[hlds] RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released
I’ll ping the developer who was working on that, but as far as I know it should be fixed for all cases. -Eric From: hlds_linux@list.valvesoftware.com On Behalf Of Naleksuh Sent: Wednesday, July 12, 2023 2:14 PM To: hlds_linux Cc: Half-Life dedicated Win32 server mailing list ; 'hlds_annou...@list.valvesoftware.com' Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released Regarding this patch note: * Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite There are a couple of other things that can cause it to close as well, like a player joining/leaving the server. Are these also fixed or does it still happen? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
[hlds] Required Killing Floor 2 Update - Server Files now available
We have just pushed the server files live, the client files will follow shortly. This hotfix addresses platform connectivity issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
[hlds_linux] Replay server going down causes main game server to crash?
Apparently if your remote replay server goes offline (due to network or whatever), the entire main TF2 gameserver freezes and you get this error: http://pastebin.com/fxTFjuen This just happened on one of my servers when my replay server became unreachable. This means that if the game server OR the replay server goes down, everything is offline, doubling the probability of failure. Is this supposed to happen? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay server going down causes main game server to crash?
The local http method? I'm using the FTP method and assuming Cameron was using the same thing. This simple like a simple bug that can be patched... can't believe it's been around for a year. On Wed, Nov 28, 2012 at 10:45 PM, ics i...@ics-base.net wrote: This has happened to me but the gameserver remains working, only replay shuts itself down. I'm using http method though. -ics - Alkuperäinen viesti - Apparently if your remote replay server goes offline (due to network or whatever), the entire main TF2 gameserver freezes and you get this error: http://pastebin.com/fxTFjuen This just happened on one of my servers when my replay server became unreachable. This means that if the game server OR the replay server goes down, everything is offline, doubling the probability of failure. Is this supposed to happen? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Suddenly very low server population
I did a simple test using an account with more than 1500 hours in TF2 and the result was: 1. Quickplay connecting to 146.66.153.20:27023 (Valve) 2. Quickplay connecting to 146.66.153.12:27023 (Valve) 3. Quickplay connecting to 146.66.153.17:27015 (Valve) 4. Quickplay connecting to 178.63.83.91:27017 (Community, Nighteam) 5. Quickplay connecting to 146.66.153.16:27027 (Valve) 6. Quickplay connecting to 146.66.153.20:27027 (Valve) 7. Quickplay connecting to 146.66.153.16:27026 (Valve) Then I did again the test using my main account (more than 2500 hours in TF2) and the result was similar: 1. Quickplay connecting to 146.66.153.18:27018 (Valve) 2. Quickplay connecting to 146.66.153.12:27016 (Valve) 3. Quickplay connecting to 176.31.125.175:27019 (Community, No Bullshit TF2) 4. Quickplay connecting to 146.66.153.16:27024 (Valve) 5. Quickplay connecting to 146.66.153.12:27026 (Valve) 6. Quickplay connecting to 46.4.85.38:27017 (Community, Nighteam) 7. Quickplay connecting to 85.131.163.47:28015 (Community, IQ-eSports.com) 8. Quickplay connecting to 146.66.153.13:27017 (Valve) 9. Quickplay connecting to 146.66.153.7:27015 (Valve) Remember this: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg62826.html =)) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Wednesday, April 25, 2012 4:21 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Suddenly very low server population Some time ago I noticed that quickplay started to send me to valve servers in a different state instead of community servers run in the same state as I reside in. In some cases it evens prefers empty valve servers over populated community servers. The only times I see it considering other servers for me is later in the day: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [TF2][Replay] Server continuously trying to move non-existent .dmx and .block files
The replay system first tries to rename the .dmx/.block files to move them, failing that it attempts to move them. This is perfectly normal. On 4/22/2012 2:59 PM, hormigon_pretensado-st...@yahoo.es wrote: Hello! Replays work in my TF2 server (local webserver mode), but the console is full of error notifications about the server trying to move some non-existent files from [..]/tf/replay/server/tmp to the directory where replays can be downloaded from. I already tried replay_docleanup, and reinstalling everything again, but no luck. I use Ubuntu 10.04.4 LTS (32bit). Does someone know anything I could try? Best regards. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Kimsurfi
Killing floor is an extremely poor performance metric. My i5 laptop could host 16 or so of them with little difficulty. On 4/21/2012 4:43 PM, Anthony wrote: Hi, I also have a server at OVH kimsufi on a I7 950 with 24GB and 2TB of hard drive, I currently have 22 server on killing floor of 6 to 30 slots,I can tell you that the dedicated server running very well and I can make more server, it was just to tell you that you can do 20 servers maybe more on any types of games with a server powerful x) 2012/4/21 Benedict Gloverneobened...@hotmail.co.uk So there is potential for 15+ 32 slot hlds servers? From: balkey...@live.fr To: hlds_linux@list.valvesoftware.com Date: Sat, 21 Apr 2012 22:21:51 +0200 Subject: Re: [hlds_linux] Kimsurfi oh sorry, the enters didn't work =/ SSH Top command: - Srcds_linux : 2% CPU / 0.4 MEM / 83:41.12 Uptime as no addons / plugins (no tickrate defined, 66.78FPS)- Minecraft (craftbukkit w/ plugins) : 3% CPU / 8.5% MEM / 124:21.47 uptime (var -Xmx2G defined on java) (Java packets loose are possible) Ks 24g can host many game servers, also as provider. Uptime of my server is 99.96% ( 3h58m down after 541d as every 30m checkup ) --- Hugo From: balkey...@live.fr To: hlds_linux@list.valvesoftware.com Date: Sat, 21 Apr 2012 22:15:55 +0200 Subject: Re: [hlds_linux] Kimsurfi The Source Engine didn't use so many ressources. When empty, I've that stats result on game console: (no tickrate defined)CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects0.00 0.00 0.00 0 0 66.780 0 and there is the top SSH command result: for srcds_linux : 2% CPU / 0.4 MEM after 83:41.12 uptime (no addons / plugins installed)for minecraft, now: 3% CPU / 8.5% MEM after 124:21.47 uptime (-Xmx2G defined to java) The KS24G is really usefull to host game servers with a good average usage. Also to sell / rent gameservers :)by a HTTP monitoring, the dedicated server was down 3h 58m after 541 days (2010/10/28) (checked every 30 mins). --- Hugo From: neobened...@hotmail.co.uk To: hlds_linux@list.valvesoftware.com Date: Sat, 21 Apr 2012 21:02:19 +0100 Subject: Re: [hlds_linux] Kimsurfi Thank you very much, how much CPU/RAM does that use? Ben From: balkey...@live.fr To: hlds_linux@list.valvesoftware.com Date: Sat, 21 Apr 2012 21:52:03 +0200 Subject: Re: [hlds_linux] Kimsurfi Hi, I have a debian x64 24G at Kimsufi since 1.4 years, and i've no problem about that. Located on North of France, I've a 24ms ping on CSS w/ 24 players.I run 10 TS3 Servers, 3 CSS, 1 TF2 and 3 MC Servers. No lag, also when full. I also have all my websites who run on the server, and I haven't any problem. --- Hugo From: neobened...@hotmail.co.uk To: hlds_linux@list.valvesoftware.com Date: Sat, 21 Apr 2012 20:48:54 +0100 Subject: [hlds_linux] Kimsurfi I'm looking for a cheap dedi near the UK which can run a web server, MC server and a tf2 server. What sort of performance could I get out of the 24G on this? (How many TF2 servers/slots) http://www.kimsufi.co.uk/ Ben ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
My solution works because I use it. View the log file and you'll see that the server will attempt to reconnect to Steam whenever the connection is lost. It is something like: [2012-04-19 22:36:27] [1,2] ConnectionCompleted() (81.171.115.36:27019, UDP) [2012-04-19 22:36:28] [1,2] RecvMsgClientLogOnResponse() : [A:1:1305534227:2936] 'OK' [2012-04-20 05:28:31] [3,2] RecvMsgClientLoggedOff('Service Unavailable') [2012-04-20 05:28:31] [3,2] AsyncDisconnect() [2012-04-20 05:28:32] [0,0] ConnectionDisconnected('Disconnected By Remote Host') : 'Service Unavailable' (81.171.115.36:27019, UDP) [2012-04-20 05:28:32] [0,0] StartAutoReconnect() will start in 3 seconds [2012-04-20 05:28:35] [1,6] Connect() starting connection (eNetQOSLevelMedium, 146.66.152.12:27019, UDP) [2012-04-20 05:28:36] [1,6] ConnectionCompleted() (146.66.152.12:27017, UDP) [2012-04-20 05:28:36] [1,6] RecvMsgClientLogOnResponse() : [A:1:1307834372:2936] 'OK' Note that it may use both UDP and TCP (not in the same time). Also 26901 is the default local port (not the remote one!), but the server may use a different one if is used by other server or by other application. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Friday, April 20, 2012 5:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? I just tried both h...@gmx.com and Asherkin's suggestion on a server that did not reconnect to the item server today for over an hour. Both of them didn't work. I ran Tshark to monitor the traffic on port 26901, and there were no packets being sent or received. I believe it would be easy for Valve to implement a reconnect command or properly fix the automatic retry. It makes for a poor player experience to have items randomly go down and then having to reboot the server to reconnect. On Tue, Apr 10, 2012 at 3:19 PM, Valentin G. nextra...@googlemail.com wrote: Just today I had an issue where a single server would not connect to the account. I changed cvars around, disabled and re-enabled quickplay but nothing helped. Restarted the server and it instantly connected on startup. Don't know why that was. I had the same problem some time ago and it did in fact reconnect after a couple of seconds. Weird. On Wed, Apr 11, 2012 at 12:16 AM, hlds h...@gmx.com wrote: It should attempt to reconnect in few seconds. See the log file, maybe it helps. In Linux it is named connection_log_port.txt and should be located in /home/user/Steam/logs (user is the one used for running the server). The log file contains details about protocol (TCP/UDP), the IP of CM server, why disconnected etc... The most important line for you is StartAutoReconnect() will start in XX seconds. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Tuesday, April 10, 2012 10:07 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? It doesn't work. It just prints Connection to Steam servers lost. (Result = 3) and never attempts to reconnect. On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker asher...@gmail.com wrote: It's about 5% of the work to just inject a disconnected callback into the queue :P ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Mon, Apr 9, 2012 at 5:52 AM, hlds h...@gmx.com wrote: There is no command for this. It can be done with a plugin, but is a lot of work and it must be fixed almost everytime Valve updates steamclient.so library (is stripped, so signatures must be used for everything). The idea is to call CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error code, to force the server to reconnect to another CM in few seconds. This is tricky because the call must be made from a thread managed by steamclient.so library, not from server's main thread. For Windows probably is same thing. There's a manual solution too: find the port used by server for talking with CM server (usually is 26901, but only if is not already used) and use the firewall to block the communication. In few seconds you'll see that the server loses connection with Steam servers. Then remove the firewall rule and the server will reconnect back in few seconds, probably to a different CM server, maybe using a different protocol (TCP instead UDP). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Monday, April 09, 2012 3:52 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Reconnect to steam command? Is there a command to reconnect to Steam? Sometimes a server
Re: [hlds_linux] Reconnect to steam command?
Did you check the connections log? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Friday, April 20, 2012 1:29 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? It doesn't work on a server that does not reconnect by itself. You are only testing it on a connected server. I used lsof to make sure there was a socket open at 26901 from srcds which there was. Blocking the port did nothing because packets were not being sent or received on this port. I know this because I monitored the traffic with Wireshark. So the server would never receive an ICMP port closed packet nor would it timeout on any sends. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg64165.html Theoretically the exploits are already fixed for CSS too, because the source code is the same. They only have to do a release. Maybe you can even use the binaries from TF2... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, April 18, 2012 5:23 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released It's cool. For whatever reason, Valve decided to 'detach' CS:S from The World (Again). Hopefully we'll continue to get exploit fixes, even having them delayed like it is at the moment is better then not having them at all. Ugh Forlix lol :( Thanks, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] sv_max_usercmd_future_ticks
I found out today that if sv_max_usercmd_future_ticks is set to 1 then the server may drop some commands sent by low-ping players and in some extreme cases may even ignore all of them and the player won't be able to move, to change the current weapon etc. The description for this cvar is Prevents clients from running usercmds too far in the future. Prevents speed hacks.. By default is 8, but many servers have this set to 1 to block speedhacks (from server's config or using SMAC Anti-Speedhack plugin). A regular player complained today that he cannot move at all on a server with SMAC Anti-Speedhack installed and we did some tests togheter to see what is the problem. We've found that on a clean/vanilla server (no metamod, no sourcemod, empty config): a) He cannot move if sv_max_usercmd_future_ticks is set to 1 b) He can move if sv_max_usercmd_future_ticks is 2, but every 2-3 seconds has a small spike (like is moved backward) c) Everything is ok if sv_max_usercmd_future_ticks has the default value (8) Then we did tests on some public servers that have SMAC Anti-Speedhack installed. The result is that he cannot move at all on low ping servers (20ms), but everything was ok on high ping server (50ms). Then we did the tests again on the clean/vanilla server, but this time increasing the ping using net_fakelag convar: a) He cannot move if sv_max_usercmd_future_ticks is 1 and net_fakelag is 0 b) He can move if sv_max_usercmd_future_ticks is 1 and net_fakelag is set to 1 (the ping was increased with ~15ms, not with 1ms as expected) c) The movements seems to be smoother if net_fakelag is increased to 50 or even more During all these tests I didn't had any problems, even if we had similar ping on the test servers. Also since I set sv_max_usercmd_future_ticks to 1 on my public server some regulars with low ping complained that from time to time they are moved backward and this didn't happen before. In conclusion, probably there's a reason why Valve set this to 8 by default. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
It should attempt to reconnect in few seconds. See the log file, maybe it helps. In Linux it is named connection_log_port.txt and should be located in /home/user/Steam/logs (user is the one used for running the server). The log file contains details about protocol (TCP/UDP), the IP of CM server, why disconnected etc... The most important line for you is StartAutoReconnect() will start in XX seconds. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Tuesday, April 10, 2012 10:07 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? It doesn't work. It just prints Connection to Steam servers lost. (Result = 3) and never attempts to reconnect. On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker asher...@gmail.com wrote: It's about 5% of the work to just inject a disconnected callback into the queue :P ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Mon, Apr 9, 2012 at 5:52 AM, hlds h...@gmx.com wrote: There is no command for this. It can be done with a plugin, but is a lot of work and it must be fixed almost everytime Valve updates steamclient.so library (is stripped, so signatures must be used for everything). The idea is to call CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error code, to force the server to reconnect to another CM in few seconds. This is tricky because the call must be made from a thread managed by steamclient.so library, not from server's main thread. For Windows probably is same thing. There's a manual solution too: find the port used by server for talking with CM server (usually is 26901, but only if is not already used) and use the firewall to block the communication. In few seconds you'll see that the server loses connection with Steam servers. Then remove the firewall rule and the server will reconnect back in few seconds, probably to a different CM server, maybe using a different protocol (TCP instead UDP). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Monday, April 09, 2012 3:52 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Reconnect to steam command? Is there a command to reconnect to Steam? Sometimes a server will lose connection to the item server or quickplay, and it will not reconnect until the server is rebooted. Changing maps does not help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
I never saw a game server disconnected from Steam without attempting to reconnect. Steam creates a log file about this, find it and see what's going on... I saw servers connected to a CM and not receiving Quickplay traffic or connected to a CM without being authenticated (something like account not found), or connected to a CM and not listed in servers list etc... So I think that the problem is the CM, not the game server. Using this trick you force the server to reconnect to a different CM. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: Monday, April 09, 2012 7:57 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? Does this only work when the server is still connected to Steam? If the server has already lost connection to the CM and is not making attempts to re-connect why would blocking the port have any effect at that point? On 04/08/2012 09:52 PM, hlds wrote: There's a manual solution too: find the port used by server for talking with CM server (usually is 26901, but only if is not already used) and use the firewall to block the communication. In few seconds you'll see that the server loses connection with Steam servers. Then remove the firewall rule and the server will reconnect back in few seconds, probably to a different CM server, maybe using a different protocol (TCP instead UDP). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
What do you mean? Give me some details please... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Monday, April 09, 2012 8:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Reconnect to steam command? It's about 5% of the work to just inject a disconnected callback into the queue :P ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Mon, Apr 9, 2012 at 5:52 AM, hlds h...@gmx.com wrote: There is no command for this. It can be done with a plugin, but is a lot of work and it must be fixed almost everytime Valve updates steamclient.so library (is stripped, so signatures must be used for everything). The idea is to call CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error code, to force the server to reconnect to another CM in few seconds. This is tricky because the call must be made from a thread managed by steamclient.so library, not from server's main thread. For Windows probably is same thing. There's a manual solution too: find the port used by server for talking with CM server (usually is 26901, but only if is not already used) and use the firewall to block the communication. In few seconds you'll see that the server loses connection with Steam servers. Then remove the firewall rule and the server will reconnect back in few seconds, probably to a different CM server, maybe using a different protocol (TCP instead UDP). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Monday, April 09, 2012 3:52 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Reconnect to steam command? Is there a command to reconnect to Steam? Sometimes a server will lose connection to the item server or quickplay, and it will not reconnect until the server is rebooted. Changing maps does not help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Poor TF2 performance on a dedicated server
The rate is used to compute the time when the next update can be sent to a client. A a huge value means that the updates can be sent almost anytime. But the server won't send more than min(66, sv_maxupdaterate) updates to a client because it has only 66 frames per second, so a player can use 999 for rate without problems (is something like: nextUpdateTime = currentTime + 0). Anyway you can limit the maximum value using sv_maxrate, so there's no need to kick players for this. Also the values for convars are retrieved as an int or as a double. If the convar has an invalid value (+50 or X50 or XyZ or whatever) then the result is 0 (but a + sign should be valid if the parser is smart, same like - is valid for negative values). Kicking players for this is silly when you can enforce the limits using sv_minrate, sv_maxrate, sv_mincmdrate, sv_maxcmdrate, sv_minupdaterate and sv_maxupdaterate. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: Sunday, April 08, 2012 4:08 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Poor TF2 performance on a dedicated server ... And put a plugin in that kicks players for: - client rate value over 10 (over 100 k will make the packets from your server shorter and shorter up to a point where the packet data vs the content is bigger, yes even if you have sv_maxrate set) - rate values with a + in front (rate +5, cl_cmdrate +66, cl_updaterate +66 etc) ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
There is no command for this. It can be done with a plugin, but is a lot of work and it must be fixed almost everytime Valve updates steamclient.so library (is stripped, so signatures must be used for everything). The idea is to call CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error code, to force the server to reconnect to another CM in few seconds. This is tricky because the call must be made from a thread managed by steamclient.so library, not from server's main thread. For Windows probably is same thing. There's a manual solution too: find the port used by server for talking with CM server (usually is 26901, but only if is not already used) and use the firewall to block the communication. In few seconds you'll see that the server loses connection with Steam servers. Then remove the firewall rule and the server will reconnect back in few seconds, probably to a different CM server, maybe using a different protocol (TCP instead UDP). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Monday, April 09, 2012 3:52 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Reconnect to steam command? Is there a command to reconnect to Steam? Sometimes a server will lose connection to the item server or quickplay, and it will not reconnect until the server is rebooted. Changing maps does not help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Poor TF2 performance on a dedicated server
You say it's a dedi box, have you made sure that any and all power-saving and dynamic overclocking features are turned OFF in BIOS? Both are known to cause hiccups like you describe. On 4/7/2012 5:33 PM, Cameron Munroe wrote: Okay so all those look good. Is it a dedicated 1000mbit connect to your server only, or is it shared? Is there any other info that you can give me, or when the lagg occurs, i.e. when players connect, leave, or just during normal game play? On 4/7/2012 2:27 PM, frog wrote: It's a dedicated server on a 1000mbit link hosted at Sovereign House data centre in London ( http://www.datacentermap.com/united-kingdom/london/telecity-london-sovereign-house_connectivity.html ) Average incoming is 1.37 MBit/s (max 2.13 MBit/s and outgoing 5.39 MBit/s (max 7.87 MBit/s) It has a basic sourcemod setup linking to a mysql db hosted on the same box. Sprays are enabled, but limited to registered users and the downloads folder is only ever 24 hours old. Saturday, April 7, 2012, 10:08:44 PM, you wrote: I also assume that this server is not at your house, but how do you exactly have the server hosted? Shared, could be someone else causing the lagg? Are you running any mods? Do you have sprays enabled? On 4/7/2012 2:05 PM, frog wrote: Yeh, both of those were installed and up to date. Saturday, April 7, 2012, 9:38:34 PM, you wrote: apt-get install lib32gcc1 ia32-libs I installed both on my servers, but it says or. Here is the post: http://wiki.teamfortress.com/wiki/Linux_dedicated_server * * On 4/7/2012 12:00 PM, frog wrote: On the server there are reports of things like lag spikes of 5-10 seconds, players teleporting around and frequent drops into yellow figures for the SV Network Graph value which results in some nasty stuttering/hitching. In atop srcds_linux is trying to use100% (up to 120%) for sustained periods. Saturday, April 7, 2012, 6:13:35 PM, you wrote: What effects are you seeing in-game? On , frogf...@thehh.co.ukwrote: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sprays Lagging Server
They're the spray files as uploaded by the client to the server for redistribution. On 4/7/2012 8:12 PM, Valentin G. wrote: Thanks for reminding me of pruning those directories. Related questions: What exactly are the .dat files in the downloads directory? What do their filenames represent? Would it (consequently) make sense to symlink the downloads folder of multiple servers so that they share one common directory? Is it possible to enable fastdownload for those files? On Sat, Apr 7, 2012 at 11:13 PM, m33crobad...@m33crob.com wrote: Here is another useful plugin. https://forums.alliedmods.net/showthread.php?t=64041 On Sat, Apr 7, 2012 at 1:46 PM, Cameron Munroecmun...@cameronmunroe.com wrote: Yeah, that is what I did, plugin had too much extra stuff that I didn't need. Is there any other good ideas, or things people have run into? On 4/7/2012 12:18 PM, doc wrote: I just have a chron job that nukes everything in that folder, no script or plugin needed. On Sat, Apr 7, 2012 at 3:25 AM, Daniel Gsrcdsl...@googlemail.com wrote: Server Clean Up https://forums.alliedmods.net/**showthread.php?p=1023928 https://forums.alliedmods.net/showthread.php?p=1023928 2012/4/7 Cameron Munroecmunroe@cameronmunroe.**com cmun...@cameronmunroe.com Is there any way to have them auto removed, or a way to have them deleted after x period of time. =) Plugin ideas? On 04/07/2012 12:30 AM, doc wrote: You need to nuke the stuff in the tf/downloads/ folder every so often. I had this same issue and after these were deleted (no harm in doing so) the lag was magically gone! On Fri, Apr 6, 2012 at 10:22 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: So I have sprays enabled on my server and when people connect a massive lagg occurs. The lagg is over nearly in a instance. However, it still laggs the server and I was wondering if anyone knows a fix Thanks in advanced. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/* *hlds_linuxhttps://list.**val**vesoftware.com/cgi-bin/** http://valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sprays Lagging Server
I don't believe the server will send sprays of clients that aren't currently connected. I think the server hiccup issue arises when there's a metric assload of sprays stored on the server and it loops through them all while checking to see if the spray's owner is still connected, conjecture on my part but it seems to make sense. On 4/7/2012 8:48 PM, Valentin G. wrote: So every player will download every sprayfile that is stored on the server? On Sun, Apr 8, 2012 at 2:43 AM, Cameron Munroecmun...@cameronmunroe.comwrote: I dont think a symbol link would be good as more things to download. However fastdl sounds good, but it is frankly not implemented, at least from my knowledge. On 4/7/2012 5:16 PM, hlds wrote: They're the spray files as uploaded by the client to the server for redistribution. On 4/7/2012 8:12 PM, Valentin G. wrote: Thanks for reminding me of pruning those directories. Related questions: What exactly are the .dat files in the downloads directory? What do their filenames represent? Would it (consequently) make sense to symlink the downloads folder of multiple servers so that they share one common directory? Is it possible to enable fastdownload for those files? On Sat, Apr 7, 2012 at 11:13 PM, m33crobad...@m33crob.com wrote: Here is another useful plugin. https://forums.alliedmods.net/**showthread.php?t=64041https://forums.alliedmods.net/showthread.php?t=64041 On Sat, Apr 7, 2012 at 1:46 PM, Cameron Munroecmunroe@cameronmunroe.** comcmun...@cameronmunroe.com wrote: Yeah, that is what I did, plugin had too much extra stuff that I didn't need. Is there any other good ideas, or things people have run into? On 4/7/2012 12:18 PM, doc wrote: I just have a chron job that nukes everything in that folder, no script or plugin needed. On Sat, Apr 7, 2012 at 3:25 AM, Daniel Gsrcdsl...@googlemail.com wrote: Server Clean Up https://forums.alliedmods.net/showthread.php?p=1023928https://forums.alliedmods.net/**showthread.php?p=1023928 https://forums.alliedmods.net/**showthread.php?p=1023928https://forums.alliedmods.net/showthread.php?p=1023928 2012/4/7 Cameron Munroecmunroe@cameronmunroe.com cmun...@cameronmunroe.com Is there any way to have them auto removed, or a way to have them deleted after x period of time. =) Plugin ideas? On 04/07/2012 12:30 AM, doc wrote: You need to nuke the stuff in the tf/downloads/ folder every so often. I had this same issue and after these were deleted (no harm in doing so) the lag was magically gone! On Fri, Apr 6, 2012 at 10:22 PM, Cameron Munroe cmun...@cameronmunroe.com**wrote: So I have sprays enabled on my server and when people connect a massive lagg occurs. The lagg is over nearly in a instance. However, it still laggs the server and I was wondering if anyone knows a fix Thanks in advanced. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/**listinfo/* *hlds_linuxhttps://list.val**vesoftware.com/cgi-bin/ http://valvesoftware.com/cgi-**bin/**http://valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** *** *hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/* *hlds_linux https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman
Re: [hlds_linux] TF2 Servers Crashing After Recent update
And have you tried without plugins? All 3 of my servers have been running since the update just fine. 2 Windows, 1 Linux. All run SourceMOD and various plugins. On 3/31/2012 2:58 PM, Cameron Munroe wrote: My servers crash after the recent update, it takes awhile, but they do crash. Nothing has changed on the server except the update. The log files look clean and I don't see why they are crashing. All plugins are up to date. So guessing something valve changed. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Amx and map issue
PEBKAC On 3/27/2012 1:55 PM, Collin Howard wrote: I know xD It was too embarrassing to say what caused it :P Lets just say I was half asleep at 5am in the morning and pressed the wrong button while writing the name. From: Mart-Jan Reeuwijkmreeu...@yahoo.com To: Half-Life dedicated Linux server mailing listhlds_linux@list.valvesoftware.com Sent: Tuesday, March 27, 2012 12:58:44 PM Subject: Re: [hlds_linux] Amx and map issue @Nicolas: nice touch with that cartoon :D @Collin: indeed, if one solves a problem, you always give the feedback of how it was solved... in your case to make the embarrassment complete probably :) From: Nicolas NykO18 Grevetnico...@ihatemountains.com To: Collin Howardmy_azz...@yahoo.com; Half-Life dedicated Linux server mailing listhlds_linux@list.valvesoftware.com Sent: Tuesday, 27 March 2012, 14:05 Subject: Re: [hlds_linux] Amx and map issue Relevant XKCD: http://xkcd.com/979/ -- Nicolas NykO18 Grevet I Hate Mountains team leader 2012/3/27 Collin Howardmy_azz...@yahoo.com Ignore that, it just wanted to embarrass me and make me send out this email. Fixed it, was issue on my end xD From: Collin Howardmy_azz...@yahoo.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, March 27, 2012 5:29:34 AM Subject: [hlds_linux] Amx and map issue Something very weird going on, maybe any of you can help with this, its mind boggling for me. Particular maps are not showing up when I add them to maps.ini in the amxmodx config folder. Just noticed it for the first time today. Is there something that can cause this? They are custom maps, zm maps to be specific. I was running a map vote manager plugin but I stopped it and test but still not working. Hopefully someone can give me an idea on what I might be overlooking. If you need more info, let me know, I will try and provide it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Item schema disagrees with items_game.txt
You don't. It's still in beta. On 3/24/2012 1:03 PM, Rafał Lesiak wrote: hello, how make a csgo server? files hlds ? On Sat, Mar 24, 2012 at 6:00 PM, icsi...@ics-base.net wrote: With game i ment the whole system, which includes the item server. -ics 24.3.2012 18:37, Ross Bemrose kirjoitti: You have that backwards, items_game.txt got the change, but the schema itself (which the item server uses) didn''t. Which made me wonder if it was a bug in the item schema. On 3/24/2012 12:36 PM, ics wrote: I would assume schema is correct that the game follows. No one i know has crate 40 and i haven't seen any around either. It seems like 40 was made to replace 30, but the items-game.txt never got the change. -ics 24.3.2012 4:05, Ross Bemrose kirjoitti: As noted on the TF2 Wiki page for Mann Co. Supply Crate, items_game.txt and the ITFItems_440 schema don't currently agree on the attributes for item 5068. The schema says 5068 has this property: attributes: { attribute: [ { name: set supply crate series, class: supply_crate_series, value: 30.00 } ] } items_game.txt says 5068 has this property: attributes { set supply crate series { attribute_classsupply_crate_series value 40 force_gc_to_generate 1 } } So... which rare crate series is currently dropping: 30 or 40? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Latest HLDS broke the server FPS
As a curiosity, what pingboost do you use? None, 1, 2, 3? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of kont...@brutalcs.nu Sent: Friday, March 23, 2012 7:15 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Latest HLDS broke the server FPS Hi. I have some problems with HLDS 5447. I get huge FPS drops (see the pics). I have been testning alot of stuff to see what the problem is and I seem to found it. Its the latest HLDS. I have made SEVERAL tests. I have tested version 5447 and 5006 and only 5447 has the FPS drops. I ran the test at least five times on each version and get FPS drops everytime on 5457 and never on 5006. Tested: With and without AmxmodX/Metamod With and without Players Diffrent kernels and settings (Debian 5 64bit) Hardware: Chip: Intel 5500 Chipset CPU: Dual Intel Xeon X5650 (12M Cache, 2.66 GHz, 6.40 GT/s Intel QPI) Minne: 12GB DDR3 Hårddisk: 2x250GB, SATA, 3.5-in, 7.2K RPM (raid1) Nätverkskort: Broadcom NetXtreme II 5709 Dual Port 1GbE Bandbredd: Gigabit 5006: http://www.fpsmeter.org/graph/graph.php?id=154291 http://www.fpsmeter.org/graph/graph.php?id=154289 http://www.fpsmeter.org/graph/graph.php?id=154288 5447: http://www.fpsmeter.org/graph/graph.php?id=154292 http://www.fpsmeter.org/graph/graph.php?id=154287 http://www.fpsmeter.org/graph/graph.php?id=154285 http://www.fpsmeter.org/graph/graph.php?id=154284 http://www.fpsmeter.org/graph/graph.php?id=154281 http://www.fpsmeter.org/graph/graph.php?id=154280 http://www.fpsmeter.org/graph/graph.php?id=154279 http://www.fpsmeter.org/graph/graph.php?id=154277 http://www.fpsmeter.org/graph/graph.php?id=154275 http://www.fpsmeter.org/graph/graph.php?id=154273 http://www.fpsmeter.org/graph/graph.php?id=154272 Anyone with the same problems? :P / C ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multithreaded
For HLDS? Are you sure? I know that SRCDS can use multiple cores and the feature is actually enabled by default since few months, but HLDS is single-threaded as far as I know. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno Garcia Sent: Saturday, March 10, 2012 3:13 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Multithreaded There is a command parameter that allows multicore support. However, this is **not** recommended, and it's for the best to stay within one single core. Cheers mate! - B On Fri, Mar 9, 2012 at 5:27 PM, Timo Schrappe t...@thirdman.de wrote: Hello together, is it true that hlds is multithreaded? hl.exe is not, right? I mean there is no multicore support at all... Timo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Which HLDS Debian kernel?
Read about hardware interrupts before saying that's bad, really bad. They are used by harddisk, network card, keyboard, timers etc... to notify the operating system that new data is available, an operation completed etc... If you don't want hardware interrupts then unplug the server, is the only way :) Forget about stable 1000 FPS, this is a dream. First, if the server is started without pingboost 3 then it sleeps 1ms between two frames, so each frame should require 0ms to have 1000 fps, something impossible. Second, each frame the server processes the received packets and sends updates to clients, but in a frame it receives only 3 packets and sends only 5 updates, while in the next frame it receives 20 packets and sends 15 updates. For the first frame it may require 1ms, for the second it may require 3ms. You can't have stable FPS because the time required for processing a frame varies a lot, is not something fixed. Regarding the kernel, a newest version is almost always better because they improve the schedulers, fix bugs etc... For example in kernel 2.2.26 the timeouts for select and pselect (used by pingboost 3) are handled by the main timing subsystem at a jiffy-level resolution. Is not a problem if you have a 1000HZ kernel, but is if the kernel has 100HZ or 250HZ. This was fixed in 2.6.28. In conclusion the only way to have less hardware interrupts is to use a 100HZ kernel. To have as many FPS as possible you must enable High Resolution Timers, use pingboost 3 and a kernel newer than 2.6.28. You can't have stable FPS, except if the hardware is very very very powerful. And the golden rule is that whatever you'll do some players will still complain about bullets registration :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of C Szabo Sent: Sunday, March 04, 2012 10:03 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Which HLDS Debian kernel? I have HLDS 1.6 servers, not TF2. And I have up too 32 slots. I dont have a new machine, I have hardware that isnt old, like DUAL Intel Xeon X5650 (thats 12 cores). I get hardware interrups if i run anything on core 0 or 12. Thats bad, really bad. Maybe its a hardware problem, but isnt it worth to try a newer kernel? I dont want to change distro tho, so I still want to use DEBIAN. Are the new kernels BAD? I was thinking Debian 3.2.x kernel with patch-3.2-ck1.bz2? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser?
This would be only the best thing that could possibly happen in the entire world. On 3/4/2012 1:19 PM, E3pO wrote: So i just noticed this in my logs: Connection to Steam servers successful. Public IP is xxx.xxx.xxx.xxx Assigned anonymous gameserver Steam ID [A-1:XX(2891)]. VAC secure mode is activated. Maybe a soon to come server browser that goes by game server's steam id's instead of IP address? I would love this to be implemented very soon... I would finally be able to upgrade some of my boxes to new and better data centers without the worry of loosing 5 years of members favorites stored IP for the server ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Which HLDS Debian kernel?
He said they have newer hardware, not they got a new machine On 3/3/2012 7:05 PM, Cameron Munroe wrote: Sorry got interrupted and so my email did also. If the hardware supports 64 bit you should use it even if you don't need it. i.e. 3 gigs of RAM. You already have 64bit so you don't have to worry, but your old server did you get rid of it? On Mar 3, 2012, at 3:46 PM, C Szabo wrote: What? We do use Debian 64bit. From: cmun...@cameronmunroe.com Date: Sat, 3 Mar 2012 15:41:04 -0800 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Which HLDS Debian kernel? You should run it on 64bit even if you don't need it for the hardware supports it. Tf2 runs loads better on 64bit. If you old hardware was 32bit that might be some of the issues. Note: 24 is the max amount of players tf2 supports so if you had more that can equate to some of the issues. On Mar 3, 2012, at 3:37 PM, C Szabo wrote: 64bit. :P When we run servers on core 0 or 12 we get hardware interrups. From: cmun...@cameronmunroe.com Date: Sat, 3 Mar 2012 15:33:57 -0800 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Which HLDS Debian kernel? I run all my servers on debian and have no issues what so ever. I use 64bit. What do you use? On Mar 3, 2012, at 1:58 PM, kont...@brutalcs.nu wrote: Hi! Im running one machine with 12 HLDS 1.6 publicservers with 8-32 playerslots and with diffrent mods like CSDM, GunGame, WC3FT (AmxModX). Today we use Debian with an old kernel (2.6.26) and I have some FPS dipps and Hardware interrupts. So I decided to try something new since we have a newer machine with new hardware. The question is, what should we use? We want 1000 FPS as stable as we can get. :P Chassi: 1U rack Chip: Intel 5500 Chipset CPU: Dual Intel Xeon X5650 (12M Cache, 2.66 GHz, 6.40 GT/s Intel QPI) RAM: 12GB DDR3 HD: 2x250GB, SATA, 3.5-in, 7.2K RPM (raid1) Network card: Broadcom NetXtreme II 5709 Dual Port 1GbE Bandwith: Gigabit / C - Behåll alltid historiken i mailet när du svarar! Mvh BrutalCS - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Which HLDS Debian kernel?
Best part is he said they run 1.6 servers, not Source servers. And that they didn't change hardware. On 3/3/2012 7:34 PM, Bruno Garcia wrote: The question is, what should we use? We want 1000 FPS as stable as we can get. :P Let me remind you that all the source engine games will run at a maximum of 66.6 FPS. If it's forced you might encounter problems with your servers performance. Good luck with your hardware change. On Sat, Mar 3, 2012 at 9:27 PM, Cameron Munroecmun...@cameronmunroe.comwrote: It may have been bumped but it is not optimized. On Mar 3, 2012, at 4:22 PM, Ross Bemrose wrote: No, max players for TF2 was bumped to 32 just over 4 years ago (February 28, 2008). Having said that, the game is balanced around 24. On 3/3/2012 6:41 PM, Cameron Munroe wrote: Note: 24 is the max amount of players tf2 supports so if you had more that can equate to some of the issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay Crashing Me
I understand that it crashes when you're trying to use a remote server, but what is the error when using a local folder? From the logs it seems that you still have replay_fileserver_offload_enable set to 1. To setup a local server: replay_fileserver_offload_enable 0 replay_local_fileserver_path /var/www/www.myserver.com/htdocs/replays/server1 replay_fileserver_host www.myserver.com replay_fileserver_port 80 replay_fileserver_path /replays/server1 Then use a browser to test that http://www.myserver.com:80/replays/server1 is for accessing the files from local folder. Note that the user used for running the server must be able to write to replay_local_fileserver_path. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Friday, March 02, 2012 7:06 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Replay Crashing Me I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No steam servers
How about both of you take your little flamefest to a private email? Because none of us care. Point is, a product is being stolen and someone with some intelligence is asking why aren't these servers de-listed so that the product's integrity is enforced? Dont help against point 1. and btw go and fuck yourself On 28 Feb 2012 23:10, brendan halley king0goi...@gmail.com wrote: Don't host a server then? Problem solved. On Feb 29, 2012 9:07 AM, daniel jokiaho daniel.joki...@gmail.com wrote: Yes i get offended. I Have bought the game because i like it. And now i have server and. 1. I get offended I have payed for the game and they should do the same 2. I canot get those players onto my server We do not compete on same level 3. Gameserver or etc. Whatever Are not ranking/filtering out those crap servers by default. On 2012-02-28 21:35, doc wrote: While stated a bit short this is probably a real important question. I care because it makes my server look not as impressive when compared to their numbers. You (the person who originally brought the complain/thread) have to just see that you are competing on different grounds, there shouldn't be anything about their existance that undermines your own. It's a little slap-in-the-face-y to see these NOSTEAM servers ranked so popularly but it's not as if people are being duped or they are making money hand over fist with them. There aren't a whole ton of hacked servers, so I imagine the few that are there are good at keeping full. On Mon, Feb 27, 2012 at 9:08 PM, James Puckett jamesrichardpuck...@gmail.com wrote: Why do you care. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No steam servers
. How would it not matter if the servers are delisted or not Delist them then the only people playing on them are illegals. The point is those servers have the ability to pull legit players out of the pool of available players for us legit admins to have on our legit servers, if the cracked servers are delisted then legit clients won't even see them. So it really would make a difference. A huge one. No-steam master servers are irrelevant because legit clients don't know about them, they aren't even worth mentioning. It doesn't matter if the servers are delisted or not because the steam underground community run their own master servers. Generally the servers the support nonsteam clients are filled with them anyway. But I do agree that they shouldn't be on the master list. On Feb 29, 2012 9:21 AM, h...@kirby420.com wrote: How about both of you take your little flamefest to a private email? Because none of us care. Point is, a product is being stolen and someone with some intelligence is asking why aren't these servers de-listed so that the product's integrity is enforced? Dont help against point 1. and btw go and fuck yourself On 28 Feb 2012 23:10, brendan halley king0goi...@gmail.com wrote: Don't host a server then? Problem solved. On Feb 29, 2012 9:07 AM, daniel jokiaho daniel.joki...@gmail.com wrote: Yes i get offended. I Have bought the game because i like it. And now i have server and. 1. I get offended I have payed for the game and they should do the same 2. I canot get those players onto my server We do not compete on same level 3. Gameserver or etc. Whatever Are not ranking/filtering out those crap servers by default. On 2012-02-28 21:35, doc wrote: While stated a bit short this is probably a real important question. I care because it makes my server look not as impressive when compared to their numbers. You (the person who originally brought the complain/thread) have to just see that you are competing on different grounds, there shouldn't be anything about their existance that undermines your own. It's a little slap-in-the-face-y to see these NOSTEAM servers ranked so popularly but it's not as if people are being duped or they are making money hand over fist with them. There aren't a whole ton of hacked servers, so I imagine the few that are there are good at keeping full. On Mon, Feb 27, 2012 at 9:08 PM, James Puckett jamesrichardpuck...@gmail.com wrote: Why do you care. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] DataTable warning: player: Out-of-range value (359.000000) in SendPropFloat 'm_angEyeAngles[0]', clamping.
Valve just likes to take up extraneous diskspace =x I've asked about it a few time, it doesn't seem to be on the radar. On Mon, Feb 27, 2012 at 2:05 AM, Nomaan Ahmad n0man@gmail.com wrote: Is there anyway to disable this messages on server console? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No steam servers
This remains a problem in Killing Floor as well. Even GameTracker allows these servers, I can see at least 4 nosteam servers that I know of on the top10 KF server list. It's pretty pathetic to know that servers that cater to people who can't be arsed to buy a good game are more popular than the ones that serve legitimate players. I mean why not remove those servers from server browser? On 27 Feb 2012 19:17, Anders Olsson bran...@hotmail.com wrote: Ahh better to take away blacklist.. -Ursprungligt meddelande- From: daniel jokiaho Sent: Monday, February 27, 2012 9:54 AM To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: [hlds_linux] No steam servers Game day of defeat source, many of these servers are using the same ip year after year. And valve do nothing about it. Why? serverblacklist { server { name DOD.LV date 1330332742 addr 92.240.68.159:27015 } server { name |ShaDow| #4 GunGame v36 date 1330332742 addr 93.157.232.59:27016 } server { name DOD @ kaluga.org | Public #1 | v36 | NO-STEAM date 1330332742 addr 86.110.172.108:27018 } server { name Bruss's DoD Source Server date 1330332742 addr 46.4.39.247:27031 } server { name GamersZona Orange Server [Medic] date 1330332742 addr 46.4.102.54:27025 } server { name GamersZONA.com DOD:S Server #1 date 1330332742 addr 46.4.85.180:27025 } server { name GamersZONA.com DOD:S Server #2 date 1330332742 addr 46.4.39.2:27025 } server { name EvoPlay.ru DODS Public1_Classic [Ð ÑÑÐом] date 1330332742 addr 89.106.249.11:27034 } server { name OptiZone.RU DoD:S Server v1.0.0.36 date 1330332742 addr 84.22.159.199:27015 } server { name DoD:S on Yakutsk date 1330332742 addr 88.82.172.143:27015 } server { name U-Gaming DoD:S v36 Main | Max Ping 180 | FF OFF date 1330332757 addr 77.38.159.77:27015 } server { name [21games.ru]DoD:S #1 date 1330332757 addr 109.68.191.140:27015 } } __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update coming
I don't know about quickplay (how do you see if a server is included or not in quickplay pool?), but I had to restart a server (used for clan matches) 10 times until it showed in servers list, this while another similar server on same IP was listed without problems. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson Sent: 24 februarie 2012 04:23 To: Mart-Jan Reeuwijk; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update coming Did anyone's server get disconnected from the quickplay account after the update? The server was disconnected from quickplay and did not show up on the master server list until it was rebooted. Can Valve make it so servers will automatically try to reconnect to the master server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Full Steam Ahead
Do you really want to download files from other users using a software written by Valve? :)) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Saturday, February 18, 2012 2:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Full Steam Ahead Maybe a reputation system could be put into place and allow users to seed their files to other users. imagine if every single steam client was set to seed You computer finds the closest connections and downloads at whatever they have their cap setup for. If playing a game have it set low or not on. If they are afk let it use as much as it wants. More seed bytes is equal to more reputation allowing steam achivements.. new achievement unlocked, 1tb data seeded. ;). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
We had two trading mechanism, one being fast and quite reliable (if we can use this word for something related to Steam/TF2), while the other allowing advanced trades (more than 8 items + trading games etc...), but being slow and failing many times. Now we have only one. I didn't know that removing a feature used by many players is a good thing... I understand Valve's point of view (is easier to maintain and improve one mechanism instead of having two), but why is this a good thing for others? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Friday, February 17, 2012 4:44 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released For every complaint that gets filed I'd like to vote FOR steam overlay/inventory trading. I think it's a good thing and more importantly: haters gotta hate. On Thu, Feb 16, 2012 at 5:56 PM, Frank ad...@gamerscrib.net wrote: To be honest I was expecting a roll-back to at least the Option of having in-game trade overlay returned. Can someone at least reply if this is being looked at after all the opposition and complaints its gotten? On another note glad to see the client crashes fixed and the server restart requests..very much appreciated! Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No Steam Logon - massive lag
1. The Steam stuff rule is strange. Do you have something that listens on 1200 port? 2. You should block RCON access, not accept it. There's an exploit out there, but I don't know yet how it works. Probably the server is flooded with RCON connections and after few seconds it won't be able to open any file... 3. I did some tests ~1 week ago and the result was that TF2 servers are not anymore vulnerable to 0 byte packets, so the rules for UDP packets with 28 bytes can be dropped. Maybe somebody can confirm this... 4. You shouldn't block all UDP packets having 46 bytes (18 bytes for data) because probably there can be many valid packets with this size sent by clients to servers. Anyway is not so bad because there's an ESTABLISHED,RELATED rule before this. 5. Both anti-flood rules are listed after ESTABLISHED,RELATED one, so somebody can send a 20 bytes packet for example and then can flood you without problems with packets having 28 or 46 bytes (because they will be for an established/related connection). 6. You also host a DNS server (53 port)? If not then the rule is useless. 7. If you host a HTTP server then use --dport instead --sport on the last rule. But the most important thing is that by default all incoming traffic is blocked ($IPT -P INPUT DROP), but there are no rules to accept the incoming traffic for 27015/27016 or whatever ports are used by your servers. I hope you're not playing with the rules from a remote location :) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: Tuesday, January 31, 2012 4:47 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] No Steam Logon - massive lag Anyhow, I made some iptables rules (made, found them on the interwebzz) but they seem to block everything, servers not showing up, cant connect and so on. I'm not experienced in iptables and I have no knowledge of it, so could you guys help fix it? http://pastebin.com/pfJKwaBD From: michs...@live.no To: hlds_linux@list.valvesoftware.com Date: Tue, 31 Jan 2012 08:29:56 +0100 Subject: Re: [hlds_linux] No Steam Logon - massive lag I just ran -verify_all -retry on all the servers, it did not update anything (didn't find any updates), and I can confirm that it does show my public IP on all the servers. It does also show that it successfully connected to the servers and logged in to the gameserver account. Yesterday I was attacked atleast 10 times, where every one of my servers went down with the dreaded connection problem message and when they got up everyone dropped due to No Steam Logon, me and a friend was trying to go trough the .cap files yesterday, we couldn't find anything unusual but I did block a few IP's with no success. From: fletch...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Date: Tue, 31 Jan 2012 00:20:37 + Subject: Re: [hlds_linux] No Steam Logon - massive lag Steam auth sometimes gets the blame when in fact the problem is just a plain-old-fashioned client timeout. We have changed the messaging recently to make this more clear, but if you are running old binaries. I do seem to remember that we fixed a similar DoS attack recently. Can you confirm that you are running the latest binaries? When you boot your server, does it spit out your public IP next to the message when your server connects to Steam? Can you verify your files and make sure it doesn't pull anything down? Your humble servant, - Fletch -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: Saturday, January 28, 2012 7:25 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] No Steam Logon - massive lag Hi guys, I'm running 6 TF2 servers which are quite popular. Anyhow, my server laggs, badly sometimes, and right after the spike a lot of players d/c with the No Steam Logon message. This is not related to a machine or any plugins I am running. This has happened a lot of times now, and I'm sick of it. What is wrong and why is it happening? Me and a friend were playing on two of our servers when we both lag out (red message in the top right corner) and then it stops and returns to normal, but half of the players are now gone. Help? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences,
Re: [hlds_linux] Replay - quickplay scoring penality
Disable the Replay feature because usually does not work. There are many complains about CModelLoader::FindModel NULL name error that occurs when trying to view the replays, but probably Valve has more important things to do than fixing such minor bugs... http://forums.steamgames.com/forums/showthread.php?p=26975028#post26975028 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: Wednesday, January 04, 2012 4:38 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Replay - quickplay scoring penality Hi guys, I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled for the most traffic. However, having replay on (-replay in startup cmd) sets maxplayers to 25, and Steampowered's wiki says that INCREASING the maxplayers above 24 gives a small penality.How do I make replay not take up a slot and set the maxplayers to 24 as usual?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anti CS DOS
As far as I know all public exploits for HL1 engine were fixed by Valve, so you don't need any additional protection if you're using the latest binaries. Initially only NOSTEAM servers were vulnerable to CSDOS and Born to be Pig exploits, so Valve did nothing about them. This is why Anti CSDoS and HLShield were so popular. But Valve fixed the bugs when the exploits were used to attack legit servers (also they fixed other important exploits, like the ones using bugs in SV_ParseVoiceData and SV_ParseCvarValue2 functions). Note that the HL1 engine is still vulnerable to simple flood attacks. Also probably the servers are still vulnerable if they allow users to download files directly from server, so you should use only fast download for any custom resources (and block the local downloads). This is probably the latest update: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg63861.html Some are still waiting for Valve to release the client side update :)) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel Sent: Saturday, December 31, 2011 2:21 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Anti CS DOS Hi, It seems that I've missed a thing. Can anybody tell me what all of this Anti CSDoS and HLShield is about? Is it really needed? I'm a bit afraid of loading a library from a .ro website where I don't have the source code ;) Cheers Marcel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Timed out
I have the impression that since Australian Christmas (15-16 Dec) there are too many client crashes, the error message on server side being timed out. What is strange is that sometimes almost all clients from server crash to desktop in the same time. For example yesterday there were 186 errors, today 109 (but still counting) etc..., while before Australian Christmas there were only 30-60 timed outs per day. Server is busy as usual and has no funny plugins. Did anyone else noticed this? ionice -c3 | cat L1210* | grep timed out | wc -l 57 ionice -c3 | cat L1211* | grep timed out | wc -l 52 ionice -c3 | cat L1212* | grep timed out | wc -l 37 ionice -c3 | cat L1213* | grep timed out | wc -l 31 ionice -c3 | cat L1214* | grep timed out | wc -l 56 ionice -c3 | cat L1215* | grep timed out | wc -l 32 ionice -c3 | cat L1216* | grep timed out | wc -l 110 ionice -c3 | cat L1217* | grep timed out | wc -l 69 ionice -c3 | cat L1218* | grep timed out | wc -l 79 ionice -c3 | cat L1219* | grep timed out | wc -l 59 ionice -c3 | cat L1220* | grep timed out | wc -l 87 ionice -c3 | cat L1221* | grep timed out | wc -l 90 ionice -c3 | cat L1222* | grep timed out | wc -l 126 ionice -c3 | cat L1223* | grep timed out | wc -l 69 ionice -c3 | cat L1224* | grep timed out | wc -l 87 ionice -c3 | cat L1225* | grep timed out | wc -l 107 ionice -c3 | cat L1226* | grep timed out | wc -l 145 ionice -c3 | cat L1227* | grep timed out | wc -l 97 ionice -c3 | cat L1228* | grep timed out | wc -l 186 ionice -c3 | cat L1229* | grep timed out | wc -l 109 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth
There are more players, but also there are a lot more servers :) What I like about quickplay is that servers without damage spread are disqualified, while a server that allows engineers to build multiple sentries or to have unlimited metal are more than ok (and I'm not talking about premium servers). I won't be surprised if one day Valve will sell the right to use plugins (they said something about ranking and that some features will be available only for some servers), or even block all server side plugins. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Monday, December 19, 2011 12:12 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth TF2 numbers might drop but that's only due to randomers who want to try to game getting off and the regulars getting bored. This is natural in any game. I used to have couple of months breaks back in teh days when you had to wait for the class updates. Only then there was something new to play, aside from custom maps. If i look at the graphs today and compare those to the days before TF2 went free to play, there's still about 15 000 - 25000 players more than back in those days. There's significantly more players now than spring. If you have servers emptying, it's not because of lack of players. -ics 18.12.2011 23:50, Robert Paulson kirjoitti: I have already refuted all your claims. TF2 numbers will drop precipitously again in a couple weeks or when the game of the month comes out. Valve cannot make a large patch like this every month. You can see the same trend in the graph for the Halloween update. I am done replying to you because all I am doing now pasting bite sized chunks of what I already wrote because you are selectively ignoring anyone that disagrees with you. On Sun, Dec 18, 2011 at 1:42 PM, danneeda...@ntlworld.com wrote: On 18/12/2011 10:28, Robert Paulson wrote: Can you please explain why CS:S players did not drop during that time then? No and neither can you. Because we don't have the stats to determine that. It's clear though that TF2 drops between updates and it seemed to drop more after Skyrim's phenomenal figures for a time. So it's a guess. Why doesn't CS rely so much? I would say because it's an old game that runs on ancient hardware. I suspect many of people running it that keep the numbers high don't have the kit to run TF2 or Skyrim and other modern games, hence they will probably be less affected by releases of modern games. But to tell for sure we'd need data we don't have. But, one thing we do know. TF2 numbers today aren't low, they're high. And they didn't remove Quickplay. So it seems that your guess that quickplay is killing TF2 was wrong. The evidence today doesn't show it. -- Dan. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Same here... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Friday, December 16, 2011 8:16 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released just came to say my game crashed and i'm having lots of clients time out. On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose rbemr...@vgmusic.com wrote: By any chance, does it cause a bunch of players game clients to crash, because i just had that happen on my server (my own game client included). On 12/16/2011 12:46 AM, Emil Larsson wrote: Unfortunately I already found a exploit involving one of the old weapons. Sending a bug report as i'm writing this, though server operators might see it abused in a couple of hours widely. D: On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymenjasonr@valvesoftware.**comjas...@valvesoftware.com wrote: Required updates are now available for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch. The specific changes include: Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed a bug which caused Windows Aero Extensions video option to always be enabled, regardless of setting. Disabling this can improve compatibility with third-party programs and overlays, but may also affect performance. - Fixed SourceTV showing player counts for the game server instead of the number of clients connected to the SourceTV server Team Fortress 2 - Australian Christmas has begun! - Added community-contributed winter event items - Added new Grordbort Pyro and Engineer item sets - Added the Valve Gift Grab 2011 - TF2 achievement - Added Naughty and Nice winter keys to the Mann Co. store - Added a new Valve-authored control point map: Foundry - added 12 achievements for Foundry - added achievement reward milestone reward for Foundry achievement - Added UGC Highlander medals - Relaxed some restrictions on what misc items can be equipped simultaneously - Additional improvements for client stability - Updated the localization files Day of Defeat: Source - Added the Valve Gift Grab 2011 - DoD:S achievement - Updated the localization files Counter-Strike: Source - Added the Valve Gift Grab 2011 - CS:S achievement - Added rate limiting for connections and added the following ConVars to support that: - sv_max_connects_sec - sv_max_connects_window - sv_max_connects_sec_global - Dramatically improved the dynamic model loading system's memory usage, performance, and stability - Reduced memory usage on systems running Windows XP, Windows Vista, and Windows 7 - Improved alt-tab handling under Windows Vista and Windows 7 - Fixed a client crash during demo playback - Updated the localization files Jason __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps ://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps ://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps ://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Probably he is complaining about master server(s), because the servers that are not updated are still listed... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Friday, December 16, 2011 5:38 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released What problem are you experiencing exactly? The update for each game contains an updated steam.inf file. I'm not sure why you think it doesn't -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw Sent: Thursday, December 15, 2011 7:33 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released Required updates are now available for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch. The specific changes include: They just pushed it out, but guess what... YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN Thus forcing a -verify_all and who knows how long before our servers will be playable because every server on the planet with awake admins or auto-updaters is trying to update right now Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist. It's such a shame that one tiny little file, one I could probably hack together myself if I knew what the values in it were supposed to be with this update, is the only reason our servers arent back up already with players on it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
This seems to be the small update. Updating 'Team Fortress 2 Content' from version 301 to version 302 42.09% downloading ./orangebox/tf/resource/tf_english.txt 99.78% downloading ./orangebox/tf/scripts/items/items_game.txt 99.90% downloading ./orangebox/tf/scripts/tf_weapon_scattergun.ctx Updating 'Team Fortress 2 Materials' from version 154 to version 155 99.95% downloading ./orangebox/tf/materials/models/player/items/all_class/xms_allclass_steamwhi stle.vmt 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 'OB Linux Dedicated Server' version 144 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank Sent: Friday, December 16, 2011 6:35 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released What was the purpose of the new 1.8MB update pushed right after the larger one? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Thursday, December 15, 2011 11:32 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released PatchVersion=1.1.8.9 ProductName=tf appID=440 The file was definitely updated in the depots. I don't know why some people are not able to get it. You know there *is* something else that has changed other than our update: many of you are using a new up-to-date check script. Nothing on our end has changed with regard to how we distribute this file. None of the Valve dedicated servers had a problem receiving it. It looks like there is a problem where old servers are still allowed to be listed, if they were logged in before the update. That may be adding to the confusion. - Fletch -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 15, 2011 8:25 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released While I no longer have a steam.inf on my client, it's there on my Linux CS:S servers. Kyle. On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith ve...@tinylittlerobots.uswrote: Similar situation here: Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating server using Steam. Checking bootstrapper version ... removing stale semaphore last operated on by process 24128 with name 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4 Updating Installation Failed to connect to 72.165.61.190:27037, errno 115 Operation now in progress CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2799.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Using breakpad minidump system Using breakpad crash handler Console initialized. Segmentation fault Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run command line to generate a debug.log to help with solving this problem On 12/15/2011 8:18 PM, Tyler Davies wrote: Checking bootstrapper version ... removing stale semaphore last operated on by process 28342 with name 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73 Updating Installation Failed to connect to 72.165.61.190:27037, errno 115 Operation now in progress CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on this
Re: [hlds_linux] steamworks_sessionid_server 0
I think that the YouTube videos are already tagged using the keywords from sv_tags. For example if you have in server's config something like: sv_tags ihatesteam Then you can find all replay videos using: http://www.youtube.com/results?search_query=%2Bihatesteam+%2Breplay+%2Bvalve search=tagsearch_sort=video_date_uploaded Note that you must use %2B before each keyword to get the expected results. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yeef Sent: Tuesday, December 13, 2011 7:37 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] steamworks_sessionid_server 0 I don't know that there's any good way to get a full list for a particular server, just for individual matches. I suppose you could petition Valve to have the replay editor automatically add tags for server IP and/or hostname or some other unique token that makes it clear which server it was recorded on. As for me, I primarily use the match id just as a little added feature. My server automatically records and uploads matches via SourceTV which are then served on a web page for my users. I intend to add a link to each demo file that will search for replays from that match on youtube using the match ID tag. Players will also be able to add the match tag to their videos if they make them outside of the normal replay editor (though I doubt many will). On Tue, Dec 13, 2011 at 11:37 AM, Eric Riemers riem...@binkey.nl wrote: Well if it changes constantly, how accurate can you get the list of youtube movies for a particular server then? I assume if your running for a year and changed maps 30 times a day, you would get around 10k of id's? A bit much to query on youtube right? What do you use it for/how now? On Tue, 13 Dec 2011 11:29:31 -0500, Yeef va...@yeef.net wrote: It is the steamworks session converted to hex. I've been logging the steamworks session id to a database ever since that thread and the match_id tags on youtube have always matched the values in the database after converting to hex. Just note that it takes a few seconds after map change for the server to get the session id from the steam servers. Until it does it'll just show it as 0. On Tue, Dec 13, 2011 at 10:42 AM, Eric Riemers riem...@binkey.nl wrote: I also noticed some old post that changing this value into hex could come up with your youtube match id for replays.. however i just checked but it doesn't add up. Stealing the thread here a bit, match id's youtube.. anyone knows? On Tue, 13 Dec 2011 17:26:18 +0200, ics i...@ics-base.net wrote: It's just a session id for steamworks related reporting aka your server reports to Steam what happens on it. Odd if it can be changed by users to something else. -ics 13.12.2011 15:05, Daniel Nilsson kirjoitti: Some users now and then tries to change this variable steamworks_sessionid_server from my default value to 0, why? What is it used for? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images
So you're a server admin (otherwise I don't see why you subscribed to this list) and join other servers to report them? :)) Now I understand why so many are worried about this reporting mechanism... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of coffee problem Sent: Tuesday, November 01, 2011 8:48 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images Hi Saul, I have logged in to report as many as I've had the energy to do since the reporting feature was implemented. They are still up and running, also of note: they are still on the 'play now' list even though there are multiple reasons they shouldn't be. The ones I speak of have been de-listed from ranking sites for well over a year, so it is detectable and well-known who these admins are. Valve is just sitting on their hands with this garbage. They've had a number of reports brought against servers regarding the Halloween event, and none of these have had any action taken. Thanks, CP On Tue, Nov 1, 2011 at 2:40 PM, Saul Rennison saul.renni...@gmail.comwrote: This is why they implemented server blacklisting. Report the server, it will be delisted. Kind regards, *Saul Rennison* On 1 November 2011 18:39, coffee problem spoofedpac...@gmail.com wrote: So, this has been brought to light several times in the past and Valve ignores anyone's request for even a stance on the matter. You've got about five large communities built up on false stats, begging for money and trying to deceive new players with server plugins. When is Valve going to take a stance or do something about this? What's it going to take to get someone in the company to grow a pair and say something? Is it all about the short-term of hats and keys while letting the community erode? CP ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Core Size and other issue
Nobody answered because you should first do some research. There's a guy named Google that may help you ;) Whenever the server crashes the OS creates a core file with the content of the memory. The file can be used for debugging, to find out what was wrong when the error occurred. You can find more about core files here: http://en.wikipedia.org/wiki/Core_dump If you start the dedicated server using -debug command line argument then the gdb tool is used by srcds_run script when the server crashes to get the backtrace from core file and to create a file named debug.log. By default the size of the core file is limited to few megabytes and this is the reason you see that error message (expected 200MB and found only ~1MB). Note that the message is from gdb tool, not from server. To change the default limit for core files use ulimit -c KB in the script used for starting the server. For example I use a 2GB limit: ulimit -c 2097152 ./srcds_run -game tf -debug ... Now when the server crashes again you can check the debug.log file to find where the error occurred. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shin Ice Sent: Monday, October 24, 2011 12:09 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Core Size and other issue Hi again, I can't believe that no one has an answer for my question or at least a hint for me. Regardless, thanks for reading! =) c'ya Shin On Thu, Oct 20, 2011 at 10:35 AM, Shin Ice shin@gmail.com wrote: Hi all, OS: Debian Stable 64bit after the last update of cs:s i did a clean install and all was running fine until now. I updated the new mani bin files and now (after a restart) steam is telling my that the core size is wrong BFD: Warning: /home/path/to/my/install/core is truncated: expected core file size = 223289344, found: 1077248. Any idea what happens? There is also anothre think i don't like, i see a lot of times this error (or maybe not?!? ) configstore.cpp (1342) : Assertion Failed: Saving local config store failed during shutdown/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/cli entdll/configstore.cpp 1342 Assertion Failed: Saving local config store failed during shutdownconfigstore.cpp (96) : Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and being destroyed, we're discarding data/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientd ll/configstore.cpp 96 Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and being destroyed, we're discarding data Thanks in advance for any help you may be able to offer! -- Don't Trust if you don't want! Don't Bealive if you don't Touch! - ~~ Powered by Debian Testing ~~ -- Don't Trust if you don't want! Don't Bealive if you don't Touch! - ~~ Powered by Debian Testing ~~ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Core Size and other issue
Read my message again. The default limit for core files is few MB (or something like this) and is not enough for a Source dedicated server. You must increase the limit, otherwise whenever your server crashes the core file created by operating system is truncated (and invalid = so you get that funny error message). It is something like this: 1. Server crashes. 2. The operating system creates a core file that has 1MB instead of 60MB. 3. The srcds_run script runs gdb (GNU Debugger) to get the error details from core file. 4. The core file is invalid = you get that funny message. To fix the funny message use the ulimit -c size in the script used for starting the server. Then start the server again and when it crashes see the debug.log file. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shin Ice Sent: Monday, October 24, 2011 2:15 PM To: ics; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Core Size and other issue @ ics: i think srcds_run is the right bin, but if I'm wrong please suggest me a better way. @ hlds: thanks for the hint, I made a lot of researches but I don't have valid excause. Funny is now that it expects a bigger core: BFD: Warning: /home/my/path/css/core is truncated: expected core file size = 60669952, found: 1085440 On Mon, Oct 24, 2011 at 12:58 PM, ics i...@ics-base.net wrote: Last time i ever saw core error like that was when someone tried to use wrong binary to start the server. -ics - Alkuperäinen viesti - Hi again, I made different tests but i still receive this erros _also_ with a vanilla server. After i wrote yaur mail I installed another server, I only added my server.cfg but the result is still the same: First restart: Segmentation fault (core dumped) BFD: Warning: /home/my/path/css/core is truncated: expected core file size = 60669952, found: 1085440.Cannot access memory at address 0xf77d18f0Cannot access memory at address 0xef978c0c/home/my/path/css/debug.cmds:4: Error in sourced command file:Cannot access memory at address 0xf77d18f0email debug.log to linux@valvesoftware.comMon Oct 24 11:54:17 CEST 2011: Server restart in 10 seconds Second restart: configstore.cpp (1342) : Assertion Failed: Saving local config store failed during shutdown /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/c onfigstore.cpp 1342 Assertion Failed: Saving local config store failed during shutdown configstore.cpp (96) : Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and being destroyed, we're discarding data /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/c onfigstore.cpp 96 Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and being destroyed, we're discarding data The install was finished ~5 minutes ago. No mani, no metamod, no sourcemod. On Mon, Oct 24, 2011 at 11:42 AM, brendan halley king0goi...@gmail.com wrote: Well have you tried a vanilla server to see if you get the same error? On Oct 24, 2011 8:14 PM, Shin Ice shin@gmail.com wrote: All addons are up to date, but i have sometimes the Assertion Failed error also on a clean install without any addon. So you think it depends only from mani? On Mon, Oct 24, 2011 at 11:10 AM, brendan halley king0goi...@gmail.com wrote: Why would you use Mani just reinstall and chuck source mod on and I bet that will fix your problem. But if you insist on keeping mani then make sure the gamedata (is that what it is in mani?) is up to date aka just update mani On Mon, Oct 24, 2011 at 8:08 PM, Shin Ice shin@gmail.com wrote: Hi again, I can't believe that no one has an answer for my question or at least a hint for me. Regardless, thanks for reading! =) c'ya Shin On Thu, Oct 20, 2011 at 10:35 AM, Shin Ice shin@gmail.com wrote: Hi all, OS: Debian Stable 64bit after the last update of cs:s i did a clean install and all was running fine until now. I updated the new mani bin files and now (after a restart) steam is telling my that the core size is wrong BFD: Warning: /home/path/to/my/install/core is truncated: expected core file size = 223289344, found: 1077248. Any idea what happens? There is also anothre think i don't like, i see a lot of times this error (or maybe not?!? ) configstore.cpp (1342) : Assertion Failed: Saving local config store failed during shutdown/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/cli entdll/configstore.cpp 1342 Assertion Failed: Saving local config store failed during shutdownconfigstore.cpp (96) : Assertion Failed: ConfigStore (InstallConfigStore) is dirty, and being destroyed, we're discarding
Re: [hlds_linux] Halloween 2011
What happens if the clients cheat or abuse the gift drop system? Something like this (the gifts are visible through walls): http://www.youtube.com/watch?v=McUQVpNTGVY -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: Saturday, October 22, 2011 5:33 AM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: TF Team Subject: [hlds_linux] Halloween 2011 We're going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but no gifts will drop on your server. By registering, your server will also be included in matchmaking, which will potentially drive traffic to you. Note that cheating or otherwise abusing the gift drop system will result in losing your registration, access to gift drops and other potential value-adds in the future. You still have plenty of time, as this change won't be going live until next week. Registration is quick and simple, and is outlined herehttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how . -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Forum vs. email list
Use this: http://www.mail-archive.com/hlds@list.valvesoftware.com/maillist.html http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/maillist.html -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Sent: Tuesday, October 25, 2011 7:29 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Forum vs. email list What about adding some kind of easy searching to the mailing list archives? That seems to be only commonly brought up minus to keeping this format. I am able to access them (the archives) with my login, but the standard listings by month and downloadable gzip'ed archives makes searching nontrivial. Improving that would be a big + On Mon, Oct 24, 2011 at 11:24 PM, m33crob ad...@m33crob.com wrote: I too would prefer to keep the mailing list. If a forum materializes out of this conversation, I would be interested in becoming a moderator. I'm already super active in the Steam Forums and you guys may or may not have noticed that I update the Steam Forums server sections almost everyday. On Mon, Oct 24, 2011 at 9:15 PM, Jesse Molina je...@opendreams.net wrote: I prefer mailing lists, which is why I am here. Discussion and replies are below: I prefer mailing lists because there is a small technical barrier to entry. Chances are that you had to use a search engine to find it, which means you probably already tried to find what you were looking for via that search engine and failed. Many noobs don't even know what a mailman list is, and that's good. I want to talk to other people who can actually help me. This mailing list is not primarily for a social experience. For most forums, a significant amount of code is dedicated to smileys, avatars, signatures, friends/foes, etc, because they need the social experience, because they are ad-revenue driven. The amount of whitespace on web forums, compared to email, is terrible. Here's a thought: The quality of the discussion is primarily impacted by how those with authoritative knowledge (Valve employees and pros) engage in the discussion. If Valve employees were more inclined to participate in discussion on a web forum, I'd go web forum. I would not cry too hard if this one mailing list went away. It's just games. About the archives: Why are they password protected, and why has my password never ever worked? From day one, the password that came in my welcome email didn't work and I never tried again. I have never ever searched the archives because I can't. It is nice to have a single point of discussion for issues, as opposed to many different sites and applications. As an example, I am an aquarium hobbyist, and I often visit five different web forums because each has some specialty, or the community is fractured up. This is annoying. This is also why I don't check forums.srcds.com but once in a great while. I've never seen a duel-pane message board reader that worked well. I see browsing message boards as messy business. I use mutt and Seamonkey as my mail clients, depending on where I'm at. I use my android phone to check email. Checking a web forum would be significantly more difficult. I would not do it, at all. I check email, rss, and podcasts with my phone. Web forums are iPhone/Android unfriendly. My Android client is k9mail. Some people brought up the issue of email spam because they fear giving out the mail address. Use a spam filter. I don't get spam because I have my own server with Spamassassin running. If you are using a free mail provider, you get what you pay for (adverts). Business and professionals use email. I wish I had more pleasant advice to give out, but that's the truth. What about a forum that sends out email update announcements? I don't use those myself, with a very few exceptions of where I really must. This is mostly because most of those forums have a very low signal to noise ratio. I only click on a very few threads. In other words, my participation level is lower with web forums. Replies: Kigen wrote: Honestly, I don't like getting my inbox spammed with these messages. That is what mail rules/filters are for. DarthNinja wrote: I don't like the idea of forums, because it's a passive stream of data. People have to visit to check up on topics. People are just a lot less likely to reply to things in a forum environment. I agree. msleeper wrote: Valve, I'm sorry, but your forum population is about as dumb as facepunch, and I hope you realize it. Harsh, but true. This is why I signed up for the mailing list. I am pro network engineer/unix sysadmin, but I didn't know anything about srcds servers a year ago. I needed a place where I could come to for technical help on server administration related tasks. I did not come to discuss in-game content issues at all -- such issues
Re: [hlds_linux] Strange Map issues
Some players complain about strange map bugs, like invisible walls. Something like this: http://forums.steampowered.com/forums/showthread.php?t=2184090 - Original Message - From: Miles Sutcliffe Sent: 10/17/11 02:07 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Strange Map issues Hello, After my server has been running for over 6 hours since last reboot, it seems to start displaying a series of random map bugs. cp_badlands will have a force field around the last point leaving it unable to be captured. cp_coldfront, pl_barnblitz, koth_vidaduct and koth_sawmill have hugebloom effects, everything gets really bright Payload maps in general, the cart will stop at a random point on the track and be no longer pushable. I've attempted to turn off sourcemod to see if that has any effect on these issues, it does not. I cannot come up with a reason as to why this is happening. Could anyone provide further insight? Regards, Miles ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Update
Ignore this update!!! Servers are crashing now if players are wearing some items: 1032/ - tf_wearable: UTIL_SetModel: not precached: models/player/items/demo/demo_bill.mdl 1032/ - tf_wearable: UTIL_SetModel: not precached: models/player/items/demo/demo_bill.mdl Valve, WTF? :( - Original Message - From: DontWannaName! Sent: 10/19/11 03:33 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Update Not required, no version change/steaminf update. On Tue, Oct 18, 2011 at 5:32 PM, Ross Bemrose rbemr...@vgmusic.com wrote: I don't know if this is a required update or not, but I saw this on the TF2 update notes on Steam: Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: - Fixed a frequent server crash related to packfiles - Fixed the following items not being able to be used in the Rebuild Headgear recipe: Lo-Fi Longwave, Loyalty Reward, Spiral Sallet, Summer Shades, Scout Flip-Flops, Lucky No. 42, Summer Hat, Killer Exclusive, Ball-Kicking Boots, Merc's Pride Scarf, Manniversary Paper Hat Seeing as how it fixes a frequent server crash, it should probably be mentioned on the server list... __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.
... and with more than 1 million copies sold on Steam ... - Original Message - From: Chris Brunelle Sent: 10/19/11 05:40 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source. ...wIth a very small player base. On Tue, Oct 18, 2011 at 8:39 PM, Jesse Porter reacherg...@gmail.com wrote: Isn't garrysmod, you know, someone else's software? On Tue, Oct 18, 2011 at 8:36 PM, Violent Crimes violentcri...@convictgaming.com wrote: So why did you not to this for Garrysmod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Sent from my Commodore64 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Some TF2 server tests
I can reproduce some TF2 server crashes, but I need some feedback about this. 1. Start a server and load the cp_dustbowl map multiple times. In my tests the server crashes after 14-15th changelevel command. 2. Start the server and load different maps multiple times. For example: changelevel cp_dustbowl, changelevel cp_5gorge, changelevel cp_badlands etc... In my tests the server crashes after 14-15 map. I would appreciate if somebody have some time to do the tests and to replay here with the results. Note that the server should be a vanilla one, without any plugins (no metamod, no sourcemod etc...) and even without a config. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
No fixes for CUtlLinkedList overflow! (exhausted memory allocator) and Closing pack file with open files! server errors :( - Original Message - From: Jason Ruymen Sent: 10/18/11 03:38 AM To: 'hlds_linux@list.valvesoftware.com', 'Half-Life dedicated Win32 server mailing list' Subject: [hlds_linux] Team Fortress 2 Update Released An optional update for Team Fortress 2 is now available. The specific changes include: Team Fortress 2: - The Mannniversary Sale has ended, though Manniversary Packages will continue to drop for a short time - The Mannniversary Paper Hat is no longer craftable - Removed the painterly filter option on Decal Tools - Added loading screen tooltip about the new abuse reporting system - Added a default key binding for filing an abuse report (F7) - Fixed a common in-game client crash - Fixed a client crash when opening the loadout screen - Fixed a client crash related to sniper dots - Fixed a server crash that occurred when running both SourceTV and Replay - Fixed high five taunts applying the wielded weapon's taunt effect - Fixed Cannot Craft text not appearing on certain item tooltips - Updated localization files Steam Workshop: - Fixed not being able to retrieve Steam Workshop items if any item had been deleted - Increased Steam Workshop preview image size from 256x256 to 512x512 Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Not Visible on Server Browser
Maybe you have hide_server cvar set to 1... - Original Message - From: PAL-18 Sent: 10/16/11 05:43 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Server Not Visible on Server Browser I was running 3 servers on a dedicated linux box. They all ran fine before the update, but now 2 of the servers don't appear in the server browser when running and they appear offline. Oddly, i connect to the server via the console fine. This is extremely odd because 1 server displays properly but the other 2 dont. I thought maybe the ports were changed by valve again so i tried starting each broken server individually and they still don't show up in the server browser/HLSW. Any idea what's happening? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mysterious server crashes
8 crashes so far since the update and counting :)) Spent few hours already debugging the core files to find what is going on. The server was OK before this update... Do you have some backtraces? - Original Message - From: Emil Larsson Sent: 10/15/11 01:31 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Mysterious server crashes Anyone else get those? Server runs fine for about 30-90 minutes (usually averages less than a hour), then crashes... usually when it's full of players too. Only happens on our Linux servers too. Sourcemod does not seem to be the culprit (Gamedata is up to date as far I know), though I'm currently testing to run one of the Linux server with Sourcemod off. The server simple freezes and/or crashes. One of the crashes we had earlier seemed to be related to the item servers screwing up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mysterious server crashes
Try this instead of vanilla. a) install gdb b) start the server with -nobreakpad and -debug arguments: ./srcds_run -game tf -nobreakpad -debug +ip ... c) Add ulimit -c 2097152 to startup script. A file named debug.log will be created when the error occurs. - Original Message - From: Andrew Fischer Sent: 10/15/11 01:34 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes I am seeing the same behaviour over here. Runs about an hour when full, then down it goes. I run a minimal set of sourcemod plugins. Was going to try vanilla without anything next time it crashed to see what happened. Let us know what you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson ail...@gmail.com wrote: Anyone else get those? Server runs fine for about 30-90 minutes (usually averages less than a hour), then crashes... usually when it's full of players too. Only happens on our Linux servers too. Sourcemod does not seem to be the culprit (Gamedata is up to date as far I know), though I'm currently testing to run one of the Linux server with Sourcemod off. The server simple freezes and/or crashes. One of the crashes we had earlier seemed to be related to the item servers screwing up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Andrew Fischer Lightning Toads Productions, LLC www.lightningtoads.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mysterious server crashes
Hat Fortress 2 - Original Message - From: Kyle Sanderson Sent: 10/15/11 03:07 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes Which game? I haven't had any servers crash since I brought them up last night (All CS:S). Kyle. On Fri, Oct 14, 2011 at 4:53 PM, h...@gmx.com wrote: Try this instead of vanilla. a) install gdb b) start the server with -nobreakpad and -debug arguments: ./srcds_run -game tf -nobreakpad -debug +ip ... c) Add ulimit -c 2097152 to startup script. A file named debug.log will be created when the error occurs. - Original Message - From: Andrew Fischer Sent: 10/15/11 01:34 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mysterious server crashes I am seeing the same behaviour over here. Runs about an hour when full, then down it goes. I run a minimal set of sourcemod plugins. Was going to try vanilla without anything next time it crashed to see what happened. Let us know what you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson ail...@gmail.com wrote: Anyone else get those? Server runs fine for about 30-90 minutes (usually averages less than a hour), then crashes... usually when it's full of players too. Only happens on our Linux servers too. Sourcemod does not seem to be the culprit (Gamedata is up to date as far I know), though I'm currently testing to run one of the Linux server with Sourcemod off. The server simple freezes and/or crashes. One of the crashes we had earlier seemed to be related to the item servers screwing up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Andrew Fischer Lightning Toads Productions, LLC www.lightningtoads.com___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] TF2 Crash
My TF2 server (Debian Squeeze, Kernel 2.6.39) crashed with this error. Is a new one, didn't happen before this update. Program terminated with signal 6, Aborted. #0 0xb7745424 in __kernel_vsyscall () #0 0xb7745424 in __kernel_vsyscall () #1 0xb74d7751 in raise () from /lib/i686/cmov/libc.so.6 #2 0xb74dab82 in abort () from /lib/i686/cmov/libc.so.6 #3 0xb750e18d in ?? () from /lib/i686/cmov/libc.so.6 #4 0xb7518281 in ?? () from /lib/i686/cmov/libc.so.6 #5 0xb75194fe in ?? () from /lib/i686/cmov/libc.so.6 #6 0xb77039f2 in CStdMemAlloc::Free(void*) () from bin/libtier0.so #7 0xb6c3d412 in PackedEntity::~PackedEntity() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #8 0xb6c6be18 in CFrameSnapshotManager::RemoveEntityReference(int) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #9 0xb6b4c327 in CBaseClient::ProcessBaselineAck(CLC_BaselineAck*) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #10 0xb6ae38e8 in CLC_BaselineAck::Process() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #11 0xb6c1a292 in CNetChan::ProcessMessages(bf_read) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #12 0xb6c1d9a9 in CNetChan::CheckReceivingList(int) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #13 0xb6c1f6e5 in CNetChan::ProcessPacket(netpacket_s*, bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #14 0xb6c27fef in NET_ProcessSocket(int, IConnectionlessPacketHandler*) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #15 0xb6b5a50c in CBaseServer::RunFrame() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #16 0xb6c7abbb in SV_Frame(bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #17 0xb6bd47dc in _Host_RunFrame_Server(bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #18 0xb6bd555a in _Host_RunFrame(float) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #19 0xb6be0ee2 in CHostState::FrameUpdate(float) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #20 0xb6be1228 in HostState_Frame(float) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #21 0xb6c96490 in CEngine::Frame() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #22 0xb6c924ba in CDedicatedServerAPI::RunFrame() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #23 0xb7043ebe in RunServer() () from bin/dedicated.so #24 0xb7043bc8 in CDedicatedExports::RunServer() () from bin/dedicated.so #25 0xb6c92db6 in CModAppSystemGroup::Main() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #26 0xb6cae038 in CAppSystemGroup::Run() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #27 0xb6c93bba in CDedicatedServerAPI::ModInit(ModInfo_t) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #28 0xb7044096 in CDedicatedAppSystemGroup::Main() () from bin/dedicated.so #29 0xb7047b58 in CAppSystemGroup::Run() () from bin/dedicated.so #30 0xb704983c in CSteamApplication::Main() () from bin/dedicated.so #31 0xb7047b58 in CAppSystemGroup::Run() () from bin/dedicated.so #32 0xb70444fd in main () from bin/dedicated.so #33 0xb7045975 in DedicatedMain () from bin/dedicated.so #34 0x080488ad in main () ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Crash
Only my TF2 server crashes with these errors? This is different than the first one and the backtrace has nothing related to SourceMod or Metamod. Until this update everything was ok... #0 0xb7894424 in __kernel_vsyscall () #0 0xb7894424 in __kernel_vsyscall () #1 0xb7626751 in raise () from /lib/i686/cmov/libc.so.6 #2 0xb7629b82 in abort () from /lib/i686/cmov/libc.so.6 #3 0xb765d18d in ?? () from /lib/i686/cmov/libc.so.6 #4 0xb7667281 in ?? () from /lib/i686/cmov/libc.so.6 #5 0xb766a085 in ?? () from /lib/i686/cmov/libc.so.6 #6 0xb766c75c in ?? () from /lib/i686/cmov/libc.so.6 #7 0xb766cc8d in realloc () from /lib/i686/cmov/libc.so.6 #8 0xb7852a34 in CStdMemAlloc::Realloc(void*, unsigned int) () from bin/libtier0.so #9 0xb6e47c8e in CUtlBuffer::PutOverflow(int) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #10 0xb6e454af in CUtlBuffer::Put(void const*, int) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #11 0xb6d700b1 in NET_QueuePacketForSend(CNetChan*, bool, int, char const*, int, sockaddr const*, int, unsigned int) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #12 0xb6d73463 in NET_SendLong(INetChannel*, int, int, char const*, int, sockaddr const*, int, int) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #13 0xb6d784d6 in NET_SendPacket(INetChannel*, int, netadr_s const, unsigned char const*, int, bf_write*, bool) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #14 0xb6d6acc4 in CNetChan::SendDatagram(bf_write*) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #15 0xb6c9c0cf in CBaseClient::SendSnapshot(CClientFrame*) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #16 0xb6db2004 in CGameClient::SendSnapshot(CClientFrame*) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #17 0xb6dc546a in SV_ParallelSendSnapshot(CGameClient*) () from /export/srcds/servers/tf2/orangebox/bin/engine.so #18 0xb6dca25a in CParallelProcessorCGameClient*, CFuncJobItemProcessorCGameClient* ::DoExecute() () from /export/srcds/servers/tf2/orangebox/bin/engine.so #19 0xb6dca0fc in CMemberFunctor0CParallelProcessorCGameClient*, CFuncJobItemProcessorCGameClient* *, void (CParallelProcessorCGameClient*, CFuncJobItemProcessorCGameClient* ::*)(), CRefCounted1CFunctor, CRefCountServiceBasetr from /export/srcds/servers/tf2/orangebox/bin/engine.so #20 0xb779b2b4 in CFunctorJob::DoExecute() () from bin/libvstdlib.so #21 0xb779cfef in CJob::Execute() () from bin/libvstdlib.so #22 0xb779d36e in CJobThread::Run() () from bin/libvstdlib.so #23 0xb7855868 in CThread::ThreadProc(void*) () from bin/libtier0.so #24 0xb7747955 in start_thread () from /lib/i686/cmov/libpthread.so.0 #25 0xb76c7e7e in clone () from /lib/i686/cmov/libc.so.6 - Original Message - From: h...@gmx.com Sent: 10/14/11 01:26 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] TF2 Crash My TF2 server (Debian Squeeze, Kernel 2.6.39) crashed with this error. Is a new one, didn't happen before this update. Program terminated with signal 6, Aborted. #0 0xb7745424 in __kernel_vsyscall () #0 0xb7745424 in __kernel_vsyscall () #1 0xb74d7751 in raise () from /lib/i686/cmov/libc.so.6 #2 0xb74dab82 in abort () from /lib/i686/cmov/libc.so.6 #3 0xb750e18d in ?? () from /lib/i686/cmov/libc.so.6 #4 0xb7518281 in ?? () from /lib/i686/cmov/libc.so.6 #5 0xb75194fe in ?? () from /lib/i686/cmov/libc.so.6 #6 0xb77039f2 in CStdMemAlloc::Free(void*) () from bin/libtier0.so #7 0xb6c3d412 in PackedEntity::~PackedEntity() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #8 0xb6c6be18 in CFrameSnapshotManager::RemoveEntityReference(int) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #9 0xb6b4c327 in CBaseClient::ProcessBaselineAck(CLC_BaselineAck*) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #10 0xb6ae38e8 in CLC_BaselineAck::Process() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #11 0xb6c1a292 in CNetChan::ProcessMessages(bf_read) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #12 0xb6c1d9a9 in CNetChan::CheckReceivingList(int) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #13 0xb6c1f6e5 in CNetChan::ProcessPacket(netpacket_s*, bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #14 0xb6c27fef in NET_ProcessSocket(int, IConnectionlessPacketHandler*) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #15 0xb6b5a50c in CBaseServer::RunFrame() () from /home/srcds/servers/tf2/orangebox/bin/engine.so #16 0xb6c7abbb in SV_Frame(bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #17 0xb6bd47dc in _Host_RunFrame_Server(bool) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #18 0xb6bd555a in _Host_RunFrame(float) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #19 0xb6be0ee2 in CHostState::FrameUpdate(float) () from /home/srcds/servers/tf2/orangebox/bin/engine.so #20 0xb6be1228 in
Re: [hlds_linux] mp_forceautoteam problem ?
mp_forceautoteam is buggy and does not work if the player sees map intro movie. - Original Message - From: Loïc PERY Sent: 10/12/11 04:58 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] mp_forceautoteam problem ? hello, i want to force all my client to no go on spectator and go to a team: i use those cvars: mp_allowspectators 0 mp_forceautoteam 1 mp_allowspectators = ok specator option not allowed mp_forceautoteam 1 = has not effect, player can choose their team when connect is it normal ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server stoped with message PreMinidumpCallback: updating dump comment
Add -nobreakpad to the command line used for starting the server. - Original Message - From: Dmitry A. Zhiglov Sent: 10/07/11 09:34 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Server stoped with message PreMinidumpCallback: updating dump comment Hello! I have some TF2 servers with sourcemod plugins. Last time its got message PreMinidumpCallback: updating dump comment very often without reboot after that. Yearly this message appeared one or two time per week but in last mount I got it some times per day. I use stable release of Debian amd64 as server. How i should tune server configuration for prevent this message and stop service? Ready ask for any you questions. Thank, Dima ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy program and the admin at that time was complaining he couldn't use the status command. Is it possible to have the status command blocked somehow? The cheater in question posted this youtube video on this hack forum. http://casualhacks.net/forum/showthread.php?t=69 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS 1.6 exploit
If you're using beta see Alfred's messages, I think that there are some new CVARs to block this. Otherwise the standard solution is to prevent downloads from server using sv_allowdownload 0 and to use the fast download server for custom resources. The problem in this case is to be sure that all custom resources are available, otherwise players won't be able to download them from server (no backup solution) and may be disconnected... - Original Message - From: C Szabo Sent: 08/21/11 09:51 PM To: alf...@valvesoftware.com, hlds_linux@list.valvesoftware.com Subject: [hlds_linux] HLDS 1.6 exploit Hi, can you tell me how i can protect my server from this crash exploit? Im running the latest beta now, is that enough or do I have to change some of the new commands you added? exec crash.cfg = crash In the config: dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp;dlfile maps/de_train.bsp;dlfile halflife.wad;dlfile xeno.wad;dlfile cs_dust.wad;dlfile torntextures.wad;dlfile cstrike.wad;dlfile decals.wad;dlfile maps/de_dust2.bsp;dlfile maps/de_nuke.bsp;dlfile maps/de_inferno.bsp
Re: [hlds_linux] A few questions configuration/choice cstrike 1.6
You're wrong. A 1000 HZ kernel was required long time ago when the timers were based on jiffies (more jiffies per second = better accuracy for timers), but this is not true anymore because latest kernels have full support for high resolution timers. When I say latest kernels I mean a version newer than 2.6.28.1, because until this one the select and pselect functions (the first one being used by pingboost 3) where still handled by the main timing subsystem at a jiffy-level resolution. - Original Message - From: ics Sent: 08/19/11 01:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] A few questions configuration/choice cstrike 1.6 Kernel that euna on 100hz o 250 instead of 1000hz will consume less cpu but runs like crap. For example on tf2, ticktrate wont be higher than ~45 with 250hz ans with 100hz on css, there is noticeable lag in the air. I'm not sure how this affects in cs 1.6. -ics - Alkuperäinen viesti - On Fri, Aug 19, 2011 at 9:01 AM, hs style hst...@live.be wrote: 2. Debian 6.0 64 bit and 32 squeeze, what is the best kernel 100/250/1000/ormorevalue ? I'm wondering about this myself. Are there any differences running 1000tic server on 100/250/1000hz kernel? I'm using the debian stock kernel (250Hz) here 4. For counter-strike 1.6 server.cfg, these cvars exists ?: sv_maxcmdrate, sv_mincmdrate and fps_max. 5. If fps_max exists on server.cfg, what is the maximum value ? sv_maxcmdrate, sv_mincmdrate don't exist on hlds but fps_max does, although hlds does not use it all. So it doesn't matter what set for fps_max, hlds will ignore it. Also https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162 HLDS Servers use the CVAR sys_ticrate to control how many frames per second are rendered. SRCDS Servers use the CVAR fps_max to control how many frames per second are rendered. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Server Reputation
I observed today that some of my servers had exactly same reputation (a value greater than 10). After few hours the values were slightly different, but still not as they should (for example a server with more than 2 million points now has only 123000). Did anyone else notice this? I check the reputation using Didrole's plugin (http://didrole.com/server_reputation), but I think that now there's also a SourceMod plugin for this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] fps_max 333 = high cpu usage
Debian's 2.6.32, recompiled with 100HZ timer frequency preemptible kernel, without dynamic ticks, kernel debugging or any other patches. - Original Message - From: Marco Padovan Sent: 08/08/11 12:46 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] fps_max 333 = high cpu usage What kind of kernel are you using? Looks like the same problem of the other time affecting only realtime preempt kernels :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] fps_max 333 = high cpu usage
Tested this on an empty server and I didn't see any difference bettwen 300 and 333, same CPU usage being reported by htop (~8%, but I was expecting 0-1%). - Original Message - From: Marco Padovan Sent: 08/07/11 08:00 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] fps_max 333 = high cpu usage What's currently the default fps_max value if not forced via command line? 66.67? btw I was just reporting a problem that happens only when using specific frame rates (333=bad, 300=ok, 500=ok) that COULD lead to similar problems if the bug is ported also to the other base rate (66.66)... I do not care if 66 is the best or of 300 is the worst... I'm just reporting what I think could be something wrong... Nobody confirm the problem? It appear to be identical to the one that happened a few weeks ago with the FPS limiter (in the case the problem was present on many more fps values)... Il 07/08/2011 18:06, Saul Rennison ha scritto: I hope you understand that the world is only simulated every tick, and ticks occur in suitable frames. A frame where a tick doesn't run is a waste of power (at least server side). In what way is he wrong? On Sunday, 7 August 2011, Björn Rohlén bjorn.roh...@gmail.com wrote: This is server fps, which has to do with ticks and rates in worldstates, and you are also wrong, but that is another story. -TheG On Sun, Aug 7, 2011 at 3:13 PM, Michael Johansen michs...@live.no wrote: Just thought i'd share something. Running with high fps doesn't do anything positive. fps_max 66.67 is enough and it is the best (if it is stable) Date: Sun, 7 Aug 2011 08:57:43 +0200 From: e...@evcz.tk To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] fps_max 333 = high cpu usage This is the Linux server list... my pc is powerful enough but don't know who cares about how fast is my PC as I do not play TF2... I just run servers on servers boxes. Il 07/08/2011 05:55, Bruno Garcia ha scritto: I'd advice you if you don't know about the subject remove the fps_max flag, as it will play against you. Also, 333 isn't a good number. Try using fps_max 100 instead, it's better if you have a slower PC. On Sat, Aug 6, 2011 at 5:42 PM, Marco Padovan e...@evcz.tk wrote: Something is still broken into the fps limiter: while having the fps_max set to 300 cpu load while the server is empty is ok with fps_max set to 333 cpu load stay high (same as when the server is full) even with empty servers fps_max set to 0 (resulting costantly within the 497.30 ~ 497.70 fps range) cpu usage is nearly zero when the server is empty. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] tf2 crashes
I don't think you can have a stable server without changing the map every few hours, this because the engine keeps the current/map time into a float variable and after a while adding very small values to it won't do nothing... No crashes after banning Dr. G weapons... - Original Message - From: srcds admin Sent: 08/01/11 07:03 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] tf2 crashes Still crashing like crazy... even with new weps banned and no map changing (24/7 map) It was stable before this last update but it seems to have gotten worse with all the weird physics errors and consequent wrecks. On Mon, 1 Aug 2011 18:20:56 +0300, Bajdechi \Nightbox\ Alexandru alexandrualexa...@gmail.com wrote: I hope so. 2011/8/1 Eric Riemers riem...@binkey.nl Although the storm of mails have halted a bit. I still see crashes which actually stop my server from restarting. This was still ongoing by valve right? Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?
I doubt that Valve took any measures regarding infinite free accounts. Currently is quite impossible to ban a F2P player because it can create anytime a new account and in some countries most of them have dynamic IPs. - Original Message - From: AnAkIn . Sent: 07/27/11 02:34 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers? There is a very popular public cheat that people are using since months (I know some people who are using it since April - no VAC bans) and is still not VAC detected. I have already reported it to Valve few weeks ago, and they still haven't done anything. There are new people using it on my servers every day. One of them is creating a new steam account every time I ban him, he then comes back and start cheating again. I'm afraid these infinite free accounts measures that Valve has taken according to the F2P FAQ are totally useless. 2011/6/26 AnAkIn . anakin...@gmail.com You can still use DBlocker against cheaters, even if it won't detect all of them, it will detect some. http://dblocker.didrole.com/2011/6/24 msleeper mslee...@ismsleeperwrong.com I would pay top dollar* for a SM plugin that disables shit like voice chat and sprays for free accounts. Or a cvar that disallows free accounts from joining the server. I think there is already 1 plugin that kicks them. * I will not pay any money for plugins, ever.On Fri, Jun 24, 2011 at 3:39 AM, Matt m...@boomheadshot.org wrote: Besides the fact that VAC is crap and doesn't work for an inordinately large amount of cheating/hacking we see on our servers, what about all the bans in our sourcebans database against griefers, who aren't eligible for a VAC ban, or the racist douchebags we permban on a daily basis? What about the people who spray porn and goatse all over our servers while we attempt to keep the activity on our servers at least slightly above the retard line? I guess the good sourcemod devs are going to have to get together to find a way of identifying new ways to ban people based on what information it is possible to gather about a person's computer that is unique (or at least close enough to unique). --Matt On 06/24/2011 01:30 AM, Richard Eid wrote: In the FAQ, Valve mentioned that they're working on something to battle this. My guess is that they'll probably try to track the patterns of people who start to do this, so the system can quickly recognize those same patterns in the future and be a little more proactive instead of reactive. I think Steam Guard could help a little here, too. IP addresses can easily be changed, new free accounts can be made, etc... But Steam Guard is tied to your PC so it could(maybe) be used to verify clients on your server. People only have so many PCs they can use. Either way, I'm sure we'll be filled in on the details as soon as Valve has something to announce. -Richard Eid On Fri, Jun 24, 2011 at 2:15 AM, Flubberflub...@gmail.com wrote: You keeding, we got VAC, the most powerful tools against cheating. :D 2011/6/24 Octooctodhd_h...@monkeyrings.com I always felt like we saw a surge in cheaters and griefers directly after a super cheap sale of TF2. Now that TF2 has went Free to Play is there going to be anything to try to limit how many steam accounts a cheater can create? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Michelle Sleeper http://www.ThinkingWithPortals.com/ Portal 2 Mapping Community ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Still freezin' babe!
Current TF2 version has a bug which cause an infinite loop. Probably the server tries forever to re-attach a sapper to a sentry, but so far I've failed to reproduce this. Anyway Valve has some backtraces, maybe they will fix the bug... - Original Message - From: Saint K. Sent: 07/21/11 04:45 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Still freezin' babe! Just for the heck of sounding like a broken record. Our servers are still freezing up at random. I've tested it without mods, same results. Interesting detail still is that it's just a couple of servers which, as said before, *all* run from the same directory and configs. The only difference is their port numbers. A few of em crash all the time, and a few of em don't crash at all. The server freezes up and we need to kill the process and then start up the server again. This pattern has been here from a few updates back, and I still think it has something to do in relation to the steam servers. Almost every time a server crashes there is either problems with friends, or loudouts not working etc. Each and every single time there is *something* wrong in the steam backend. *gives the record another spin* P.s. Yea, we killed replay ages ago. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My Server keeps crashing non stop.
Edit the script used for starting the server and add ulimit -c 2097152 (without quotes). Then wait for another crash, use thread apply all bt again... - Original Message - From: E3pO Sent: 07/14/11 09:54 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: Motherboard physical id: 0 *-memory description: System memory physical id: 0 size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: -0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote: grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax 0xf0 240 ecx 0x0 0 edx 0x2 2 ebx 0xafb10acc -1347351860 esp 0xafa3ad20 0xafa3ad20 ebp 0xafa3ad58 0xafa3ad58 esi 0x0 0 edi 0x0 0 eip 0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message-From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PMTo: Half-Life dedicated Linux server mailing listSubject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hoursandthen just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashedall the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
Re: [hlds_linux] TF2 sv_pure conflicts
Yes, I also have this problem. sv_pure 1 is a must have because otherwise some players may use custom sounds for cloak and uncloak actions. Hilarious, in a month 12 kicks had as cause the spy_cloak.wav file, while 82 were caused by other files, like demoman.cfg, motd_entries.txt, mani_logo.vmt, heavyweapons.cfg etc... - Original Message - From: Daniel G Sent: 07/14/11 01:11 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 sv_pure conflicts Hi, I've noticed some problems with a TF2 server running sv_pure 1. If I play on others server running sv_pure 1 then diconnect and connect to my server which is also running sv_pure 1 I'll get disconnected with the following message: Disconnect: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg. File must be removed to play on this server. If I set sv_pure_kick_clients to 0 I'll get the following warnings in my console Warning: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\pyro.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\motd_entries.txt. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\server_blacklist.txt. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\myconf.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [MOD]\cfg\config.cfg. File must be removed to play on this server. Also I'm using a welcome sound + mapvote sound, both get downloaded again but will result in a corrupted file. The only way to join my server again is by restarting TF2. Is anyone else having this problems? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server crashes are back?
You must provide a backtrace to get help. Add the -debug command line argument and set the maximum size of core files. For example I use a bash script which looks like this: ulimit -c 1048576 export RDTSC_FREQUENCY=2666.00 ./srcds_run -game tf ... When the server crashes a core file will be created. Use gdb to get the backtrace: gdb ./srcds_linux core file then type bt - Original Message - From: Saint K. Sent: 07/07/11 10:34 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? Our servers keep on crashing atm. Noone else seeing the error below, or has any clue where it can originate from? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [sai...@specialattack.net] Sent: 07 July 2011 14:00 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? I've caught an error; mrblonde:~# terminate called after throwing an instance of 'std::bad_alloc' what(): std::bad_alloc PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110707135954_1.dmp success = yes response: !DOCTYPE HTML PUBLIC -//IETF//DTD HTML 2.0//EN htmlhead title500 Internal Server Error/title /headbody h1Internal Server Error/h1 pThe server encountered an internal error or misconfiguration and was unable to complete your request./p pPlease contact the server administrator, webmaster@localhost and inform them of the time the error occurred, and anything you might have done that may have caused the error./p pMore information about this error may be available in the server error log./p hr addressApache/2.2.14 (Ubuntu) Server at crash.steampowered.com Port 80/address /body/html Using breakpad crash handler Setting breakpad minidump AppID = 440 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(440)/version(4617) Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit terminate called after throwing an instance of 'std::bad_alloc' what(): std::bad_alloc PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110707140047_1.dmp success = yes response: !DOCTYPE HTML PUBLIC -//IETF//DTD HTML 2.0//EN htmlhead title500 Internal Server Error/title /headbody h1Internal Server Error/h1 pThe server encountered an internal error or misconfiguration and was unable to complete your request./p pPlease contact the server administrator, webmaster@localhost and inform them of the time the error occurred, and anything you might have done that may have caused the error./p pMore information about this error may be available in the server error log./p hr addressApache/2.2.14 (Ubuntu) Server at crash.steampowered.com Port 80/address /body/html Any idea's what that is about? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [sai...@specialattack.net] Sent: 07 July 2011 13:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? This doesn't make much sense. Servers are crashing now again, but at random and they run in the background so it's hard to catch a backtrace or anything. I'll get one server to the front, hope it crashes at some point when I'm looking at it. A thing I notice is that the servers also drop off the quickplay system at random. Related? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. [sai...@specialattack.net] Sent: 06 July 2011 23:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? I'll look out for them, however for some reason the crashing seems to have stopped somewhere during the afternoon. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com [h...@gmx.com] Sent: 06 July 2011 23:20 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server crashes are back? Can you post a backtrace? - Original Message - From: Saint K. Sent: 07/06/11 04:33 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Server crashes are back? After having ran a few day's completely stable (with replay off), our servers suddenly start to randomly crash again as of today, this time they don't freeze but get rebooted correctly again. Nothing has changed from our side, still running that old .so file because we haven't applied that optional update from last
Re: [hlds_linux] Server crashes are back?
Can you post a backtrace? - Original Message - From: Saint K. Sent: 07/06/11 04:33 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Server crashes are back? After having ran a few day's completely stable (with replay off), our servers suddenly start to randomly crash again as of today, this time they don't freeze but get rebooted correctly again. Nothing has changed from our side, still running that old .so file because we haven't applied that optional update from last night. Anyone else seeing this? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Ghosts on server
Try these until Valve fixes the problem: sv_master_legacy_mode 1 setmaster add 72.165.61.153:27015 setmaster add 63.234.149.83:27011 setmaster add 63.234.149.90:27011 - Original Message - From: daniel jokiaho Sent: 06/30/11 11:15 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Ghosts on server Today when i wake up to go to work i noticed i have two ghosts on my tf2 server. I have no source tv. No replay. Server.cfg is almost default. How can i get rid of them, without restart. My server is almost always full. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay issues
There are two methods to enable the replay system: a) From server's command line (using -replay or +exec replay.cfg). The advantage is that the replay is enabled for the first map, but the disadvantage is that the bot is not visible to outside world (is not included into A2S_INFO response packets). b) From server's config file. The disadvantage in this case is that the replay is not enabled for the first map (so you must reload the map after the server is started), but the bot is visible to outside world (is included into A2S_INFO response packets). There are two problems with the first method: a) The bot is connected to server, it is using a slot, but is not visible to outside world. This cause problems to any plugin which manage the reserved slots, because it adjusts the sv_visiblemaxplayers cvar thinking that the outside clients see X connected players, while in reality they see X-1 connected players. b) The bot is not visible to outside world, but the number of bots is reported correctly. So when there's a player + replay bot, from outside a TF2 client sees only the player, but knows that there's one bot = the player is a bot :D And in TF2 bots are not visible (a 24 slot server with 10 bots is displayed as having 0 players and 14 slots). - Original Message - From: Saint K. Sent: 05/23/11 07:29 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Replay issues Hi, I might have missed this, but I can't find the current status on the reported replay issues. We still experience the issue when the replay bot is not recording, and a user joins, the user it placed in the replay slot and made invisible to the server browser. In effect, a server with 1 user not recording will show 0/0. Also the slot doesn't hide properly, so we're currently unable to use our reserved slots properly(we have them hidden and have our users console connect, and non-reserved slot users can still use the auto join feature). Anyone know what the status is on this, or did I miss a few work-arounds? Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled
The local publish job is executed into server's main thread instead of being executed in a different one. This is not such a huge problem because the files are small, but the CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which simply blocks the server for 0.5 seconds. This every 10-30 seconds. I have no idea why Valve did this (the sleep is called after a file is deleted and before is verified if the file still exists), but until they fix the problem you can patch the replay.so library. Use a hex editor (http://mh-nexus.de/en/hxd/ for example) and search for C7 04 24 F4 01 00 00 E8 45 EB FD FF Replace the bytes with 90 90 90 90 90 90 90 90 90 90 90 90 This should fix the lag problem for Linux servers. I don't guarantee that there are no side effects, but seems to work ok on my public server. As I understood from SPUF they know that for Linux servers the job is executed into main thread and will provide a fix next week. But is Valve, next week is a relative term... - Original Message - From: Ronny Schedel Sent: 05/07/11 10:44 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg This is taken from an empty server, just me standing still and taking a replay. The replay is recorded locally, no FTP transfer. You can see the lag spike in the net graph clearly. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Oh my god is there a cl_nohats command? I could weep tears of joy, I'm so sick of hats and the like in TF2. The new weapons are fine, but the cosmetic stuff I'd love to be able to shut off. I'll be in suspense until I can get home to try this out. 2011/2/22 Björn Rohlén bjorn.roh...@gmail.com Oops! Seems someone yet again forgot the client-side command that we all have longed for since a certain update in the recent past. cl_nohats 1 It is ridiculous you have to change a bunch client-side on every update to get rid of all the totally useless and GAME CHANGING (in a VERY NEGATIVE WAY) items, that are hats. Best would, of course, if we as server-operators could use sv_vanilla 1 too so we could make sure the players do not have a bunch of useless stuff on their screens -- but that, sadly, feels less likely :'( Oh well, perhaps next time! -The G On Tue, Feb 22, 2011 at 10:09 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed a server crash exploit caused by malformed network packets. Counter-Strike: Source - Updated De_Inferno. - Community fixes. Team Fortress 2 - Fixed the Amputator and the Crusader's Crossbow healing teammates that have the Equalizer as their active weapon. - Updated the Red team skin for the Fists of Steel. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] servers crashed/rebooted at around 12:00 EST
No crashes here, fully loaded server with both meta and sm plugs. On Tue, 14 Sep 2010 06:11:50 +, Harry Strongburg harry.h...@harry.lu wrote: On Tue, Sep 14, 2010 at 01:46:35AM -0400, clad iron wrote: After looking into this, i have question for everyone that is having this same problem. ( windows and linux ) We run sourcemod, can anyone else having these problems verify they run sourcemod also ? I found this in our logs which is timed the same time all the servers went down. Just so happens this server got stuck on the update. I run Sourcemod 1.3.4 and MM:S 1.8.3. I don't any any vanilla TF2 servers. I could try running a vanilla one, but I think it happens on vanilla too (RE: SourceOP no mods Arena server crashing; they do not have SM or MM installed as far as I can see). Oh, and it just happened to me again for the third time this week, second time this day, woohoo! http://hlds.pastebin.com/QjwmtrZP (It just stopped printing at 529468 /li). Really crappy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] How to start Source TV on CSS
Ok, now a second Server with the same Slots is online. Is this correct ? When I start now the Source TV Server, not the Game or Relay, it comes this: Console initialized. Game.dll loaded for Counter-Strike: Source maxplayers set to 32 WARNING: NNET_OpenSocket: bind: Permission denied Couldn't allocate dedicated SourceTV UDP port Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Sa 14. Aug 10:02:53 CEST 2010: Server restart in 10 seconds In the autoexec.cfg I have this: tv_port xx.xx.xx.xx:27060 tv_name TORONTO-TV tv_relay xx.xxx.xx.xx:28215 tv_password esl tv_relaypassword tv_autorecord 0 tv_delay 90 tv_dispatchmode 1 tv_maxrate 5000 tv_snapshotrate 16 tv_transmitall 1 Original-Nachricht Datum: Sat, 14 Aug 2010 10:45:44 +0300 Von: Oleg Koshmeliuk busy.ora...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] How to start Source TV on CSS +tv_port 28215 must be in commandline use tv_status to see stv port. 2010/8/14 h...@gmx.de Hello, I want to have Source TV on a CSS Server. I have add in the server.cfg this: tv_enable 1 tv_port 28215 tv_autorecord 0 tv_debug 0 tv_delay 60 tv_dispatchmode 1 tv_maxclients 100 tv_maxrate 3500 tv_name Toro.TV - Port: 28215 tv_overrideroot 0 tv_password tv_relaypassword tv_snapshotrate 20 The Port from the Relay is now 28215 or ? But when I start the Gameserver, on the Gameserver is a Client with the Name Toro.TV. but no relay on port 28215 How can I get an Source TV here ? Thanks for help -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 ¿/mtl.!* http://portal.gmx.net/de/go/dsl ___ 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 -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] How to start Source TV on CSS
Hello, I want to have Source TV on a CSS Server. I have add in the server.cfg this: tv_enable 1 tv_port 28215 tv_autorecord 0 tv_debug 0 tv_delay 60 tv_dispatchmode 1 tv_maxclients 100 tv_maxrate 3500 tv_name Toro.TV - Port: 28215 tv_overrideroot 0 tv_password tv_relaypassword tv_snapshotrate 20 The Port from the Relay is now 28215 or ? But when I start the Gameserver, on the Gameserver is a Client with the Name Toro.TV. but no relay on port 28215 How can I get an Source TV here ? Thanks for help -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 ¿/mtl.!* http://portal.gmx.net/de/go/dsl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] How to start Source TV on CSS
Ok, now a second Server with the same Slots is online. Is this correct ? When I start now the Source TV Server, not the Game or Relay, it comes this: Console initialized. Game.dll loaded for Counter-Strike: Source maxplayers set to 32 WARNING: NNET_OpenSocket: bind: Permission denied Couldn't allocate dedicated SourceTV UDP port Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Sa 14. Aug 10:02:53 CEST 2010: Server restart in 10 seconds In the autoexec.cfg I have this: tv_port xx.xx.xx.xx:27060 tv_name TORONTO-TV tv_relay xx.xxx.xx.xx:28215 tv_password esl tv_relaypassword tv_autorecord 0 tv_delay 90 tv_dispatchmode 1 tv_maxrate 5000 tv_snapshotrate 16 tv_transmitall 1 Original-Nachricht Datum: Sat, 14 Aug 2010 10:45:44 +0300 Von: Oleg Koshmeliuk busy.ora...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] How to start Source TV on CSS +tv_port 28215 must be in commandline use tv_status to see stv port. 2010/8/14 h...@gmx.de Hello, I want to have Source TV on a CSS Server. I have add in the server.cfg this: tv_enable 1 tv_port 28215 tv_autorecord 0 tv_debug 0 tv_delay 60 tv_dispatchmode 1 tv_maxclients 100 tv_maxrate 3500 tv_name Toro.TV - Port: 28215 tv_overrideroot 0 tv_password tv_relaypassword tv_snapshotrate 20 The Port from the Relay is now 28215 or ? But when I start the Gameserver, on the Gameserver is a Client with the Name Toro.TV. but no relay on port 28215 How can I get an Source TV here ? Thanks for help -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 ¿/mtl.!* http://portal.gmx.net/de/go/dsl ___ 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 -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 ¿/mtl.!* http://portal.gmx.net/de/go/dsl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available
-autoupdate dont work anymore.. Original-Nachricht Datum: Tue, 6 Jul 2010 20:11:01 -0700 Von: Jason Ruymen jas...@valvesoftware.com An: \'Half-Life dedicated Linux server mailing list\' hlds_linux@list.valvesoftware.com, \'h...@list.valvesoftware.com\' h...@list.valvesoftware.com, \'hlds_annou...@list.valvesoftware.com\' hlds_annou...@list.valvesoftware.com Betreff: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available A required update for Counter-Strike: Source is now available. The specific changes are: - Fixed incorrect stat collection by forcing all dedicated servers to update to the new version Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available
maybe... but -autoupdate doesnt work here Did anyone have the same problem with -autoupdate ? Original-Nachricht Datum: Wed, 7 Jul 2010 08:58:52 -0400 Von: Miano, Steven M. steven.mi...@mybrighthouse.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Counter-Strike: Source and Team Fortress2 Update Available I'm also seeing the client crash when using the flashlight. The server seems fine so far. h...@gmx.de h...@gmx.de wrote: -autoupdate dont work anymore.. Original-Nachricht Datum: Tue, 6 Jul 2010 20:11:01 -0700 Von: Jason Ruymen jas...@valvesoftware.com An: \'Half-Life dedicated Linux server mailing list\' hlds_linux@list.valvesoftware.com, \'h...@list.valvesoftware.com\' h...@list.valvesoftware.com, \'hlds_annou...@list.valvesoftware.com\' hlds_annou...@list.valvesoftware.com Betreff: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available A required update for Counter-Strike: Source is now available. The specific changes are: - Fixed incorrect stat collection by forcing all dedicated servers to update to the new version Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] COUNTER-STRIKE: SOURCE BETA
If I use this startscript... it dont work: ./srcds_run -game cssbeta +map de_dust +maxplayers 20 +ip xx.xx.xxx.xxx +port 27015 -tickrate 100 +exec server.cfg ERROR: Invalid game type 'cssbeta' sepecified. Di 11. Mai 23:28:42 CEST 2010: Server Failed Original-Nachricht Datum: Tue, 11 May 2010 12:11:13 -0700 Von: Eric Smith er...@valvesoftware.com An: \'h...@list.valvesoftware.com\' h...@list.valvesoftware.com, \'hlds_li...@list.valvesoftware.com\' hlds_linux@list.valvesoftware.com, \'hlds_annou...@list.valvesoftware.com\' hlds_annou...@list.valvesoftware.com Betreff: [hlds_linux] COUNTER-STRIKE: SOURCE BETA COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA Available immediately, Valve has launched an extensive update to Counter-Strike: Source, now in beta. The update includes a host of new features and functionality developed in collaboration with Hidden Path Studios. These include 144 new achievements, a new domination and revenge system, player stats, and more. This beta will run for a limited time, and once complete, the update will be deployed to all Counter-Strike: Source owners for free via Steam. The dedicated server files are available via the HLDSUpdateTool using -game cssbeta in the command line. For more information, please visit www.steamgames.comhttp://www.steamgames.com. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] No VAC on TF2 Server.....
On Port 27015 runs an CSS Server this works fine with VAC I tryed an other port then 27040... no VAC I reply... when the Root will be started, VAC runs. After 1 day, or an half day or sometimes 2 days... VAC dont run any more Original-Nachricht Datum: Mon, 1 Feb 2010 09:42:49 + (GMT) Von: Andy Wallace andywalla...@yahoo.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. Why are you trying to use port 27040 as opposed the the standard 27015? Maybe using that port number instead might sort things out. --- On Mon, 1/2/10, h...@gmx.de h...@gmx.de wrote: From: h...@gmx.de h...@gmx.de Subject: Re: [hlds_linux] No VAC on TF2 Server. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Date: Monday, 1 February, 2010, 7:10 I have done it and it dont work too... Original-Nachricht Datum: Mon, 1 Feb 2010 00:34:49 + (GMT) Von: Andy Wallace andywalla...@yahoo.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. You're still not specifying the ip. Use +ip xx.xx.xx.xx in startup command --- On Fri, 29/1/10, Shane Arnold clontar...@iinet.net.au wrote: From: Shane Arnold clontar...@iinet.net.au Subject: Re: [hlds_linux] No VAC on TF2 Server. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Date: Friday, 29 January, 2010, 13:27 Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL That's pretty self explanatory. On 29/01/2010 9:22 PM, h...@gmx.de wrote: Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build
Re: [hlds_linux] No VAC on TF2 Server.....
I have done it and it dont work too... Original-Nachricht Datum: Mon, 1 Feb 2010 00:34:49 + (GMT) Von: Andy Wallace andywalla...@yahoo.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. You're still not specifying the ip. Use +ip xx.xx.xx.xx in startup command --- On Fri, 29/1/10, Shane Arnold clontar...@iinet.net.au wrote: From: Shane Arnold clontar...@iinet.net.au Subject: Re: [hlds_linux] No VAC on TF2 Server. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Date: Friday, 29 January, 2010, 13:27 Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL That's pretty self explanatory. On 29/01/2010 9:22 PM, h...@gmx.de wrote: Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db co nfig L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db conf ig ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Spawnpoint at (2472.00 -1616.00 -124.00) is not clear. Spawnpoint at (2400.42 -1622.53 -124.00) is not clear. Spawnpoint at (2576.61 -1624.86 -124.00) is not clear. Spawnpoint at (2425.47 -1506.63 -124.00) is not clear. Spawnpoint at (2520.00 -1592.00 -124.00) is not clear. Spawnpoint at (2576.61 -1547.52 -124.00) is not clear. L 01/29
Re: [hlds_linux] No VAC on TF2 Server.....
It dont work dont know what to do :-( Original-Nachricht Datum: Sat, 30 Jan 2010 09:57:17 + (GMT) Von: Andy Wallace andywalla...@yahoo.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. ./srcds_run -console -game tf + ip xx.xxx.xx.xx -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all make sure all ports are open in firewall for srcds to work properly. --- On Fri, 29/1/10, h...@gmx.de h...@gmx.de wrote: From: h...@gmx.de h...@gmx.de Subject: Re: [hlds_linux] No VAC on TF2 Server. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Date: Friday, 29 January, 2010, 13:22 Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db co nfig L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db conf ig ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Spawnpoint at (2472.00 -1616.00 -124.00) is not clear. Spawnpoint at (2400.42 -1622.53 -124.00) is not clear. Spawnpoint at (2576.61 -1624.86 -124.00) is not clear. Spawnpoint at (2425.47 -1506.63 -124.00) is not clear. Spawnpoint at (2520.00 -1592.00 -124.00) is not clear. Spawnpoint at (2576.61 -1547.52 -124.00) is not clear. L 01/29/2010 - 14:15:46: [crashmap.smx] Restarts is 1 CModelLoader::Map_IsValid: Empty mapname!!! L 01/29/2010 - 14:15:46: [crashmap.smx] [CMR
Re: [hlds_linux] No VAC on TF2 Server.....
And -autoupdate dont work too ? ? Original-Nachricht Datum: Sat, 30 Jan 2010 14:06:22 +0100 Von: h...@gmx.de An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. It dont work dont know what to do :-( Original-Nachricht Datum: Sat, 30 Jan 2010 09:57:17 + (GMT) Von: Andy Wallace andywalla...@yahoo.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. ./srcds_run -console -game tf + ip xx.xxx.xx.xx -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all make sure all ports are open in firewall for srcds to work properly. --- On Fri, 29/1/10, h...@gmx.de h...@gmx.de wrote: From: h...@gmx.de h...@gmx.de Subject: Re: [hlds_linux] No VAC on TF2 Server. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Date: Friday, 29 January, 2010, 13:22 Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db co nfig L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db conf ig ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Spawnpoint at (2472.00 -1616.00 -124.00) is not clear. Spawnpoint at (2400.42
Re: [hlds_linux] No VAC on TF2 Server.....
Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db co nfig L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db conf ig ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Spawnpoint at (2472.00 -1616.00 -124.00) is not clear. Spawnpoint at (2400.42 -1622.53 -124.00) is not clear. Spawnpoint at (2576.61 -1624.86 -124.00) is not clear. Spawnpoint at (2425.47 -1506.63 -124.00) is not clear. Spawnpoint at (2520.00 -1592.00 -124.00) is not clear. Spawnpoint at (2576.61 -1547.52 -124.00) is not clear. L 01/29/2010 - 14:15:46: [crashmap.smx] Restarts is 1 CModelLoader::Map_IsValid: Empty mapname!!! L 01/29/2010 - 14:15:46: [crashmap.smx] [CMR] cp_dustbowl loaded after server cr ash. L 01/29/2010 - 14:15:46: [SM] Changed map to cp_dustbowl [SourceBans] Loading configs/sourcebans.cfg config file [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continu ing with current version anyway. commandline.cpp (628) : Assertion Failed: (nIndex = 0) (nIndex m_nParmCoun t) commandline.cpp (628) : Assertion Failed: (nIndex = 0) (nIndex m_nParmCoun
Re: [hlds_linux] No VAC on TF2 Server.....
You mean that the IP cannot be binded ? But why do it work when I restart the whole Root ? Thats not normal :( What can I do ? Original-Nachricht Datum: Fri, 29 Jan 2010 21:27:21 +0800 Von: Shane Arnold clontar...@iinet.net.au An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL That's pretty self explanatory. On 29/01/2010 9:22 PM, h...@gmx.de wrote: Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db co nfig L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db conf ig ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Spawnpoint at (2472.00 -1616.00 -124.00) is not clear. Spawnpoint at (2400.42 -1622.53 -124.00) is not clear. Spawnpoint at (2576.61 -1624.86 -124.00) is not clear. Spawnpoint at (2425.47 -1506.63 -124.00) is not clear. Spawnpoint at (2520.00 -1592.00 -124.00) is not clear. Spawnpoint at (2576.61 -1547.52 -124.00) is not clear. L 01/29/2010 - 14:15:46: [crashmap.smx] Restarts is 1 CModelLoader::Map_IsValid: Empty mapname!!! L 01/29/2010 - 14:15:46: [crashmap.smx] [CMR] cp_dustbowl loaded after server cr
Re: [hlds_linux] No VAC on TF2 Server.....
Hello, the startline is: ./srcds_run -console -game tf +ip HEREIP -port 27040 +maxplayers 22 +map cp_dustbowl -tickrate 100 -tvmasteronly +exec server.cfg -autoupdate Thats the startline in the Webinterface we use. With netstat you mean I should test it when the server dont have VAC, then stop the Server and make netstat ? And when then is LISTEN thats the failure ? Sorry for my bad english :-/ On the Root runs 2 more CSS Gameservers... They haven´t this problem :( Its only at TF2 Server Original-Nachricht Datum: Fri, 29 Jan 2010 09:56:30 -0500 Von: Allan Button abut...@netaccess.ca An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. If its not able to bind, make sure the port is available. It could be that srcds is not shutting down properly, and when you restart it, its just opening a new session. When you restart the entire root, the port will not be in use, because you are starting srcds for the first time. If you are Linux, you can do a netstat -an | grep 27040 netstat -an | grep 27005 if either of them list something, then srcds is still running when you restart it. Allan -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold Sent: Friday, January 29, 2010 9:21 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] No VAC on TF2 Server. If a server can not bind to an address, than the chances of anything network related (inluding VAC, let alone clients being able to join your server) working, are slim to none. Check your startup line and ensure it contains a +ip line to bind it to an address, or, that your local hosts file correctly lists your dns against the correct IP. In my experience, when an IP is not specified, srcds will bind to the ip corresponding to the local DNS resolve. On 29/01/2010 10:13 PM, h...@gmx.de wrote: You mean that the IP cannot be binded ? But why do it work when I restart the whole Root ? Thats not normal :( What can I do ? Original-Nachricht Datum: Fri, 29 Jan 2010 21:27:21 +0800 Von: Shane Arnoldclontar...@iinet.net.au An: Half-Life dedicated Linux server mailing listhlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] No VAC on TF2 Server. Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL That's pretty self explanatory. On 29/01/2010 9:22 PM, h...@gmx.de wrote: Can no one help me ? :( Thats the output when I start tf2 with putty, VAC isnt active :( ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ../steam Updating server using Steam. Checking bootstrapper version ... Updating Installation Checking/Installing 'Team Fortress 2 Content' version 130 Checking/Installing 'Team Fortress 2 Materials' version 49 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 'OB Linux Dedicated Server' version 24 HLDS installation up to date Console initialized. Game.dll loaded for Team Fortress Particles: Missing 'particles/error.pcf' [sbsrc] Plugin loaded successfully! maxplayers set to 22 Unknown command r_decal_cullsize maxplayers set to 22 Unknown command r Server logging enabled. Server logging data to file logs/L0129224.log L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099) Unknown command sm_bm_slotsfree Unknown command startupmenu Socket bind failed (Cannot assign requested address) Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL Server logging data to file logs/L0129225.log SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/grass_0 2_cluster01.mdl) L 01/29/2010 - 14:15:40: Mapchange to cp_dustbowl L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22 L 01
[hlds_linux] DODS Server dont start
Hello, was here an update for DODS ? I have since this day this failure : srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio == -1 || (new_prio = __sched_fifo_min_prio new_prio = __sched_fifo_max_prio)' failed. ./srcds_run: line 335: 3631 Abgebrochen $HL_CMD -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] No VAC on TF2 Server.....
Hello, I dont have VAC on my TF2 Server. When I restart the Gameserver it dont work But when I restart the whole Root Server, VAC is still active Where is here the failure. This problem is now about 2 Weeks :( regards -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] No VAC on TF2 Server.....
Thats in the Screenlog version : 1.0.8.1/15 4099 insecure (secure mode enabled, disconnected from Steam3) What can I do ? :( Original-Nachricht Datum: Thu, 28 Jan 2010 17:22:20 +0100 Von: h...@gmx.de An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: [hlds_linux] No VAC on TF2 Server. Hello, I dont have VAC on my TF2 Server. When I restart the Gameserver it dont work But when I restart the whole Root Server, VAC is still active Where is here the failure. This problem is now about 2 Weeks :( regards -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/atbrowser ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Rcon Hacking attempts
hi Claudio, rcon lock is allready installed. Which values should I use at sv_rcon_minfailures and maxfailures ? Original-Nachricht Datum: Fri, 22 Jan 2010 10:51:20 +0100 Von: Claudio Beretta beretta.clau...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts You should use the rcon lock sourcemod plugin http://forums.alliedmods.net/showthread.php?t=93934 and ensure that sv_rcon_minfailures and sv_rcon_maxfailures are set to very high values (check your config). Another alternative is to block the 27015 tcp port (assuming your gameserver is run on that port). On Fri, Jan 22, 2010 at 7:09 AM, h...@gmx.de wrote: Hello, we have an big problem on our DOD:S Gameserver. Someone attack our Server with rcon hacking attempts (thats in the screenlog) rcon from 91.148.94.233:51401: Bad Password Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) ./srcds_run: line 335: 14016 Speicherzugriffsfehler $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds Know Valve that there is an exploit like that and do they something ? ? Or what can we do ? The Ip from where the attacks come, are every time an other IP. We think they use the TOR Project And no, it is NO RAM Failure... When the Server runs on an other Port, then there are no attacks :( I hope someone can help me -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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 -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Rcon Hacking attempts
How can I block the Port ? And sorry... but I cant find an download Link for KAC Must I install it on Root or on Gameserver ? Original-Nachricht Datum: Fri, 22 Jan 2010 15:54:25 +0100 Von: Jacob Juul dimitri6...@hotmail.com An: hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts Avoid all attacks, i post it once more guys... Dosattackfixer = fixed flood Sourcemod also has this, but does not block all flood programs Rcon_lock for sourcemod = alot of rcon exploits And the best for last KAC!.. KAC has been so much updated it blocks almost everything.. We used to be goal one for crashers, but now we see them running. It's must for your servers, trust me... Read here Kigenac.com Use KAC 1.2.0.7 and remember to install SOCKET 3.0..something, or higher. If it crashes? Be sure to shut it down before installing From: abut...@netaccess.ca To: hlds_linux@list.valvesoftware.com Date: Fri, 22 Jan 2010 09:32:32 -0500 Subject: Re: [hlds_linux] Rcon Hacking attempts I get a lot less of these when I moved rcon port to a different port using port forwarding in iptables. 27015 seems to have a bulls eye on it. Allan -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson Sent: Friday, January 22, 2010 8:45 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Rcon Hacking attempts Block tcp connection it is the easy way to protect your server. Only allow your own trusted ip. //Daniel h...@gmx.de skrev: hi Claudio, rcon lock is allready installed. Which values should I use at sv_rcon_minfailures and maxfailures ? Original-Nachricht Datum: Fri, 22 Jan 2010 10:51:20 +0100 Von: Claudio Beretta beretta.clau...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts You should use the rcon lock sourcemod plugin http://forums.alliedmods.net/showthread.php?t=93934 and ensure that sv_rcon_minfailures and sv_rcon_maxfailures are set to very high values (check your config). Another alternative is to block the 27015 tcp port (assuming your gameserver is run on that port). On Fri, Jan 22, 2010 at 7:09 AM, h...@gmx.de wrote: Hello, we have an big problem on our DOD:S Gameserver. Someone attack our Server with rcon hacking attempts (thats in the screenlog) rcon from 91.148.94.233:51401: Bad Password Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) ./srcds_run: line 335: 14016 Speicherzugriffsfehler $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds Know Valve that there is an exploit like that and do they something ? ? Or what can we do ? The Ip from where the attacks come, are every time an other IP. We think they use the TOR Project And no, it is NO RAM Failure... When the Server runs on an other Port, then there are no attacks :( I hope someone can help me -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 4797 (20100122) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Få 25 GB
Re: [hlds_linux] Rcon Hacking attempts
Its linux Original-Nachricht Datum: Fri, 22 Jan 2010 17:05:12 +0100 Von: Daniel Nilsson daniel.joki...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts windows or linux //daniel h...@gmx.de skrev: How can I block the Port ? And sorry... but I cant find an download Link for KAC Must I install it on Root or on Gameserver ? Original-Nachricht Datum: Fri, 22 Jan 2010 15:54:25 +0100 Von: Jacob Juul dimitri6...@hotmail.com An: hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts Avoid all attacks, i post it once more guys... Dosattackfixer = fixed flood Sourcemod also has this, but does not block all flood programs Rcon_lock for sourcemod = alot of rcon exploits And the best for last KAC!.. KAC has been so much updated it blocks almost everything.. We used to be goal one for crashers, but now we see them running. It's must for your servers, trust me... Read here Kigenac.com Use KAC 1.2.0.7 and remember to install SOCKET 3.0..something, or higher. If it crashes? Be sure to shut it down before installing From: abut...@netaccess.ca To: hlds_linux@list.valvesoftware.com Date: Fri, 22 Jan 2010 09:32:32 -0500 Subject: Re: [hlds_linux] Rcon Hacking attempts I get a lot less of these when I moved rcon port to a different port using port forwarding in iptables. 27015 seems to have a bulls eye on it. Allan -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson Sent: Friday, January 22, 2010 8:45 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Rcon Hacking attempts Block tcp connection it is the easy way to protect your server. Only allow your own trusted ip. //Daniel h...@gmx.de skrev: hi Claudio, rcon lock is allready installed. Which values should I use at sv_rcon_minfailures and maxfailures ? Original-Nachricht Datum: Fri, 22 Jan 2010 10:51:20 +0100 Von: Claudio Beretta beretta.clau...@gmail.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Rcon Hacking attempts You should use the rcon lock sourcemod plugin http://forums.alliedmods.net/showthread.php?t=93934 and ensure that sv_rcon_minfailures and sv_rcon_maxfailures are set to very high values (check your config). Another alternative is to block the 27015 tcp port (assuming your gameserver is run on that port). On Fri, Jan 22, 2010 at 7:09 AM, h...@gmx.de wrote: Hello, we have an big problem on our DOD:S Gameserver. Someone attack our Server with rcon hacking attempts (thats in the screenlog) rcon from 91.148.94.233:51401: Bad Password Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) Banning 91.148.94.233 for rcon hacking attempts L 01/22/2010 - 03:51:02: Addip: was banned by IP for 2000.00 minutes by Console (IP 91.148.94.233) ./srcds_run: line 335: 14016 Speicherzugriffsfehler $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds Know Valve that there is an exploit like that and do they something ? ? Or what can we do ? The Ip from where the attacks come, are every time an other IP. We think they use the TOR Project And no, it is NO RAM Failure... When the Server runs on an other Port, then there are no attacks :( I hope someone can help me -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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 __ Information from ESET NOD32