Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-28 Thread Dave Rosca
Also have server fps spikes and generally much lower server fps since the
halloween update. Running on windows. Haven't installed the optional update
though.

On Sun, Oct 28, 2012 at 2:38 PM, Frank  wrote:

> Anyone else getting this when trying to enter your servers - seems a map
> reset fixes it but I had a few I didn't notice people couldn't join due to
> getting this and they(the servers) nearly died.
>
> disconnected (reason "Server info data overflow")
>
>
> That is what they see when trying to enter the servers.
>
>
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Dave Rosca
My MvM server is running with the newest metamod snapshot and SM disabled
on mvm_coaltown, and hasn't crashed.

On Fri, Oct 26, 2012 at 7:09 PM, Joel Zhang wrote:

> I don't understand why MvM crashes as soon as someone joins a class.
>
> Anyone else getting this problem? I'm not running MM or SM, just vanilla.
>
> On Fri, Oct 26, 2012 at 6:57 PM, Bjorn Wielens  wrote:
>
> >
> >
> > Anyone else experiencing the below? I can confirm it on a Linux box.
> >
> >
> >
> > 
> >  From: T Marler 
> > To: Half-Life dedicated Win32 server mailing list <
> > h...@list.valvesoftware.com>
> > Sent: Friday, October 26, 2012 9:15:43 PM
> > Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
> >
> > I updated my servers (with verify all) twice, as soon ass the queueing
> > system kicks in, my server blurts out:
> >
> > Invalid wave number
> > Invalid Where argument 'spawnbot_scattered'
> > Unknown attribute 'Where' in WaveSpawn definition.
> > Invalid Where argument 'spawnbot_scattered'
> > Unknown attribute 'Where' in WaveSpawn definition.
> >
> >
> > And now my servers are not responsive.
> >
> > Wtf?
> >
> > - Original Message -
> > From: "Eric Smith" 
> > To: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>, "Half-Life dedicated Win32 server
> > mailing list" , "
> > hlds_annou...@list.valvesoftware.com" <
> > hlds_annou...@list.valvesoftware.com>
> > Sent: Friday, October 26, 2012 5:16:39 PM
> > Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
> >
> > We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes
> for
> > the updates are below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Added mat_viewportupscale and mat_viewportscale to enable rendering the
> > world at a reduced resolution. ("mat_viewportupscale 1" and
> > "mat_viewportscale 0.5" will downscale world rendering by 50%.)
> > - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a
> > changelevel when the server is empty
> > - Fixed a bug that prevented consecutive clicks on scrollbar buttons
> > - Performance and stability improvements
> > - Added positional audio support for Mumble clients
> >
> > Team Fortress 2
> > - Scream Fortress Event 2012
> > - Fixed a bug where buildings would be invisible during their setup time
> > - Mann vs. Machine
> >- Added the map Mvm_coaltown_event with a special Halloween mission
> >- Fixed a bug where players money would not be set properly when
> > restoring a checkpoint
> >- Fixed server crash on vote to restart mission
> >
> >
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Re: [hlds_linux] Poor TF2 performance on a dedicated server

2012-04-07 Thread dave . rosca

What effects are you seeing in-game?

On , frog  wrote:
I'm hoping to get some advice from the undoubted wealth of experience  
subscribed to this list.




We've got dedicated server, 6 x 2.3ghz (AMD Opteron 6276), 16GB RAM,  
200GB HDD, which struggles to run a full 24 slot TF2 server smoothly.




It used to be running CentOS 5.x, and a TF2 server would occasionally  
spike beyond 100% of a core. Months of experimentation resulted in some  
improvement, but nothing really satisfying.


Also tried all the things suggested in  
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide




For the last few days, it's been rebuilt with Debian 6.0 with a  
built-on-the-box kernel of 3.3.1, following the recommendations listed in  
the fragaholics' wiki.



http://wiki.fragaholics.de/index.php/EN:Kernel_Configuration_General




Still there has been no improvement. If anything it's worse with  
sustained periods of srcds_linux requiring more than 100% of a core.





The TF2 server is just running a basic sourcemod setup.




Any advise would be very gratefully received. Could it be that the  
hardware is simply not up to it regardless of OS and configuration?




Has anyone here manage to get a 24 slot TF2 server to run smoothly on the  
same or comparable hardware?





Happy to supply any further info as required.







--



Best regards,



frog mailto:f...@thehh.co.uk







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Re: [hlds_linux] Counter-Strike: Source Beta Updated

2010-09-09 Thread Dave Williams
The ammo purchasing details are where exactly? The link I clicked (and
yes it was the first of the two) took me to the bug list for inferno and
train.

Jason you might wanna check that and repost it.

M3PH

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
Ruymen
Sent: 10 September 2010 00:30
To: 'Half-Life dedicated Linux server mailing list';
'h...@list.valvesoftware.com'
Subject: [hlds_linux] Counter-Strike: Source Beta Updated

A required update to the Counter-Strike: Source is now available.  The
specific changes include:

- Fixed a bug where the player crouching/standing animations were
delayed until after (from the player's local viewpoint).
- Changed the way that scope zooming works so that it is no longer
affected by client-server latency, and zooming begins immediately for
the local player. This fixes an issue that would give an advantage to
lower ping players and penalize higher ping players.
- Fixed animation problem caused by aborting bomb plant by switching
weapons ("crab walk").
- Crosshairs now have customizable size, thickness, and color:
- cl_crosshairsize specifies the size of the crosshair in pixels
at 640x480 resolution
- cl_crosshairthickness specifies the thickness of the crosshair
in pixels at 640x480 resolution
- The crosshair now scales proportionately for all screen
resolutions. This replaces the old scaling behavior, and the cvar
cl_crosshairscale is no longer used. Players can revert to old crosshair
behavior by setting cl_legacy_crosshair_scale to 1.
- Setting cl_crosshaircolor to 5 enables the use of custom
crosshair colors, specified by cvars cl_crosshaircolor_r,
cl_crosshaircolor_g, and cl_crosshaircolor_b.
- The default of cl_crosshairuseapha has been changed to 1.
Alpha blending makes the crosshair much more visible on new HDR maps,
and it is recommended that existing players enable this setting manually
or through the options interface (Multiplayer->Crosshair
appearance->Translucent).
- Cvar cl_legacy_crosshair has been renamed to
cl_legacy_crosshair_recoil for consistency.
- Fixed inverted translucency preview on crosshair configuration panel.
- Removed the ability for players to temporarily stand on and jump from
thrown grenades and jumping players. Legacy behavior can be enabled by
setting sv_enableboost to 1.
- Fixed issue with players "stacking" on ladders. Players are no longer
prevented from moving off a ladder when they are in contact with a
player beneath them.
- Fixed UI issue causing Steam dialog boxes to be unreadable over
certain backgrounds.
- Fixed a bug which allowed players to move the bomb with +use when
sv_turbophysics was enabled.
- Fixed a bug that caused crosshair to expand when attempting to fire an
empty gun or when holding trigger on pistols.
- Players are no longer kicked for team killing during
mp_spawnprotectiontime if mp_autokick is not enabled.
- Fixed a bug which caused incorrect FoV on zoomed sniper rifles after
reload.
- Fixed FoV on wide-screen display modes.
- Fixed a bug which caused incorrect zoom for a spectator watching a
player with a sniper rifle.
- Fixed a crash that could occur if a player disconnected shortly after
attacking a bot.
- Bomb icon now has priority over dominated/dominating icon on
scoreboard.
- Deathcam now allows a short period of camera movement (matching pre-OB
behavior) when a player dies.
- Bots now use distinct Terrorist and Counter-Terrorist icons on the
scoreboard, voice indicators, end of match, and freeze panel.
- The round clock on the spectator UI is now replaced with a bomb icon
after the C4 has been planted.
- Fixed a bug which caused models to occasionally appear non-animating
when cl_minmodels and low violence mode were both enabled.
- Fixed the Buy Menu not taking into account the discounted price for
Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet.
- Fixed cases where flashbang was not visible but still blinded the
player.
- Reduced blindness amount when looking away from a flashbang.
- Made smoke grenades block flashbangs.
- Changed the way ammo purchasing works.  Details are here:
http://forums.steampowered.com/forums/showthread.php?t=1406537
- Made another pass on fixing bugs and exploits in de_inferno.  Details
are here: http://forums.steampowered.com/forums/showthread.php?t=1428239
- Added a checkbox to the Options->Audio dialog to control muting the
audio when the game window is in the background.
- Fixed crash in custom maps using the trigger_camera entity.
- Fixed a crash that could occur if a player disconnected shortly after
attacking a bot 

Jason


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Re: [hlds_linux] Illegal Instruction

2010-07-27 Thread Dave Williams
>From experience I can also assure you that old Compaq servers make
really good make-shift seats :D

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of tom
nikitopoulos
Sent: 28 July 2010 01:57
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Illegal Instruction

Sorry man, do you really think they are gonna have a update for this?
Newer,faster,stronger,sleeker. Ebay,Ebay.
Go buy urself a dual core and give your colleagues a decent server to
play
on.

I have a couple of old Compacs for sale with the Illegal Instruction at
no
cost to you. The old Compacs are great to put on ur lap when u need a
table
to eat on. Or maybe to hold a door open if its breezy outside.

They also make good weight in the back or your pickem'up truck in a
harsh
Midwestern winter.

Yeehah.


On Tue, Jul 27, 2010 at 7:36 PM, Oliver Salzburg
wrote:

> On 2010-07-28 02:24, Scott Linder wrote:
>
>> Does anyone know if Valve will be fixing the "Illegal Instruction"
Error
>> for Linux Srcds servers in the near future? I opened a ticket with
support,
>> and It was closed with the response:
>>
>>

>> Hello Scott, Thank you for contacting Steam Support. We do not offer
>> support for server issues. You may, however, be able to find helpful
>> information in the Dedicated Server forums: Dedicated Server
Discussions
>>
http://forums.steampowered.com/forums/forumdisplay.php?f=509Additionally
, you may sign up for the Valve mailing lists for future
>> announcements regarding server updates: Title: Valve Mailing Lists
Link:
>> http://support.steampowered.com/kb_article.php?ref=9427-OPFH-2819
>>

>>
>> I can't find anywhere that has any information on Valves course of
action
>> in regards to this error. I know that it is because my outdated CPU
does not
>> support the SSE2 instruction set as this has occured in the past. The
last
>> time it happened, it took about 2 weeks for Valve to release a new
update to
>> fix it. I don't want to keep trying if they will never fix it, but am
>> willing to wait if they will fix it.
>>
>> Thank You.
>>
>
> I don't think Valve publishes roadmaps for their (server) software.
> Would love to be told otherwise.
>
>
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Re: [hlds_linux] Sound drops in TF2

2010-06-09 Thread Dave Williams
I have had friends experience this in l4d2 but not had it myself so i
have been unable to attempt a diagnosis. I am not sure if it would be
related to TF2 but the problem is exactly the same

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad
iron
Sent: 09 June 2010 21:37
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Sound drops in TF2

Has anyone seen issues where the sound will drop then maybe after a
couple
of respawns it fixes it's self ?

It seems to have only happen since the last 3 or 4 updates.

After playing on the server, there is no more sound except you may here
a
faint sound of someone using the mic.
Then after a couple of min's the sound fixes it's self. i have noticed 2
times when this has happened the sound came back after respawning.

I'm 99% sure this is server related and not client (others on the server
have mentioned it).

No new plugins added.
Updated SM and MM.
No radio plugins added.
there are a couple of plugins that use sounds from within the game. (no
extra downloads)


The map doesn't change alot.
Could there be a sound limit in the engine ? (like within 1 of the sound
entities)
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Re: [hlds_linux] IPv6 Support

2010-05-11 Thread Dave Williams
This little article came to my attention today. Thought it might be of
interest to you guys

http://news.bbc.co.uk/go/rss/-/1/hi/technology/10105978.stm

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: 11 May 2010 15:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 Support

> I for one do not welcome the change.
IPv6 is better than ISP-Side NAT.

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Re: [hlds_linux] hlds/Centos issues.

2010-05-08 Thread Dave Williams
I think the memtest86 version you used was either corrupt or has some
form of incompatibility with those dell boards. Interestingly those
processors are core 2 xeons, which are nice and the 3.02's that were
supposed to be in it I think probably made it in to someone's pocket as
they walked out the door, LOL (I am joking here btw).

TBH I am a bit baffled. I've never had a problem with dell hardware in
the past that wasn't pretty obvious and dell wouldn't fix. I'm sorry I
can't help any further but I would love to know what the cause turns out
to be.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frederic
Breitwieser
Sent: 08 May 2010 15:18
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] hlds/Centos issues.

Cc2iscooL:

>>Well, you do keep getting memory errors, I know you've said you've 
>>switched out sticks, but have you actually tried any sort of
diagnostic
program yet?

Upon your suggestion, I can now say yes, I have.  Using memtest86 off a
boot
floppy, I get a memory error right away, and it repeats for each test.
I
swapped out the memory again with the old ones, and got a memory error
right
away, in the exact same spot.

I powered down another server, yanked it's memory, shoved it in, got a
memory error again in the exact same spot.

So, I went on a memory-swapping, memory testing bonanza on all 16
servers,
since the time I was doing this was in the green zone (i.e not the
production day).

Every server had memory errors, somewhere, regardless of memory, etc.
So I
pulled out of storage a brand new, never used Dell 1750 motherboard and
put
a pair of brand new, never used 1gb sticks (from Dell, in the Dell
packaging) on that, ran memtest86, and it failed too.

::headscratch::

I booted every PC in the shop with memtest86, and every one of them
failed
the test also.  Now I'm suspect of that testing program.  I shared all
this
because I thought maybe you'd find this humorous.  I did until I had to
reassemble everything back the way was at 2am :)


Dave Williams:
>>I would be interested to see what the kernel actually thinks the 
>>processor/processors is/are and what processor specific options 
>>are being loaded. Just a random thought.

Fair question, but it seems Centos believes the processors to be Genuine
Intel.  When I listed it out it showed four processors (two per core I
imagine) but I only pasted one here to keep the message somewhat short.
The
result was a surprise because one of my techs who is no longer with us
had
upgraded this machine to 3.02Ghz processors.  Seems they didn't make it
into
the machine !?!?

cat /proc/cpuinfo

processor   : 3
vendor_id   : GenuineIntel
cpu family  : 15
model   : 2
model name  : Intel(R) Xeon(TM) CPU 2.40GHz
stepping: 9
cpu MHz : 2385.596
cache size  : 512 KB
physical id : 3
siblings: 2
core id : 0
cpu cores   : 1
apicid  : 7
fdiv_bug: no
hlt_bug : no
f00f_bug: no
coma_bug: no
fpu : yes
fpu_exception   : yes
cpuid level : 2
wp  : yes
flags   : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca
cmov
pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe cid xtpr
bogomips: 4770.10


---

If I goggle for "hlds_run line 321" I get no shortage of hits, and it
seems
a lot of folks are having this problem in recent months with not to many
solutions.  I wonder if steam/valve know about this or if those of us
with
this issue just have unhappy hardware/OS.  I found the linux engine 53
binaries and copied them over, and got the same results, thinking going
back
one version might help.

I tried this on another Dell server, and got the same results.  Same if
I
force the amd, i484 or i686 binaries to load, either server.

This morning I pulled a Compaq DL580 out of the "to scrap" pile and ran
the
same version of memtest86 as above, and the machine passed 100% despite
it's
vintage.  Hooray Compaq.  I get Linux on it this afternoon and continue
testing.

The sad thing is I used to run several hlds-linux servers when day of
defeat
first came out as a mod to go over halflife, and wasn't a steam game.
You
know, the old won-id network and all that.

It's too bad steam keeps their software in binary form, a lot of
problems
can be resolved by compiling server daemons on the server it is to run
on.


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Re: [hlds_linux] hlds/Centos issues.

2010-05-07 Thread Dave Williams
I would be interested to see what the kernel actually thinks the
processor/processors is/are and what processor specific options are
being loaded. Just a random thought.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Cc2iscooL
Sent: 07 May 2010 17:28
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hlds/Centos issues.

Well, you do keep getting memory errors, I know you've said you've
switched
out sticks, but have you actually tried any sort of diagnostic program
yet?

On Fri, May 7, 2010 at 11:16 AM, Frederic Breitwieser <
frede...@woodbridgedata.com> wrote:

> Update:
>
> 1. Forced the i484 and i686 binaries to load with the same result.
> 2. The -verify_all option succeeded, ran it twice to be sure, also
> reinstalled several times.
> 3. I loaded two different distros, again with the same result.  FC12
and
> Debian.
>
> I was thinking maybe it's the hardware, so I yanked the memory and
> installed
> brand-new sticks and two used but known good processors.  Same thing.
>
> Someone suggested backing out the version 54 linux engine to version
53,
> and
> I was wondering if these binaries might be available anywhere?  I did
not
> find them with google.
>
> Getting desperate!  I would feel quite nauseous if I had to buy a
license
> of
> Windows to run a game server, for a very old, $10 game ;-)
>
>
>
>
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Re: [hlds_linux] hlds/Centos issues.

2010-05-05 Thread Dave Williams
Ok, i'm a little out of practise with all this but a couple of things
you can try.

1. run the installer with -verify_all at the install directory.

2. iirc, doesn't centOS chroot the home directory to stop people running
apps from there? If so i would suggest creating a folder on the root of
the drive for your game servers and then try running it.

3. I know this is a pain and probably isn't necessary at all but you
could always try a different distro. I personally have never got on with
cent and have preferred opensuse or fedora (shoot me down if you want)
albeit very heavily modified and the results have been great. Use this
one as a very last resort though because as i said, it's not very
practical.

Other than that, without have a box handy to run any tests on i can't
help much more.

Oh, before i forget. The processor thing (and this is a bit of a long
shot) could be related to the kernel being optimized incorrectly.
Personally, i've not seen that behaviour before but i'm guessing that
all hlds_run does is ask the kernel for what it thinks the processor
type is and it then runs the binary it thinks matches. So if the kernel
is giving out the wrong info hlds_run is going to run the wrong binary,
but that is only a guess.

I'd love to see what the more up to date guys has to say about this one
if i turn out to be wrong coz it's very strange.

And one last thing. Make sure you have the latest versions of gcc and co
because they was an update recently that changed the version
requirements of hlds and srcds for gcc. Can't remember what the exact
versions where but i'm sure one of the guys will know.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frederic
Breitwieser
Sent: 06 May 2010 03:59
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] hlds/Centos issues.

Greetings,

 

I have been working on this for about a week without much joy, despite
the
frantic googling and repeated re-installations I have done.

 

I have several problems, but am unable to determine if they are related.
I
run the server directly on the command line, as user "hlds" with a home
directory of /home/hlds.  Hlds_linux is installed in that home
directory, as
this user account is to be used only for the game server.

 

The game is DOD (goldsource).

 

[h...@gameserver~]$ ./hlds_run -console -dod +map dod_kalt +maxplayers
29
-IP *PUBLICIP* -port 27015 -sys_ticrate 200 -pingboost 2 -debug

 

The response I get is as follows:

 

Auto detecting CPU

Using AMD Optimised binary.

Enabling debug mode

Auto-restarting the server on crash

 

Console initialized.

scandir failed:/home/hlds/./platform/SAVE

Protocol version 48

Exe version 1.1.2.1/Stdio (valve)

Exe build: 16:56:04 Mar  8 2010 (4883)

STEAM Auth Server

couldn't exec language.cfg

Server IP address *PUBLICIP*:27015

map change failed: 'dod_kalt' not found on server.

 

couldn't exec listip.cfg

couldn't exec banned.cfg

 

*** first, I'm not sure why this script chose to use the AMD optimized
binary, because the machine is a Dell Power Edge 1750 sporting a pair of
Xeon 3.2 Ghz processors.

 

*** second, I'm not sure why it cannot find the dod_kalt map.  I also
tried
+map kalt on the command line in place of +map dod_kalt with no luck.
This
happens regardless of which map I specify, yet all the maps are there in
/home/hlds/dod/maps directory.

 

***When a user connects, I get this error:

 

./hlds_run: line 321:  3665 Segmentation fault  (core dumped)
$HL_CMD

Cannot access memory at address 0xbfd95e34

/home/hlds/debug.cmds:4: Error in sourced command file:

Cannot access memory at address 0xbfd95e34

email debug.log to li...@valvesoftware.com

Wed May  5 22:48:21 EDT 2010: Server restart in 10 seconds

 

*** then the above repeats when a player tries to connect to the server.
I
also tried this without the -debug option and the complaints from the
script
about the debug.cmds:4 went away, so obviously I used that parameter
incorrectly.  I also disabled iptables (firewall) so all ports were open
the
world, as a test, with the same results so that is not a direct cause of
this issue.

 

I did remember to "yum install  gbd".

 

I did find this segmentation fault at line 321 error all over the 'net,
but
didn't see any resolution other than to reinstall steam which I've done
over
and over.

 

I'm still perplexed as to why this script "discovers" an AMD processor
when
there are authentic Intel Xeons in the server.  Could that be related?

 

I attempted to run the hlds_I486 and hlds_i686 binaries directly with
the
same parameters as above, however neither of them could find the
libsteam
series of libraries, and I imagine that's due to not having them in the
path
or something along those lines.

 

Any advice, help or even ridicule would be welcome at this point.  Thank
you
in advance.

 

 

---

 

Frederic Breitwieser

Woodbridge Data LLC

40 Warwick Road

Colonia N

Re: [hlds_linux] Multiple sentries

2010-04-30 Thread Dave Kellaway

No, sv_pure does not stop the exploit from working. (It doesn't stop the 
multi-sentry script edit from working, either, but that's serverside, not a 
client exploit.) 

You couldn't reproduce it on your servers because Valve pushed an update that 
partially fixes the exploit. You can't do it by using positive numbers any more 
(e.g. build 2 1), but you *can* still do it by using *negative* numbers - e.g. 
"build 2 -10".

As of right now the only way to stop people using the exploit completely is 
still to use a plugin.

-Dave
 
On Friday, April 30, 2010, at 07:34AM, "Silent"  wrote:
>I tried the exploit on our servers and it does NOT work.
>
>I know that sv_pure is just related to file consistency and therefore I
>think the exploit will not work on pure servers.
>
>AFAIK the exploit is based on a changed script file and sv_pure 1
>prevents clients script files efficiently.
>
>Am I right?
>
>Silent
>
>
>doc schrieb:
>> I'm not sure you fully understand what sv_pure 1 is doing...
>>
>> On Thu, Apr 29, 2010 at 2:09 PM, Silent  wrote:
>>   
>>> Thanks a lot - I think our servers are not affected because we run it
>>> all with sv_pure 1
>>>
>>> But anyway - thanks :)
>>> 
>>
>> ___
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>> please visit:
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>>   
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Re: [hlds_linux] Multiple sentries

2010-04-29 Thread Dave Kellaway
sv_pure 1 doesn't stop people using either exploit; I was able to reproduce 
both the multiple sentries and spy dispensers on an sv_pure server with an 
unmodified client.
 
On Thursday, April 29, 2010, at 10:09PM, "Silent"  wrote:
>Thanks a lot - I think our servers are not affected because we run it
>all with sv_pure 1
>
>But anyway - thanks :)
>
>Dave Kellaway schrieb:
>> Turns out they also brought back the bug that lets Spies build Dispensers. 
>> Fun times all around!
>>
>> Here's an updated plugin that blocks that too:
>> http://davejk.net/crap/sourcemod/buildingfix.zip
>>
>> Stuff like this should happen more often. It adds an exciting element of 
>> unpredictability to the game.
>>
>> ---
>> Dave Kellaway
>>
>> On Thursday, April 29, 2010, at 09:41PM, "D3vilfish - Simiancage.org" 
>>  wrote:
>>   
>>> Thanks
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dave
>>> Kellaway
>>> Sent: 29 April 2010 21:27
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Multiple sentries
>>>
>>> Here's a Sourcemod plugin I threw together that blocks the exploit (source
>>> is included):
>>>
>>> http://davejk.net/crap/sourcemod/engyblock.zip
>>>
>>> ---
>>> Dave Kellaway
>>>
>>> On Thursday, April 29, 2010, at 08:47PM, "D3vilfish - Simiancage.org"
>>>  wrote:
>>> 
>>>> Just counted 27 sentries on 1 side on our server!
>>>>
>>>>
>>>> -Original Message-
>>>> From: hlds_linux-boun...@list.valvesoftware.com
>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
>>>> Sent: 29 April 2010 20:26
>>>> To: Half-Life dedicated Linux server mailing list
>>>> Subject: Re: [hlds_linux] Multiple sentries
>>>>
>>>> Yes I just caught half my server doing this crap.
>>>> There are youtube videos and google results all over for this.
>>>>
>>>> On Thu, Apr 29, 2010 at 11:38 AM, Bajdechi "Nightbox" Alexandru
>>>>  wrote:
>>>>   
>>>>> With the new update, you can build multiple sentries using console. I
>>>>> 
>>>> won't
>>>>   
>>>>> say here because this list is public.
>>>>>
>>>>> Sorry if is already posted.
>>>>> ___
>>>>> 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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>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>> ___
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>>>>   
>>> please visit:
>>> 
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>>   
>>> ___
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>>> please visit:
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>>>
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>>> please visit:
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>>>
>>> 
>>
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>>   
>
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Re: [hlds_linux] Multiple sentries

2010-04-29 Thread Dave Kellaway
Turns out they also brought back the bug that lets Spies build Dispensers. Fun 
times all around!

Here's an updated plugin that blocks that too:
http://davejk.net/crap/sourcemod/buildingfix.zip

Stuff like this should happen more often. It adds an exciting element of 
unpredictability to the game.

---
Dave Kellaway

On Thursday, April 29, 2010, at 09:41PM, "D3vilfish - Simiancage.org" 
 wrote:
>Thanks
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dave
>Kellaway
>Sent: 29 April 2010 21:27
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] Multiple sentries
>
>Here's a Sourcemod plugin I threw together that blocks the exploit (source
>is included):
>
>http://davejk.net/crap/sourcemod/engyblock.zip
>
>---
>Dave Kellaway
> 
>On Thursday, April 29, 2010, at 08:47PM, "D3vilfish - Simiancage.org"
> wrote:
>>Just counted 27 sentries on 1 side on our server!
>>
>>
>>-Original Message-
>>From: hlds_linux-boun...@list.valvesoftware.com
>>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
>>Sent: 29 April 2010 20:26
>>To: Half-Life dedicated Linux server mailing list
>>Subject: Re: [hlds_linux] Multiple sentries
>>
>>Yes I just caught half my server doing this crap.
>>There are youtube videos and google results all over for this.
>>
>>On Thu, Apr 29, 2010 at 11:38 AM, Bajdechi "Nightbox" Alexandru
>> wrote:
>>> With the new update, you can build multiple sentries using console. I
>>won't
>>> say here because this list is public.
>>>
>>> Sorry if is already posted.
>>> ___
>>> 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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>>please visit:
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>>
>>
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>please visit:
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>>
>
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Re: [hlds_linux] Multiple sentries

2010-04-29 Thread Dave Kellaway
Here's a Sourcemod plugin I threw together that blocks the exploit (source is 
included):

http://davejk.net/crap/sourcemod/engyblock.zip

---
Dave Kellaway
 
On Thursday, April 29, 2010, at 08:47PM, "D3vilfish - Simiancage.org" 
 wrote:
>Just counted 27 sentries on 1 side on our server!
>
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
>Sent: 29 April 2010 20:26
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] Multiple sentries
>
>Yes I just caught half my server doing this crap.
>There are youtube videos and google results all over for this.
>
>On Thu, Apr 29, 2010 at 11:38 AM, Bajdechi "Nightbox" Alexandru
> wrote:
>> With the new update, you can build multiple sentries using console. I
>won't
>> say here because this list is public.
>>
>> Sorry if is already posted.
>> ___
>> 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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>please visit:
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Re: [hlds_linux] Steam Mac OS X client

2009-10-27 Thread Dave Snodgrass
You can make it work quite well with crossover. I was just playing TF2
in osx via steam and crossover.
If you're looking for a temp solution.


On Tue, Oct 27, 2009 at 1:22 PM, Nikolay Shopik  wrote:
> On 27.10.2009 19:49, gamead...@127001.org wrote:
>> I can't find the details, but there was one upcoming third party game that
>> at one point had promo material saying it was:
>>
>> - Using the source engine, and
>>
>> - Would have a Linux version.
>>
>> My memory being the sieve that it is, I'm afraid I can't be more helpful...
>> this is also long enough ago that I'd have expected it to be out by now, if
>> it was going to be
>
> There are steam games which are having Mac OS X versions but there still
> not Mac OS X client yet.
>
>
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Re: [hlds_linux] Friends-only option in L4D

2009-10-06 Thread Dave Williams
Use the good old fashioned way - coined in gold source games - and just
password protect it? Or did valve use their god like wisdom and remove
that functionality for L4D?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brent
Veal
Sent: 06 October 2009 22:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Friends-only option in L4D

Make sure all the slots are filled with friends and that no one leaves.

On Tue, Oct 6, 2009 at 2:48 PM, David A. Parker 
wrote:

> That could be.  I assumed the option was for a friends-only game, not
> just the lobby, but I could be mistaken.  So is there no good way to
> only play with friends, short of creating a Steam group and putting up
> an exclusive server for it?
>
> Thanks,
> Dave
>
> gulfy32 wrote:
> > I always thought that the friends only option was for the lobby
only.
> Every
> > time I have used it random people join throughout the match.
> >
> > On Tue, Oct 6, 2009 at 4:25 PM, David A. Parker 
> wrote:
> >
> >> Hello,
> >>
> >> A few days ago, I created a friends-only versus game on one of our
L4D
> >> servers (I used mm_dedicated_force_servers to force my lobby to
search
> >> our servers).  I was playing with two of my friends.  We played for
> >> about 15 minutes, and then a bunch of public players suddenly
starting
> >> joining.  The other 5 player slots were all filled in about 15
seconds.
> >>  I thought perhaps I had messed up a setting, so when the game
ended we
> >> left and I created a new lobby, made damn sure it was friends-only,
> >> started the game, and the exact same thing happened.  We were alone
for
> >> a while, and then there was a sudden and fast influx of public
players,
> >> right in the middle of the game.
> >>
> >> So, does "friends-only" not mean what I think it means (that only
> >> friends can join your game)?  Or could it be that our reservation
ticket
> >> expired for some reason?  Has anyone else had this happen?
> >>
> >> Any ideas or suggestions would be appreciated.
> >>
> >> Thanks,
> >> Dave
> >>
> >> --
> >>
> >> Dave Parker
> >> Utica College
> >> Integrated Information Technology Services
> >> (315) 792-3229
> >> Registered Linux User #408177
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
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> >
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Very unstable FPS in hlds

2009-09-09 Thread Dave Williams
Now, i would suggest that your chip *could* be being identified incorrectly. If 
this is the case it would be the kernel that is most likely at fault. Do you 
know if you have symmetric multi processing support enabled in your kernel? 
Also, what is the OS that you are using?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
Sent: 09 September 2009 17:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Very unstable FPS in hlds

It's a dual core intel.

dmesg says: 
Intel(R) Pentium(R) 4 CPU 3.00GHz stepping 03

I am not sure about the model.

Thank you

El mié, 09-09-2009 a las 11:42 -0400, Eric Greer escribió:
> What CPU do you have in it?
> 
> Eric
> 
> 
> 
> On Wed, Sep 9, 2009 at 11:32 AM, Nevermore wrote:
> > The topic about 1000fps servers made me take a look at my server's fps.
> > I am seriously worried, because i have very unstable fps.
> >
> > Running HLDS with sys_ticrate 350, fps_max 0 and -pinbgoost 2:
> >
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  0.50  0.00  0.00   6 0  103.98   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  1.00  0.00  0.00   6 0  214.50   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  1.20  0.00  0.00   6 0  136.95   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  1.17  0.00  0.00   6 0  123.05   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  2.00  0.00  0.00   6 0  141.34   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  2.00  0.00  0.00   6 0  112.69   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  2.00  0.00  0.00   6 0  302.02   0
> >
> > Same configuration in a windows box:
> >
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  1.56  0.00  0.002651   978  250.84   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  1.56  0.00  0.002651   978  233.92   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  3.13  0.00  0.002651   978  252.14   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  3.13  0.00  0.002651   978  231.70   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  3.13  0.00  0.002651   978  238.05   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  3.13  0.00  0.002651   978  236.71   0
> > stats
> > CPU   InOut   Uptime  Users   FPSPlayers
> >  3.13  0.00  0.002651   978  240.79   0
> >
> > CPU usage of the box is at 23%, so this is not the problem.
> > I am using debian etch kernel 2.6.18-amd64
> > I tried recompiling for 1000hz and nothing changed.
> >
> > I dont want to change kernel version, because if i break the system i
> > have not phisical access to the box to fix it.
> >
> > Thank you
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >


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Re: [hlds_linux] Updating a server using FTP

2009-09-04 Thread Dave Williams
Nightbox,

I really do have to say from a professional and players point of view
that if your GSP is restricting SSH on your nix box then they are
nothing but morons and you really should switch. It's not difficult to
restrict ssh access to certain folders on a per user basis. If your GSP
can't manage this then they really have no idea what they are doing.

Of course if you only have on server hosted on a nix machine then you
will need to ask them to add the - autoupdate switch as already has been
suggested. Even then IMHO you will need to refer to point 1.
Specifically the moron part.

I know i don't post on this list much but that is because i just don't
need too. The saying "too many cooks" springs to mind.

Anyway, consider this with great thought as it can only be your
decision.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox
Sent: 04 September 2009 14:26
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Updating a server using FTP

I'm saying that because i want to know if i can update my server if i
don't
have SSH acces.

2009/9/4 Gary Stanley 

> At 06:44 AM 9/4/2009, Nightbox wrote:
> >Is it possible ?
> >___
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>
> ftp> site exec script-that-runs-steam.sh
>
>
>
>
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Re: [hlds_linux] srcds virtualized

2009-08-28 Thread Dave Williams


Unless you were/are using 50% normal, optimal bandwidth and all of a
sudden you lose 75% of that. That would mean you would be 25% over
maximum capacity for the VM compared to the real hardware.

Theory flawed.



Dave M3PH Williams

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Guy
Watkins
Sent: 28 August 2009 03:06
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] srcds virtualized

The game servers don't do much disk I/O, so disks running at 25% normal
speed is not really an issue.  You might notice with a really busy
database.
But if you are seeing slower disk performance you might also see slower
network, RAM and CPU performance.  But again, if you are not maxing
these
out, you would not notice.

} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of Valtteri Kiviniemi
} Sent: Thursday, August 27, 2009 5:58 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] srcds virtualized
} 
} Hi,
} 
} Disk I/O is the most important thing on virtualized environments. You
} have multiple operating systems using the same storage so its
important
} that your storage is fast. If you have slow storage, then your virtual
} servers are "sticky" and slow because of the slow disk speed. You
might
} have fast cpu and a lots of ram, but you have to remember that you
have
} multiple operating systems with different workloads using the same
} storage and that will need to be fast if you want to run a reasonable
} ammount of virtualservers. Ofc. im not directly speaking on srcds's
} hosting, so it might mabe a little offtopic, but im just making out
the
} differences between VMWare and Xen.
} 
} I had almos 200MB/s of raw disk troughput with Xen and only 60MB/s
with
} VMWare measured from inside the VPS. That is a huge difference. That
was
} tested via Areca raid array, but I also tested the disk speed with no
} raid, only single sata-disk and it was still better on Xen.
} 
} - Valtteri Kiviniemi
} 
} Midnight kirjoitti:
} > Disk I/O is not the main factor for running game servers anyway, so
} > that's not really a reason to choose one option over the other in
this
} case.
} >
} >
} >
} > Valtteri Kiviniemi wrote:
} >> Hi,
} >>
} >> You are correct. But I'm just saying my opinion here, and I think
that
} >> Xen is better.
} >>
} >> VMWare ESXi is maybe a bit more user friendly than XenServer 5.5,
but I
} >> don't still understand why ESXi is so much slower. I'am using both
of
} >> them because my company sell's virtual servers and some customers
want
} >> VMWare ones.
} >>
} >> I have identical hardware on all machines but im still seeing
30-40%
} >> more performance on Xen virtual servers than on VMWare. Dont know
why,
} >> but disk i/o is way better on Xen than VMWare.
} >>
} >> - Valtteri Kiviniemi
} >>
} >> Eric Greer kirjoitti:
} >>
} >>> If everyone wants to get technical with all of this nonsense...
you
} can run
} >>> srcds just fine on a VPS - as long as there is enough power.
} >>> Xen Quite simply adds another layer hardware layer that data must
pass
} >>> through.  However, we're talking nanoseconds here people.  Not
like
} another
} >>> hop on your way to chicago - another *virtual* device on the way
to
} the
} >>> hardware and back.  It's like nothing.  VMWare ESXi adds a few
more
} layers
} >>> as it passes through more virtual devices... but it still does not
} matter.
} >>>
} >>> A VM can be provisioned with plenty enough power to do any source
} server
} >>> just fine. You just have to give it plenty of dedicated resources.
} >>>
} >>> I feel like people start taking emotions into computing at some
point.
} >>>  There aren't any - its all benchmarks and numbers.  If the system
can
} CPU
} >>> bench some number has memory available and bandwidth... it can run
the
} >>> server - simple as that.
} >>>
} >>> A VPS is generally considered 'weaker' because it can share
resources
} with
} >>> other VMs - but it doesn't have to.  If for some reason you wanted
to
} give
} >>> root shell access to a game server customer, you could VM them.
Yes,
} theres
} >>> a good 100Mb of memory overhead for the hypervisor, but it can be
} worth it.
} >>>
} >>> Eric
} >>>
} >>>
} >>> On Thu, Aug 27, 2009 at 12:05 PM, Valtteri Kiviniemi <
} >>> valtteri.kivini...@dataproof.fi> wrote:
} >>>
} >>>
} >>>> 

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

2009-08-26 Thread Dave Williams
Has it really been that long?

Interestingly my steam client lost connection to the master servers
right after the sdk base finished updating. Anyone think that's related?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Carl
Sent: 27 August 2009 00:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike: Source Update Available

In two years they didn't release an update.  The very next one broke
css.
:(

Fortunately its back.

On Wed, Aug 26, 2009 at 7:26 PM, Saul Rennison
wrote:

> Another silent CS:S, HL2:DM and Source SDK Base update...
>
> Thanks,
> - Saul.
>
>
> 2009/8/26 Fedot 
>
> > Hi
> >
> > after a  small yesterday fix (73) segerror appear than someone
connect to
> > server
> >
> >
> > --
> > With regards
> > Fedot
> > mailto:fedot-da-ne-...@yandex.ru
> >
> >
> > ___
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archives,
> > please visit:
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Dave Williams
Why do i get the feeling that valve has lost interest in CSS?

On that same not i noticed that my DOD:S client updated at the same time
the patch was released

M3PH

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: 21 August 2009 23:16
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2/L4D Updates Available

- Fixed an exploit that allowed files to be uploaded to the server at 
arbitrary locations in the file system

Where is the fix for Counter-Strike Source?

-ics


Jason Ruymen kirjoitti:
> And I was wrong about the optional part for Team Fortress 2.  The TF 2
update is required.
>
> Jason
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
Ruymen
> Sent: Friday, August 21, 2009 2:26 PM
> To: 'hlds_linux@list.valvesoftware.com';
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] TF2/L4D Updates Available
>
> Optional updates for Team Fortress 2, Left 4 Dead and their engine
binaries are now available.  Please run hldsupdatetool to receive the
update.  The specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the
crosshair under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread
weapons like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds
since firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
dialog
>  - Added "motdfile_text" convar to servers, which allows them to
specify a text file that's shown instead of the HTML MOTD to clients
who've turned on this option
> - Fixed radius damage not tracing out of enemies when the explosion
occurs within them
>  - Fixes rockets & grenades doing no splash damage when fired point
blank into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
the middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players
who already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in
the \particles directory
> - Fixed another case where items weren't being validated properly in
class loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10
kills to 1 capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using
the wrong skin
>
> Jason
>
>
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Re: [hlds_linux] OP4 cpu usage question

2009-07-22 Thread Dave Williams
My suggestion would be get rid of that awful processor and replace it
with an athlon x2 or similar. Simply because sempron's are half assed
upgrades of the good ol' duron and they suck even at normal windows
desktop tasks. You may be able to get away with an optimized kernel and
trimming out the unneeded/unwanted background tasks (things like the X
server) but TBH i wouldn't bother. just go spend some money on hardware
upgrades.

M3PH

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gary
Stanley
Sent: 22 July 2009 20:32
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Linux server mailing list
Subject: Re: [hlds_linux] OP4 cpu usage question

At 03:15 PM 7/22/2009, Ook wrote:

> > That's not a CPU scheduler, that's an I/O scheduler. Deadline is
> > probably the best choice for everyone. There's no magic bullet to
> > reduce CPU usage as the binaries aren't really
> > optimized for linux.
> >
> > -M
> >
>
>35% cpu at idle? Compared to 1% on Winbloze? That goes beyond simply
not
>being optimized for linux...I guess I'll wait and see how it performs
with
>12+ players. I would hate to have to go back to Windows simply because
of
>this.
>

Run a profiler on it to see what it's doing. If you don't need 
1000hz, remove it from the kernel.  I'm sorry to say but there are 
others on this list
who know for sure that the binaries just aren't as optimized as their 
windows counterparts.

-M



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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Dave Reid
This is missing the point.  The goal is not to have a scoring system with which 
to rank servers, but rather to identify BAD servers.  The threshold will surely 
be set in such a way that there is a clear distinction shared by all of the 
servers which fall below the line.  Griefers will no doubt try to abuse the 
system, but I'm sure if they find a way to make it fail completely, Valve will 
just adjust it or turn it off.


-Original message-
From: "David A. Parker" dpar...@utica.edu
Date: Fri, 13 Mar 2009 09:58:53 -0400
To: Half-Life dedicated Linux server mailing 
listhlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Delisting

> I read that blog post last night, and I agree with the OP that Valve is 
> going about this the wrong way.  It seems to me that entirely delisting 
> servers with poor scores is a bad idea.  What they should do is put a 
> "server score" field into the serverbrowser, so players can sort by 
> score.  Hacked servers, etc., would still be listed, bu they would be at 
> the bottom.  Also, as mentioned before, there is sure to be some kind of 
> exploit to rapidly connect and disconnect from a server a few hundred 
> times, effectively delisting it.
> 
> Just my $0.02 (USD).
> 
>  - Dave
> 
> Donnie Newlove wrote:
> > On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak  wrote:
> >> I'm a bit worried about this new server delisting system.. I see a few
> >> issues:
> >>
> >> A) Every major GSP (a large portion of the servers) reuses IP addresses
> >> between different clients.  It's entirely possible (and very likely)
> >> that someone is going to get their server delisted, then request that
> >> their IP be changed, leaving the next client to deal with that.  Are
> >> these delistings permanent?
> > 
> > Then every major GSP will have to forbid hacking servers to inflate
> > the player count if they want to protect their addresses. Which is of
> > course great.


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Re: [hlds_linux] SRCDS crash when exec

2009-02-16 Thread dave foster
I had a server segfault twice when unloading plugins for a match the other
night (metamod and sourcemod). My best guess is they leave the system
somewhat "unstable" for lack of a better word.

On Mon, Feb 16, 2009 at 16:27, A. Eijkhoudt  wrote:

> Rodrigo Peña wrote:
> > I'm using beetles mod too but no problems so that couldn't be, hmm can
> > you share the CFG so we can check it if we find a rare command?
>
> Yes, of course!
>
> The config files in question are these:
>
> http://ftp.wireplay.co.uk/pub/teamfortress2/league/wptf2l.cfg.zip
>
> Of course, our version contains our rcon_password and sv_password ;)
> Otherwise, everything's the same except for the SourceTV settings:
>
> "100 cfg # cat commonsourcetv.cfg
> tv_autorecord 1
> tv_chattimelimit 0
> tv_delay 90
> tv_delaymapchange 1
> tv_transmitall 1
> tv_enable 1
> tv_maxclients 8
> tv_password "ngtv"
> tv_port 27020"
>
> Do you think it could be SourceTV causing this?
>
> --- AE
>
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-- 
-dave foster
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Re: [hlds_linux] Someone trying to take steam accounts.

2009-01-25 Thread Dave Reid
Thanks for the heads-up, but just think about this for a second.  They 
are stealing accounts.  Do you think they use their own personal 
accounts when they steal MORE accounts?  Banning the ID's of the 
accounts they steal is only going to cause the rightful owners of those 
accounts, the victims, more problems when they recover those accounts.  
By all means, ban them if they use those accounts to abuse your server, 
but being "proactive" in this case is not a great idea.

Dave


JäKë T wrote:
> Hello there, someone tried to get my account info on steam friends.
> He tried to talk to me from a group.
>
> Here is his steam profile shows it's not setup though.
> http://steamcommunity.com/profiles/76561198005334270
>
> I went to vacbanned.com  and got his steam id as well.
>
> STEAM_0:0:22534271 (SC ID 76561198005334270) is not VAC banned.
>
> This is the message he sent me twice.
> He also did it with the /me message as well so it was showing up blue.
> If you want a screen shot please let me know.
>
> :: Due to recent hack attempts we are monitoring steam accounts VERY closely. 
> We have noticed 2 different IP address logged into your account recently. In 
> order to verify that YOU are the correct owner we require you to log in 
> (http://steamverificationcenter.tk). Once you log in your ip will verify who 
> you are and be set to your steam account.
>   


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Re: [hlds_linux] The better way to start hlds as daemon

2008-11-14 Thread Dave Snodgrass
No, you dont. screen -x will let you reattach to any user's screen -
you may have to chmod the user's TTY, though.


On Fri, Nov 14, 2008 at 1:17 PM, J T <[EMAIL PROTECTED]> wrote:
> The problem is that you have to be logged on as the user you're that you
> su'd into.
>
> Just su - into the server and run the script. I use the following which I
> grabbed from a google search and modified it.
>
> http://gibthis.com/linux-servers-support-information/14-linux-hlds-l4d-startup-script.html
>
> On Fri, Nov 14, 2008 at 10:06 AM, Anthal <[EMAIL PROTECTED]> wrote:
>
>> Why not just create a user, like l4d, and run the process from that
>> account. Whenever you need to re-attach, just su to l4d, and 'screen -r
>> $game' (whatever $game may be)
>>
>> Crazy Canucks wrote:
>> > I use su to run screen to run my servers under a different user, and I
>> > nice the process.  It works well, but when I do this I am unable to
>> > reattach to the console.  Does anyone have any suggestions on how I
>> > could get around this problem?
>> >
>> > These are the relevant lines from my startup script:
>> >
>> > server_command="screen -A -m -d -S $game ./$game"_run" -tos -game $mod
>> > +map `cat ./$mod/starting_map` +maxplayers $server_size -heapsize
>> > $heap_size +ip 192.168.0.101 -pidfile $game.pid
>> -debug$extra_config_options"
>> >
>> > nice -n -20 su -c "$server_command" cc-server
>> >
>> > It may look a bit complicated, but I think the variable names make it
>> > pretty clear what is going on.
>> >
>> > Drek
>> >
>> > P.S.:  I'm a Linux nub, so go easy on me... ;)
>> >
>> > Ronny Schedel wrote:
>> >
>> >>
>> >>
>> >>> Hi, i am now using screen to start my server as daemon.
>> >>> But i know that professional hosters uses diferent ways.
>> >>>
>> >>> i have reasons to think that screen is freezing my servers.
>> >>>
>> >>> so... How do you start your server?
>> >>>
>> >>>
>> >> With screen. No, screen does not freeze your servers, plugins do.
>> >>
>> >> ___
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>> please visit:
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>> >>
>> >>
>> >>
>> >
>> >
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>>
>>
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>
>
>
> --
> -
> [EMAIL PROTECTED]
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Re: [hlds_linux] Problem with hl2mp servers since recent update

2008-07-04 Thread Dave Dodd
I have figured out my problem.

Since the DOD:S update you cannot co-exist hl2mp or mods using it in the same 
directory heirarchy.

I created a fresh hl2mp install and shifted the mods' directories under it and
they now functioning again.

-- Dave

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[hlds_linux] Problem with hl2mp servers since recent update

2008-07-03 Thread Dave Dodd
Hi,

More info regarding my problems with hl2mp based servers since DoD:S update...

Error reported is:

AppFramework : Unable to load module bin/engine_i686.so!
Unable to load interface VEngineCvar003 from bin/engine_i686.so
Fri Jul  4 10:05:39 EST 2008: Server restart in 10 seconds

I have two servers were running under the same srcds_l directory as my DoD:S
which now fail.

I have tried the following command to fix the problem:

./steam -command update -game hl2mp -dir . -verify_all

The version info shown after the update is as follows:

Checking/Installing 'Half-Life 2 Deathmatch' version 35


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 'Source Dedicated Server Linux' version 92




-- 
David Dodd
Corinthian Engineering Pty Limited
Suite 54, Jones Bay Wharf
26-32 Pirrama Road
Pyrmont NSW 2009 Australia
Telephone +612 9552 5500 Fax +612 9552 5549

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[hlds_linux] hl2mp broken by recent update ?

2008-07-03 Thread Dave Dodd
Hi,

I am seeing the following error when trying to start servers for the following
hl2mp based mods:

Age of Chivarly & The Hidden

Both servers return the following error:

> AppFramework : Unable to load module bin/engine_i686.so!
> Unable to load interface VEngineCvar003 from bin/engine_i686.so
> Fri Jul  4 10:05:39 EST 2008: Server restart in 10 seconds

A freshly updated hl2mp server fails with the same error.

I co-exist these servers within the same directory heirarchy as my DoD:S server
thus:

~/srcds_l/ageofchivalry 
~/srcds_l/hl2mp 
~/srcds_l/hidden 
~/srcds_l/orangebox/dod 

The DoD:S server is up to date and running however since the update to take
the dod server to the orangebox engine, the other servers fail.

Is anyone else having this problem.  O/S is FC8.  All servers were functional
prior to the recent update.

Thoughts ?  Suggestions ?  Sympathy ?!?

--Dave

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Re: [hlds_linux] Changelevel still not working - 3rd day

2008-06-13 Thread Dave Reid
Are you getting the "server will restart after round ends" messages?  In 
other words, does it think you still haven't updated?  If your GSP is 
not prepared to verify and reinstall for you, then you should dump them 
right away.  That's garbage.

We use myinternetservices.com, but I'm not going to vouch for their 
support.  They respond, but it is often with less urgency than I would 
like.  I'm sure that's not a ringing endorsement in your eyes at this 
moment.  :)

Dave


Patrick Shelley wrote:
> This is what i get with both changelevel types:
>
> 05:13:32 changelevel cp_orange_xtra_v6
> 05:13:32 rcon from "86.142.43.156:50095": command "changelevel
> cp_orange_xtra_v6"
> 05:13:32 server_message: "quit"
> 05:13:32 Log file closed
> 05:13:32 server_message: "restart"
> 05:14:09 changelevel2 cp_orange_xtra_v6
> 05:14:23 server_message: "quit"
> 05:14:23 Log file closed
> 05:14:23 server_message: "restart"
>
> Anyone recommend a new GSP please? My current one is not taking this
> seriously.
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Re: [hlds_linux] Changelevel still not working - 3rd day

2008-06-13 Thread Dave Reid
I would verify the install and if that failed, I would reinstall the whole 
thing.  It sounds like something didn't quite install properly to me.

Dave

-Original message-
From: "Patrick Shelley" [EMAIL PROTECTED]
Date: Fri, 13 Jun 2008 09:54:22 -0400
To: "Half-Life dedicated Linux server mailing 
list"hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Changelevel still not working - 3rd day

> I cannot changelevel on my server (TF2) either through HLSW or RCON.
> 
> In HLSW the map succesfully changes if i tick 'kick all on map change' - but
> that is useless to me.
> 
> Through the console RCON changelevel crashes it.
> 
> Never had this problem before the last update.
> 
> I have unloaded all plugins (Beetlesmod)
> 
> Any ideas (apart from CHMOD 777)
> 
> Thanks,
> 
> Pat
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Re: [hlds_linux] Upcoming Team Fortress 2 Update

2008-06-11 Thread Dave Reid
Saint K. wrote:
> Any details on the changes?
>
> Saint K.
>   

You must be new here!  :)

If it fixes the cart in Goldrush, I will be REALLY impressed!


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Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnotworkingall the time

2008-06-11 Thread Dave Reid
Can't test it until tonight (EDT).

Is there anyone here who can test text vs no text?
Is there anyone here who doesn't see this problem at all?


-Original message-
From: "Keeper" [EMAIL PROTECTED]
Date: Wed, 11 Jun 2008 10:21:05 -0400
To: "'Dave Reid'" [EMAIL PROTECTED], "'Half-Life dedicated Linux server mailing 
list'"hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnot  
workingall the time

> If you take out the Advertisements plugin does this still happen?
> 
> 
> -Original Message-
> From: Dave Reid [mailto:[EMAIL PROTECTED] 
> Sent: Wednesday, June 11, 2008 10:01 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator still not
> workingall the time
> 
> This is creepy.  I was going to post about this exact problem today.
> 
> On our server, we are using Sourcemod and the Advertisements plugin, and it
> sends periodic hint text, but the cart location bar still shows up for the
> full first round.  It is only in the second and third rounds that it
> vanishes.  The only other text sent is the responses to "nextmap".
> 
> It would be awesome to track down and fix this bug.  It would really improve
> the experience on Goldrush.
> 
> Dave
> 
> 
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Re: [hlds_linux] TF2 - Goldrush's cart indicator still not workingall the time

2008-06-11 Thread Dave Reid
This is creepy.  I was going to post about this exact problem today.

On our server, we are using Sourcemod and the Advertisements plugin, and it 
sends periodic hint text, but the cart location bar still shows up for the full 
first round.  It is only in the second and third rounds that it vanishes.  The 
only other text sent is the responses to "nextmap".

It would be awesome to track down and fix this bug.  It would really improve 
the experience on Goldrush.

Dave

-Original message-
From: "Flaming Maniac" [EMAIL PROTECTED]
Date: Wed, 11 Jun 2008 08:58:29 -0400
To: "Half-Life dedicated Linux server mailing 
list"hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator still not workingall 
the time

> I don't have a fix and I'm not as good as many of the people on here as far
> as technical skill, but I do know I was on a goldrush server the other day
> and a bunch of us noticed that the progress bar was disappearing whenever
> green text popped up via some admin utility, and it also interfered with
> things like changing weapons and changing classes.
> 
> On Wed, Jun 11, 2008 at 7:47 AM, ics <[EMAIL PROTECTED]> wrote:
> 
> > Main idea here is, client-side or server-side, that this should NOT
> > happen. I assume Valve will add to buglist if not done so already.
> >
> > -ics
> >
> > Oliver Salzburg kirjoitti:
> > > And it will also fix that nasty score you've been building up.
> > >
> > > AnAkIn . wrote:
> > >
> > >> Also, when the cart indicator dissapear, just reconnecting will fix
> > it...
> > >>
> > >> 2008/6/11 AnAkIn . <[EMAIL PROTECTED]>:
> > >>
> > >>
> > >>
> > >>> It's probably just a client side issue, not server side.
> > >>>
> > >>> Did you try this on the other server?
> > >>>
> > >>> 1) Change the map to pl_goldrush
> > >>> 2) Immediately go to blue
> > >>> 3) Cap the two points (win the first stage)
> > >>> 4) Both teams now shouldn't have the indicator?
> > >>>
> > >>> 2008/6/11 Nicholas Hastings <[EMAIL PROTECTED]>:
> > >>>
> > >>> Just wanted to add that I also have this issue on one of my servers,
> > but
> > >>>
> > >>>
> > >>>> not the other. Both Windows if it matters.
> > >>>>
> > >>>> AnAkIn . wrote:
> > >>>>
> > >>>>
> > >>>>> This has already been posted in the list, but it's still not fixed.
> > >>>>>
> > >>>>> Yesterday we had to do a clan matche on goldrush, and the cart
> > indicator
> > >>>>> didn't show up for the entire map after the first stage.
> > >>>>>
> > >>>>>
> > >>>>> Here is how it happens:
> > >>>>>
> > >>>>> On the first round of the map, the blu team (attackers) have to win
> > the
> > >>>>> first stage, then the indicator doesn't show up for the next stages
> > >>>>>
> > >>>>>
> > >>>> until a
> > >>>>
> > >>>>
> > >>>>> new round start (not talking about a stage, but a round, the teams
> > are
> > >>>>> switched).
> > >>>>> ___
> > >>>>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >>>>>
> > >>>>>
> > >>>> please visit:
> > >>>>
> > >>>>
> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>> ___
> > >>>> 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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> > please visit:
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> > >>
> > >>
> > >>
> > >
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> > >
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> >
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Re: [hlds_linux] Team Fortress 2 Update Coming

2008-05-09 Thread Dave Reid
I'm hoping that the display at the bottom of the screen in payload maps will be 
fixed!

-Original message-
From: "1nsane ." [EMAIL PROTECTED]
Date: Fri, 09 May 2008 14:09:50 -0400
To: "Half-Life dedicated Linux server mailing 
list"hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Coming

> I wonder what this fixes :D.
> 
> On Fri, May 9, 2008 at 1:54 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> 
> > nice :)
> >
> > I hope there's a fix for tf_weapon_criticals affecting the Kritzkrieg :S
> >
> > 2008/5/9 Jason Ruymen <[EMAIL PROTECTED]>:
> >
> > > Sometime later today we'll have a required Team Fortress 2 update.
> > >
> > > Jason
> > >
> > > ___
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> > > please visit:
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> > >
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> >
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-05-05 Thread Dave Reid
I want to thank you guys for getting this update out earlier than 
usual.  It is much easier for us to update if we can do it earlier.  
Today's update was hardly an inconvenience at all.

Dave


Jason Ruymen wrote:
> The required Team Fortress 2 update is now available.  Please run
> hldsupdatetool to receive it.  The specific changes are:
>  
> - Fixed unlimited UberCharge exploit
> - Fixed charge effect getting stuck on the Kritzkrieg when changing
> class/weapons
>
> Jason
>
>
>
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>   


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Re: [hlds_linux] Map change after xx wins?

2008-05-04 Thread Dave Reid
Saint K. wrote:
> So just that I understand it correctly, setting mp_maxrounds 2 on dustbowl
> would ultimately cause both teams to defend once (or 3 times if the other
> team completes the stages), and once to attack?
>
>   
Correct.

Set mp_maxrounds to 2 and set mp_winlimit to 0.


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Re: [hlds_linux] Map change after xx wins?

2008-05-04 Thread Dave Reid
I think if you look at what he requested, you'll see that all he needs 
is mp_maxrounds.  He wants 1 round on each side for each team, 
regardless of who wins.  This is what we do on our server for all 
attack/defend maps.

I should add that you need to make sure mp_winlimit doesn't end your map 
early.  If it is set to 2, then it will take precedence over your 
mp_maxrounds.

I do agree with your complaints about mp_winlimit, even though they 
don't affect me.  If you have a requirement that you feel strongly 
about, then you would be better to express it to Valve than to complain 
about how the current options are "idiotic".


Jeff Sugar wrote:
> Neither. I explained mp_winlimit earlier (wins per team) .. but Valve made
> it so it's per POINT a team gets, idiotically -- so it work son 2fort but
> not gravelpit/dustbowl/goldrush. mp_maxrounds is the max ROUNDS total, no
> matter who wins. So if red won twice, it would still end.
>
> On Sun, May 4, 2008 at 1:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
>
>   
>> Doesn't that cvar just check for the amount of poits gained per team? Or
>> is
>> that sv_maxwins or something along those lines?
>>
>> Cheers,
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Dave Reid
>> Sent: Sunday, May 04, 2008 10:32 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Map change after xx wins?
>>
>> Saint K. wrote:
>> 
>>> Hiya,
>>>
>>> Is there a CVAR which you can use on maps such as goldrush and dustbowl
>>>   
>> were
>> 
>>> you can set that both teams attack once, and defend once, and then it
>>>   
>> should
>> 
>>> change maps?
>>>
>>>   
>> mp_maxrounds "2"
>>
>>
>> ___
>> 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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>> please visit:
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>> 
>
>
>
>   

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Re: [hlds_linux] Map change after xx wins?

2008-05-04 Thread Dave Reid
Saint K. wrote:
> Hiya,
>
> Is there a CVAR which you can use on maps such as goldrush and dustbowl were
> you can set that both teams attack once, and defend once, and then it should
> change maps?
>   
mp_maxrounds "2"


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Re: [hlds_linux] Cant Kick Players with Quotes in their names

2008-04-23 Thread Dave Reid
Last I checked, this applied to names with "" and ()

We noticed it on a TF2 server in early February when people were showing no 
steamid for "status".

Dave


-Original message-
> > I use HLSW and RCON but i am unable to kick any player with quotes in
> > their
> > names.
> >
> > Also if they have quotes in their names i am unable to see thier global ID
> > (Steam ID)


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Re: [hlds_linux] TF2 hidden slot / reserved slot improvement

2008-03-07 Thread Dave Reid
I was going to make this exact same request.  I would love to be able to run a 
24-players server and have 2 extra non-player slots for SourceTV and Reserved 
Slots.  Moving our server in among the other custom servers is too high a cost 
for this functionality, so we are stuck with a 22-player server at the moment.


-Original message-
From: "Ronny Schedel" [EMAIL PROTECTED]
> It would be nice to have 24 players playing, SourceTV enabled and one
> hidden/reserved slot for admins. The serverplugin kicks another player
> without reserved slot rights to free the hidden slot. Currently we have to
> increase the maxplayers to have 24 players playing, SourceTV enabled and one
> hidden slot, but this leads to a custom server we don't want.


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Re: [hlds_linux] #hlserveradmins GameSurge channel

2008-03-03 Thread Dave Snodgrass
> GameSurge is small and laggy network because it doesn't have much
>  servers outside US.

http://gamesurge.net/servers/   I see 7 Europe and 7 US.

> Therefore it is a bad choice of network for that
>  kind of channel. Besides, QuakeNet has far more users and servers in
>  Europe and in the US.

When you are talking about irc traffic - in this day and age, your
latency to any one of those 7 servers will be minimal.


>
>  Plus QuakeNet has about every european server provider irc-channels,
>  therefore there is larger number of potential people to debate.
>
>  GameSurge mainly has the US providers, so please consider QuakeNet for
>  an option.


So because you're in europe, its better for everyone?
Your logic fails.

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Re: [hlds_linux] Valve Testing Servers

2008-02-26 Thread Dave Reid

I can bring a bunch of people to help fill your servers, but it will
have to be at a specific target time/date.  If you leave it open for any
old time, you will just get a few people joining here and there.  If you
get lots of people joining all at once, those people will attract more,
and you'll have the best odds of getting full servers.

If you REALLY want to fill the servers, just tell us when some Valve
employees will be on.  Everyone loves fragging the developers.  ;)


Erik Johnson wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
We're running a bunch of games servers right now to get some performance
data, but we need to get a bunch more clients to connected to make it
worthwhile. Our goal is to make the servers pretty much fall over from
the load, or crash from lack of memory.

If people have any spare cycles, connect to one of the 16 servers
running at:

207.173.176.220:27045 through 207.173.176.220:27060

They will be running all the time, so getting a good sample of data
would be really useful.

Thanks

Erik
--

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Re: [hlds_linux] Quoting Habits

2008-02-25 Thread Dave Reid
I'm not sure how "Quoting Habits" is a discussion of "Netiquette" while this is 
"whining".

Here's a quote from RFC 1855 - Netiquette Guidelines, for you.  It is 
specifically from the section covering mailing lists.

"Messages and articles should be brief and to the point. Don't wander 
off-topic, don't ramble and don't send mail or post messages solely to point 
out other people's errors in typing or spelling. These, more than any other 
behavior, mark you as an immature beginner."

I am not going to continue this discussion any further in public.  You have my 
address if you want to inform me of any further spelling errors.

I apologize to the group for this.  I had only hoped to reduce the spam and not 
spur a response.

Dave


-Original message-
> 1. Can't remember ever agreeing to a "don't spam a mailing list with
> off-topic crap" rule before joining this mailing list. "Netiquette" is
> not an argument.
> 2. Why do people constantly whine about off-topic posts? The subject
> line hasn't changed since day 1, so I don't see a reason why you can't
> just ignore the messages... unless you're on a 56k link and it hurts to
> download each and every message, in which case I have nothing to say to you.
> 3. There is no "Jeopardy-style quoting" in forums... the system is
> different. You can always access the archives. Mailing list archives
> either don't exist or are not easily searchable.
> 4. Take it where?
> 5. It's "ad nauseam". If you're going to use Latin phrases for whining,
> spell them correctly.


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Re: [hlds_linux] Quoting Habits

2008-02-24 Thread Dave Reid

It's funny how so many people can break the rule of "Don't spam a
mailing list with off-topic crap" in order to argue about something
which has been argued ad nauseum in every other forum imaginable.
Please, take this thread as an example of why there is no point in
writing those messages.  If there is a top-posting bug in software from
Valve, then post away.  Otherwise, take it elsewhere.

Guy Watkins wrote:

Bottom posting is considered the proper etiquette.  As someone has said,
most techie groups require it.  I use both methods, but not in the same
email!  :)

Guy




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Re: [hlds_linux] Wish: TF2 engineer destroy events in log

2008-02-01 Thread Dave Snodgrass
No, they dont. you are making it so they get 0 points for moving, say,
a dispenser up to where a heavy can use it, rather than leaving it
back beside some sentry gun in a flag room.

What im saying is, you are altering the scoring system and essentially
nerfing the engineers contrary to the way valve first intended (your
perogative) - However - if you are tracking stats with code and
timestamps, perhaps you should introduce a counting and timer feature
(ie. 5 mins since the built their last dispenser, so they will get
points for building this one - 15 second intervals between builds,
award no points) As opposed to assuming every engineer who plays the
game properly is a stats padding cheater.


On 2/1/08, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> No, they get and lose the same points, so when they build up and destroy,
> they have 0 points at the end. The next time they build an object, they get
> points and so on. If someone else destroys the objects, the engineer does
> not lose points.
>
> Ronny
>
>
> > Sure it can be used for padding, but on the other hand, you're going
> > to (essentially) penalize the engineers who do destroy old items to
> > move them up and keep them in the fight -- Or the engineers who have
> > to keep rebuilding destroyed items. Your algorithm needs to support
> > counting and timing - As well as checking for the enemy destroying
> > those items.
> >
> > ./d
> >
> > On 1/31/08, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> >> It's not important why we would like to reward players, it's important to
> >> have this event.
> >>
> >>
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > Why would you give points for building things?
> >> >
> >> > If they place their sentry wisely and protect it, they will get more
> >> > kills
> >> > with it.  If they place the teleport wisely and protect it, it will be
> >> > used
> >> > more.  Surely you don't want to reward someone with additional skill
> >> > who
> >> > is
> >> > building a sentry just outside spawn when the CP is where all of the
> >> > action
> >> > is?
> >> >
> >> >
> >> >
> >> > On Jan 31, 2008 7:32 AM, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> >> >
> >> >> Hello,
> >> >>
> >> >> we run a statistic system and reward players when they build or
> >> >> destroy
> >> >> objects. When the engineer destroys his own built objects, no destroy
> >> >> event
> >> >> is written to the log. The problem is, the engineer can build alot of
> >> >> objects and get the points. We want to decrease the points when the
> >> >> engineer
> >> >> destroys his own objects to avoid stats padding. It should not be hard
> >> >> to
> >> >> implement this. Thank you.
> >> >>
> >> >> Best regards
> >> >>
> >> >> Ronny Schedel
> >> >>
> >> >>
> >> >> ___
> >> >> 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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> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >
> > ___
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> > please visit:
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> >
>
>
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Re: [hlds_linux] Wish: TF2 engineer destroy events in log

2008-01-31 Thread Dave Snodgrass
Sure it can be used for padding, but on the other hand, you're going
to (essentially) penalize the engineers who do destroy old items to
move them up and keep them in the fight -- Or the engineers who have
to keep rebuilding destroyed items. Your algorithm needs to support
counting and timing - As well as checking for the enemy destroying
those items.

./d

On 1/31/08, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> It's not important why we would like to reward players, it's important to
> have this event.
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Why would you give points for building things?
> >
> > If they place their sentry wisely and protect it, they will get more kills
> > with it.  If they place the teleport wisely and protect it, it will be
> > used
> > more.  Surely you don't want to reward someone with additional skill who
> > is
> > building a sentry just outside spawn when the CP is where all of the
> > action
> > is?
> >
> >
> >
> > On Jan 31, 2008 7:32 AM, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> >
> >> Hello,
> >>
> >> we run a statistic system and reward players when they build or destroy
> >> objects. When the engineer destroys his own built objects, no destroy
> >> event
> >> is written to the log. The problem is, the engineer can build alot of
> >> objects and get the points. We want to decrease the points when the
> >> engineer
> >> destroys his own objects to avoid stats padding. It should not be hard to
> >> implement this. Thank you.
> >>
> >> Best regards
> >>
> >> Ronny Schedel
> >>
> >>
> >> ___
> >> 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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> > please visit:
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> >
>
>
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[hlds_linux] Server is Insecure - Why?

2008-01-27 Thread Dave Owens
--
[ Picked text/plain from multipart/alternative ]
I just noticed my tf2 server is insecure.   This was not only the case, just
recently.   Any idea what's up?

*Command line to start server:*

screen -A -m -d -S srcds ./srcds_run -game tf +map ctf_2fort -ip
my.ip.address.here -port 27015 -tickrate 33 +maxplayers 18 +motdfile
"/home/me/srcds_l/orangebox/tf/mymotd.txt"

(adding -secure didn't help)

*Server.cfg file:*

hostname "My Server Here"
rcon_password "yeah-right"
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 0
sv_logsdir "/home/me/srcds_l/orangebox/tf/logs"
log on
sv_region 0
sv_allowupload "1"
sv_allowdownload "1"
sv_lan "0"
sv_alltalk "0"
sv_cheats "0"
sv_pure "1"
sv_pure_kick_clients "1"
mp_timelimit "40"
mp_footsteps "1"
tf_flag_caps_per_round "3"
tf_stats_track "1"
tf_playergib "1"
writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg

*Server launch log:*

Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
Console initialized.
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
Particles: Missing 'particles/impact_fx.pcf'
maxplayers set to 24
maxplayers set to 18
Unknown command "startupmenu"
Network: IP my.ip.address.here, mode MP, dedicated Yes, ports 27015 SV /
27005 CL
ConVarRef room_type doesn't point to an existing ConVar
exec: couldn't exec skill1.cfg
Executing dedicated server config file
Server logging enabled.
Server logging data to file /home/me/srcds_l/orangebox/tf/logs/L0127020.log
L 01/27/2008 - 23:39:29: Log file started (file
"/home/me/srcds_l/orangebox/tf/logs/L0127020.log") (game
"/home/me/srcds_l/orangebox/tf") (version "3362")

sv_pure set to 1.
Note: Changes to sv_pure take effect when the next map is loaded.

Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.
exec banned_user.cfg: file size larger than 1 MB!   *<--- not true BTW*
exec banned_ip.cfg: file size larger than 1 MB!*<--- not true BTW*
exec: couldn't exec ctf_2fort.cfg
Adding master server 72.165.61.190:27011
Adding master server 69.28.151.162:27011
Using 'steambeta1:27013' CSER server!
Could not establish connection to Steam servers.
status
hostname: My Server Here
version : 1.0.1.7/14 3362 insecure (secure mode enabled, disconnected from
Steam3)
udp/ip  :  my.ip.address.here:27015
map : ctf_2fort at: 0 x, 0 y, 0 z
players : 0 (18 max)
# userid name uniqueid connected ping loss state adr


I'm not running any mods.  If someone can tell me the ip of steambeta1 I'll
try to ping it.   Does the game server try to connect by IP or does it do
DNS?  Did this change recently?


Thx,
Snewo
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Re: [hlds_linux] Team Fortress 2 Updated

2007-09-28 Thread Dave Snodgrass
God i hope so. FF off is ruining the spy class imo.


On 9/28/07, Jani Tiira <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Is friendly fire ever coming back? :P
> --
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[hlds_linux] Re: ContentServer rejected client session login

2007-09-26 Thread Dave Dodd
Hi,

Whoops ... forgot to show you how...


Add -username yourusename -passowrd yourpassword to your steam commandline eg.

./steam -command update -game tf -dir . -username youruser -password yourpass

--Dave

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[hlds_linux] Re: ContentServer rejected client session login

2007-09-26 Thread Dave Dodd
Hi,

> i try update my TF2 server and get this message:
>
> ContentServer rejected client session login
>
> someone know to fix this?

I am pretty sure this is because there are too many "anonymous" sessions to the 
update server at the time you are trying.

If you have a username/password (in the the old days you needed one) try
specifying this on the command line you are using to update and I think you
will get around the problem.

Either that or just re-try in 5 minutes and see if the number of sessions has
dropped enough for you to get one.

--Dave

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[hlds_linux] Re: Can't update/install tf on Debian Etch

2007-09-24 Thread Dave Dodd
> Try something like this, ie;
>
> while true; do "./steam -command update -game tf -dir tf/
> -verify_all" ; sleep 5 ; done

This will just slam the obviously overloaded server.  It might be better to
increase the time between retry and to actually test the exit status of the
steam command which gives a 0 exit status on success.  Otherwise when he does
succeed he won't be able to tell unless he stays and watches it and it will
keep asking for updates and burning resources for others in the same boat.

Perhaps a little shell script (tested on my server as I type this)...


#!/bin/sh

result=1
while [ ! $result ]
do
./steam -command update -game tf -dir . -verify_all
sleep 5
result=$?
done

exit 0

-- Dave

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[hlds_linux] Re: Can't update/install tf on Debian Etch

2007-09-23 Thread Dave Dodd
Hi,

> Yea thats what I thought but I hoped that since others had gotten it
> installed they might have been doing something different. I've been trying
> for 3 or 4 days and getting nowhere it seems :(

I found that occasionally I got messages implying too many sessions for a user
when I was doing the exact same command.  When I saw this I retried it with
the username and password I used to use on the update servers and this seemed
to get around the number of sessions for a user problem.  My guess at the time
was that "anonymous" updating uses a single default user/pass and using my own
user/pass avoided the number of sessions problem instantly.

Other than that I guess you just have to keep trying or hope either more
resources are throw at it.

--Dave (aka Ludo)

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[hlds_linux] Re: Can't update/install tf on Debian Etch

2007-09-23 Thread Dave Dodd
Hi,

These are symptoms of the server supplying the updates simply being overloaded.

> I get various responses, ranging from "Connection Reset", at which point I
> re-run the command, to just hanging on downloading a file. I think once it
> got to nearly 5%, but most of the time it sticks on like 0.01%. I've been
> running this in a screen session and checking on it about every hour,
> restarting if it hasn't done anything since I last looked.

-- Ludo

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[hlds_linux] Compiling linux server code (Battlegrounds 2)

2007-03-19 Thread Dave Dodd
Hi,

Can someone either point me towards discussion of why the linux_sdk need to be 
compiled under GCC 3.?.?   I am trying to resolve a problem with my 
Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 .  
I was able to compile a server under 4.1.1  by simply tweaking two source files 
lightglow.cpp & mathlib.cpp

Anyone ?

-- Dave

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[hlds_linux] RE: Howto set srcds to one processor

2007-03-01 Thread Dave 'FiRe' Carter

usage: taskset [options] [mask | cpu-list] [pid | cmd [args...]]
set or get the affinity of a process

 -p, --pid  operate on existing given pid
 -c, --cpu-list display and specify cpus in list format
 -h, --help display this help
 -v, --version  output version information

The default behavior is to run a new command:
 taskset 03 sshd -b 1024
You can retrieve the mask of an existing task:
 taskset -p 700
Or set it:
 taskset -p 03 700
List format uses a comma-separated list instead of a mask:
 taskset -pc 0,3,7-11 700
Ranges in list format can take a stride argument:
 e.g. 0-31:2 is equivalent to mask 0x

E.G: taskset-pc  
   taskset -pc 0 1

FiRe.

[EMAIL PROTECTED] wrote:

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Today's Topics:

   1. Re: Howto set srcds to one processor (Martin Zwickel)
   2. Re: Howto set srcds to one processor (Tobias Jordan)
   3. Re: Howto get stable 500 FPS 64bit (Tobias Jordan)
   4. Re: Howto get stable 500 FPS 64bit (William Warren)
   5. RE: Howto get stable 500 FPS 64bit (J. Laws - Hi-Definition Gaming)
   6. Re: Howto get stable 500 FPS 64bit (Tobias Jordan)
   7. RE: Howto get stable 500 FPS 64bit (J. Laws - Hi-Definition Gaming)
   8. Re: Howto get stable 500 FPS 64bit (Gary Stanley)
   9. Re: Howto get stable 500 FPS 64bit (Whisper)




Subject:
Re: [hlds_linux] Howto set srcds to one processor
From:
Martin Zwickel <[EMAIL PROTECTED]>
Date:
Wed, 28 Feb 2007 18:13:42 +0100
To:
hlds_linux@list.valvesoftware.com

To:
hlds_linux@list.valvesoftware.com
CC:
[EMAIL PROTECTED]


--
On Wed, 28 Feb 2007 15:44:02 +0100
Ondřej Hošek <[EMAIL PROTECTED]> bubbled:



In Ubuntu's "edgy-universe" and Debian's "stable" repositories, this
tool is in the package "schedutils".

Gentoo probably has it either in "schedutils" or "util-linux"; not
sure.



Gentoo has "schedutils" which provides taskset and chrt...

--
MyExcuse:
Boss' kid fucked up the machine

Martin Zwickel <[EMAIL PROTECTED]>
Research & Development
--
[ signature.asc of type application/pgp-signature deleted ]
--





Subject:
Re: [hlds_linux] Howto set srcds to one processor
From:
"Tobias Jordan" <[EMAIL PROTECTED]>
Date:
Wed, 28 Feb 2007 20:34:39 +0100
To:


To:



I will test it, thanks for information




Subject:
Re: [hlds_linux] Howto get stable 500 FPS 64bit
From:
"Tobias Jordan" <[EMAIL PROTECTED]>
Date:
Thu, 1 Mar 2007 01:28:52 +0100
To:


To:



Hi everybody I`ve got a 64 bit server and emulate all to 32 bit.

Now my problem. When nobody is on the server I`ve got stable 500 FPS and
when people are playing on this server the FPS decrease to 333 FPS.

In cs 1.6 the serverfps are stable on 1000 FPS.

So now my question: Did anyone know how I can make the Serverfps in css
stable?

Please do not write use 32 bit OS and so on.

My OS on server is:
Linux/Debian 64bit

processor:
Intel Core2Duo





Subject:
Re: [hlds_linux] Howto get stable 500 FPS 64bit
From:
William Warren <[EMAIL PROTECTED]>
Date:
Wed, 28 Feb 2007 19:53:05 -0500
To:
hlds_linux@list.valvesoftware.com

To:
hlds_linux@list.valvesoftware.com


you don't want to hear this..but use a 32 bit os.  emulation slows you
down and when you put a load on it you only add to the overhead the the
performance decrease.  That's just how it is.

Tobias Jordan wrote:

Hi everybody I`ve got a 64 bit server and emulate all to 32 bit.

Now my problem. When nobody is on the server I`ve got stable 500 FPS and
when people are playing on this server the FPS decrease to 333 FPS.

In cs 1.6 the serverfps are stable on 1000 FPS.

So now my question: Did anyone know how I can make the Serverfps in css
stable?

Please do not write use 32 bit OS and so on.

My OS on server is:
Linux/Debian 64bit

processor:
Intel Core2Duo


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.



--
My "Foundation" verse:
Isa 54:17  No weapon that is formed against thee shall prosper; and
every tongue that shall rise against thee in judgment thou shalt
condemn. This is the heritage of the servants of the 

[hlds_linux] re: Installing CS server. Runing ./steam fails

2007-02-05 Thread Dave Dodd
Not a great idea to run steam as root from a security perspective, for steam or 
anything that doesn't actually require it.  Definitely chown it to cookie

The problem has been correctly diagnosed as your permissions 700 as shown only
allow the non-existant user (1016) to execute steam.

A 'man chmod' will explain the permissions flags if you want to understand it
all properly.

-- DGD

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Re: [hlds_linux] what happened to hlsw?

2007-01-04 Thread Dave \"M3PH\" Williams
i donl;t run any dod:s servers yet so doesn't really matter here. nice
info to have tho

John wrote:
> Does not fix it for dods only css for me atleast
>
> On 12/31/06, Gavin Rodgers <[EMAIL PROTECTED]> wrote:
>> There is a changelog and a mirror for the update on our forums if
>> that helps
>> http://www.4u-servers.co.uk/forums/showthread.php?t=1220 ;)
>>
>> Gavin Rodgers
>> (BlueHawk^4u)
>> 4u-servers.co.uk
>> 4u-servers.co.uk/forums (forums, now with 500+ FREE arcade games)
>> 4u-mobile.co.uk (ringtones logos ..)
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Timo
>> Hilbertz
>> Sent: 31 December 2006 11:47
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] what happened to hlsw?
>>
>> get the newest version 1.1.5, this will do the job.
>> hlsw.net is simply down atm, dunno why (but certainly its not
>> discontinued).
>>
>> Dave "M3PH" Williams schrieb:
>> > just been playing with my test server and need to discover the fps the
>> > server was running at. I decided that hlsw would do just the job so
>> > installed it in wine and added my server.. I used to use it in wine a
>> > lot a and it worked perfectly but it was always on remote servers.
>> This
>> > one is local and i'm not sure if that is a problem but it isn't
>> > connecting to the server to give the rcon pass and when i hit
>> either of
>> > the retrieve log buttons it comes back and says "server didn't respond
>> > to 'log' command!". I have added the port 7130 to my firewall and
>> router
>> > and the stock hlds ports are added too.
>> >
>> > Anyone got any idea what's wrong? or did the hlsw devs close the
>> project
>> > coz i also can't get anything out of their site
>> >
>> >
>> > ___
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>> please visit:
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>> >
>>
>>
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Re: [hlds_linux] what happened to hlsw?

2006-12-31 Thread Dave \"M3PH\" Williams
cheers man

Timo Hilbertz wrote:
> get the newest version 1.1.5, this will do the job.
> hlsw.net is simply down atm, dunno why (but certainly its not
> discontinued).
>
> Dave "M3PH" Williams schrieb:
>> just been playing with my test server and need to discover the fps the
>> server was running at. I decided that hlsw would do just the job so
>> installed it in wine and added my server.. I used to use it in wine a
>> lot a and it worked perfectly but it was always on remote servers. This
>> one is local and i'm not sure if that is a problem but it isn't
>> connecting to the server to give the rcon pass and when i hit either of
>> the retrieve log buttons it comes back and says "server didn't respond
>> to 'log' command!". I have added the port 7130 to my firewall and router
>> and the stock hlds ports are added too.
>>
>> Anyone got any idea what's wrong? or did the hlsw devs close the project
>> coz i also can't get anything out of their site
>>
>>
>> ___
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>>
>
>
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[hlds_linux] what happened to hlsw?

2006-12-31 Thread Dave \"M3PH\" Williams
just been playing with my test server and need to discover the fps the
server was running at. I decided that hlsw would do just the job so
installed it in wine and added my server.. I used to use it in wine a
lot a and it worked perfectly but it was always on remote servers. This
one is local and i'm not sure if that is a problem but it isn't
connecting to the server to give the rcon pass and when i hit either of
the retrieve log buttons it comes back and says "server didn't respond
to 'log' command!". I have added the port 7130 to my firewall and router
and the stock hlds ports are added too.

Anyone got any idea what's wrong? or did the hlsw devs close the project
coz i also can't get anything out of their site


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Re: SV: SV: [hlds_linux] Spike problem

2006-12-28 Thread Dave \"M3PH\" Williams
it might not set the rate itself but the player will get so pissed off
with getting kicked every 15seconds or so that they will just set it to
within the limit. and the people that don't will either leave or i'll
ban them coz they are the real cheaters

Dennis Overskov wrote:
> But that dosent help, it says so, but try your self, set restrict to 1, and
> your rates to 1, it will tell you that you have to rejoin and change the
> settings for 1 to 2 or what you have set for min. Then you should
> test your rate in the consol, type rate, and you will se it is only 1.
>
> Dennis
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Dave "M3PH"
> Williams
> Sendt: 28. december 2006 19:04
> Til: hlds_linux@list.valvesoftware.com
> Emne: Re: SV: [hlds_linux] Spike problem
>
> i found a great solution for that. set ace rates to force raters to
> rejoin. it will kick them and force a rejoin every time it runs a cycle.
> most people will set there rates within the limits and the one's that
> don't get attacked by my ban button (damn assholes). the one thing this
> restrict cvar did for me is force 90% or my players to use the right god
> damn rates and make them learn the advantage of using good rates
>
> Dennis Overskov wrote:
>
>> Ya, I stopped using them, they don’t work at all.
>>
>> We offen have "newbis" coming with low rate and cmd/updaterate.
>> 1 day I toke a guy out, and talked to him, he was "lagging" then we change
>> his rate and cmd/updaterate to 25000, 80/80 and his lag was gone.
>> And I did have the new cvar it set in my server.cfg
>>
>> Now I use Ace rates, 1 thing tho, when cl_restrict_server_command is set
>>
> to
>
>> 1, nothing helps.
>> Wtf did valve made harder for people to run a server or atleast have a
>>
> fair
>
>> game with same settings.
>>
>> Dennis
>>
>>
>>
>> -Oprindelig meddelelse-
>> Fra: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] På vegne af Whisper
>> Sendt: 28. december 2006 17:32
>> Til: hlds_linux@list.valvesoftware.com
>> Emne: Re: [hlds_linux] Spike problem
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Is your server sustaining the tickrate?
>>
>> If the tickrate falls beneath sv_minupdaterate 30 then you get bad
>>
> results.
>
>> P.S. A lot of those variables are currently broken anyhow. I hope we get a
>> fix soon.
>>
>> On 12/29/06, Richard Fennell <[EMAIL PROTECTED]> wrote:
>>
>>
>>> Hi Guys
>>> Recently I have been seeing the occasional spike on one of our public
>>> servers. This seems to happen mostly when a lot of grenades are in the
>>> air. CPU usage is fine and server is running smooth elsewhere, reg is
>>> great but the occasional spike is really annoying.
>>>
>>> The only changes I have made recently are the following new funky cvars
>>> added by Valve.
>>>
>>> sv_maxrate 2
>>> sv_minrate 1
>>> sv_mincmdrate 30
>>> sv_maxcmdrate 67
>>> sv_minupdaterate 30
>>> sv_maxupdaterate 67
>>> sv_client_predict 1
>>> sv_client_interpolate 1
>>> sv_client_interp 0.01
>>> sv_client_cmdrate_difference 20
>>>
>>>
>>> Could it be one of these causing the problem?
>>>
>>> Thanks
>>>
>>> Richy
>>>
>>>
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>>>
>>>
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Re: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-28 Thread Dave \"M3PH\" Williams
i agree with that. and also if the players get why there is a shut down
they may actually bring some more weight to the argument. In saying that
tho there will inevitably be a few players that don't care and will
complain bitterly but in fairness those are the same people that should
be banned from using pc's due to a distinct lack of intelligence.

Rónai György wrote:
> How does this sound:
>
> Lets speak together, and STOP all of our SRCDS processes for 24 hours.
>
> For example, from  04. january 13:00 to 05. january 13:00.
>
> (and if they are not doing anything - at least an answer to our
> performance questions, we will do another shutdown later for 48 hours...)
>
> Just to get Valve a feeling, how it is, to loose people.
>
> We will inform people about the outage before this date, and let
> everyone know, why we are doing this. I am sure, that every player will
> understand it.
>
> Locutus
>
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Re: SV: [hlds_linux] Spike problem

2006-12-28 Thread Dave \"M3PH\" Williams
i found a great solution for that. set ace rates to force raters to
rejoin. it will kick them and force a rejoin every time it runs a cycle.
most people will set there rates within the limits and the one's that
don't get attacked by my ban button (damn assholes). the one thing this
restrict cvar did for me is force 90% or my players to use the right god
damn rates and make them learn the advantage of using good rates

Dennis Overskov wrote:
> Ya, I stopped using them, they don’t work at all.
>
> We offen have "newbis" coming with low rate and cmd/updaterate.
> 1 day I toke a guy out, and talked to him, he was "lagging" then we change
> his rate and cmd/updaterate to 25000, 80/80 and his lag was gone.
> And I did have the new cvar it set in my server.cfg
>
> Now I use Ace rates, 1 thing tho, when cl_restrict_server_command is set to
> 1, nothing helps.
> Wtf did valve made harder for people to run a server or atleast have a fair
> game with same settings.
>
> Dennis
>
>
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Whisper
> Sendt: 28. december 2006 17:32
> Til: hlds_linux@list.valvesoftware.com
> Emne: Re: [hlds_linux] Spike problem
>
> --
> [ Picked text/plain from multipart/alternative ]
> Is your server sustaining the tickrate?
>
> If the tickrate falls beneath sv_minupdaterate 30 then you get bad results.
>
> P.S. A lot of those variables are currently broken anyhow. I hope we get a
> fix soon.
>
> On 12/29/06, Richard Fennell <[EMAIL PROTECTED]> wrote:
>
>> Hi Guys
>> Recently I have been seeing the occasional spike on one of our public
>> servers. This seems to happen mostly when a lot of grenades are in the
>> air. CPU usage is fine and server is running smooth elsewhere, reg is
>> great but the occasional spike is really annoying.
>>
>> The only changes I have made recently are the following new funky cvars
>> added by Valve.
>>
>> sv_maxrate 2
>> sv_minrate 1
>> sv_mincmdrate 30
>> sv_maxcmdrate 67
>> sv_minupdaterate 30
>> sv_maxupdaterate 67
>> sv_client_predict 1
>> sv_client_interpolate 1
>> sv_client_interp 0.01
>> sv_client_cmdrate_difference 20
>>
>>
>> Could it be one of these causing the problem?
>>
>> Thanks
>>
>> Richy
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
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Re: [hlds_linux] hz of stock Ubuntu kernel

2006-12-21 Thread Dave \"M3PH\" Williams
most kernels need to be recompiled as the default is 250. best way to
check is to run make xconfig as root in /usr/src/linux.

Bart van den Heuvel wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
>
>
> Bought a biggy machine. I now going to host Source games on a 2 x dual core
> opteron. I´m going to install Ubuntu 6.10 server AMD64.
>
> It comes with a Linux 2.6.17-10 kernel. Does anyone here know how it was
> compiled with regard to the hz?
>
>
>
> I know I need a kernel compiled with the 1000hz option to get a good fps
> rate, should I compile a new kernel?
>
>
>
> Just wondering as the machine is due any day now
>
>
>
> Thanks,
>
>
>
> Bart van den Heuvel
>
> --
>
>
>
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Re: [hlds_linux] OK, getting frustrated now!

2006-12-19 Thread Dave \"M3PH\" Williams
ahh thanks. will do and see how i go.

Ronny Schedel wrote:
> This is C, it's not commented out, what you see are defines with a
> starting
> "#". Yes, you have to apply this patch.
> A comment in C starts with //
>
> Regards
> Ronny
>
>
> - Original Message -
> From: "Dave "M3PH" Williams" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, December 19, 2006 1:31 AM
> Subject: Re: [hlds_linux] OK, getting frustrated now!
>
>
>> i had a look thru that how to just out of interest to see if there was
>> anything i could do to improve performance any more than i have (part of
>> the linux learning curve) and i found something very interesting. my
>> whole param.h is one big comment. For both i386 and x86_64. I'm running
>> suse 10.2 and have kernel 2.6.18.2 and that latest alsa drivers (1.0.14
>> i think). I also use the deadline schedular as some one told me once it
>> was better than the other two and i agree as it is the best of both
>> worlds.
>>
>> But my question really, is, is the fact my param.h files entirely
>> commented out normal or is this some fluky thing that means i don't need
>> to use the patch?
>>
>> cheers guys
>>
>> Ronny Schedel wrote:
>>> Hello,
>>>
>>> you can try and install hotsanic (http://hotsanic.sourceforge.net/).
>>> It will
>>> give you a better overview what really happens on your system.
>>> Install at
>>> least the modules traffic, system and netstat.
>>>
>>> Also follow this tutorial for a good kernel:
>>> http://forums.steampowered.com/forums/showthread.php?t=486424
>>>
>>> Most important stuff is the 1000 Hz patch and the scheduler settings.
>>>
>>> After you have a well configured kernel, don't use taskset or
>>> anything to
>>> force the processes to a specific CPU, the scheduler will do for you
>>> very
>>> well.
>>>
>>> Best regards
>>> Ronny
>>>
>>>
>>> - Original Message -
>>> From: "David Syers" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Monday, December 18, 2006 6:52 PM
>>> Subject: [hlds_linux] OK, getting frustrated now!
>>>
>>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Can someone explain the following, or if it is just shite coding on
>>> valves
>>> part:
>>>
>>> * I run a server that has a dual core pentium 3.4GHz processor and
>>> runs 2 x
>>> 100 tick 18 man CSS servers.
>>> * It has the kernel compiled at 1000
>>> * My startup line has +fps_max 600 (will largely hold 333fps)
>>>
>>> I can look at the server cpu usage, memory usage and CSS "stats" all
>>> in real
>>> time.
>>>
>>> Now why the hell does a server drop from 333fps to as low as 10fps?
>>> What
>>> causes this?
>>>
>>> The CPU usage gets no higher than 60% (one core for the process -
>>> other is
>>> at 1-5% if the other server is empty), but the drops can happen at
>>> 60% or
>>> anywhere below, so the CPU usage seems to have no bearing on this.
>>>
>>> The memory usage does not change - I have memory that is not
>>> currently in
>>> use, so this seems not to be a factor either.
>>>
>>> I have no swap being used, the server is regularly rebooted to clear
>>> any
>>> memory that is not released (although as mentioned I have spare) and
>>> all
>>> servers except literally the ones to run the server have been stopped
>>> (but
>>> as mentioned CPU usage is never over 60%, and system use is negligable)
>>>
>>> I am totally confused as to why the fps will not stay above 100 when
>>> the
>>> hardware is clearly not struggling!!
>>>
>>> Would it be better to force is to use the 486 process instead of the
>>> 686??
>>> --
>>>
>>> ___
>>> 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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>>> please visit:
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>>>
>>
>>
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>
>
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Re: [hlds_linux] Using screen as a virutal terminal.

2006-12-19 Thread Dave \"M3PH\" Williams
[ Converted text/html to text/plain ]
well fyi i was the guy who confirmed hlsw fully working in wine :-) . so i use
that.
Andrew Forsberg wrote:

On Tue, 2006-12-19 at 00:37 +, Dave "M3PH" Williams wrote:


Screen for
me is a necessity for me as when we get our hardware in (atm this is all
leaning and practise) we plan on running as many servers as possible (my
numbers say 8 but we'll see) on a dual core processor.



Yea, I run between 6 and 10, depending on the way the wind's blowing.
Never felt any need for screen, tbh. There's always kkrcon or similar
console apps if you need them on linux/bsd or via ssh, or if you're in
windows then hlsw ftw. Screen just seems like a waste of cycles to me,
but each to their own.

GL HF.


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Re: [hlds_linux] Using screen as a virutal terminal.

2006-12-18 Thread Dave \"M3PH\" Williams
[ Converted text/html to text/plain ]
cheers guys for the help. Seeing as i didn't get a reply as quickly as i would
have liked (hey i'm not known for my patience ;-) ) i did some resaerch on
screen on good ol' google and come up with the same command line. Screen for
me is a necessity for me as when we get our hardware in (atm this is all
leaning and practise) we plan on running as many servers as possible (my
numbers say 8 but we'll see) on a dual core processor.
cheers for the help tho and you'll find i'll be asking for more help soon.
Simon Marchi wrote:

--
[ Picked text/plain from multipart/alternative ]
I think that the command would be

$ screen -A -m -d -S screen_name ./hlds_run -game cstrike +maxplayers 16
+map de_inferno +port 27016

(replace the server command by whatever you want)

To attach the terminal to the current tty:

$ screen -r screen_name

And to deattach it, press control-a followed by control-d

Simon

On 12/18/06, Matjaz Debelak <[EMAIL PROTECTED]>[1] wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Andrew Forsberg wrote:


On Sun, 2006-12-17 at 15:02 +, Dave "M3PH" Williams wrote:



as you guys are probably aware i'm new to this whole running linux
servers thing. I've been doing some reading on screen as i know some of
you guys use it. But there is one concept i don't understand. how do i
get screen to capture the running tty session in a bash script?



You do not capture a running session, you start a virtual terminal, that
you can deattach and reattach at will.
if you want to start from deattached from a bash script try "man screen"
as there is a switch to do just that but I cant remember it right now.

LP Killer_X


I think everyone is too busy screaming at valve at the moment to help
you. :-)

Anyway -- while I don't personally bother with screen, you shouldn't
really need to capture the TTY session. Your hlds or srcds logs will
contain all the info you need in the appropriate logs/ directory.

Cheers
Anders




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Re: [hlds_linux] OK, getting frustrated now!

2006-12-18 Thread Dave \"M3PH\" Williams
i had a look thru that how to just out of interest to see if there was
anything i could do to improve performance any more than i have (part of
the linux learning curve) and i found something very interesting. my
whole param.h is one big comment. For both i386 and x86_64. I'm running
suse 10.2 and have kernel 2.6.18.2 and that latest alsa drivers (1.0.14
i think). I also use the deadline schedular as some one told me once it
was better than the other two and i agree as it is the best of both worlds.

But my question really, is, is the fact my param.h files entirely
commented out normal or is this some fluky thing that means i don't need
to use the patch?

cheers guys

Ronny Schedel wrote:
> Hello,
>
> you can try and install hotsanic (http://hotsanic.sourceforge.net/).
> It will
> give you a better overview what really happens on your system. Install at
> least the modules traffic, system and netstat.
>
> Also follow this tutorial for a good kernel:
> http://forums.steampowered.com/forums/showthread.php?t=486424
>
> Most important stuff is the 1000 Hz patch and the scheduler settings.
>
> After you have a well configured kernel, don't use taskset or anything to
> force the processes to a specific CPU, the scheduler will do for you very
> well.
>
> Best regards
> Ronny
>
>
> - Original Message -
> From: "David Syers" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, December 18, 2006 6:52 PM
> Subject: [hlds_linux] OK, getting frustrated now!
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> Can someone explain the following, or if it is just shite coding on
> valves
> part:
>
> * I run a server that has a dual core pentium 3.4GHz processor and
> runs 2 x
> 100 tick 18 man CSS servers.
> * It has the kernel compiled at 1000
> * My startup line has +fps_max 600 (will largely hold 333fps)
>
> I can look at the server cpu usage, memory usage and CSS "stats" all
> in real
> time.
>
> Now why the hell does a server drop from 333fps to as low as 10fps? What
> causes this?
>
> The CPU usage gets no higher than 60% (one core for the process -
> other is
> at 1-5% if the other server is empty), but the drops can happen at 60% or
> anywhere below, so the CPU usage seems to have no bearing on this.
>
> The memory usage does not change - I have memory that is not currently in
> use, so this seems not to be a factor either.
>
> I have no swap being used, the server is regularly rebooted to clear any
> memory that is not released (although as mentioned I have spare) and all
> servers except literally the ones to run the server have been stopped
> (but
> as mentioned CPU usage is never over 60%, and system use is negligable)
>
> I am totally confused as to why the fps will not stay above 100 when the
> hardware is clearly not struggling!!
>
> Would it be better to force is to use the 486 process instead of the
> 686??
> --
>
> ___
> 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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[hlds_linux] Using screen as a virutal terminal.

2006-12-17 Thread Dave \"M3PH\" Williams
as you guys are probably aware i'm new to this whole running linux
servers thing. I've been doing some reading on screen as i know some of
you guys use it. But there is one concept i don't understand. how do i
get screen to capture the running tty session in a bash script?

if i can master this all i'll need to learn is how to use ssh securely
and i'll be off, ready to open for business. that is unless you guys
have any tips for this newbie.

cheers for the help guys. always appreciated.


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Re: [hlds_linux] Steam, lack of information and upcoming features

2006-12-17 Thread Dave \"M3PH\" Williams
hear hear. shame vavle will probably ignore it

Timo Hilbertz wrote:
> great posting, /signed !
>
>
> ics schrieb:
>> There are some things which are rather disturbing. Like news and
>> information about latest outbreak (yes, downtime of services)
>>
>> No news about steam being offline, except a small note on forums done by
>> forum moderators. Every external site, mostly related to gaming had news
>> about steam network being down due to storm or something. Why not post
>> it directly into steam news section the make it clear? Got something to
>> hide? The forum post besides stated that everything was ok and it was
>> not. All the valve fanboys (=forum moderators) rushed to post news about
>> everything being ok too soon and started locking up topics about the
>> current issues at hand. Cant people talk about it? At that time, linux
>> servers were not working. Steam clients for users were, but there were
>> only like ~3000servers online, those including the ones that havent been
>> rebooted yet and if they were, they would not come back online due to
>> steam problems. What i heard, windows srcds were working fine and this
>> shows how many servers more there are actually are running on linux. No
>> notification ANYWHERE for the people who RUN THE SERVERS. Not even from
>> the forum moderators on srcds windows and linux section. How about
>> setting a separate news section for technical news if current steam news
>> is inappropriate? Yeah srcds is free, however servers are not where it
>> gets ran by server admins. Most of the latest updates have been
>> extreamly hostile towards the people who run the servers. Many features
>> available where disabled and most of us dont like that. Besides,
>> co-location of servers in other continent, for example at europe would
>> not be that hard nor it would cost too much. All you need is a duplicate
>> server farm of the original located in europe relaying data.
>> Even if it would be just for the auth-servers 0:0 and 0:1. Set up
>> adverts to cs source servers and im sure server operators will become
>> even more hostile towards the whole community. It feels like we are
>> being kicked to the head time to time with no information about what is
>> becoming. I understand its Your game but We play it and run it on our
>> servers. You are depending from Us as We are depending on You. Players
>> are like sheeps and they do what they are told to do and accept the
>> updates as great ideas or feel them as bad as they are, not being able
>> to do anything about it except quit playing. Well we can do the same,
>> accept changes or go closing servers. We aint that far yet though. Well
>> players paid about the game already so why would they be important
>> anymore? Running servers is becoming more pointless if we cant decide
>> what features we want to run and what not. Players can decide which
>> servers do they play, they can swap themselves to another server if they
>> dont like the current one. Besides, if you integrate adverts to the
>> servers and get all the profit, then why would you think most of us
>> would like to look adverts on our servers which were free from adverts
>> before? Make us buy a srcds without adverts? I will not run a server
>> with adverts to players, even if they are not "disturbing" ones. Text
>> adds might be tolerable, but not if they get spammed every 2 mins.
>> Generally i dont want to see adverts while i play.
>>
>> New year is coming. Maybe it would be good idea to ask the community
>> what they want to see in CS Source in the future so it wont turn against
>> Steam and its games. As far as i can see, i picked up 50 servers today
>> at random to see how many servers actually use Dynamic Pricing. Shocking
>> or not, or maybe i just hit the wrong servers at random but 7 out of 50
>> used DWP only. Maybe it wasnt such a good feature at all as it havent
>> worked ok for months like we all know who have been monitoring the
>> system. Also good idea would be correct the steam client and CS Source
>> flaws which include:
>>
>> - Random logging out from steam after you quit the game and next time
>> you try to start gamee, it only shows pre-loaded. (Trick to restart
>> steam to see new games on webstore?)
>> - Disappearing favorite servers list (yes it really is disappearing and
>> appearing at random or is this feature ment to make players not so
>> dependant from few servers and play on others too?)
>> - Cant log in, removing the ClientRegistry.blob is the only solution.
>> - Rebuy issues on CS Source caused by Dynamic Pricing? When you hit
>> rebuy, it doesnt buy defusal kit or kevlar every time as it should be.
>> Also kevlar shows that you can buy it if you have no money for it.
>> - Scoreboard bug on CS Source - right after you die, go spec and back
>> and receive 1 kill as reward. Works every time.
>>
>> These are the ones i encounter time to time myself when i play and
>> others have reported to have same issues. Every day someone asks a

Re: [hlds_linux] Steam down

2006-12-17 Thread Dave \"M3PH\" Williams
a force major is having a pane drop on your head. A blatant fuck up is
what valve seem to manage every week if not every day.

way it goes

Rikard Bremark wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> why should i?
> a generator can die, a cable can be digd off, so its force major alright.
>
> --
> //Rikard 'Zapy' Bremark
> [EMAIL PROTECTED]
> Warzone Short Valley - Warzone.nu
>
> Graham Robinson wrote:
>
>> If you think that a power outage is something that cannot be predicted
>> or anything done pro actively about I think you need to reconsider.
>>
>> On 17/12/06, Rikard Bremark <[EMAIL PROTECTED]> wrote:
>>
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> lol this is what force majour is, something that valve could not predict
>>> or do anything againts.
>>>
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Re: [hlds_linux] Steam down

2006-12-17 Thread Dave \"M3PH\" Williams
well actually yeah they could. they kind of weather that caused the
otuage is common in the seattle area this time of year. and anyway what
id ever happen to redundancy and UPS systems

Rikard Bremark wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> lol this is what force majour is, something that valve could not predict
> or do anything againts.
> --
> //Rikard 'Zapy' Bremark
> [EMAIL PROTECTED]
> Warzone Short Valley - Warzone.nu
>
>
> Svensk Ljud & Ljus Produktion wrote:
>
>> Hi !
>>
>> We have a steam timeout or something over here in europe, and its have
>> been
>> like this now for 3,5 hours or more !
>>
>> I made a search how many servers were populated and come to 53
>> dayofdefeat:source servers with 2 - 32 players, and thats all dod:s
>> servers,
>> not only europe.
>> So I guess its affects almost all of us !
>>
>> If the hosting company I using does this to me, then I get money back !
>>
>> What will steam do for us now then they is making us unable to play our
>> games on our own servers ?
>>
>> How will Valve react on this ?
>>
>> Is Steam not responsible for theirs acts ?
>>
>> Peter Lindblom
>>
>>
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[hlds_linux] stoopid 5 mins

2006-12-17 Thread Dave \"M3PH\" Williams
hey guys.

i'm having a stupid 5 mins and i can't seem to find the convar to
disable dynamic weapon pricing. doesn't seem to documented in the wiki.
spent 20 minutes running searches and it's not showing up.

cheers for indulging me.


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[hlds_linux] ok this is strange. why won't dynamic weapon pricing turn off and why is my server suddenly taking ages to load.

2006-12-17 Thread Dave \"M3PH\" Williams
ok further to my post a few days ago on forgetting the switch to disable
dynamic weapon pricing. i have since remembered and tried to load my
server. I know get two errors and it takes ages to load the maps.

the errors are:

Unknown command "mp_dynamicprice" and
Incorrect price blob version! Update your server!
ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!

is this related to the power outage n the US west coast? or have valve
decided, in their ultimate wisdom, that the dynamic pricing is something
we all want.

Also is the extremely long load time related to this.

as a side note i would like to say i can't pass commands to the server
window. just won't accept the key press'. all this has me worried that
i'm either going insane or that i'm being told how i should run my servers



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Re: [hlds_linux] Re: VAC problems?

2006-12-16 Thread Dave \"M3PH\" Williams
my server has been up and running fine since just after 12am GMT.
Alfred, i know it's obvious but wouldn't it be any idea to sporadically
located the auth servers around the globe? then if you get this problem
again the network won't die. I thought this would have been an obvious
thing to do considering the nature of the steam network.

Someone should definitely be in the boss's office answering questions
and be worried for their jobs on this. Stupid and amateur mistake to
make to be fair.

Alfred Reynolds wrote:
> We are back online and things are working again, you should be able to
> run your server (and Steam client) fine now.
>
> - Alfred
>
> Cc2iscooL wrote:
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> My servers are VACcing fine now.
>>
>> On 12/16/06, HLDS User <[EMAIL PROTECTED]> wrote:
>>
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> I'll confirm that from my limited little world.  My dedicated CS1.6
>>> server has not been able to VAC secure since the "issues" with steam.
>>> I restarted it twice, no effect.   Admins  have been busy :/
>>>
>>> ---daggy
>>>
>>> Whisper wrote:
>>>
 --
 [ Picked text/plain from multipart/alternative ]
 Nobody else has had any VAC problems

 Oh well, must just be me then

 On 12/15/06, Whisper <[EMAIL PROTECTED]> wrote:


> Most of my servers seem to have stopped being VAC enabled
>
> This is a lot of servers, so simply rebooting the servers is not an
> option, especially when rebooting 1 or 2 does not seem to solve
> the problem.
>
>
>
 --

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Re: [hlds_linux] Segmentation Fault on install

2006-12-14 Thread Dave \"M3PH\" Williams
run a memory check and make sure all your apps are up to date.

Yami Kaitou wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> This started appearing during the auto-update part when I start the server
> about a few weeks ago. I always start with a fresh install whenever I decide
> to upgrade the mod that I run. So today, I downloaded the Linux HLDS and
> tried to install it to a new directory. When I tried to install it, it came
> up with this
> [EMAIL PROTECTED]/hlds_l]$ ./steam
> Checking bootstraper version ...
> Segmentation fault
> [EMAIL PROTECTED]/hlds_l]$
>
> The same thing happens when I supply parameters. I am using Vector
> Linux 5.1on Linux
> 2.6.13
>
> Is there anything I can do?
>
> --
> Yami Kaitou
> --
>
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Re: [hlds_linux] VALVe wants advertisements in CS 1.6

2006-12-11 Thread Dave \"M3pH!sT0pL3s\" Williams
" The gaming companies really need to start go through all the
costs on all levels. Sooner or later all the communties will stop
supporting the games and they have to set up all the servers themself and
administrating them will not be an easy task"

EA, i believed tried this once and quickly changed their minds. Also if
the adverts end up running thru our servers are we gonna get paid
comission for them using are hardware to serve thier ads? i hope so. TBH
with the way valve are treating us atm i'm starting to think i could
make more money from serving BF2 and quake based games. Atleast their
admins don't get messed around and ignored like we do currently. I've
said it on the windows list in the past and i will say it here now.

Valve don't care about any one of us. They are becoming, if not already
become, The microsoft of the gaming world but worse.

We need to stand up, shout real loud and make them pay attention because
they are taking what we do for them for granted and saying it's in the
gamers interest's. I've never heard so much shit in my life. Politicians
lie better. Atleast when they open their mouths we take it with a pinch
of salt.

Timo Hilbertz wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> oh, thanks for pointing that out, i didn't know that.
>
> Scott Tuttle schrieb:
>
>> There are two different places for that Timo.  One is displayed from the
>> Content Providers another spot which is now black and blank is displayed
>> when you download from a server that is using fastdownloads.  We use to be
>> able to add a banner.gif to the fast download webserver and it would show
>> up.  I really liked it because you could create an image that said something
>> like "Fast downloads provided by xxx.com" or whatever you wanted to put.
>> Please read that these were two separate locations.  The second location was
>> removed for "liability" issues.
>>
>>
>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of
>>> Timo Hilbertz
>>> Sent: Monday, December 11, 2006 4:05 PM
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] VALVe wants advertisements in CS 1.6
>>>
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> no, it's reserved for Steam Content Providers.
>>>
>>>
>>> Andrew Forsberg schrieb:
>>>
>>>
 On Mon, 2006-12-11 at 15:00 +0100, kama wrote:




> But I do agree that they really are stepping on our feets.
>
>
>>> We pay a lot of
>>>
>>>
> money for setting up good servers sollutions. If we should
>
>
>>> count all the
>>>
>>>
> ongoing costs that needs to be paid for setting up the
>
>
>>> servers we end up
>>>
>>>
> with a lot of money. Ongoing costs mostly includes Colo
>
>
>>> and the work hours
>>>
>>>
> we do.
>
>
>
 Well, perhaps one thing that would soothe server admins would be if
 valve re-enabled the little custom advert that used to show


>>> up while you
>>>
>>>
 were joining a server. However I suspect that spot is now


>>> reserved for
>>>
>>>
 paying advertisers. :-/




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>>> list archives, please visit:
>>>
>>>
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Re: [hlds_linux] VALVe wants advertisements in CS 1.6

2006-12-09 Thread Dave \"M3pH!sT0pL3s\" Williams
i think i just might kill myself. i've been playing counter-strike 1.6
since i was 17 and @ no point did i thik it was ok to adverts on the
maps themselves. of course if it is done i a similar way to how mani
does his then it might be ok but if they are huge, colour full and
distracting then that's another game valve have ruined.

There is common trend here guys.

Saint K. wrote:
> interview: advertisements coming to cs
>
> In-game advertisements are coming to Counter-Strike 1.6. Go ahead and let
> that sink in a bit. CS-Nation has the exclusive first interview with
> Valve's
> Doug Lombardi about this upcoming addition into the Counter-Strike world.
>  CS-Nation: Many gamers who play CS 1.6 purchased the retail version. CS:
> Source was sold as part of the Half-Life 2 package. How do you think
> gamers
> who purchase your products will react to in-game ads?
>
>  Doug Lombardi: We believe that gamers are going to expect and accept
> well-done advertising in games. We want to make sure that advertising
> does
> not detract from the game experience, so it is our hope that first time
> Counter-Strike purchasers will consider it simply as part of the game
> world.
> There are three information packed pages to this interview. Go ahead and
> give it a gander and voice your opinions in the comment section.
>
> ---
>
> Hey permanent screw heads. Your going to pay for my fucking server
> when you
> put up ads in it? Get bloody real!
>
> This SO pisses me off. We do all the fuckin work of hosting YOUR GAME
> on OUR
> SERVERS for fucking FREE and you are now going to use it as advertisement
> base?
>
> What the bloody fucking hell is wrong with you people?
>
> Forgive me for all the swearing, but i basicly feel like i've been
> fucked up
> the ass with a giant baseball batt.
>
> We pay the cost for the server hardware, we pay the costs for the
> bandwith
> and propper server locations, and your gettin all the money of it?
>
> If we put up some ads in our server to help fund it you go all wah wah
> treadning with lawsuites 'n shit, and now your pulling the very same
> shit,
> by putting the ads in, and taking money out of our own hands. Meaning we
> have to pay even more cause we wont attrackt our own advertisers
> anymore due
> to this shit?
>
> What a bunch of crap shit this is.
>
> Saint K.
>
>
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Re: [hlds_linux] installing hldsupdatetool.bin on OpenSuSE 10.1

2006-12-07 Thread Dave \"M3pH!sT0pL3s\" Williams
cheers that much appreciated. i'm still configuring the server atm. But
i was wondierng how easy/hard it would be compile metamod for my cpu
seeing the server is running those otpimizations as well

Erik Hollensbe wrote:
>
> On Dec 6, 2006, at 9:09 PM, TwoEyedHuman wrote:
>
>> As root,
>> *ln -s /usr/bin/gunzip /usr/bin/uncompress*
>>
>> If you plan on running unix servers, I highly recommend reading some
>> kind of 700 page linux manual on security.
>> > Workstation/dp/0672316706>
>> At least I did. Not only that, but read more books too. You may
>> have a
>> long way to go from windows to being a competent linux system admin.
>>
>> I'm still working toward that goal too! There's a lot of stuff to
>> know!
>
> And because I have free time and feel like staring down from the
> ivory tower, here's some simple tips!
>
> - When you first install your server, do a netstat -lp. Find all the
> servers marked LISTEN, and their PIDs. Kill them. If nothing breaks,
> disable it in your rc.d system. Do this for all your other servers.
>
> - Do another netstat -lp. Find out all the ports you're still using,
> and if they're using UDP or TCP. Then, learn enough ipchains (or
> whatever firewalling system you use) to turn everything off but those
> ports. Disable ICMP completely, unless you're one of those freaks
> like me that wants ping, then learn what you need to do to disable
> all ICMP except ping.
>
> - Do not, under any circumstances, allow root logins directly from
> remote connections. This especially means FTP, but really you
> shouldn't be allowing root from SSH either. Get intimate with the
> 'sudo' command. If you want to make your security logs readable, get
> intimate with configuring ssh to only accept ssh keys. Understand why
> it's much, much harder to get in via root this way. You will find
> yourself enlightened.
>
> - Take in the lesson that the only truly secure system, is one that
> only has one person that knows where it is, is powered off and
> disconnected from the network and has no removable media access. Use
> this lesson to setup monitoring and off-site backup that meets that
> standard.
>
> If you do these four things, you'll be 10 times as secure as 99% of
> the hosts out there. I can practically guarantee it.
>
> --
> Erik Hollensbe
> [EMAIL PROTECTED]
>
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Re: [hlds_linux] installing hldsupdatetool.bin on OpenSuSE 10.1

2006-12-07 Thread Dave \"M3pH!sT0pL3s\" Williams
i wouldn't say a long way but it's a bit far. i also wanted to raise the
point of which is the best file to start the server considering i have a
3200+ athlon barton core.I had figured i686 or the amd start up file was
the best. i've tired each of them and haven't really noticed the
difference. also i have edited the main start up script a lil good or
bad idea. I'm taking it it's basically the same as supplying an option
to the start string.

After looking thru it i think we can throw the book of conventions i had
out the window and start a fresh. so anyone got any tips for a newbie
trying to look good :-P

TwoEyedHuman wrote:
> As root,
> *ln -s /usr/bin/gunzip /usr/bin/uncompress*
>
> If you plan on running unix servers, I highly recommend reading some
> kind of 700 page linux manual on security.
> <http://www.amazon.com/Maximum-Linux-Security-Protecting-Workstation/dp/0672316706>
>
> At least I did.  Not only that, but read more books too.  You may have a
> long way to go from windows to being a competent linux system admin.
>
> I'm still working toward that goal too!  There's a lot of stuff to know!
>
> -Sean N.
>
> David Williams wrote:
>> hey guys. i've recently started a company with a friend serving source
>> based games. We are still in the very early stages of the concept and
>> i'm trying to get my head around the linux version of hldsupdatetool.
>>
>> I've used the windows version for my own personal amusement for many
>> years until the last update that included the new
>> cl_restrict_server_commands cvar and because of this i stopped playing
>> and hosting servers for my friends as i could not see how the CS:S could
>> be played in a competitive manner if the server admins had no control
>> over how their connections and system resources were used as well as the
>> fact if you are one of those ppl that thinks it's a great idea to cheat
>> there is nothing much us admins can do about it.
>>
>> But that's politics and i'm here for some help so i can get paid.
>>
>> I've run the bin file as root in /home/[username]/hlserver/ i got the
>> license and typed yes i then got this:
>>
>> sh: uncompress: command not found
>>
>> it then left me back at the bash prompt. I've had a look in yast for
>> rpm's called uncompress but all i got was some audio lib called gavl and
>> an app called tnef (for uncompressing ms-tnef files) although as i'm
>> writing this i think that might be what i'm looking for. can anyone
>> confirm?
>>
>> Once i get passed the installation i should be able to get by on my own
>> but we'll see what happens.
>>
>> Cheers guys in advance i know there isn't that many of us linux guys
>> knocking about so lets keep the spirit of the open source community
>> alive in here.
>>
>> Dave
>>
>>
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[hlds_linux] Re: Rcon commands via bash scripts

2006-12-06 Thread Dave Dodd
Hi,

Don't be fooled by this ...

> > Bad challenge from 68.142.232.33:27243."

This is one of All-Seeing Eye's scanner systems (part of their server browser
thing) prodding your server to see if its alive.

dig -x 68.142.232.33

shows it as  scan2.ase.games.re2.yahoo.com.

-- Dave

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Re: [hlds_linux] Redirect - is it going to work anymore ?

2006-12-06 Thread Dave "M3pH!sT0pL3s" Williams
basically here's the score as far as i am aware. while the client has
cl_restrict_server_commands set to 1 or 2 it is impossible to write
anything to the client. this includes server redirection. i've been off
the scene a couple of weeks and there may be a work around for this but
the latest i heard was all you could do was run a test for it and then
display a nice change this or have a rubbish time on our servers message.

if this is incorrect someone please correct me. and i've i have missed
anything please add to it

john @ GamersCoalition wrote:
> LDuke-
>
> Don't forget, this thread is named "Redirects" not "reserves..."
>
> We use reserves and redirects. People who pay for the hosting of the
> server are given reserve slots. Those people without reserves that
> were disconnected (before the update) were redirected to another one
> of our servers. If they didn't want to be redirected, they could
> purchase a reserve, which in turn, goes to our hosted server bill.
>
> As it stands now, we can still disconnect people who aren't paying for
> the server to make room for an "investor." In reality, that's good
> enough, but it would still be nice to redirect that person to another
> one of our servers.
>
> To me, allowing a server admin the ability to redirect a player is far
> less threatening than giving a server admin the ability to set the
> clients rates, etc.
>
> But whatever, we got a crate of lemons, time to go make some lemonade.
>
> -stuttering.john
>
>
> On 12/5/06, LDuke <[EMAIL PROTECTED]> wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> cl_restrict_server_commands blocks redirects which is probably a good
>> thing.
>> I can't think of a single time I'd want to be redirected as a client.
>>
>> It doesn't change reserver slots. Mani and other admin plugins can still
>> implement reserverd slots and kick players that need to be kicked.
>>
>>
>>
>> On 12/4/06, john @ GamersCoalition <[EMAIL PROTECTED]> wrote:
>> >
>> > It's a tough cookie. Valve shouldn't be expected to support/consider
>> > 3rd party mods, but the pub server provider community (i.e. "us") have
>> > grown to rely heavily on them.
>> >
>> > In our instance, the reserve slot incentive provides our sole source
>> > of funding for our public servers. In one form or another, our
>> > not-for-profit operation has been doing this since 1.x days. Without
>> > public servers, where would new CS:S owners play their multi-player
>> > game? If you're in the good fortune to own your own hardware on a high
>> > speed network, great, but most of us aren't.
>> >
>> > The current mattie eventscript work around does get us around it, but
>> > it's costing us pub traffic (the interface is NOT noob friendly). At
>> > some point, the bottom line is going to hit us, and we're going to
>> > have to yank our aggregate 92 public slots offline.
>> >
>> > Valve, unless you're planning on getting into the public server market
>> > (soon), I'm confident you're going to see the above trend, which
>> > ultimately will affect your bottom line.
>> >
>> > "Help us help you." Implement some sort of redirect functionality, or
>> > allow us, the good honest server admins, the ability to disconnect and
>> > connect clients.
>> >
>> > Kind Regards,
>> >
>> >
>> --
>>
>> ___
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>> archives, please visit:
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>
>
> --
> [Mmmm]stuttering.john .gc
> "Together we spawn."
> [EMAIL PROTECTED]
> http://www.gamerscoalition.com
>
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Re: [hlds_linux] Rcon commands via bash scripts

2006-12-06 Thread Dave "M3pH!sT0pL3s" Williams
look it up on portforward.com. even gives you the instructions for the
router setup. but if you ffeling lazy it's 1200, 27000:27015, and
27020:27039 and set it up to allow both tcp and udp packets for all the
ranges (sorry for the long wait for a reply been busy with my installation)

Andreas Kang Schøyen wrote:
> Whats the ports that needs to be opened? :)
>
> Med vennlig hilsen:
> Andreas Kang Schøyen
> It konsulent
> NovaNett IT A/S
> Adr: Grønland 14, 0188 Oslo
> E-post: [EMAIL PROTECTED]
> Tlf: 22170020 / Mob 9699
> Faks: 22178218
> Web: www.novanett.no
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave 
> "M3pH!sT0pL3s" Williams
> Sent: Wednesday, December 06, 2006 4:58 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Rcon commands via bash scripts
>
> you checked your firewalls and routers/switches are setup correctly and
> that valve aren't having problems (again)
>
> Andreas Kang Schøyen wrote:
>
>> I mean like sending rcon say "You have only one hour left"
>> For instance. :)
>>
>> Btw, anyone know why I cant get my servers VAC secure? Some of them are 
>> secure, but not everybody.
>>
>> "Could not establish connection to Steam servers.
>> Bad challenge from 68.142.232.33:27243."
>>
>> Med vennlig hilsen:
>> Andreas Kang Schøyen
>> It konsulent
>> NovaNett IT A/S
>> Adr: Grønland 14, 0188 Oslo
>> E-post: [EMAIL PROTECTED]
>> Tlf: 22170020 / Mob 9699
>> Faks: 22178218
>> Web: www.novanett.no
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dennis 
>> Overskov
>> Sent: Wednesday, December 06, 2006 4:38 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: SV: [hlds_linux] Rcon commands via bash scripts
>>
>> Hey
>> Do you mean like stop/start the server from your page using php?
>> If it is, yes you can.
>>
>>
>> -Oprindelig meddelelse-
>> Fra: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] På vegne af Andreas Kang
>> Schøyen
>> Sendt: 6. december 2006 16:10
>> Til: hlds_linux@list.valvesoftware.com
>> Emne: [hlds_linux] Rcon commands via bash scripts
>>
>> Hello!
>>
>> Is there a way to send rcon commands to the server with a bash script?
>>
>> I want to sendt rcon kommands from my web page, by using a php script that
>> calls a bash script on my unix boks.?
>>
>> And by the way, version : 1.0.0.32/7 2949 insecure (secure mode enabled,
>> disconnected from Steam3) this is a problem om all of my servers.. steam
>> still not secure?
>>
>> Med vennlig hilsen:
>> Andreas Kang Schøyen
>> It konsulent
>> NovaNett IT A/S
>> Adr: Grønland 14, 0188 Oslo
>> E-post: [EMAIL PROTECTED]
>> Tlf: 22170020 / Mob 9699
>> Faks: 22178218
>> Web: www.novanett.no
>>
>>
>>
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>>
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Re: [hlds_linux] installing hldsupdatetool.bin on OpenSuSE 10.1

2006-12-06 Thread Dave \"M3pH!sT0pL3s\" Williams
cheers guys. it's installing as we speak. FYI there is no ncompress
package for suse but sym linking gunzip works a treat. Just to save some
time i was wondering if there are any comments anyone would like to make
about any differences or eccentricities between the windows and linux
versions. From reading the rcon thread over the last hour it seems like
the linux version is extremely powerful more so than it's windows brother.

Thoughts and comments welcomed and thanks again

M3PH

Saint K. wrote:
> You need to search for the packet called "ncompress", i done a quick
> search
> on RPM find, but its not there for Suse, so perhaps you can find it in
> the
> YAST db.
>
> Saint K.
> - Original Message -
> From: "David Williams" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, December 06, 2006 4:38 PM
> Subject: [hlds_linux] installing hldsupdatetool.bin on OpenSuSE 10.1
>
>
>> hey guys. i've recently started a company with a friend serving source
>> based games. We are still in the very early stages of the concept and
>> i'm trying to get my head around the linux version of hldsupdatetool.
>>
>> I've used the windows version for my own personal amusement for many
>> years until the last update that included the new
>> cl_restrict_server_commands cvar and because of this i stopped playing
>> and hosting servers for my friends as i could not see how the CS:S could
>> be played in a competitive manner if the server admins had no control
>> over how their connections and system resources were used as well as the
>> fact if you are one of those ppl that thinks it's a great idea to cheat
>> there is nothing much us admins can do about it.
>>
>> But that's politics and i'm here for some help so i can get paid.
>>
>> I've run the bin file as root in /home/[username]/hlserver/ i got the
>> license and typed yes i then got this:
>>
>> sh: uncompress: command not found
>>
>> it then left me back at the bash prompt. I've had a look in yast for
>> rpm's called uncompress but all i got was some audio lib called gavl and
>> an app called tnef (for uncompressing ms-tnef files) although as i'm
>> writing this i think that might be what i'm looking for. can anyone
>> confirm?
>>
>> Once i get passed the installation i should be able to get by on my own
>> but we'll see what happens.
>>
>> Cheers guys in advance i know there isn't that many of us linux guys
>> knocking about so lets keep the spirit of the open source community
>> alive in here.
>>
>> Dave
>>
>>
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Re: [hlds_linux] Rcon commands via bash scripts

2006-12-06 Thread Dave "M3pH!sT0pL3s" Williams
you checked your firewalls and routers/switches are setup correctly and
that valve aren't having problems (again)

Andreas Kang Schøyen wrote:
> I mean like sending rcon say "You have only one hour left"
> For instance. :)
>
> Btw, anyone know why I cant get my servers VAC secure? Some of them are 
> secure, but not everybody.
>
> "Could not establish connection to Steam servers.
> Bad challenge from 68.142.232.33:27243."
>
> Med vennlig hilsen:
> Andreas Kang Schøyen
> It konsulent
> NovaNett IT A/S
> Adr: Grønland 14, 0188 Oslo
> E-post: [EMAIL PROTECTED]
> Tlf: 22170020 / Mob 9699
> Faks: 22178218
> Web: www.novanett.no
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dennis Overskov
> Sent: Wednesday, December 06, 2006 4:38 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: SV: [hlds_linux] Rcon commands via bash scripts
>
> Hey
> Do you mean like stop/start the server from your page using php?
> If it is, yes you can.
>
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Andreas Kang
> Schøyen
> Sendt: 6. december 2006 16:10
> Til: hlds_linux@list.valvesoftware.com
> Emne: [hlds_linux] Rcon commands via bash scripts
>
> Hello!
>
> Is there a way to send rcon commands to the server with a bash script?
>
> I want to sendt rcon kommands from my web page, by using a php script that
> calls a bash script on my unix boks.?
>
> And by the way, version : 1.0.0.32/7 2949 insecure (secure mode enabled,
> disconnected from Steam3) this is a problem om all of my servers.. steam
> still not secure?
>
> Med vennlig hilsen:
> Andreas Kang Schøyen
> It konsulent
> NovaNett IT A/S
> Adr: Grønland 14, 0188 Oslo
> E-post: [EMAIL PROTECTED]
> Tlf: 22170020 / Mob 9699
> Faks: 22178218
> Web: www.novanett.no
>
>
>
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Re: [hlds_linux] Is finding a file called /var/run/console/root:1 bad?

2006-11-27 Thread Dave Dodd
Hi,

Re:

> Added:
> "/var/run/console/root:1"

These files are created & allegedly removed by the pam_foreground module which
on Ubuntu is by default configured into the file /etc/pam.d/common-session file.
The file describes itself as session-related modules common to all services.

On one of our Ubuntu Dapper installs it is included by the pam config
files for the following:

atd
chfn
chsh
cron
cupsys
kcheckpass
kdm
kdm-np
login
other
ppp
samba
ssh
su

So anytime a "session" involving one of the above is started by root while on
the console, you would expect to see the file /var/run/console/root:1 exist.

Check the info to be found in /usr/share/doc/libpam-foreground/README.Debian .
This only mentions logging in but all the abovementioned, pam-supervised things
will probably cause the same thing to happen.

--Dave

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[hlds_linux] re: CSRSC

2006-11-01 Thread Dave Dodd
Sorry folks.  Found it vouched for on www.dayofdefeat.net/forums

Back to real questions now :)

-- Dave

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[hlds_linux] Sync tool - csrsc ?

2006-10-31 Thread Dave Dodd
Gentlefolk,

Does anyone have any experiences (good or bad) with CSRSC ?  It is a redirect
server syncronization tool.  I have had great success with it so far but I
freaked out when I did a search for it again to go back to the orignal website
I got it from and found lots of references to csrsc.exe as being a trojan or
spyware and being involved in botnets.

Does anyone have accurate info about this ?

-- Dave

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[hlds_linux] RE: Mani Admin Plugin & linux

2006-10-06 Thread Dave 'FiRe' Carter

Could be an outdated DLL file too tbh. I'd redo mani from scratch with
the latest download

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[hlds_linux] Limit to number of bans ?

2006-06-28 Thread Dave Dodd
Is there a limit to the number of entries in the banned_user.cfg file ?

I am not certain of the number yet that triggers it but every so often I find
our ban list has reset back to 0 entries. I usually notice this has happened
from seeing a spurious warning regarding the ban list being lagerer than 20MB.

I suspect it might be at 256 entries but I haven't experimented as yet.

Thought anyone ? (other than my thats a big ban list :)

-- Dave

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Re: [hlds_linux] Yesterdays SRCDS update causes server not to start

2006-05-28 Thread Dave Dodd
Hi,

Are you referring to the hw.instruction_sse sysctl ?

To test it (as root) execute

sysctl hw.instruction_sse=1

If that fixes you up then add the line

hw.instruction_sse=1

to your /etc/sysctl.conf file.

The Alfred Reynolds wrote:
> Source requires the SSE instruction set to run. If you are using
> FreeBSD make sure you enable the SSE option (FreeBSD guys, what is
> the magic command line to make this happen?)

-- Dave

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[hlds_linux] GLIBC FC4 whats on mine...

2005-12-21 Thread Dave Dodd
Hi,

The following GLIBC version is working for me on FC4:

rpm -q -a | grep glibc

gives

glibc-kernheaders-2.4-9.1.94
glibc-common-2.3.5-10.3
glibc-headers-2.3.5-10.3
glibc-devel-2.3.5-10.3
glibc-2.3.5-10.3

I recall having to put glibc-devel in order to compile up a third-party mod so
you may not need that or the glibc-kernel-headers .

I would suggest trying the following (as root):

yum update glibc-2.3.5

and see how that goes for you.

--Dave

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[hlds_linux] Re: steam updater tool keeps locking

2005-11-01 Thread Dave Dodd
> Nope, at least once monthly we push gigs back and forth between boxes on
> the network for backup and updates, mostly using ftp because of wget's
> limitations on file size.  None of which fail.  Even if, the steam
> updater is file by file isn't it?

I assume that for those transfers, traffic is via LAN. You won't see the
problem there.  Can you test a large FTP transfer inbound via your WAN link
and see if you get the symptom showing up during that transfer.

Another way to test is to check if you can ping the update server and then to
do a couple of low volume large payload ping tests (try payloads of 1400bytes,
2000 bytes and 4000 bytes sending only 10 packets or so per test). If the 1400
byte payloads work and the higher payload sizes fail then you probably have an
MTU mismatch or someone between you and the update server is blocking ICMP
"Fragmentation needed but DF set".  Have a look at
http://www.cisco.com/warp/public/105/38.shtml for more info about this sort of
problem and for how to turn off PMTUD on different several operating systems.

-- Dave

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Re: [hlds_linux] steam updater tool keeps locking

2005-10-31 Thread Dave Dodd
Hi,

Does any other "large" inbound packet transfers fail ?  ie. does an ftp session
requesting a large file establish but fail to transfer the file requested.

I have seen this sort of thing before when there was an MTU mismatch somewhere
between your game server and the file server. It can also happen when the host
you are on is doing Path MTU Discovery and you or your provider or someone
further upstream is blocking the ICMP packets required for PMTUD to operate.
A quick way to check if this is your problem is to lower the MTU on your
servers outbound interface to 1400 and retry once more.  If it all starts to
work then you have a workaround :-)

-- Dave

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Re: [hlds_linux] Linux Server doesn't show up. LAN or Internet

2005-08-31 Thread dave

If you are in europe it should be
sv_region 3
- Original Message -
From: "regime" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, August 30, 2005 10:17 AM
Subject: Re: [hlds_linux] Linux Server doesn't show up. LAN or Internet


Hi,

First of all (just in case u looked over it yourself) sv_lan is in your
server.cfg file
twice..
2nd.. If your server doesnt show up on steam etc. I'd suggest play about
with the
sv_region setting.. Just google for sv_region and you should find something
on it..

Regime

On Mon, 29 Aug 2005 20:41:08 -0700, Kennycom wrote

- Original Message -
From: "Jesus Plaza" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 28, 2005 4:52 AM
Subject: Re: [hlds_linux] Linux Server doesn't show up. LAN or Internet

Eric Damron escribió:

> Hello,
>
> I have followed the instructions found on: server.counter-strike.net to
> setup my Linux server but I can't get to it from either my LAN or the
> Internet.  My counterstrike software tells me that there is no LAN
> servers and my server doesn't show up in the list of Internet servers.
>
> This post is a little long because I've tried to include all needed
> information. (Sorry)
>
> I have a Linksys Router switch and have forwarded the following ports to
> my Linux server:
> 7200 TCP
> 5273 TCP
> 27010 - 27015 UDP
>
> I used a web based tool on server.counter-strike.net that made a
> server.cfg file:
>
> /// Set the Host Name/
> *hostname* /"Portal of Death"/
>
> /// Set the rcon password/
> *rcon_password* /"MyRconPassword"/
> sv_password /// password to join server/
> sv_lan 1   // * * * NOTE * * * I DO remove this when I'm trying to get
> the server listed on the Internet.
>
> /// Exec files on startup/
> *exec* banned.cfg
> *exec* listip.cfg
>
> /// Server Logging/
> *log* on
> mp_logdetail 3
> */mp_logmessages/* 1
>
>
> /// Server Variables/
> */mp_timelimit/* 30
> */mp_autokick/* 1
> */mp_autoteambalance/* 1
> */mp_c4timer/* 30
> */mp_flashlight/* 0
> */mp_footsteps/* 1
> */mp_forcechasecam/* 1
> */mp_freezetime/* 4
> */mp_friendlyfire/* 1
> */mp_hostagepenalty/* 2
> */mp_limitteams/* 2
> */mp_roundtime/* 7
> */mp_tkpunish/* 1
> */sv_restartround/* 0
> */sv_maxspeed/* 320
> sv_proxies 1
> allow_spectators 0
> mp_startmoney 2400
> mp_chattime 0
> sv_allowupload 1
> sv_voiceenable 1
> sv_alltalk 0
>
>
> *pausable* 0
> decalfrequency 60
> mp_falldamage 1
>
> /// cheat and fun modes/
> */sv_aim/* 0
> */sv_cheats/* 0
>
> /// Set Rates/
> */sv_maxrate/* 8000
> sv_minrate 4000
>
> /// Enable/Disable LAN mode/
> sv_lan 1
>
> /// Contact & Geo/
> sv_contact [EMAIL PROTECTED]
> sv_region 1
>
>
> I have tried to start the server with several command lines including:
>
> /hlds/hlds_run -console -game cstrike -port 27015 +maxplayers 8 +map
> de_dust -autoupdate
>
> /hlds/hlds_run -console -game cstrike +ip 67.168.4.197 -port 27015
> +maxplayers 8 +map de_dust -autoupdate
>
>
> Nothing seems to work.  If I specify my router IP address I get:
>
> Auto detecting CPU
> Using Pentium II Optimised binary.
> Auto-restarting the server on crash
> Could not locate steam binary:./steam, ignoring.
>
> Console initialized.
> scandir failed:/hlds/./valve/SAVE
> scandir failed:/hlds/./platform/SAVE
> Protocol version 47
> Exe version 1.1.2.5/Stdio (cstrike)
> Exe build: 00:51:04 Aug 11 2005 (3213)
> STEAM Auth Server
> couldn't exec language.cfg
> WARNING: UDP_OpenSocket: port: 27015  bind: Cannot assign requested
> address
> FATAL ERROR (shutting down): Couldn't allocate dedicated server IP port
> 27015.
> Add "-debug" to the ./hlds_run command line to generate a debug.log to
> help with solving this problem
> Sat Aug 27 19:40:41 PDT 2005: Server restart in 10 seconds
>
> If I leave out the IP address or specify the servers NAT address the
> server starts but no LAN game shows up and it doesn't show up in the
> list of Internet games.  The output for: ./hlds_run -console -game
> cstrike -port 27015 +maxplayers 8 +map de_dust -autoupdate
>
>
>
> Auto detecting CPU
> Using Pentium II Optimised binary.
> Auto-restarting the server on crash
> Could not locate steam binary:./steam, ignoring.
>
> Console initialized.
> scandir failed:/hlds/./valve/SAVE
> scandir failed:/hlds/./platform/SAVE
> Protocol version 47
> Exe version 1.1.2.5/Stdio (cstrike)
> Exe build: 00:51:04 Aug 11 2005 (3213)
> STEAM Auth Server
> couldn't exec language.cfg
> Server IP address 192.168.1.5:27015
> scandir failed:/hlds/./valve/SAVE
> scandir failed:/hlds/./platform/SAVE
>
> "sv_password" is ""
> couldn't exec banned.cfg
> couldn't exec listip.cfg
> Server logging data to file logs/L0827006.log
> L 08/27/2005 - 19:43:04: Log file started (file "logs/L0827006.log")
> (game "cstrike") (version "47/1.1.2.5/Stdio/3213")
> L 08/27/2005 - 19:43:04: Server cvar "mp_logdetail" = "3"
> L 08/27/2005 - 19:43:04: Server cvar "mp_timelimit" = "30"
> L 08/27/2005 - 19:43:04: Server cvar "mp_c4timer" = "30"
> L 08/27/2005 - 19:43:04: Server cvar "mp_forcechasecam" = "1"
> L 08/27/2005 - 19:43:04: Server cv

[hlds_linux] Server Crashing Problems "Server Quit"

2005-05-22 Thread Dave Danley
hi lads,

i've attempted to set up a counter-strike source server, to no avail.
i can't even get the thing to start up. here's what i'm getting:

mybox:/srcds_l$ ./srcds_run -console -game
cstrike -port 27015 +ip xxx.xxx.xxx.xxx +map de_dust +maxplayers 20
Auto detecting CPU
Using default binary.
Auto-restarting the server on crash
Wed May 18 20:54:34 CEST 2005: Server Quit


here's the version of linux i'm running:

mybox:/$ uname -a
Linux mybox 2.4.18-bf2.4 #1 Mon Apr 12 11:37:50 UTC 2004 i686 unknown

cheers,
uncle_sam [irl]



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Re: [hlds_linux] Ban Question

2005-03-16 Thread Dave Batastini
As far as contacting the ISP is concerned, what is the general
procedure for doing so? Are their logs that should be produced and
e-mailed along with the complaint?  Is there a general format? Sorry
for so many qestions, I'm just trying to stop these children.

thanks,
Dave


On Tue, 15 Mar 2005 21:03:26 -0800, ironchef <[EMAIL PROTECTED]> wrote:
> Dave wrote:
> > I've been having a lot of trouble with a small group of
> > people recently, and banning them has become difficult. It seems as
> > though these 5 people have endless steamID's and thanks to DCHP,
> > endless IP's. I'd like to ban their entire class B network
> > xxx.yyy.0.0 (that should stop 'em) I wasn't sure if anyone had any
> > creative ways of doing this besides dropping all of their traffic
> > with IP tables. I'm not too familiar with IPtables syntax, hence
> > looking for an alternative.
>
> As an alternative to banning a subnet and potentially losing a number of
> players, consider writing their ISP, including log files and explain the
> situation to them. If it's a small ISP or you're persistent enough, you
> might find that the jackasses are taken care of at the source.
>
> --
> ironchef
> http://www.dexworld.org/
>
>
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[hlds_linux] Ban Question

2005-03-15 Thread Dave
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello All:

I've been having a lot of trouble with a small group of people
recently, and banning them has become difficult. It seems as though these 5
people have endless steamID's and thanks to DCHP, endless IP's. I'd like to
ban their entire class B network xxx.yyy.0.0 (that should stop 'em) I wasn't
sure if anyone had any creative ways of doing this besides dropping all of
their traffic with IP tables. I'm not too familiar with IPtables syntax,
hence looking for an alternative.





Thanks in Advance,



D.Batastini



--

Division by Zero

www.KillerSquirrels.com 



--


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Re: [hlds_linux] mp_autokick idle time

2005-02-10 Thread dave
this in the mod server.cfg,.as far as I know you cannot set the actual afk
time any where else
- Original Message -
From: "Chris Jones" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 11, 2005 2:20 AM
Subject: Re: [hlds_linux] mp_autokick idle time

Original message from dave:
mp_afktime 240 in server.cfg, alter to suit your sever this kicks on mine
after 4 mins afk
Is this a setting from a mod, or perhaps hlds?  No such cvar exists on
my srcds server.
I too would like to change this.  It's way too long by default.  It
seems like players can go AFK for half the map before being kicked.
---
mp_afktime
Unknown command "mp_afktime"
cvarlist mp_afktime
cvar list
--
--
 0 convars/concommands for [mp_afktime]
find afk
(no results)
---

--
Chris
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Re: [hlds_linux] mp_autokick idle time

2005-02-10 Thread dave
mp_afktime 240 in server.cfg, alter to suit your sever this kicks on mine
after 4 mins afk
- Original Message -
From: "Christoph Franke" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 10, 2005 4:22 PM
Subject: [hlds_linux] mp_autokick idle time

--
Hello there,
just a short question. The mp_autokick cvar is supposed to kick
teamkiller and idle players. Tkers are kicked after 3 tks. But I didn't
find any information about the period of time after which an inactive
player is considered idle and for that kicked by console. Is there a
cvar for that or a fixed time?
Regards
Christoph
--
Content-Description: Digital signature
[ signature.asc of type application/pgp-signature deleted ]
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  1   2   >