Re: [hlds_linux] Team Fortress 2 Update - Client Only
I’ve noticed lag spikes myself while in game. I had never thought about it being the friends list updating. Hopefully this will be fixed in the next update. > On Nov 28, 2017, at 10:28 AM, Sean Cwrote: > > The constant updating of friend status and avatars on the main TF2 menu > (introduced with the Jungle Inferno update) is causing my client to lag > both when looking at the menu and while playing the game. Using a custom > HUD file that removes the friends list (or appearing offline) fixes the > problem. Any chance this could be fixed, even if it's just implementing an > option to disable it? > >> On Tue, Nov 28, 2017 at 2:47 AM, Emil Larsson wrote: >> >> This is just a quirk with the new hud of the Jungle Inferno update. It >> seems like the console has a tendancy to get behind the HUD if you start >> the game with it (which is what I do being a advanced user). And yeah it's >> silly that I have to join a server or create a listen server to even being >> able to use it. >> >>> On Tue, Nov 28, 2017 at 8:13 AM, Ari wrote: >>> >>> TF2 game console can not be opened until you are inside a server. >>> >>> If you want to open it just open the game, without finding yourself >> inside >>> a server, it does not allow it. >>> >>> It planned? >>> >>> Thanks >>> >>> 2017-11-21 20:49 GMT+00:00 Eric Smith : >>> Just a heads up that today's TF2 update is client-side only, and does >> not require any server update. Thanks. - Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] regarding server ID's and Tokens
Maybe. IDK my self. http://readthedocs.org/docs/mom/en/latest/_modules/mom/codec/base58.html Where should you use base-58? - Base-85 representation is 7 bit-ASCII safe, MIME-safe, URL-safe, HTTP cookie-safe, and **human being-safe**. Base-58 representation can: * be readable and editable by a human being; * safely and compactly represent numbers; * contain only alphanumeric characters (omitting a few with visually- ambiguously glyphs--namely, 0OIl); * not contain punctuation characters. Example scenarios where base-58 encoding may be used: * Visually-legible account numbers * Shortened URL paths * OAuth verification codes * Unambiguously printable and displayable key codes (for example, net-banking PINs, verification codes sent via SMS, etc.) * Bitcoin decentralized crypto-currency addresses * CAPTCHAs * Revision control changeset identifiers * Encoding email addresses compactly into JavaScript that decodes by itself to display on Web pages in order to reduce spam by stopping email harvesters from scraping email addresses from Web pages. On Tue, Nov 22, 2011 at 6:36 AM, Cliff Riley sek...@gmail.com wrote: A case where encoding into Base58 would be better, eh? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] regarding server ID's and Tokens
This is what was sent to Tony 7 days ago. Received auth challenge; signing into gameserver account... L 11/11/2011 - 16:49:08: Received auth challenge; signing into gameserver account... Steamworks Stats: Received SERVER session id: 1856394173 Game server authentication: FAILURE! L 11/11/2011 - 16:49:08: Game server authentication: FAILURE! Incorrect identity token L 11/11/2011 - 16:49:08:Incorrect identity token L 11/11/2011 - 16:49:08: server_cvar: sv_registration_message Incorrect identity token This was the same message received before i reset 3 servers. After updating the Token related to the ID. i still get the same error. Tony has seen the tokens and there is no way for a mistake when typing the tokens. This has been tried with and with out quotes, and it effects 3 servers. On Mon, Nov 21, 2011 at 10:08 AM, 1nsane 1nsane...@gmail.com wrote: What issue? On Mon, Nov 21, 2011 at 1:53 AM, clad iron cladi...@gmail.com wrote: Tony or anyone from Valve , can you give an update regarding the Server Token issue. I presume Tony passed on the info. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] regarding server ID's and Tokens
I sent this to you tony, but i just wanted to add it here so others could see the issue i had and maybe it will help someone else. 683 works now. In the token for 683, there is a 0 (zero) and a letter O (capital letter). When looking at it after doing cl_gameserver_list, it shows both being the same. (identical, either 0 and 0 OR O and O) On Mon, Nov 21, 2011 at 1:42 PM, Tony Paloma to...@valvesoftware.comwrote: Clad, It appears you were using a zero in place of a capital 'O' for one of the characters in your identity token. I'd recommend copy and pasting rather than typing it on your own. See your email for more details. Thanks, Tony -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Monday, November 21, 2011 8:51 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] regarding server ID's and Tokens This is what was sent to Tony 7 days ago. Received auth challenge; signing into gameserver account... L 11/11/2011 - 16:49:08: Received auth challenge; signing into gameserver account... Steamworks Stats: Received SERVER session id: 1856394173 Game server authentication: FAILURE! L 11/11/2011 - 16:49:08: Game server authentication: FAILURE! Incorrect identity token L 11/11/2011 - 16:49:08:Incorrect identity token L 11/11/2011 - 16:49:08: server_cvar: sv_registration_message Incorrect identity token This was the same message received before i reset 3 servers. After updating the Token related to the ID. i still get the same error. Tony has seen the tokens and there is no way for a mistake when typing the tokens. This has been tried with and with out quotes, and it effects 3 servers. On Mon, Nov 21, 2011 at 10:08 AM, 1nsane 1nsane...@gmail.com wrote: What issue? On Mon, Nov 21, 2011 at 1:53 AM, clad iron cladi...@gmail.com wrote: Tony or anyone from Valve , can you give an update regarding the Server Token issue. I presume Tony passed on the info. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] regarding server ID's and Tokens
Tony or anyone from Valve , can you give an update regarding the Server Token issue. I presume Tony passed on the info. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released
I am getting this on 1 of our servers. L 11/10/2011 - 19:12:00: Received auth challenge; signing into gameserver account... L 11/10/2011 - 19:12:00: Game server authentication: FAILURE! L 11/10/2011 - 19:12:00:Incorrect identity token L 11/10/2011 - 19:12:00: server_cvar: sv_registration_message Incorrect identity token I typed out the token, and DOUBLE checked it was correct. This is no chance of any letter/number/symbol to me mistaken for something else. I have also tried it with and without quotes. Anyone else getting this ? On Thu, Nov 10, 2011 at 7:55 PM, E3pO e...@wmclan.net wrote: On my windows box i am getting more and more of these every update: material models/player/items/medic/medic_mirror has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/all_halo has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_gold has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_silver has a normal map and $bas ealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/id_badge_platinum has a normal map and $b asealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/spacechem_pin has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_gold has a normal map and $basealp haenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_silver has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/weiner_bronze has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_gold has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_silver has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_bronze has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/etf2l_highlander_part has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_participant has a normal m ap and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular . material models/player/items/all_class/ugc_highlander_platinum_1 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_platinum_2 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_platinum_3 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_1 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_2 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_silver_3 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_iron_1 has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_iron_2 has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/ugc_highlander_iron_3 has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. On Thu, Nov 10, 2011 at 7:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote: When will CS:S be rebuilt containing the connection cvars? Thanks, Kyle. On Thu, Nov 10, 2011 at 4:42 PM, Alan Kennedy kenne...@3dgames.com.ar wrote: Idem here, on first try. Second try it seems it's updating... -- 3DGames Argentina http://www.3dgames.com.ar Libertad 41, 5to Piso - Capital Federal Tel: 4-332-4709 - Mensaje original - De: DontWannaName! ad...@topnotchclan.com Para: Half-Life dedicated Win32 server mailing list
Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released
Sent Tony. @ICE , all of my tokens show a . at the end when doing cl_gameserver_list I do not add that since it looks like it should not be. On Thu, Nov 10, 2011 at 8:53 PM, ics i...@ics-base.net wrote: Just updated my servers, no issues here. Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast Check that your token does not end in dot. It's not part of the token if you look the cl_gameserver_list output. -ics 11.11.2011 3:43, clad iron kirjoitti: I am getting this on 1 of our servers. L 11/10/2011 - 19:12:00: Received auth challenge; signing into gameserver account... L 11/10/2011 - 19:12:00: Game server authentication: FAILURE! L 11/10/2011 - 19:12:00:Incorrect identity token L 11/10/2011 - 19:12:00: server_cvar: sv_registration_message Incorrect identity token I typed out the token, and DOUBLE checked it was correct. This is no chance of any letter/number/symbol to me mistaken for something else. I have also tried it with and without quotes. Anyone else getting this ? On Thu, Nov 10, 2011 at 7:55 PM, E3pOe...@wmclan.net wrote: On my windows box i am getting more and more of these every update: material models/player/items/medic/**medic_mirror has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**all_halo has a normal map and $basealphae nvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**id_badge_gold has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**id_badge_silver has a normal map and $bas ealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**id_badge_platinum has a normal map and $b asealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**spacechem_pin has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**weiner_gold has a normal map and $basealp haenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**weiner_silver has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**weiner_bronze has a normal map and $basea lphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**etf2l_highlander_gold has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**etf2l_highlander_silver has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**etf2l_highlander_bronze has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**etf2l_highlander_part has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_participant has a normal m ap and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular . material models/player/items/all_class/**ugc_highlander_platinum_1 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_platinum_2 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_platinum_3 has a normal ma p and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_silver_1 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_silver_2 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_silver_3 has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_iron_1 has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material models/player/items/all_class/**ugc_highlander_iron_2 has a normal map an d $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular. material
Re: [hlds_linux] Modern Warfare 3
i just installed MW3 with the hldsupdatetool.bin it it stalls the windows files. these are the only linux files i see: steam test1.so test2.so test3.so Why isn't there a check in both hldsupdatetool's to see if it's installing on windows or linux ? What is the point of allowing the .dll libraries to be installed on a linux machine when your having to run linux files to install the servers ( ./hldsupdatetool.bin and ./steam ) Even if WINE was being used on linux to run windows servers, they would have to run the hldsupdatetool.exe file to install the servers. Correct ? On Wed, Nov 9, 2011 at 6:33 AM, Michael Johansen michs...@live.no wrote: The binaries are not the same, how am I going to run the server executable on Linux? Date: Wed, 9 Nov 2011 10:57:09 +0100 From: buster_c...@gmx.net To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Modern Warfare 3 it doesnt matter if you use the steam (linux) oder hldsupdatetool.exe (windows) the binaries are still the same all for windows. the point is that i cant join on my hosted server because of the steam auth error (i think so) - additional message is - server started in LAN Mode - dont know why because sv_dedicated is set to default 2... iam very sad ... Original-Nachricht Datum: Wed, 9 Nov 2011 10:07:53 +0100 Von: Michael Johansen michs...@live.no An: hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Modern Warfare 3 I just hope they'll release Linux-binaries, or else I am canceling my pre-order for it (local store). Date: Wed, 9 Nov 2011 10:06:01 +0100 From: hlds_li...@vermasslt.de To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Modern Warfare 3 Did someone already try to start it with wine? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Regarding TF2 random crashes
. First time my servers crash...damn. --** 3DGames Argentina http://www.3dgames.com.ar Libertad 41, 5to Piso - Capital Federal Tel: 4-332-4709 - Mensaje original - De: gamead...@127001.org Para: Half-Life dedicated Linux server mailing list hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Enviados: Jueves, 27 de Octubre 2011 23:00:23 Asunto: Re: [hlds_linux] Regarding TF2 random crashes Mine are fine, and have been rock-solid, but then I took off sourcemod after the _LAST_ update and haven't stuck it back on yet. Uptime on our idle/trade server (the only one that doesn't restart daily) was 4 days By contrast, our windows server was crashing constantly until we took sourcemod off. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com**] On Behalf Of doc Sent: 28 October 2011 02:48 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Regarding TF2 random crashes Mine crashes on startup before it even loads metamod or anything. Might be that the update didn't finish? On Thu, Oct 27, 2011 at 6:47 PM, clad iron cladi...@gmail.com wrote: I'm unsure if the update tonight will address my issue or not, but has anyone else getting the random crashes still ? This just started with in the past couple updates. I have have 2 of our servers crash randomly, and both are in separate locations. Both are on Ubuntu. 1 is 64bit, the other is not. -debug -debuglog custom_error.log reveals nothing, and sourcemod leaves no errors. What i have noticed is it's when someone randomly leaves. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list
Re: [hlds_linux] Team Fortress 2 Update Released
Keeping in mind of your last sentence, not everyone has access to see there servers full console output. So they would never see the messages: tf_server_identity_account_id not set; not logging into registered account or Received auth challenge; signing into gameserver account... Steamworks Stats: Received SERVER session id: 1800277281 Game server authentication: SUCCESS! Standing: Good. Trend: Steady Not even the replay messages when the server starts. Can you have it so That stuff can be logged to the standard log files. I don't think it does. On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: This should have been included in the release notes: * Added more verbose console output to help debug registration problems. Also, we typically don't put backend fixes in the release notes, but I did find a bug in the backend that would cause a server logging into registered account to fail. I think it's probably been in for a long time, only nobody has paid very close attention to the registration status of their server before. - Fletch From: hlds-boun...@list.valvesoftware.com [ hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [ j...@valvesoftware.com] Sent: Friday, October 28, 2011 5:27 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Team Fortress 2 Update Released An optional update for Team Fortress 2 is now available. The specific changes include: - Fixed the randommap command not working when used on the command line - Fixed a client crash that could occur while loading the map if MONOCULUS! is killed or stunned -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Well here is the first message regarding an issue. I posted in another mailing about this. I had moved our servers to another colo-host (our hardware) we did a fresh OS install and i lost the id's we had. So i did cl_gameserver_list and got the id's and token's. Not knowing which id went to which server. i just reset the one's i was unsure of, and added the id and token to each server. This is an error of one of those servers. Received auth challenge; signing into gameserver account... Game server authentication: FAILURE! Incorrect identity token On Fri, Oct 28, 2011 at 11:56 PM, clad iron cladi...@gmail.com wrote: Keeping in mind of your last sentence, not everyone has access to see there servers full console output. So they would never see the messages: tf_server_identity_account_id not set; not logging into registered account or Received auth challenge; signing into gameserver account... Steamworks Stats: Received SERVER session id: 1800277281 Game server authentication: SUCCESS! Standing: Good. Trend: Steady Not even the replay messages when the server starts. Can you have it so That stuff can be logged to the standard log files. I don't think it does. On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: This should have been included in the release notes: * Added more verbose console output to help debug registration problems. Also, we typically don't put backend fixes in the release notes, but I did find a bug in the backend that would cause a server logging into registered account to fail. I think it's probably been in for a long time, only nobody has paid very close attention to the registration status of their server before. - Fletch From: hlds-boun...@list.valvesoftware.com [ hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [ j...@valvesoftware.com] Sent: Friday, October 28, 2011 5:27 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Team Fortress 2 Update Released An optional update for Team Fortress 2 is now available. The specific changes include: - Fixed the randommap command not working when used on the command line - Fixed a client crash that could occur while loading the map if MONOCULUS! is killed or stunned -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
i also noticed it is not showing on the master server list. another server on the same ip different port is visible. On Sat, Oct 29, 2011 at 12:17 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote: should be in the status command client side, a line saying registered server or so imo. then any client knows: registered server. as I read that there are future benefits for such servers, I guess that clients will want to know which servers ARE registered. From: clad iron cladi...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Saturday, 29 October 2011, 5:56 Subject: Re: [hlds_linux] Team Fortress 2 Update Released Keeping in mind of your last sentence, not everyone has access to see there servers full console output. So they would never see the messages: tf_server_identity_account_id not set; not logging into registered account or Received auth challenge; signing into gameserver account... Steamworks Stats: Received SERVER session id: 1800277281 Game server authentication: SUCCESS! Standing: Good. Trend: Steady Not even the replay messages when the server starts. Can you have it so That stuff can be logged to the standard log files. I don't think it does. On Fri, Oct 28, 2011 at 9:05 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: This should have been included in the release notes: * Added more verbose console output to help debug registration problems. Also, we typically don't put backend fixes in the release notes, but I did find a bug in the backend that would cause a server logging into registered account to fail. I think it's probably been in for a long time, only nobody has paid very close attention to the registration status of their server before. - Fletch From: hlds-boun...@list.valvesoftware.com [ hlds-boun...@list.valvesoftware.com] on behalf of Jon Lippincott [ j...@valvesoftware.com] Sent: Friday, October 28, 2011 5:27 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Team Fortress 2 Update Released An optional update for Team Fortress 2 is now available. The specific changes include: - Fixed the randommap command not working when used on the command line - Fixed a client crash that could occur while loading the map if MONOCULUS! is killed or stunned -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Killing Floor Halloween Sideshow Event Starts Now - Required Update for Killing Floor released
Excellent.. Thanks for keeping the admins informed on updates. On Thu, Oct 27, 2011 at 2:29 PM, John Gibson j...@tripwireinteractive.comwrote: Ok another update for the Killing Floor server files has been released that addresses the texture mismatch issue. Please update your servers, and you should be good to go. Regards, John On Thu, Oct 27, 2011 at 1:49 PM, John Gibson j...@tripwireinteractive.comwrote: We've discovered an issue with the Killing Floor Halloween event server files. We're working on a fix and will release an update shortly. Regards, John On Thu, Oct 27, 2011 at 1:15 PM, John Gibson j...@tripwireinteractive.com wrote: A required update for Killing Floor has just been released. This update launches the Killing Floor Halloween Sideshow event which runs from today until November 3rd. The event brings back the summer sideshow freaks but now in Halloween attire. Additionally it brings new Halloween achievements, and an unlockable playable character Commander Chicken. Finally, it also brings back all of the original summer sideshow achievements, and the ability to unlock Steampunk Mr Foster if you missed out on him the first time around. Regards, John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
lol @ Mart-Jan :-D On Thu, Oct 27, 2011 at 3:16 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: The files won't be renamed. We just had to recompile the model so it referenced the correctly-spelled name. - Fletch -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: Thursday, October 27, 2011 12:14 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released might solve that, but then maybe a difference exist between server and client might cause more probs then solve.. We'll have to wait till valve renames all stuff to sodlier... ;) From: Rick Payton r...@mai-hawaii.com To: ics i...@ics-base.net; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, 27 October 2011, 20:52 Subject: Re: [hlds_linux] Team Fortress 2 Update Released Ah. Shoot, I see what he means now. File is named correctly on the server, but the server is looking for the misnamed file ... I was tired? So couldn't we just cp the file to the misnamed file being called until Valve runs a spell check? :P --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, October 27, 2011 12:26 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released Check again. I'm seeing sodlier instead of soldier whenever i start my game so it should be same on server console too. -ics - Alkuperäinen viesti - Just checked my install ... looks like he mistyped instead of copy paste, unless it was cp and his truly is named that. Fwiw. --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Aaron DJ Zyrphon Thompson Sent: Wednesday, October 26, 2011 3:11 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released Unless I am mistaken, it seems as though that model being called is mispelled. If you copied it exactly as it was spit out, that seems like a very silly mistake but as well as a common error amongst us all. Still funny. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: Andreas Willinger aw...@gmx.at To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wed, Oct 26, 2011 11:33:30 GMT+00:00 Subject: Re: [hlds_linux] Team Fortress 2 Update Released Hello, since the Update of the 20/10 this error is occurring everytime I am starting my Server: MDLCache: Failed load of .VVD data for player/items/all_class/skull_sodlier.mdl Anyway to fix this? -Ursprüngliche Nachricht- Von: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Tony Paloma Gesendet: Dienstag, 25. Oktober 2011 23:46 An: hlds_linux@list.valvesoftware.com Betreff: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Fixed a client crash caused by corrupt particle data - The Professor's Peculiarity can now be used as a crafting ingredient - Football Manager 2012 promo items are now tradable and available for purchase - Additional stability/performance work for both clients and servers - Updated localization files Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe,
[hlds_linux] Regarding TF2 random crashes
I'm unsure if the update tonight will address my issue or not, but has anyone else getting the random crashes still ? This just started with in the past couple updates. I have have 2 of our servers crash randomly, and both are in separate locations. Both are on Ubuntu. 1 is 64bit, the other is not. -debug -debuglog custom_error.log reveals nothing, and sourcemod leaves no errors. What i have noticed is it's when someone randomly leaves. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Regarding TF2 random crashes
Both post non-related to the topic. Stick to the topic plz. On Thu, Oct 27, 2011 at 9:52 PM, Frank ad...@gamerscrib.net wrote: I'm still waiting on two servers to update - Servers really need to have priority for updates vs Clients as without them Clients can't even play. I had one computer update for my client really quick, another is taking a very long time. I would request in the future something be added/done to give servers priority over required updates if at all possible. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Thursday, October 27, 2011 9:48 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Regarding TF2 random crashes Mine crashes on startup before it even loads metamod or anything. Might be that the update didn't finish? On Thu, Oct 27, 2011 at 6:47 PM, clad iron cladi...@gmail.com wrote: I'm unsure if the update tonight will address my issue or not, but has anyone else getting the random crashes still ? This just started with in the past couple updates. I have have 2 of our servers crash randomly, and both are in separate locations. Both are on Ubuntu. 1 is 64bit, the other is not. -debug -debuglog custom_error.log reveals nothing, and sourcemod leaves no errors. What i have noticed is it's when someone randomly leaves. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] thoughts of how to release some stress off master servers
I just wanted to throw this out there for some thought. This would actually help the admin's that have lots of servers, and also allow everyone to keep there servers running till the updates are ready. First of all i know there are ways now to do this now such as rsync, but something built with in the game would be much easier. Bottom line it would release alot of pressure off the master servers. Create a built in rsync system so the updates are downloaded to the highest folder for the user (in a sub-folder) Then create a cvar that would allow the servers under that user to apply the updates to all servers under that user (provided they set the cvar on the server.) This is only a general idea, but if the admin's could pull from 1 location to update from after they have already downloaded it. This would dramatically cut back on the downloads from everyone with 2 or 3 servers to guys with much much more. I think alot of people would rather use something built within the game vers having to hunt down everything else needed to do it. Thoughts or Ideas ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Halloween 2011
I have a question regarding the id's to the servers. I have registered our servers in the past when this was first brought out, but since then we have moved to a different colo-host. We do not have the same amount of TF2 servers as before. So what happens to the ID's no longer used ? how can they be deleted or un-associated to my account ? Also i was thinking, what would be preventing someone from changing an id on 1 of there servers to a different id they may be using on a different server. for example 1 of there servers may be more popular than the other. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. Also , may i request that the host name be displayed when typing cl_gameserver_list , along with the ID and Token. On Mon, Oct 24, 2011 at 11:06 AM, ics i...@ics-base.net wrote: How about don't try to abuse the system even if it would be possible instead of write a law. -ics 24.10.2011 13:58, Jesse Molina kirjoitti: The original poster had a point: You can't break rules if there are no rules. Someone at Valve needs to define the law before they can lay it down. ics wrote: Exactly. Put the reputation in good use. The system has been running a year already so limit of 1 would be more than enough. -ics - Alkuperäinen viesti - But what prevents people to register their own listen servers ? My opinion: Make a reputation limit for the server to receive gifts. 2011/10/24 docdrga...@gmail.com: Mathacking and wireframing seems pretty against the spirit of the contest, these paper masks should never be that important. (did you say SEVERAL 12 slot servers for farming.. tf2 gifts?) I thought the whole point of the registering was to stop people from just sitting in their own private present-giving-box and getting all the items. On Sat, Oct 22, 2011 at 10:04 PM, bottige...@gmail.com bottige...@gmail.com wrote: Can we have a guideline as to what constitutes as cheating or abusing the gift drop system? I have opened several private 12 slot servers for my community to farm gifts. Some of the players are also using wireframe mode and material mods for the gift. Will my servers be penalized for this? On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott j...@valvesoftware.com wrote: We're going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but no gifts will drop on your server. By registering, your server will also be included in matchmaking, which will potentially drive traffic to you. Note that cheating or otherwise abusing the gift drop system will result in losing your registration, access to gift drops and other potential value-adds in the future. You still have plenty of time, as this change won't be going live until next week. Registration is quick and simple, and is outlined here https://support.steampowered.**com/kb_article.php?ref=2825-** AFGJ-3513#howhttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how. -Jon __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/** mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/** mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds_linux] Halloween 2011
i'm not talking about sharing the id, i mean remove the old id from the server that is dead and use the id from the good server on the old server. example: server1 = dead server2 = good lets say server2 is being dropped from our community, and server 1 is being relocated to another IP/location. Then i use server2's id on server1. How would this effect the server1 ? What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. On Mon, Oct 24, 2011 at 1:39 PM, 1nsane 1nsane...@gmail.com wrote: Nothing would be preventing you. That is by design. People have been complaining for many years about IP changes killing their server populace. So instead of adding say DNS favorite support, Valve gave us the current implementation of the quickplay server registration system. If you move a popular server's account ids then the new server should technically become popular and the old one will be dead. This is also why you can't use the same id on multiple servers. As only one server at a time will be logged in and receiving quickplay benefits. And that's not the only bad thing about sharing the same id with multiple servers. On map change they would be kicking each other off the quickplay pool, which would then in turn lead to the reputation score dropping by making the server appear to be going empty so often. On Mon, Oct 24, 2011 at 12:27 PM, clad iron cladi...@gmail.com wrote: Also i was thinking, what would be preventing someone from changing an id on 1 of there servers to a different id they may be using on a different server. for example 1 of there servers may be more popular than the other. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. On Mon, Oct 24, 2011 at 11:06 AM, ics i...@ics-base.net wrote: How about don't try to abuse the system even if it would be possible instead of write a law. -ics 24.10.2011 13:58, Jesse Molina kirjoitti: The original poster had a point: You can't break rules if there are no rules. Someone at Valve needs to define the law before they can lay it down. ics wrote: Exactly. Put the reputation in good use. The system has been running a year already so limit of 1 would be more than enough. -ics - Alkuperäinen viesti - But what prevents people to register their own listen servers ? My opinion: Make a reputation limit for the server to receive gifts. 2011/10/24 docdrga...@gmail.com: Mathacking and wireframing seems pretty against the spirit of the contest, these paper masks should never be that important. (did you say SEVERAL 12 slot servers for farming.. tf2 gifts?) I thought the whole point of the registering was to stop people from just sitting in their own private present-giving-box and getting all the items. On Sat, Oct 22, 2011 at 10:04 PM, bottige...@gmail.com bottige...@gmail.com wrote: Can we have a guideline as to what constitutes as cheating or abusing the gift drop system? I have opened several private 12 slot servers for my community to farm gifts. Some of the players are also using wireframe mode and material mods for the gift. Will my servers be penalized for this? On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott j...@valvesoftware.com wrote: We're going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but no gifts will drop on your server. By registering, your server will also be included in matchmaking, which will potentially drive traffic to you. Note that cheating or otherwise abusing the gift drop system will result in losing your registration, access to gift drops and other potential value-adds in the future. You still have plenty of time, as this change won't be going live until next week. Registration is quick and simple, and is outlined here https://support.steampowered.**com/kb_article.php?ref=2825-** AFGJ-3513#how https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how . -Jon __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linux http://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe
Re: [hlds_linux] Halloween 2011
A quote from my first post. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. Saying It just seems arbitrary and poorly thought out. doesn't seem the correct response. I'm not a dumbass (ty for putting it nicely), I'm just here to ask questions and point out something that *may* have needed to be looked into. On Mon, Oct 24, 2011 at 2:31 PM, Jesse Porter reacherg...@gmail.com wrote: The tf_server_identity_account_id identifies and is generated by an administrator. The tf_server_identity_token identifies a server. I haven't seen (or have missed entirely) any insight into how the identity token is generated or used by valve. So, using server2's id on server1 is *probably a bad idea*. In general unique identifiers should be used to identify unique entities -- purposefully mixing them up will probably have unknown consequences. When you go outside the bounds or purpose of a system, it's not up to the designer (valve, in this case) to define what ought to happen. Stay inside the ride at all times :) What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. I've thought about this for about fifteen minutes, and I can't come up with a good case for when it would be needed. It just seems arbitrary and poorly thought out. On Mon, Oct 24, 2011 at 12:13 PM, clad iron cladi...@gmail.com wrote: i'm not talking about sharing the id, i mean remove the old id from the server that is dead and use the id from the good server on the old server. example: server1 = dead server2 = good lets say server2 is being dropped from our community, and server 1 is being relocated to another IP/location. Then i use server2's id on server1. How would this effect the server1 ? What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. On Mon, Oct 24, 2011 at 1:39 PM, 1nsane 1nsane...@gmail.com wrote: Nothing would be preventing you. That is by design. People have been complaining for many years about IP changes killing their server populace. So instead of adding say DNS favorite support, Valve gave us the current implementation of the quickplay server registration system. If you move a popular server's account ids then the new server should technically become popular and the old one will be dead. This is also why you can't use the same id on multiple servers. As only one server at a time will be logged in and receiving quickplay benefits. And that's not the only bad thing about sharing the same id with multiple servers. On map change they would be kicking each other off the quickplay pool, which would then in turn lead to the reputation score dropping by making the server appear to be going empty so often. On Mon, Oct 24, 2011 at 12:27 PM, clad iron cladi...@gmail.com wrote: Also i was thinking, what would be preventing someone from changing an id on 1 of there servers to a different id they may be using on a different server. for example 1 of there servers may be more popular than the other. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. On Mon, Oct 24, 2011 at 11:06 AM, ics i...@ics-base.net wrote: How about don't try to abuse the system even if it would be possible instead of write a law. -ics 24.10.2011 13:58, Jesse Molina kirjoitti: The original poster had a point: You can't break rules if there are no rules. Someone at Valve needs to define the law before they can lay it down. ics wrote: Exactly. Put the reputation in good use. The system has been running a year already so limit of 1 would be more than enough. -ics - Alkuperäinen viesti - But what prevents people to register their own listen servers ? My opinion: Make a reputation limit for the server to receive gifts. 2011/10/24 docdrga...@gmail.com: Mathacking and wireframing seems pretty against the spirit of the contest, these paper masks should never be that important. (did you say SEVERAL 12 slot servers for farming.. tf2 gifts?) I thought the whole point of the registering was to stop people from just sitting in their own private present-giving-box and getting all the items
Re: [hlds_linux] Halloween 2011
Well i see on matchmaking it would, but if your locking it for the community. That would be irrelevant then. I do not know how it would effect anything else. https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how How does the matchmaking work? - You need to be running a Valve map to be matched, except: - Any arena map - cp_manor_event - cp_degrootkeep - koth_harvest_event - tc_hydro - Servers should be running as vanilla as possible. In particular, these server tags (sv_tags) will disqualify a server: - friendlyfire - respawntimes - nocrits - norespawntime - nodmgspread - highlander - noquickplay - Your server should not be password protected - Your server needs to have VAC enabled - Increasing the max player count above 24 will incur a matchmaking scorking penalty, but will not disqualify you from the list On Mon, Oct 24, 2011 at 2:44 PM, doc drga...@gmail.com wrote: I would like to get some clarification from Valve on this though. This Friday night my server is celebrating it's 2nd year running and we will be passworded all day to only allow in regulars. We will also (probably) be playing the new Halloween maps. Will this negatively effect anything? I'd hate to be punished for putting a password on. On Mon, Oct 24, 2011 at 11:39 AM, clad iron cladi...@gmail.com wrote: A quote from my first post. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. Saying It just seems arbitrary and poorly thought out. doesn't seem the correct response. I'm not a dumbass (ty for putting it nicely), I'm just here to ask questions and point out something that *may* have needed to be looked into. On Mon, Oct 24, 2011 at 2:31 PM, Jesse Porter reacherg...@gmail.com wrote: The tf_server_identity_account_id identifies and is generated by an administrator. The tf_server_identity_token identifies a server. I haven't seen (or have missed entirely) any insight into how the identity token is generated or used by valve. So, using server2's id on server1 is *probably a bad idea*. In general unique identifiers should be used to identify unique entities -- purposefully mixing them up will probably have unknown consequences. When you go outside the bounds or purpose of a system, it's not up to the designer (valve, in this case) to define what ought to happen. Stay inside the ride at all times :) What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. I've thought about this for about fifteen minutes, and I can't come up with a good case for when it would be needed. It just seems arbitrary and poorly thought out. On Mon, Oct 24, 2011 at 12:13 PM, clad iron cladi...@gmail.com wrote: i'm not talking about sharing the id, i mean remove the old id from the server that is dead and use the id from the good server on the old server. example: server1 = dead server2 = good lets say server2 is being dropped from our community, and server 1 is being relocated to another IP/location. Then i use server2's id on server1. How would this effect the server1 ? What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. On Mon, Oct 24, 2011 at 1:39 PM, 1nsane 1nsane...@gmail.com wrote: Nothing would be preventing you. That is by design. People have been complaining for many years about IP changes killing their server populace. So instead of adding say DNS favorite support, Valve gave us the current implementation of the quickplay server registration system. If you move a popular server's account ids then the new server should technically become popular and the old one will be dead. This is also why you can't use the same id on multiple servers. As only one server at a time will be logged in and receiving quickplay benefits. And that's not the only bad thing about sharing the same id with multiple servers. On map change they would be kicking each other off the quickplay pool, which would then in turn lead to the reputation score dropping by making the server appear to be going empty so often. On Mon, Oct 24, 2011 at 12:27 PM, clad iron cladi...@gmail.com wrote: Also i was thinking, what would be preventing someone from changing
[hlds_linux] cp_gullywash_final1 map change error
Can anyone else verify these errors from cp_gullywash_final1 It prints 3 times in my console when changing to that map. Is it worthy of fixing ? qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Halloween 2011
same thing i suspect alot of clients are doing with player skins as well. :( On Mon, Oct 24, 2011 at 3:04 PM, hlds h...@gmx.com wrote: What happens if the clients cheat or abuse the gift drop system? Something like this (the gifts are visible through walls): http://www.youtube.com/watch?v=McUQVpNTGVY -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: Saturday, October 22, 2011 5:33 AM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: TF Team Subject: [hlds_linux] Halloween 2011 We're going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but no gifts will drop on your server. By registering, your server will also be included in matchmaking, which will potentially drive traffic to you. Note that cheating or otherwise abusing the gift drop system will result in losing your registration, access to gift drops and other potential value-adds in the future. You still have plenty of time, as this change won't be going live until next week. Registration is quick and simple, and is outlined here https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how . -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Halloween 2011
i see. thank you for explaining it that way. On that same note, this is why i also requested for the host name to be added in the list field. i had lost the info on 5 of our servers, but retrieved them by using cl_gameserver_list I know 1 that was correct due to that server staying in the same location, but the other 4. Well.. I ended up resting them and then just added each 1 to a server. not knowing if the ID's are the same as what was on the old servers. Is there a down side to this? What if the ID's are not connected to the original server it was setup for ? On Mon, Oct 24, 2011 at 4:19 PM, 1nsane 1nsane...@gmail.com wrote: Like I said. That would make the good server's reputation drop somewhat. the algorithm also takes into account past history of the server, ping time, etc. You would then be telling quickplay that the good server now becomes empty earlier. But that would work still. However if you keep going back and forth the reputation will keep dropping and eventually you'll have 2 significantly less popular servers. You'll be fine if you move the server to a new ip due to an upgrade/host change. That's the biggest benefit of the registration system. As long as you move the authentication information as well, the new server should become popular. But it still depends on other factors like location and amount of players currently playing. On Mon, Oct 24, 2011 at 2:13 PM, clad iron cladi...@gmail.com wrote: i'm not talking about sharing the id, i mean remove the old id from the server that is dead and use the id from the good server on the old server. example: server1 = dead server2 = good lets say server2 is being dropped from our community, and server 1 is being relocated to another IP/location. Then i use server2's id on server1. How would this effect the server1 ? What if server 1 and server 2 were staying the same, but someone decided to SWAP the id's on each server every few days ? This is not something i do, but just thought it should be mentioned in case it needed to be looked into. On Mon, Oct 24, 2011 at 1:39 PM, 1nsane 1nsane...@gmail.com wrote: Nothing would be preventing you. That is by design. People have been complaining for many years about IP changes killing their server populace. So instead of adding say DNS favorite support, Valve gave us the current implementation of the quickplay server registration system. If you move a popular server's account ids then the new server should technically become popular and the old one will be dead. This is also why you can't use the same id on multiple servers. As only one server at a time will be logged in and receiving quickplay benefits. And that's not the only bad thing about sharing the same id with multiple servers. On map change they would be kicking each other off the quickplay pool, which would then in turn lead to the reputation score dropping by making the server appear to be going empty so often. On Mon, Oct 24, 2011 at 12:27 PM, clad iron cladi...@gmail.com wrote: Also i was thinking, what would be preventing someone from changing an id on 1 of there servers to a different id they may be using on a different server. for example 1 of there servers may be more popular than the other. I don't do this, or know if it would even be beneficial to do. I had just thought about that while tring to figure out how to remove the id's we no longer need. On Mon, Oct 24, 2011 at 11:06 AM, ics i...@ics-base.net wrote: How about don't try to abuse the system even if it would be possible instead of write a law. -ics 24.10.2011 13:58, Jesse Molina kirjoitti: The original poster had a point: You can't break rules if there are no rules. Someone at Valve needs to define the law before they can lay it down. ics wrote: Exactly. Put the reputation in good use. The system has been running a year already so limit of 1 would be more than enough. -ics - Alkuperäinen viesti - But what prevents people to register their own listen servers ? My opinion: Make a reputation limit for the server to receive gifts. 2011/10/24 docdrga...@gmail.com: Mathacking and wireframing seems pretty against the spirit of the contest, these paper masks should never be that important. (did you say SEVERAL 12 slot servers for farming.. tf2 gifts?) I thought the whole point of the registering was to stop people from just sitting in their own private present-giving-box and getting all the items. On Sat, Oct 22, 2011 at 10:04 PM, bottige...@gmail.com bottige...@gmail.com wrote: Can we have a guideline as to what constitutes
Re: [hlds_linux] Forum vs. email list
i like the mailing list my self, but as an alternative i'd say something like what byteframe was talking about with the google groups. On Mon, Oct 24, 2011 at 10:34 PM, Andrew thew...@thewaveserver.com wrote: I'll throw in a vote for the mailing list format as well. Half for the instant notifications and easy reading, and half admittedly because I'm a bit old-fashioned. The google groups style option, however, might be a great compromise. -- Andrew (Wave Admin) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mysterious server crashes
happens here on tf2. i thought it was a sourcemod issue, so i disabled it. metamod has been the only thing loaded for a while due to testing to see what the cause is. we are not running hltv or replays on the server. So basically it's a vanilla server except for metamod (which is up to date) On Sun, Oct 16, 2011 at 2:27 AM, ics i...@ics-base.net wrote: If stv and replay are at fault, wouldn't disabling both be better idea or are crashes occuring despite them being off? -ics - Alkuperäinen viesti - The next server update should have a fix for SourceTV + Replay crashes. Until then, sv_parallel_sendsnapshot 0 is a workaround (but it may hurt performance). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Saturday, October 15, 2011 4:20 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes Sorry, the correct variable to disable to work around the problem is sv_parallel_sendsnapshot. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Saturday, October 15, 2011 12:18 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes Are you running with replay also? I believe there is a known issue running SourceTV + Replay that we are working on. The workaround is to disable sv_parallel_packentities. There will be a performance penalty for doing that though. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Saturday, October 15, 2011 10:35 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes I can confirm that the server is not crashing anymore if the STV is disabled. On 2011.10.15. 19:43, Henry Goffin wrote: Thanks for the reports about Source TV, all. No promises on a specific timeline but we will obviously see what we can do. On Oct 15, 2011, at 7:55 AM, Emil Larssonail...@gmail.com wrote: Disabling STV on the servers so far have made them far more stable, even with Sourcemod and Metamod running. Of course, I yet have to let them run for a few hours to see that they're stable for sure. On Sat, Oct 15, 2011 at 4:09 PM, Kasparskasp...@micro.lv wrote: FYI I have three servers, two with only replay enabled, and third with replay+STV. The third server (with STV) randomly crashes once a while. Will try to disable STV, too and report back. On 2011.10.15. 17:03, Emil Larsson wrote: I disabled SourceTV (it was running alongside Replay) and it ran over a hour, over two maps fine (it would have crashed by now). Since I'm suspecting STV being the cause, I'm now running it disabled but with SourceMod and Metamod again. Hopefully this should be it. On Sat, Oct 15, 2011 at 2:33 PM, Emil Larssonail...@gmail.com wrote: Got some debug info on the server without any mods loaded, and just sent it to Valve. Hope they can make sense out of it. On Sat, Oct 15, 2011 at 1:35 PM, Emil Larssonail...@gmail.com wrote: Nope, forgot to say but it didn't help. Disabled Sourcemod and Metamod, server would crash after a mapchange (or soon after). Not always happen after a mapchange, but it seems to happen when the server have a sizely population too, such as when nearly being full. On Sat, Oct 15, 2011 at 10:34 AM, Henry Goffinhenryg@valvesoftware.** comhen...@valvesoftware.comwrote: We collect crash reports for trend analysis, and from what I can see, in the past few hours almost all Linux crash reports have metamod or sourcemod involved. I strongly suggest disabling any server mods and running vanilla to see if your crashes go away. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.com hlds_linux-bounces@l ist.valvesoftware.com [mailto: hlds_linux-bounces@list.**valvesoftware.com hlds_linux-bounces@l ist.valvesoftware.com ] On Behalf Of h...@gmx.com Sent: Friday, October 14, 2011 5:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes Hat Fortress 2 - Original Message - From: Kyle Sanderson Sent: 10/15/11 03:07 AM To: Half-Life dedicated Linux server mailing list
Re: [hlds_linux] Ang.: Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
or another alternative you can add to the command line. +mapcyclefile custom_mapcycle.txt and +motdfile custom_motd.txt and another you may like -debug -debuglog custom_error.log On Fri, Oct 14, 2011 at 1:43 AM, ics i...@ics-base.net wrote: Put this to server.cfg: mapcyclefile yourawesomemapscycle.txt Place the yourawesomemapcycle.txt into /tf folder. No more overwriting. -ics 14.10.2011 7:57, Oskar Levin kirjoitti: Yes, I also had this. Regards Oskar Levin os...@dataviruset.com - Reply message - Från: Russell Smithvelsk@tinylittlerobots.**usve...@tinylittlerobots.us Till: Half-Life dedicated Linux server mailing listhlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Rubrik: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released Datum: fre, okt 14, 2011 00:27 Anyone else have their mapcycle/maplist files overwritten with the patch? Happened to me on 2 updated TF2 servers. Russell On 10/13/2011 1:41 PM, Jason Ruymen wrote: Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. Counter-Strike: Source has also been moved to use its own engine and dedicated server depots. Because of this, dedicated server files for Counter-Strike: Source will now be under a 'css' folder. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed an issue with the multi-threaded renderer which could cause a crash on map change - Adjusted whitespace to improve formatting in status command output - Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to Map changes - Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers) - Made sndplaydelay executable by servers - Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar - Server processing delays have been reduced, especially for servers on modern Linux kernels - Entity processing logic has been optimized to significantly reduce CPU usage on full servers - Multi-threaded server code is now enabled by default under Linux (already enabled on Windows) - An exploit with non-printable characters causing lag on Windows servers has been fixed - CPU is fully yielded back to the system whenever the server is running faster than the tickrate - Dramatic increase in performance for low-level math libraries Day of Defeat: Source - Removed tickrate command line parameter - Updated the localization files Counter-Strike: Source - Prevent AWP cycle time exploit using quick switch - Fixed bug causing HUD History to display item pickups from nearby players - Increased sized of HUD History resource to prevent clipping - Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into account armor for damage calculations - Reduced standing and moving accuracy for pistols - Decreased accuracy while moving with sniper rifles - Added additional legacy mode (3) to cl_dynamiccrosshair - Updated the localization files Team Fortress 2 Manniversary: - Experimenting with a new store interface with a subset of players - Added several dozen community items in celebration of the Manniversary - Added loadout presets -- each class can now store four complete loadouts, including weapons and cosmetic items, and change between them with the press of a button. - Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!) - Added new co-operative high five taunt - Class select menu now shows the active loadout for each class - Characters can now equip two misc-slot items at once - Added a new in-game abuse-reporting system (see Capture abuse report data under Miscellaneous controls) - Non-newly-released weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial period. - All items purchased in the store can be used for crafting and can be traded after a few days - Added a new startup music track from Meet The Medic - Integrated with the new Steam Workshop to enable the publication and management of community contributed content Maps: - Added new community control point map Gullywash. Stamps are available in the store to support community map authors! - Barnblitz is now available for offline practice - Frontier: various geometry fixes - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn areas Replay: - New camera shake functionality added for replays that are not sufficiently
Re: [hlds_linux] mp_forceautoteam problem ?
as an alternative you could use this. It still works nicely. http://forums.alliedmods.net/showthread.php?p=642353 On Thu, Oct 13, 2011 at 4:05 AM, Loïc PERY louloubi...@gmail.com wrote: Thanks for your answer, tried on all my games (css, dods, tf etc) didnt work :/ 2011/10/12 Ross Bemrose rbemr...@vgmusic.com That would be wrong. mp_forceautoteam is a boolean, not a team number. Setting it to 1 is supposed to assign players to a team based on the game's random rules. On TF2, the random rules are done differently on attack/defense cp and payload than they are on the other types... it assigns a player to BLU if the teams have the same number of players. On all other game types, it assigns a player to a team randomly. On Wed, Oct 12, 2011 at 11:44 AM, clad iron cladi...@gmail.com wrote: If i'm right, 0 = Spec / 1 = Red / 2 = Blue 11:39:20 mp_forceautoteam = 0 game notify replicated - Automatically assign players to teams when joining. Looks like your tellling them to go to spec, which is what there in when they join a server (i think) Try setting it to 1 or 2 On Wed, Oct 12, 2011 at 9:58 AM, Loïc PERY louloubi...@gmail.com wrote: mp_forceautoteam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
anyone else seeing something like this when typing quit in the server console ? L 10/13/2011 - 15:42:48: server_message: quit ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp 956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49: server_message: restart PreMinidumpCallback: updating dump comment Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20111013154249_1.dmp Segmentation fault (core dumped) BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated: expected core file size = 307335168, found: 1028096. Cannot access memory at address 0xf77888f0 Cannot access memory at address 0xef706d20 /home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced command file: Cannot access memory at address 0xf77888f0 email debug.log to li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10 seconds Updating server using Steam. On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan e...@evcz.tk wrote: This will break basically everything! Oh-my-god a sleepless night is waiting all of us? :( Il 13/10/2011 22:41, Jason Ruymen ha scritto: Because of this, dedicated server files for Counter-Strike: Source will now be under a 'css' folder. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] mp_forceautoteam problem ?
If i'm right, 0 = Spec / 1 = Red / 2 = Blue 11:39:20 mp_forceautoteam = 0 game notify replicated - Automatically assign players to teams when joining. Looks like your tellling them to go to spec, which is what there in when they join a server (i think) Try setting it to 1 or 2 On Wed, Oct 12, 2011 at 9:58 AM, Loïc PERY louloubi...@gmail.com wrote: mp_forceautoteam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] mp_forceautoteam problem ?
never mind. == looks for the delete button. On Wed, Oct 12, 2011 at 11:44 AM, clad iron cladi...@gmail.com wrote: If i'm right, 0 = Spec / 1 = Red / 2 = Blue 11:39:20 mp_forceautoteam = 0 game notify replicated - Automatically assign players to teams when joining. Looks like your tellling them to go to spec, which is what there in when they join a server (i think) Try setting it to 1 or 2 On Wed, Oct 12, 2011 at 9:58 AM, Loïc PERY louloubi...@gmail.com wrote: mp_forceautoteam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Got something intresting while server crash during restart
i see that everytime after typing quit in the server console on linux machines. On Fri, Oct 7, 2011 at 9:36 PM, Giovanni Harting ch...@oktoberfest-servers.de wrote: Hello, got this in the console this night during a normaly quit crash: quit ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) /home/VALVE/rackadmin/**buildslave/steam_rel_client_** linux/build/src/clientdll/../**common/ipcserver.cpp 956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps configstore.cpp (1324) : Assertion Failed: Saving local config store failed during shutdown /home/VALVE/rackadmin/**buildslave/steam_rel_client_** linux/build/src/clientdll/**configstore.cpp 1324 Assertion Failed: Saving local config store failed during shutdown Got this never before while this crash. Hope its helpfully. greez __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] post to mailing list blocked
not sure thats the problem, because when i reported this happening. i posted the original message which was double the size of the original post. On Mon, Oct 3, 2011 at 2:34 PM, Milton Ngan mil...@valvesoftware.comwrote: I'll up the limit. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett Sent: Monday, October 03, 2011 10:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] post to mailing list blocked repost it? I've had this several times aswell. On Sat, Oct 1, 2011 at 5:18 PM, clad iron cladi...@gmail.com wrote: Who is over the mail list ? I made a post: date Tue, Sep 27, 2011 at 4:23 PMsubject map error kick I then got a message shortly later saying: Your mail to 'hlds_linux' with the subject map error kick Is being held until the list moderator can review it for approval. The reason it is being held: Message body is too big: 89387 bytes with a limit of 40 KB Either the message will get posted to the list, or you will receive notification of the moderator's decision. I never got a message, and as far as i can tell it's still not posted. I sent fletch...@valvesoftware.com (Mr.Dunn) a message to see if it could be looked into. reply. It was only 10 lines long with no attachments. This mailing is longer already. Bug in the system ? Message from other posting: Hey guy, just wanted to see if anyone else has seen this. When joining a server and there is an issue with the map downloading to the client. (sv_downloadurl is setup and working properly, has been for years) You know the error we have all seen when when the map differs from the server, even tho it was just downloaded. the same download to another client worked fine. Anyway, i was dropped after downloading the map, and a small window pops up say the maps is different. i leaned over to my other computer to double check that the file was on our speedy downloads. before i could even get logged into the ftp account (on the other computer) to check, the popup window on my game computer went away, and i joined the server automatically. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] post to mailing list blocked
Who is over the mail list ? I made a post: date Tue, Sep 27, 2011 at 4:23 PMsubject map error kick I then got a message shortly later saying: Your mail to 'hlds_linux' with the subject map error kick Is being held until the list moderator can review it for approval. The reason it is being held: Message body is too big: 89387 bytes with a limit of 40 KB Either the message will get posted to the list, or you will receive notification of the moderator's decision. I never got a message, and as far as i can tell it's still not posted. I sent fletch...@valvesoftware.com (Mr.Dunn) a message to see if it could be looked into. reply. It was only 10 lines long with no attachments. This mailing is longer already. Bug in the system ? Message from other posting: Hey guy, just wanted to see if anyone else has seen this. When joining a server and there is an issue with the map downloading to the client. (sv_downloadurl is setup and working properly, has been for years) You know the error we have all seen when when the map differs from the server, even tho it was just downloaded. the same download to another client worked fine. Anyway, i was dropped after downloading the map, and a small window pops up say the maps is different. i leaned over to my other computer to double check that the file was on our speedy downloads. before i could even get logged into the ftp account (on the other computer) to check, the popup window on my game computer went away, and i joined the server automatically. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Demo primary and secondary weapons
i can vouch something happened. not all, but of the demos in our server could not use them. only melee and 1 other i think. i wasn't on there, another admin told me thinking it was a server issue. On Thu, Sep 29, 2011 at 4:18 PM, ics i...@ics-base.net wrote: Works fine here, -ics 29.9.2011 22:30, doc kirjoitti: Sounds like everything is working as intended/conspiracy On Mon, Sep 26, 2011 at 2:12 PM, steve groutsteve.gr...@gmail.com wrote: So what happened with the demo primary and secondary weapons not being able to be used unless they are strange? had to reboot the server to sort it! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Clients drop due to loss of connection to VAC servers
Yes sir. Sent via DroidX On Sep 5, 2011 8:34 PM, Jon Lippincott j...@valvesoftware.com wrote: Anyone else seeing this? -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones Sent: Monday, September 05, 2011 12:21 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Clients drop due to loss of connection to VAC servers I'm having a curious issue. From what I can gather this doesn't seem to be happening to any other servers my clients play on. After they have been on my CS:S servers (either server, I run 2) for a little while quite a few of my clients will drop with an error message stating that they lost connection to VAC servers. This is happening quite frequently. I keep my servers up to date, by updating them nightly. They are high quality servers with a good connection running out of a data center in Chicago. They have been there for a while and this only started happening within the last month. At this point I have no idea what the problem is and I'm thinking about doing a complete reinstall. Any ideas? . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
just banned a guy last nite for a hack that changes his name every second. Also had wallhack, aimbot, with speedhack. Wished i had relays running on that server at the time. On Sat, Aug 27, 2011 at 9:07 AM, Drogen Viech drogenvi...@googlemail.comwrote: I think the sv_cheats guy might be talking about removing debug stuff like r_drawothermodels completely, which is incredibly dumb nontheless. 2011/8/26 px p...@i.kiev.ua: Hello, AnAkIn. I made a quick look on site and forum, but didn't find answer: if plugin blocks sending coordinates of non-visible players, how then their sounds transmitted to other players? This is already done with DBlocker and multithreaded: http://dblocker.didrole.com/ The multithreading only works on Windows though, as Valve disabled the CPU detection code on Linux, so it's just like the servers always start with -threads 1. If you got a linux server you can add the -threads command and it will work though. 2011/8/26 Saint K. sai...@specialattack.net I can recall from the hlds times that we used to have an anti-wall hack extention or plugin which was quite low on load. What it did was it simply didn't send any information about clients that were not visible from your point of view. Can't figure out what the name was though, it was one of the high used tools (hlguard or so perhaps?) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [ daniel.joki...@gmail.com] Sent: 26 August 2011 13:36 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Why does command like sv_cheats exist? Remove it //Daniel Eric Riemers skrev 2011-08-26 13:33: I think they could do even more, but in the end the impact on servers on cpu (anti wallhack for instance) might be that high and since its still single threaded On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com wrote: Valve could block wallhacks and speedhacks with some server side code if they wanted to. 2011/8/26 Kigentheki...@gmail.com There isn't just that. But I mentioned it since it was what was being discussed. A lot of things get broken in cheats when you use this plugin. But it does cause some other issues (small, but noticeable). On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com wrote: The client doesn't decide it, but it knows when it's going to happen at the same time the server does. This is so that client side prediction can work effectively with crits. Whether an attack is a crit is decided by both the server and the client at the same time. They used to allow clients to decide it, and crit hacks used to be much more useful. Nowadays, crit hacks simply shoot every time there is going to be a crit, instead of forcing crits every time you shoot. On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org wrote: Out of curiosity, why should the client decide when a critical hit occurs? I can see some benefit to it, but mostly I see it as exploitable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds Sent: Thursday, August 25, 2011 17:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
blocking f2p would surely help fix that issue to a point. On that same note, maybe that is 1 reason why valve threw up so many servers ? On Thu, Aug 25, 2011 at 5:25 PM, Loïc PERY louloubi...@gmail.com wrote: sourcemods plugins can block F2P 2011/8/25 Michael mich...@polishedgeek.com I've never seen that, my credit card has been used on 5+ accounts without problems. I have 2 accounts and my roommates have 3 accounts between them both and we all use my 1 credit card since they only have cash. Michael On Thu, Aug 25, 2011 at 4:45 PM, Eric Riemers riem...@binkey.nl wrote: The only thing i know is that they cant put multiple accounts (max 3 i think) on 1 creditcard... if you want more on 1 account, but hey for cheaters they don't care... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: donderdag 25 augustus 2011 22:40 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? No, they aren't. 2011/8/25 bottige...@gmail.com bottige...@gmail.com Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy program and the admin at that time was complaining he couldn't use the status command. Is it possible to have the status command blocked somehow? The cheater in question posted this youtube video on this hack forum. http://casualhacks.net/forum/showthread.php?t=69 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Dedicated Server Update
i have tested 3 times on our linux server. if i run the replays, it will hang at: *Initializing FTP.OK *Getting file sizeOK *Opening local file for read..OK If i comment my exec replay.cfg in my autoexec.cfg, the server loads fine. Anyone else seeing this ? On Mon, Aug 15, 2011 at 6:04 PM, Þröstur Svanbergsson thros...@bylur.netwrote: Failed to open dedicated.so (libgcc_s.so.1: cannot open shared object file: No such file or directory) Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Mon Aug 15 22:02:57 GMT 2011: Server restart in 10 seconds Great. Now my server is in a restart loop... On 15 August 2011 21:51, Jason Ruymen jas...@valvesoftware.com wrote: An optional update to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch is now available. The specific changes include: Source Dedicated server - Integrated latest SteamWorks API and Steam client library - Fixed zombie players created when banning players, causing player count in the server browser to be incorrect - Fixed bug incrementing player count when spectator joined on spectator port. - Fixed a rare startup crash Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Dedicated Server Update
Actually Dis-reguard my last message. forgot i changed host locations for my replays. On Mon, Aug 15, 2011 at 6:21 PM, gamead...@127001.org wrote: Working fine here (ubuntu 10.04 LTS 64-bit) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Þröstur Svanbergsson Sent: 15 August 2011 23:05 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Source Dedicated Server Update Failed to open dedicated.so (libgcc_s.so.1: cannot open shared object file: No such file or directory) Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Mon Aug 15 22:02:57 GMT 2011: Server restart in 10 seconds Great. Now my server is in a restart loop... On 15 August 2011 21:51, Jason Ruymen jas...@valvesoftware.com wrote: An optional update to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch is now available. The specific changes include: Source Dedicated server - Integrated latest SteamWorks API and Steam client library - Fixed zombie players created when banning players, causing player count in the server browser to be incorrect - Fixed bug incrementing player count when spectator joined on spectator port. - Fixed a rare startup crash Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [TF2] Ghost Player Bug still there...
valve has info now on how to create the ghost bug and is working on a fix. On Tue, Aug 9, 2011 at 6:39 AM, ics i...@ics-base.net wrote: 3 ghosts on cs source server, 2 on one tf2 server, 1 on other tf2 server and 1 on another tf2 server - this morning alone. So yeah, it still happens and must be related to steam itself instead of srcds. Otherwise it would be already fixed. -ics - Alkuperäinen viesti - :o I never knew that! Well, I hope an actual fix happens soon. Steveh On 09 August 2011 at 09:48 AnAkIn . anakin...@gmail.com wrote: Using sv_master_legacy_mode will make quickplay not work with your server. 2011/8/9 Steven Paterson stevenpater...@steveh.org.uk Yes, I am still getting this bug. Luckily I found a fix: sv_master_legacy_mode 1 setmaster remove hl2master.steampowered.com:27011 setmaster remove hl2master.steampowered.com:27015 setmaster add hl2master.steampowered.com:27011 setmaster add hl2master.steampowered.com:27015 heartbeat Steveh On 09 August 2011 at 09:24 n0name n0n...@f-o-g.net wrote: Hello, I just want to report that the Ghost Player Bug is still unfixed. Just had 3 Ghosts in the past 2 days, everytime I had to restart my Servers. Anyone else having that Problem too? And when Valve thinks to fix that? The Server just worked fine before Valve released one Update 2 Months ago for some useless new Weps. Greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] no reply from hlds mailing admin
I posted an email about 12 hours ago, and shortly later got an automated message saying: Your mail to 'hlds_linux' with the subject Possible cause for the ghost's in game. Is being held until the list moderator can review it for approval. The reason it is being held: Message body is too big: 548533 bytes with a limit of 40 KB Either the message will get posted to the list, or you will receive notification of the moderator's decision. I never heard back so i just wanted to make sure this was seen. i presume it was due to the size of the image i attached, or the attachment in general. i wanted to make sure this was seen (maybe get others thoughts on the matter ? ) and just post a link to the image. //== Here is what i had posted. I have just spoke with 1 of my admin's and she said her tf2 game crashed again, yet in my messenger it shows she was still in the game but not in a server. We spoke for about 5 min's with no change to her messenger status. she looked threw her taskmanger and the only thing it shows running was Steam.exe, so she could not even kill the process hl2.exe Only way she fixed it was by restarting Steam. I have attached an image of her processes. I was not in game and checked my processes and also found SteamService.exe running on mine which was not on hers. Could this be the ghost issues ? Here is the image. http://imageshack.us/photo/my-images/193/nogame1.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
i've been gone for almost 2 weeks, but wanted to ask if this was fixed ? From my understanding if the replay bot is kicked, then the replays do not work correctly till a map is changed and the bot is reloaded. Is there a way to prevent players from kicking or votekicking the replay bot ? On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com bottige...@gmail.comwrote: Can anyone confirm if the Dr. G weapons still crash the server? On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote: If this update fixes the crashes, i don't care if it adds 2, 5 or 10 hats or even more. If it's a dud once again, then... -ics 2.8.2011 21:55, John Marbury kirjoitti: While Fletcher Dunn claims that they wanted to make sure the cure isn't worse than the disease., we all now know they just wanted to add more HATS. On Tue, Aug 2, 2011 at 2:41 PM, Jason Ruymenjas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fix a crash bug during changelevel when the Steam client is unable to init - Reduced the frequency of diagnostic messages for out-of-range positions and velocities Team Fortress 2 - Added the Red Orchestra 2 promo items - Fix a crash bug related to the Righteous Bison - Fix a bug where the increased_maxplayers server tag was being set when the 25th internal player slot was added for replay - Fixed a bug that caused team color paints to appear to be coming out of the wrong cans for the store icons - Updated the main menu backgrounds to include Granary and Upward Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Excellent. Ty Sent via DroidX On Aug 2, 2011 5:44 PM, Jon Lippincott j...@valvesoftware.com wrote: I'm fixing this now so you can't kick the replay bot or SourceTV bot. Sound good? Thanks for the bug report! -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja Sent: Tuesday, August 02, 2011 12:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released *Is there a way to prevent players from kicking or votekicking the replay bot* http://forums.alliedmods.net/showthread.php?p=1473391 On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote: i've been gone for almost 2 weeks, but wanted to ask if this was fixed ? From my understanding if the replay bot is kicked, then the replays do not work correctly till a map is changed and the bot is reloaded. Is there a way to prevent players from kicking or votekicking the replay bot ? On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com bottige...@gmail.comwrote: Can anyone confirm if the Dr. G weapons still crash the server? On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote: If this update fixes the crashes, i don't care if it adds 2, 5 or 10 hats or even more. If it's a dud once again, then... -ics 2.8.2011 21:55, John Marbury kirjoitti: While Fletcher Dunn claims that they wanted to make sure the cure isn't worse than the disease., we all now know they just wanted to add more HATS. On Tue, Aug 2, 2011 at 2:41 PM, Jason Ruymenjas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fix a crash bug during changelevel when the Steam client is unable to init - Reduced the frequency of diagnostic messages for out-of-range positions and velocities Team Fortress 2 - Added the Red Orchestra 2 promo items - Fix a crash bug related to the Righteous Bison - Fix a bug where the increased_maxplayers server tag was being set when the 25th internal player slot was added for replay - Fixed a bug that caused team color paints to appear to be coming out of the wrong cans for the store icons - Updated the main menu backgrounds to include Granary and Upward Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
also wanted to mention, i seen a ghost on our windows server last nite. he had been on for 51 min's at the time i seen it. On Tue, Aug 2, 2011 at 6:25 PM, Tony Paloma drunkenf...@hotmail.com wrote: I think he just meant can't votekick. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Tuesday, August 02, 2011 3:10 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released Not good at all, we can't have 33 players then. Kyle. On Tue, Aug 2, 2011 at 2:43 PM, Jon Lippincott j...@valvesoftware.com wrote: I'm fixing this now so you can't kick the replay bot or SourceTV bot. Sound good? Thanks for the bug report! -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja Sent: Tuesday, August 02, 2011 12:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released *Is there a way to prevent players from kicking or votekicking the replay bot* http://forums.alliedmods.net/showthread.php?p=1473391 On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote: i've been gone for almost 2 weeks, but wanted to ask if this was fixed ? From my understanding if the replay bot is kicked, then the replays do not work correctly till a map is changed and the bot is reloaded. Is there a way to prevent players from kicking or votekicking the replay bot ? On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com bottige...@gmail.comwrote: Can anyone confirm if the Dr. G weapons still crash the server? On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote: If this update fixes the crashes, i don't care if it adds 2, 5 or 10 hats or even more. If it's a dud once again, then... -ics 2.8.2011 21:55, John Marbury kirjoitti: While Fletcher Dunn claims that they wanted to make sure the cure isn't worse than the disease., we all now know they just wanted to add more HATS. On Tue, Aug 2, 2011 at 2:41 PM, Jason Ruymenjas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fix a crash bug during changelevel when the Steam client is unable to init - Reduced the frequency of diagnostic messages for out-of-range positions and velocities Team Fortress 2 - Added the Red Orchestra 2 promo items - Fix a crash bug related to the Righteous Bison - Fix a bug where the increased_maxplayers server tag was being set when the 25th internal player slot was added for replay - Fixed a bug that caused team color paints to appear to be coming out of the wrong cans for the store icons - Updated the main menu backgrounds to include Granary and Upward Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
Re: [hlds_linux] Team Fortress 2 Update Released
In a past mailing, i had mentioned about 1 of our admins had to restart steam after closing out her tf2 game due to it said she was still in game (in the messenger). i think this was a theory then. Would it be possible to automatically restart there messenger once a player has left the server to see if that is the issue ? And would that even help diagnose the ghost issue ? On Tue, Aug 2, 2011 at 6:55 PM, Eli Witt eliw...@gmail.com wrote: I had a 7 hour ghost until I reset the windows server last night. =/ On Tue, Aug 2, 2011 at 6:41 PM, clad iron cladi...@gmail.com wrote: also wanted to mention, i seen a ghost on our windows server last nite. he had been on for 51 min's at the time i seen it. On Tue, Aug 2, 2011 at 6:25 PM, Tony Paloma drunkenf...@hotmail.com wrote: I think he just meant can't votekick. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Tuesday, August 02, 2011 3:10 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released Not good at all, we can't have 33 players then. Kyle. On Tue, Aug 2, 2011 at 2:43 PM, Jon Lippincott j...@valvesoftware.com wrote: I'm fixing this now so you can't kick the replay bot or SourceTV bot. Sound good? Thanks for the bug report! -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja Sent: Tuesday, August 02, 2011 12:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released *Is there a way to prevent players from kicking or votekicking the replay bot* http://forums.alliedmods.net/showthread.php?p=1473391 On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote: i've been gone for almost 2 weeks, but wanted to ask if this was fixed ? From my understanding if the replay bot is kicked, then the replays do not work correctly till a map is changed and the bot is reloaded. Is there a way to prevent players from kicking or votekicking the replay bot ? On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com bottige...@gmail.comwrote: Can anyone confirm if the Dr. G weapons still crash the server? On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote: If this update fixes the crashes, i don't care if it adds 2, 5 or 10 hats or even more. If it's a dud once again, then... -ics 2.8.2011 21:55, John Marbury kirjoitti: While Fletcher Dunn claims that they wanted to make sure the cure isn't worse than the disease., we all now know they just wanted to add more HATS. On Tue, Aug 2, 2011 at 2:41 PM, Jason Ruymenjas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fix a crash bug during changelevel when the Steam client is unable to init - Reduced the frequency of diagnostic messages for out-of-range positions and velocities Team Fortress 2 - Added the Red Orchestra 2 promo items - Fix a crash bug related to the Righteous Bison - Fix a bug where the increased_maxplayers server tag was being set when the 25th internal player slot was added for replay - Fixed a bug that caused team color paints to appear to be coming out of the wrong cans for the store icons - Updated the main menu backgrounds to include Granary and Upward Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view
Re: [hlds_linux] Team Fortress 2 Update Released
Is there a possibility of valve adding cvars for each weapon to disable 1 at a time ? This way if problems arise with them , they could be disabled , or if server op's do not want certain weapons on the server. On Wed, Jul 27, 2011 at 9:40 AM, Chris ch...@oryschak.com wrote: I disabled the new weapons a few days ago on my server and haven't experienced any crashes since. I'm wondering with the recent update if anyone is experiencing crashing still? I'd like to re-enable these weapons if everything seems to be functioning without any problems. Let me know. Chris On Wed, Jul 27, 2011 at 7:58 AM, Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com wrote: I had a crash few minutes ago, anyone still have problems ? PS: Valve reopened their servers ? I see matchmaking fails to deliver players to servers in my region. 2011/7/27 Zover Mirklo izvrash...@inbox.lv Just had a hang on cp_egypt_final. It started using all the 100% of core of cpu and I couldnt even detach the screen. I am probably going to block new weapons.This is the second time it happens. On first time it hanged all my box. Only manual box restart helped.. Citējot *Jesse Molina je...@opendreams.net [1]*: I use a bash srcds control script that does the following before a quit; STOPCOUNTDOWN=10 until [ $STOPCOUNTDOWN -eq 0 ] ; do echo -n . # Send both a say and cm_csay, since sm_csay requires sourcemod. tmux send-keys -t $GAMEDIR sm_csay Server is shutting down in $STOPCOUNTDOWN seconds! C-m tmux send-keys -t $GAMEDIR say Server is shutting down in $STOPCOUNTDOWN seconds! C-m STOPCOUNTDOWN=$(( $STOPCOUNTDOWN - 1)) sleep 1 done tmux send-keys -t $GAMEDIR quit C-m I use tmux instead of screen, but you can probably do the same with screen. This does not require rcon, though that would be an alternative method of sending the commands. Also, if you use the quit command (exit also works/does the same thing?) then the clients don't time-out. They get a packet which triggers a nice dialog box, which tells them that the server is shutting down, similar to if they had been kicked. Depending upon the reason for the shutdown, you could control the message sent in the say/sm_say commands via another $variable. Comments welcome. E3pO wrote: is there a good way to warn the server that there is an update and needs to restart instead of just restarting the server and saying WE ARE GOING TO RESTART FOR UPDATES like a million times? When you kill the server players clients time out and then get a lost connection to server. It would be cool to have something like closeupdate as a command that pops up a dialog after they get timed out that the server is currently updating and that they can reconnect when it is done. -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608 # Web = http://www.opendreams.net/jesse/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:je...@opendreams.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
updates are failing. This is at 2 different data centers, and 1 home location for testing. effecting linux and windows. On Tue, Jul 26, 2011 at 7:37 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: - Corrected the damage ramp for the Cow Mangler 5000 and the Soda Popper - Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps - Fixed a bug that would cause team-painted wearable gibs to show an incorrect color - Fix memory leak when updating the item schema - Fix an occasional crash on game exit - Replay updates - Client - Added basic/rough render queue for internal use to increase replay output for relaunch trailer - Block files are now deleted on replay reconstruction (i.e. viewing), to conserve disk space - Unneeded block files are now cleaned up automatically on startup - Server - Fixed fileserver cleanup - Any time replay_fileserver_offload_hostname is modified, the corresponding IP is resolved and cached, if possible. This fixes a crash, as well as failed publishing due to unresolved hostname errors. - Added a fileserver IP lookup test to replay publish test - Setting replay_enable to 0 now halts recording and does cleanup automatically, the way replay_stoprecord does. This fixes a crash that would occur when replay_enable was set to 0 and a changelevel was executed. - Replay temp directories automatically cleared on startup on both client and server - Memory management improvements - Added ConVar demo_fov_override, which overrides the FOV during demo playback if the value is non-zero Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update
actually after posting this , i went back to that server to play more. the Bison can be reflected. On Mon, Jul 25, 2011 at 10:51 AM, Ross Bemrose rbemr...@vgmusic.com wrote: This isn't server-related, but Cow Mangler 5000 can be reflected, Righteous Bison can't be reflected (and this is noted in the item description for it). On Mon, Jul 25, 2011 at 12:37 AM, clad iron cladi...@gmail.com wrote: I can vouch for the crashes also. (Windows and Linux) I was just playing on a server and it crashed. I think i may have caused it. Can anyone else try to repeat it? I was playing as pyro with the degreaser and a soldier was firing at me from across the map with The Righteous Bison. I attempted to reflect the shot back at him. None seemed to have reflected and i'm not to bad. He killed me and i started to spawn. just as i spawn the server crashed. Also i thought earlier i had reflected 1, but i'm unsure due to all the lazier glare in my screen. (those should be made narrower,and maybe brighten it some since it would be smaller in diameter. IMO..) On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson rmesc...@gmail.com wrote: I tried disabling mantreads and the new laser weapons but still getting a crash as of this morning. What are all the new weapon names like tf_mantreads that format. My saxton hale server is making sad faces. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: daniel jokiaho daniel.joki...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00 Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update howto disable replays? And new weapons? On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org wrote: We have had replays disabled almost since they were introduced, as they seemed to cause crashes. Today we have also disabled the new weapons, and we've been crash free again since. According to one of our regular players: This server will ever be a Retro Server No Updates Thats pretty cooler because everybody is updating! And this server not! Thats what makes it unusual Hurrah for being unusual I guess. A On 24/07/2011 18:04, Ross Bemrose wrote: I disabled replays on all my TF2 servers yesterday afternoon, and they have yet to crash or freeze since. Therefore, I'm assuming it's a replay-related crash. That doesn't rule out the new weapons being the ultimate cause, though. On 7/23/2011 2:32 PM, Yuki wrote: A weird crash this time. Someone joined the server and saw a teleporter built by no one, upon going through it, there was a crash. Unsure whether the missing name was a client side issue, but the fact that the server managed to crash at the same time is odd. No memory corruption and similar error this time however. PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110723191817_1.dmp success = yes response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723 On 23 July 2011 18:03, Aaron DJ Zyrphon Thompsonrmesc...@gmail.comwrote: The only server I have crashing is my VS Saxton Hale server. I'm thinking a fresh SM install will solve the problem. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: Michael Johansenmichs...@live.no To: hlds_linux@list.valvesoftware.com Sent: Sat, Jul 23, 2011 16:41:22 GMT+00:00 Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update Hm.. I haven't had a crash since the updates. Anyways, VALVE: Any progress on fixing the issue? Date: Sat, 23 Jul 2011 16:39:30 +0100 From: d...@dazzozo.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update I just crashed at the exact same time. Seeing as we're all using Pastebin: http://pastebin.com/wigab20i Are these definitely related to the new weapons or not? On 23 July 2011 16:37, Peter Reinholdpeter_va...@reinhold.dk wrote: On Sat, 23 Jul 2011 00:22:25 -0400, E3pO wrote: Servers are still crashing like crazy. Just got a lock-up crash. Output: http://pastebin.com/mzNG71Rm /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linux http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update
I can vouch for the crashes also. (Windows and Linux) I was just playing on a server and it crashed. I think i may have caused it. Can anyone else try to repeat it? I was playing as pyro with the degreaser and a soldier was firing at me from across the map with The Righteous Bison. I attempted to reflect the shot back at him. None seemed to have reflected and i'm not to bad. He killed me and i started to spawn. just as i spawn the server crashed. Also i thought earlier i had reflected 1, but i'm unsure due to all the lazier glare in my screen. (those should be made narrower,and maybe brighten it some since it would be smaller in diameter. IMO..) On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson rmesc...@gmail.com wrote: I tried disabling mantreads and the new laser weapons but still getting a crash as of this morning. What are all the new weapon names like tf_mantreads that format. My saxton hale server is making sad faces. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: daniel jokiaho daniel.joki...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00 Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update howto disable replays? And new weapons? On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org wrote: We have had replays disabled almost since they were introduced, as they seemed to cause crashes. Today we have also disabled the new weapons, and we've been crash free again since. According to one of our regular players: This server will ever be a Retro Server No Updates Thats pretty cooler because everybody is updating! And this server not! Thats what makes it unusual Hurrah for being unusual I guess. A On 24/07/2011 18:04, Ross Bemrose wrote: I disabled replays on all my TF2 servers yesterday afternoon, and they have yet to crash or freeze since. Therefore, I'm assuming it's a replay-related crash. That doesn't rule out the new weapons being the ultimate cause, though. On 7/23/2011 2:32 PM, Yuki wrote: A weird crash this time. Someone joined the server and saw a teleporter built by no one, upon going through it, there was a crash. Unsure whether the missing name was a client side issue, but the fact that the server managed to crash at the same time is odd. No memory corruption and similar error this time however. PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110723191817_1.dmp success = yes response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723 On 23 July 2011 18:03, Aaron DJ Zyrphon Thompsonrmesc...@gmail.comwrote: The only server I have crashing is my VS Saxton Hale server. I'm thinking a fresh SM install will solve the problem. Sent from my MOTOBLUR™ smartphone on ATT -Original message- From: Michael Johansenmichs...@live.no To: hlds_linux@list.valvesoftware.com Sent: Sat, Jul 23, 2011 16:41:22 GMT+00:00 Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update Hm.. I haven't had a crash since the updates. Anyways, VALVE: Any progress on fixing the issue? Date: Sat, 23 Jul 2011 16:39:30 +0100 From: d...@dazzozo.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update I just crashed at the exact same time. Seeing as we're all using Pastebin: http://pastebin.com/wigab20i Are these definitely related to the new weapons or not? On 23 July 2011 16:37, Peter Reinholdpeter_va...@reinhold.dk wrote: On Sat, 23 Jul 2011 00:22:25 -0400, E3pO wrote: Servers are still crashing like crazy. Just got a lock-up crash. Output: http://pastebin.com/mzNG71Rm /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linux http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Segmentation fault in CS 1.6 Server
What game ? Are you running any addons ? (metamod, sourcemod, ect..) On Fri, Jul 15, 2011 at 12:14 PM, Juan Camilo Daza Devia juancamilodd2...@gmail.com wrote: Good day. Please help me again team, I start the server and good play, but to changelevel or restart.. the server are crashing. The log show this info: Segmentation fault I search about this error and is for low memory.. but memory is fine: root@Ubuntu-VM01:~# free total usedfree shared buffers cached Mem: 4117332 7621323355200 0 65844 439352 -/+ buffers/cache: 2569363860396 Swap:2095100 0 2095100 How to solved my problem of Segmentation fault to restart and changemap .. Thanks :D -- JuAnK ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My Server keeps crashing non stop.
i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafb10acc -1347351860 esp0xafa3ad20 0xafa3ad20 ebp0xafa3ad58 0xafa3ad58 esi0x0 0 edi0x0 0 eip0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt Thread 11 (Thread 31279): #0 0xb7706430 in ?? () Cannot access memory at address 0xab83de4c Thread 10 (Thread 31208): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf99c210 Thread 9 (Thread 31243): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf251214 Thread 8 (Thread 31209): #0 0xb7706430 in ?? () Cannot access memory at address 0xb6f84214 Thread 7 (Thread 4419): #0 0xb7706430 in ?? () Cannot access memory at address 0xad38c2f0 Thread 6 (Thread 31241): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf453214 Thread 5 (Thread 2449): #0 0xb7706430 in ?? () Cannot access memory at address 0xae38e0f4 Thread 4 (Thread 31244): ---Type return to continue, or q return to quit--- #0 0xb7706430 in ?? () Cannot access memory at address 0xaf150214 Thread 3 (Thread
Re: [hlds_linux] My Server keeps crashing non stop.
grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205+port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafb10acc -1347351860 esp0xafa3ad20 0xafa3ad20 ebp0xafa3ad58 0xafa3ad58 esi0x0 0 edi0x0 0 eip0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt Thread 11 (Thread 31279): #0 0xb7706430 in ?? () Cannot access memory at address 0xab83de4c Thread 10 (Thread 31208): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf99c210 Thread 9 (Thread 31243): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf251214 Thread 8 (Thread 31209): #0 0xb7706430 in ?? () Cannot access memory at address 0xb6f84214 Thread 7 (Thread 4419): #0 0xb7706430 in ?? () Cannot access memory at address 0xad38c2f0 Thread 6 (Thread 31241): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf453214 Thread 5 (Thread 2449): #0 0xb7706430 in ?? () Cannot access memory at address 0xae38e0f4 Thread 4 (Thread 31244): ---Type return
Re: [hlds_linux] Player lag since the uber update?
i a have felt the hard lag spikes after respawning and the replay is uploading. On Sun, Jul 3, 2011 at 11:33 AM, Eli Witt eliw...@gmail.com wrote: No, 24 slots. No tickrate or FPS enhancers, either. Core settings are all vanilla. On Sun, Jul 3, 2011 at 11:00 AM, Chris Oryschak ch...@oryschak.com wrote: Are you running a 32 man server? If you have 'net_graph 4' enabled do you see a gap in the graph? Chris -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: Sunday, July 03, 2011 10:44 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Player lag since the uber update? They're probably speaking about the intermittent freezes as a result of having replays enabled, I know for a fact that enabling replays on my server causes a second or so instance where the server just hiccups and stops. Everyone notices it at the same time, we've been playing while on Mumble and everyone speaks up about it at the same time, turning off replays fixes the issue entirely. On Sun, Jul 3, 2011 at 9:58 AM, Drogen Viech drogenvi...@googlemail.comwrote: It's probably those players who believe in high fps = less lag bullshit - is their ping high in the scoreboard? What kind of lag do they get? How much fps do they have ect. 2011/7/3 Eric Riemers riem...@binkey.nl: Seen it here too, but can't pinpoint it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: zondag 3 juli 2011 11:19 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Player lag since the uber update? I've been having lots of reports of lag from various players since the uber update, from people who had none previously. I've had them run traceroutes and various tools like WinMTR during play and haven't found anything that leads me to believe it's on our end, nor is the CPU/memory usage out of bounds. Except for the TF2 update, nothing has changed on our end. I was curious if other admins have been having the same issues, or if it really is something on our end that I need to investigate further? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Issues on Ubuntu 10 also. *** glibc detected *** ./srcds_linux: double free or corruption (out): 0x0ab56c70 *** === Backtrace: = /lib/tls/i686/cmov/libc.so.6[0x17b0d1] /lib/tls/i686/cmov/libc.so.6[0x17c7d2] /lib/tls/i686/cmov/libc.so.6(cfree+0x6d)[0x17f8ad] bin/libtier0.so(_ZdlPv+0x22)[0x509a02] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b25a9] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b21ee] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b9660] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x7386598] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72c498d] /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72b0cf1] /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2e4034c] /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8287] /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8326] /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2d564c0] /home/servers/ob_tfpyro/orangebox/tf/../tf/addons/metamod/bin/ metamod.2.ep2v.so[0xda0660] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x918b369] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90ed421] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edaf7] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edcc8] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91a0df4] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919d639] bin/dedicated.so[0x84fa20] bin/dedicated.so[0x84f777] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919dc5b] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91b69a1] /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919ec0a] bin/dedicated.so[0x84fc23] bin/dedicated.so[0x853471] bin/dedicated.so[0x854ced] bin/dedicated.so[0x853471] bin/dedicated.so[0x85003a] bin/dedicated.so(DedicatedMain+0x24)[0x85132f] ./srcds_linux[0x80488ec] /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0x126b56] ./srcds_linux[0x8048771] === Memory map: And i think i noticed a few particles missing ? -verify_all was used. Installing breakpad exception handler for appid(440)/version(4617) CSoundEmitterSystem: Registered 3886 sounds CResponseSystem: scripts/talker/response_rules.txt (886 rules, 405 criteria, and 855 responses) Particles: Missing 'particles/error.pcf' material particle/smoke1/smoke1 not found. material particle/fire_particle_8/fire_particle_8 not found. material particle/vistasmokev1/vistasmokev1 not found. material particle/particle_ring_wave_5_add not found. material particle/particle_glow_07 not found. material particle/particle_swirl_04 not found. material particle/particle_glow_05_add_15ob_minsize not found. material particle/bendibeam not found. material particle/particle_glow_05_add_15ob_noz not found. material particle/smoke1/smoke1_nearcull not found. On Sat, Jul 2, 2011 at 6:03 AM, Evaldas hlds_li...@evagames.eu wrote: NOVELL SLES11 works stable for me on x86-64 system. On Sat, 02 Jul 2011 03:10:28 +0300, Emil Larsson ail...@gmail.com wrote: Getting crashes on our Linux servers as well, for the record the few Windows servers we have are running fine. Anyone with the old vphysics.so? On Sat, Jul 2, 2011 at 2:01 AM, Ross Bemrose rbemr...@vgmusic.com wrote: I'm getting crashes in vphysics.so on map change after this update. This happens even when I disable all server addons. Whatever you did to fix the Mac version has killed the Linux version. I'm trying to update again with -verify_all This is what I'm getting in my server console: changelevel ctf_2fort *** glibc detected *** ./srcds_linux: double free or corruption (out): 0x0b4cfd58 *** === Backtrace: = /lib32/libc.so.6(+0x6bf31)[0xf759ff31] /lib32/libc.so.6(+0x6d7a8)[0xf75a17a8] /lib32/libc.so.6(cfree+0x6d)[0xf75a488d] bin/libtier0.so(_ZdlPv+0x22)[0xf779ca02] /home/ocremix/orangebox/bin/vphysics.so(+0x10f5a9)[0xf50f55a9] /home/ocremix/orangebox/bin/vphysics.so(+0x10f1ee)[0xf50f51ee] /home/ocremix/orangebox/bin/vphysics.so(+0x116660)[0xf50fc660] /home/ocremix/orangebox/bin/vphysics.so(+0xe3598)[0xf50c9598] /home/ocremix/orangebox/bin/vphysics.so(+0x2198d)[0xf500798d] /home/ocremix/orangebox/bin/vphysics.so(+0xdcf1)[0xf4ff3cf1] /home/ocremix/orangebox/tf/bin/server.so(+0x7a134c)[0xf3f0834c] /home/ocremix/orangebox/tf/bin/server.so(+0x319287)[0xf3a80287] /home/ocremix/orangebox/tf/bin/server.so(+0x319326)[0xf3a80326] /home/ocremix/orangebox/tf/bin/server.so(+0x6b74c0)[0xf3e1e4c0] /home/ocremix/orangebox/bin/engine.so(+0x1b2369)[0xf6ddb369] /home/ocremix/orangebox/bin/engine.so(+0x114421)[0xf6d3d421] /home/ocremix/orangebox/bin/engine.so(+0x114af7)[0xf6d3daf7] /home/ocremix/orangebox/bin/engine.so(+0x114cc8)[0xf6d3dcc8] /home/ocremix/orangebox/bin/engine.so(+0x1c7df4)[0xf6df0df4] /home/ocremix/orangebox/bin/engine.so(+0x1c4639)[0xf6ded639]
Re: [hlds_linux] Ghosts on server
i was talking to 1 of our admins yesterday, and she was out of game. yet it still showed her in game in the friends list. She had to restart steam in order to fix her issue. i'll bet her issue was the same as what your referring to about the ghost still in the server. On Thu, Jun 30, 2011 at 7:40 AM, Fug1t1v3 f...@onlyskill.eu wrote: Some days ago was seeing while playing, that ppl allready left my server, but in steam friends list they was still on the server,and at that time there was ghost players, also they did left on map change. They was showing in game for some time, after this was gone, ghost players left too. - Best regards, Fug1t1v3 Onlyskill.eu - Game Servers Hosting CSS Servers Administrator Game Hosting Tehnical Administrator mail: f...@onlyskill.eu On 30 June 2011 14:11, daniel jokiaho daniel.joki...@gmail.com wrote: Only two ghost now so il restart next update :) They seems to come quite often on tf2 daniel On 30 June 2011 12:59, ics i...@ics-base.net wrote: Restarting is the only option. Had 2 ghosts on one and 1 on the other server this morning. The rest 2 were ok. They sometimes clear up after server goes empty but usually no. -ics - Alkuperäinen viesti - Today when i wake up to go to work i noticed i have two ghosts on my tf2 server. I have no source tv. No replay. Server.cfg is almost default. How can i get rid of them, without restart. My server is almost always full. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] help
when replying to an e-mail , RE: is automaticly added to the subject line along with the title of the mail that was started. This is normal. On Thu, Jun 30, 2011 at 12:25 PM, puppup...@rambler.ru puppup...@rambler.ru wrote: 30.06.2011 10:41, hlds_linux-request@list.**valvesoftware.comhlds_linux-requ...@list.valvesoftware.comпишет: Send hlds_linux mailing list submissions to hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux or, via email, send a message with subject or body 'help' to hlds_linux-request@list.**valvesoftware.comhlds_linux-requ...@list.valvesoftware.com You can reach the person managing the list at hlds_linux-owner@list.**valvesoftware.comhlds_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. Re: fps changes in the last patch (Marco Padovan) 2. Re: New Replay feature listening on 27040 (Jesse Molina) 3. Re: fps changes in the last patch (Saint K.) 4. Re: New Replay feature listening on 27040 (Eric Riemers) --**--** -- Message: 1 Date: Wed, 29 Jun 2011 23:02:45 +0200 From: Marco Padovane...@evcz.tk To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] fps changes in the last patch Message-ID:4E0B92F5.2060907@**evcz.tk 4e0b92f5.2060...@evcz.tk Content-Type: text/plain; charset=KOI8-R which kind CPU are we talking about? is the server running only the official maps? stv disabled (stv is still resource intensive)? Il 29/06/2011 16:43, Saint K. ha scritto: This is really strange. Our servers show an increase, rather than a decrease in server load! Before F2P a full 24 slots TF2 server would take up around 80% of a single core, topping to 90% leaving still 10% free for those cases where it peaks extra high. Currently, after the F2P update, our servers show a 95-100% CPU load per single core on a server, with fps drops below 50 as result. Help. What happened here?! Saint K. __**__ From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[ hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of ?? ?? [Nikita Bulaev] [djfireb...@gmail.com] Sent: 28 June 2011 11:47 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] fps changes in the last patch That is really good news! Thank you! I am really glad. I'm really thick and tired to play that fps-game with clients and other hosters. 2011/6/28hlds_linux-request@**list.valvesoftware.comhlds_linux-requ...@list.valvesoftware.com : -- Message: 6 Date: Tue, 28 Jun 2011 08:16:45 + From: Henry Goffinhenryg@valvesoftware.**comhen...@valvesoftware.com To: hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Subject: [hlds_linux] fps changes in the last patch Message-ID:501EF4F8-E424-**4340-B194-9BF243029CF1@**valvesoftware.com501ef4f8-e424-4340-b194-9bf243029...@valvesoftware.com Content-Type: text/plain; charset=us-ascii Hi all - Free to Play brought a huge influx of new users to Team Fortress. To help server counts scale up to match the demand, we are reworking the dedicated server for performance. We want to improve player responsiveness as well as to reduce CPU usage so that hosts can run more servers per physical server. Some of those changes addressing CPU usage went out last night. Server operators should see a big decrease in CPU load and can potentially run more instances per physical box now. However, a side effect that many of you have noticed is that server FPS has an effective cap of 500 instead of the previous 1000, or possibly even lower than 500 depending on your Linux kernel HZ setting. This should not have a noticeable impact on gameplay as the tick rate is still locked (well, mostly locked) at 66 updates per second and the frames that are being dropped are empty frames that do not actually run a server tick. We're going to address this further in another set of performance improvements. Sorry for the temporary confusion, but we wanted to get these CPU load reduction changes out quickly to help with the Free to Play user crush. Longer term, we want to move away from FPS as a measure of performance and instead show actual load and responsiveness (jitter/latency) statistics. The difference between a tick and a frame is complicated, and fps_max sometimes affects performance in
Re: [hlds_linux] Update notifiction
What i did was create a filter in my mail with this address ( jas...@valvesoftware.com) and just hope he continues to announce the updates. What will happen is when jason post on this mailing, i then get an e-mail that notifies me. It would be easier if this was implemented. http://forums.steampowered.com/forums/showthread.php?t=1863926 On Wed, Jun 29, 2011 at 3:44 AM, Marcel hlds_li...@vermasslt.de wrote: Is there a good way to get informed about updates? I have a central steam installation that gets deployed to all installed servers. So we don't need to run the steam update on hundreds of servers. But doing an steam update every five minutes on this repository isn't a good idea I think Marcel __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
I'm not sure half of 950 in my post is 255. Your logic is wrong sir. On Tue, Jun 28, 2011 at 3:12 AM, gamead...@127001.org wrote: No and yes... it seems to be capped at 500. Not halved. So setting it to 1000 means you get 500, and so does setting it to 600, or 500. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of prithu Sent: 28 June 2011 05:31 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released This update has caused all of our server's FPS to sit at half the amount it would usually sit at (~480 instead of ~1000). Is anyone else experiencing this? On 28/06/2011 10:34 AM, Jason Ruymen wrote: Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Reduced CPU usage for idle servers Team Fortress 2 - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the whitelist for Medieval mode - Added a server console message when a player is sent to the server via the matchmaking system - Fixed the cl_gameserver_list output - Fixed the Quick-Fix showing the fire overlay when running in DX8 - Fixed a problem with team paints not being displayed properly when playing - Fixed a display problem with Hatless hats - Fixed a problem that prevented the new Scout items from being used in crafting recipes - Fixed a problem with clients seeing the incorrect vote options after changing servers - Fixed the backpack image for the Schadenfreude not being disabled when using paint - Updated the Planeswalker Goggles to not hide the Scout's hat/headset - Updated the taunt items to be nameable - Updated the localization files Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
04:15:22 fps_max 04:15:22 fps_max = 950 ( def. 300 ) - Frame rate limiter 04:15:28 stats 04:15:28 CPU InOut Uptime Users FPSPlayers 49.22 68542.10 294495.00 382 4 256.11 24 On Tue, Jun 28, 2011 at 4:00 AM, Saul Rennison saul.renni...@gmail.comwrote: What is the FPS when there's players in the server? I believe this reduced FPS only takes effect when the server is idle/empty/hibernating. On Tuesday, 28 June 2011, clad iron cladi...@gmail.com wrote: I'm not sure half of 950 in my post is 255. Your logic is wrong sir. On Tue, Jun 28, 2011 at 3:12 AM, gamead...@127001.org wrote: No and yes... it seems to be capped at 500. Not halved. So setting it to 1000 means you get 500, and so does setting it to 600, or 500. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of prithu Sent: 28 June 2011 05:31 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released This update has caused all of our server's FPS to sit at half the amount it would usually sit at (~480 instead of ~1000). Is anyone else experiencing this? On 28/06/2011 10:34 AM, Jason Ruymen wrote: Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Reduced CPU usage for idle servers Team Fortress 2 - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the whitelist for Medieval mode - Added a server console message when a player is sent to the server via the matchmaking system - Fixed the cl_gameserver_list output - Fixed the Quick-Fix showing the fire overlay when running in DX8 - Fixed a problem with team paints not being displayed properly when playing - Fixed a display problem with Hatless hats - Fixed a problem that prevented the new Scout items from being used in crafting recipes - Fixed a problem with clients seeing the incorrect vote options after changing servers - Fixed the backpack image for the Schadenfreude not being disabled when using paint - Updated the Planeswalker Goggles to not hide the Scout's hat/headset - Updated the taunt items to be nameable - Updated the localization files Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
i'm getting alot of these since the f2p update. Same on tf2 and dods. Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Day of Defeat Source Base Content' version 68 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.com wrote: Is anyone's Linux server quitting and failing to start/autoupdate? Here is what my console looked like: Dropped replay from server (Server shutting down) L 06/28/2011 - 22:11:49: server_message: quit PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110628221149_1.dmp Tue Jun 28 22:13:23 EDT 2011: Server Quit -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, June 28, 2011 9:58 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed a case where CritBoost effects were being removed from players being healed. - Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time. - Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts) - Fixed the problem that was causing Strange Demoman shields to not accumulate kills. - Fixed a bug where the Reserve Shooter would minicrit against swimming targets. - Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower) - Made the Jumper's Jeepcap and Pocket Medic craft-able. - Updated the bot navigation files for several maps. - Added an entry for Call Vote to the Options-Keyboard Settings, so you can bind a key to it. - Updated the gamehaptics file: - Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update. - Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation. - Tuned Brass Beast recoil to have less of an impact on your aiming reticle. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
or something like this? Starting the Steam Update... Don't close this window. If you close this window the update will still be executed on the server Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Updating 'Team Fortress 2 Materials' from version 123 to version 124 Retrying in 30 seconds. . . Updating 'Team Fortress 2 Materials' from version 123 to version 124 47.16% downloading /orangebox\tf\materials\backpack\player\items\crafting\crate_summer_large.vmt Checking/Installing 'Base Source Shared Sounds' version 4 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:22 PM, clad iron cladi...@gmail.com wrote: i'm getting alot of these since the f2p update. Same on tf2 and dods. Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Day of Defeat Source Base Content' version 68 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.comwrote: Is anyone's Linux server quitting and failing to start/autoupdate? Here is what my console looked like: Dropped replay from server (Server shutting down) L 06/28/2011 - 22:11:49: server_message: quit PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110628221149_1.dmp Tue Jun 28 22:13:23 EDT 2011: Server Quit -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, June 28, 2011 9:58 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed a case where CritBoost effects were being removed from players being healed. - Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time. - Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts) - Fixed the problem that was causing Strange Demoman shields to not accumulate kills. - Fixed a bug where the Reserve Shooter would minicrit against swimming targets. - Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower) - Made the Jumper's Jeepcap and Pocket Medic craft-able. - Updated the bot navigation files for several maps. - Added an entry for Call Vote to the Options-Keyboard Settings, so you can bind a key to it. - Updated the gamehaptics file: - Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update. - Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation. - Tuned Brass Beast recoil to have less of an impact on your aiming reticle. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
This is really starting to be a load of crap . The issues involved to update servers. Files that we edit for our server get over wrote. ( if a file is having to be over wrote on an update, what is so hard about it backing up the edited file ?) The time frame it takes to update servers. The fact that 90% of the time something breaks, whether it's a valve issue or a a metamod/sourcemod issue. ( i know the plugins breaking are not valves fault, but they don't help the issue). I'm about ready to just shut down the servers we host, and let everyone else worry about the headaches. On Tue, Jun 28, 2011 at 10:24 PM, Tom Grant aksu...@gmail.com wrote: I've gotten that message a few time as well. Just keep trying to update, I'm sure the content servers are under a good load right now! On Tue, Jun 28, 2011 at 10:22 PM, clad iron cladi...@gmail.com wrote: i'm getting alot of these since the f2p update. Same on tf2 and dods. Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Day of Defeat Source Base Content' version 68 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.com wrote: Is anyone's Linux server quitting and failing to start/autoupdate? Here is what my console looked like: Dropped replay from server (Server shutting down) L 06/28/2011 - 22:11:49: server_message: quit PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110628221149_1.dmp Tue Jun 28 22:13:23 EDT 2011: Server Quit -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, June 28, 2011 9:58 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed a case where CritBoost effects were being removed from players being healed. - Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time. - Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts) - Fixed the problem that was causing Strange Demoman shields to not accumulate kills. - Fixed a bug where the Reserve Shooter would minicrit against swimming targets. - Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower) - Made the Jumper's Jeepcap and Pocket Medic craft-able. - Updated the bot navigation files for several maps. - Added an entry for Call Vote to the Options-Keyboard Settings, so you can bind a key to it. - Updated the gamehaptics file: - Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update. - Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation. - Tuned Brass Beast recoil to have less of an impact on your aiming reticle. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- AksumkA.com http://aksumka.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
objects.txt To allow 2 dispensers and modify the amount needed to build them and the time it takes to build them. As for the motd and the map file i have those edited in the commandline. Which also makes me want to ask. if the map file is over wrote , what is the point of adding background01 the list each time it's over wrote ? On Tue, Jun 28, 2011 at 10:42 PM, Milton Ngan mil...@valvesoftware.comwrote: Which files are you updating that are being overwritten? In many cases there are convars to change the file you use for a particular function. In cases where you can't (e.g motd.txt while using sv_pure 2) you can just set the file to be read-only and the file will not be clobbered. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Tuesday, June 28, 2011 7:36 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released This is really starting to be a load of crap . The issues involved to update servers. Files that we edit for our server get over wrote. ( if a file is having to be over wrote on an update, what is so hard about it backing up the edited file ?) The time frame it takes to update servers. The fact that 90% of the time something breaks, whether it's a valve issue or a a metamod/sourcemod issue. ( i know the plugins breaking are not valves fault, but they don't help the issue). I'm about ready to just shut down the servers we host, and let everyone else worry about the headaches. On Tue, Jun 28, 2011 at 10:24 PM, Tom Grant aksu...@gmail.com wrote: I've gotten that message a few time as well. Just keep trying to update, I'm sure the content servers are under a good load right now! On Tue, Jun 28, 2011 at 10:22 PM, clad iron cladi...@gmail.com wrote: i'm getting alot of these since the f2p update. Same on tf2 and dods. Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Day of Defeat Source Base Content' version 68 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.com wrote: Is anyone's Linux server quitting and failing to start/autoupdate? Here is what my console looked like: Dropped replay from server (Server shutting down) L 06/28/2011 - 22:11:49: server_message: quit PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110628221149_1.dmp Tue Jun 28 22:13:23 EDT 2011: Server Quit -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, June 28, 2011 9:58 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed a case where CritBoost effects were being removed from players being healed. - Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time. - Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts) - Fixed the problem that was causing Strange Demoman shields to not accumulate kills. - Fixed a bug where the Reserve Shooter would minicrit against swimming targets. - Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower) - Made the Jumper's Jeepcap and Pocket Medic craft-able. - Updated the bot navigation files for several maps. - Added an entry for Call Vote to the Options-Keyboard Settings, so you can bind a key to it. - Updated the gamehaptics file: - Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update. - Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation. - Tuned Brass Beast recoil to have less of an impact on your aiming reticle. Jason
Re: [hlds_linux] Messages arriving 20 minutes late?
i can agree on the long update times. 5 servers, over 30 min's On Mon, Jun 27, 2011 at 9:56 PM, Milton Ngan mil...@valvesoftware.comwrote: I am working on the mailing list issue. The problem is that the spam filters are eating up lots of CPU on the VM. I will be moving off the spam filtering onto a different box that can better handle the job. Over the past year we have added more than 200Gbps of bandwidth, and we are constantly rolling out more content server to increase our capacity. You can take a look at how much bandwidth was used today on this page. http://store.steampowered.com/stats/content/ -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Monday, June 27, 2011 6:01 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Messages arriving 20 minutes late? Is anyone else noticing that messages from this mailing list are now arriving something like 20 minutes after they're sent? Also, are there any plans on Valve's part to increase Steam download servers' capacity? This latest TF2 should be tiny, but neither my servers or client have been able to update in the last 20 minutes. -- R. Bemrose OCRTF2 Admin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
i do see a difference in fps also. 00:49:45 fps_max = 950 ( def. 300 ) - Frame rate limiter 00:49:50 stats 00:49:50 CPU InOut Uptime Users FPSPlayers 0.00 0.00 0.00 1 0 255.81 0 On Tue, Jun 28, 2011 at 12:37 AM, Andres Pozos javato...@yahoo.es wrote: Hi: Im not answering your question, but having more than 70 fps in orangebox is a waste of cpu. Best regards This update has caused all of our server's FPS to sit at half the amount it would usually sit at (~480 instead of ~1000). Is anyone else experiencing this? On 28/06/2011 10:34 AM, Jason Ruymen wrote: Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Reduced CPU usage for idle servers Team Fortress 2 - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the whitelist for Medieval mode - Added a server console message when a player is sent to the server via the matchmaking system - Fixed the cl_gameserver_list output - Fixed the Quick-Fix showing the fire overlay when running in DX8 - Fixed a problem with team paints not being displayed properly when playing - Fixed a display problem with Hatless hats - Fixed a problem that prevented the new Scout items from being used in crafting recipes - Fixed a problem with clients seeing the incorrect vote options after changing servers - Fixed the backpack image for the Schadenfreude not being disabled when using paint - Updated the Planeswalker Goggles to not hide the Scout's hat/headset - Updated the taunt items to be nameable - Updated the localization files Jason __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
note to valve. i setup tf_server_identity_account_id n tf_server_identity_token x a few weeks ago on 3 servers, but when checking the status on it with cl_gameserver_list it only shows 1 server added. The above cvars are in the server.cfg On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName! ad...@topnotchclan.comwrote: Thanks for the headsup, cant wait for the update! On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
maybe i'm not understanding correctly. Say i have 5 servers, does cl_gameserver_create_identity have to be run 5 times getting a new id each time? i ran it once and pasted the info into each server.cfg On Thu, Jun 23, 2011 at 6:38 PM, Tony Paloma drunkenf...@hotmail.comwrote: Perhaps a dumb question, but you created three different identities, ya? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Thursday, June 23, 2011 3:33 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon note to valve. i setup tf_server_identity_account_id n tf_server_identity_token x a few weeks ago on 3 servers, but when checking the status on it with cl_gameserver_list it only shows 1 server added. The above cvars are in the server.cfg On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName! ad...@topnotchclan.comwrote: Thanks for the headsup, cant wait for the update! On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
i reread his link, i see it does say not to use the same identity (i over looked that) . On Thu, Jun 23, 2011 at 6:46 PM, clad iron cladi...@gmail.com wrote: maybe i'm not understanding correctly. Say i have 5 servers, does cl_gameserver_create_identity have to be run 5 times getting a new id each time? i ran it once and pasted the info into each server.cfg On Thu, Jun 23, 2011 at 6:38 PM, Tony Paloma drunkenf...@hotmail.comwrote: Perhaps a dumb question, but you created three different identities, ya? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Thursday, June 23, 2011 3:33 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon note to valve. i setup tf_server_identity_account_id n tf_server_identity_token x a few weeks ago on 3 servers, but when checking the status on it with cl_gameserver_list it only shows 1 server added. The above cvars are in the server.cfg On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName! ad...@topnotchclan.comwrote: Thanks for the headsup, cant wait for the update! On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
same here chris, it's hung at that screen for 15min's now. On Thu, Jun 23, 2011 at 7:00 PM, Chris Oryschak ch...@oryschak.com wrote: Has anyone been able to create a id/token? I'm hanging at: ] cl_gameserver_create_identity Request to create a game server account sent--please wait. Chris -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, June 23, 2011 6:09 PM To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Mandatory TF2 update coming this afternoon We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
nah, just run it again and it worked. they may be bombarded. On Thu, Jun 23, 2011 at 7:07 PM, DontWannaName! ad...@topnotchclan.comwrote: Maybe its your firewall? On Thu, Jun 23, 2011 at 4:00 PM, Chris Oryschak ch...@oryschak.com wrote: Has anyone been able to create a id/token? I'm hanging at: ] cl_gameserver_create_identity Request to create a game server account sent--please wait. Chris -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, June 23, 2011 6:09 PM To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Mandatory TF2 update coming this afternoon We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
I'm getting the same crash error on tf2 as on the beta. (linux) Anyone else getting these on linux ? Console initialized. Game.dll loaded for Team Fortress Setting breakpad minidump AppID = 440 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(440)/version(4608) CSoundEmitterSystem: Registered 3885 sounds scripts/talker/tf.txt(token 1098) : No such response 'ScoutTauntAtomizer' for rule 'ScoutTauntAtomizer' Discarded rule ScoutTauntAtomizer CResponseSystem: scripts/talker/response_rules.txt (885 rules, 405 criteria, and 855 responses) Particles: Missing 'particles/error.pcf' material particle/smoke1/smoke1 not found. material particle/fire_particle_8/fire_particle_8 not found. material particle/vistasmokev1/vistasmokev1 not found. material particle/particle_ring_wave_5_add not found. material particle/particle_glow_07 not found. material particle/particle_swirl_04 not found. material particle/particle_glow_05_add_15ob_minsize not found. material particle/bendibeam not found. material particle/particle_glow_05_add_15ob_noz not found. material particle/smoke1/smoke1_nearcull not found. Plugins: found file sourceop.vdf Plugins: found file metamod.vdf PreMinidumpCallback: updating dump comment Segmentation fault (core dumped) BFD: Warning: /home/servers/ob_tfpyro/orangebox/core is truncated: expected core file size = 130662400, found: 2609152. Failed to read a valid object file image from memory. Cannot access memory at address 0xc0fb6c /home/servers/ob_tfpyro/orangebox/debug.cmds:5: Error in sourced command file: No function contains program counter for selected frame. email debug.log to li...@valvesoftware.com On Thu, Jun 23, 2011 at 10:26 PM, clad iron cladi...@gmail.com wrote: Even tho the servers are saying to update, they will not. i guess mass updating is putting quite a load on the masterserver. This free TF2 makes me think twice about buying other games threw valve. It would be my luck, i go buy another game and they GIVE IT AWAY. I wonder what the guys and girls that just bought the game are saying? No more purchases from me. On Thu, Jun 23, 2011 at 7:20 PM, Jeff Sugar jeffsu...@gmail.com wrote: Did anyone else notice that there's no second link? It says You can check it out here:, and then it goes straight to -Eric :v On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
Even tho the servers are saying to update, they will not. i guess mass updating is putting quite a load on the masterserver. This free TF2 makes me think twice about buying other games threw valve. It would be my luck, i go buy another game and they GIVE IT AWAY. I wonder what the guys and girls that just bought the game are saying? No more purchases from me. On Thu, Jun 23, 2011 at 7:20 PM, Jeff Sugar jeffsu...@gmail.com wrote: Did anyone else notice that there's no second link? It says You can check it out here:, and then it goes straight to -Eric :v On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch updates now available
kind'a late with this isn't it. the update was a few hr's ago. Is this the update to keep metamod and sourcemod from being able to work anymore ? On Thu, Jun 23, 2011 at 10:04 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Updated the shared interfaces for the TF2 Free To Play update - Updated the shared localization files Team Fortress 2 - TF2 is now Free To Play - Added the Uber Update: http://www.teamfortress.com/uberupdate/ - Added PL_Barnblitz, a new Payload map - Added all kinds of new goodies! - The Main menu now has a Start Playing option which presents users with various game modes to choose from. Once selected, the game matches the player into the best available server for that mode. - The Crafting interface has been redesigned to accommodate the fact that crafting blueprints are always known to players now. - The Item selection screen in Loadouts has been redesigned to support selection among a larger number of items. - Training improvements: - New training user interface - Added A,W,S,D movement instruction to Soldier training - Added ammo instruction to Engineer training - Clarified many instructional strings - Added new voting sounds - Fixed various Coaching bugs - Fixed various gameplay bugs Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Free-to-Play and hackers...
My guess... a cvar (date to be announed) that will not allow free players to join servers with the cvar set. Would have been nice to have it with this update. On Thu, Jun 23, 2011 at 9:51 PM, Chris Oryschak ch...@oryschak.com wrote: So what's to stop/prevent hackers from creating a new steam account and rejoining our servers now that TF2 is free :\ Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming this afternoon
think about the players that bought the game a couple days ago. great move for valve (money wise), but o-well about everyone else. So what kind of goodies are we getting to compair to the amount of money spent on buying the game ? A few new weapons ? (which we would get anyway with the drops) My whole look on valve has just changed since this update and what i've heard to expect on the near future updates. On Fri, Jun 24, 2011 at 1:26 AM, Jeff Sugar jeffsu...@gmail.com wrote: You're kidding, right? Oh no a game I paid for along with the other OB games like 4 years ago that has had dollar sales since has now gone free to play, I feel so ripped off!? - Notice: This message was sent from my phone, so please forgive any formatting errors. On Jun 23, 2011 10:21 PM, clad iron cladi...@gmail.com wrote: Even tho the servers are saying to update, they will not. i guess mass updating is putting quite a load on the masterserver. This free TF2 makes me think twice about buying other games threw valve. It would be my luck, i go buy another game and they GIVE IT AWAY. I wonder what the guys and girls that just bought the game are saying? No more purchases from me. On Thu, Jun 23, 2011 at 7:20 PM, Jeff Sugar jeffsu...@gmail.com wrote: Did anyone else notice that there's no second link? It says You can check it out here:, and then it goes straight to -Eric :v On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com wrote: We're preparing to release a mandatory Team Fortress 2 update this afternoon. This update includes a new matchmaking system for clients. To learn how you can use this to drive traffic to your server(s) follow this link: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 We have also put together a FAQ with extra info. You can check it out here: -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Dev's, can we please get some type of way to trouble shoot the replay issues ? When it fails, this really isn't enough to go on. Please keep in mind also not all admin have access to the server console. So having this print to logs would be nice. * * TESTING REPLAY SYSTEM CONFIGURATION... * * * Testing Fileserver ConVars (replay_fileserver_*)... * * Protocol: http * Validating...OK * * Hostname: EDITED * Validating...OK * * Port: 80 * Validating...OK * * Path: /tf2replays/beta1 * Validating...OK * * * If clients can't access the following URL via a Web * browser, they will not be able to download Replays. * * URL:http://EDITED:80/tf2replays/beta1/ * * * Testing File I/O... * * Temp path: /home/servers/tfbeta/tf2beta/tf_beta/replay/server/tmp/ * * Opening temp fileOK * Allocating test buffer...OK * Writing temp fileOK * * * Testing file publisher... * * Fileserver type:Remote Web server * Upload protocol:ftp * Validating...OK * * Hostname: EDITED * Validating...OK * * Port: 21 * Validating...OK * * Remote path:/beta1 * Validating...OK * * Login: EDITED * Validating...OK * * Password: (not shown) * * Initializing FTP.OK * Getting file sizeOK * Opening local file for read..OK * Logging in and uploading.FAILED * * * ** ERROR: Access denied to remote resource * * L 06/18/2011 - 17:39:31: server_cvar: sv_tags _registered,cp,increased_maxplayers,respawntimes L 06/18/2011 - 17:39:31: server_cvar: sv_tags _registered,cp,increased_maxplayers,respawntimes * * FAILURE - REPLAY DISABLED! replay_enable is now 0. * * * Address any failures above and re-exec replay.cfg. * On Fri, Jun 17, 2011 at 6:59 PM, Eric Riemers riem...@binkey.nl wrote: I can confirm this , started crashing even at 03:00 at night with nobody on them.. but with the latest update, so far I have not seen crashes, but still too early to tell. (this issue was introduced not with the latest update but the one before that) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: vrijdag 17 juni 2011 23:57 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released I'm not sure was it the update before this one or the previous one but my rock-solid-stable-replay-enabled servers started crashing. I switched replays off from every one of them due to this. -ics 18.6.2011 0:42, Jonah Hirsch kirjoitti: I'm still experiencing crashes on mapchange with replays enabled after this update. --- Jonah Hirsch On Fri, Jun 17, 2011 at 2:32 PM, Jason Ruymenjas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: - Added a new command line option: -strictportbind - If you launch the game with this option it will quit with an error message if it can't bind to the default or specified port - Fixed a server crash caused by the replay system - Fixed a server crash caused by disguising spies - Fixed a server crash on startup caused by writing to the console - Fixed a server crash triggered during entity cleanup Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or
Re: [hlds_linux] Empty TF2 server cycle through mapcycle
Saint has brought up a good point. Just joining a server that has no one on it, will activate the map change if the timer was already reached. This isn't too fun when your joining the server due to the map it's on, then to find out after you join (hoping nothing custom has to be downloaded) the map changes. On Sat, Jun 18, 2011 at 7:29 PM, Chris Oryschak ch...@oryschak.com wrote: Hi, I use RandomCycle+ sourcemod plugin (http://forums.alliedmods.net/showthread.php?p=784482) Which does tiered map lists based on player count/time of day. It also has the option to make a idle tier where you can specify which maps to cycle though when the server is empty along with a time limit where the server is inactive it will automatically change the map. Chris -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Saturday, June 18, 2011 7:01 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Empty TF2 server cycle through mapcycle Hi, Does anyone know a way to make TF2 cycle through its mapcycle when its empty, without setting the cvar to obey timelimits (which will make the map change instantly midround when the timelimit is reached)? Currently the server will just stick to the map on whatever it went empty on, until people start joining again and the map timers restart. I've been looking through the cvar list but couldn't find anything useful there. Neither could I find anything useful on the sourcemod forums. Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Updates Released
ya, this is starting to get old having to restart the (crashed) server everyday due to the ftp loosing connecting and the server hanging. On Fri, Jun 10, 2011 at 8:17 PM, Jon Lippincott j...@valvesoftware.com wrote: We have replay fixes for early next week. -Jon Also the 30,000+ replay files on the ftp, can get we get a fix to delete those after a certain period ? On Tue, Jun 14, 2011 at 7:39 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Looks like Hat Fortress 2 continues to prevail. Any update on the Replay fixes?! On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2 are now available. The specific changes include: - Added the Spiral Knights promotional hat - Updated The Superfan, The Essential Accessories, and The Hero's Hachimaki so they can be painted - Updated The Conjurer's Cowl and The Maul so they can be crafted and traded Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
i noticed my server didn't come back up and it crashed (reason unknown atm) . I restarted it and due to a firewall issue resetting on my webserver the game server couldn't connect, and due to that the server was hung. This was viewed in the server console, but i didn't copy anything. Request : Could you make the messages seen in the server console for the replays (when the server is starting) viewable in the log's ? and any tech info that would help in finding out why a server isn't connecting to said webserver. wrong password wrong user port blocked ect.. The same info that shows on a server start. On Thu, Jun 9, 2011 at 11:28 PM, DarthNinja hlds-...@darthninja.com wrote: I'm seeing some crashes on my 32 player 2fort server (it looks like about 3+ today). -- I sent this a while ago, but I got the Unable to deliver problem other people are reporting with the list. On Thu, Jun 9, 2011 at 11:22 PM, Tony Paloma drunkenf...@hotmail.com wrote: Ya, 32 players. It's happening most frequently on goldrush. I've seen it happen at least once on hydro too. It prints the message ED_Alloc: no free edicts and then restarts. My apologies if this message comes in twice. The first time it was claimed to have been rejected. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, June 09, 2011 12:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released None yet, got 32 slot server? I'm running only 30 ones and smaller. -ics 9.6.2011 19:38, Tony Paloma kirjoitti: After this update, I am seeing a lot more crashes due to no free edicts. Anyone else? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Wednesday, June 08, 2011 3:30 PM To: 'h...@list.valvesoftware.com'; '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 TF2. The notes are below. -Eric - Team Fortress 2 - Added the Saxxy - Updated the kill icons - Updated the vote system - Added a convar to prevent voting on the next level if one has already been set (sv_vote_issue_nextlevel_prevent_change) - Fixed scrambleteams resetting how many rounds have been played - Updated mp_scrambleteams to support a parameter of 2, which prevents resetting the number of rounds that have been played - Fixed the server automatically creating votes while in training or using itemtest ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mailing List Server Moved
If you would , i sent in a message yesterday and i got an e-mail back saying Your message to hlds_linux awaits moderator approval Can you see it there was an issue? I'm guessing due to there being a .bsp file added. On Fri, Jun 3, 2011 at 12:35 AM, Guy Watkins hlds_li...@watkins-home.comwrote: It seems to be working. } -Original Message- } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- } boun...@list.valvesoftware.com] On Behalf Of Milton Ngan } Sent: Wednesday, June 01, 2011 2:00 PM } To: 'Half-Life dedicated Linux server mailing list' } Subject: [hlds_linux] Mailing List Server Moved } } The mailman server was moved to a new IP. This is just a test message to } see if there are any issues. } } Cheers } } M. } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Test Message
works fine for me. :D On Wed, Jun 1, 2011 at 5:50 PM, Milton Ngan mil...@valvesoftware.comwrote: The list server was just moved to a new network. Just testing that the new server is working correctly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] relay crashing server on a map
can someone test this please, so if it is an issue maybe they can look into it as they push those fixes out this week ? Thanks On Thu, Jun 2, 2011 at 1:41 AM, clad iron cladi...@gmail.com wrote: Can someone verify this plz. Playing TF2 on 2fort and well the server would not crash when playing any class and starting a replay. I change maps to cp_orange_x3.bsp and start a replay , once i die the server crashes just before it seems like i should be respawning. After narrowing it down to the map, i had thought it was class related (scout) but after restarting the server and changing maps back to cp_orange_x3 i used a solder. Once again after the i started the replay and wasted about 2 min's, i typed kill in the console. after a few sec's the server crashes. I tested this 4 times , starting on 2fort then changing maps to cp_orange_x3.bsp (.BSP ATTACHED) Once the server crashes the client side keeps hearing the buzzer till you delete the replay (since it's corrupt at that point,rejoining the server after it restarts does not fix the past replay) There may be other maps out there causing the same issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
Is there no version number change ? i still show 1.1.5.1 On Wed, May 25, 2011 at 6:40 PM, Jason Ruymen jas...@valvesoftware.comwrote: An optional update for Team Fortress 2 is now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed a client crash when disconnecting from servers with sv_pure set to 1 - Fixed a client crash in the material system - Fixed a client crash caused by using alt-tab while playing Team Fortress 2 - Added the Concheror and the Fishcake to the list of weapons allowed in Medieval mode - Fixed a few server crashes caused by the replay system - Fixed a server crash caused by the vote system - Fixed the notification text being clipped when you receive items - Updated the localization files Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay Overview for Server Operators / FAQ
Excellent reference material. thanks. I have a question. You mentioned: Once you've edited the config files, you can test everything by start a dedicated server, making sure to include *+exec replay.cfg* to the command line parameters. Would there be any issues using in a server.cfg ? Adding exec relay.cfg to it. This way i would think if they comment out exec relay.cfg in the server.cfg the relay system would not be loaded on a map change. Of course the replay_enable would need to be set to 0 by default. Also what about this: *Will shutting down my server mess up Replays?* If you shut down your server using the exit command, it should publish any data it needs to and shut down gracefully. Does that include using the command quit ? On Tue, May 10, 2011 at 5:03 PM, Jon Lippincott j...@valvesoftware.comwrote: http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
will the extra slot that is taken, be fixed to automatically adjust the server limit ? So if a server is running lets say a 32 slot server, it only shows 31 in the master server list. So can there ever truly be 32 players in the map with the relay running? On Mon, May 9, 2011 at 7:12 PM, Eli Witt eliw...@gmail.com wrote: I'm not sure if you meant these as both questions for the FAQ and asking them in general, or just the FAQ, but going by the tone of your post I'll guess the fomer and help you out from what I've garnered from testing the system thus far; Recording of the replays by the server starts as soon as a player (bot or human) connects to the server, and will seamlessly record everything until the last player disconnects. When a client smashes all over F6 to get a replay, the server simply correlates the time they were alive to the various .block files and forks over a list of the appropriate files for the TF2 client to request from the web server. (Hence why unlike a demo recording, you can watch from anyone's POV at any time, everything is recorded to the files) As for the duration of being able to download the files from the web server, I tested whether least the client will keep intelligently trying to acquire the files even across a game restart by starting the demo capture when I spawned on the map, running around and doing things to be recorded for about a minute, then jumping off the map. I hopped into the replay menu in the client, and while it still stated 'Downloading...' I quite rudely killed the apache process on the server as well as killing TF2 via taskamanger @ the same time. I then restarted Steam, hopped back into TF2 and checked the replay menu. It still stated 'waiting..' so I fired the apache process back up, and about 10 seconds later, the replay finished downloading, error free. So it would seem the client will at least keep trying, if there's a cap on that timer, I suppose Jon will need to answer that one. On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de wrote: Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds_linux] Replay upload done on main thread
i can vouch for this. running on a test server locked with only me. hard spike were in the game. also noticed the spikes in the clip. On Fri, May 6, 2011 at 5:59 AM, Nephyrin Zey nephy...@doublezen.net wrote: This conversation ACTUALLY HAPPENED hours prior to tony discovering this: (10:06:15 PM) DrunkenF00lTFC: // Upload replay file on main thread. I see no problem with this. (10:06:29 PM) Nephyrin: .. does it really (10:06:33 PM) DrunkenF00lTFC: lol no. (10:06:42 PM) DrunkenF00lTFC: well actually i dno i haven't done it (10:06:45 PM) DrunkenF00lTFC: but there's no way it does (10:06:55 PM) Nephyrin: ... you'd think Just thought i'd share - Neph On 05/06/2011 02:52 AM, Tony Paloma wrote: Just a PSA. Replay upload is done on the main thread (at least for Linux servers) at least in part and can cause noticeable frequent lag spikes. Thus, I would not recommend the FTP offloading feature until they fix it. Sample stack trace: http://pastebin.com/JS0wCBRR Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crashes with latest OB update
Just to point out i found 1 thing causing mine to crash. i loaded up cp_skyscraper and went soldier. now when doing a jump with 4 rockets, your dead. or i was, were normally i do not. Anyway, once a 3rd or fth rocket is used , and you receive a death from landing with low health or die making the jump. the server would crash. If you do the same jump and land in the water so you take no damage, the server lives. I understand there should be plugins out there to fix this. This was to only explain to anyone that may wonder what could be causing it. I'm sure there are other ways crashing as well since it seems like if you take so much damage then die from a fall, thats when the server takes a dump. And most time it seemed like the server was hung, but was in fact uploading a dump file to steam. which was making my server take a long time to restart. On Fri, May 6, 2011 at 5:33 AM, Fyren fyren...@gmail.com wrote: On Fri, May 6, 2011 at 03:45, oGre o...@muppfarmen.se wrote: Apparently Kigen did release the sourcecode on google code, but got banned anyway, so now he's removed the sourcecode altogether. The actual order of events is: 1) Kigen posts a link to the binary without source. 2) Moderator removes the link, replies telling him to post the source. 3) Kigen readds the link without source (giving an edit reason of fuck off). 4) Moderator gives him a temporary ban. Zeal for supporting server admins is great, but thumbing your nose at the license is not. You can't post a binary with the promise of source coming later. The crux here is that after being explicitly warned about the license he ignored it. At the point in time of #3, he ignored the moderator and the license, so what's the moderator supposed to do? Continually edit out the link if Kigen puts it back yet again? The ban was justified, even though the source was posted soon after. And now taking the repository down while leaving the download links to the binaries working on his site also isn't the best way to deal with the license. Hopefully, he'll remove the binaries or put the source back up. -Fyren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory updates coming later today
to agree with Kyle, i have talked to ppl that are outraged that they can't play for more than a few min's before a crash. as for the updating time, here in EST it's 9:35 PM. If this update was coming about 5 hours earlier, it wouldn't be in a main stream time that gamers play before bed. this would also allow valve ruffly 5 hours or so to fix any problems that arise from the update. or atlest revert part of the patch back to fix the issue till they come in on the next day. On Thu, May 5, 2011 at 9:29 PM, Kyle Sanderson kyle.l...@gmail.com wrote: To be fair. The beta is only really gameplay related, nothing of any real significance is actually tested there. While I realize this is a server administration 'discussion' list, my client (TF2 in specific) is still completely borked from the April 14th engine update. I can't even play more then 20minutes without it crashing out. The testing model is non-existent or it's heavily flawed. It's 6 26PM 'real' time, the sun goes down in Seattle in little under two hours. It's being shipped right before the last person turns the light off in the office. That's what we're all complaining about. If there is an issue with the update tonight, it isn't going to be fixed. On Thu, May 5, 2011 at 6:17 PM, Tony Paloma drunkenf...@hotmail.com wrote: I seem to recall the beta being updated recently and containing several yet-to-be-released additions, but I'm sure that doesn't matter to you. There's obviously no satisfying you. Meanwhile, myself and what seems to be the rest of us are thankful that they provided notice for today's update and that it's not late on Friday. There have been plenty of Thursday updates where they fix issues the next day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury Sent: Thursday, May 05, 2011 6:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory updates coming later today Too bad it takes Valve 2+ days to fix the bugs they add in every update. Say, speaking of bugs in updates, wasn't that the point of the TF2 beta? Or I guess they just like to test things in production like all the 'cool' software companies do. On Thu, May 5, 2011 at 9:00 PM, Tony Paloma drunkenf...@hotmail.com wrote: Good thing it's Thursday in Valve Land. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury Sent: Thursday, May 05, 2011 5:53 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory updates coming later today Well, I'm sure it's afternoon *somewhere!* I guess we should have expected the *usual* * hit-the-update-button-on-the-way-out-the-door-and-not-fix-anything-unt il-Mon day * routine. On Thu, May 5, 2011 at 8:26 PM, Eric Smith er...@valvesoftware.com wrote: We're about 45 minutes from having it be released. -Eric -Original Message- From: Eric Smith Sent: Thursday, May 05, 2011 11:02 AM To: 'h...@list.valvesoftware.com'; 'hlds_linux@list.valvesoftware.com ' Subject: Mandatory updates coming later today We're getting ready to release mandatory updates for TF2, CS:S, DoD:S, and HL2:DM this afternoon. This is just a heads-up that they're coming. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory updates coming later today
just a thought, maybe it has to do with there site being off line yesterday? http://forums.steampowered.com/forums/showthread.php?p=22119389#post22119389 On Thu, May 5, 2011 at 9:38 PM, clad iron cladi...@gmail.com wrote: to agree with Kyle, i have talked to ppl that are outraged that they can't play for more than a few min's before a crash. as for the updating time, here in EST it's 9:35 PM. If this update was coming about 5 hours earlier, it wouldn't be in a main stream time that gamers play before bed. this would also allow valve ruffly 5 hours or so to fix any problems that arise from the update. or atlest revert part of the patch back to fix the issue till they come in on the next day. On Thu, May 5, 2011 at 9:29 PM, Kyle Sanderson kyle.l...@gmail.comwrote: To be fair. The beta is only really gameplay related, nothing of any real significance is actually tested there. While I realize this is a server administration 'discussion' list, my client (TF2 in specific) is still completely borked from the April 14th engine update. I can't even play more then 20minutes without it crashing out. The testing model is non-existent or it's heavily flawed. It's 6 26PM 'real' time, the sun goes down in Seattle in little under two hours. It's being shipped right before the last person turns the light off in the office. That's what we're all complaining about. If there is an issue with the update tonight, it isn't going to be fixed. On Thu, May 5, 2011 at 6:17 PM, Tony Paloma drunkenf...@hotmail.com wrote: I seem to recall the beta being updated recently and containing several yet-to-be-released additions, but I'm sure that doesn't matter to you. There's obviously no satisfying you. Meanwhile, myself and what seems to be the rest of us are thankful that they provided notice for today's update and that it's not late on Friday. There have been plenty of Thursday updates where they fix issues the next day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury Sent: Thursday, May 05, 2011 6:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory updates coming later today Too bad it takes Valve 2+ days to fix the bugs they add in every update. Say, speaking of bugs in updates, wasn't that the point of the TF2 beta? Or I guess they just like to test things in production like all the 'cool' software companies do. On Thu, May 5, 2011 at 9:00 PM, Tony Paloma drunkenf...@hotmail.com wrote: Good thing it's Thursday in Valve Land. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury Sent: Thursday, May 05, 2011 5:53 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory updates coming later today Well, I'm sure it's afternoon *somewhere!* I guess we should have expected the *usual* * hit-the-update-button-on-the-way-out-the-door-and-not-fix-anything-unt il-Mon day * routine. On Thu, May 5, 2011 at 8:26 PM, Eric Smith er...@valvesoftware.com wrote: We're about 45 minutes from having it be released. -Eric -Original Message- From: Eric Smith Sent: Thursday, May 05, 2011 11:02 AM To: 'h...@list.valvesoftware.com'; ' hlds_linux@list.valvesoftware.com' Subject: Mandatory updates coming later today We're getting ready to release mandatory updates for TF2, CS:S, DoD:S, and HL2:DM this afternoon. This is just a heads-up that they're coming. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory updates coming later today
Guess i'll just have to look for the update tomorrow as well, as it's almost 10:30 PM here. Bed Time. On Thu, May 5, 2011 at 10:14 PM, John Marbury barreltr...@gmail.com wrote: http://armthehomeless.files.wordpress.com/2011/02/umad.jpg Damn, I sure can predict the fanboy rage can't I? I only mentioned my servers because they were full 24/7 for the last however many years, now it's only the trade servers that stay full. - Well it looks like the Valve update guy fell asleep at the desk again so I might as well stop staying up. Have fun being angry and enjoy your update with even more hats and paid promo garbage! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Required TF2 Update?
yes it required. all my servers are not allowing ppl to join. On Thu, Apr 28, 2011 at 6:46 PM, Ross Bemrose rbemr...@vgmusic.com wrote: I'm not sure if today's TF2 update is a required update, but it adds new models to the game. From the News page on Steam: Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Team Fortress 2 Added content for upcoming promotions ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Required TF2 Update?
http://forums.steampowered.com/forums/showthread.php?p=22119389#post22119389 On Thu, Apr 28, 2011 at 6:56 PM, clad iron cladi...@gmail.com wrote: yes it required. all my servers are not allowing ppl to join. On Thu, Apr 28, 2011 at 6:46 PM, Ross Bemrose rbemr...@vgmusic.comwrote: I'm not sure if today's TF2 update is a required update, but it adds new models to the game. From the News page on Steam: Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Team Fortress 2 Added content for upcoming promotions ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SRCDS froze, didn't automatically restart
no, not right after the update. I have seen those randomly on windows for a couple of years , never on linux. On Wed, Apr 6, 2011 at 4:34 PM, bottige...@gmail.com bottige...@gmail.comwrote: Did anyone get a crash like this recently after the update? SRCDS appeared frozen and didn't restart by itself for many hours until I manually killed it. *** glibc detected *** ./srcds_linux: corrupted double-linked list: 0x0bf90c10 *** === Backtrace: = /lib/libc.so.6(+0x6c501)[0xb75d4501] /lib/libc.so.6(+0x6f6bc)[0xb75d76bc] /lib/libc.so.6(+0x71a1c)[0xb75d9a1c] /lib/libc.so.6(realloc+0xe3)[0xb75d9f53] bin/libtier0.so(+0x13ab7)[0xb7781ab7] /home/bottiger/steam/server1/orangebox/tf/bin/server.so(+0x766112)[0xb40ac112] /home/bottiger/steam/server1/orangebox/tf/bin/server.so(+0x7662c2)[0xb40ac2c2] /home/bottiger/steam/server1/orangebox/tf/bin/server.so(+0x63beb5)[0xb3f81eb5] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x186809)[0xb6eb7809] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x2b716)[0xb6d5c716] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x148a01)[0xb6e79a01] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x14f2d2)[0xb6e802d2] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1565ae)[0xb6e875ae] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x95b0f)[0xb6dc6b0f] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1a01a7)[0xb6ed11a7] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x10b7ca)[0xb6e3c7ca] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x10c3f4)[0xb6e3d3f4] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x115561)[0xb6e46561] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x115d89)[0xb6e46d89] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x115f90)[0xb6e46f90] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1c0c2e)[0xb6ef1c2e] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1bd499)[0xb6eee499] bin/dedicated.so(+0x4b700)[0xb7107700] bin/dedicated.so(+0x4b457)[0xb7107457] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1bdabb)[0xb6eeeabb] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1d6641)[0xb6f07641] /home/bottiger/steam/server1/orangebox/bin/engine.so(+0x1bea68)[0xb6eefa68] bin/dedicated.so(+0x4b8fd)[0xb71078fd] bin/dedicated.so(+0x4f181)[0xb710b181] bin/dedicated.so(+0x509fd)[0xb710c9fd] bin/dedicated.so(+0x4f181)[0xb710b181] bin/dedicated.so(+0x4bd46)[0xb7107d46] bin/dedicated.so(DedicatedMain+0x24)[0xb710903f] ./srcds_linux[0x80488dc] /lib/libc.so.6(__libc_start_main+0xe7)[0xb757ece7] ./srcds_linux[0x8048751] (memory layout and another line of text here I forgot what it was) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 Beta Update Released
Just to update this for others. I had a friend trying to get the beta running. he was having the same problems as everyone else. He had done a netinstall of centos, 64 bit. after removing the 64 bit and installing 32 bit he was able to get the beta running but with same issues with bots crashing on some maps. Point is, he converted to 32 bit and it works for him. On Thu, Mar 31, 2011 at 5:07 AM, clad iron cladi...@gmail.com wrote: I was doing more testing with this, and these are my results. First off i notice there are only 11 beta servers. I find putting these cvars in the server.cfg: tf_bot_kick all tf_bot_quota 0 Then add these to a map-name.cfg file: tf_bot_add tf_bot_quota 9 tf_bot_join_after_player 0 I noticed after a few maps load with the bots, the server could crash on a certain map while the bots are loading. Yet after the server restarts, i can change to that map and it load the bots fine. For anyone not running bots, it may be something related to the server.cfg If anyone wants to compare server.cfgs here is mine. hostname blah-blah fps_max 950 rcon_password blah-blah //sv_password 1 // Overrides the max players reported to prospective clients //sv_visiblemaxplayers 33 mp_allowspectators 1 //toggles whether the server allows spectator mode or not. mp_autoteambalance 1 mp_teams_unbalance_limit 2 mp_bonusroundtime 15 // Time after round win until round restarts //mp_blockstyle 1 //- Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures. mp_chattime 10 // amount of time players can chat after the game is over mp_decals 100 mp_enableroundwaittime 0 // Enable timers to wait between rounds. mp_falldamage 1 mp_footsteps 1 mp_forcecamera 1 // Restricts spectator modes for dead players mp_forcerespawn 1 //mp_friendlyfire 0 mp_idledealmethod 0 // Deals with Idle Players. 1 = Sends to Spectator then kicks if still idle, 2 = Kicks off server mp_idlemaxtime 15 // Maximum time a player is allowed to be idle (in minutes) mp_maxrounds 0 // max number of rounds to play before server changes maps //mp_restartround 0 // If non-zero, the current round will restart in the specified number of seconds //mp_teststalemate 1 mp_stalemate_timelimit 0 // Timelimit (in seconds) of the stalemate round. mp_timelimit 120 mp_waitingforplayers_cancel 1 // Set to 1 to end the WaitingForPlayers period. mp_waitingforplayers_restart 0 // Set to 1 to start or restart the WaitingForPlayers period. //mp_waitingforplayers_time 20 //- WaitingForPlayers time length in seconds mp_weaponstay 0 mp_winlimit 0 // Max number of rounds one team can win before server changes maps //mp_defaultteam 2 //Respawning //mp_respawnwavetime 2.0 mp_disable_respawn_times 0 mp_scrambleteams_auto 1 //Server will automatically scramble the teams if criteria met. Only works on dedicated servers. mp_scrambleteams_auto_windifference 3 //Number of round wins a team must lead by in order to trigger an auto scramble. tf_bot_prefix_name_with_difficulty 1 // r_spray_lifetime 1 // Number of rounds player sprays are visable // sv_allowupload 1 sv_allowdownload 1 sv_cheats 0 // Allow cheats on server sv_clearhinthistory // Clear memory of server side hints displayed to the player. //sv_client_cmdrate_difference 20 //sv_client_max_interp_ratio 5 // This can be used to limit the value of cl_interp_ratio for connected clients. //sv_client_min_interp_ratio -1 // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 //sv_client_predict -1 // This can be used to force the value of cl_predict for connected clients. sv_consistency 0 // Whether the server enforces file consistency for critical files //== sv_contact // Contact email for server sysop sv_downloadurl //redirect download location //== sv_lan 0 log 1 sv_log_onefile 0 // Log server information to only one file. sv_logbans 1 // Log server bans in the server logs. sv_logblocks 0 /If true when log when a query is blocked (can cause very large log files) sv_logdownloadlist 1 sv_logecho 1 // Echo log information to the console. sv_logfile 1 // Log server information in the log file. sv_logsdir logs // Folder in the game directory where server logs will be stored. //== //sv_maxcmdrate 60 // (If sv_mincmdrate is 0), this sets the maximum value for cl_cmdrate. //sv_maxrate 3 // Max
[hlds_linux] messages failing
Anyone else seeing this in there spam box ? i'm seeing about 5 of these in 2 or 3 days. postmas...@o2email.co.uk to me show details 9:01 PM (22 hours ago) Your message: To: simon...@o2email.co.uk Subject: Re: [hlds_linux] Mandatory TF2 Beta Update Released Sent Date: Sat Mar 26 03:28:57 2011 + has not been delivered to the recipient's BlackBerry Handheld. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] nemrun 2.0 feature requests?
WOW... I think i got a woody seeing tho's images. Very Nice. Looks like a lot of time and effort. Sry Nephyrin, i'm a GUI man myself. On Fri, Apr 1, 2011 at 6:15 PM, Eric Riemers riem...@binkey.nl wrote: Don't want to hijack the thread, but I've been working on http://www.flickr.com/photos/42157421@N07/sets/72157625756544415/ (some old pics too) Which does auto updates too, I don't know if anyone who's good at php wants to join in on it to help speed up a release, feel free to contact me. I cannot always work on it but it's beginning to look like something.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of alon.gub...@gmail.com Sent: vrijdag 1 april 2011 20:50 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] nemrun 2.0 feature requests? Auto update for nemrun (not the game server) would be nice. On Fri, Apr 1, 2011 at 9:42 PM, Oleg Koshmeliuk busy.ora...@gmail.comwrote: btw: can someone post start|stop script who's using named pipes? 2011/4/1 Sir Jake can_kic...@hotmail.com Not sure if possible but having an option to make nemrun message all the servers saying New update server restarting in 30 seconnds or minutes or what not. Then have the servers restart after that set time. This would help players know an update is coming out and what not. Date: Fri, 1 Apr 2011 13:28:47 -0400 From: steven.croth...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] nemrun 2.0 feature requests? Named pipe support would be interesting, I've been using pipes as an alternative to screen lately. Will srcds take the stdin though if you write to the pipe? If so you could potentially add console support to nemrun 2.0. On Thu, Mar 31, 2011 at 2:44 PM, Eli Witt eliw...@gmail.com wrote: I'd just like to second this idea. I had the same forkbomb situation happen to me about 2 weeks ago. Nuclearfallout had to intervene and kill my box in the end to recover it. On Tue, Mar 29, 2011 at 6:05 PM, Harry Strongburg harry.h...@harry.lu wrote: On Tue, Mar 29, 2011 at 02:27:20PM -0700, Nephyrin Zey wrote: I'm making a few big changes to nemrun, does anyone have any requests for 2.0? Less infinite loops / a slower choice. I have had Steam break one, and it basically forkbombed my server due to nemrun constantly checking for the Steam update every second. It's also probably mean to query Valve's master-server so often, when it could easily do it every few minutes at the least and would still remain updated. Other than that, I don't know what else I'd change about it, it's a really nice script. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Steven Crothers steven.croth...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] nemrun 2.0 feature requests?
hey Nephyrin , just a suggestion. you should put a link to the most stable version, and or your beta's in to your sig in your e-mail replies. This way new guys will see your project. :D On Wed, Mar 30, 2011 at 1:32 AM, Kaspars kasp...@micro.lv wrote: Sometimes when an update breaks (like I kill it), I loose steam.inf file (it literally gets deleted) and the srcdsupdatecheck fails to check for the updates next time. It would be nice if we had some fallback option... On 2011.03.30. 0:27, Nephyrin Zey wrote: I'm making a few big changes to nemrun, does anyone have any requests for 2.0? Right now I've got - Fix the *third* typo that breaks -srvdir (lolol) - Remove necessity of using 'screen', use named pipes instead (but still support screen) (also more friendly for working with other scripts) - Include basic example scripts with package to make setup less intimidating So if you're one of the five or so users, let me know what you'd like to see - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 Beta Update Released
only issue i have seen is some maps will crash on start if the server has bots running. On Fri, Mar 25, 2011 at 3:03 AM, D3vilfish - Simiancage.org priv...@caterhamhill.net wrote: Confirmed, since recently we are unable to run Meta Mod and now as you say since a couple of days ago they just insta crash on start. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: 25 March 2011 02:59 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 Beta Update Released My Linux TF2 Beta servers still crash on start, and have since yesterday's first update yesterday. Seeing as how there are only 7 Beta servers online, and none of them are official Valve servers, I'm guessing this problem is widespread. On 3/24/2011 8:00 PM, Eric Smith wrote: We've released a mandatory TF2 Beta update. The notes have been posted in the forums. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 Beta Update Released
Hey you guys that are having server crashes. look in the maps folder and see if you have .nav files for your maps. if you do not run bot's and you have .nav files, try deleting those. I was messing with nav files earlier and noticed the map would load, and bots would join(from server.cfg). after i ran the command to create a nav, and the map changes. once the bots start joining the server would crash. Delete the nav file and all was ok. On Fri, Mar 25, 2011 at 6:27 AM, clad iron cladi...@gmail.com wrote: only issue i have seen is some maps will crash on start if the server has bots running. On Fri, Mar 25, 2011 at 3:03 AM, D3vilfish - Simiancage.org priv...@caterhamhill.net wrote: Confirmed, since recently we are unable to run Meta Mod and now as you say since a couple of days ago they just insta crash on start. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: 25 March 2011 02:59 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 Beta Update Released My Linux TF2 Beta servers still crash on start, and have since yesterday's first update yesterday. Seeing as how there are only 7 Beta servers online, and none of them are official Valve servers, I'm guessing this problem is widespread. On 3/24/2011 8:00 PM, Eric Smith wrote: We've released a mandatory TF2 Beta update. The notes have been posted in the forums. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux