changes. We will have a fix ready in the near > future. > > > - John > > > On 11/15/2016 11:58 PM, ics wrote: > > I'm also sure that this has nothing to do with the maps entity counts > > at all. The connecting player is 1 entity and if the server for some > > reason reports it cannot create new entity, it will drop the player > > and give false information about max_edicts. > > > > -ics > > > > sigsegv kirjoitti: > >> Since I had the (possibly somewhat unique) experience of seeing this > >> problem from both the client side and server side at the same time > >> when it > >> happened, I have some console excerpts from both sides at the time of > >> disconnect. > >> > >> Unfortunately I don't have timestamps for every single line on the > >> server > >> side, because I let my console.log file saturate at 2GB several > >> months ago > >> (oops). However I can confirm that the system clocks on the client > >> side and > >> server side were exactly in sync (to within 1 second). > >> > >> Client: > >> > >> 11/15/2016 - 15:40:06: sigsegv connected > >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system > >> "drain_effect"! > >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system > >> "drain_effect"! > >> 11/15/2016 - 15:40:10: CAsyncWavDataCache: 2 .wavs total 0 bytes, > >> 0.00 % > >> of capacity > >> 11/15/2016 - 15:40:12: Set Gravity 800.0 (0.250 tolerance) > >> 11/15/2016 - 15:40:12: TODO: Refusing to discard 39882 bytes > >> 11/15/2016 - 15:40:12: Signon traffic "CLIENT": incoming 282.030 KB, > >> outgoing 3.277 KB > >> 11/15/2016 - 15:40:12: Queued Material System: ENABLED! > >> 11/15/2016 - 15:40:12: Compact freed 1122304 bytes > >> 11/15/2016 - 15:40:12: Using joystick 'Xbox360 controller' configuration > >> 11/15/2016 - 15:40:12: JOY_AXIS_X: mapped to Side (absolute) > >> 11/15/2016 - 15:40:12: JOY_AXIS_Y: mapped to Forward (absolute) > >> 11/15/2016 - 15:40:12: JOY_AXIS_Z: unmapped > >> 11/15/2016 - 15:40:12: JOY_AXIS_R: mapped to Look (absolute) > >> 11/15/2016 - 15:40:12: JOY_AXIS_U: mapped to Turn (absolute) > >> 11/15/2016 - 15:40:12: JOY_AXIS_V: unmapped > >> 11/15/2016 - 15:40:12: Advanced Joystick settings initialized > >> 11/15/2016 - 15:40:12: Redownloading all lightmaps > >> 11/15/2016 - 15:40:12: R_RedownloadAllLightmaps took 7.764 msec! > >> 11/15/2016 - 15:40:12: Attemped to precache unknown particle system > >> "drain_effect"! > >> 11/15/2016 - 15:41:06: Starting ping measurement > >> 11/15/2016 - 15:41:11: Communications with routing cluster 'man' have > >> been > >> disrupted. > >> 11/15/2016 - 15:41:32: > >> Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS || > >> u.m_nNewEntity < 0 > >> > >> > >> Server: > >> > >> L 11/15/2016 - 15:39:11: Mapchange to mvm_example > >> L 11/15/2016 - 15:39:11: Error log file session closed. > >> Applying new item schema, version 27C794FC > >> **WARNING** Item schema mismatch after update! > >> GC told us to expect 27C794FC, we got 5CE6659C > >> ConVarRef room_type doesn't point to an existing ConVar > >> Executing dedicated server config file server.cfg > >> Set Gravity 800.0 (0.250 tolerance) > >> SoundEmitter: adding map sound overrides from > >> scripts/mvm_level_sounds.txt > >> [1667 total, 1667 replacements, 4 duplicated replacements] > >> SoundEmitter: adding map sound overrides from > >> scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11 > >> duplicated replacements] > >> SoundEmitter: adding map sound overrides from > >> scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0 duplicated > >> replacements] > >> SoundEmitter: adding map sound overrides from > >> scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0 > >> duplicated replacements] > >> Loading AI graph > >> Step 1 loading > >> Checking version > >> Passed first ver check > >> Got version 37 > >> Map version 174 > >> Done version checks > >> Finishing load > >> Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not > >> found.) > >> Set motd_text from file 'cfg/motd_text_default.txt'. > >> ('cfg/motd_text.txt' > >> was not found.) > >> Created class baseline: 22 classes, 7831 bytes. > >> 32 player server started > >> execing server.cfg > >> 'mvm_example.cfg' not present; not executing. > >> Steamworks Stats: Requesting SERVER session id. > >> Steamworks Stats: Received SERVER session id: 1191059030756 > >> Dropping ClientInfo packet from client not in appropriate state > >> Forcing client reconnect (2) > >> Stringtable modelprecache compression: 21192 -> 11080 bytes: 0.11ms > >> Stringtable soundprecache compression: 157111 -> 59643 bytes: 13.65ms > >>
Re: [hlds_linux] Problem
Try a different map (maybe a stock one like 2fort) and if if that makes a difference. On Nov 13, 2016 5:31 AM, "Sergey Dobretsov"wrote: > Server without MM+SM > > Client "ZaZnObA" connected (212.232.76.122:28501). > Client "Forklays" connected (212.232.76.122:28201). > Dropped Forklays from server (CL_ReadPreserveEnt: u.m_nNewEntity == > MAX_EDICTS || u.m_nNewEntity < 0) > Dropped ZaZnObA from server (CL_ReadPreserveEnt: u.m_nNewEntity == > MAX_EDICTS || u.m_nNewEntity < 0) > > > > > Check the status output on console. There might be something that > > creates more of those by error. > > > > -ics > > > > Robert Styler kirjoitti: > > > This error has only started appearing recently. I have made no changes > to > > > affect the edicts on the map. > > > > > > On 12 November 2016 at 12:17, ics wrote: > > > > > >> EDICT error refers to map having too many entities in present. Are you > > >> creating any yourself on the server through plugins? Log into server > > >> console and type in status, see what it reports? Should look something > > like > > >> this: edicts : 1370 used of 2048 max. What map are you running? > > >> > > >> -ics > > >> > > >> Sergey Dobretsov kirjoitti: > > >> > > >> Hi. > > >>> Yesterday, I've realised people are getting kicked randomly on all of > > the > > >>> tf2 servers: > > >>> L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1: > 171030251]>" > > >>> disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity == > MAX_EDICTS > > || > > >>> u.m_nNewEntity < 0") > > >>> ___ > > >>> 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 > > > > > > > > End of hlds_linux Digest, Vol 104, Issue 8 > > ** > > > ___ > 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] [hlds] Mandatory Team Fortress 2 update released
Looks like there is an updated SourceMod build in-progress. Looks like Linux build is there already, but Windows is still in-progress. http://www.sourcemod.net/downloads.php?branch=stable On Wed, Oct 12, 2016 at 6:20 PM, E. Olsenwrote: > Anyone else seeing servers crashing on player join (Windows server 2008R2)? > > On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith > wrote: > >> We've released a mandatory update for Team Fortress 2. The notes for the >> update are below. The new version is 3651233. >> >> -Eric >> >> -- >> >> - Players will now be randomly selected to participate in a survey at the >> end of Casual and Competitive matches >> - Ongoing improvements to the matchmaking backend to improve match >> quality and reduce wait times >> - Fixed air-blasts sometimes sending deflected projectiles in random >> directions when the Pyro is close to enemy players >> - Fixed a case where players joining community bootcamp servers via the >> server-browser could not select a team >> - Reduced the rate at which players can earn bonus points for >> extinguishing teammates >> - Fixed a case where players could use the Halloween teleport spell to >> get outside the map >> - Updated the localization files >> - Community requests >> - Fixed Merasmus not being stunned by bomb-head players on >> community Halloween maps >> - Added the ability for community Halloween maps to call a truce >> during a Monoculus or Merasmus fight >> - Can be set via the game rules entity using the >> SetMapForcedTruceDuringBossFight input >> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props, >> and RD robots >> - Mann vs. Machine update >> - Fixed the Sentry Buster sound being orphaned if the Sentry >> Buster detonates while invulnerable >> - Fixed zombies not using the correct skin in Ghost Town >> - Updated cp_snakewater_final1 >> - Changes based on community feedback >> - Updated pl_millstone_event >> - Updated bot navigation file, bots now use all routes, won't get >> stuck so easily and are smarter >> - Fixed woodpile spot where HHH could get stuck >> - Improved clipping on wood piles >> - Fixed missing rooftop texture >> - Fixed a few props flashing at certain angles >> - Fixed a spot in the last area where you could place stickies >> underground >> - Fixed Monoculus not getting stunned when hit by players exiting >> purgatory >> - Updated cp_sunshine >> - Blockbulleted spiral staircase on the back of second >> - Added medium ammo to mid near choke >> - Removed clipping over wooden arch going into second from valley >> - Reduced the size of the wooden arch >> - Blockbulleted a few undersides of staircases on last that could >> catch projectiles >> - Removed a ladder on last >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ 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] [hlds] TF2: Meet Your Match update and QuickPlay?
Am I missing something? or is the option to start a "listen-server" entirely removed now? There used to be a "[+]" option on the server thing in the GUI before. I do not see anything like that anymore. Granted, "listen-servers" were always something that players would try to use and result in crappy / laggy servers - if they got it working at all. However, it often used that feature to do a quick QA of a map, or enable sv_cheats to allow for a nav_generate for a new map and things like that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Client stuck on "Parsing game info .." after TF2 Meat your Mann update?
After today's update, I see my client is taking FOREVER in the "Parsing game info ..." stage of connecting. Looks like other players have successfully connected to my primary TF2 server, but not me yet. I noticed on one of my secondary TF2 servers, things were crashing. But haven't gotten to troubleshoot that properly yet to know if it's something SM-related or the weird test map on that server, etc. Hope that's not an indication of some larger issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] After last TF2 update(s) custom downloaded sounds not playing?
Until today, all my custom downloaded sounds were downloading and playing just fine. Now, the same sound fils that had previously work, result in these errors on the clients ... MP3 initialized with no sound cache, this may cause janking. [ somesoundfile.mp3 ] Failed to create decoder for MP3 [ somesoundfile.mp3 ] MP3 initialized with no sound cache, this may cause janking. [ somesoundfile.mp3 ] Failed to create decoder for MP3 [ somesoundfile.mp3 ] *** Invalid sample rate (0) for sound 'somesoundfile.mp3'. ___ 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] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages
Yep. An unfortunate downside to UDP-based applications is there is no "session" to manage. All packets are kind of "fire and forget". Very easy to spoof. Not that you can't spoof TCP too, but then the conversation falls apart with no reliable way to respond back. I'm this case, it would be categorized as a sort of reflection attack, since it's intended obviously to make effected systems take the knee-jerk reaction of blocking or reporting NFO as a bad player - when I'm fact the traffic isn't really coming from them. I just switched to them as a host, and love it so far. On Jan 18, 2016 6:37 PM, "David Parker"wrote: > Hello, > > This is usually caused by an attack which simply floods the server with > queries (usually A2S_INFO). > > This happened on one of my servers a few months ago (running on Linux), > and the offending IP address was owned by NFO. I contacted them and had a > good discussion with a few of the NFO guys. It turned out that someone in > Russia was doing this to a lot of servers, and spoofing the NFO IP as the > source. They said it wasn't the first time this had happened, but they > were very helpful in diagnosing the issue and figuring out what was > happening. > > I simply used a firewall rule to block the source IP, and the messages > stopped immediately. > > Hope this helps. > > - Dave > > On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net < > supp...@boomgaming.net> wrote: > >> Hello Everyone, >> >> I've searched the web on this but can't find the specific answers I'm >> looking for so I'm coming to my fellow server operators for a little >> guidance. I'm hoping some of you have seen or experienced what I'm writing >> about below. >> >> I still love and use HLSW to watch the logs of my servers constantly. >> More and more often now I'm seeing messages similar to the ones below >> flooding my console (the IP addresses and ports change but the messages are >> the same): >> >> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was >> blocked for exceeding rate limits >> >> My initial research says that these are attacks on my servers but I'm no >> so sure that's correct. I'm running my TF2 and CSS servers on my own >> Windows 2008 Dedicated server and when I see these messages, I immediately >> add them to a Windows Firewall rule I have to block any and all traffic >> from these IPs before the server even sees it. What's interesting is that I >> still see these messages even though they get added to the firewall's block >> list. Eventually they stop but a litle while later, I get messages like it >> from other IPs. Sometimes I can go a day or two without any, and other days >> I get as many as 15 IPs doing this. >> >> I want to note that I don't see any significant performance hits on the >> servers when this occurs but I'd like to know more about these messages as >> they specifically relate to a game server. Based upon the content of the >> message, I assume these mean something bad is being blocked. >> >> What I find even more interesting is that many of the offending IPs that >> are doing this are the specific IP addresses and ports from other game >> servers, In the case of the one above, it belongs to a CS 1.6 server in >> Russia. Why would another game server box be attempting to connect to my >> servers on the same port it's being hosted on? >> >> This problem has grown in frequency over the past few months. Prior to >> that, I don't remember seeing these messages at all in console. >> >> Can anyone give me some background on what these mean and what they're >> about? Also, any idea why they Windows Firewall doesn't block their traffic >> completely when I add them to the scope of the Firewall wall so they don't >> appear in the console logs? >> >> Thanks for reading and Happy Monday, >> Mike Vail >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > > -- > Dave Parker > Systems
[hlds_linux] -usercon?
Is the -usercon command-line parameter for SRCDS required for all SRCDS games now? or just CS:GO? I ask because I am having some trouble with RCon to my TF2 servers at the moment. ___ 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] -usercon?
Ok found my problem. Just moved to a new provider, and for some reason I had to start using "+ip #.#.#.#" in the start-up command-line for each SRCDS instance. Not sure why it would act differently on my old hosting provider (a general web/VPS company) and my new provider (a more game-oriented VPS provider), but whatever, it's working now. On Sun, Jan 10, 2016 at 1:31 PM, Jan <j...@frogvillage.info> wrote: > -usercon is needed for CS:GO to enable rcon function. As for troubles with > TF2, all of my servers are still working no problems without the parameter. > > > On 10.1.2016 21:54, ics wrote: > >> To my knowledge, -usercon is only used by windows machines to bring up >> the console. >> >> Rcon shouldn't need that. >> >> -ics >> >> Weasels Lair kirjoitti: >> >>> Is the -usercon command-line parameter for SRCDS required for all SRCDS >>> games now? or just CS:GO? >>> >>> I ask because I am having some trouble with RCon to my TF2 servers at the >>> moment. >>> ___ >>> 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] [hlds] Test
Yeah, I kind of assume somebody has an account that is on the list, which is then used by a bot to send out e-mails directly to e-mail addresses harvested from the last - based on who posts to the list (I usually seem to get them right after posting to the list). On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith <er...@valvesoftware.com> wrote: > On that topic, Amy is not subscribed to this list so we don't have an > action we can take here. > > -Eric > > > > From: hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair > Sent: Friday, September 11, 2015 11:54 AM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] Test > > She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME! > > > On Sep 11, 2015 11:42 AM, "N-Gon" <ngongamedes...@gmail.com> wrote: > Not my amy! > > > On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro < > smelly.feet.you.h...@gmail.com> wrote: > Is this change to help stop the spambots by any chance? > > > On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith <er...@valvesoftware.com> > wrote: > Testing a mailing list change. No need to reply. Thanks. > > -Eric > > ___ > 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] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.
I wonder how long it is until some script-kiddie figures-out how to exploit the built-in Streaming (ala https://github.com/ValveSoftware/steam-for-linux/issues/3990). Valve's response when I mentioned it was, effectively "expected behavior"). On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglekwrote: > Our guys who decompiled the copy when they got infected figured out it was > a very very bad script kiddie thing designed for doing exactly what is > going on right now. Lemme go find the name of it, someone posted the name > and feature list in the FP thread when we were trying to figure out what > the hell happened, as they're doing hijacks by remote desktopping your > computers. > > On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis wrote: > >> If, and that's a big if... hold on >> >> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just >> because of how difficult it is to exploit in practice. It would require >> very advanced Windows exploitation skills, and suggest a well-motivated, >> targeted attacker. My hunch is that it's another exploit, one that only >> works from malicious servers or custom maps. This one is incredibly >> practical and easy to exploit. >> >> - Nate >> >> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen wrote: >> >>> So, to confirm - Team Fortress 2 has already had this exploit fixed, >>> correct? >>> >>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis >>> wrote: >>> Actually, it looks like that only affects very old versions, (pre-2009 / aluigi) which have much worse exploits anyways. Sorry for the confusion. On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek wrote: > I'll let the guys on my sourcemod's team who are looking into it know, > thanks. > > On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis > wrote: > >> Note that, depending on the engine version you're on (and even SDK >> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do >> literally nothing; on older versions, sv_allowupload just tells the >> client >> not to upload anything to the server. The client can ignore it and do it >> anyways. >> >> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose >> wrote: >> >>> You'd know if that'd been done as there would be announcements on >>> the various hlds lists about updates for Counter-Strike: Source, Day of >>> Defeat: Source, and Half-Life 2: Deathmatch. >>> >>> However, what he's actually asking is that Valve update the Source >>> SDK 2013 with these fixes so that game developers can pull the changes >>> from >>> Github and merge them into their own games' code. >>> >>> >>> >>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek < >>> proph...@sticed.org> wrote: >>> He is basically saying that the exploits Nathaniel found and reported have only been fixed in Valve's main titles. He hasn't found or reported a new exploit. I think it has been mentioned by KyleS on one or multiple of these mailing lists that these exploit fixes should be ported onto other branches. Apparently that has not been done? On 03.09.2015 22:06, N-Gon wrote: Someone give this man an unusual Finder's Fee On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek < iamgoofb...@gmail.com> wrote: > Hi, I'm one of the developers for Team Fortress 2 Classic, a > source mod project. Recently, someone abused a bug present in Source > SDK > 2013 MP to distribute viruses to quite a few of our players and > developers. > The way they did it was by abusing a spray exploit present in the SDK > 2013 > MP edition to upload a file pretending to be a spray to all players > and > executing it. The technical info on how it works from one of our other > coders will be posted at the end of this email, but here's what you > need to > know as a server owner: > > We don't know how many source games are vulnerable. The big name > VALVe ones aren't, but any sourcemod probably is. This includes ones > on > steam like Fortress Forever, or Fistful of Frags. > > If you're running a server for a non-VALVe or bigname(Titanfall, > GMOD, etc.) Source Engine game, then here's what you need to do: > > 1. Set sv_upload to 0 on your server. > > 2. If you are a TF2C server host, shut your server down and start > scanning your server for viruses. > > 3. Pester valve to fix this ASAP. > > TL;DR: > Sprays can be exploited to run code on
[hlds_linux] Ubuntu -vs- Debian recommendation / observations?
I will be changing hosting providers in the near future. I will likely be going with NFOServers - but with an un-managed VPS. I am planning to stay with a VPS running one of these OS's: - Debian v8 Jessie - Ubuntu (LTS) v14.04.02 Trusty Tahr - Ubuntu v15.04 Vivid Vervet My current setup is based on Debian Jessie, but I am wondering if there is really anything better about hosting on Ubuntu? I recall having to go with Debian v8 Jessie (which at that time was not the stable release) because of underlying dependencies (libc, etc.?) that were difficult to work-around with Debian v7 wheezy at that time. I also recall a brief conversation with Eric from Valve, indicating that they compile dedicated server builds on Ubuntu, but test on Debian? But that was probably at least 2 years ago. So, not sure how relevant it is today. So, what I am asking for anybody that wants to provide some feedback, is: - Is there anything easier or better for hosting HLDS and SRCDS on Ubuntu -vs- Debian? - For those running Ubuntu, same question regarding v14.x -vs- v15.x? I have used Ubuntu largely for desktops in the past - not as much for servers. Generally, I do stay within the LTS releases - but open to looking at v15.x if there is some advantage. - Any other feedback on using one or the other? Thanks! (of course any feedback from Valve again would be nice, but not really expected. Everybody feel free to direct reply instead of to the list, if that is your preference) - Weasel (wea...@weaselslair.com). ___ 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] [hlds] Optional TF2 update released
Regarding RCon, unfortunately it is needed for various add-on stuff like stay trackers ( such as GameMe.com), ban systems ( SourceBans), etc. On May 19, 2015 7:38 AM, Bill bill...@gmail.com wrote: While we're at it why even have a password for rcon? Only a small handful of players even know how to use rcon. On Tue, May 19, 2015 at 10:10 AM, N-Gon ngongamedes...@gmail.com wrote: Again. Only a small handful of people within UGC know about making Sourcemod plugins. Instead of being pessimistic about fixing something why not come up with a better solution than the one I have presented? Such as maybe removing the cvar all together because it serves 0 purpose as the 0 backstab method is completely broken and 2 backstab method is completely untested AND broken. There is no need to have that cvar set to anything other than 1, so why not just remove it. On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote: Removing a cvar flag with a plugin is only 2 lines, some people sell cheat server plugins that got many more features than that, so it's easy for anyone to buy one and put it on their server. With VAC there is at least a chance (even if it's small) that the guy is going to get banned, and there's none if he has access to the server. 2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com: But the amount of players who can readily make something like that within UGC is not all that high. People thought of me as a messiah for my simple plugin when I had only learned about programming in SMod 2 days prior. Making a plugin to continue to cheat is way more steps involved than simply typing an rcon command in console. Nothing will ever 100% stop cheaters, but it's silly not to even try to slow them down. If we're going to just toss our hands in the air and say it's pointless because there will always be a workaround then why even bother having a VAC system in place. On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com wrote: Yes, that was a given. After all, server plugins can remove the cheat flag just as readily as the notify flag. On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote: That's pointless, someone could make a a plugin to remove the notify flag. You should only trust servers that are hosted by leagues where no one has the rcon_password or any access to the machine. There are many other cvars that can be modified the same way and be used to cheat. 2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com: Either way, tf_backstab_detection_method should probably be flagged as Notify so that all players are told when its value changes. On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com wrote: Hey, while we're on the subject of exploits I wanted to bring something up. tf_backstab_detection_method Currently that cvar can be changed on the fly with just rcon access. It's not Cheat or Notify flagged. I've had reports from 3 different UGC Plat players who are highly suspicious of other teams using this on a toggle to allow their spies easy facestabs when they need them. Adding a flag to this command will not harm anyone and it will be a load off the minds of the Comp players who have no way of proving this is being done in official matches. I made a plugin that, among other things, flagged this thing is a cheat. It's a nice start but I can't force everyone to use my plugin. But if Valve were to change this I wouldn't have to :) -Miggy On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia garcia.bru...@gmail.com wrote: Fixed *crash* when getting a malformed KeyValues buffer On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com wrote: Out of curiosity, what exactly did this do? On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Now that this exploit is public knowledge, any idea when we will see the remaining mainline Source Games updated? Thanks, Kyle. On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for Team Fortress 2. Dedicated servers do not need to download the update but you can if you'd like. The note for
Re: [hlds_linux] [hlds] Optional TF2 update released
Although, maybe on systems for competitive games, stats and bans aren't really an issue. On May 19, 2015 7:42 AM, Weasels Lair wea...@weaselslair.com wrote: Regarding RCon, unfortunately it is needed for various add-on stuff like stay trackers ( such as GameMe.com), ban systems ( SourceBans), etc. On May 19, 2015 7:38 AM, Bill bill...@gmail.com wrote: While we're at it why even have a password for rcon? Only a small handful of players even know how to use rcon. On Tue, May 19, 2015 at 10:10 AM, N-Gon ngongamedes...@gmail.com wrote: Again. Only a small handful of people within UGC know about making Sourcemod plugins. Instead of being pessimistic about fixing something why not come up with a better solution than the one I have presented? Such as maybe removing the cvar all together because it serves 0 purpose as the 0 backstab method is completely broken and 2 backstab method is completely untested AND broken. There is no need to have that cvar set to anything other than 1, so why not just remove it. On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote: Removing a cvar flag with a plugin is only 2 lines, some people sell cheat server plugins that got many more features than that, so it's easy for anyone to buy one and put it on their server. With VAC there is at least a chance (even if it's small) that the guy is going to get banned, and there's none if he has access to the server. 2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com: But the amount of players who can readily make something like that within UGC is not all that high. People thought of me as a messiah for my simple plugin when I had only learned about programming in SMod 2 days prior. Making a plugin to continue to cheat is way more steps involved than simply typing an rcon command in console. Nothing will ever 100% stop cheaters, but it's silly not to even try to slow them down. If we're going to just toss our hands in the air and say it's pointless because there will always be a workaround then why even bother having a VAC system in place. On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com wrote: Yes, that was a given. After all, server plugins can remove the cheat flag just as readily as the notify flag. On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote: That's pointless, someone could make a a plugin to remove the notify flag. You should only trust servers that are hosted by leagues where no one has the rcon_password or any access to the machine. There are many other cvars that can be modified the same way and be used to cheat. 2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com: Either way, tf_backstab_detection_method should probably be flagged as Notify so that all players are told when its value changes. On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com wrote: Hey, while we're on the subject of exploits I wanted to bring something up. tf_backstab_detection_method Currently that cvar can be changed on the fly with just rcon access. It's not Cheat or Notify flagged. I've had reports from 3 different UGC Plat players who are highly suspicious of other teams using this on a toggle to allow their spies easy facestabs when they need them. Adding a flag to this command will not harm anyone and it will be a load off the minds of the Comp players who have no way of proving this is being done in official matches. I made a plugin that, among other things, flagged this thing is a cheat. It's a nice start but I can't force everyone to use my plugin. But if Valve were to change this I wouldn't have to :) -Miggy On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia garcia.bru...@gmail.com wrote: Fixed *crash* when getting a malformed KeyValues buffer On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com wrote: Out of curiosity, what exactly did this do? On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Now that this exploit is public knowledge, any idea when we will see the remaining mainline Source Games updated? Thanks, Kyle. On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for Team
Re: [hlds_linux] [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.
If it is SMAC-related, it is not showing-up in the SMAC.log file. On Apr 22, 2015 1:53 AM, Robert Styler style...@googlemail.com wrote: I thought this was caused by a SMAC plug in? Seems to have cleared-up for me personally at the moment. Just seems to come in waves, and go away mysteriously - like MIB's after a UFO sighting. On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen ceo.eol...@gmail.com wrote: Yep, between that and the An issue with your computer is blocking the VAC system. that was knocking tons of players off yesterday (not sure about today), and players have been getting dumped from servers in droves. ___ 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] [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.
Seems to have cleared-up for me personally at the moment. Just seems to come in waves, and go away mysteriously - like MIB's after a UFO sighting. On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen ceo.eol...@gmail.com wrote: Yep, between that and the An issue with your computer is blocking the VAC system. that was knocking tons of players off yesterday (not sure about today), and players have been getting dumped from servers in droves. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.
I am getting reports from my users of this error in TF2, and have also experienced it myself several times today: Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game. In my case, I am not sure if it's just some local issue with my Internet or not. However, I seem to be able to play other games fine - even those hosted on the same server (CS:S, FoF, etc. on the SAME host as the TF2 server). Any other server operators seeing this lately? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Some exploit to play TF2 with an invalid SteamID?
Wondering if any other admin's have seen this. Today I had a player join with a SteamID that I was unable to ban by ID. From SourceMod I kept getting a message about waiting another 30 seconds and trying again, because that SteamID was not verified (yet)? In the end, I resorted to fire-walling-off his source IP address for now. When I punched his SteamID3 (which was showing as [U:1:96295245]) into SteamIDConverter.com, it kept showing unknown for their SteamID64, [U:1:0] for their SteamID3, and blank for their plain SteamID? So, I am thinking it is a completely bogus/fake/spoofed SteamID. He seemed to be able to play only for a few minutes at a time, before he would get dropped from the server for having an invalid SteamID. Basically, he was in-game long enough to hack (aimbot) and disrupt the game (repeatedly). He was able to just do that over and over, until I just blocked his source IP address all-together. ___ 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] [hlds] Some exploit to play TF2 with an invalid SteamID?
The point/concern being actually, that he was able to PLAY for some period of time (repeatedly), with that (presumably) invalid SteamID. TF2 did eventually drop him each time, but he could just keep coming back. On Tue, Mar 17, 2015 at 6:05 PM, Jan j...@frogvillage.info wrote: steamidfinder.com shows his profile as: http://steamcommunity.com/profiles/76561198056560973 Already on VACation. :D Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a): Wondering if any other admin's have seen this. Today I had a player join with a SteamID that I was unable to ban by ID. From SourceMod I kept getting a message about waiting another 30 seconds and trying again, because that SteamID was not verified (yet)? In the end, I resorted to fire-walling-off his source IP address for now. When I punched his SteamID3 (which was showing as [U:1:96295245]) into SteamIDConverter.com, it kept showing unknown for their SteamID64, [U:1:0] for their SteamID3, and blank for their plain SteamID? So, I am thinking it is a completely bogus/fake/spoofed SteamID. He seemed to be able to play only for a few minutes at a time, before he would get dropped from the server for having an invalid SteamID. Basically, he was in-game long enough to hack (aimbot) and disrupt the game (repeatedly). He was able to just do that over and over, until I just blocked his source IP address all-together. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] Some exploit to play TF2 with an invalid SteamID?
Somebody earlier in the their asked about what drop message was being generated. Unfortunately, it doesn't appear to show-up in my logs on the server for some reason. On Tue, Mar 17, 2015 at 6:39 PM, Bottiger bottige...@gmail.com wrote: This doesn't look like valid tickets being reused to me. Client 3160 [I:16:229567929] connected to universe 16, but game server [G:1:809] is running in universe 1 S3: Client connected with invalid ticket: UserID: c58 S3: Client connected with invalid ticket: UserID: c53 S3: Client connected with invalid ticket: UserID: c53 S3: Client connected with invalid ticket: UserID: c53 S3: Client connected with invalid ticket: UserID: c53 S3: Client connected with invalid ticket: UserID: c53 S3: Client connected with invalid ticket: UserID: c53 Client 3155 [I:0:1191841122] connected to universe 0, but game server [G:1:809] is running in universe 1 S3: Client connected with invalid ticket: UserID: c53 Client Wololo connected (72.69.41.145:27005). STEAMAUTH: Client Wololo received failure code 8 Dropped Wololo from server (Invalid STEAM UserID Ticket ) On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker voidedwea...@gmail.com wrote: As you deduced, it is possible to spoof any SteamID you want and play for a couple of minutes before the server kicks you. No, it isn't. Steam authentication tickets are signed by Valve's servers. You cannot craft a ticket containing any SteamID you want. You can, however, subject the server to a replay attack by reusing another user's authentication ticket. This allows users to play on your server with whatever SteamID they borrowed for approximately 1-2 minutes until the Steam server rejects them and the game server kicks them. On the original topic, there's nothing invalid about that SteamID in the OPs post: 08:29:18°pm (@VoiDeD) !sid [U:1:96295245] 08:29:45°pm (idler2) VoiDeD: STEAM_0:1:48147622 / [U:1:96295245] (UInt64 = 76561198056560973, IsValid = True, Universe = Public, Instance = desktop (1), Type = Individual, AccountID = 96295245) 08:29:45°pm (idler2) VoiDeD: †( http://steamcommunity.com/profiles/76561198056560973/) (Last Online = 3/18/2015 1:11:21 AM, Last Offline = 3/18/2015 1:11:39 AM) On Tue, Mar 17, 2015 at 8:12 PM, Bottiger bottige...@gmail.com wrote: We experienced this several months ago and reported it to Eric Smith but have not heard anything from him for a long time so we stopped sending him exploits like this. As you deduced, it is possible to spoof any SteamID you want and play for a couple of minutes before the server kicks you. We tried kicking or freezing people that didn't get verified within 30 seconds but unfortunately this also happens frequently to normal players. On Tue, Mar 17, 2015 at 5:59 PM, Weasels Lair wea...@weaselslair.com wrote: Wondering if any other admin's have seen this. Today I had a player join with a SteamID that I was unable to ban by ID. From SourceMod I kept getting a message about waiting another 30 seconds and trying again, because that SteamID was not verified (yet)? In the end, I resorted to fire-walling-off his source IP address for now. When I punched his SteamID3 (which was showing as [U:1:96295245]) into SteamIDConverter.com, it kept showing unknown for their SteamID64, [U:1:0] for their SteamID3, and blank for their plain SteamID? So, I am thinking it is a completely bogus/fake/spoofed SteamID. He seemed to be able to play only for a few minutes at a time, before he would get dropped from the server for having an invalid SteamID. Basically, he was in-game long enough to hack (aimbot) and disrupt the game (repeatedly). He was able to just do that over and over, until I just blocked his source IP address all-together. ___ 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
[hlds_linux] Client disconnected (reason Client left game (Steam auth ticket has been canceled)
Today, I got multiple reports from my players about everyone on the server getting suddenly dropped from the server. I checked the server-side, I see in the logs a message like this for every player that was on the server: disconnected (reason Client left game (Steam auth ticket has been canceled) The players seem to be able to (manually) reconnect afterwards. Just not sure why these are taking-place. The server does not show anything in the logs about getting disconnected from Steam or anything like that. Just the messages about every player's auth ticket. Anybody else seeing a lot of this today? ___ 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] Spammers delight
Yeah seems like valve is running some really old school mailing list software. Maybe they should switch to Google Groups for Business or something. On Jan 22, 2015 4:06 PM, Horse ad...@gamerscrib.net wrote: The mailing list needs to incorporate what craigslist uses with the mailer to avoid this issue. Sad thing is it is being used not so much as problem solving for server owners/administrators but for people to see when updates are coming to spam SPUF forums. Who cares who posted about the update first over there that is not what its intended function is for. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron Sent: Thursday, January 22, 2015 7:00 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Spammers delight I just got 1 also as a reply from 2012. ___ 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] Ok, I am totally drawing a blank here, on a HLDS install for HL1
It appears that I was getting everything on the first attempt (if done without the validate option). If I run it again with the validate option, it deletes a ton of stuff - including gfs.wad (which is what hlds happened to mention was missing when. I tried to run it). As of yesterday I think it was still doing this. I have not tried recently. I changed all my install/update scripts to remove the validate option and that works OK for me at the moment. On Jan 16, 2015 7:29 AM, Ross Bemrose rbemr...@gmail.com wrote: In my experience, its been this way since appid 90 was first added to steamcmd. That was nearly two years ago. While I don't do a lot with hlds (most of the stuff I do is with srcds), it still irritates me when I go to set up a CS 1.6 server and have to install multiple times. I even went and added the warning to the SteamCMD wiki page to warn other people that this would happen. On Fri, Jan 16, 2015 at 10:23 AM, Ook ooksser...@zootal.com wrote: Did you get this to work? The last time I did this I had to run it a half dozen times to get it to install all of the files. It seems as if it frequently fails to obtain the *complete* list of files it needs, and downloads an incomplete list. And if you --validate, it removes files that should be there because it thinks they should not be. After a half dozen attempts, I got a complete file set. AFAIK it's been this way for a while, idk why Valve doesn't fix it. On 01/13/2015 12:29 PM, Weasels Lair wrote: Ok, this is weird. When I run the app_update 90 validate the valve/gfx.wad file (along with tons of other files) is being deleted! I confirmed this by doing an installation, verifying that the file is there. I zip-up the entire installation folder for later reference (so I know that I am not going crazy). Then I run the app_update 90 validate, giving the message noted above (Success! App '90' fully installed), then I check the folders again, and valve/gfx.wad is gone! Which, explains why when I try to actually run the game it complains about valve/gfx.wad being missing. Needless to say, removing the validate option from my procedures for now. I guess validate means invalidate for now. On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com wrote: Forgive my (renewed) ignorance, I have not had reason to install a new HLDS instance in like ... a year probably. Obviously, I must be missing something basic here. Maybe something changed that I am just not remembering. I am just trying to install HLDS to run an HL1 Deathmatch server - not a mod (TFC, etc.). The installation command I am using (which has worked before, but maybe a long time ago) is: ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir /home/someusername/somefolder +app_update 90 validate +quit; It APPEARED to install (i.e. said App '90' fully installed.). However, when I try to actually RUN what's installed, I get this error: FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad If I run the installation again (to validate), I get this warning about other AppID's? Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...OK. Logging in user 'someloginname' to Steam Public... Using cached credentials. . . Logged in OK Waiting for license info...OK /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/ clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 70 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/ clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 10 Update state (0x5) validating, progress: 20.80 (8797216 / 42294745) Success! App '90' fully installed. ___ 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 -- Ross Bemrose ___ 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] Ok, I am totally drawing a blank here, on a HLDS install for HL1
PS: Obviously, given today's SteamCMD issues, I have avoided trying anything so far today. On Jan 16, 2015 9:07 AM, Weasels Lair wea...@weaselslair.com wrote: It appears that I was getting everything on the first attempt (if done without the validate option). If I run it again with the validate option, it deletes a ton of stuff - including gfs.wad (which is what hlds happened to mention was missing when. I tried to run it). As of yesterday I think it was still doing this. I have not tried recently. I changed all my install/update scripts to remove the validate option and that works OK for me at the moment. On Jan 16, 2015 7:29 AM, Ross Bemrose rbemr...@gmail.com wrote: In my experience, its been this way since appid 90 was first added to steamcmd. That was nearly two years ago. While I don't do a lot with hlds (most of the stuff I do is with srcds), it still irritates me when I go to set up a CS 1.6 server and have to install multiple times. I even went and added the warning to the SteamCMD wiki page to warn other people that this would happen. On Fri, Jan 16, 2015 at 10:23 AM, Ook ooksser...@zootal.com wrote: Did you get this to work? The last time I did this I had to run it a half dozen times to get it to install all of the files. It seems as if it frequently fails to obtain the *complete* list of files it needs, and downloads an incomplete list. And if you --validate, it removes files that should be there because it thinks they should not be. After a half dozen attempts, I got a complete file set. AFAIK it's been this way for a while, idk why Valve doesn't fix it. On 01/13/2015 12:29 PM, Weasels Lair wrote: Ok, this is weird. When I run the app_update 90 validate the valve/gfx.wad file (along with tons of other files) is being deleted! I confirmed this by doing an installation, verifying that the file is there. I zip-up the entire installation folder for later reference (so I know that I am not going crazy). Then I run the app_update 90 validate, giving the message noted above (Success! App '90' fully installed), then I check the folders again, and valve/gfx.wad is gone! Which, explains why when I try to actually run the game it complains about valve/gfx.wad being missing. Needless to say, removing the validate option from my procedures for now. I guess validate means invalidate for now. On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com wrote: Forgive my (renewed) ignorance, I have not had reason to install a new HLDS instance in like ... a year probably. Obviously, I must be missing something basic here. Maybe something changed that I am just not remembering. I am just trying to install HLDS to run an HL1 Deathmatch server - not a mod (TFC, etc.). The installation command I am using (which has worked before, but maybe a long time ago) is: ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir /home/someusername/somefolder +app_update 90 validate +quit; It APPEARED to install (i.e. said App '90' fully installed.). However, when I try to actually RUN what's installed, I get this error: FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad If I run the installation again (to validate), I get this warning about other AppID's? Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...OK. Logging in user 'someloginname' to Steam Public... Using cached credentials. . . Logged in OK Waiting for license info...OK /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/ clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 70 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/ clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 10 Update state (0x5) validating, progress: 20.80 (8797216 / 42294745) Success! App '90' fully installed. ___ 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 -- Ross Bemrose ___ 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
Re: [hlds_linux] [hlds] Steamcmd Outage?
Are they having issues with some DoS attack on those servers that happen to start with 208.? On Jan 16, 2015 1:26 PM, Ross Bemrose rbemr...@gmail.com wrote: While I haven't seen any comments in public about it, one of Valve's engineers is working on the problem. We've had some email exchanges back and forth which involved me sending steamcmd connection logs, steamcmd command-line switches, the steamcmd runscript I use, plus ping and traceroute from my NFOServers Chicago VPS to one of Valve's Steam servers. There's a new version of steamcmd out now. The timeout hasn't changed, but now it will try 4 different servers before it gives up. For me, my current list has two 208 servers before the first 72 server, so it waits for the first two to time out before actually connecting to the third and checking for updates. On Fri, Jan 16, 2015 at 2:53 PM, Robert Paulson thepauls...@gmail.com wrote: Why is the timeout on the connection so long? If the timeout was shorter and it didn't keep trying to connect to the first IP in config.vdf every time there would actually be a point to having multiple CM server entries. Can someone at Valve comment? On Fri, Jan 16, 2015 at 8:06 AM, N-Gon ngongamedes...@gmail.com wrote: Ross When I follow your steams and run SteamCMD again it redownloaded that config.vdf file It updated TF2 just fine though. I reedited that vdf file and saved a copy of the modified version. Thanks! On Fri, Jan 16, 2015 at 10:18 AM, Ross Bemrose rbemr...@gmail.com wrote: We were just discussing this over on hlds_linux. Someone posted this workaround on csgo_servers yesterday: Hi, I have a temporary workaround for Steamcmd failing to connect/login. My server is in New Jersey, and has been unable to login to Steam for many days now. The following worked for me: 1. In your steamcmd directory, make a backup of config/config.vdf 2. Open config/config.vdf and find the IP addresses listed under InstallConfigStore - Software - Valve - Steam - CM 3. Remove the IP addresses starting with 208.* (note that the addresses are delimited by semicolons) 4. Re-run steamcmd and login Again, this is only temporary, and you should restore the backed-up copy when things are back to normal. On Fri, Jan 16, 2015 at 10:12 AM, Stephen Swires st...@swires.me wrote: Hi, I'm wondering if anyone else is affected by Steamcmd refusing to login? Every time I try and login anonymously I get: Connecting anonymously to Steam Public...Login Failure: No Connection FAILED with result code 3 I have tried two completely different servers in different data centres (one in New York and the other in North Virginia). iptables have been setup to allow the connections. It does appear from http://steamstat.us/ that a good chunk of Steam servers are unavailable in North America right now so could that explain this issue? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] Ok, I am totally drawing a blank here, on a HLDS install for HL1
I guess they never implemented the UpToDateCheck for the GoldSrc titles either. Not that anything GoldSrc gets updated very often anyway. But I opened a suggestion for that, on their GitHub yesterday anyway. Ross Bemrose Fri, 16 Jan 2015 07:29:22 -0800 In my experience, its been this way since appid 90 was first added to steamcmd. That was nearly two years ago. While I don't do a lot with hlds (most of the stuff I do is with srcds), it still irritates me when I go to set up a CS 1.6 server and have to install multiple times. I even went and added the warning to the SteamCMD wiki page to warn other people that this would happen. ___ 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] Ok, I am totally drawing a blank here, on a HLDS install for HL1
Ok, this is weird. When I run the app_update 90 validate the valve/gfx.wad file (along with tons of other files) is being deleted! I confirmed this by doing an installation, verifying that the file is there. I zip-up the entire installation folder for later reference (so I know that I am not going crazy). Then I run the app_update 90 validate, giving the message noted above (Success! App '90' fully installed), then I check the folders again, and valve/gfx.wad is gone! Which, explains why when I try to actually run the game it complains about valve/gfx.wad being missing. Needless to say, removing the validate option from my procedures for now. I guess validate means invalidate for now. On Sun, Jan 11, 2015 at 10:19 PM, Weasels Lair wea...@weaselslair.com wrote: Forgive my (renewed) ignorance, I have not had reason to install a new HLDS instance in like ... a year probably. Obviously, I must be missing something basic here. Maybe something changed that I am just not remembering. I am just trying to install HLDS to run an HL1 Deathmatch server - not a mod (TFC, etc.). The installation command I am using (which has worked before, but maybe a long time ago) is: ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir /home/someusername/somefolder +app_update 90 validate +quit; It APPEARED to install (i.e. said App '90' fully installed.). However, when I try to actually RUN what's installed, I get this error: FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad If I run the installation again (to validate), I get this warning about other AppID's? Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...OK. Logging in user 'someloginname' to Steam Public... Using cached credentials. . . Logged in OK Waiting for license info...OK /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 70 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 10 Update state (0x5) validating, progress: 20.80 (8797216 / 42294745) Success! App '90' fully installed. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1
Forgive my (renewed) ignorance, I have not had reason to install a new HLDS instance in like ... a year probably. Obviously, I must be missing something basic here. Maybe something changed that I am just not remembering. I am just trying to install HLDS to run an HL1 Deathmatch server - not a mod (TFC, etc.). The installation command I am using (which has worked before, but maybe a long time ago) is: ~/steamcmd/steamcmd.sh +login someloginname +force_install_dir /home/someusername/somefolder +app_update 90 validate +quit; It APPEARED to install (i.e. said App '90' fully installed.). However, when I try to actually RUN what's installed, I get this error: FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad If I run the installation again (to validate), I get this warning about other AppID's? Redirecting stderr to '/home/someusername/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...OK. Logging in user 'someloginname' to Steam Public... Using cached credentials. . . Logged in OK Waiting for license info...OK /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 70 /home/buildbot/buildslave/steam_rel_client_linux/build/src/clientdll/clientjobupdatedepots.cpp (112) : Assertion Failed: CAppUpdateDepotsJob::InitPrimaryApp: 90 missing required app 10 Update state (0x5) validating, progress: 20.80 (8797216 / 42294745) Success! App '90' fully installed. ___ 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] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks
Unfortunately if is truly a DDOS (distributed attack, rather than from a single source) just adding a firewall (any kind) is not really going to help. By the time the traffic hits any firewall local to your server its too late. It needs to be dealt with upstream. You need a hosting provider that is setup to detect and mitigate such attacks, and more importantly the knowledge, experience and WILLINGNESS to address such attacks - instead of just blocking your IP. Maybe some folks on the list can make some recommendations. My own experience with the more common hosting providers has been much like your own. But, I guess that's what I get for using the cheapest providers I can find. On Nov 6, 2014 9:35 PM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Windows 2008 Game Server Owners, Today one of my TF2 servers on the dedicated server box I own and colocate in California got DDOS attacked by a guy who announced the attack via in-game chat and then attacked it. The attack got my IP auto-nulled by my datacenter (AGAIN), which has happened at least a dozen times in the past couple months. After almost 10 years of running servers and dealing with this bullshit, I'm at the point where I'm ready to spend the bucks to purchase a hardware device or some firewall software that says Fuck you! - Not happening this time dickhead to these people and I really need your advice on where to go and what to buy. There's a lot of admin and Windows experience here on this list so I'm hoping some of some of you can help me and we can have a dialog here that may help others as well. Your help would be GREATLY appreciated by me as well as others on this list I'm sure. Warmest regards, Mike Vail Windsor, Ca. USA ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] Anyone running OP4?
You talking about Op4 server? or client? On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote: Is anyone here running OP4? If so, what distro and kernel version are you using? I was running it on a 2.6.x kernel on a socket A board before valve enabled SSE2, thereby rendering four of my boxes useless. But it was rock solid back then. Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and multilib cause hlds afaik is only 32 bit (is there a 64 bit version available?). 4 out of 5 times, hlds will segfault when I start it. 1 out of 5 times it starts, and once it starts without segfaulting, it will run for for many hours before the inevitable crash. I'm not sure what causes this, but I do know it's not the 64 bit os with multilib, because the 32 bit version of the same distro does the same thing. Is anyone running OP4, and if so how stable is it? And how do you handle restarting after crashes? ___ 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] [hlds] Mandatory TF2 update coming
Disabling my automatic updates until I see the aftermath of this. On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling jordanoll...@gmail.com wrote: I want to know whoever voices any new characters we might be hearing, and perhaps also if Nolan North voiced the HHH/Eyelander. On Thu, Oct 23, 2014 at 12:42 PM, Azarus X azar...@gmail.com wrote: Halloween update right? On 23 October 2014 21:37, Eric Smith er...@valvesoftware.com wrote: We're working on a mandatory update for TF2. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] R: re Mandatory TF2 update released
Uh... there are hosties in TF2 now? sweet! On Wed, Oct 22, 2014 at 12:00 PM, Nicola scavabu...@tin.it wrote: aboom! killed Hostage with pistol_scout. (crit) Disconnect: An issue with your computer is blocking the VAC system. You cannot play on secure servers.. Disconnect: An issue with your computer is blocking the VAC system. You cannot play on secure servers. how fix this :( after the update i can't join any servers :| ___ 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] [hlds] Mandatory TF2 update released
Same here (meaning working fine on Linux - Debian 64-bit in my case). On Mon, Oct 20, 2014 at 2:29 PM, big john brewskii...@gmail.com wrote: Thanks. Linix is fine btw On Oct 20, 2014 5:28 PM, Eric Smith er...@valvesoftware.com wrote: We’re working on a fix. We should have it soon. -Eric *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen *Sent:* Monday, October 20, 2014 2:25 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Mandatory TF2 update released Darn it - yep, I'm seeing crashes on windows 2008R2 servers. On Mon, Oct 20, 2014 at 5:19 PM, big john brewskii...@gmail.com wrote: Windows rc 2008 crashing for anyone else? On Oct 20, 2014 5:11 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2450713. -Eric - - Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx files from servers running custom content - Fixed sv_pure defaulting to -2 instead of 0 - Fixed font issues for Mac clients - Made the Spellbook Magazine a base action slot item for players to equip and use when playing on a server that uses Halloween Spells - Fixed not being able to wear Halloween-restricted cosmetic items on Halloween maps outside of the regular Halloween and Fullmoon events - Halloween spells can now be enabled and controlled on servers via ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate - Halloween spells can now be enabled by map authors via HolidayEntity by setting the flag HalloweenSetUsingSpells ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Mandatory TF2 update released
Retract my previous statement about Linux DS being Ok. Mine just crashed. On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde peter-h...@jerde.net wrote: Very strange. All 12 of my servers on Windows 2008 are running fine. We run sv_pure 1... I wonder if different sv_pure values are involved in your crashes, given that the update mentioned an sv_pure bug. - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Another mandatory TF2 update released
I also noticed today, that although the Spell-book is effectively a stock item now, unlike other stock items it currently can NOT be renamed or re-described using the name tag or description tag tools? On Mon, Oct 20, 2014 at 3:25 PM, Michael Loveless mloveless1...@gmail.com wrote: Thank you very much for working up a fix so quickly, it's greatly appreciated. On Mon, Oct 20, 2014 at 6:12 PM, Eric Smith er...@valvesoftware.com wrote: We've released another mandatory update for TF2. The notes for the update are below. The new version number is 2452105. -Eric - - Fixed a server crash related to gamestats ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Another mandatory TF2 update released
Mike, regarding FoF servers. I run both FoF and TF2 and have not seen anything you mentioned about the TF2 update somehow messing-up my FoF servers. I am hosting on Debian (Linux) however, not Windows. You don't have any common directories shared between the two type of game-servers somehow? If they are in different install directories, there really should not be a way for an update on one to corrupt something on the other. On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail supp...@boomgaming.net wrote: This is going to sound bizarre, but I have to ask. I run 4 Fistful of Frags servers on the same Windows 2008 dedicated server box as my TF2 servers. I took the opportunity to restart the FoF servers along with the TF2 servers and now none of the FoF servers are Unable to load Steam Support Library. They are all stuck in LAN Mode. I haven't done anything but run the TF2 Updates to the server today and all 4 FoF servers were working perfectly prior to this update. I even installed a fresh vanilla FoF server to make sure the installs weren't corrupted, which would have been impossible since all 4 are having identical problems.The fresh install does the same thing. It's not my firewall and I don't have Steam installed on the box. So did something get changed or corrupted with Steam today related to this update that could bork FoF servers? It's just too coincidental to have this happen at the same time when I did nothing else on the box. Thanks On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith er...@valvesoftware.com wrote: We've released another mandatory update for TF2. The notes for the update are below. The new version number is 2452105. -Eric - - Fixed a server crash related to gamestats ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] TF2: Some model files not downloading since last update?
Thanks for the update Eric. Needless to say, looking forward to a fix. On Fri, Oct 17, 2014 at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We’re already work on a fix. -Eric *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair *Sent:* Friday, October 17, 2014 10:25 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] TF2: Some model files not downloading since last update? Anybody open a ticket yet on Valve's GitHub? On Thu, Oct 16, 2014 at 1:01 PM, E. Olsen ceo.eol...@gmail.com wrote: OK - yes, I just confirmed this now. This has both broken a current ongoing ARG event we have running (which drops a custom model on the servers), and will break our upcoming holiday event. Again, please fix this asap, guys - our holidays depend on it! Thanks. On Thu, Oct 16, 2014 at 3:55 PM, E. Olsen ceo.eol...@gmail.com wrote: If that's true, it will be a disaster for our annual Christmas event (which downloads half a dozen custom gift models). Please fix this asap, guys - this event has been a tradition in our community for 6 years now, and months of planning an preparation go into it. On Thu, Oct 16, 2014 at 3:40 PM, Ross Bemrose rbemr...@gmail.com wrote: So, I've been hearing that clients are blocking the downloads of some model-related files since the last TF2 update. Specifically, clients are no longer downloading the VTX files for models (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx) Which completely breaks custom models since these are the files that store hardware-optimized texturing data for a model. Needless to say, this completely breaks game modes that rely on custom models, like Vs. Saxton Hale. The current theory is that the TF2 client is blocking downloads of files that have multiple extensions. Perhaps an exemption is needed for the above mentioned double extensions? -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Steam auth ticket has been canceled
What was weird / concerning to me when it happened was that it happen simultaneously with players on my TF2 server and on my CS:S server. So, to me it seemed like either all my servers being cut-off from Steam simultaneously- or all my players (on different games) being cut-off from Steam simultaneously. In any event, I have not seen the symptom recurred. So, at the point I assume it was a one-time glitch or connectivity problem with Steam. Hopefully everything will be fine for tube up-coming International Talk-Like-A-Pirate Day festivities. ___ 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] [hlds] Steam auth ticket has been canceled
OMG! Damn you auto-correct! Here's the Engrish version of that: What was weird / concerning to me, is is happened simultaneously with players on both my TF2 server and on my CS:S server. So to me, it seemed like either all my servers (running different games) were being cut-off from Steam simultaneously - or all my players (playing different games) were being cut-off from Steam simultaneously. In any event, I have not seen the symptom recur. So, at this point I assume it was a one-time glitch or connectivity problem with Steam. Hopefully, everything will be fine for the up-coming International Talk-Like-A-Pirate Day festivities. On Tue, Sep 16, 2014 at 9:06 AM, Weasels Lair wea...@weaselslair.com wrote: What was weird / concerning to me when it happened was that it happen simultaneously with players on my TF2 server and on my CS:S server. So, to me it seemed like either all my servers being cut-off from Steam simultaneously- or all my players (on different games) being cut-off from Steam simultaneously. In any event, I have not seen the symptom recurred. So, at the point I assume it was a one-time glitch or connectivity problem with Steam. Hopefully everything will be fine for tube up-coming International Talk-Like-A-Pirate Day festivities. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Steam auth ticket has been canceled
Every user on my servers got disconnected at about 9AM (US/Pacific/Valve time) today. On the server for EVERY user it said something this: L 09/14/2014 - 12:04:55: STEAMAUTH: Client Weasel received failure code 6 L 09/14/2014 - 12:04:55: Weasel58[U:1:311]Spectator disconnected (reason Client left game (Steam auth ticket has been canceled) The server never crashed, it was still running - it didn't even cycle logs just kept going, and eventually players started to be able to get in again. I am not seeing anything server-side or underlying host to cause this. Wondering if it was some Steam-wide issue. This happen to anybody else today? ___ 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] Steam auth ticket has been canceled
What was weird, is I had two different servers that had active players on them (one TF2 and one CS:S on the same server) and they both experienced it at the same time. I logged onto the host and everything seemed cool. The host was accessible, running fine, but players couldn't connect/play - kept getting that Steam message on the server. I suppose it could have been some temporarily communication issue between my server/host and Steam, but I didn't see anything that would tell me that specifically. I had a player say when they got dropped from my TF2 server - they tried other TF2 servers (not-mine) and could not get into them either. On Sun, Sep 14, 2014 at 9:20 AM, Kevin C s...@serveredirect.com wrote: I have had this happen at random times over the past few years on CS:S. On 9/14/2014 12:18 PM, 1frankster . wrote: I had same thing happen on a payload server after map change two days after last update. I had 95% player count drop for same reason and clients also crashed. I figured a fluk but guess not. ___ 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] Steam auth ticket has been canceled
I notice that http://steamstat.us shows United States: 60 of 62 Servers Online. So maybe one of those 2 servers that are off-line happen to be the ones that my server and/or my players were authenticated against? Not sure that's how Steam Auth protocols work - so just guessing at that. I guess Active Directory it ain't. On Sun, Sep 14, 2014 at 9:27 AM, Weasels Lair wea...@weaselslair.com wrote: What was weird, is I had two different servers that had active players on them (one TF2 and one CS:S on the same server) and they both experienced it at the same time. I logged onto the host and everything seemed cool. The host was accessible, running fine, but players couldn't connect/play - kept getting that Steam message on the server. I suppose it could have been some temporarily communication issue between my server/host and Steam, but I didn't see anything that would tell me that specifically. I had a player say when they got dropped from my TF2 server - they tried other TF2 servers (not-mine) and could not get into them either. On Sun, Sep 14, 2014 at 9:20 AM, Kevin C s...@serveredirect.com wrote: I have had this happen at random times over the past few years on CS:S. On 9/14/2014 12:18 PM, 1frankster . wrote: I had same thing happen on a payload server after map change two days after last update. I had 95% player count drop for same reason and clients also crashed. I figured a fluk but guess not. ___ 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 TF2 update released
Just google IRC bonets, etc. Not something I am interesting in. and probably off-topic for this list anyway. On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com wrote: I'm not sure where you got the idea that IRC is full of exploits, as the protocol has been around since before Half-Life was even conceived. You will get a more up-to-date and detailed explanation of the current issues if you join the MM:S IRC channel. The maintainers of that project set that channel up for this purpose. ___ 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 TF2 update released
Against my hosting providers TOS anyway. From what I understand, that is getting to be common-practice. On Fri, Sep 12, 2014 at 1:05 PM, Matthias InstantMuffin Kollek proph...@sticed.org wrote: lol You should actually click on the results and read them... On 12.09.2014 21:54, Weasels Lair wrote: Just google IRC bonets, etc. Not something I am interesting in. and probably off-topic for this list anyway. On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com wrote: I'm not sure where you got the idea that IRC is full of exploits, as the protocol has been around since before Half-Life was even conceived. You will get a more up-to-date and detailed explanation of the current issues if you join the MM:S IRC channel. The maintainers of that project set that channel up for this purpose. ___ 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] [hlds] Mandatory TF2 update coming
My guess, is we will know AFTER it is released. On Wed, Sep 10, 2014 at 1:57 PM, Dill Bates dillbat...@gmail.com wrote: Will this update break all non valve servers again? Sent from my iPhone On Sep 10, 2014, at 1:54 PM, Eric Smith er...@valvesoftware.com wrote: We're working on a mandatory update for TF2. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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 TF2 update released
It's being worked-on https://forums.alliedmods.net/showthread.php?t=247961 On Wed, Sep 10, 2014 at 2:53 PM, Marco Padovan e...@evcz.tk wrote: What is the fix for this issue? seeing the same kind of segfaults :( ___ 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 TF2 update released
At the risk of being sarcastic here ... cool story bro. On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote: I was literally supposed to be leaving work when this happened and I've just now arrived home from work. On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote: Powerlord, you could stop wasting your time and actually join the sm irc where stuff has been figured out already. On 10.09.2014 23:42, Ross Bemrose wrote: Although I said it's not a MM:S issue on Linux, looking at the backtrace I'm getting, it probably actually is... since the fault seems to be in ProcessVDF and sourcemod.vdf is the only VDF file I have. On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote: Yeah, looks like it's a metamod issue. Removed all references to sourcemod in the metamod configuration, and the server still segfaults. On 9/10/2014 5:35 PM, epi wrote: I haven't tested with just metamod, only with both metamod and sourcemod. Will try with just metamod to see what happens. Guessing from what I'm seeing on the lists, looking like the same issue on both platforms. On 9/10/2014 5:31 PM, Lambda wrote: Looks like the issue is with Metamod, atleast on Windows 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org: My server running on CentOS 6 segfaults before the map is loaded if sourcemod is loaded after this update. It also complains about not finding libcurl. This message disappeared after installing libcurl.i686, but the server still segfaults. On 9/10/2014 5:09 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. -Eric - - Added taunts to the items that can be uploaded to the Steam Workshop - Added new Taunt and Halloween tags to the Steam Workshop - Previous entries marked with the Halloween 2013 tag will automatically be updated to use the new tag in the coming days - Added tournament medals for the ETF2L and RETF2 EE22 - Client/server performance improvements - Improved client memory usage by updating weapons to only be loaded on demand - Improved edict usage on servers to help eliminate out of edicts errors during round restarts - Fixed a server crash caused by using the map command in the console while the server is running - Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients - Re-enabled HTML MOTD support for Mac OS X and Linux clients - Extended the server's status command to display edict usage and player/bot counts - status output also includes basic class stats...not fully implemented yet - Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure - Fixed a teleporter exploit that involved players killing teammates via telefrag by switching to Spectator - Fixed bad LODs for The Angel of Death coat for the Medic - Fixed push triggers applying push values twice when lag compensation is being done - Fixed a Hammer crash related to changing entity types for an existing entity - Fixed Strange flamethrowers not getting kill credit for deflected projectiles - Fixed mini-crit and taunt-invite icons being orphaned in the world - Fixed the Festive Force-a-Nature using the wrong taunt animation - Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard - Fixed Mann vs. Machine bots floating in the air when they die from an explosion - Fixed the Pyro's clap sounds clipping the voice lines during the Party Trick taunt - Fixed the Short Circuit creating its firing effects when being deployed - Fixed Mini-Sentry collision hull being scaled smaller than it should be - The Frying Pan can now accept Kills While Explosive Jumping strange parts - Updated the equip_region for the Mining Light and Lord Cockswain's Novelty Mutton Chops and Pipe - Updated the materials for the Apparition's Aspect and made it paintable - Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween - Updated the localization files - Updated pl_cactuscanyon - Completed permanent removal of previous stage 2 from the map - Removed the rollback hill in stage 2, and adjusted neighboring u-turn - Adjusted the right-hand spawn exit for Blu in stage 2 - Reworked Sniper window above underpass in stage 2 - Adjusted spawn times in stage 2 - Added flatcars to the train in stage 2 - Blu side path from cart spawn to underpass is now a drop-down in stage 2 - Widened a doorway along the cart-path in stage 2 - Updated rd_asteroid - Removed spawn advantage for attackers that die in the enemy base - Moved health and ammo above the front door stairs further into the base
Re: [hlds_linux] Mandatory TF2 update released
Nope no offense. Just trying (and failing) to introduce some humor. On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com wrote: I'm sorry that me responding to a direct question offended you. On 9/10/2014 6:39 PM, Weasels Lair wrote: At the risk of being sarcastic here ... cool story bro. On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote: I was literally supposed to be leaving work when this happened and I've just now arrived home from work. On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote: Powerlord, you could stop wasting your time and actually join the sm irc where stuff has been figured out already. On 10.09.2014 23:42, Ross Bemrose wrote: Although I said it's not a MM:S issue on Linux, looking at the backtrace I'm getting, it probably actually is... since the fault seems to be in ProcessVDF and sourcemod.vdf is the only VDF file I have. On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote: Yeah, looks like it's a metamod issue. Removed all references to sourcemod in the metamod configuration, and the server still segfaults. On 9/10/2014 5:35 PM, epi wrote: I haven't tested with just metamod, only with both metamod and sourcemod. Will try with just metamod to see what happens. Guessing from what I'm seeing on the lists, looking like the same issue on both platforms. On 9/10/2014 5:31 PM, Lambda wrote: Looks like the issue is with Metamod, atleast on Windows 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org: My server running on CentOS 6 segfaults before the map is loaded if sourcemod is loaded after this update. It also complains about not finding libcurl. This message disappeared after installing libcurl.i686, but the server still segfaults. On 9/10/2014 5:09 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. -Eric - - Added taunts to the items that can be uploaded to the Steam Workshop - Added new Taunt and Halloween tags to the Steam Workshop - Previous entries marked with the Halloween 2013 tag will automatically be updated to use the new tag in the coming days - Added tournament medals for the ETF2L and RETF2 EE22 - Client/server performance improvements - Improved client memory usage by updating weapons to only be loaded on demand - Improved edict usage on servers to help eliminate out of edicts errors during round restarts - Fixed a server crash caused by using the map command in the console while the server is running - Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients - Re-enabled HTML MOTD support for Mac OS X and Linux clients - Extended the server's status command to display edict usage and player/bot counts - status output also includes basic class stats...not fully implemented yet - Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure - Fixed a teleporter exploit that involved players killing teammates via telefrag by switching to Spectator - Fixed bad LODs for The Angel of Death coat for the Medic - Fixed push triggers applying push values twice when lag compensation is being done - Fixed a Hammer crash related to changing entity types for an existing entity - Fixed Strange flamethrowers not getting kill credit for deflected projectiles - Fixed mini-crit and taunt-invite icons being orphaned in the world - Fixed the Festive Force-a-Nature using the wrong taunt animation - Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard - Fixed Mann vs. Machine bots floating in the air when they die from an explosion - Fixed the Pyro's clap sounds clipping the voice lines during the Party Trick taunt - Fixed the Short Circuit creating its firing effects when being deployed - Fixed Mini-Sentry collision hull being scaled smaller than it should be - The Frying Pan can now accept Kills While Explosive Jumping strange parts - Updated the equip_region for the Mining Light and Lord Cockswain's Novelty Mutton Chops and Pipe - Updated the materials for the Apparition's Aspect and made it paintable - Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween - Updated the localization files - Updated pl_cactuscanyon - Completed permanent removal of previous stage 2 from the map - Removed the rollback hill in stage 2, and adjusted neighboring u-turn - Adjusted the right-hand spawn exit for Blu in stage 2 - Reworked Sniper window above underpass in stage 2 - Adjusted spawn times in stage 2 - Added flatcars to the train in stage 2 - Blu side
Re: [hlds_linux] Mandatory TF2 update released
Well, for me ... IRC = open yourself up to hackers due to all sorts of exploits for IRC. On Wed, Sep 10, 2014 at 4:06 PM, Matthias InstantMuffin Kollek proph...@sticed.org wrote: I joined this conversation by giving you a hint that people have already figured stuff out, and I'm going to leave it at that, while noting that you seem to refuse to join the irc to actively help or simply to just get more detailed information. So idk what you're doing here, which in turn amuses me. And I'm sure you've heard of PropHunt TNG before. On 11.09.2014 01:00, Ross Bemrose wrote: I'm going to note that I have no idea who you are, and thus have no recollection of ever dealing with you before. Which amuses me to an extent since you have prophunt in your email address. On 9/10/2014 6:52 PM, Matthias InstantMuffin Kollek wrote: It's Powerlord, so that has always proven to be difficult. You haven't done anything wrong weasel. On 11.09.2014 00:49, Weasels Lair wrote: Nope no offense. Just trying (and failing) to introduce some humor. On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com wrote: I'm sorry that me responding to a direct question offended you. On 9/10/2014 6:39 PM, Weasels Lair wrote: At the risk of being sarcastic here ... cool story bro. On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote: I was literally supposed to be leaving work when this happened and I've just now arrived home from work. On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote: Powerlord, you could stop wasting your time and actually join the sm irc where stuff has been figured out already. On 10.09.2014 23:42, Ross Bemrose wrote: Although I said it's not a MM:S issue on Linux, looking at the backtrace I'm getting, it probably actually is... since the fault seems to be in ProcessVDF and sourcemod.vdf is the only VDF file I have. On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote: Yeah, looks like it's a metamod issue. Removed all references to sourcemod in the metamod configuration, and the server still segfaults. On 9/10/2014 5:35 PM, epi wrote: I haven't tested with just metamod, only with both metamod and sourcemod. Will try with just metamod to see what happens. Guessing from what I'm seeing on the lists, looking like the same issue on both platforms. On 9/10/2014 5:31 PM, Lambda wrote: Looks like the issue is with Metamod, atleast on Windows 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org: My server running on CentOS 6 segfaults before the map is loaded if sourcemod is loaded after this update. It also complains about not finding libcurl. This message disappeared after installing libcurl.i686, but the server still segfaults. On 9/10/2014 5:09 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. -Eric - - Added taunts to the items that can be uploaded to the Steam Workshop - Added new Taunt and Halloween tags to the Steam Workshop - Previous entries marked with the Halloween 2013 tag will automatically be updated to use the new tag in the coming days - Added tournament medals for the ETF2L and RETF2 EE22 - Client/server performance improvements - Improved client memory usage by updating weapons to only be loaded on demand - Improved edict usage on servers to help eliminate out of edicts errors during round restarts - Fixed a server crash caused by using the map command in the console while the server is running - Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients - Re-enabled HTML MOTD support for Mac OS X and Linux clients - Extended the server's status command to display edict usage and player/bot counts - status output also includes basic class stats...not fully implemented yet - Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure - Fixed a teleporter exploit that involved players killing teammates via telefrag by switching to Spectator - Fixed bad LODs for The Angel of Death coat for the Medic - Fixed push triggers applying push values twice when lag compensation is being done - Fixed a Hammer crash related to changing entity types for an existing entity - Fixed Strange flamethrowers not getting kill credit for deflected projectiles - Fixed mini-crit and taunt-invite icons being orphaned in the world - Fixed the Festive Force-a-Nature using the wrong taunt animation - Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard - Fixed Mann vs. Machine bots floating in the air when they die from an explosion - Fixed the Pyro's
Re: [hlds_linux] Mandatory TF2 update released
Currently available snap-shots are from prior to today's TF2 update. Still waiting for new updates. - MM:S Snapshots http://www.sourcemm.net/snapshots (*1.10.3-git912* is *prior to today's TF2 update*) - SM Snapshots http://www.sourcemod.net/snapshots.php (*1.6.2-git4560* is *prior to today's TF2 update*) On Wed, Sep 10, 2014 at 4:51 PM, Gordon Reynolds thisisgordonsem...@gmail.com wrote: I've grabbed the latest 1.6 snapshot and still my box is failing with: warning: exec file is newer than core file. ___ 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] HLSW Alternatives
Eh, if it's a Linux-based TF2 server .. it's pretty easy. Use screen to run SCRCS as a detached back-ground process on a head-less server. Make some scripts that do things like: 1) start the game (directly under SSH/console). 2) start the game under screen utility - giving it a name to reconnect to later, etc. 3) send commands to a detached screen process. 4) shut-down the screened process. Use webmin to run those scripts from a browser, if you are too lazy to do them under SSH. On Fri, Aug 29, 2014 at 4:33 PM, Joey Benamy jben...@outlook.com wrote: Hello, HLSW is an application you install on your computer that allows you to administrate your Team Fortress 2 server remotely without having to have Team Fortress 2 open. The application is no longer being developed and is not open source, as far as I know. Since the TF2 update that upgraded SteamIDs, the ban list in HLSW no longer works. I was wondering if anybody knew of any alternative remote admin tools that do regularly get updated. My server uses MetaMod and SourceMod, and I've updated MetaMod and SourceMod to the versions that temporarily fix the issues introduced by the TF2 update. ___ 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] HLSW Alternatives
Yes, was my assumption that root and/or sudo access is available. You can make the menu's in webmin's Custom Commands show differently for different webmin users - without having to create seperate Linux users. On Fri, Aug 29, 2014 at 5:43 PM, Gavin Langdon puttabu...@gmail.com wrote: That's perfectly reasonable if you have direct access and don't want extra functionality, but hlsw is nice because it allows multiple people with only rcon to access the server, and displays useful info and options for manipulating players and other aspects of the server. ___ 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] HLSW Alternatives
I don't know about you guys, but my hosting providers (past and current) have a policy against IRC going in or through their networks. I think that is because IRC has been used so much for controlling bot networks and such. On Fri, Aug 29, 2014 at 7:25 PM, wave thew...@thewaveserver.com wrote: I'll second the SourceIRC suggestion. It's become my goto admin interface, and setting up others with limited commands is straightforward. On Aug 29, 2014 8:49 PM, Alexander Corn mc...@doctormckay.com wrote: If you want my advice, install SourceIRC. This will allow you to issue admin commands via an IRC channel, and you can set up others with access to only certain commands so you don't need to give out your rcon password to all your admins. SourceIRC can also be set up to relay chat to/from an IRC channel. ___ 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] Multiple SRCDS Instances don't list on Steam's Server Browser
Hmmm ... am I reading this correctly? *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.21 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.22 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.23 -port 27015 +exec server.cfg* Is that running three instances on the same server, but binding to the same port number - but on different IP addresses? I notice that those are all RFC-1918 (private address space) IP addresses. I presume these are all behind the same firewall / Interoutrnet-er devices that is than using port/address translation to public IP addresses? If so, they may each need to be individually mapped at your firewall / Internet-router to different public IP address (i.e. multiple public IP addresses instead of sharing the same public IP address), OR port-forwarded at your firewall / Internet-router to different public ports on the same IP address - in which case it would be easier to use one private IP address and different ports instead of all on 27015. On Wed, Aug 27, 2014 at 1:22 PM, Jeff Nelson longshot...@gmail.com wrote: I've been out of pocket for a while and I was able to finally test. The problem has been narrowed down to specifying the IP in the srcds startup command. If I use: ./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip 10.10.0.50 The game server is running, live and available to connect, but it doesn't appear in the server browser for LAN games. If I paste this exact command into a windows box, it does work. Performing a test on the linux servers using: lsof -i -n -a -p $GAMESERVPID, shows me the following: COMMANDPID USER FD TYPE DEVICE SIZE/OFF NODE NAME srcds_lin 7645 root 22u IPv4 266289 0t0 UDP 10.10.0.50:27015 srcds_lin 7645 root 23u IPv4 266290 0t0 UDP 10.10.0.50:27005 srcds_lin 7645 root 24u IPv4 266291 0t0 UDP 10.10.0.50:27020 srcds_lin 7645 root 25u IPv4 266292 0t0 TCP 10.10.0.50:27015 (LISTEN) srcds_lin 7645 root 35u IPv4 266092 0t0 UDP 10.10.0.50:26901 This indicates to me that the srcds program is properly bonding to the specified IP in the startup command. But for some reason isn't broadcasting itself to the server browser. If I run the following srcds command: ./srcds_run -console -game tf +map ctf_well +maxplayers 24 *Note that no IP is specified for srcds to bond to... The server does appear in the browser. Performing a similar port look-up I receive: COMMANDPID USER FD TYPE DEVICE SIZE/OFF NODE NAME srcds_lin 7689 root 22u IPv4 273770 0t0 UDP *:27015 srcds_lin 7689 root 23u IPv4 273771 0t0 UDP *:27005 srcds_lin 7689 root 24u IPv4 273772 0t0 UDP *:27020 srcds_lin 7689 root 25u IPv4 273776 0t0 TCP *:27015 (LISTEN) srcds_lin 7689 root 35u IPv4 274580 0t0 UDP *:26901 In this case, the srcds instance is bonding to the available IP on the server, but when this happens, broadcast traffic is allowed. Is there anything else I can try or suggestions anyone else has? Thanks for the help! On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina je...@opendreams.net wrote: Do all three servers stop appearing in the server browser, or only one or two of them? Verify that your servers are not actually tripping all over themselves without your knowledge, and that they are binding to the sockets which you think they should be: lsof -i -n -a -p $GAMESERVPID Do this for each server and find out what network resources it is using. It should be noted that CSGO currently has a problem where it globs onto * for certain sockets EVEN when you specifically assign it to a particular IP. This bug has been noted many times on this mailing list now. I can't think of anything with SELinux that might be causing you a problem, and I don't know if it is enabled by default on Suse, but you might want to disable it and see if that has any effect. Good luck On 2/18/14, 23:46, Jeff Nelson wrote: We are experiencing an issue where if we run multiple SRCDS instances on the same linux server, on the same subnet, bounded to specific IP addresses, they will not appear in the server browser. (This bug doesn't appear when using a Windows server, Linux only.) Environment: OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default) We have also tried this on CentOS and RedHat, still no dice. We have 3 IP addresses assigned to one server using the same broadcast address: 10.0.0.255 Startup Scripting: *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.21 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.22 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.23 -port 27015 +exec server.cfg*
Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser
This may sound like a stupid question, but if they are not intended to be open to the world for availability, then why do they need to appear on the server list? Also, if you are binding each instance to specific IP's like that, I would expect the entire executable to default to using that IP for all of it's communication - including +clientport and +steamport ports. If that is truly the case (all ports get bound to the IP specified), then those ports on those IP's need to be able to talk to/from the Internet in order to get authenticated by steam, get published onto the server list, participate in VAC, etc. If you are specifically not allowing them, that could be your issue right there (i.e. why they never show-up on the server list). On Wed, Aug 27, 2014 at 3:44 PM, Jeff Nelson longshot...@gmail.com wrote: @Weasels You are correct. I have 3, in this case, ip addresses added to the same network card in Linux. These are not virtual interfaces created by a hypervisor, but simply additional ip assignments to the physical network interface or Alias addresses if you prefer. These are all behind one firewall. They are not intended to be open to the world for availability. We use these servers for our LAN events only so I do not intend to port forward traffic or create individual NATs. However, as a quick note, even running one instance of srcds on a linux box will yield the same results when specifying an IP address - the game server is not shown on the server browser. If you remove the -ip argument, the correct outcome is presented. To make it more interesting, if I remove all assigned ip addresses and use the native ip on the linux box in the startup command, I get the same results if I would have used one of the alias addresses - nothing appears on the server browser. So it appears to me that my additional ip assignments are not to blame for this issue - at least from what I see. ___ 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] [hlds] New SteamID format for TF2
Eric - Is there any clarity Valve can share on which games this change will occur with next? CS:S? HL2MP? HL1DM(Source)MP? Also, is this planned eventually for GoldSrc-based titles as well? (HL1, CS, DMC, TFC, DoD, etc.)? or will it only effect Source-based titles? I ask because, although work-around's are now in-place/available for various server-side mods (such as SourceMod and SourceBans) for Source-engine games - I do not think anything has been done yet with preparing server-side mods (such as AMX-Mod-X and possibly AMX-Bans) for GoldSrc-based games. Best wishes, - Weasel On Thu, Aug 21, 2014 at 4:41 PM, Eric Smith er...@valvesoftware.com wrote: We apologize for the lack of warning regarding the SteamID format change in today's update. It was our intent to give the community a heads-up before the change was released, but it was missed. The change was made to update TF2 to use the current SteamID format, which most other games on Steam and Steam itself uses. You will find that you can now use SteamIDs rendered by these other locations in your interactions with the engine. The engine will still recognize the old format, though, so your current server ban lists should still be valid. The conversion equation has already been posted by a community member, but here it is again: Old:STEAM_0:A:B New:[U:1:B*2+A] Example:STEAM_0:1:1234 ---[U:1:2469] We're sorry for the problems this may cause while you update your scripts to use the new format. It was not our intent to disrupt your servers. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?
Anybody else using 'screen' noticed issues with SRCDS not being reflected when reconnecting to a disconnected 'screen' session? For example, if I reconnect to a disconnected session running SRCDS for TF2, and I enter the status command - the text of the status command is echo'd-back - but none of the output that the status command typically generates. If I do that same test on a disconnected SRCDS session for Counter-Strike:Source, everything works as expected (i.e. it displays users connected and all the usual/expected output). If I do that same test on a 3rd party Source-based game server (Fistful of Frags), everything also operates as expected. If I do that same test on an HLDS-based game running as a disconnected 'screen' session (such as HL1), again everything works as expected. It only seems to be effecting my TF2 dedicated servers for some reason. ___ 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] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?
PS: For clarity, it is not JUST the 'status' command that is affected - it is ANY command I enter into that 'screen' session for TF2. On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair wea...@weaselslair.com wrote: Anybody else using 'screen' noticed issues with SRCDS not being reflected when reconnecting to a disconnected 'screen' session? For example, if I reconnect to a disconnected session running SRCDS for TF2, and I enter the status command - the text of the status command is echo'd-back - but none of the output that the status command typically generates. If I do that same test on a disconnected SRCDS session for Counter-Strike:Source, everything works as expected (i.e. it displays users connected and all the usual/expected output). If I do that same test on a 3rd party Source-based game server (Fistful of Frags), everything also operates as expected. If I do that same test on an HLDS-based game running as a disconnected 'screen' session (such as HL1), again everything works as expected. It only seems to be effecting my TF2 dedicated servers for some reason. ___ 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] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?
Assume that requirement is just TF2 (at the moment), then yeah that could be it. I have libncurses5 already, but not lib32tinfo5. I will see if that helps. Thanks for the head's-up! On Wed, Aug 13, 2014 at 8:56 PM, Yun Huang Yong gumby_li...@mooh.org wrote: I run our servers under screen and don't have this issue. Could this be related to the ncurses and tinfo5 dependencies introduced in last week's update? Quoting Ross Bemrose: On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5. On 14/08/2014 1:52 PM, Weasels Lair wrote: PS: For clarity, it is not JUST the 'status' command that is affected - it is ANY command I enter into that 'screen' session for TF2. On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair wea...@weaselslair.com wrote: Anybody else using 'screen' noticed issues with SRCDS not being reflected when reconnecting to a disconnected 'screen' session? For example, if I reconnect to a disconnected session running SRCDS for TF2, and I enter the status command - the text of the status command is echo'd-back - but none of the output that the status command typically generates. If I do that same test on a disconnected SRCDS session for Counter-Strike:Source, everything works as expected (i.e. it displays users connected and all the usual/expected output). If I do that same test on a 3rd party Source-based game server (Fistful of Frags), everything also operates as expected. If I do that same test on an HLDS-based game running as a disconnected 'screen' session (such as HL1), again everything works as expected. It only seems to be effecting my TF2 dedicated servers for some reason. ___ 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] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?
It definitely solved my symptom. However, my symptom did not seem to include the SRCDS process hanging or anything like that. It just seemed like that output generated wasn't making it to the console or wherever std-out was in-effect re-directed. SCRCS actually seemed to run fine - I just couldn't tell what was going-on with it when reconnecting to that previously-disconnected 'screen' session. In any event, all seems good now. I am getting normal/expected behaviour from SRCDS for my TF2 server instances. now. On Wed, Aug 13, 2014 at 9:25 PM, Ilya Larin ilya.dem.la...@gmail.com wrote: Please tell us whether it solves the problem or not. I also have troubles after previous update, but in my case it hangs the whole system instead of only srcds process. 14.08.2014 8:05 пользователь Weasels Lair wea...@weaselslair.com написал: ___ 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] Purpose of -steamport command
I believe the normal game port is for game-client's to communicate with your server, and steamport is for your game-server to communicate with the Steam network. If you do not explicitly specify ports, SRCDS will use a default (such as 27015 for the normal game port) or if that default is already in use, pick effectively whatever port it wants (usually keeps trying to add one to what it has tried already until it finds a usable port). SRCDS I believe actually has more ports beyond those (clientport and hltv'?) that can be specified - to avoid it hunting for ports to use. If you are only running a single game-server instance (copy of SRCDS and/or HLDS), you generally only need to worry about the port. But, if you have very anal firewall administrators - then you might need to explicitly specify each - so that they can be identified and allowed on your firewall. On Thu, Jul 24, 2014 at 5:09 AM, Thibaud Van Hissenhoven thib...@strat3go.com wrote: Hey Jesse, Thanks for the fast response explanation on Valve logic. :) I've disabled Source TV, so I guess I can keep that port and the steamport shut. Also kudos to you for wrench! Kr, T 2014-07-24 12:31 GMT+02:00 Jesse Molina je...@opendreams.net: Remember that srcds was written for Windows, and on Windows, 26000 actually is in the ephemeral port range, because Microsoft. Why Valve thought it was appropriate to run their servers in the ephemeral range? Because potato. On 7/24/14, 3:27, Jesse Molina wrote: Unless I am mistaken, that's an ephemeral port, in that it's used for outbound traffic only. So, I don't think you need to explicitly allow inbound traffic to it, as long as you have a stateful firewall. I believe that is true of both CLIENTPORT (+clientport) and STEAMPORT (-steamport). Someone please correct me if I'm wrong here. No, it isn't documented anywhere. The only ports you need to allow inbound are HOSTPORT (+hostport) on UDP, and then TCP if you want RCON, and TVPORT (+tv_port) if you want Source TV to work (probably not). REPLAYPORT isn't even used on TF2 anymore and I'll remove it from wrench in the future. Whatever your assign to STEAMPORT, the server will use N+1, because bugs. On 7/24/14, 2:25, Thibaud Van Hissenhoven wrote: Hi guys, I just got into srcds and set up my first cloud server using Mr Molina's great wrench tool. Now that my vanilla L4D2 server is running, I was busy configuring the firewall to allow clients to connect. I noticed the server is accepting connections on port 26006 (opposed to -steamport 26005 set in the arguments), on the developer wiki I couldn't find what this port is used for. Do any of you have experience with this? The srcds is listening for connections here right, so I should open the port in the firewall? Thanks. ___ 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] [hlds] Mandatory TF2 update released
So, buggy is what they really are? lol. On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling jordanoll...@gmail.com wrote: I think they're called beta because we're getting a sneak peek of them, but they might not be completely finished yet. On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com wrote: Just to make this clear, you know that all server installs have rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right? Calling them beta makes it sound like they're restricted to only some servers. On 7/8/2014 6:55 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2314660. -Eric - - Added Mann Co. Beta Maps - Early Access program - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon - Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option - Added a new startup music track from Expiration Date - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1, and Tumblr Vs Reddit Season 2 medals - Fixed the server browser not properly filtering for the US - East region when selected - Fixed a bug where players that are taunting would not use the correct animation - Fixed Australium weapons using the incorrect arm skin for the Blue team - Fixed Mutated Milk not being a valid item for the Scout's Special Delivery item set - Fixed The Stealth Steeler not using the correct team materials - Fixed some festive weapons using the lowest LOD for the first person view - Minigun: Winding up via secondary attack now counts toward reducing the one-second accuracy penalty - Updated the equip_regions for The Southie Shinobi, The Chronomancer, and The Pencil Pusher - Updated the localization files - Updated The Towering Pillar of Summer Shades - Fixed not using the correct team materials - Updated to be paintable - Reminder - Bread Boxes can no longer be crafted after tomorrow (July 9th) - Craft them via the crafting system (Items-Crafting-Special Blueprint-Fabricate Bread Box) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] Offtopic sort of: Server deployment tools
Not sure what you mean by shared. But, as far as automated deployments go, assuming its a Linux-based server it is probably not hard to script with bash. On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend tylerschw...@gmail.com wrote: Do any of you use any software for deploying shared HLDS servers on-demand? I'm curious whether server rental companies write their deployment tools from scratch or if there are packages out there for this purpose. Im working on something and would like to avoid reinventing that portion of the wheel. -- ___ 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 HTTP Remote Control
wow. I wonder how long before security exploits for this start hitting the wild. On Fri, Jul 4, 2014 at 4:55 PM, Jesse Molina je...@opendreams.net wrote: Dear Valve. Explain why SteamCMD has started a remote control daemon on my computer during a SteamCMD update. Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...[HTTP Remote Control] Wrote private key to remoteui/certs/https.key [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem [HTTP Remote Control] HTTP server listening on port 27037. OK. Relavant: http://steamdb.info/blog/37/ http://steamdb.info/blog/30/ http://steamdb.info/blog/31/ ___ 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 TF2 update released (2015-06-26) = more client-side issues?
In my case, it does not seem to have to be a large number of players or a busy server. Last time I noticed it, there were only like 5 of us in-game, and I do not recall anybody conga-taunting at that time. On Thu, Jun 26, 2014 at 11:18 PM, Andreas Willinger aw...@gmx.at wrote: I have also noticed this. A bigger problem (which exists since the LW update) is, that my servers sometimes drop their ENTIRE population because of a reliable buffer overflow. I wasn't yet able to locate the source 100%, but my guess is the conga taunt 15 players. Weasels Lair wea...@weaselslair.com wrote: Hmmm.. trying to figure-out if this is just my TF2 server(s), or something bigger. But, ever since today's update - I'm a getting a lot of issues with client connections timing-out, etc. The server never crashes - it just keeps running. But the clients get the connection problem warning in the upper-right for several seconds (5-20), then (mostly) get back in without having to disconnect/reconnect. Anybody else experiencing a lot of this since today's update? PS: For me this is under Linux (Debian). [hlds_linux] Mandatory TF2 update released Eric Smith Thu, 26 Jun 2014 16:22:25 -0700 We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2298883. -Eric - - Added a new startup music track from Expiration Date - Fixed a client crash related to the B.A.S.E. Jumper - Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets - Updated the B.A.S.E. Jumper backpack to use an open model when the parachute is deployed - Fixed a few crates not displaying which Unusual Series they can potentially output - Fixed a client crash caused by applying a tool to an empty backpack slot - Removed the shot effect for The Classic in DirectX 8 - Updated the name of The Senguko Scorcher to be The Sengoku Scorcher - Updated the Summer Starter Kit and Summer Adventure Pack to be marketable - Updated the localization files ___ 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
[hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?
Hmmm.. trying to figure-out if this is just my TF2 server(s), or something bigger. But, ever since today's update - I'm a getting a lot of issues with client connections timing-out, etc. The server never crashes - it just keeps running. But the clients get the connection problem warning in the upper-right for several seconds (5-20), then (mostly) get back in without having to disconnect/reconnect. Anybody else experiencing a lot of this since today's update? PS: For me this is under Linux (Debian). [hlds_linux] Mandatory TF2 update released Eric Smith Thu, 26 Jun 2014 16:22:25 -0700 We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2298883. -Eric - - Added a new startup music track from Expiration Date - Fixed a client crash related to the B.A.S.E. Jumper - Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets - Updated the B.A.S.E. Jumper backpack to use an open model when the parachute is deployed - Fixed a few crates not displaying which Unusual Series they can potentially output - Fixed a client crash caused by applying a tool to an empty backpack slot - Removed the shot effect for The Classic in DirectX 8 - Updated the name of The Senguko Scorcher to be The Sengoku Scorcher - Updated the Summer Starter Kit and Summer Adventure Pack to be marketable - Updated the localization files ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
I am not sure this list is the right place for 3rd-party games/mods to be announcing their updates? Kind of thought it was more for Valve-related and general HLDS/SRCDS. There is a published SteamAPI update URL for Fistful-of-Frags: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630version=SERVER_CURRENT_VERSION_HEREformat=xml Also, it may be checked on the SteamDB page: http://steamdb.info/search/?a=appq=Fistful Or, of course you could sign-up for e-mail alerts on SteamPing: http://steamping.com/ On Tue, Jun 3, 2014 at 1:17 PM, big john brewskii...@gmail.com wrote: Can we get some sort of update notification on the mailing list? ___ 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] [hlds] Mandatory updates - Windows 2008 TF2 Server's crashing
Ditto for me. Linux servers running SourceMod seem fine so far (at least for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running on TF2 (kind of old actually it seems): meta version Metamod:Source version 1.10.0-dev Build ID: 837:978c7cd9b0b2-dev Loaded As: Valve Server Plugin Compiled on: Apr 25 2013 Plugin interface version: 15:14 SourceHook version: 5:5 http://www.metamodsource.net/ meta list Listing 7 plugins: [01] SourceMod (1.5.2) by AlliedModders LLC [02] Building Hacks (0.3) by linux_lover [03] TF2Items (1.5.3) by Asherkin AzuiSleet Damizean [04] TF2 Tools (1.5.2) by AlliedModders LLC [05] SDK Hooks (1.5.2) by AlliedModders LLC [06] SDK Tools (1.5.2) by AlliedModders LLC [07] SteamTools (0.9.0) by Asher asherkin Baker On Thu, May 15, 2014 at 5:02 PM, Ross Bemrose rbemr...@gmail.com wrote: Is this server running SourceMod? SourceMod's gamedata seems to need an update on Windows. It doesn't seem to affect Linux. Or at least my Linux PropHunt Redux server seems to be operating normally and PHR requires several common extensions (SDKTools, SDKHooks, TF2Items, TF2) in addition to the SourceMod core. ___ 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] [hlds] Could not establish connection to Steam servers. (Result = 15)
I do not think Fistful-of-Frags dedicated server is setup for that server registration stuff (sv_setsteamaccount). I asked the developer about it like a month ago - and he didn't seem to know what I was talking about. But, the server list is not gigantic (like TF2, or CS, etc.). So, no big deal for people to re-find servers right now if their IP addresses change. On Tue, May 13, 2014 at 8:19 PM, Jesse Molina je...@opendreams.net wrote: Nevermind. My sv_setsteamaccount token was invalid, though I don't yet know why. ___ 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] Fistful-of-Frags (FoF), player black-list, etc.
Just clarified with the developer, the new Fistful-of-Frags on Steam does NOT attempt to do any global player black-list of it's own (unlike the old version 3.9 mod for OrangeBox). I *assume* putting the server into VAC secure-mode will enforces blocking VAC-banned players. Seems to me that is more low-level than whatever the game/mod-developers get to control anyway. Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)! Weasels Lair Sun, 11 May 2014 19:07:25 -0700 I am not sure that game/mod-specific ban system is still in place in the new Steam version. But, I will double-check with the developer (R_Yell) on that. PS: I didn't like that much either, and was able to block it by just preventing that domain name from resolving on my server with a hosts file. But again, I do not think that is necessary any more. On Sun, May 11, 2014 at 7:03 PM, Jesse Molina je...@opendreams.net wrote: I really don't know a lot about the history behind this mod, but I immediately noticed that it has a built-in hard-coded global ban system which can't be disabled by the local admin. Very disturbing. http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471 Other things I've read on their forum and elsewhere lead me to believe some of the devs on this mod are rather juvenile. It seems likely they have attracted some amount of negative publicity. ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
PS: Regarding HLStatsX:CE, I also had to update the teams for the new FoF - since there are potentially four teams now: Vigilantes = Blue in hud messages, etc. Desperados = Red in hud messages, etc. Bandidos = Yellow in hud messages, etc. Rangers = Green in hud messages, etc. Here's what I am using (Team Code, Team Name, Color Code, BG Color Code): VIGILANTES, Vigilantes, #FF, #AF DESPERADOS, Desperados, #B2, #FFB6C1 BANDIDOS, Bandidos, #00, #00 RANGERS, Rangers, #006400, #ADFF2F Obviously, you may want to use choose your own colors, I just tossed those in really quickly. On Mon, May 12, 2014 at 11:44 AM, Weasels Lair wea...@weaselslair.comwrote: Actually, yes. I have been messing around with that. None of the objective stuff is there anymore. So, I think I just ripped-out that stuff. Otherwise, I the weapons are the same I though. I am having an issue with a few weapons not showing-up in the stats at the moment. For example the Schofield pistol, I didn't think that was new - but I don't see any stats for that showing. I haven't had any time to dig any further into it than that. I do have both the old and new FoF on my HLStasX:CE system. The old mod/ver3.9 stuff I moved over to fistful_of_frags ID, and use fof as the ID for the new FoF for Steam - to match what their game folders are. But, that was really just so I wouldn't confuse the two. On Mon, May 12, 2014 at 11:21 AM, Bjorn Wielens uniac...@yahoo.ca wrote: Anyone know if the old FoF settings/game in HLStats still work with this new version? ___ 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] Fistful-of-Frags (FoF), player black-list, etc.
PS: I have this SourceMod plug-in loaded on my servers: vacbans ... https://forums.alliedmods.net/showthread.php?t=80942 On Mon, May 12, 2014 at 12:00 PM, Weasels Lair wea...@weaselslair.comwrote: Just clarified with the developer, the new Fistful-of-Frags on Steam does NOT attempt to do any global player black-list of it's own (unlike the old version 3.9 mod for OrangeBox). I *assume* putting the server into VAC secure-mode will enforces blocking VAC-banned players. Seems to me that is more low-level than whatever the game/mod-developers get to control anyway. Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)! Weasels Lair Sun, 11 May 2014 19:07:25 -0700 I am not sure that game/mod-specific ban system is still in place in the new Steam version. But, I will double-check with the developer (R_Yell) on that. PS: I didn't like that much either, and was able to block it by just preventing that domain name from resolving on my server with a hosts file. But again, I do not think that is necessary any more. On Sun, May 11, 2014 at 7:03 PM, Jesse Molina je...@opendreams.net wrote: I really don't know a lot about the history behind this mod, but I immediately noticed that it has a built-in hard-coded global ban system which can't be disabled by the local admin. Very disturbing. http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471 Other things I've read on their forum and elsewhere lead me to believe some of the devs on this mod are rather juvenile. It seems likely they have attracted some amount of negative publicity. ___ 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] FoF status command not working
That is really weird. I am on 64-bit Debian 8/Jessie with multi-arch enabled and not seeing anything like that. Is this dedicated server installed through SteamCMD (command-line), or from the Steam tools menu? Here my status output: pre statushostname: Weasels FoF #2: Custom music, Dual-Factions version : 1/24 0 secure udp/ip : 192.30.161.61:6313 (public ip: 192.30.161.61) steamid : [A-1:3372337152(4302)] (90090472869054464) map : fof_robertlee at: 0 x, 0 y, 0 z players : 19 humans, 0 bots (20 max) # userid nameuniqueidconnected ping loss state adr # 98 OVERLORDZETTA STEAM_0:1:15076872 29:46 1040 active 70.53.162.176:27005 # 89 SoupCan STEAM_0:0:36581218 35:00 2270 active 109.60.47.85:27005 #112 Snipahz McLeodSTEAM_0:0:42418442 16:15 930 active 76.178.207.238:27005 #118 The Redstoner STEAM_0:1:51580923 11:58 1020 active 68.9.140.242:27005 # 88 17ThCenturyDemo STEAM_0:1:25061822 38:14 990 active 76.178.192.29:27005 #136 datcrazycat STEAM_0:0:62592350 01:00 1010 active 71.82.182.253:60564 # 71 twitch.tv/grandmastercookies STEAM_0:1:44493423 44:54 1140 active 69.127.106.4:47811 #119 The Panic LimeSTEAM_0:0:33917439 10:48 1780 active 50.32.54.61:27005 #121 awloh STEAM_0:1:84721928 01:48 940 active 68.192.124.112:27005 # 72 ╨╨╨á╨╨╨ ╨╨ sun asshole STEAM_0:1:23681752 32:13 1020 active 71.72.60.55:27005 #120 MF DOOM ft. Gucci Mane STEAM_0:0:57504655 10:15 1190 active 67.240.3.182:27005 /pre On Mon, May 12, 2014 at 12:32 PM, David Parker dpar...@utica.edu wrote: Hello, It seems I'm not able to register for the FoF forums, so I'm posting this here in hopes that someone knows the answer. I set up an FoF dedicated server on Debian 7 64-bit. The server starts, but for some reason I can't run the status command on the console. Other commands work fine, but status simply does nothing. Any ideas? Here's an example: maps * - PENDING: (fs) fof_desperados.bsp PENDING: (fs) fof_fistful.bsp PENDING: (fs) fof_revenge.bsp PENDING: (fs) fof_robertlee.bsp status net_status Net status for host 72.237.4.36: - Config: Multiplayer, dedicated, 0 connections - Ports: Client 27005, Server 27015, HLTV 27020, Matchmaking 0, Systemlink 0 status stats CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 0.00 0.00 0.000 -1 66.6700 status Unknown command quit Mon May 12 15:26:32 EDT 2014: Server restart in 10 seconds ^CMon May 12 15:26:33 EDT 2014: Server Quit Note that every status command did nothing, although it's accepted as a valid command (there's no unknown command error). I'm also not sure why the uptime is -1 in that stats output, although I had literally just started this server, so perhaps that's what it says when 1 full minute has not passed yet. Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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
[hlds_linux] Update regarding Fistful-of-Frags (FoF) on Steam, servers, etc.
First of all, just wanted to thank the community of server operators/admins for responding; and bringing-up additional servers for the players trying to get into the game. The player response to the release was overwhelming. Who would have thought that a free Steam game, that is basically a stripped-down reboot of an older OrangeBox mod would be as popular as it was. It is kind of assume that player-interest will fade some over the coming week's - but who really can tell. At any given time, there seem to be between 800 and 1,700 players in-game (according to the Steam community hub page). Just on my own FoF servers alone, I have seen almost 7,000 unique SteamID's connect/play (based-on HLStatsX:CE tracking). Currently, there seem to be plenty of servers on-line for FoF. Although, anybody is willing to bring one up of course - ESPECIALLY if you actually play the game. At this point, what I would like to encourage everyone to take all the FoF-related discussions *OFF* the HLDS and HLDS_Linux distribution lists. I am sure everybody NOT interested in FoF is tired of all the FoF-related chatter. Thanks also to them also for putting-up with the extraneous chatter. I have not seem any negative feedback on that - but let's not outstay our welcome. The official FoF links are: Official Steam Game Group Page (links to everything else): http://steamcommunity.com/games/fof Steam Store Page (where to send people to get the client): http://store.steampowered.com/app/265630 Steam Game Hub/Community Page: http://steamcommunity.com/app/265630 Specifically, the Discussions part of the game-hub: http://steamcommunity.com/app/265630/discussions *** Most importantly ***, the Server Administration discussion area (where we should probably be taking these conversations): http://steamcommunity.com/app/265630/discussions/6/ PS: I am not the developer of FoF or anything remotely like that. Just another server operator who's been at this a while like everybody else here - and just happened to be a fan of the game (old and new). The developer has granted me some access to clean-up the discussions area of the community hub - which has (appropriately?) been like the wild-west - in terms of people going WAYoff-topic, duplicate discussions or just posting in the wrong areas.. ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Funny (or maybe not funny) you should mention that. My VPS got shut-down last-night by my hosting provider because there was Traffic size:[627 Mbit/sec]. I am not certain if it was an actual DDoS attack, or just the fact that there was so much demand for FoF servers. I had 8 FoF servers running, and all were PACKED (0 slots available) most of the time they were on-line. Since there are way more servers for FoF available now, I backed my hosting down to just 3 FoF game-server instances. So far the traffic has not been a problem. I think most hosting providers see a large amount of traffic using UDP and ports they do not recognize, and assume it is a DDoS. We shall see if my problem recurs. On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com wrote: On 5/10/2014 2:51 PM, Weasels Lair wrote: Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds Anyone else getting (D)DoS attacked hosting this game? I just got an email, and my US servers were just hit with an attack. My EU servers were attacked the same day I put them up. Luckily my US server has mitigation, but I had to leave my EU servers down for now. How can someone try to attack servers on a free mod, it isn't like we have pay to win, ads, or even reserved slots on our servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Need more dedicated server for Fistful-of-Frags (FoF)!
Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ 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] Need more dedicated server for Fistful-of-Frags (FoF)!
Sorry, forgot to mention the dedicated server AppID for FoF is: 295230 On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.comwrote: Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ 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] Need more dedicated server for Fistful-of-Frags (FoF)!
The client-side is Windows + Mac/OSX + Linux. The server-side is Windows + Linux (not sure about Mac/OSX). On Sat, May 10, 2014 at 12:01 PM, Kevin s...@serveredirect.com wrote: On 5/10/2014 2:51 PM, Weasels Lair wrote: Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Is it windows only? I am getting a few up right now, we have a barely used 1270 box @ NFO we can use, and possibly a lightly used EU box. ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
The community really appreciates the help by the way. Some stuff of interest to potential server-operators: Regarding SourceMod Metamod:Source ... The game is based on Source SDK 2013. So, I believe I had to run the development snap-shots of MM:S and SM. Here's what I am running on my FoF servers at the moment: meta version Metamod:Source version 1.11.0-dev meta list Listing 3 plugins: [01] SourceMod (1.6.0-dev+4337) by AlliedModders LLC [02] SDK Tools (1.6.0-dev+4337) by AlliedModders LLC [03] SteamTools (0.8.3) by Asher Baker (asherkin) Regarding team-based death-match, compared to non-team DM ... If you want team-based death-match, be sure to put mp_teamplay 1 in BOTH your server.cfg and also your autoexec.cfg (or command-line). Theres a bug there that's not fixed yet regarding updating the server-list properly in regards to that. If you are doing team-based death-match, there is a CVAR to control how-many teams there are: fof_sv_maxteams. The value can be 2, 3, or 4. The meaning is: 2 = Vigilante's (blue) and Desperado's (red) 3 = Vigilante's (blue), Desperado's (red) and Bandido's (yellow) 4 = Vigilante's (blue), Desperado's (red), Bandido's (yellow) and Ranger's (green). On Sat, May 10, 2014 at 12:06 PM, Mike Vail supp...@boomgaming.net wrote: OK thanks. If you discover any tips or tricks to servers better, please give me a heads up. I'll gladly help with this event. Take care ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
PS: Another FoF-specific thing server-op's might not be accustomed-to ... the maximum number of player-slots is currently hard-coded to 20. I continue to have an on-going dialog with the developer about that (as you can imagine), but at the moment - it is still limited to 20. On Sat, May 10, 2014 at 12:12 PM, Weasels Lair wea...@weaselslair.comwrote: The community really appreciates the help by the way. Some stuff of interest to potential server-operators: Regarding SourceMod Metamod:Source ... The game is based on Source SDK 2013. So, I believe I had to run the development snap-shots of MM:S and SM. Here's what I am running on my FoF servers at the moment: meta version Metamod:Source version 1.11.0-dev meta list Listing 3 plugins: [01] SourceMod (1.6.0-dev+4337) by AlliedModders LLC [02] SDK Tools (1.6.0-dev+4337) by AlliedModders LLC [03] SteamTools (0.8.3) by Asher Baker (asherkin) Regarding team-based death-match, compared to non-team DM ... If you want team-based death-match, be sure to put mp_teamplay 1 in BOTH your server.cfg and also your autoexec.cfg (or command-line). Theres a bug there that's not fixed yet regarding updating the server-list properly in regards to that. If you are doing team-based death-match, there is a CVAR to control how-many teams there are: fof_sv_maxteams. The value can be 2, 3, or 4. The meaning is: 2 = Vigilante's (blue) and Desperado's (red) 3 = Vigilante's (blue), Desperado's (red) and Bandido's (yellow) 4 = Vigilante's (blue), Desperado's (red), Bandido's (yellow) and Ranger's (green). On Sat, May 10, 2014 at 12:06 PM, Mike Vail supp...@boomgaming.netwrote: OK thanks. If you discover any tips or tricks to servers better, please give me a heads up. I'll gladly help with this event. Take care ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
I typically put most command-line stuff in autoexec.cfg myself, but it takes pretty-much the standard stuff any SRCDS server will take. Here's mine (on Linux): ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug; I put mp_teamplay 1 in the autoexec.cfg, along with what map to start - map fof_robertlee as an example. But, if you are in the habit of specifying the map in the command-line, it should work as with any other SRCDS server. On Sat, May 10, 2014 at 12:16 PM, big john brewskii...@gmail.com wrote: Downloading a server now. Do u have an example command line? ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC junk (new requirement with Source SDK 2013). The version of Wheezy is like 2 years old. I think there's a work-around where you can drop a copy of lib from more modern GLIBC (same distro arch) into the /bin folder and it works fine as a work-around - instead of upgrading toe Jessie like I did. Ubuntu 12.04 already includes a sufficiently updated GLIBC by the way - for anybody curious about that. On Sat, May 10, 2014 at 12:38 PM, big john brewskii...@gmail.com wrote: bah my debian wheezy server Console initialized. Setting breakpad minidump AppID = 265630 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Loaded 276 VPK file hashes from /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation. Loaded 276 VPK file hashes from /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation. Loaded 434 VPK file hashes from /home/kablowsion/gameservers/fof/hl2/hl2_misc.vpk for pure server operation. Loaded 1222 VPK file hashes from /home/kablowsion/gameservers/fof/hl2/hl2_textures.vpk for pure server operation. Loaded 5 VPK file hashes from /home/kablowsion/gameservers/fof/platform/platform_misc.vpk for pure server operation. failed to dlopen /home/kablowsion/gameservers/fof/fof/bin/server_srv.so error=/lib/i386-linux-gnu/i686/cmov/libm.so.6: version `GLIBC_2.15' not found (required by /home/kablowsion/gameservers/fof/fof/bin/server_srv.so) PreMinidumpCallback: updating dump comment Uploading dump (out-of-process) [proxy ''] /tmp/dumps/crash_20140510153219_1.dmp /home/kablowsion/gameservers/fof/srcds_run: line 324: 23304 Segmentation fault (core dumped) $HL_CMD Add -debug to the /home/kablowsion/gameservers/fof/srcds_run command line to generate a debug.log to help with solving this problem Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wea...@weaselslair.comwrote: I typically put most command-line stuff in autoexec.cfg myself, but it takes pretty-much the standard stuff any SRCDS server will take. Here's mine (on Linux): ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug; I put mp_teamplay 1 in the autoexec.cfg, along with what map to start - map fof_robertlee as an example. But, if you are in the habit of specifying the map in the command-line, it should work as with any other SRCDS server. On Sat, May 10, 2014 at 12:16 PM, big john brewskii...@gmail.com wrote: Downloading a server now. Do u have an example command line? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
wow, thanks! very generous of you! I am sure all the players trying to get into the game would thank you! (if they knew anything about how the back-end stuff even works) On Sat, May 10, 2014 at 1:07 PM, Kevin s...@serveredirect.com wrote: 0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7 US ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Don't worry, you are NOT the first to try that. I probably was! On Sat, May 10, 2014 at 1:12 PM, big john brewskii...@gmail.com wrote: looks like i been using the wrong appid ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux