Re: [hlds_linux] Team Fortress 2 Update - Client Only

2017-11-28 Thread clad iron
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 C  wrote:
> 
> 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
 
 
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Re: [hlds_linux] regarding server ID's and Tokens

2011-11-22 Thread clad iron
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? :)

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Re: [hlds_linux] regarding server ID's and Tokens

2011-11-21 Thread clad iron
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.
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Re: [hlds_linux] regarding server ID's and Tokens

2011-11-21 Thread clad iron
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.
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[hlds_linux] regarding server ID's and Tokens

2011-11-20 Thread clad iron
Tony or anyone from Valve , can you give an update regarding the Server
Token issue.
I presume Tony passed on the info.
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread clad iron
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

2011-11-10 Thread clad iron
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

2011-11-09 Thread clad iron
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?
   
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-29 Thread clad iron
. 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.
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
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

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
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

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread clad iron
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
 
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Re: [hlds_linux] Killing Floor Halloween Sideshow Event Starts Now - Required Update for Killing Floor released

2011-10-27 Thread clad iron
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
 
 
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-27 Thread clad iron
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
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[hlds_linux] Regarding TF2 random crashes

2011-10-27 Thread clad iron
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.
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-27 Thread clad iron
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.
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[hlds_linux] thoughts of how to release some stress off master servers

2011-10-27 Thread clad iron
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 ?
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Re: [hlds_linux] Halloween 2011

2011-10-24 Thread clad iron
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
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Re: [hlds_linux] Halloween 2011

2011-10-24 Thread clad iron
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
   __**_
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   archives,
  
   please visit:
  
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  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
  
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Re: [hlds_linux] Halloween 2011

2011-10-24 Thread clad iron
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

2011-10-24 Thread clad iron
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

2011-10-24 Thread clad iron
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'.

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Re: [hlds_linux] Halloween 2011

2011-10-24 Thread clad iron
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
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 please visit:
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 ___
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Re: [hlds_linux] Halloween 2011

2011-10-24 Thread clad iron
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

2011-10-24 Thread clad iron
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

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Re: [hlds_linux] Mysterious server crashes

2011-10-16 Thread clad iron
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

2011-10-14 Thread clad iron
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 ?

2011-10-13 Thread clad iron
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
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread clad iron
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.
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Re: [hlds_linux] mp_forceautoteam problem ?

2011-10-12 Thread clad iron
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
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Re: [hlds_linux] mp_forceautoteam problem ?

2011-10-12 Thread clad iron
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



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Re: [hlds_linux] Got something intresting while server crash during restart

2011-10-08 Thread clad iron
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

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Re: [hlds_linux] post to mailing list blocked

2011-10-03 Thread clad iron
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.
  
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[hlds_linux] post to mailing list blocked

2011-10-01 Thread clad iron
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.

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Re: [hlds_linux] Demo primary and secondary weapons

2011-09-29 Thread clad iron
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!

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Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-05 Thread clad iron
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?
 .
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-27 Thread clad iron
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?

2011-08-25 Thread clad iron
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
   
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Re: [hlds_linux] Source Dedicated Server Update

2011-08-15 Thread clad iron
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
 
 
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Re: [hlds_linux] Source Dedicated Server Update

2011-08-15 Thread clad iron
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
  
  
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Re: [hlds_linux] [TF2] Ghost Player Bug still there...

2011-08-09 Thread clad iron
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


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   AnAkIn,
   -
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   http://www.esl.eu/eu/tf2
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[hlds_linux] no reply from hlds mailing admin

2011-08-05 Thread clad iron
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
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread clad iron
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
 
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread clad iron
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
  
  
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread clad iron
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
   
   
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread clad iron
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
 
 
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archives,
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread clad iron
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/
   
   
   
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   Links:
   --
   [1] mailto:je...@opendreams.net
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-26 Thread clad iron
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


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Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update

2011-07-25 Thread clad iron
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
   
   
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   archives

Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update

2011-07-24 Thread clad iron
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
 
 
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 archives,
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Re: [hlds_linux] Segmentation fault in CS 1.6 Server

2011-07-15 Thread clad iron
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
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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-14 Thread clad iron
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.

2011-07-14 Thread clad iron
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?

2011-07-03 Thread clad iron
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?
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-02 Thread clad iron
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

2011-06-30 Thread clad iron
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.
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Re: [hlds_linux] help

2011-06-30 Thread clad iron
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

2011-06-29 Thread clad iron
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

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

2011-06-28 Thread clad iron
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
  
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-28 Thread clad iron
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
   
   
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 --
 --
 Kind regards,
 *Saul Rennison*

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread clad iron
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


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 please visit:
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread clad iron
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


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


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread clad iron
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
  
  
   ___
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
  
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 AksumkA.com http://aksumka.com
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread clad iron
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?

2011-06-27 Thread clad iron
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

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

2011-06-27 Thread clad iron
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


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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
 
 
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
  
  
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
  
  
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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


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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
 
 
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  please visit:
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
 
 
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  please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch updates now available

2011-06-23 Thread clad iron
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


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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-23 Thread clad iron
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



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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread clad iron
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
  
  
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   please visit:
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-18 Thread clad iron
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
 
 
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Re: [hlds_linux] Empty TF2 server cycle through mapcycle

2011-06-18 Thread clad iron
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.

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Re: [hlds_linux] Team Fortress 2 Updates Released

2011-06-14 Thread clad iron
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
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2011-06-10 Thread clad iron
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
  
  
  
  
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Re: [hlds_linux] Mailing List Server Moved

2011-06-03 Thread clad iron
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.
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Re: [hlds_linux] Test Message

2011-06-02 Thread clad iron
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.
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Re: [hlds_linux] relay crashing server on a map

2011-06-02 Thread clad iron
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.

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-25 Thread clad iron
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


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Re: [hlds_linux] Replay Overview for Server Operators / FAQ

2011-05-10 Thread clad iron
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
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Re: [hlds_linux] replay feature

2011-05-09 Thread clad iron
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,
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Re: [hlds_linux] Replay upload done on main thread

2011-05-06 Thread clad iron
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

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Re: [hlds_linux] Crashes with latest OB update

2011-05-06 Thread clad iron
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
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread clad iron
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
  
  
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread clad iron
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
  
  
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread clad iron
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!
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Re: [hlds_linux] Required TF2 Update?

2011-04-28 Thread clad iron
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


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Re: [hlds_linux] Required TF2 Update?

2011-04-28 Thread clad iron
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


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Re: [hlds_linux] SRCDS froze, didn't automatically restart

2011-04-06 Thread clad iron
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)

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Re: [hlds_linux] Mandatory TF2 Beta Update Released

2011-04-05 Thread clad iron
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

2011-04-04 Thread clad iron
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.
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Re: [hlds_linux] nemrun 2.0 feature requests?

2011-04-01 Thread clad iron
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.

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--
Steven Crothers
steven.croth...@gmail.com
   
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Re: [hlds_linux] nemrun 2.0 feature requests?

2011-03-30 Thread clad iron
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

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Re: [hlds_linux] Mandatory TF2 Beta Update Released

2011-03-25 Thread clad iron
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
 
 
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Re: [hlds_linux] Mandatory TF2 Beta Update Released

2011-03-25 Thread clad iron
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
 
 
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