Re: [hlds_linux] CSS sv_voicecodec no effect

2020-04-17 Thread Nate D
That command is deprecated but shows as 0 anyway.

On Fri, Apr 17, 2020, 7:19 PM Asher Baker  wrote:

> You need to turn off sv_use_steam_voice for sv_voicecodec to have any
> effect.
>
> Using Steam's voice compression is probably better though.
>
> ~
> "Their heads are green, and their hands are blue,
>   And they went to sea in a Sieve." - Edward Lear
>
>
> On Fri, Apr 17, 2020 at 9:00 PM Nate D  wrote:
>
>> In 2017, Valve added the vaudio_celt codec to CSS and TF2 (which is what
>> CSGO uses) to improve voice quality in CSS and TF2. However, I have set
>> sv_voicecodec to vaudio_celt but it is not having any noticeable effect.
>> I've tried putting it in the server.cfg and in the startup parameters, and
>> rebooted after changing, but to no effect.
>>
>> I also tried vaudio_celt_high which apparently is in TF2 at least (not
>> sure if it's supposed to be in CSS also) but that also had no effect.
>>
>> Is there an extra trick here that I'm unaware of? Or perhaps a file
>> missing on my CSS Linux dedicated server? I don't see any vaudio files in
>> the bin folder.
>>
>> Thank you,
>>
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[hlds_linux] CSS sv_voicecodec no effect

2020-04-17 Thread Nate D
In 2017, Valve added the vaudio_celt codec to CSS and TF2 (which is what
CSGO uses) to improve voice quality in CSS and TF2. However, I have set
sv_voicecodec to vaudio_celt but it is not having any noticeable effect.
I've tried putting it in the server.cfg and in the startup parameters, and
rebooted after changing, but to no effect.

I also tried vaudio_celt_high which apparently is in TF2 at least (not sure
if it's supposed to be in CSS also) but that also had no effect.

Is there an extra trick here that I'm unaware of? Or perhaps a file missing
on my CSS Linux dedicated server? I don't see any vaudio files in the bin
folder.

Thank you,
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Re: [hlds_linux] L4D Server Files

2014-05-13 Thread Will D.

Hey Kerry,

This is very good news - thank you!
Tried to get our L4D groupserver back up for hours after the game update 
and really was afraid to never play on it again..


Then I found your message and now it's smoothly working again.
I'm really glad about the ongoing L4D1 Linux-DS support by Valve. There 
are still those old-fashioned people sticking to the orignial 
Zombie-Apocalypse. So.. keep it running, folks :)


Will


On 05/13/2014 08:06 PM, Kerry Davis wrote:

The SteamCmd depot for L4D dedicated server should be working now, AppID 222840.

This required an update to the build, the new version is 1.0.2.9.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Felipe Fujihara
Sent: Wednesday, April 02, 2014 7:57 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] L4D Server Files

Hello guys,
I'm trying to install L4D from SteamCmd, but it's not working... After 
searching around the web, I found out that it's impossible to download files 
thru there.
Does anyone here has a link to download L4D Linux Server Files? I'm really 
needing it, and would be very thankful.
Thanks in advance!



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Re: [hlds_linux] wrench: a Linux command-line srcds control manager

2014-04-01 Thread Dirk D
The here document at line 872 is not correctly closed in your copy of
the script.
This is most likely the case because you copied the script from the
formatted text box with syntax highlighting on pastebin instead of
downloading it via the download/raw link at the top of the page or
copying it from the raw text box (below the formatted one).

The problem is that pastebin expands tabs to spaces in the formatted
box and the here document is opened in tab stripping mode. So when you
copy it from there there are no tabs to strip at the beginnings of
lines and the heredoc delimiter ENDMESSAGE is never found because a
bunch of spaces + ENDMESSAGE does not equal ENDMESSAGE thus
leading to the heredoc spanning beyond the end of the its designated
end position and even beyond the end of the script file.

Just download it via the aforementioned download link at the top of
the pastebin and the script should work as intended.

On Tue, Apr 1, 2014 at 3:19 PM, monte i...@pwn.sk wrote:
 Hey,
 as for your latest version from pastebin, there seems to be some kind of
 syntax error (probably)? running bash4.3.0

 gameslut@f2fea31d:~/wrench$ ./wrench.sh
 ./wrench.sh: line 2922: warning: here-document at line 872 delimited by
 end-of-file (wanted `ENDMESSAGE')
 ./wrench.sh: line 2923: syntax error: unexpected end of file

 2922 being the last line, 2923 ain't exists.. mind to gave it a shot to
 figure out, why is the error showing up?



 On Thu, 20 Mar 2014 22:17:01 -0700, Jesse Molina wrote:

 There was a one-line error in this script that I made before
 uploading it which prevented new installations from being configured
 correctly. This has been fixed. New MD5 is
 8289df67fc3b4fa1d5f6d6c2a862a41c, same download location.


 On 3/19/14, 23:43, Jesse Molina wrote:


 Below is a srcds manager script that I've been using for awhile now to
 take care of my srcds installations. I figure someone else might find it
 useful.

 It is a bash script. Linux only, no Windows.

 wrench script
 http://pastebin.com/CS81FnF9

 md5sum:
 80a423123f6c3f638004e9ae68e5eb23 wrench.sh

 Readme file
 http://pastebin.com/mHWJm62R

 Sample DB
 http://pastebin.com/eMKUsADN

 Download like so:

 wget http://pastebin.com/download.php?i=CS81FnF9 -O wrench.sh
 wget http://pastebin.com/download.php?i=mHWJm62R -O wrench_README.txt


 Notable features:

 Does starts, stops, restarts, updates, etc.

 Symlinked installs and a single master installation for each game type.

 Automatic updates for all installed srcds server types.

 Uses tmux instead of screen.

 Keeps config info in a little SQLite database. (no complicated SQL server
 install needed)



 It's convoluted, but it works for me.


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

2013-07-31 Thread D Bauhmz
Hate to be pushy and seem impatient but these servers have been reported
for a few weeks now.


   - 173.234.142.122
   - 209.22.16.210
   - 174.34.172.202
   - 173.208.108.250
   - 173.208.123.42
   - 108.61.31.154

That's taken from this reddit post
http://www.reddit.com/r/tf2/comments/1j6r6x/the_fake_player_problem/

I just counted and it appears there are 92 servers doing this. ElitePowered
(http://community.elitepowered.com) is the community behind all of these
blank hostname servers.

You can verify this through the MOTD. Here is an image of the relevant part
from the MOTD source:

http://i.imgur.com/nikM45b.png

I know one could potentially fake this by creating an elitepowered account
with Pinion, but elitepowered has already been known to do this sort of
thing. They bought out thebattlegrounds after they got delisted for doing
this too.

What is Valve doing about this? If servers can make all this money off
running multiple advertising networks on their server with fake clients for
months before Valve acts then I see no reason why more communities
shouldn't be doing it.

Here is a screenshot of all the servers in the server browser:

http://i.imgur.com/0H8Ifs2.png

If you want to verify this, join one of the 16/24 servers and view the
output of status/ping. Or you can just watch the obvious bots posing as
humans and tricking Quickplay.
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Re: [hlds_linux] Mandatory TF2 update released

2013-07-02 Thread D Bauhmz
Well... let's hope for one today..


On Mon, Jul 1, 2013 at 11:09 AM, Andre Müller gbs.dead...@gmail.com wrote:

 Ah, ok this is the exploit, which is related topic. Do we get today an
 update?
 On Jul 1, 2013 7:12 AM, Weasel wea...@weaselslair.com wrote:

  Since I didn't see an issue opened on the GitHub yet for this, I went
  ahead and opened one.
 
  It's issue #1001:
  [TF2] Simultaneous sappers on same building = crash
  https://github.com/ValveSoftware/Source-1-Games/issues/1001
 
  - Weasel
 
  
 
  Re: [hlds_linux] Mandatory TF2 update released
  Weasel Sat, 29 Jun 2013 11:55:46 -0700
 
  Martin -
 
  I strongly suggest that if it is reproduce-able, you open a case
  (issue) in
  Valve's official Git-Hub page. That is where they are tracking bugs and
  such.
   The link for that is:
 
  http://github.com/ValveSoftware/Source-1-Games/issues
 
  - Weasel
 
  
 
  Re: [hlds_linux] Mandatory TF2 update released
  martin v Fri, 28 Jun 2013 20:31:54 -0700
 
  Nice new way to crash a server after last update(s?).
  https://www.youtube.com/watch?v=-AhE8mAk4rI
  Requires 2x spy. 1spy with tape recorder, 2nd spy with normal saper. 1x
  sentry or 1x tele or 1x disp. Spys should put their sappers in the same
  time to 1 building. ABRA-CADABRA! CRASH!
  SUCKS ASS!.
 
  I saw that happening on my server. Some fucktards with 2inch penises like
  to crash servers after seeing that YT video.. plz fix.
 
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Re: [hlds_linux] Server Hang / Restart Script ?

2013-07-02 Thread D Bauhmz
Azelphur made something that can detect this I think. Can't vouch for it
working or not but:

https://github.com/Azelphur/srcds-detect-freeze


On Tue, Jul 2, 2013 at 3:18 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Although it would be kinda overkill for you if you don't need the other
 features it office, I use--and absolutely love--TCAdmin. It's a webpanel,
 and among its many features (one of which being the one you're looking
 for!), I love how easy it makes it for my various admins to update the
 server securely
 On Jul 2, 2013 11:55 AM, Chris Oryschak ch...@oryschak.com wrote:

  Does anyone have any good scripts they are willing to share to restart a
  server when it hangs/freezes with the 100% cpu bug?
 
  I'm guessing you will need to use qstat to query the server to determine
 if
  it's no longer running/responding and then restart it.
 
  Anyone?
 
  Thanks,
  Chris
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[hlds_linux] Server crashing exploit.

2013-07-02 Thread D Bauhmz
Are we looking at a fix for today?
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Re: [hlds_linux] Mandatory TF2 update released

2013-07-02 Thread D Bauhmz
Just tried it on our dev server and it appears to be fixed.


On Tue, Jul 2, 2013 at 8:34 PM, martin v velt...@gmail.com wrote:

 Not quite sure.


 2013/7/3 wickedplayer494 . wickedplayer...@gmail.com

  As in the same double-sapper exploit? It was stated that it should've
 been
  fixed...
 
 
  On Tue, Jul 2, 2013 at 7:28 PM, martin v velt...@gmail.com wrote:
 
   People can STILL CRASH servers with spys.
  
  
  
   2013/7/3 Eric Smith er...@valvesoftware.com
  
We've released a mandatory update for TF2. The notes for the update
 are
below. The new version is 1818860.
   
-Eric
   
--
   
Team Fortress 2
- Added the Summer Appetizer Crate to the drop list and added the
  Summer
Appetizer Key to the Mann Co. Store
- Fixed a server crash caused by multiple Spies sapping a building at
  the
same time
- Fixed a case where a Medic deploying Kritzkrieg on a Spy would
   sometimes
result in permanent crit boost
   
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Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

2013-06-26 Thread Dirk D
The srcds_run script is still using the HLDSUpdateTool when using the
-autoupdate switch (the script wasn't updated at all as far as I can tell).
I took the liberty to merge the current TF2 SteamPipe srcds_run with the
provided L4D2 srcds_run and came up with this for the time being:
https://gist.github.com/dirkd/e5518c09dc22f45b2a53

SteamCMD also fetches all available executables (for Linux, Windows and
OSX) and even hl2.sh and some icon files when updating AppID 222860.
Is this intended or just a problem with the appinfo metadata, because
appinfo.vdf seems to contain separate content configurations for Windows
and Linux (SubAppIDs 222862  22863) like it does for TF2 which doesn't
show this behavior?


On Wed, Jun 26, 2013 at 8:09 PM, Kerry Davis ke...@valvesoftware.comwrote:

 Hello!

 We have converted Left 4 Dead 2 to be delivered through SteamPipe.

 Next Monday (July 1) servers downloaded with the HLDSUpdateTool will no
 longer be compatible. Only the server obtained using SteamCMD will work.
 The server is currently available for download; we encourage all server
 operators to download and install the server now if you haven't already.
 The server is interoperable with the current public Left 4 Dead 2 client.

 The AppID for the SteamPipe version of the server is 222860.

 Instructions for using SteamCMD to update your servers are available here:
 https://developer.valvesoftware.com/wiki/SteamCMD

 - Kerry

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Re: [hlds_linux] Server crashes on map change.

2013-06-09 Thread D Bauhmz
We're using STV + Replay but still having the problem.


On Sun, Jun 9, 2013 at 3:16 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 Thats the one thing it doesn't do with us. If it hangs on 100% cpu, its
 usually mid-game.
 Last time we had crashes on map change was because of replay, but they
 fixed that issue.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz
 Sent: zondag 9 juni 2013 5:44
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Server crashes on map change.

 We're getting server crashes about once a day or so that only appear to
 happen on map change. Server is completely locking up and hitting 100%
 CPU each time. There doesn't seem to be any rhyme or reason to it other
 than that it happens on map change.

 CentOS 6.4 x64
 1270v2
 2.6.32-358.6.2.el6.x86_64 #1 SMP

 Anyone else?
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[hlds_linux] Server crashes on map change.

2013-06-08 Thread D Bauhmz
We're getting server crashes about once a day or so that only appear to
happen on map change. Server is completely locking up and hitting 100% CPU
each time. There doesn't seem to be any rhyme or reason to it other than
that it happens on map change.

CentOS 6.4 x64
1270v2
2.6.32-358.6.2.el6.x86_64 #1 SMP

Anyone else?
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-06 Thread D Bauhmz
His point isn't invalid just because you cannot find it through the GUI.
It's still a cvar there which is available to be tuned by anyone,
regardless. No one else is at fault if you don't want to look in to
perfecting your own configuration file. You asked for cvars and you got
them. Why do they have to be in the GUI now?

What was being exploited definitely needed to be fixed but let's not make
it seem like you can't get other advantages in this game through other
options and cvars.


On Thu, Jun 6, 2013 at 11:15 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Locking cl_autoreload will only make ppl change their scripts to use the
 +reload / -reload via waits... (as was the situation b4 it came into
 existence)

 But i'm curious in how mat_dxlevel would be abused.

 The rest *shrugs*, don't think that those are any problem.




 
  From: Brian br...@doublejump.eu
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, 6 June 2013, 15:05
 Subject: Re: [hlds_linux] Mandatory TF2 update released
 
 
 Citation needed
 
 fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.
 
 
 
 
 
 
 On Thu, Jun 6, 2013 at 1:55 PM, Rudy Bleeker rblee...@gmail.com wrote:
 
  On Thu, Jun 6, 2013 at 1:18 PM, Brian br...@doublejump.eu wrote:
   There are numerous cvars that the same can be said of.
 
  Citation needed
 
  In any case, this whole solution smells like a quick fix. Let's just
  wait and see how things develop. Personally I don't think changing
  some cvars to make the game react more like you'd like it to is
  cheating, but it would be more fair to inform people about this
  better. Also, when playing on a stable connection with low ping, these
  interpolation cvars shouldn't make much of a difference in gameplay.
 
 
 
 
  --
  Idleness is not doing nothing. Idleness is being free to do anything.
- Floyd Dell
 
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Re: [hlds_linux] Freezing servers?

2013-06-02 Thread D Bauhmz
We get it as well. I assume it's the 100% CPU deal? Seems to be a feature
at this point.


On Sun, Jun 2, 2013 at 6:06 PM, 1nsane 1nsane...@gmail.com wrote:

 Yeah it does happen randomly, unfortunately :(.


 On Sun, Jun 2, 2013 at 8:29 AM, Bjorn Wielens uniac...@yahoo.ca wrote:

  Ah, so sounds like it's just a fact of life for TF2 servers and not
  something worth worrying over.
 
  Thanks for the input.
 
 
 
 
  
   From: Brainkilla brainki...@gmx.de
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Sunday, June 2, 2013 8:32:51 AM
  Subject: Re: [hlds_linux] Freezing servers?
 
 
  Also happend to my Server - the last time ~10 Minutes ago.
 
  Am 02.06.2013 13:29, schrieb Andreas Willinger:
   Happens here too, I had one Server which even got in the state 'D',
   therefore I had to reboot my entire machine - the process was
 unkillable.
   The Server however had an uptime of over 8 Days, whereas one of my
 other
   Servers had such a freeze after only 12 hours...
  
   Weird things going on.
  
   -Ursprüngliche Nachricht-
   Von: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
 Bjorn
   Wielens
   Gesendet: Sonntag, 02. Juni 2013 13:06
   An: Half-Life dedicated Linux server mailing list
   Betreff: [hlds_linux] Freezing servers?
  
  
   Has anyone else here encountered issues with servers that stop
  responding as
   of late?
  
   I seem to have one particular server that does it but others with
  identical
   plugins do not, and it's not a matter of use... I have other servers
 that
   have been full regularly with uptimes of over 9 days, whereas this one
  seems
   to be doing this every few days.
  
   Symptoms are no response from console, ~3GB memory usage, no response
 to
   status queries.
  
   If nobody has encountered this before I'll chalk it up to a WTF and
 just
   rebuild the server.
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[hlds_linux] Anyone who is running replay on a 24 slot server care to share bandwidth details?

2013-05-31 Thread D Bauhmz
It would be nice to know roughly, how much a 24 slot server is using in
bandwidth per day/week/month/whatever.

Is it still the case that replays cause poor performance? Crashes? Local
HTTP replays or FTP offloading?

Thanks
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Re: [hlds_linux] Anyone who is running replay on a 24 slot server care to share bandwidth details?

2013-05-31 Thread D Bauhmz
Thanks for the bandwidth info.


On Fri, May 31, 2013 at 4:28 PM, ics i...@ics-base.net wrote:

 Replay bandwidth usage is insignificant vs actual gameserver bandwidth
 usage as players do not download replays all the time.

 Offloading replays to FTP still causes issues, HTTP method is fine. I
 haven't noticed any peaks with replay and i've been running it over a year.

 As for server bandwidth with replay enabled on 24 slot server, roughly
 550-650 GB per month per server.

 -ics

 Andrew DeMerse kirjoitti:

  My 24 slot servers run at around 2mbit/s each while full. This is while
 enforcing a minimum rate of 30k, which is still a bit on the low end. You
 can do the math based on how long your servers are full per day.


 On Fri, May 31, 2013 at 2:59 PM, D Bauhmz sc2p...@gmail.com wrote:

  It would be nice to know roughly, how much a 24 slot server is using in
 bandwidth per day/week/month/whatever.

 Is it still the case that replays cause poor performance? Crashes? Local
 HTTP replays or FTP offloading?

 Thanks
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread D Bauhmz
It looks like even bots are warping around, so I'm not sure what that may
be about.


On Tue, May 28, 2013 at 10:25 AM, AnAkIn anakin...@gmail.com wrote:

 BTW, that, too:
 https://github.com/ValveSoftware/Source-1-Games/issues/816


 2013/5/28 AnAkIn anakin...@gmail.com

  http://dblocker.didrole.com/
 
 
  2013/5/28 Mart-Jan Reeuwijk mreeu...@yahoo.com
 
  On other news:
 
  http://forums.steampowered.com/forums/showthread.php?t=3129310
 
  http://www.youtube.com/watch?v=qBXQwmazf-o
 
  so any plugin to kill this?
 
 
 
  
   From: dan needa...@ntlworld.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, 28 May 2013, 13:56
  Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
  
  
  On 28/05/2013 02:44, D Bauhmz wrote:
   I thought about making an entirely new post but we'll see how much
   attention it gets in this one first.
  
   We've also been experiencing some other behavior that I've just
  noticed in
   the past few months. It's player warping. When you watch them after
  you're
   dead they seem to skip several flames and teleporter from one
 location
  to
   the next. I'd expect that this player was lagging but when checking
  their
   ping they are just fine. I know I've seen a few others report this
  here on
   the list too.
  
  If it's every player it's likely some issue with the server or its
  connection (or your own client  connection you're using to observe)
  It's just one or two players, it's more likely some issue with those
  players client or connection. One that perhaps ping doesn't indicate.
  
  I always assumed the odd person warping, when others are fine, was
  either packet loss or their client has rate set low (which
  now Valve have set the default to 3 for everyone is perhaps less
  likely to happen)
  
  Presumably you can use sv_minrate to fix it for them if you don't
  already do that.
  
  But, throughout the time TF2 has been released (i.e not recently, but
  years ago) I've had occasions when my rate was lowered somehow, without
  me changing it. The subsequent experience is awful until you discover
  the cause. I've helped a few people who have been complaining of
  performance problems with TF2 (i.e they've been trying to lower
  graphics settings and so on) where it has been the same issue.
  
  I'm sure a tiny %age deliberately stymie their connections too in an
  attempt to avoid being killed. Perhaps I'm just overly suspicious, but
 I
  see people who have a great ping and then every time they are hit, it
  leaps higher and then drops after. I recall a similar experience when I
  was healing a pyro and every time someone attacked him, he would lag
 and
  the heal would drop. Was that a lag switch or something? Perhaps a bad
  connection has the same symptoms, triggered by more data being sent
 when
  more things are happening. Either way, the net effect is the same he
  gets an edge by having a bad connection whether deliberately or not.
  
  I'm reasonably convinced that, from time to time the client can get out
  of synch with the server in some way. In the sense that the netcode is
  supposed to mean a hit on your screen is a hit when the server gets the
  packets from everyone, figures out where everyone was and so on.
  
  Most of the time I can reasonably accept that's the case (except for
  backstabs and melee). Sometimes I'm convinced nades / rockets that hit
  the player on your screen aren't being registered as hits whilst shots
  that miss, perhaps only by a bit, turn out to be hits (with nades, of
  course, this is more noticeable than rockets because rockets are
  supposed to hit when you miss - and valve's tiny red writing for how
  much damage you did is too small for me to read - and I can't push my
  nose into the screen these days)
  
  It could just be that I'm incredibly inconsistent from one round to the
  next, but sometimes I join a server and every nade I throw seems to
  miss, bar people standing still or from the secondary explosion, but
  switch to another server and I'm hitting everything that moves.
  
  The other thing I note too is, often times getting hit behind the wall
  after I've run behind cover, but with a far bigger latency than
  netcode seems to make sense to explain it. e.g me and the client that
  killed me have sub 20ms pings, but I die half a second or more after
  going behind cover.
  
  Perhaps any or all of the above can just be simply explained by packets
  getting lost and other transient connection issues?
  
  --
  Dan
  
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-27 Thread D Bauhmz
I thought about making an entirely new post but we'll see how much
attention it gets in this one first.

We've also been experiencing some other behavior that I've just noticed in
the past few months. It's player warping. When you watch them after you're
dead they seem to skip several flames and teleporter from one location to
the next. I'd expect that this player was lagging but when checking their
ping they are just fine. I know I've seen a few others report this here on
the list too.


On Mon, May 27, 2013 at 4:10 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
 wrote:

 Thanks,

 This has managed to reduce the number of spikes (less frequent) and
 reduced CPU usage quite considerably (floats at 45-60% with 32 players,
 compared to 80-90%) so spikes don't have much of an impact. Why the spikes
 still occur is beyond me - at rare times it would just spazz and spike to
 120% for a few minutes (going up/down).

 I do hope the spikes get fixed soon (tested without /addons) - before
 steampipe a higher net_splitpacket_maxrate value would use more CPU 
 create a smoother gameplay (if CPU isn't being overloaded), although now it
 seems the opposite is happening.

 % are based on E3-1230V2 @ 3.3 Ghz - OS: Linux Debian

 Has valve still not been able to re-create this problem?


  Date: Sat, 25 May 2013 23:11:48 -0400
  From: bl4n...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
 
  We were experiencing some small lag spikes on our servers, but fixed the
  problem by increasing the convar net_splitpacket_maxrate to 10 (up
 from
  15000).
  On May 25, 2013 4:46 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
  wrote:
 
   Is there anyone who used to have this problem, have had the issue
 resolved
   after the update?
  
   I'd appreciate all the responses as to whether it still happens for
 you or
   not.
  
   Thanks!
  
Date: Sat, 18 May 2013 20:45:54 -0400
From: pctool...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
   
Is there anything we can or should add to our server.cfg file to help
mitigate all these lag spikes and such?  Has anyone added something
 with
some success in calming the server CPU/lag spikes?  Thank you in
 advance
for any help.
   
   
On Fri, May 17, 2013 at 6:47 PM, Abdulrahman Abdulkawi 
   abdulk...@live.co.uk
 wrote:
   
 I am still experiencing this after today's (2nd) update, using
 default
 values on then newly released convars - yet to test changing them.
 Anyone else?

  Date: Fri, 17 May 2013 18:40:21 +0100
  From: needa...@ntlworld.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
 
  On 17/05/2013 17:17, martin v wrote:
   Are you using net_graph 4?
 
  5 I think, high enough to get all the info either way.
 
  Doesn't seem to be an issue on Valve's EU servers or the few 3rd
   party
  ones I've played on.
 
  --
  Dan
 
 
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[hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread D Bauhmz
Is there a particular reason why certain official Valve maps/gamemodes are
not obeying this? We're having an issue where several maps will immediately
end mid round when the mp_timelimit is reached rather than waiting until
the round ends.

We could use mp_maxrounds instead, but I'd prefer if this just worked as
advertised.

Thanks
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Re: [hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread D Bauhmz
Thanks for that clarification.

I guess the question needs to be rephrased. Is there a reason why some maps
are that way and some aren't? There doesn't seem to be any real rhyme or
reason to it. Also, Ross, would it be possible to override that somehow?
Whether plugin or otherwise?


On Sat, May 18, 2013 at 6:00 AM, Ross Bemrose rbemr...@gmail.com wrote:

 mp_match_end_at_timelimit 0 only tells the server that the map decides
 when it ends. mp_match_end_at_timelimit 1 forces it to end as soon as time
 runs out regardless of the map's settings.


 On 5/18/2013 4:14 AM, D Bauhmz wrote:

 Is there a particular reason why certain official Valve maps/gamemodes are
 not obeying this? We're having an issue where several maps will
 immediately
 end mid round when the mp_timelimit is reached rather than waiting until
 the round ends.

 We could use mp_maxrounds instead, but I'd prefer if this just worked as
 advertised.

 Thanks
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Re: [hlds_linux] Mandatory TF2 update released

2013-05-18 Thread D Bauhmz
Yep, get this here too.


On Sat, May 18, 2013 at 7:32 AM, martin v velt...@gmail.com wrote:

 Does anyone else have issue with unusual effects after death? I got unusual
 handyman for pyro with peace sign and when i get killed and watch my
 teammates from 3rd person i see my peace sign over their heads. I went on
 couple different servers and even on servers without any addons and i had
 that. I also launched 100% clean and new tf2 testing server without SM/MM
 etc. (no addons or anything. just a clean, default installation) and went
 there with 3 of my friends who also had unusual hats and everybody had that
 bug.

 Wearing unusual hat - you die or get killed - you spect on your teammates
 in 3rd person after death waiting for respawn and you keep seeing you
 effect over their heads. If they have their own unusual hat you see 2
 effects. This does not happen when joining the spectator team. Only after
 death waiting for respawn.

 This is not related to this update. I saw that about 1 maybe max 2 months
 ago but i didn't get any reply on the group.

 Hopefully this time someone will at least confirm that they are having the
 same issue and maybe valve could try to fix this.


 2013/5/18 Fletcher Dunn fletch...@valvesoftware.com

  It takes place immediately for all players.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
  Abdulkawi
  Sent: Friday, May 17, 2013 4:00 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2 update released
 
  Does net_compresspackets_minsize have instant effect on connected
 players?
 
   From: fletch...@valvesoftware.com
   To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
   Date: Fri, 17 May 2013 18:22:09 +
   Subject: Re: [hlds_linux] Mandatory TF2 update released
  
   A note regarding the CPU spikes:
  
   I would encourage server operators to revert any changes made to
 disable
  compression, set all such convars to their default values, and
 re-evaluate
  performance and bandwidth.  I believe that the switch to a realtime
  compression library will fix the CPU spikes while getting the reduction
 in
  bandwidth that the compression was intended to  achieve.
  
   The sv_compressfragments convar has been removed.  You can get the same
  functionality simply by setting net_compresspackets_minsize to a large
  value.
  
   You might experiment with net_compresspackets_minsize to see if a
 larger
  or smaller value drastically effects performance and bandwidth.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
   Sent: Friday, May 17, 2013 11:09 AM
   To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
  Linux server mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds_linux] Mandatory TF2 update released
  
   We've released a mandatory update for Team Fortress 2. The notes for
 the
  update are below.
  
   -Eric
  
   ==
  
   Source Engine Changes
   - Fixed server CPU spikes caused by compression of string tables and
  packets.
   - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
  convars for investigating server performance
   - net_compresspackets_minsize default value increased to 1024.  This
  convar now also determines the threshold to determine when a fragment
  (logical game network message, before being broken up into network
 packets)
  is compressed.
   - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
  vprof_dump_spikes and vprof_dump_oninterval to reduce output
  
   Team Fortress 2
   - Added the Robotic Boogaloo community update:
  http://www.teamfortress.com/roboticboogaloo/
   - Fixed a chat exploit that would cause other clients to timeout from
  dedicated servers
   - Updated the Mann Co. Store
  - Added RoboCrate Keys
  - Added A Random RoboKey Gift
  - Added Pile of RoboKey Gifts
  - Backpack Expanders on sale at 80% off
   - Updated the localization files
  
  
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Re: [hlds_linux] Update loop on startup command not found: #!/usr/bin/env

2013-05-14 Thread Dirk D
You could also just use find @ inside of steamcmd to get all cvars
containing an @-sign (not all of them do, though).

Or you might want to use (Warning: shameless self-plug ahead) this handy
little wrapper script which provides tab-completion to browse through the
available commands: https://github.com/dirkd/steamsh


On Tue, May 14, 2013 at 12:21 PM, Paul Connolly eei...@gmail.com wrote:

 I always use UNIX answer questions like that:
 $ grep -l NoPromptForPassword linux32/*
 linux32/steamconsole.so
 $ strings -n 5 linux32/steamconsole.so | grep ^\@
 @NoPromptForPassword
 @DepotBuilderConfigRoot
 @DepotBuilderContentRoot
 @DepotBuilderOutputRoot
 @DepotBuilderNoReslist
 @ShutdownOnFailedCommand
 @bMsgSpew
 $

 On 14/05/2013 10:36, Andre Müller wrote:
  Haha, documentation is not valves power. There was a command to list all
  cvars and cmds, which maybe are helpufl. There is no description for this
  commands, but the most names are self-explaining.
 
 
  2013/5/14 Marcel hlds_li...@vermasslt.de
 
  On 14.05.2013 04:02, Winnie the Pooh wrote:
 
  @ShutdownOnFailedCommand 1
  @NoPromptForPassword 1
 
  Any more super secret useful options? ;)
 
 
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-09 Thread Dirk D
On Tue, Apr 9, 2013 at 6:23 PM, Andre Müller gbs.dead...@gmail.com wrote:

 [...]
 Why reinvent a different mechanism? We have a good working example? I don't
 like it to bind a Server to a single steam account.


Using TSDNS or a derivate thereof would pretty much be reinventing the
mechanism as the DNS provides SRV records for exactly this use case.
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Re: [hlds_linux] Tab completion in steamcmd prompt?

2013-04-01 Thread Dirk D
You're welcome.
I just pushed an update fixing those funky artifacts when stepping through
readline's history on the 'master'-branch and added reading 'PS1' from the
environment so that you can overwrite the tool's prompt if you so desire.
Download the current version at 
https://raw.github.com/dirkd/steamsh/master/steamsh.

Additionally I added a branch 'pty_test' that uses another way to spawn
SteamCMD to fix the output buffering issue. Output on that branch works
like it does when using SteamCMD directly so you get immediate feedback. It
would be nice having some of you using an Unix-like OS other than Linux
tell me if this works for them too (as Python's pty module is implemented
primarily for Linux and untested on other platforms). You can get this
alternative version from 
https://raw.github.com/dirkd/steamsh/pty_test/steamsh.
It currently has some issues regarding sending signals down to SteamCMD
which is mainly relevant when interrupting it via Ctrl+C. I'll work that
out as soon as I know if this implementation is worthwhile
cross-platform-wise. For the time being the workaround for this is to just
send SIGINT twice (by pressing Ctrl+C twice).


On Mon, Apr 1, 2013 at 3:58 PM, wave thew...@thewaveserver.com wrote:

 Yes, huge thanks for this!

 On Sun, Mar 31, 2013 at 11:23 PM, Dirk D bluthun...@gmail.com wrote:

  I hacked a little wrapper in Python providing readline functionality for
  interactive steamcmd sessions. You can find it over here:
  https://github.com/dirkd/steamsh/blob/master/steamsh
 
  At the moment it provides some simple tab-completion (based on the start
 of
  your input, double-tab for a list of matches; no context-aware completion
  yet), a command history (saved to ~/.history_steamsh), exit via sending
 EOF
  and also has some quirks:
  - Output is being extensively buffered, so you don't get immediate
 feedback
  for long running operations (e.g. app_update)
  - Input buffer is sometimes not correctly cleared when stepping through
 the
  history leaving behind artifacts of an entry that was stepped over
 (doesn't
  effect the actual input that is sent to steamcmd though)
  - There's a short delay on startup b/c it reads all possible
  convars/commands from steamcmd
 
  Should run on any Unix-like system that has Python =2.6 installed. If it
  doesn't please file a bug report on Github so I can fix that :)
 
  hth
 
 
  On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote:
 
   No it's not just you. The new tool does not behave like a shell prompt
 on
   linux which is a shame.
  
   -ics
  
   Joe Davison kirjoitti:
  
Further to this I've now found myself trying to use the up arrow key
 to
   cycle through previous commands. Is it just me?
  
   On 2013-03-31 21:17, Joe Davison wrote:
  
   I don't know about everyone else but I instinctively try to tab
   complete commands in the steamcmd prompt only to be met with
   disappointment. Would it be possible at all to implement tab
   completion in the prompt at some point?
  
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Re: [hlds_linux] Tab completion in steamcmd prompt?

2013-03-31 Thread Dirk D
I hacked a little wrapper in Python providing readline functionality for
interactive steamcmd sessions. You can find it over here:
https://github.com/dirkd/steamsh/blob/master/steamsh

At the moment it provides some simple tab-completion (based on the start of
your input, double-tab for a list of matches; no context-aware completion
yet), a command history (saved to ~/.history_steamsh), exit via sending EOF
and also has some quirks:
- Output is being extensively buffered, so you don't get immediate feedback
for long running operations (e.g. app_update)
- Input buffer is sometimes not correctly cleared when stepping through the
history leaving behind artifacts of an entry that was stepped over (doesn't
effect the actual input that is sent to steamcmd though)
- There's a short delay on startup b/c it reads all possible
convars/commands from steamcmd

Should run on any Unix-like system that has Python =2.6 installed. If it
doesn't please file a bug report on Github so I can fix that :)

hth


On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote:

 No it's not just you. The new tool does not behave like a shell prompt on
 linux which is a shame.

 -ics

 Joe Davison kirjoitti:

  Further to this I've now found myself trying to use the up arrow key to
 cycle through previous commands. Is it just me?

 On 2013-03-31 21:17, Joe Davison wrote:

 I don't know about everyone else but I instinctively try to tab
 complete commands in the steamcmd prompt only to be met with
 disappointment. Would it be possible at all to implement tab
 completion in the prompt at some point?

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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread Dirk D
Steamcmd does support autoupdate but as the error states when using
-autoupdate (ERROR: -autoupdate requires -steam_dir and
-steamcmd_script.) you need to also specify -steam_dir and
-steamcmd_script on the command line.

E.g.: srcds_run -console -game tf -autoupdate -steam_dir
/home/example/steamcmddir -steamcmd_script
/home/example/steamcmddir/our_tf2_update_script +map cp_dustbowl
+maxplayers 32


On Fri, Mar 1, 2013 at 10:05 PM, Scipizoa scipi...@aol.com wrote:

 Ok  i figured out what it was, it was the autoupdate flag,   i guess
 steamcmd doesn't support it


 On 3/1/2013 4:01 PM, David Fountain wrote:

 That should work fine Bro. Make sv_pure 0 though they have been having
 issues. Working on fixing it.

 Also in all of the messages I haven't seen any new command line
 configuration.

 SavSin
 On Mar 1, 2013 12:58 PM, Scipizoa scipi...@aol.com wrote:

  for srcds its:

 screen ./srcds_run -console -game tf -autoupdate -port * -ip *
 +map * +maxplayers 32

 dunno what todo for steamcmd.

 I starred out some things because i didn't want to deal with getting
 people mad at me for advertising  xD


 On 3/1/2013 3:50 PM, David Fountain wrote:

  What is your current cmd line

 SavSin
 On Mar 1, 2013 12:46 PM, Scipizoa scipi...@aol.com wrote:

   Ok   I've scowered the net relentlessly and assume those who have
 cs:go

 servers already know this,  anyone know  how the tf2 beta steamcmd
 startup
 command differs from the srcds startup line??  I noticed srcds_run was
 present in the steamcmds install so i tried using my old startup line
 but
it  doesn't work?

 so whats the new format?

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Re: [hlds_linux] Instructions for migrating an existing TF2 server to beta / new format?

2013-02-27 Thread Dirk D
You actually need to create an additional subdirectory inside of custom
(e.g. .../tf/custom/my_custom_content/) and copy your maps-dir etc. into
that one because srcds mounts everything (vpks and directories) inside
custom/ to the game-rootdir on startup. See gameinfo.txt and
custom/readme.txt for more info on that mechanism.
I don't know if I've already posted it to the mailing list.
Last time I've to do lot of work (normal and coding), so i can't remind..

You can do all this steps automated and easier for your customers
(yourself).
If you are using Linux, you can write a shell script to fix it.

1.)
Install a vanillaserver with hldsupdatetool

2.)
Copy the vanillaserver to a second location for testing and run this one
time.
Then create a filelist from this server:

$ cd $serverroot
$ find -type f -print0 | xargs egrep -Zzv 'motd\.txt|otherfile\.cfg' 
tf2_hldsupdatetool_filelist.0
# Last command searches only for files and seperate them with 0-byte-char,
# then piping to egrep for filtering (-v) with input and output with
delimiter \0 (-z for input -Z for output),
# then redirect the output to a file

3.)
Put addons, maps, configs all this modifications to the right
place (old syle) for testing all

4.)
Update the testserver with steampipe

5.)
Delete with files with your created filelist of the old vanillacontent:
cd $serverroot
cat /place/of/tf2_hldsupdatetool_filelist.0 | xargs -0 rm
# cat prints the filelist to stdout and piping it to xargs
# xargs is calling the command rm (for remove) with all args
# you have to use the -0 option the tell xargs for using
# the 0-byte-delimiter for arguments

6.)
Moving content and configs:
$ cd $serverroot/orangebox/tf
$ mkdir custom
$ mv maps materials particles reslists sound custom
#control right spelling, maybe i missed one dir
$ mv $serverroot/orangebox/tf/*  $serverroot/tf/
$ cd $serverroot/tf/
# start your updated server and test all

I've follwed Peter Reinhold's description and think that all
customcontent like maps, models, sound and other have to move into the
subdirectory custom.
Maybe I'm wrong and it doesn't work for anthing else except maps.

The command has naver been testet for this case but may work.

Test it only on servers you don't neet. Best thing is to crate a new
useraccount for testing all this things.
Providers can use thier scripts to rollout a convertion one time. Not
every stucture is the same.
I've told it 100 times, use symlinks and you have never the problems
with changed structure.
Easier for deleting broken symlinks an easier to convert to new
stucture with all files which the customer has created.

2013/2/26 Peter Reinhold peter_va...@reinhold.dk:
 On 26.02.2013 16:43, Ross Bemrose wrote:

 The only one that will take any time is moving maps.  Based on what's
 previously been discussed

 1. Install the new TF server into a new directory
 2. Move oldserver/orangebox/tf/addons/ to newserver/tf/addons/
 3. Move oldserver/orangebox/tf/cfg/ to newserver/tf/cfg/
 4. Sort through the oldserver/orangebox/tf/maps folder for custom maps
 and move them to newserver/tf/custom/maps/  (note: /custom is optional
 here, but Valve's maps still live in tf/maps/  No sense in keeping
 them together if you don't have to)
 5. Harass plugin makers to make VPK files for their models, materials,
 and sounds.  Or just do it yourself; the vpk binary comes with current
 TF2 Beta clients and servers.  Note that you'll still need them loose
 on the disk on fastdownload servers as it sounds like there are no
 plans on making VPKs downloadable that way (although possible Workshop
 support was mentioned...)


 So basically, reinstall and then move all the files you put into the TF2
 folder yourself to the new folder .. Check.



 /Peter

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Dirk D
Is there any way to exclude addons (either on startup or while the server
is running)? I guess editing gameinfo.txt to do this is highly discouraged
(as well as also pretty cumbersome if it gets clobbered by updates) :)

I'm asking because I'm considering running multiple server instances from
one installation without the hassle of having a server_first.cfg,
server_second.cfg etc. all scattered around and intermixed with the
official content and instead having an addon per server instance
(addons/first_server/cfg/server.cfg etc.) along with all the files specific
to those instances.

Will it be possible to explicitly allow certain client addons (and therefor
blacklist every other addon) with the new sv_pure-system?

The thing is that there already are some pretty dodgy addons in the L4D2
workshop (like bright tracers on jumping hunters) while others are fine
(HUD enhancements, custom campaigns) and somebody probably will do sth.
along those lines for TF2 where possible. It would be really nice to have a
whitelisting capability on the server side for this stuff (also ported to
L4D2 *pretty please* ;) ) - along the lines client has to unload
everything not matching these signatures or client is only allowed to
load addons that do not change files different from this list - so server
operators can ensure a certain level of pureness while allowing trusted
addons (or kinds of addons in the latter case of a list of files allowed
to change) that enhance their player's experience.


On Wed, Feb 20, 2013 at 7:25 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 If it works, and you don't mind the files being mixed up with official
 game files, then I don't see why you cannot do that.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Wednesday, February 20, 2013 10:00 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

 Does it really matter if custom maps go into the same tf/maps folder like
 they always have?

 I just tried it, and fast download worked just fine - and it would be the
 least time consuming method of dealing with that part of the change (I run
 over 30 custom maps in total).


 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 Fastdownload *should* work just fine.

 I would not recommend placing any files in the tf/download folder.
  Really, that directory is intended to be where the host (either the server
 or the client) places files that it *receives* from remote hosts.  Probably
 on gameservers, the only thing that will ever go in that directory will be
 user sprays.

 Re: Where to put custom maps and assets.  Putting them directly in the
 tf/maps folder should still work, but it sort of negates some of the
 advantage of the new search path flexibility, and I don't think it's the
 recommended thing to do.  You might have noticed that under SteamPipe,
 we've choosen to ship all the .bsp files loose on disk, rather than inside
 a VPK.  (There is no advantage in putting them in VPK, they are already
 basically big package files themselves.)  So if you put custom maps
 directly in tf/maps, they will be all mixed up with the standard maps.
  (Similar comments apply to any sort of custom asset.  It's best to avoid
 mixing them up with the official game assets.)  Probably most in line with
 the intentions of the new filesystem changes would be to make one or more
 new directories for all custom server stuff.  You could put them in VPK if
 you are not using the fast download server.  But fast download server needs
 them loose on disk.

 I would recommend making a directory like

 [server_root]/tf/addons/custom_maps/

 And then put custom maps and models in there:

 [server_root]/tf/addons/custom_maps/maps/
 [server_root]/tf/addons/custom_maps/models/

 If you want to just put all the custom plugin stuff in a single directory
 (which is probably recommended so you don't add a whole bunch of local
 search paths at the front), then maybe custom_maps is not the best name.
  It's just a name.

 Does that solution seem acceptable?  I *think* it should work with the
 fast download server, but I actually haven't tested that combination.  If
 it doesn't, let me know, and I will make it work.

 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
 it.

 I encourage all 

Re: [hlds_linux] Enter key not bindable

2013-02-19 Thread Dirk D
Valve has created repositories for tracking bugs/suggestions related to the
linux clients at http://github.com/ValveSoftware
Your problem is also listed there:
https://github.com/ValveSoftware/Source-1-Games/issues/58


On Mon, Feb 18, 2013 at 11:49 PM, Scipizoa scipi...@aol.com wrote:

 client side on ubuntu 12.10 i can't bind it as a key at all,  I tried
 posting on the forums but   no ones replying there, but i figure this is a
 better place to question this as to this is where both client/server sides
 updates are discussed and such. and maybe a dev working on the linux tf2
 wil see this and hopeful have an answer for me


 On 02/18/2013 04:40 PM, Gordon Reynolds wrote:

 You can't hit enter in the server terminal or is this a client-side issue?


 On Sat, Feb 16, 2013 at 12:16 PM, Scipizoa scipi...@aol.com wrote:

  Ok I'm sorry if this mailing list is for servers only but this is
 probably
 the best way for me to get this answered,  is there any reason why i
 cannot
 bind the enter key to anything in TF2 on ubuntu 12.10?[I used to have
 ubuntu 12.04 when the public beta for linux started and thought it was
 just
 a beta thing]
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[hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Matt D .

This issue has been raised many times now, each time it seems to be dismissed 
in one way or another, and yet servers everywhere are still experiencing these 
Stringtable crashes. Servers running custom maps and content are basically 
under siege. Stock maps and modes may work alright with the various 
improvements Valve has made, but don't think for a second that these errors 
have been eradicated. Even small amounts of custom content put servers at risk 
for Stringtable crashes, and running full 32 players on a custom map with 
plugins nowadays is akin to server suicide.
The crashes have been around for years now yes, but MvM has exponentially 
increased the frequency that they occur at. Yes we aren't forced to use custom 
content, sure it's not Valve's responsibility to accommodate us, but 
considering everything worked perfectly fine before the stupid robots showed 
up, it sucks pretty hard knowing that a lot of this game's modding potential 
has been destroyed by the fact that servers with custom content won't last more 
than 20 minutes before a crash.

I know there are other people out there that share my concerns, if you're 
experiencing these problems as well I encourage you to speak up in hopes that 
maybe TF2 can go back to being the modding paradise it used to be.

 From: hlds_linux-requ...@list.valvesoftware.com
 Subject: hlds_linux Digest, Vol 59, Issue 27
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 18 Jan 2013 12:00:02 -0800
 
 Send hlds_linux mailing list submissions to
   hlds_linux@list.valvesoftware.com
 
 To subscribe or unsubscribe via the World Wide Web, visit
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 or, via email, send a message with subject or body 'help' to
   hlds_linux-requ...@list.valvesoftware.com
 
 You can reach the person managing the list at
   hlds_linux-ow...@list.valvesoftware.com
 
 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds_linux digest...
 
 
 Today's Topics:
 
1. Servers not coming up after a map change? (Essay Tew Phaun)
2. L4D2 Update Released (hasser css)
3. Re: L4D2 Update Released (Scipizoa)
4. Re: L4D2 Update Released (hasser css)
5. Re: L4D2 Update Released (Sachin Sud)
6. Re: Servers not coming up after a map change? (Ken Bateman)
7. Re: Servers not coming up after a map change? (Kyle Sanderson)
 
 
 --
 
 Message: 1
 Date: Thu, 17 Jan 2013 22:16:24 -0500
 From: Essay Tew Phaun sc2p...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Servers not coming up after a map change?
 Message-ID:
   CADEyYhuyLN2KNd3YZHehw2U+5-yTx170pu0=gzgaqgh61vb...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1
 
 I'm having an issue where our servers are sometimes not accessible after a
 map change. The map changes, the server is still up but it does not respond
 in the server browser nor can you connect to it. It's not at 100% CPU
 either, it's not crashing at all or generating any logs.
 
 
 --
 
 Message: 2
 Date: Thu, 17 Jan 2013 22:33:46 -0500
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com,Half-Life dedicated Win32 server
   mailing list h...@list.valvesoftware.com
 Subject: [hlds_linux] L4D2 Update Released
 Message-ID:
   CABwe6QCWpoRRpHjUvAoAcmdpSPGQ2fk+cbkV_fr0=9yuyba...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1
 
 No one sends out these emails anymore for L4D2 but yeah. Update is
 out, go grab it.
 
 
 
 --
 
 Message: 3
 Date: Thu, 17 Jan 2013 22:36:25 -0500 (EST)
 From: Scipizoa  scipi...@aol.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] L4D2 Update Released
 Message-ID: aeea38b9-211e-4631-b9bc-f91f8ae58...@phoenix.aol.com
 Content-Type: text/plain; charset=UTF-8
 
 is anyone having trouble with their servers after the updates, ? like? 
 crashing or anything
 
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
 list h...@list.valvesoftware.com
 Sent: Thursday, January 17, 2013 at 10:33 pm
 Subject: [hlds_linux] L4D2 Update Released
 
 No one sends out these emails anymore for L4D2 but yeah. Update is
 
 out, go grab it.
 
 
 
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 --
 
 Message: 4
 Date: Thu, 17 Jan 2013 22:42:03 -0500
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
 Subject: Re: 

[hlds_linux] Promised Counter-Strike 1.6 Update

2012-03-07 Thread Pavel D
Where is it?

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[hlds_linux] hlbeta - Assertion failed

2011-08-26 Thread Pavel D
My server crashed with this message today:
 hlds_i686: malloc.c:4631: _int_malloc: Assertion `(unsigned long)(size) =
(unsigned long)(nb)' failed.
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[hlds_linux] TF2 cp_dustbowl spawnpoints are not clear

2011-08-12 Thread Pavel D
I keep getting these logs on cp_dustbowl:

Spawnpoint at (2472.00 -1616.00 -124.00) is not clear.
Spawnpoint at (2400.42 -1622.53 -124.00) is not clear.
Spawnpoint at (2576.61 -1624.86 -124.00) is not clear.
Spawnpoint at (2425.47 -1506.63 -124.00) is not clear.
Spawnpoint at (2520.00 -1592.00 -124.00) is not clear.
Spawnpoint at (2576.61 -1547.52 -124.00) is not clear.
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Re: [hlds_linux] Counter-Strike: Source Update Available

2010-07-06 Thread Nathan D.
Hmm, this appears to have not been posted on hlds_announce. Can anyone 
confirm because it could just be my phone not receiving the email.

On 7/6/2010 6:30 PM, Jason Ruymen wrote:
 An optional update for Counter-Strike: Source is now available.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 Counter-Strike: Source:
 - Fixed a crash that could occur after the bomb exploded.
 - Fixed a crash that could occur when attempting to exit the game.
 - Changed default values of the following server variables to reflect the 
 increase of the default tick rate from 33 to 66:
   - sv_mincmdrate - 10
   - sv_maxcmdrate - 66
   - sv_maxupdaterate - 66
 - Marked 'developer' cvar as cheat.
 - Corrected kill/death reporting in gun games.  Deaths were not being 
 properly counted in games using instant respawn.
 - Marked test_round_winpanel, test_match_winpanel, test_freezepanel commands 
 as cheats.
 - Added sv_nowinpanel and cl_nowinpanel options that can be used to disable 
 the win panel that displays the team winner, MVP, and fun fact at the end of 
 a round.
 - Clamped ladder dampen values.
 - Fixed jointeam cvar so giving it invalid values no longer spams the server 
 console.
 - Removed functionality of cl_minmodels.
 - Fixed voice indicators to display at all times rather than just after their 
 respective players have come into contact when -alltalk is on.
 - Fixed scoreboard to display correct number of SourceTV viewers.
 - Adjusted death notices to display under scoreboard.
 - Defaulted 'Simplified list' to OFF and made the setting persistent.
 - Fixed an issue that could make it appear as if a player already had one or 
 more MVP stars upon joining a server.
 - Made text on loading bar more legible.
 - Added more materials that were missing for community maps.

 Engine:
 - Fixed disconnect exploit causing players to be forced off of a server due 
 to an overflowed packet.
 - Fixed players being able to start the game using a DirectX level less than 
 DirectX8.

 Windows Dedicated Server:
 - Added Counter-Strike: Source to the list of games for the dedicated server 
 when running through the Steam client.


 An update on the Update
 The reason for the recent update was to move Counter-Strike Source (CSS) from 
 the older HL2 version of the Source engine to the most recent version. This 
 brings the CSS codebase in-line with our other games. This resolves long 
 standing issues associated with the older engine and allows us to benefit 
 from features and bug fixes in other source games as they come online, such 
 as improved graphic effects and more accurate hit registration.

 During this process we created some unintended side effects, these are bugs. 
 We are actively investigating all reports.

 A good example of this is bullet penetration changing on Linux Servers only; 
 not Windows Servers. This was a subtle bug to track down and understand.  It 
 has been fixed.
   
 Rest assured we will continue to fix old and new CSS bugs. We want to retain 
 the CSS gameplay experience that you know and love. We would also like to 
 thank everyone reporting bugs and posting constructive feedback. This is an 
 invaluable part of the process. 

 The CSS Team


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Re: [hlds_linux] How to Not Show CVAR/Command Changes to Players

2010-07-04 Thread Nathan D.
Awesome! Thank you.

On 7/4/2010 5:16 AM, Daniel Vogel wrote:
 http://forums.alliedmods.net/showthread.php?p=909778

 On 4 July 2010 06:07, Jonah Hirschcrazydog...@gmail.com  wrote:

 afaik, you'd have to remove the FCVAR_NOTIFY flag using something like
 sourcemod.

 Sent from my Incredible

 On Jul 3, 2010 8:58 PM, Nathan D.nathan...@cox.net  wrote:

 Is there a simple command to disable the showing of cvar/command changes
 to players?

 Thanks in advance,

 -Nate
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[hlds_linux] How to Not Show CVAR/Command Changes to Players

2010-07-03 Thread Nathan D.
Is there a simple command to disable the showing of cvar/command changes 
to players?

Thanks in advance,

-Nate
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Re: [hlds_linux] Counter-strike Source Orangebox Update

2010-06-24 Thread Nathan D.
Works great. I haven't found 1 problem yet, been playing a few hours.

Thanks Valve!

Nathan D.

On 6/24/2010 2:32 AM, Kyle Sanderson wrote:
 Couldn't agree more Adam, it's absolutely retarded that this was
 pushed with all of the issues that there still are.

 Thanks,
 Kyle.

 On Wed, Jun 23, 2010 at 11:15 PM, Adam Thorna...@nextgenservers.com  wrote:

 I have one word of Advice
 Don't release updates unless they're ready.
 I appreciate it. Thanks!

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[hlds_linux] -autoupdate Doesn't Recognize Installation - Tries to Re-Download

2010-06-23 Thread Nathan D.
Since the update, when using -autoupdate, it doesn't find an 
installation record so it tries to download orangebox again.

So, if I have an installation at /myinstall/ and I go into /orangebox/ 
and run my server with -autoupdate, it will try to download another 
orangebox folder within orangebox (/myinstall/orangebox/orangebox).

Please advise.

Nathan D.
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-06-14 Thread Nathan D.
It looks like CS:S-Beta, HL2, and DOD:S were updated as well. Any details?

On 6/14/2010 7:10 PM, Jason Ruymen wrote:
 An optional update for Team Fortress 2 is now available.   The major changes 
 include:

 - Fixed client crash when rendering model panels
 - Fixed client crash when rendering text strings
 - Fixed client crash in the main menu
 - Fixed server crash related to bots and health kits

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Available

2010-05-12 Thread Nathan D.
Anyone else getting:

Checking bootstrapper version ...
Updating Installation
Retrying in 30 seconds. . .
Retrying in 30 seconds. . .

I've seen the updates be slow but never seen the Retrying message.

On 5/12/2010 8:32 PM, DontWannaName! wrote:
 I am getting the 'nothing after updating installation...' error. :/

 On Wed, May 12, 2010 at 5:21 PM, Ross Bemroserbemr...@vgmusic.com  wrote:


 I haven't tested this yet, but should we assume that the
 tf_ctf_bonus_time cvar overrides the map setting?

 On 5/12/2010 8:05 PM, Jason Ruymen wrote:
  
 A required update for Team Fortress 2, and an optional update for Day of

 Defeat: Source and the Counter-Strike: Source Beta is now available.  Please
 run hldsupdatetool to receive the update.  The specific changes include:
  
 Linux Dedicated Server:
 - Fixed srcds_run to work properly with the Counter-Strike: Source beta

 dedicated server when autoupdating.
  
 Engine:
 - Fixed the startmovie command not using the codec dialog.

 Team Fortress 2:
 - Fixed dropped weapons and ammo kits not being affected by explosions.
 - Adding missing +lookup and +lookdown keybind options.
 - Added SetCTFCaptureBonusTime tf_gamerules input to allow map authors to

 set the length of crit bonus time (in seconds) for CTF captures.
  
 Jason


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Re: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Nathan D.
The cfg folder that would contain your server.cfg is located at 
installdir/orangebox/cstrike_beta/cfg

On 5/11/2010 7:38 PM, clad iron wrote:
 actully i should say a lack of folders.  thats the reason i was looking for
 the client update to see how it's layed out in the .gcf


 On Tue, May 11, 2010 at 7:35 PM, clad ironcladi...@gmail.com  wrote:


 This works for me.

 ./srcds_run -game cstrike_beta +map de_dust2 +maxplayers 20 +ip
 xx.xx.xxx.xxx +port 27015 -tickrate 100 +exec server.cfg

 but while looking threw the install theres folders everywhere, so i'm
 having a hard time trying to figure out where the cfg folder should be for
 the server.cfg

 How does 1 get the client files for the beta ?


 On Tue, May 11, 2010 at 7:28 PM, Schlupsch...@bulletproofnerds.comwrote:

  
 I've tried both cssbeta and cstrike_beta and neither one are starting the
 server.  I did the manual update with the cstrike_beta and that worked
 correctly.  Anybody got any ideas?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Tuesday, May 11, 2010 4:36 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

 cstrike_beta

 On Tue, May 11, 2010 at 5:31 PM,h...@gmx.de  wrote:


 If I use this startscript... it dont work:

 ./srcds_run -game cssbeta +map de_dust +maxplayers 20 +ip xx.xx.xxx.xxx
 +port 27015 -tickrate 100 +exec server.cfg
 ERROR: Invalid game type 'cssbeta' sepecified.
 Di 11. Mai 23:28:42 CEST 2010: Server Failed

  Original-Nachricht 
  
 Datum: Tue, 11 May 2010 12:11:13 -0700
 Von: Eric Smither...@valvesoftware.com
 An: \'h...@list.valvesoftware.com\'h...@list.valvesoftware.com,

 \'

 hlds_li...@list.valvesoftware.com\'hlds_linux@list.valvesoftware.com
 ,
 \'hlds_annou...@list.valvesoftware.com\'
 hlds_annou...@list.valvesoftware.com
  
 Betreff: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

  
 COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

 Available immediately, Valve has launched an extensive update to
 Counter-Strike: Source, now in beta.

 The update includes a host of new features and functionality developed

 in

 collaboration with Hidden Path Studios. These include 144 new

 achievements,
  
 a new domination and revenge system, player stats, and more.

 This beta will run for a limited time, and once complete, the update

 will

 be deployed to all Counter-Strike: Source owners for free via Steam.

 The dedicated server files are available via the HLDSUpdateTool using
 -game cssbeta in the command line.

 For more information, please visit
 www.steamgames.comhttp://www.steamgames.com.

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Re: [hlds_linux] How to Disable or Permanently Set System Clock Frequency

2010-02-07 Thread Nathan D.
That worked. Thanks!

-Nate

On 2/7/2010 4:49 AM, Chris Boot wrote:
 Hi,

 Or even simper:

 export RDTSC_FREQUENCY='2659.00'

 You can put that inside whatever script starts your servers, or just run
 it on the command-line before you start the server.

 HTH,
 Chris

 On 07/02/2010 08:03, David Banham wrote:

 The following should do the trick:

 RDTSC_FREQUENCY='disabled';export RDTSC_FREQUENCY

 Obviously replace disabled with your frequency. This can be placed in
 .bash_profile in your home directory to have it done on startup.

 On 7 February 2010 12:11, Gene Hardestygeneharde...@gmail.com   wrote:


  
 do you use a shell script to run it? if so, you should be able to use
 export to set RDTSC_FREQUENCY to that number
 if you have shell access, go ahead and type man export to get the man
 page
 (I don't know all the stuff of the top of my head)

 On Sat, Feb 6, 2010 at 4:51 PM, Nathan D.nathan...@cox.net   wrote:



 When starting a server, a benchmark runs each time to determine the
 system clock frequency. I have attempted to disable this by adding
 -RDTSC_FREQUENCY 2659.00 to the command line but this did not
 work. I've tried various other command line options but none worked.
 What is the correct way to set this permanently? I assume I'd want to
 set this to the actual system clock rather than just disable it.

 Here is the actual message given when starting a server:

 /Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2659.00 on this
 system. This value is dependent upon the CPU clock speed and
 architecture and should be determined separately for each server. The
 use of this mechanism for timing can be disabled by setting
 RDTSC_FREQUENCY to 'disabled'./

 Thanks in advance,

 -Nate



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[hlds_linux] How to Disable or Permanently Set System Clock Frequency

2010-02-06 Thread Nathan D.
When starting a server, a benchmark runs each time to determine the 
system clock frequency. I have attempted to disable this by adding 
-RDTSC_FREQUENCY 2659.00 to the command line but this did not 
work. I've tried various other command line options but none worked. 
What is the correct way to set this permanently? I assume I'd want to 
set this to the actual system clock rather than just disable it.

Here is the actual message given when starting a server:

/Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, 
set the environment variable RDTSC_FREQUENCY to 2659.00 on this 
system. This value is dependent upon the CPU clock speed and 
architecture and should be determined separately for each server. The 
use of this mechanism for timing can be disabled by setting 
RDTSC_FREQUENCY to 'disabled'./

Thanks in advance,

-Nate



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

2010-02-01 Thread Nathan D.
I've updated our servers (Linux - CentOS 64) and they're running fine.

-Nate

On 2/1/2010 8:58 PM, Guy Watkins wrote:
 I did not update.  Works fine.  :)

 } -Original Message-
 } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 } boun...@list.valvesoftware.com] On Behalf Of Joseph Laws
 } Sent: Monday, February 01, 2010 8:43 PM
 } To: Half-Life dedicated Linux server mailing list
 } Subject: Re: [hlds_linux] Counter-Strike: Source Update Available
 }
 } I'm rolling back to previous build.
 }
 } On 2/1/2010 8:31 PM, Markus Thewissen wrote:
 }  appdatacache.cpp (311) : Assertion Failed: !Implement me
 }
 }  No,
 }  its same without any plugins.
 }  Valve broke engine with update well we wait for fix for update!
 }
 }
 }  -Ursprüngliche Nachricht-
 }  Von: hlds_linux-boun...@list.valvesoftware.com
 }  [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Joseph
 }  Laws
 }  Gesendet: Dienstag, 2. Februar 2010 02:05
 }  An: Half-Life dedicated Linux server mailing list
 }  Betreff: Re: [hlds_linux] Counter-Strike: Source Update Available
 }
 }  Is this failing to contact steam master or vac servers for anyone else?
 }
 }  L 02/01/2010 - 18:40:03: Started map de_dust2 (CRC 1413637712)
 }  L 02/01/2010 - 18:40:03: server_cvar: sv_accelerate 5
 }  L 02/01/2010 - 18:40:03: server_cvar: sv_stopspeed 75
 }  Executing dedicated server config file
 }  Error: Material sprites/bubble : proxy AnimatedTexture not found!
 }  [zBlock] Your plugin version is up-to-date
 }  Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
 }  L 02/01/2010 - 18:40:03: SourceTV2BOT connected, address none
 }  L 02/01/2010 - 18:40:03: SourceTV2BOT entered the game
 }  L 02/01/2010 - 18:40:03: SourceTV2BOTUnassigned joined team
 }  Spectator
 }  appdatacache.cpp (311) : Assertion Failed: !Implement me
 }
 }
 }  Same without Zblock.
 }
 }  On 2/1/2010 6:07 PM, Jason Ruymen wrote:
 }
 }  Updates to Counter-Strike: Source are now available.  Please run
 }
 }  hldsupdatetool to receive the update.  The specific changes include:
 }
 }  - SMX, GCF, and SYS files cannot be downloaded
 }  - Files whose extensions contain whitespace are not allowed to be
 }
 }  downloaded
 }
 }  - Filenames that begin with path separators are not allowed to be
 }
 }  downloaded
 }
 }  Jason
 }
 }
 }  ___
 }  To unsubscribe, edit your list preferences, or view the list archives,
 }
 }  please visit:
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 }  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 }
 }
 }
 }  No virus found in this incoming message.
 }  Checked by AVG - www.avg.com
 }  Version: 9.0.733 / Virus Database: 271.1.1/2662 - Release Date:
 } 02/01/10
 }
 }  07:37:00
 }
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 }
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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-18 Thread Nathan D.
When the L4D 2 update was released tonight, I changed maps but this did 
not update the server. I then immediately exited the server and when it 
restarted, it was up to date. So apparently, even if a map change does 
sometimes update the server, it's definitely not the quickest and most 
assuring method.

So, we still need some sort of script, or preferably an update to 
-autoupdate that will:

1.) Detect when an update is available
2.) Wait for the server to become empty OR wait X amount of time before 
exiting - whichever comes first.
3.) Exit the server so that it can update and restart.

This would obviously keep a large amount of dedicated servers more 
up-to-date and available to play on.

Cordially,

-Nate

   

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[hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nathan D.
Currently, when auto-update is turned on and updates to a game are 
released, we have to manually restart our server(s) so that auto-update 
will update the server during start up. Because we have to manually 
restart, there is X amount of time before our server(s) are updated and 
are usually empty since most of the clients have already updated.

A suggestion of mine would be to make auto-update 1.) aware when updates 
are released and 2.) know when the server has players in it or not. 
Therefore, when auto-update knows there is an update available and 
realizes the server is empty, it could automatically issue the exit 
command to restart the server so that auto-update will run.

In the meantime while Valve considers my suggestion, does anyone know 
some sort of practical way to have the server restart itself when an 
update is available? For someone who runs many servers, it is a slight 
hassle to restart each server manually so that auto-update can run.

My apologies if something relative to this has already been discussed; I 
just re-joined the mailing list after many years of being unsubscribed.

-Nate

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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nathan D.
I have noticed this but with Left4Dead 2, sometimes the map doesn't 
change for a long time when the server is empty. I'm looking for a 
quicker resolution.

As far as scripting something to do this, I know nothing about scripts 
so I wouldn't know where to begin.

Nikolay Shopik wrote:
 On 13.12.2009 12:44, Nathan D. wrote:
   
 Currently, when auto-update is turned on and updates to a game are
 released, we have to manually restart our server(s) so that auto-update
 will update the server during start up. Because we have to manually
 restart, there is X amount of time before our server(s) are updated and
 are usually empty since most of the clients have already updated.
 

 When update released master servers send requestrestart for server and 
 it will automatically restart when change level occur, and start update 
 itself.


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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-22 Thread D J Brown

Try changing your start command, I found I had to edit our czero servers after 
the update to get around a segmentation fault.
./hlds_run -game X +port X +ip XX +maxplayers XX +map X

MUG


 From: [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 22 Oct 2008 19:43:57 -0700
 Subject: Re: [hlds_linux] Half-Life 1 Engine Update Released

 Well, this appears to have broken my Deathmatch Classic servers

 /hlds_run: line 342: 3057 Segmentation fault $HL_CMD

 The previous version runs so I replaced files one at a time, seems like the
 engine_amd.so is corrupted in the update...old version (47) file size was
 over 2.5 meg new version (48) file size is under 1 meg

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Wednesday, October 22, 2008 4:49 PM
 To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list; [EMAIL PROTECTED]
 Subject: [hlds_linux] Half-Life 1 Engine Update Released

 A new set of Steamworks features have been released for all Half-Life 1
 engine multiplayer games: Counter-Strike 1.6, Condition Zero, Team Fortress
 Classic, Deathmatch Classic, Ricochet, Day of Defeat and Half-life 1
 Deathmatch. The update includes Steamworks features such as player avatars
 in the scoreboard when playing Counter-Strike and Condition Zero. The update
 also contains several bug fixes, listed below. This update will require all
 game servers to restart.

 Bug Fixes:
 - Removed the need to manually re-login and re-authenticate to Steam while
 in game
 - Fixed a crash on startup when running windowed with a non-standard desktop
 resolution
 - Removed the display of saytext (in-game chat text) from players whom
 you've blocked in Steam friends
 - Locked down several engine cvars to prevent malicious script exploits
 - Enforced file consistency on several sprites in Counter-Strike
 - Removed ex_extrapmax cvar (no longer needed)

 Server:
 - Added -noaff command-line option to disable setting of thread affinity
 - Added bannedcfg cvar so admins can choose which file is written to by
 the writeid command

 This is a required update for all HL1 games.

 Jason

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Re: [hlds_linux] Exit srcds

2005-10-30 Thread James D

If the server is shut down what is the point of having a screen running?

Kill the server, kill the screen.  Restart them both together.

Alex W wrote:


--
[ Picked text/plain from multipart/alternative ]
I want to completely exit out of the srcds program. I have the server
running in a screen, but I don't want to kill the screen. 'exit' and 'quit'
shutdown the server, but then restart it. Does anybody know the console
command to completely exit out of the srcds program?

Additionally, does anybody have a list of all the console commands that I
could use?

Thanks.
--

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Re: [hlds_linux] Exit srcds

2005-10-30 Thread James D
[ Converted text/html to text/plain ]
It sounds like he needs to make up his mind.  He needs to give you the 'games'
user access or you can't really maintain it correctly.
Alex W wrote:

--
[ Picked text/plain from multipart/alternative ]
I should elaborate on how the server is set up. I'm not the owner of the
server, but he has given me permission to maintain it, so he set up an SSH
account for me. The servers are running on screens, but not under my user
account - they're running on a 'games' user. If I were to kill the screen, I
wouldn't be able to create a new screen under the 'games' user since I don't
have the privileges to do so.

I just wanted to know of a more 'graceful' exit command to quit out of the
srcds program; instead of using 'ctrl + c' or killing the screen altogether.

I guess it doesn't matter. Would be useful for the future, though.

On 10/30/05, James D [EMAIL PROTECTED][1] wrote:


If the server is shut down what is the point of having a screen running?

Kill the server, kill the screen. Restart them both together.

Alex W wrote:



--
[ Picked text/plain from multipart/alternative ]
I want to completely exit out of the srcds program. I have the server
running in a screen, but I don't want to kill the screen. 'exit' and


'quit'


shutdown the server, but then restart it. Does anybody know the console
command to completely exit out of the srcds program?

Additionally, does anybody have a list of all the console commands that I
could use?

Thanks.
--

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Re: [hlds_linux] error loading server

2005-09-26 Thread James D

-port

Airwalk wrote:


keep getting error trying to start up the server.  Any help would be
great. I'm running FC3.

Checking bootstrapper version ...
Updating Installation
Logging in as 'csinstalls'
Checking/Installing 'Base Source Shared Materials' version 7

Checking/Installing 'Base Source Shared Models' version 3

Checking/Installing 'Base Source Shared Sounds' version 3

Checking/Installing 'Day of Defeat Source Base Content' version 2

Checking/Installing 'Source Dedicated Server Linux' version 45

HLDS installation up to date

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Day of Defeat
maxplayers set to 32
Unknown command port
maxplayers set to 14
Network: IP 66.55.155.221, mode MP, dedicated Yes, ports 27015 SV /
27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Summary:  809 resources total 30.66 Mb, 45.68 % of capacity
steamclient.dll not found, server communication disabled. (client)
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Mon Sep 26 20:23:27 EDT 2005: Server restart in 10 seconds


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Re: [hlds_linux] error loading server

2005-09-26 Thread James D

Are you trying to run dod or dod:source?  Look at your command line.  It
says dod.

Airwalk wrote:


samething :(

./srcds_run -game dod -ip x.x.x.x -port 27015 +maxplayers 14 +map
dod_anzio.bsp
Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Day of Defeat
maxplayers set to 32
couldn't exec banned.cfg
couldn't exec listip.cfg
Unknown command mp_logdetail
Unknown command mp_logmessages
Unknown command mp_autoteambalance
Unknown command mp_forcechasecam
Unknown command mp_freezetime
Unknown command mp_roundtime
Unknown command mp_tkpunish
Unknown command sv_restartround
Unknown command sv_proxies
Unknown command allow_spectators
Unknown command mp_startmoney
Unknown command sv_voicequality
Unknown command pausable
Unknown command sv_aim
sv_contact = 
- Contact email for server sysop
maxplayers set to 14
Network: IP x.x.x.x, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Summary:  1085 resources total 37.42 Mb, 55.77 % of capacity
steamclient.dll not found, server communication disabled. (client)
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem


James D wrote:


-port

Airwalk wrote:


keep getting error trying to start up the server.  Any help would be
great. I'm running FC3.

Checking bootstrapper version ...
Updating Installation
Logging in as 'csinstalls'
Checking/Installing 'Base Source Shared Materials' version 7

Checking/Installing 'Base Source Shared Models' version 3

Checking/Installing 'Base Source Shared Sounds' version 3

Checking/Installing 'Day of Defeat Source Base Content' version 2

Checking/Installing 'Source Dedicated Server Linux' version 45

HLDS installation up to date

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Day of Defeat
maxplayers set to 32
Unknown command port
maxplayers set to 14
Network: IP 66.55.155.221, mode MP, dedicated Yes, ports 27015 SV /
27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Summary:  809 resources total 30.66 Mb, 45.68 % of capacity
steamclient.dll not found, server communication disabled. (client)
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Mon Sep 26 20:23:27 EDT 2005: Server restart in 10 seconds


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Re: [hlds_linux] error loading server

2005-09-26 Thread James D
[ Converted text/html to text/plain ]
That's what I thought too except for the fact that steam installs dod:s into a
folder called 'dod' (in your source server directory of course).  I don't play
dod at all but ran a test install on my RHE box just to see.  Because of this
his command (at least the dod part) is correct.
Maybe he will tell us what the problem turned out to be?
-James
Kennycom wrote:

If the box only has 1 IP addy and is using the default port just drop those
settings from the commandline. He is also trying to use a CSS server cfg
and trying to run dod and not dods..

with  ./srcds_run -game dod I am sure the server is confused. it should
look like ./srcds_run -console -game dods +maxplayers 14 +map dod_ansio



SP_Kenny

- Original Message -
From: Airwalk [EMAIL PROTECTED][1]
To: hlds_linux@list.valvesoftware.com[2]
Sent: Monday, September 26, 2005 7:06 PM
Subject: Re: [hlds_linux] error loading server




samething :(

./srcds_run -game dod -ip x.x.x.x -port 27015 +maxplayers 14 +map
dod_anzio.bsp
Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Day of Defeat
maxplayers set to 32
couldn't exec banned.cfg
couldn't exec listip.cfg
Unknown command mp_logdetail
Unknown command mp_logmessages
Unknown command mp_autoteambalance
Unknown command mp_forcechasecam
Unknown command mp_freezetime
Unknown command mp_roundtime
Unknown command mp_tkpunish
Unknown command sv_restartround
Unknown command sv_proxies
Unknown command allow_spectators
Unknown command mp_startmoney
Unknown command sv_voicequality
Unknown command pausable
Unknown command sv_aim
sv_contact = 
- Contact email for server sysop
maxplayers set to 14
Network: IP x.x.x.x, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Summary:  1085 resources total 37.42 Mb, 55.77 % of capacity
steamclient.dll not found, server communication disabled. (client)
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem


James D wrote:



-port

Airwalk wrote:



keep getting error trying to start up the server.  Any help would be
great. I'm running FC3.

Checking bootstrapper version ...
Updating Installation
Logging in as 'csinstalls'
Checking/Installing 'Base Source Shared Materials' version 7

Checking/Installing 'Base Source Shared Models' version 3

Checking/Installing 'Base Source Shared Sounds' version 3

Checking/Installing 'Day of Defeat Source Base Content' version 2

Checking/Installing 'Source Dedicated Server Linux' version 45

HLDS installation up to date

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Day of Defeat
maxplayers set to 32
Unknown command port
maxplayers set to 14
Network: IP 66.55.155.221, mode MP, dedicated Yes, ports 27015 SV /
27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Summary:  809 resources total 30.66 Mb, 45.68 % of capacity
steamclient.dll not found, server communication disabled. (client)
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Mon Sep 26 20:23:27 EDT 2005: Server restart in 10 seconds


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  3. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  4. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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Re: [hlds_linux] DoD:S servers up -- how?

2005-09-25 Thread James D
[ Converted text/html to text/plain ]
They have said nothing about excluding Linux from running dedicated servers.
Pre loading of DoD:S has started so of course some  sever content has been
downloaded to windows machines.  I would be shocked if Linux was excluded.
I think everyone needs to just relax a little.
-James
Jason L. Schwab wrote:

Yeap, I see 3.

I'm also on the win32 hlds mailing list now, and I've caught the end of
this on going on conversation it looks like, in steam, you can goto
dedicated soure server, and right there, DOD:S is listed, although I
can't get it to start, as I get a gameinfo.txt file error.

In the conversation that I'm monitoring on the win32 hlds mailing list,
evidently the only way to run a DOD:S server is going to be via a
windows server and via steam being installed.

I hope they plan to update the steam toolset for win32 and linux, for
one so us linux folks can run servers, and so the windows people don't
have to have steam installed, or this is going to really suck.

-Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, September 25, 2005 7:12 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] DoD:S servers up -- how?

Quoting Alan Clegg [EMAIL PROTECTED][5]:



* Andrew Smith [EMAIL PROTECTED][6]:



2) How did you get the server list? What were you running to get
   that list?
   If you have a client that shows DoD:S what is it? I know DoD
   will not show that.
   So either you faked the list or you are doing something that
   Valve may not be very happy about ...


You are kidding, right?  Click Steam, select Servers, wait for the


8


billion servers to populate, then sort by Game.  Since it's Valve's


code, I


doubt they have a problem with it.  Get a freaking clue.




I stand correct.  Sure enough.  There they are.

/p


This message was sent using IMP, the Internet Messaging Program.



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===References:===
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  4. mailto:hlds_linux@list.valvesoftware.com
  5. mailto:[EMAIL PROTECTED]
  6. mailto:[EMAIL PROTECTED]
  7. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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[hlds_linux] What's max. allowed player's name length in CS 1.6 and CSS?

2005-09-24 Thread D. R.
--
[ Picked text/plain from multipart/alternative ]
I'm writing a server query tool and i want to use the smallest possible UDP
Packetsize that is really needed to query the servers. What's max. allowed
player's name length in CS 1.6 and CSS?
--

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Re: [hlds_linux] HL1 Dedicated server update

2005-08-28 Thread James D

Since the last HL1 update I have had to run the update tool as root.
Are you running it as root?

[EMAIL PROTECTED] wrote:


scandir failed:/home/server4/hlds/./valve/SAVE
scandir failed:/home/server4/hlds/./platform/SAVE
./hlds_run: line 424: 28498 Segmentation fault  $HL_CMD
Add -debug to the ./hlds_run command line to generate a debug.log to
help with solving this problem
Sat Aug 27 21:43:10 CEST 2005: Server restart in 10 seconds

with -beta linux works fine


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

2005-08-14 Thread James D

I can't even get the steam update script to work.

I'm a Linux newbie so updating glibc scares the hell out of me.  Not to
mention the fact that I wouldn't know how to do it anyway.  lol

-James

Joachim Sehlstedt wrote:


Hi,

What I did find out is that the server will only crash when running
glibc 2.3.2 on Linux kernel 2.6.12.1, running kernel 2.6.8 works without
no problem. I have not tested the kernels between those two. Upgrading
to glibc 2.3.5 on kernel 2.6.12.1 made the problem go away. I've also
talked a bit with Alfred off-list and he confirmed the problem on my
server and ran some debugging on it. I've also gave him access to
another server we have here so he could debug it better, but I guess he
left work before reading my last reply. He also told me that he might
have a solution for it.

If you are running Linux and have this problem just upgrade the glibc to
2.3.5 and you should be all right.

greetings
Joachim Sehlstedt

Gary wrote:


Here's what I've found for BSD users (linux users might want to
read). I believe glibc 2.3.2 and 2.3.3 are buggy (and old, 2.3.2 is
from 2001 era)..

VERY old glibc's, linux_base is redhat-6 :)

[EMAIL PROTECTED] egrep -r glibc-2.2 linux_*
linux_base/Makefile: glibc-2.2.5-44.legacy.3.i386.rpm:legacy \
linux_base-src-rh-7.3/Makefile: glibc-2.2.5-44.legacy.3.src.rpm:legacy \

Somewhat newer glibc's:

[EMAIL PROTECTED] egrep -r glibc-2.3 linux_*
linux_base-8/Makefile:   glibc-2.3.2-4.80.8.${ARCH}.rpm:new \
linux_base-rh-9/Makefile:DISTFILES= glibc-2.3.2-27.9.7.i386.rpm:new \
linux_base-src-rh-8/Makefile: glibc-2.3.2-4.80.8.src.rpm:new \
linux_base-suse-9.1/Makefile:  glibc-2.3.3-98.i586.rpm \
linux_base-suse-9.2/Makefile: glibc-2.3.3-118.i586.rpm \
linux_base-suse-9.3/files/rpmlist.conf:glibc|glibc-2.3.4-23.2.i586.rpm||on



I removed linux_base-8 (glibc 2.3.2) and used the suse 9.3 base
(glibc 2.3.4) and I don't have any problems. If you chose to upgrade
glibc (older linux versions like redhat 8 do not have updated glibc
packages so you might be out of luck), so in effect, glibc versions 
2.3.4 aren't recommended for newer hl1.6 binaries.

-G


At 01:31 AM 8/13/2005, Joachim Sehlstedt wrote:


Hi!

After this release all my servers just crashes, it happens right after
all cvars are printed to the console for logging. Tried removing the
metamod and just running a plain server, same problem. Server is fully
updated and verified with -verify_all, operating system is Linux
2.6.x.y
and glibc 2.3.2. Servers are started with this argument: ./hlds_run
-autoupdate -debug -game cstrike -maxplayers 17 +map de_dust2 +ip
XXX.XXX.XXX.XXX. This is what I can see in the console:

L 08/13/2005 - 07:26:32: Server cvars end
L 08/13/2005 - 07:26:33: Server cvar sv_maxspeed = 900
L 08/13/2005 - 07:26:33: Server cvar pausable = 0
./hlds_run: line 424: 11837 Segmentation fault  (core dumped)
$HL_CMD
/game_cs_4/core.11837 is not a core dump: File truncated
debug.cmds:1: Error in sourced command file:
No stack.
email debug.log to [EMAIL PROTECTED]
Sat Aug 13 07:26:34 CEST 2005: Server restart in 10 seconds

The debug log does not print anything useful:

--
CRASH: Sat Aug 13 07:26:34 CEST 2005
Start Line: ./hlds_i686 -autoupdate -debug -game cstrike -maxplayers 17
+map de_dust2 +ip XXX.XXX.XXX.XXX -pidfile hlds.11824.pid
End of crash report
--

Here is a strace http://www.gotgame.se/crash-strace.txt as you can see
it crashes when it tries to run:
nanosleep({59, 999126000}, 0) = -1 ERRNO_516 (Unknown error 516)


Versions:

Bootstrapper version: 14
Versions installed in '.':
   Half-Life Base Content: 8
   Linux Server Engine: 21
   Counter-Strike Base Content: 16


greetings
Joachim Sehlstedt

Alfred Reynolds wrote:


We have released an update to the Half-Life 1: Engine. Run the
hldsupdatetool to get this update.

The update fixes a couple crashes on startup related to bad network
configurations.

This update supersedes the beta release from last night.

- Alfred

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Re: [hlds_linux] [TEMP] Server out of date?

2005-03-10 Thread wouter v/d Bergh
right... apperantly i replied on the wrong email lol. Ignore this msg :P
From: Saint K. [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [TEMP] Server out of date?
Date: Thu, 10 Mar 2005 12:42:43 +0100
Apperantly not all servers autoupdated correctly. Ive manually updated
everything now.
If people still complain about the TEMP server out of date let em restart
their steam.
Ive send a msg to SGR asking to check the update function
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, March 10, 2005 9:19 AM
Subject: [hlds_linux] [TEMP] Server out of date?

Hello,
after the last update, I cant connect to source servers
from my favorites. A message pops up:
[TEMP] Server out of date
The server is updated as well. I can connect through
the console without any problems. Only the steam
gamebrowser is fucked up. Any hints?
Greets
Ronny
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No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.7.1 - Release Date: 3/9/2005


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[hlds_linux] uglygs

2005-02-02 Thread D N
Hey,
Are you still maintaining this software?
Dan

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Re: [hlds_linux] Counter Strike 1.6 Dialup Server config file

2005-01-26 Thread wouter v/d Bergh
When i was 56k i used to play on a 56k only Jolt server.
They simply had a plugin running kicking all pings below 150.
Saint K.
From: Peter Kirby [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Counter Strike 1.6 Dialup Server config file
Date: Wed, 26 Jan 2005 09:51:05 +
On Wed, 26 Jan 2005 10:39:14 +1300, Scott Pettit [EMAIL PROTECTED]
wrote:
 Melissa Carley wrote:
 You can't keep broadband users from joining unless you firewall off the
 server from traffic outside known dialup subnets but using those rates
 would make it very unenjoyable for broadband users and should be enough
 to make them leave shortly after joining.
Or just have pppd dish out 192.168.x.x IP's and have the server on the
same subnet.. You might even be able to get away with having the
server show in the LAN list (although I promise nothing). That will
prevent the broadbanders getting on.
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[hlds_linux] CLIENTSIDE Brightnes error

2005-01-11 Thread wouter v/d Bergh
We have a weird weird problem.
When the server runs iceworld, and afterward load a other map, everyonce
screen is really bright. And i mean REALLY bright in cant-see-shit-anymore
bright.
Once u restart ur steam client, rejoin, problem is fixed.
Everyone playing at our servers reported this problem.
I doubt that its an server side issue is it?
Saint K.
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[hlds_linux] Memory leaks

2005-01-11 Thread Whissi aka Thomas D.
Hello,

I just saw this while using rcon exit to restart the server:

--- Start -
[...]
Dropped HLTV from server
Reason:  Server shutting down
L 01/11/2005 - 16:13:32: server_message: quit
L 01/11/2005 - 16:13:32: Log file closed
L 01/11/2005 - 16:13:32: server_message: restart
File /home/gameserver/cs_source/hl2/NavPlace.db was never closed
File /home/gameserver/cs_source/hl2/NavPlace.db was never closed
Memory leak: mempool blocks left in memory: 11954
-
Memory leak: mempool blocks left in memory: 446
-
Di Jan 11 16:13:33 CET 2005: Server restart in 10 seconds
--- Stop --

I didn't believe so I used the exit command again.
And again: Memory leak: mempool blocks left in memory: xxx (different as
before)

Any commands?



whissi



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[hlds_linux] AMXbans users

2005-01-09 Thread wouter v/d Bergh
We've released a sweet sexy lil tool for AMXbans what allowes you to find
info in the database true irc etc.
Whne some one is banned and what to know why, or admins just wanna find out
quickly they can type in irc !findban id STEAM_0:0:x and get all the
info pmmed.
there loads more options availible!
http://www.amxmodx.org/forums/viewtopic.php?p=84098#84098
Saint K.
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RE: [hlds_linux] Ventrilo as a cheat?

2005-01-09 Thread wouter v/d Bergh
u cannot disable a 3rd party app running completely besides cs .
mp_forcechacecam 1 or what ever setting is was... Problem solved
From: The Fool [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Ventrilo as a cheat?
Date: Sun, 9 Jan 2005 16:15:32 +0100
hi all,
I read an idea on a forum that ventrilo should be disabled somehow on CS:S
game servers.
The reason was -and i think it's a right one- that ventrilo can be used as
a
cheat on public servers, or, if a spect. is enabled just to see the war
it
can be used on a war server too.
This is because, ventrilo works even if the player is dead or in spect. so
the cheater can report the opponents' move.
Hard task to disable it, 1st, because it's a 3rd party software, and 2nd,
ventrilo is not the only audio communication software (even MS MSN can be
used to cheat like that).
Any ideas, suggestions?
My idea is to disable moving through the map if the player is in spect or
dead. But it's not a nice move (on public srv), because dead moods can't do
anything, just sit at their boxes seeing the last picture they saw before
they died...
Cheers,
The Fool
ps.: I know it's not just a linux-related issue, but a global one. Sry if
you desire it's a spam-like mail ;)
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[hlds_linux] cs:s dust2 spawns

2005-01-03 Thread wouter v/d Bergh
The spawns at dust2 are to litle for our 32 max server.
12 ct and 14 t So not every one can join the game.
Could this be fixed ?
Saint K.
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[hlds_linux] Dear Valve, i beg you on my knees, VAC updates needed!

2004-12-16 Thread wouter v/d Bergh
Take a look at this,
www.dumbclan.co.uk/banlist/
Our banlist
This aint normal anymore is it ???
Saint K.
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Re: [hlds_linux] Dear Valve, i beg you on my knees, VAC updates needed!

2004-12-16 Thread wouter v/d Bergh
We have a very strickt policy on banning.
We only ban directly if 100% obiouse. If not we req. a demo for each ban.
We also have our own cheat scanning tool to detect cheats.
So all this bans are 100% real cheats.
(some bans r for other stuff like rasism, but most is cheating)
From: Sebastian [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Dear Valve, i beg you on my knees, VAC updates
needed!
Date: Thu, 16 Dec 2004 17:34:20 -0500
looks like you banned the whole cs community for cheating ;)
maybe your server is a magnet, we normally dont have any real obvious
cheaters.. ya know, the ones that are always bumping into walls ;)
- Original Message -
From: Bruce Bahamut Andrews [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, December 16, 2004 5:13 PM
Subject: Re: [hlds_linux] Dear Valve, i beg you on my knees, VAC updates
needed!
 bit low for normal I think =)

 - Bruce Bahamut Andrews



 wouter v/d Bergh wrote:

  Take a look at this,
 
  www.dumbclan.co.uk/banlist/
 
  Our banlist
 
  This aint normal anymore is it ???
 
  Saint K.
 
  _
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RE: [hlds_linux] Counter-Strike Source update

2004-12-16 Thread wouter v/d Bergh
same problem here, all 3 servers same error!
I did verify_all...
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] Counter-Strike Source update
Date: Thu, 16 Dec 2004 15:27:06 -0800
Re-run the update tool adding -verify_all to the command line to get
it to double check the consistency of your server.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rock
Sent: Thursday, December 16, 2004 3:24 PM To:
[EMAIL PROTECTED] Subject: Re: [hlds_linux]
Counter-Strike Source update
 --
 [ Picked text/plain from multipart/alternative ] I just updated and
 restart a CSS server and now get this.  Anyone esle or just me?

 debug.log

 --
 CRASH: Thu Dec 16 18:19:33 EST 2004
 Start Line: ./srcds_amd +maxplayers 18 +ip xxx.xxx.xxx.xxx -game
 cstrike +map de_dust -autoupdate -debug Core was generated by
 `./srcds_amd +maxplayers 18 +ip xxx.xxx.xxx.xxx -game cstrike -noipx
 +map de_dust'.
 Program terminated with signal 11, Segmentation fault.
 #0  0x4044681c in Mod_LoadTexinfo() ()
from /home/kevink2/hlds_l/./bin/engine_amd.so
 #0  0x4044681c in Mod_LoadTexinfo() ()
from /home/kevink2/hlds_l/./bin/engine_amd.so
 #1  0x405ab447 in vtable for CClientFrameManager ()
from /home/kevink2/hlds_l/./bin/engine_amd.so
 End of Source crash report
 --



 Alfred Reynolds [EMAIL PROTECTED] wrote:
 We have released an update to Counter-Strike Source. To get this
 update run the hldsupdatetool.

 This update adds a new map, one of the classics, de_prodigy to
 Counter-Strike Source. The update also has numerous bug fixes and
 should solve the crashing problems of linux users running with
 certain AMD cpu's. More details can be found here:
 http://www.steampowered.com/index.php?area=newsid=377


 - Alfred


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 Rock of Rock's Hideout

 For help or support please visit the suport forums:
 http://www.rocks-hideout.com
 Support can also be found on AOL instant messanger at:
 FHMDeathSquad
 RocksHideout
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RE: [hlds_linux] CS:S only does not change the map

2004-12-13 Thread wouter v/d Bergh
Ive expiranced the same problem when server is empty
From: Martin Zwickel [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] CS:S only does not change the map
Date: Mon, 13 Dec 2004 16:11:19 +0100
--
Hi there!
Stupid question:
My CS:S server does not change the map, but I have mp_timelimit 30 in
my cstrike/server.cfg.
The server always runs the de_dust map...
a rules-output from my running server(generated with qstat):
protocol=7
gamedir=cstrike
description=Counter-Strike: Source
bot_players=0,
sv_type=dedicated
sv_os=linux
sv_password=0
secure=0
mp_teamplay=0
mp_fraglimit=0
mp_falldamage=0
mp_weaponstay=0
mp_forcerespawn=1
mp_footsteps=1
mp_flashlight=0
mp_autocrosshair=1
decalfrequency=10
mp_teamlist=hgrunt;scientist
mp_allowNPCs=1,
sv_alltalk=0
mp_timelimit=0
sv_gravity=800
sv_stopspeed=75
sv_noclipaccelerate=5
sv_noclipspeed=5
sv_specaccelerate=5
sv_specspeed=3
sv_specnoclip=1
sv_maxspeed=320
sv_accelerate=5
sv_airaccelerate=10
sv_wateraccelerate=10
sv_waterfriction=1
sv_footsteps=1
sv_rollspeed=200
sv_rollangle=0
sv_friction=4
sv_bounce=0
sv_stepsize=18
r_VehicleViewDampen=1
r_JeepViewDampenFreq=7.0
r_JeepViewDampenDamp=1.0
r_JeepViewZHeight=10.0
r_AirboatViewDampenFreq=7.0
r_AirboatViewDampenDamp=1.0
r_AirboatViewZHeight=0.0
mp_friendlyfire=0
coop=0,
deathmatch=1
sv_voiceenable=1
sv_password=0
sv_pausable=0
sv_cheats=0
Anyone has any clue why I got it wrong?
Regards,
Martin
ps.: has anyone a working rcon script for linux?
--
MyExcuse:
Lightning strikes.
Martin Zwickel [EMAIL PROTECTED]
Research  Development
TechnoTrend AG http://www.technotrend.de
--
[ Content of type application/pgp-signature deleted ]
--
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Re: [hlds_linux] CS:S cheats

2004-12-06 Thread wouter v/d Bergh
Ive diceded to close down our 3 cs:s servers untill there is some propper
anti-cheat support.
Simply cannot fight off this cheaters now, as 32slot server attrackt alot of
them :s
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] CS:S cheats
Date: Mon, 06 Dec 2004 08:38:18 +0100
In direct cmpetition to HL²/CS:S the 1.6 CS is nearly bug free. Forget
about VAC,
while you can have the excellent cheating death on your server. After all,
all wars
are played on 1.6 and many of them only with cheating death.
CS:S isn't playable in wars right now and won't until - I guess - mid 2005.
Only noobs
go to play source wars from now on.
If Valve is going to shutdown 1.6 before 2006, they loose a lot of their
real community.
That includes updates (CS and VAC)
And yes, I have seen different cheats for CS:S right now. My decision was
right not play
Source until VAC starts out here.
[EMAIL PROTECTED] schrieb am 06.12.04 02:37:26:

 List Keeper wrote:
  HL1: CS1.6 should be a dead project.  They should be spending their
time on HL2/Source-based games.


 As soon as they stop selling it, sure!

 But as long as they continue to sell it, they should be
 supporting/updating it, and this includes VAC.


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[hlds_linux] Competition management

2004-12-03 Thread wouter v/d Bergh
For the xmas holiday season we are going to organize competitions.
Now i am looking for some good competition management system. Ive seen
bookable server system etc, i was wondering what thos are named, and if
there are any ready to go just need to fill in data competition managers out
there.
Thanks,
Saint K.
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[hlds_linux] CS:s servers laggin cs1.6 servers

2004-11-24 Thread wouter v/d Bergh
I run a couple of cs:s servers besides our cs1.6 servers on same boxes (1
cs1,6+ 1 cs:s per box). The cpu load tops 80 max, so it aint a CPU load
issue. But for some reson when ever people play at the cs:s server, the 1.6
server is giving 200+ pings, then drops back to nomal, then 200 etc etc etc.
But there is absolutely no CPU load issue.
Has any 1 els been experiancing this problems?
Saint K.
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RE: [hlds_linux] MOTD

2004-11-24 Thread wouter v/d Bergh
tbh, you should actually focus on the big discussions, cause there is bein
toled alot of stuff we're dealing with!
Besides that, love ur work ^-^
Saint K.
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] MOTD
Date: Wed, 24 Nov 2004 12:53:37 -0800
What other posts do you want a reply to? I try to scan most threads, but
once they grow beyond a few posts I tend to ignore them. If you have any
specific questions or problems you can always email me offlist (and I
will reply on list if appropriate).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
McKoy Sent: Wednesday, November 24, 2004 12:11 PM To:
[EMAIL PROTECTED] Subject: RE: [hlds_linux] MOTD
 Alfred,

 You're a great guy and you give us a lot of good information, and do
 a lot of awesome work. But could you please comment on some of the
 other active threads? I just don't understand why a MOTD post, as
 welcome as your comments are, catches your eye over all the other
 posts.

 Sorry, we just don't hear a lot out of VALVe these days, as server
 operators.

  It's a bug (the scroll bar should actually work, it just doesn't
  have the correct graphic to draw the buttons for it).
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  InspectorGifts Sent: Wednesday, November 24, 2004 11:26 AM To:
  [EMAIL PROTECTED] Subject: [hlds_linux] MOTD
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Hey I noticed
   that the scrollbar doesnt work on MOTD in source.  Its purple.
   This a problem with my MOTD or a bug with source that doesnt
   allow a user to scroll down for rest of motd?
  
   InspectorG
 
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Re: [hlds_linux] CS:s servers laggin cs1.6 servers

2004-11-24 Thread wouter v/d Bergh
Its an AMD 2600 + with 1gb mem
From: List Keeper [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] CS:s servers laggin cs1.6 servers
Date: Wed, 24 Nov 2004 14:54:22 -0600
What CPU is it, Intel, AMD, P4, Athlon, Xeon, Opteron or dare a Celeron or
Duron?
- Original Message -
From: wouter v/d Bergh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, November 24, 2004 02:40 PM
Subject: [hlds_linux] CS:s servers laggin cs1.6 servers
I run a couple of cs:s servers besides our cs1.6 servers on same boxes (1
 cs1,6+ 1 cs:s per box). The cpu load tops 80 max, so it aint a CPU load
 issue. But for some reson when ever people play at the cs:s server, the
1.6
 server is giving 200+ pings, then drops back to nomal, then 200 etc etc
etc.

 But there is absolutely no CPU load issue.

 Has any 1 els been experiancing this problems?

 Saint K.
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[hlds_linux] CPU load cs:s servers

2004-11-23 Thread wouter v/d Bergh
The CPU load on our cs:s servers is INCREDIBLE low!
Great job VALVe :D
Thanks :D
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[hlds_linux] Programmers/amx coders wanted

2004-11-22 Thread wouter v/d Bergh
Hello all,
Now Ryan has stopped developing wc3x plugin, we're going to continue it with
a group of coders.
Because loads of work needs to be done, we're looking for more people to
join the development team.
So we're looking for people with experiance with amx plugin coders.
We're also looking for programmers for variouse other cs related tools.
If your intrested to join, or whant more info please contact me either on
irc or true mail.
Mail: [EMAIL PROTECTED]
IRC: #dumber @ quakenet, [DumB]SaintK
All plugins and tools are ment to be publicly released, so they aint private
projects!
Cheers,
Saint K.
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Re: [hlds_linux] Programmers/amx coders wanted

2004-11-22 Thread wouter v/d Bergh
Yes,
More coders showed intrest in continue with sourcemod once its there.
Untill then we will be developing for cs1.6
If you are intrested, plz contact me :)
From: Elmer Fudd [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Programmers/amx coders wanted
Date: Mon, 22 Nov 2004 13:18:25 -0500
you guys have to update it to sourcemod dont you? sure, ill give it a
shot, it will help me learn amx.
On Mon, 22 Nov 2004 12:19:58 +, wouter v/d Bergh
[EMAIL PROTECTED] wrote:
 Hello all,

 Now Ryan has stopped developing wc3x plugin, we're going to continue it
with
 a group of coders.

 Because loads of work needs to be done, we're looking for more people to
 join the development team.

 So we're looking for people with experiance with amx plugin coders.

 We're also looking for programmers for variouse other cs related tools.

 If your intrested to join, or whant more info please contact me either
on
 irc or true mail.

 Mail: [EMAIL PROTECTED]
 IRC: #dumber @ quakenet, [DumB]SaintK

 All plugins and tools are ment to be publicly released, so they aint
private
 projects!

 Cheers,

 Saint K.

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Cheers!
-- Elmer Fudd
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RE: [hlds_linux] OFF TOPIC: Half Life 2 DVD authentication ERROR

2004-11-18 Thread wouter v/d Bergh
I had some weird error about not bein able to locate some file on the dvd.
so what i did, i made an image of the dvd, and loaded it up in a virtual
drive and installed it.
maybe this will work for u 2.
From: Zak Haque [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] OFF TOPIC: Half Life 2 DVD authentication ERROR
Date: Thu, 18 Nov 2004 05:52:14 -
I purchased the game from GAME uk, 1. Not knowing it would need the dvd to
play whenever i wanted to play HL2 or CS:S, 2. It being those new hi-tech
copyright protected dvd rom's.
I meet the Minimum system spec, i have a DVD-RW drive, but because my drive
does not support SecuROM R5 (made by sony) i will have to pay for a new
dvd-rw drive or a standard dvd-rom drive which does support SecuROM, oh and
theres no way of knowing which ones do until u buy them!! GOOD ONE VU
GAMES!!
The error i get is Unable to authenticate original disc within time
limit.
If i had known all this i would have just ordered VIA steam, and then not
have to worry about using dvd to play everytime, also this will make the
dvd
go thru some wear and tear, what am i supposed to do when it gets scratched
buy a new DVD because this one is so well protected i cannot even make a
backup?
Other people are definately having this problem, i read it on the
steampowered forums before they conveniently went down, i would like to
know
of anybody on here whose having same problem maybe, or maybe had the same
problem with others games and knows a way around it? before i go and spend
yet another £20 on this game to buy a new dvd-rom drive.
I tried downloading Generic SecuROM crack v6.0 by pedro, but this program
wont run on my pc, it says internal error
i have spent £32.99 on this game, have the original DVD but still cant play
it
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[hlds_linux] sv_bad, is there a solution?

2004-11-07 Thread wouter v/d Bergh
Error: server failed to transmit file 'AYSYRJQ'
Last 32 messages parsed.
647979 0008 svc_time
647979 0013 svc_clientdata
647979 0018 svc_deltapacketentities
647979 0080 svc_sound
647980 0008 svc_time
647980 0013 svc_clientdata
647980 0018 svc_deltapacketentities
647981 0008 svc_time
647981 0013 svc_clientdata
647981 0018 svc_deltapacketentities
647981 0070 svc_sound
647982 0008 svc_time
647982 0013 svc_clientdata
647982 0018 svc_deltapacketentities
647982 0070 svc_sound
647983 0008 svc_time
647983 0013 svc_clientdata
647983 0018 svc_deltapacketentities
647983 0084 svc_sound
647984 0008 svc_time
647984 0013 svc_clientdata
647984 0018 svc_deltapacketentities
647987 0008 ScoreAttrib
647987 0011 ScoreAttrib
647987 0014 ScoreAttrib
647987 0017 ScoreAttrib
647987 0020 svc_customization
647987 0060 svc_customization
647987 0100 CurWeapon
647987 0104 CurWeapon
647987 0108 svc_filetxferfailed
BAD:  119:svc_bad
Host_Error: CL_ParseServerMessage:
Almost all people get booted
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Re: [hlds_linux] Still gettinig: Unable to determine CPU Frequency

2004-10-26 Thread D N
Can you elaborate on this?
Non-root users shouldnt be able to write to /proc anyway...
???
Ahh its generally considered a bad idea to have proc mounted due
to the security issues its had in the past so if we could get a fallback
variable that would be great.
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RE: [hlds_linux] Game Control Panel v2 release in english

2004-10-17 Thread wouter v/d Bergh
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Game Control Panel v2 release in english
Date: Sat, 16 Oct 2004 09:42:03 -0400
As promised he converted it from german to english and released the new
version. I thought I would mention it in a new thread so it would get read
lol.
http://sourceforge.net/project/showfiles.php?group_id=96175package_id=13286
9release_id=275610
Right, can some one give a bit more clear install instructions then whats in
the help file?
Cause i have no clue how to set this up
1. Start the Java Server with: ./java -jar pfad zum
interface/javaserver.jar (thats understandable)
2. Copy server.sh to: / home/mithandir/kdnr/hlds_l  ( i figure this would
be in my case /home/games/dumber4/hlds_l)
3. Change server.sh (Also clear)
4. chmod 777 for hlds_run in the same directory. (still no problem)
5. chmod 777 for all config files (server.cfg, motd.cfg, clanmod.cfg.)
(this issnt a problem either)
6. edit config.inc (neither is this)
7. Create a Database (also clear)
8. Load the SQL dump database.sql into the database. (But this i dont
understand?)
9. Log in (standard users: admin PW: admin or kunde PW: kunde) (And
this, were and how to login?)
And one more thing, i have 3 servers running on 1 dual machine, can i use
this for all 3 servers? Could some one give me a couple of hints how to do
that??
Thanks in advanced!
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RE: [hlds_linux] steam://

2004-10-17 Thread wouter v/d Bergh
would be pretty neat indeed
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] steam://
Date: Sun, 17 Oct 2004 15:25:49 +0200
hi there!
i noticed that u can click links in the internet explorer
like steam://purchase/13 which are intercepted by the steam client
to perform certain actions.
is it possible to create a steam://-like link on a website to let
visitors join your server by clicking on it?
for example: a
href=steam://joinserver/applaunch/10/81.169.187.229:27015/click here
to join/a
you know what i mean?
that would be awesome.
thank you

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Re: [hlds_linux] Web based server administration

2004-10-15 Thread D N
What does kkrcon have to do with this discussion? I never mentioned it?!
Are you implying that he is distributing open source code within his
application?
I guess I will be laying claim to all the sourcecode per rules of the GPL,
then. Please email me a URL where I may download the source.
From: Nelson Marques [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Web based server administration
Date: Fri, 15 Oct 2004 01:38:39 +0100
http://kkrcon.sourceforge.net/
From here to perl CGI isn't a big step.


D N wrote:
I smell a superiority complex... troll!
Your gamecp product is a bit of a hack at best.. a damn good hack, but a
hack nonetheless.
You use ssh to send commands to servers... yawn. Its not particularily
innovative on the backend. On the frontend I cant say because I havent
used
it.
Every post of yours I have seen reeks of 1 4m 13373r th4n y0u. Ho hum.
From: GameCP.com [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Web based server administration
Date: Thu, 14 Oct 2004 13:13:43 -0500 (EST)
Good luck with that.
 There is just one sollution... Do it yourself... ;p

 /Bjorn

- William Bowman
- GameCP Developer
- www.gamecp.com
- irc.gamecp.com #help

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Re: [hlds_linux] Web based server administration

2004-10-15 Thread D N
WTF does Exocontrol have to do with.. anything?
BTW, This is not Jeff. Your my-shit-dont-stink attitude grows tiresome.
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Web based server administration
Date: Thu, 14 Oct 2004 19:16:49 -0500 (EST)
lol ya its a hack, its based of EXO.

 I smell a superiority complex... troll!

 Your gamecp product is a bit of a hack at best.. a damn good hack, but a
 hack nonetheless.

 You use ssh to send commands to servers... yawn. Its not particularily
 innovative on the backend. On the frontend I cant say because I havent
 used it.

 Every post of yours I have seen reeks of 1 4m 13373r th4n y0u. Ho hum.

From: GameCP.com [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Web based server administration
Date: Thu, 14 Oct 2004 13:13:43 -0500 (EST)

Good luck with that.

  There is just one sollution... Do it yourself... ;p
 
  /Bjorn


- William Bowman
- GameCP Developer
- www.gamecp.com
- irc.gamecp.com #help



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- William Bowman
- GameCP Developer
- www.gamecp.com
- irc.gamecp.com #help

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RE: [hlds_linux] Re: Web based server administration

2004-10-15 Thread D N
*sigh* William, I am SOOO SORRY I ever mentioned your program on this
list.  I THOUGHT that other business owners like myself might want to
know about a GREAT program.  Instead all we get are llamas who don't
know a line of code from their ass.
*Shrug* OH well... that means less competition for me to worry about. LMAO
Your competition's products suck as well.. so before you go chest-thumping I
would say you have a lot of work to do. The fact that there are only about 3
viable game control panels doesnt really excuse them all sucking.
BTW, This is a mailing list to discuss Valve's linux hlds product.. not to
pimp some second rate product written by William with a complex. Lets stay
on topic. Trust me.. GSP owners are not stupid, we know about these
products.. we are deluged on a daily basis.
Perhaps I should be more useful and discuss line for line everything that
your program SHOULD do before I would consider buying it...
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Re: [hlds_linux] Web based server administration

2004-10-14 Thread D N
I smell a superiority complex... troll!
Your gamecp product is a bit of a hack at best.. a damn good hack, but a
hack nonetheless.
You use ssh to send commands to servers... yawn. Its not particularily
innovative on the backend. On the frontend I cant say because I havent used
it.
Every post of yours I have seen reeks of 1 4m 13373r th4n y0u. Ho hum.
From: GameCP.com [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Web based server administration
Date: Thu, 14 Oct 2004 13:13:43 -0500 (EST)
Good luck with that.
 There is just one sollution... Do it yourself... ;p

 /Bjorn

- William Bowman
- GameCP Developer
- www.gamecp.com
- irc.gamecp.com #help

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[hlds_linux] When o when

2004-10-11 Thread wouter v/d Bergh
Is the 32 player spec bug going to be fixed?
Its rather enoying that it takes so long... Its been there sinds steam was
released :s
Saint K.
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Re: [hlds_linux] When o when

2004-10-11 Thread wouter v/d Bergh
As we run only 32max servers, we got almost all the time the spectator bug
on some one. Always the one in the 32nd slot.
And as Bruce say's, its damn hard to check some one on cheating then!
You can notice when you have the spec bug, when you get killed, you dont go
directly to the one who killed you, but first on some point on the map you
go in first player look mode but actually looking at nothing
From: Bruce \Bahamut\ Andrews [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] When o when
Date: Tue, 12 Oct 2004 11:46:57 +1000
On a 32 player server it is quite impossible to spectate the player in
the last slot on the server - instead of spectating them your view is
stuck inside another player (possibly slot 31).
It's quite weird, you should join a 32 player server and test it out
when it's full sometime - though it does suck for demoing hackers if
they manage to get into the last slot on the server, it's pretty much
impossible to tell at that point.  Or if they're the last person alive
it doesn't go so well :/
- Bruce Bahamut Andrews

Alfred Reynolds wrote:
What bug would that be exactly?
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wouter
v/d Bergh Sent: Monday, October 11, 2004 2:21 AM To:
[EMAIL PROTECTED] Subject: [hlds_linux] When o when

Is the 32 player spec bug going to be fixed?
Its rather enoying that it takes so long... Its been there sinds
steam was released :s
Saint K.
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RE: [hlds_linux] Fun stuff from Nick Shaffner

2004-10-07 Thread wouter v/d Bergh


From: Nelson Marques [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Fun stuff from Nick Shaffner
Date: Thu, 07 Oct 2004 13:44:26 +0100
[quote README.TXT]
cheat-o-matic is VAC proof!
The cheat-o-matic cs tutorial!
thanks to Nick Shaffner who works for valve and maintains VAC. oh the
irony!
this prog was created by nick in 1997 and allows you to edit values in
memory! we found some uses for it in cs.  looks like nick is quite a haxor.
there are a few certain things this is useful for.  there are two
methods that let you look over objects kind of like a ghetto wallhack.
the two variables changed are sv_stepsize and sv_gravity.
-included is a demo so you can see sv_stepsize in action!
sv_stepsize is the height of your step when walking over vertical
objects.  the default is 18 and if you set it very high you can
instantly walk over high objects like walls and boxes. unfortunately you
cant walk over the walls completely when this is changed clientside for
playing on multiplayer.  but this is a good thing.  it allows you to
climb up the wall but not go over it.  so you can completely see over
the wall or box as if you were standing on it!  its like a ghetto
wallhack/spycam.  to everyone else it will look like you are just
walking into a wall but to you, you will be looking over it.  you can't
shoot over the wall though, it will just shoot right in front of you on
the ground even though it may appear different to you.  this is an
excellent tool that can be used for clan matches or scrims because
theres really no way to catch it!
here is how its done
open cs or any hl mod you want to hack.  now open cheat o matic and
select the mods name from the drop down menu.  then go back to the game
and type sv_stepsize 5113.  always use a large unique number like 5113
because its easier for cheatomatic to find.  now go to cheat o matic and
hit the search button.  it might lag your pc a bit because it scans all
the hl memory.  when its done and it says to enter a new value return to
the game.  now type sv_stepsize 4125 and hit search again.  now it will
tell you to change it one last time. go to game and type sv_stepsize
2351 and then return to cheatomatic and hit search.  now it should have
found it and you the search button changes to set.  so now you can
change the value client side! now enter a server and go to cheatomatic
and type  and set it.  you can now watch over all vertical walls
boxes and even player models!
the same thing can be done with sv_gravity client side!  just do the
same method explained above except change the sv_gravity value to
-25000. -25000 is a good value because if set too low you wont jump too
high and if set too high your screen shakes a lot but try different
values out for yourself and see which ones you like for the map you play
on. now when you enter a server and you jump your computer will think
the sv_gravity is at -25000 and you will be shotup really high for about
half a second.  this lets you see over any wall or concrete without
having to walk up it like with sv_stepsize so this can be used
anywhere.  also when you use this smoke grenades dont work! the smoke
puffs are sucked up into the sky because your client thinks the gravity
is super low.
there are other things that can be changed on your computer with
cheatomatic you just have to find them out and try them!
several clans in caleague have been using this tool for some time now
because nobody would suspect it and theres no way it can be caught
except by first person demo but its unheard of so its foolproof!
[/quote]
Any comments ?
Yeah,
ur a dick
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[hlds_linux] hz=1000

2004-10-01 Thread wouter v/d Bergh
Can any 1 of you tell me were i set this option in RedHat 9.0 when i
recompile the kernel?
Cheers,
Saint K.
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RE: [hlds_linux] [OT] Team Fortress Source HL2 Purchase Options

2004-09-29 Thread wouter v/d Bergh
I've once was in contact with one of the people at valve, and i asked them
the question what the heck happend to TF2, as we saw al this cool movies 'n
stuff.
I've been toled by him, that once HL2 is done, they will continue their work
on TF2 and other up comming games (wich i dont know).
Cheers

From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] [OT] Team Fortress Source  HL2 Purchase Options
Date: Wed, 29 Sep 2004 16:26:46 -0400
TF2? Isnt that coming out right after Duke Nukem Forever? lol
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of BoNeLeSS
Sent: Wednesday, September 29, 2004 3:21 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] [OT] Team Fortress Source  HL2 Purchase
Options
 I also noted that the retail boxes don't mention DOD:S at all, or
getting
 the back catalog of STEAM... Which I assume is everything currently
 available on Steam today.. HL1, Opposing Force, TFC, CS 1.6, CZ, DMC,
 Ricochet, etc.. Speaking of which, why doesn't STEAM have Blue Shift
 available for purchase anywhere?

DoD doesn't seem to be on the Vivendi Games distribution deal with Valve.
That's why its only on steam packages. TFC: Sorce doesnt make much sense
if they still have TF2 under development.
Blue shift is not yet ported to Steam and it can't be installed as a HL1
mod because it uses a modified engine AFAIK.
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Re: [hlds_linux] How to raise FPS in Linux HLDS?

2004-09-28 Thread wouter v/d Bergh
Can you guy's tell me were i set this options? kernel hz=1000 and
sys_ticrate 1000? (in the boot command?)
Cheers

From: GUN2 [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] How to raise FPS in Linux HLDS?
Date: Tue, 28 Sep 2004 12:44:52 +0200
PiTaGoRaS wrote:
[EMAIL PROTECTED] escribió (Mon, 27 Sep 2004 15:47:22 -0400):

I wouldnt bother - there is no noticable ping difference past
100fps. I have tested and tested. kernel hz=1000, sys_ticrate 100,
no pingboost. Thats what I recommend - thats all i use on mine. RHE
3 p4 2.8ghz

In hlds for Windows there is a big difference running at 1000 fps, pings
are
much more low. For example, a LAN server running at 100fps gives around
10-20ms
and using sys_tricate 1000 the fps boost up to 999 and the ping is 0-10ms.
Shouldn't I see the same behaviour in Linux?

Yes. Same under Linux.

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[hlds_linux] Need some advice

2004-09-28 Thread wouter v/d Bergh
Ello all,
I am planning to reinstall our linux dual machine, as it pretty much runs
shit. Besides our linux dual machine we run a couple of windows servers who
actually run pretty damn good.
Anyway, i have RedHat 9.0, and the server specs:
dual amd 2800+ with 2GB of ram.
Currently there is 1 32max wc3x server on it, 1 19max priv war server, and a
32max normal cs server.
This shouldnt be a problem for the load (as the cpu's never show to top over
80%) but still for some reson it runs shitty. Weird lag spikes, but not in
high ping, but the server simply just freezing for a few ms.
The first point:
I tried to make them servers auto start if the machine reboots by putting a
script in etc/init.d/ , but this doesnt make em auto start at all.
What this script allowes me to do, is ./dumber6 start ./dumber7 start
./dumber8 start
it also allowes ./dumber 6 stop, but when i do this, it stops all servers,
and not only stops them all, they DO auto restart then (but i want the
server to fully stop then because of updating etc).
Currently i run al servers under 1 username, is it better, more easy or so
to run each server under its own username?
And does any one has a good script for starting/stopping cs servers?
The second thing is, for some weird reson, when i have +log on, it only logs
between 1.00 am and 2.00 am, and every minute it creates a 0 bite file, and
at map change just the normal file, any 1 knows whats up with this?
Also asked in a other mail, i asked if some one could explane me how to set
the kernel hz=1000 option and sys_ticrate 1000 option.
Are there any more tweaks i should know about to make it run better?
Thanks alot for your help in advanced,
Saint K.
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Re: [hlds_linux] Need some advice

2004-09-28 Thread wouter v/d Bergh
I ment when heavy load occurs its never obove 80% (like on aztec etc)

From: m0gely [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Need some advice
Date: Tue, 28 Sep 2004 08:47:32 -0800
wouter v/d Bergh wrote:
This shouldnt be a problem for the load (as the cpu's never show to top
over
80%) but still for some reson it runs shitty. Weird lag spikes, but not in
high ping, but the server simply just freezing for a few ms.
Have you tried making the two 32 player servers 24 or 26 instead just to
see?  Just because the machine isn't hitting 100% doesn't mean you have
room to move.  you are putting your machine in a state where and change
is critical.  When any processing spike occurs you are less likely to
feel it at 60% load vs 80%.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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RE: [hlds_linux] 32 player maps

2004-09-27 Thread wouter v/d Bergh
Nope, our servers run wc3x, so the maps must be normal cause with aim maps
wc3x is kinda useless.
Cheers

From: McCormack, Chris [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] 32 player maps
Date: Mon, 27 Sep 2004 15:12:10 +0100
Got an aim map server ? aim_map and aim_aztec, aim_dust etc keep folks
happy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of wouter v/d
Bergh
Sent: 27 September 2004 14:48
To: [EMAIL PROTECTED]
Subject: [hlds_linux] 32 player maps
Lo all,
Our servers are in desperate need of good quality 32player maps.
Does any 1 of you know about a map pack or something like it to get some
quality maps?
Cause havin 7 servers running dust 'n aztec (and clones) all the time
starts
to become boring :)
Already found a couple of quality maps, but it aint enough!
If there is no such map pack, is there any of you admins out there who
allowes me to download a couple of maps from your server?
Thanks,
Saint K.
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RE: [hlds_linux] Server Update

2004-09-23 Thread wouter v/d Bergh
Weird i dotn get any updates

From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED],[EMAIL PROTECTED]
Subject: [hlds_linux] Server Update
Date: Wed, 22 Sep 2004 23:51:06 -0700
An update to the server browser was released yesterday that enabled both
Source and HL1 games to be displayed in the same list. This update makes
use of the server updated released 2 months ago. Make sure you have
updated to this version via the hldsupdatetool.
- Alfred
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RE: [hlds_linux] admin activity reporting tool?

2004-09-15 Thread D. Batastini
Timothy Lynn wrote:
 D. Batastini wrote:
  I'm hoping someone would have the answer to my problem. I searched
 google for a plug-in that would parse my  CS logs and come up with a
 report for admin activity. There isn't anything that I was able to
 find.

 Do you mean something for AMX(x) or AdminMod? AMX and AMXX by default
 keep logs of all admin activity in addons/amx/logs (I run win32, so
 your path is likely different). These logs don't include rcon
 activity though.

Thanks, I was unaware of this. I've found what I'm looking for.

DAB



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RE: [hlds_linux] problem starting source

2004-08-27 Thread D. Batastini
I had this same problem, I ended up updating my glibc to the newest version,
deleting the entire Source Content, and using an up to date steam binary to
grab it again. I'm not sure what one of those things fixed the problem but,
give 'em a try.


DAB

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
Sent: Thursday, August 26, 2004 7:13 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] problem starting source

./steam -command update -game Counter-Strike Source -dir
/usr/local/games/source -username [EMAIL PROTECTED] -password xxx

On Thu, 26 Aug 2004 18:48:20 -0400, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 How did you dl the source files?

 --John



 - Original Message -
 From: John [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, August 26, 2004 4:45 PM
 Subject: Re: [hlds_linux] problem starting source

  I do not see srcds_run and when I try to execute it I get No such file
  or directory
 
 
 
  On Thu, 26 Aug 2004 16:22:28 -0400, [EMAIL PROTECTED]
  [EMAIL PROTECTED] wrote:
   That line isn't to run source. That is to run cs 1.6
  
   To run source you have to execute ./srcds_run -game cstrike (then all
 your
   options)
  
   Hope that helps.
  
   --John
  
  
  
   - Original Message -
   From: John [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Thursday, August 26, 2004 3:49 PM
   Subject: [hlds_linux] problem starting source
  
Sorry im not to bright I dont no what this error means
   
I downloaded source but when I try to run the server i get this
error
   
./hlds_run -game cstrike +port 27017
   
[EMAIL PROTECTED] source]$ ./hlds_run -game cstrike +port 27017
   
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
   
Console initialized
scandir failed:/usr/local/games/source/./valve/SAVE
scandir failed:/usr/local/games/source/./platform/SAVE
Protocol version 47
Exe version 1.0.0.5/stdio (cstrike)
Exe build: 02:38:31 jul   7 2004  (2738)
STEAM Auth Server
couldn't exec language.cfg
Server IP address xxx.xxx.xxx:27017
LoadLibrary failed on ./cstrike/dlls/hl_i386.so:
./cstrike/dlls/hl_i386.so:  cannot open shared object file: No such
file or directory
Host_Error: Couldn't get DLL API from ./cstrike/dlls/hl_i386.so!
FATAL ERROR (shutting down): Host_Error:  Couldn't get DLL API from
./cstrike/dlls/hl_i386.so!
   
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RE: [hlds_linux] Remote Admin tool?

2004-08-26 Thread D N
I have something in the works.. I will post to the list when ready.

From: Floop [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Remote Admin tool?
Date: Thu, 26 Aug 2004 14:13:50 -0600
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
  I am looking for some sort of remote administration tool that would
allow me to start and stop HLDS from a web page. Being able to edit files
and stuff from the webpage would also be nice but I can always use W mod
for that. What do you guys use? Something with a built-in webserver would
be nice as there currently isn't one running on this server.
Cheers,
Floop
--
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Re: [hlds_linux] high ping kick option

2004-08-24 Thread wouter v/d Bergh
omg spammer, just tell the guy to download/install a amx plugin called HPK

From: {r$r} || mAlFuNcTiOn /RRCLAN.NET [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] high ping kick option
Date: Tue, 24 Aug 2004 08:26:48 -0700
There is a High Ping Kick Mod, we use it at renegade.rrclan.net server
{r$r}
|| [EMAIL PROTECTED]
at IP 66.1.193.2
===
{r$r} || Clan Server Admin
{r$r}|| mAlFuNcTiOn
www.rrclan.net
623-935-2525/310-309-0424
- Original Message -
From: pete clare [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, August 18, 2004 10:01 PM
Subject: [hlds_linux] high ping kick option
 hey

 after watching a whole lot of americans complaining about lag on my new
 zealand server is there any chance we can get an auto_kick_on_high_ping
 cvar??

 pete

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