[hlds_linux] Thanks for everything
First of all, please do not reply to this message, to reduce spam on the list. I just want to say this and thank everyone who has been here on this list, talking, helping and giving help, to issues i've had over the years and interacted with me regarding replies, bug reports, test builds, questions and whatever there ever was. I am shutting my game servers down at the end of June '20. 16 years was a long time but awesome as well. This doesnt stop or affect my other interests like playing games though. So long story short thank you and shouts to some of the Valve people i've had pleasure of interacting with: Fletcher, Jon and especially Eric, for posting the TF2 update notes for so long. Long after CSGO and L4D2 folks stopped. Thanks! -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlds_linux] Re: Mandatory Team Fortress 2 update released
During game the map seems to be running high on edicts at times. These seem to be increasing and server crashes. Perhaps upon when the cauldron pops effects out or something. Managed to snatch this: edicts : 1839 used of 2048 max Server crashed soon after this. -ics Ryan Mollart wrote: Based on two casual matches, pl_precipice_event_final seems to crash the server at the end of the second round. *From:* hlds_linux@list.valvesoftware.com on behalf of Eric Smith *Sent:* Thursday, October 10, 2019 11:51 AM *To:* h...@list.valvesoftware.com ; 'hlds_annou...@list.valvesoftware.com' ; 'hlds_linux@list.valvesoftware.com' *Subject:* [hlds_linux] Mandatory Team Fortress 2 update released We've released a mandatory update for TF2. This is the Scream Fortress XI update. The new version number is 5407238. The notes for the update can be found here: http://www.teamfortress.com/post.php?id=54757 Thanks. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlds_linux] sv_setsteamaccount and workshop maps
I can confirm, you cant use workshop map on a server if your server logs into the valve system for "benefits". If you remove that login, it works fine but you wont even receive any players that matchmaking might give you. I'm not even sure if server shows up in server browser without the logins. -ics ___ 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 Update - Client Only
This console thing seems to be issue only with keyboards that are not with american layout. I heard some have no issues getting console open on main menu but me with a finnish layout, i have to load a map first to get even access to console. This is damn annoying and even toggleconsole bind doesnt do anything untill map is loaded. -ics Emil Larsson wrote: This is just a quirk with the new hud of the Jungle Inferno update. It seems like the console has a tendancy to get behind the HUD if you start the game with it (which is what I do being a advanced user). And yeah it's silly that I have to join a server or create a listen server to even being able to use it. On Tue, Nov 28, 2017 at 8:13 AM, Ari <pcdriv...@gmail.com> wrote: TF2 game console can not be opened until you are inside a server. If you want to open it just open the game, without finding yourself inside a server, it does not allow it. It planned? Thanks 2017-11-21 20:49 GMT+00:00 Eric Smith <er...@valvesoftware.com>: Just a heads up that today's TF2 update is client-side only, and does not require any server update. Thanks. - Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 toolchain on centos 7
You need the 32bit versions too in order to run srcds. In debian these would be: dpkg --add-architecture i386 apt-get install libcurl3-gnutls:i386 apt-get install libcurl4-gnutls-dev:i386 You might find the similiar from centos. -ics Jonathan Price kirjoitti: I've just spun up a blank CentOS 7 VM to test, and will hopefully help clarify the problem and solution for some people. 1) I installed tf2 with "-beta toolchainbeta" on the CentOS 7 VM 2) I ran "./srcds_run", and had the following message in the output "Could not load: replay_srv.so" 3) I checked the libraries required by this file with this command: "env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so" 4) All libraries were found except for "libcurl-gnutls.so.4 => not found" 5) ran "yum install libcurl.i686" 6) ran "ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4" 7) ran "./srcds_run", and sure enough, the server launched I am not intimately familiar with how library symbols are read, but I suspect that it may not actually be able to use the libcurl provided by CentOS that is compiled with OpenSSL, and it may literally just be causing it to believe the library is there. However, I would be glad to be proven wrong on this. It is worth noting that this issue could be alleviated altogether by Valve if they were to compile against libcurl3 rather than libcurl3-gnutls on Ubuntu (which I believe is where they compile). On 20/03/2017 11:28, Marco Padovan wrote: To have it working on centos run these two commands: yum install libcurl.i686 ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4 seems to be the only change needed compared to previous beta On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion < i...@teaterljud.se> wrote: We do - but right now downgraded with "app_update 232250 -beta previous " I do hope they are using or will supply sources that all unix users can use when it go real live. Peter Svensk Ljud & Ljus Produktion On 2017-03-19 19:56, Marco Padovan wrote: Exact same crash ldd tf2/orangebox/bin/dedicated_srv.so linux-gate.so.1 => (0xf77d9000) libtier0_srv.so => /home//tf2/orangebox/bin/libtier0_srv.so (0xf753c000) libvstdlib_srv.so => /home//tf2/orangebox/bin/l ibvstdlib_srv.so (0xf742f000) libm.so.6 => /lib/libm.so.6 (0xf73e3000) libdl.so.2 => /lib/libdl.so.2 (0xf73de000) libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000) libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000) /lib/ld-linux.so.2 (0xf77da000) libc.so.6 => /lib/libc.so.6 (0xf7118000) librt.so.1 => /lib/librt.so.1 (0xf710f000) libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000) Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise linux ? On Sat, Mar 18, 2017 at 3:42 PM, James Botting < bottswan...@googlemail.com> wrote: try setting the export environment variable so it can resolve the missing server library files? Adjusting paths as required, something like this: export LD_LIBRARY_PATH=/path/to/my/server:/path/to/my/server/bin:{$ LD_LIBRARY_PATH} On Sat, Mar 18, 2017 at 2:34 PM, Marco Padovan <e...@evcz.tk> wrote: and dd tf2/orangebox/tf/bin/server_srv.so linux-gate.so.1 => (0xf778e000) libtier0_srv.so => not found libvstdlib_srv.so => not found libsteam_api.so => not found libm.so.6 => /lib/libm.so.6 (0xf5f23000) libdl.so.2 => /lib/libdl.so.2 (0xf5f1d000) libstdc++.so.6 => /lib/libstdc++.so.6 (0xf5e31000) libpthread.so.0 => /lib/libpthread.so.0 (0xf5e16000) /lib/ld-linux.so.2 (0xf778f000) libc.so.6 => /lib/libc.so.6 (0xf5c58000) libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf5c3d000) ldd tf2/orangebox/bin/engine_srv.so linux-gate.so.1 => (0xf7703000) libtier0_srv.so => not found libvstdlib_srv.so => not found libsteam_api.so => not found libm.so.6 => /lib/libm.so.6 (0xf7307000) libdl.so.2 => /lib/libdl.so.2 (0xf7301000) libstdc++.so.6 => /lib/libstdc++.so.6 (0xf7215000) libpthread.so.0 => /lib/libpthread.so.0 (0xf71fa000) /lib/ld-linux.so.2 (0xf7704000) libc.so.6 => /lib/libc.so.6 (0xf703c000) libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf7021000) On Sat, Mar 18, 2017 at 3:31 PM, Marco Padovan <e...@evcz.tk> wrote: ldd srcds_linux linux-gate.so.1 => (0xf7754000) libdl.so.2 => /lib/libdl.so.2 (0xf7745000) libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000) libc.so.6 => /lib/libc.so.6 (0xf756c000) /lib/ld-linux.so.2 (0xf7755000) On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker <rblee...@gmail.com> wrote: What is the output of "ldd srcds_linux"? On 17 March 2017 at 17:34, Marco Padovan <e...@evcz.tk> wrote: Hi, what's the status in relation to TF2 toolchain, did someone got it runn
Re: [hlds_linux] Problem
I'm also sure that this has nothing to do with the maps entity counts at all. The connecting player is 1 entity and if the server for some reason reports it cannot create new entity, it will drop the player and give false information about max_edicts. -ics sigsegv kirjoitti: Since I had the (possibly somewhat unique) experience of seeing this problem from both the client side and server side at the same time when it happened, I have some console excerpts from both sides at the time of disconnect. Unfortunately I don't have timestamps for every single line on the server side, because I let my console.log file saturate at 2GB several months ago (oops). However I can confirm that the system clocks on the client side and server side were exactly in sync (to within 1 second). Client: 11/15/2016 - 15:40:06: sigsegv connected 11/15/2016 - 15:40:07: Attemped to precache unknown particle system "drain_effect"! 11/15/2016 - 15:40:07: Attemped to precache unknown particle system "drain_effect"! 11/15/2016 - 15:40:10: CAsyncWavDataCache: 2 .wavs total 0 bytes, 0.00 % of capacity 11/15/2016 - 15:40:12: Set Gravity 800.0 (0.250 tolerance) 11/15/2016 - 15:40:12: TODO: Refusing to discard 39882 bytes 11/15/2016 - 15:40:12: Signon traffic "CLIENT": incoming 282.030 KB, outgoing 3.277 KB 11/15/2016 - 15:40:12: Queued Material System: ENABLED! 11/15/2016 - 15:40:12: Compact freed 1122304 bytes 11/15/2016 - 15:40:12: Using joystick 'Xbox360 controller' configuration 11/15/2016 - 15:40:12: JOY_AXIS_X: mapped to Side (absolute) 11/15/2016 - 15:40:12: JOY_AXIS_Y: mapped to Forward (absolute) 11/15/2016 - 15:40:12: JOY_AXIS_Z: unmapped 11/15/2016 - 15:40:12: JOY_AXIS_R: mapped to Look (absolute) 11/15/2016 - 15:40:12: JOY_AXIS_U: mapped to Turn (absolute) 11/15/2016 - 15:40:12: JOY_AXIS_V: unmapped 11/15/2016 - 15:40:12: Advanced Joystick settings initialized 11/15/2016 - 15:40:12: Redownloading all lightmaps 11/15/2016 - 15:40:12: R_RedownloadAllLightmaps took 7.764 msec! 11/15/2016 - 15:40:12: Attemped to precache unknown particle system "drain_effect"! 11/15/2016 - 15:41:06: Starting ping measurement 11/15/2016 - 15:41:11: Communications with routing cluster 'man' have been disrupted. 11/15/2016 - 15:41:32: Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS || u.m_nNewEntity < 0 Server: L 11/15/2016 - 15:39:11: Mapchange to mvm_example L 11/15/2016 - 15:39:11: Error log file session closed. Applying new item schema, version 27C794FC **WARNING** Item schema mismatch after update! GC told us to expect 27C794FC, we got 5CE6659C ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file server.cfg Set Gravity 800.0 (0.250 tolerance) SoundEmitter: adding map sound overrides from scripts/mvm_level_sounds.txt [1667 total, 1667 replacements, 4 duplicated replacements] SoundEmitter: adding map sound overrides from scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11 duplicated replacements] SoundEmitter: adding map sound overrides from scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0 duplicated replacements] SoundEmitter: adding map sound overrides from scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0 duplicated replacements] Loading AI graph Step 1 loading Checking version Passed first ver check Got version 37 Map version 174 Done version checks Finishing load Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.) Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.) Created class baseline: 22 classes, 7831 bytes. 32 player server started execing server.cfg 'mvm_example.cfg' not present; not executing. Steamworks Stats: Requesting SERVER session id. Steamworks Stats: Received SERVER session id: 1191059030756 Dropping ClientInfo packet from client not in appropriate state Forcing client reconnect (2) Stringtable modelprecache compression: 21192 -> 11080 bytes: 0.11ms Stringtable soundprecache compression: 157111 -> 59643 bytes: 13.65ms Stringtable instancebaseline compression: 7956 -> 2499 bytes: 0.03ms Stringtable ParticleEffectNames compression: 23709 -> 19491 bytes: 0.16ms Stringtable Scenes compression: 47474 -> 21863 bytes: 16.74ms Compressing fragments (120749 -> 118620 bytes): 0.22ms Compressing fragments (15327 -> 12515 bytes): 0.09ms Sending full update to Client sigsegv Sending full update to Client sigsegv MVM assigned sigsegv to defending team (5 more slots remaining after us) Dropped sigsegv from server (CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS || u.m_nNewEntity < 0) Server is hibernating Justin (sigsegv) On Tue, Nov 15, 2016 at 5:19 PM, sigsegv <sigs...@sigpipe.info> wrote: I've had this happen multiple times with a Windows client and Linux dedicated server on my same box for testing. Had it occur on mvm_example (hardly a high-entity-quan
Re: [hlds_linux] Problem
Check the status output on console. There might be something that creates more of those by error. -ics Robert Styler kirjoitti: This error has only started appearing recently. I have made no changes to affect the edicts on the map. On 12 November 2016 at 12:17, ics <i...@ics-base.net> wrote: EDICT error refers to map having too many entities in present. Are you creating any yourself on the server through plugins? Log into server console and type in status, see what it reports? Should look something like this: edicts : 1370 used of 2048 max. What map are you running? -ics Sergey Dobretsov kirjoitti: Hi. Yesterday, I've realised people are getting kicked randomly on all of the tf2 servers: L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1:171030251]>" disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS || u.m_nNewEntity < 0") ___ 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] Problem
EDICT error refers to map having too many entities in present. Are you creating any yourself on the server through plugins? Log into server console and type in status, see what it reports? Should look something like this: edicts : 1370 used of 2048 max. What map are you running? -ics Sergey Dobretsov kirjoitti: Hi. Yesterday, I've realised people are getting kicked randomly on all of the tf2 servers: L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1:171030251]>" disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS || u.m_nNewEntity < 0") ___ 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] [hlds] The End
As i see it, community servers are becoming/have become obsolete for many games, because the companies are finding out that running servers for themselves for their games is a service and they can provide same quality of game all the time in terms of same configs, sufficient hardware and such. At the end, they can also just kill off the servers once they see fit. But as long as there are enough players and it's profitable, it will continue. They used to have either dedicated server bundled in or just use the Player 2 Player model where there is no server, but the games happen on someones machine where others connect. But that was really bad way of doing it because you cannot predict that everyone has sufficient bandwidth or powerfull enough machine. There is no space left for dedicated community servers or server browser, because the system assings to any server available in the pool of official servers. This is where TF2 also went - there is still option for community servers but after 2 years of favoring quickplay over valve servers instead of community, pretty much nearly every community server has died off from players (and nobody wants to join empty server if there are servers available with players). Now with the halloween and all, not even the tags event_247 and eventmix had no affect for getting players in anymore since quickplay is defunct. It's still nearly impossible to compete with Valve servers with a community server. Before you just ran a server, had players in it and others joined because they used the server browser, as it was the only way to connect. Now, you just press button, get set into queue and thats it. Even if you would provide same gameplay and same quality of service, with the addition of running some custom maps some players like me have cooked up and admins around to watch over cheaters, there is just no viable option to do that. Automatic search too stronk! I've been watching this change happening over 11 years now and sadly the wheels are currenly turning forward, not backward. Times change and i guess some of us have decided, are deciding or are still sticking with running servers but eventually it looks like we are fading out one way or another. -ics ___ 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] The End
Maybe we can, add me up on steam if you like (/id/ics/). However, despite the community servers of mine quieting down, ill still stick with TF2 servers, atleast for a while. Though making maps is more interesting to me these days. It's been a very good year and hopefully more to come! Cya around! -ics Simiancage kirjoitti: Saint if you have any ideas on new community based gaming I'd be most interested to hear them, currently playing around with an ARK server but it is with some personal indulgence as I just bought the htc vive :) Thanks to ICS and all others that have felt our pain, maybe we can all get together and start something new??? Cheers D3v -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 27 October 2016 13:57 To: Half-Life dedicated Win32 server mailing list <h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing list <hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] [hlds] The End Not to become over dramatic, but us from SpecialAttack have decided to go down the same route. It's a shame, but that's how life works. Saying goodbye to VALVe hosted games after some 17(!) years. It's been a rocky ride with a very sour tasting end, but it is what it is. Cheers all, Saint K. From: Richard Green <i...@rgb-services.co.uk> To: <h...@list.valvesoftware.com> Sent: 10/27/2016 8:02 AM Subject: [hlds] The End After years of watching our community dwindle to no more than a group of friends it’s time to put the last nail in the coffin, Simiancage.org has been around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 clan members who started Simiancage. This has always been cs/css/csgo based community and tf2 was a great community builder as was L4D2 however as we all know those days are gone and it is time to say adjure, valve have succeeded in killing 1 more cs/tf based community as we now look towards running new servers of a new style. Good luck valve in killing your own reputation further. This is not a moan just a statement of Simiancage’s refusal to prop valve in these games any further. Regards to all D3vilfish PS Ive enjoyed some of the helpful emails over the years to sort server/sourcemod problems out, I remember when updates to tf2 would come out on new years eve….. ICS you have been most helpful over the years too, good luck m8 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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: Meet Your Match update and QuickPlay?
Coming up 2 years in beta. Someone who visited valve like 2-3 months ago got a reply that they are done but it's only his word. -ics Ross Bemrose kirjoitti: Actually, what IS going on with Cactus Canyon and Asteroid? PASS Time is coming out of Beta, but the two previously mentioned maps have been in beta for like a year longer (I didn't look up the actual times). On 7/6/2016 3:23 PM, N-Gon wrote: Oh no, quickplay lobbies? What will happen to my precious Cactus Canyon?! On Wed, Jul 6, 2016 at 3:10 PM, Ross Bemrose <rbemr...@gmail.com> wrote: How is the Meet Your Match update going to work for the servers we run that are in the QuickPlay pool? Also, what is the game going to do if a player drops out during a game? Other games (yes, I mean Overwatch) will backfill players, but the update page mentions nothing about this. For those of you who don't know what I'm talking about: http://www.teamfortress.com/meetyourmatch/ which mentions that QuickPlay is now going to use 12v12 lobbies and have player levels. ___ 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] Recent TF2 update forcing tf_mm_strict?
Set tf_mm_servermode to 0 and it will fix it. It is no longer needed unless you run a lobby server (you dont). -ics Andreas Willinger kirjoitti: Hi all, after the recent TF2 update, all of my MvM servers are forced to use tf_mm_strict 1, despite me overwriting/setting the value to 0 in both autoexec as well as server.cfg. Content of my autoexec.cfg: // QUICKPLAY tf_mm_servermode "1" tf_mm_strict "0" tf_server_identity_account_id "" tf_server_identity_token "" Even adding the cvar to server.cfg doesn't help, as soon as the map changes / everyone disconnects and someone else connects, the value is back to 1. Did anyone else notice that and is there a way to fix that (if not, I will probably have to write a plugin which sets the value OnGameFrame()). BR ___ 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] FoF server error
Tried -nowatchdog parameter? -ics David Parker kirjoitti: Hello, I'm running a Fistful of Frags server on Debian 8 64-bit. Just in the last day or two, it has started having a problem where the server prints the following lines in the console and then hangs, right after it has finished starting a new round: WatchDog! Server took too long to process (probably infinite loop). Host_Error: WatchdogHandler called - server exiting. SRCDS does not actually crash and restart, it just hangs. The logs show that the server will run several rounds and then this happens randomly. The first time this happened, it was accompanied by a backtrace which I have posted here: http://pastebin.com/mhG40kyX It has happened twice since, but the last two times it has just been the WatchDog and Host_Error messages, without any sort of trace. Is anyone else seeing this? Does anyone know what's causing it? Thanks! Dave ___ 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] TF2 - Upcoming game server account requirements
Hold that thought Ross, here's hoping that to happen. I think we all are open to test the issues in advance if needed. -ics Ross Bemrose kirjoitti: Since someone is going to eventually going to ask this, I might as well. Are community servers finally going to be allowed back into the primary QuickPlay pool? For that matter, will GSLTs finally do away with the need for separate TF2 server identity tokens like we were told would eventually happen when GSLTs were first introduced? On 5/13/2016 3:51 PM, John Schoenick wrote: Hey everyone, I wanted to give a heads-up about some upcoming changes to the way server accounts work in TF. In an future update, we are going to be introducing features that will only be available to game servers that have a registered game server SteamID, via the Game Server Login Token (GSLT) system. This system has existed for some time, but is currently only used in TF for persistent favouriting in the server browser. It has also gained some more restrictions recently that you should be aware of. - Game server accounts are tied to an owning Steam user account - This Steam account must not be currently community banned or locked. - This Steam account must not be limited <https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663>. - This Steam account must have a qualifying registered phone <https://support.steampowered.com/kb_article.php?ref=8625-WRAH-9030=english>. - Game servers that violate the community guidelines for the game they are hosting may have their access suspended or revoked. - Game server account suspensions or bans also apply to *all* other game servers tied to said Steam user More info and management tools are here: https://steamcommunity.com/dev/managegameservers For TF specifically, being free-to-play, access to some upcoming features may eventually depend on the qualifications the owning Steam user account. So, while creating dedicated individual user accounts to own individual game servers is possible, it may lead to an increased burden in the future. We recommend game server accounts be registered to the Steam account of the acting server owner -- GSPs should require clients to provide their own tokens. This change will allow us to have a greater level of confidence in game servers, by making it easier to revoke access for bad actors and better tying game servers to their owners. The increased persistence gives us many more opportunities to assign trust to community servers, and to provide them access to features that would otherwise be too open for abuse. It also provides a much better mechanism for dealing with abuse than the current IP-ban system that is both less effective and more painful for server providers that share IPs between clients. We will have more information once we are ready to begin rolling out these features, but I wanted to send this heads up such that current admins and server providers can look into integrating this support into their setups. Let me know if you have any questions or concerns and I will try to address them, - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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 released
And whle we are on topic here, setting graybans to player on a server causes "out of memory" error. I have those now set for demoman and each time i try to view loadout, i crash. -ics ics kirjoitti: While Stress test for competitive seems to have been activated, there are 0 servers to play on while 1500 people queue atm. -ics John Schoenick kirjoitti: We've released a mandatory update for TF2. The update notes are below. The new version is 053. - John -- - Fixed a client crash related to player names - Fixed some HUD elements remaining hidden after using +inspect and the scoreboard - Updated models/materials for the Beep Boy, Dead of Night, and the Graybanns ___ 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] Mandatory TF2 update released
While Stress test for competitive seems to have been activated, there are 0 servers to play on while 1500 people queue atm. -ics John Schoenick kirjoitti: We've released a mandatory update for TF2. The update notes are below. The new version is 053. - John -- - Fixed a client crash related to player names - Fixed some HUD elements remaining hidden after using +inspect and the scoreboard - Updated models/materials for the Beep Boy, Dead of Night, and the Graybanns ___ 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] -usercon?
To my knowledge, -usercon is only used by windows machines to bring up the console. Rcon shouldn't need that. -ics Weasels Lair kirjoitti: Is the -usercon command-line parameter for SRCDS required for all SRCDS games now? or just CS:GO? I ask because I am having some trouble with RCon to my TF2 servers at the moment. ___ 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 released
Halloween ended prematurely as merasmusmissions expire on the 12th and people had those which were still not finished. -ics Robert Styler kirjoitti: Never known an update to be released so early On 11 Nov 2015 18:22, "Eric Smith" <er...@valvesoftware.com> wrote: We've released a mandatory update for TF2. The update notes are below. The new version is 3100969. -Eric - Extended the Halloween 2015 event to run until November 12 ___ 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] Mandatory TF2 update released
While this is not really server related - verify integrity of game cache and then reboot steam - twice if you have to. It should do the trick. -ics Stefan `Sec` Zehl kirjoitti: On Wed, Oct 07, 2015 at 03:23 +0200, Matthias "InstantMuffin" Kollek wrote: It seems that in return they left out "ze Germans". My game still won't update. Servers did long ago. Has this been fixed for you? I'm also in Germany and have not yet gotten the update... CU, Sec ___ 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 released
This. Can community servers even ran these modes? Are there new maps for this? What setup is required? -ics HD kirjoitti: How do we set up a server for this and will our servers show up this time vs any of the other beta game modes/maps unlike only showing up Valve servers? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Tuesday, August 18, 2015 6:45 PM To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory update for TF2. The update notes are below. The new version is 2925737. -Eric - Added new game mode 'PASS Time' to the TF2 Beta - Check out the blog post for more information (http://www.teamfortress.com/post.php?id=17833) - Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case) - Added a new hat 'The Finder's Fee' - Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce - Well deserved congratulations to the first recipient, Nathaniel Theis - Fixed visual bugs caused by picking up weapons with special attributes - Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining - Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield - Fixed left-hand view models not displaying Stat Clocks correctly - Fixed being able to use the tournament_readystate client command when using per-player ready status mode - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when the map timelimit runs out - Fixed some missing VO sounds for the Demoman when laughing - Fixed being able to use the Restore action on Killsteak Kits - Fixed character loadout menus so they display the particle effects for all equipped Unusual items - The Huo-Long Heater can now accept Posthumous Kills strange parts - Updated the Australium Grenade Launcher to fix the wood material being shiny - Updated the backpack images for the Gun Mettle Campaign Coin - Updated LODs for several weapons and the sentry gun - Updated Mann Co. Store prices for foreign currencies to current USD equivalents - Updated the localization files - Updated Koth_Suijin with the latest changes from the authors - Added cover around the point preventing cross-point sight line - Opened second window in point building - Tweaked pickup amounts and positions - Widened space between stairs to point and bridge railing to allow easier movement - Clipping improvements - Improved lighting in dark areas - Fixed an issue where engineers could build on outlying islands - Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement - Fixed an issue where the spawn room doors could be held open by an opposing team member - Optimization improvements - Maps Workshop Beta - Fixed a common crash when loading some compressed maps - Fixed various issues running workshop maps on listen servers - Listen servers no longer unnecessarily fetch a second copy of the map - Listen servers no longer cause the client to crash upon the second load of the same workshop map - Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content - Defaults to steamapps/workshop - Multiple servers sharing the same UGC directory is currently not supported, and will not go well - Added server command tf_workshop_map_status to view currently tracked maps and their status - Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change - Improved handling of workshop maps in a server's map cycle - Workshop maps in the map cycle will be automatically fetched and updated in the background - Workshop maps in the map cycle will have their names updated to the canonical name once known - Map votes now work with workshop maps - A known issue is that the full workshop map name is currently shown instead of the friendly name - Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed. ___ 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] baning TF2 servers together with CS:GO
FYI, bans are per IP, regardless of game. Currently CSGO TF2 have this system enabled for bad servers. -ics Alice Vostrikova kirjoitti: Hello. I rent my game servers at hosting where many different game servers. On Friday, the Valve massively banned CS:GO servers. On the same day, Valve banned 3 my TF2 servers. http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.14:28137format=json http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27095format=json http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.153:28292format=json Reason: inventory violations. I do not give to my players any inventory for money or without money. Also was banned TF2 server on my hoster without sourcemode (absent any plugins or castom tags)!!! http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27767format=json Why on ip of the banned CS:GO servers were banned TF2 servers too? Valve banned servers CS:GO on the ip (instead of ip:port)? Somebody, please give an explanation for the ban TF2 servers! I write for the third time on the issue. Is it normaly that, Valve does not respond? -- -- Почтовый ящик предоставлен сервисом qip.ru Заведи бесплатную почту в домене rbcmail.ru и ты! ___ 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 Maps Workshop
It seems servers save the files on tf/maps/workshop/pl_something.ugcmapID.bsp (well that is certainly odd name for map) However on clients the maps are saved on \STEAM\SteamApps\workshop\content\440\mapID\pl_something.bsp So i'm thinking if clients are getting dropped, their games will look maps from the wrong place. -ics Ross Bemrose kirjoitti: At the moment, it looks like only the full map path works. This is what I tried with glassworks: tf_workshop_map_sync 454118349 [TF Workshop] Preparing map ID 454118349 [TF Workshop] Downloading map [TF Workshop] Map synced to local directory [ maps/workshop/cp_glassworks_rc6test.ugc454118349.bsp ] [TF Workshop] Successfully synced map to disk changelevel cp_glassworks CModelLoader::Map_IsValid: No such map 'maps/cp_glassworks.bsp' changelevel failed: cp_glassworks not found changelevel cp_glassworks_rc6test CModelLoader::Map_IsValid: No such map 'maps/cp_glassworks_rc6test.bsp' changelevel failed: cp_glassworks_rc6test not found changelevel cp_glassworks_rc6 CModelLoader::Map_IsValid: No such map 'maps/cp_glassworks_rc6.bsp' changelevel failed: cp_glassworks_rc6 not found changelevel cp_glassworks_rc6test.ugc454118349 CModelLoader::Map_IsValid: No such map 'maps/cp_glassworks_rc6test.ugc454118349.bsp' changelevel failed: cp_glassworks_rc6test.ugc454118349 not found changelevel 454118349 CModelLoader::Map_IsValid: No such map 'maps/454118349.bsp' changelevel failed: 454118349 not found changelevel workshop/cp_glassworks_rc6test.ugc454118349 The last one changed the level. On Thu, Jun 4, 2015 at 5:37 PM, Gordon Reynolds thisisgordonsem...@gmail.com wrote: changelevel 454588202 CModelLoader::Map_IsValid: No such map 'maps/454588202.bsp' changelevel failed: 454588202 not found It does not appear as if you can just changelevel ID, I'm forced to put changelevel workshop/pl_rainbowride_b7e.ugc454588202 in order to get it to change. On Thu, Jun 4, 2015 at 1:25 PM Ross Bemrose rbemr...@gmail.com wrote: I'd have to do some experiments in SourceMod to see what string GetCurrentMap pulls back for workshop maps in TF2. I expect the full map path, but I want to verify that. Also, I'd need to check if you can just enter the map's basename in mapcycle files. I have some code I wrote for MapChooser Extended (that never made it out of beta builds) to deal with CS:GO Workshop maps. However, it looks like the naming format for Workshop maps is different between the two games. Unfortunately, TF2 Workshop maps still aren't working on my plugin test server for me to actually test anything dealing with them. On Thu, Jun 4, 2015 at 3:41 PM, Bill bill...@gmail.com wrote: Do any of the map chooser plugins for Sourcemod support this format? On Thu, Jun 4, 2015 at 3:20 PM, ics i...@ics-base.net wrote: If it works same way as in CSGO, you only need the map id to switch maps manually from one to another. For example changelevel 454225330 or changelevel 454225336 should do the trick. I haven't experimented yet but you should be able to put those map i'ds to your servers maplist or mapcycle in order to swap to them or create a cycle. Works differenly on CSGO though. -ics Gordon Reynolds kirjoitti: I have figured out I can manually change the server to go to a workshop map using: `changelevel workshop/map_name/.ugcmapID` ex: changelevel workshop/pl_rainbowride_b7e.ugc454588202 Is there any easier way, or will that be coming later in the workshop beta? On Thu, Jun 4, 2015 at 9:58 AM Gordon Reynolds thisisgordonsem...@gmail.com wrote: I'm wondering how exactly the map workshop works for servers. Should I have to configure anything on my server to get them to work? Does this work like the CS:GO maps workshop in that people can just force my server to play whatever workshop map they want? How do I select one of the workshop maps to play on? I haven't seen a whole lot of discussion here about the maps workshop and the website is pretty light on technical details outside of the few cvars. ___ 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 -- Ross Bemrose ___ 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
Re: [hlds_linux] TF2 Maps Workshop
So you have the map already in the directory and tf_workshop_map_sync 454588202 worked for you? Because if it doesn't exist, it will not be found either. -ics Gordon Reynolds kirjoitti: changelevel 454588202 CModelLoader::Map_IsValid: No such map 'maps/454588202.bsp' changelevel failed: 454588202 not found It does not appear as if you can just changelevel ID, I'm forced to put changelevel workshop/pl_rainbowride_b7e.ugc454588202 in order to get it to change. On Thu, Jun 4, 2015 at 1:25 PM Ross Bemrose rbemr...@gmail.com wrote: I'd have to do some experiments in SourceMod to see what string GetCurrentMap pulls back for workshop maps in TF2. I expect the full map path, but I want to verify that. Also, I'd need to check if you can just enter the map's basename in mapcycle files. I have some code I wrote for MapChooser Extended (that never made it out of beta builds) to deal with CS:GO Workshop maps. However, it looks like the naming format for Workshop maps is different between the two games. Unfortunately, TF2 Workshop maps still aren't working on my plugin test server for me to actually test anything dealing with them. On Thu, Jun 4, 2015 at 3:41 PM, Bill bill...@gmail.com wrote: Do any of the map chooser plugins for Sourcemod support this format? On Thu, Jun 4, 2015 at 3:20 PM, ics i...@ics-base.net wrote: If it works same way as in CSGO, you only need the map id to switch maps manually from one to another. For example changelevel 454225330 or changelevel 454225336 should do the trick. I haven't experimented yet but you should be able to put those map i'ds to your servers maplist or mapcycle in order to swap to them or create a cycle. Works differenly on CSGO though. -ics Gordon Reynolds kirjoitti: I have figured out I can manually change the server to go to a workshop map using: `changelevel workshop/map_name/.ugcmapID` ex: changelevel workshop/pl_rainbowride_b7e.ugc454588202 Is there any easier way, or will that be coming later in the workshop beta? On Thu, Jun 4, 2015 at 9:58 AM Gordon Reynolds thisisgordonsem...@gmail.com wrote: I'm wondering how exactly the map workshop works for servers. Should I have to configure anything on my server to get them to work? Does this work like the CS:GO maps workshop in that people can just force my server to play whatever workshop map they want? How do I select one of the workshop maps to play on? I haven't seen a whole lot of discussion here about the maps workshop and the website is pretty light on technical details outside of the few cvars. ___ 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 -- Ross Bemrose ___ 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] [hlds] Optional TF2 update released
Well that explains why i never got it to work. -ics epi kirjoitti: This is consistent with what I've seen. I've helped set up 3 servers, none of which used sv_setsteamaccount, and the map downloads worked just fine on all of them. On 6/4/2015 5:39 PM, Ross Bemrose wrote: Well, turns out sv_setsteamaccount may have something to do with downloads failing as downloads work on my server when it isn't set. Then again, now that John from Valve knows this, it'll be fixed. \o/ On Thu, Jun 4, 2015 at 4:25 PM, ics i...@ics-base.net wrote: I can confirm, still fails. -ics Ross Bemrose kirjoitti: After installing the new server update, I still don't seem to be able to install maps on my Linux server. tf_workshop_map_sync 454118349 [TF Workshop] Preparing map ID 454118349 [TF Workshop] Downloading map [TF Workshop] Error downloading map [TF Workshop] Failed to sync map version Build Label: 2813840 # Uniquely identifies each build Network PatchVersion: 2806431 # Determines client and server compatibility Protocol version: 24 # High level network protocol version Server version:2813840 Server AppID: 232250 On Thu, Jun 4, 2015 at 4:08 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for TF2 that fixes a stability issue with dedicated servers and the new Maps Workshop. The new version number is 2813840. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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 Maps Workshop
If it works same way as in CSGO, you only need the map id to switch maps manually from one to another. For example changelevel 454225330 or changelevel 454225336 should do the trick. I haven't experimented yet but you should be able to put those map i'ds to your servers maplist or mapcycle in order to swap to them or create a cycle. Works differenly on CSGO though. -ics Gordon Reynolds kirjoitti: I have figured out I can manually change the server to go to a workshop map using: `changelevel workshop/map_name/.ugcmapID` ex: changelevel workshop/pl_rainbowride_b7e.ugc454588202 Is there any easier way, or will that be coming later in the workshop beta? On Thu, Jun 4, 2015 at 9:58 AM Gordon Reynolds thisisgordonsem...@gmail.com wrote: I'm wondering how exactly the map workshop works for servers. Should I have to configure anything on my server to get them to work? Does this work like the CS:GO maps workshop in that people can just force my server to play whatever workshop map they want? How do I select one of the workshop maps to play on? I haven't seen a whole lot of discussion here about the maps workshop and the website is pretty light on technical details outside of the few cvars. ___ 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] [hlds] Optional TF2 update released
I can confirm, still fails. -ics Ross Bemrose kirjoitti: After installing the new server update, I still don't seem to be able to install maps on my Linux server. tf_workshop_map_sync 454118349 [TF Workshop] Preparing map ID 454118349 [TF Workshop] Downloading map [TF Workshop] Error downloading map [TF Workshop] Failed to sync map version Build Label: 2813840 # Uniquely identifies each build Network PatchVersion: 2806431 # Determines client and server compatibility Protocol version: 24 # High level network protocol version Server version:2813840 Server AppID: 232250 On Thu, Jun 4, 2015 at 4:08 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for TF2 that fixes a stability issue with dedicated servers and the new Maps Workshop. The new version number is 2813840. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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
Can you elaborate why the sudden change of wav to mp3? Certainly not to save space? Latest update seems to have broken sounds in cp_foundry. It's quite calm there... Failed to load sound ambient_mp3\cp_harbor\machinery_in_lp_02.mp3, file probably missing from disk/repository Failed to load sound ambient_mp3\cp_harbor\indoor_lp_01.mp3, file probably missing from disk/repository Failed to load sound ambient_mp3\fire\fire_small_loop1.mp3, file probably missing from disk/repository -ics Eric Smith kirjoitti: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2698188. -Eric - Fixed the Strange Dalokohs Bar not counting food eaten - Fixed a client crash related to the material system - Fixed a client crash related to the control point HUD - Fixed a server crash related to the Robot Destruction game mode - Fixed name changes not being applied to all panels - Fixed a bug with tournaments ending early if the previous round ended in a stalemate - Fixed the Australium Scattergun using the fire material - Fixed not seeing the particle effects for weapons and cosmetic items in the player model panels - Added Gamers Assembly 2015 medals - Added a no hat style for the Batter's Helmet - Updated more sound files to use .mp3 format instead of .wav - Updated nav_check_stairs to be marked as a cheat - Updated Mann Co. Store prices for foreign currencies to current USD equivalents - Updated the localization files - Mannpower update - Updated grapple model and player animations - Fixed not hearing some of the powerup sounds - Removed ctf_foundry from the default map cycle to focus on gathering information on the remaining maps - Knockout: reduced melee damage multiplier - Knockout: max health buff has been reduced for the Heavy and for the Demoman with a shield or decapitating sword equipped - Grapple: increased base damage for attaching to a player and increased bleed damage while attached ___ 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] Rethinking the community quickplay ban
Basically i went from 4x24 slot full servers to maybe 1 full server daily due to this quickplay change. Even the regulars disappeared. It may be soon too late to revert the change that has done irreversible damage. -ics Tim Anderson kirjoitti: To the TF2 team, It has now been over a year since the decision to essentially ban community servers from quickplay by defaulting to official ones. Here are some facts of what has happened since then. - Player gain dropped 4% from the year before. - UGC highlander teams dropped 17% - Highly reduced map variety from community servers. - Even top non-quickplay servers have drastically fewer players than in 2013. You may have guaranteed new players a vanilla experience, but this is ruining the experience for the rest. Maybe nothing is being done because you do not see enough complaints about this from reddit or spuf. This is because the problem is obvious when someone connects to a pay to win server while it is not as obvious when a server is dying over the span of several months because official ones are getting all the new players. Most of the people that I talked to even knew about this change so the thought about complaining about it never crossed their minds. But just because they never knew about it doesn't mean it wasn't a problem. I hope you realize that this change is doing more harm than good. It may have stopped some complaints but this is hurting TF2 in the long run. ___ 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] Spammers delight
Got one too, as a reply to a message i sent back in 2012 with a new link to a scam site. -ics Saint K. kirjoitti: Just a headsup, it seems that spammers have found a new way to spam us. They'll pull random (old) messages from the HLDS archives and reply to those directly to your mailbox, including the original [hlds_linux] subject line. The content of the mail will be a reply such as Saint K.: urlhere quote of the entire original posting to the hlds list Cheers, ___ 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] IPv6 on SRCDS
This has been suggested on this list time to time for the past 4-5 years. No answer has been ever given to one way or the other. -ics Giovanni Harting kirjoitti: I would guess the new source 2 supports IPv6, everything else would be terrifying. 2015-01-17 16:32 GMT+01:00 Kevin Kelker ke...@kelker.info: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hey there, I've searched around the web but didn't find any current news about this: How about IPv6 on Source dedicated Servers? There were some posts back in 2013 that it isn't possible - yet. But meanwhile IPv6 deployment has made huge steps and here in Germany we already have ISPs that only serve native v6 adresses to their customers and are doing carrier grade NAT for the remaining IPv4-only services (which has, depending on the load of their core routers, a horrible performance at some times). So is there any way now to bind srcds servers to a native v6 or at least some word about the progress of making it compatible (maybe even a word from a developer here :-) )? Thanks in advance an best regards! Kevin PS: please don't slap me if I've missed something about that topic. Haven't been around quite a long time but tried my best to search the forums first. -BEGIN PGP SIGNATURE- Version: GnuPG v2 iQIcBAEBAgAGBQJUuoCgAAoJEKd25JuJ3jlZNKsP/2D5BRMYeQYJJhGM1UG1zqze IgQnwQYI75nt67BUf5TSv3IMjhyGJd7kNt3E+V0qDY/bjhSLnbEuMMAAiW8P3tdD HJFwFmJaOR0/IP6Pn/G6md0kKsJ0u5I0K/5CGrWS+YM4M/cvKMeBAvydfO19Fa7O CUo3uORvAIotGEaWD36U1T/wedR8kRHkTBlXHn3YV3G9k1qUuMtjegojGm2EtcB5 Hl/v90jna8amncBhSdyIvNnA98XQvxAGPIW6RLVKImdVfosuit1Z00E0D1IJHPDf xpVfM/e1g7FVPBFPQryKwfMhR7imUCQemcBOavLFseFs5SNmxoVFqWVMCWYXlODC udSxHrnKSFrB+bJ0OEpkxOhm0QkxxKvrGntXc3cdEhMOio5R0sejSgsSPcP3ebTT GMsFsuH1VUUzIMfq5Lh2WSRdnYAe2ao7k6CVMHT7jtFsRw9BZVZHH6ZfeFsCjT0V vJWXPq0Xa5NCAVcAyv9dtAKkKyKLcIGdsRSmGr7a+ml7p5SkbiATn5QVmcuUZyL/ xzqzC27e4eUK4Gs+PgSV7rCaao0hGRfdMynjAf5Gzv0/iQEyk33coi1ECPRrjZrY hANbzjlE0pAQsyH9E8nr+yYVqX/MA6XDmiMSDDctdRA1NhUB8+ORBDxPlio/l/0Y CBjIqKytuN4ZJ5xhztEb =H/tm -END PGP SIGNATURE- ___ 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] steamcmd login ridiculousness
Not sure if this helps you but usually when it hangs when i try to log in, i just ctrl+c aka kill it and start again. Works immediately. -ics Ammon Lauritzen kirjoitti: I originally posted this question to the source sdk forum but got no response other than a suggestion to try here :) Some time yesterday, on one of our VM’s, steamcmd appeared to stop authenticating. It worked flawlessly earlier in the week and no firewall or other changes have been made. Upon further investigation, I determined that it is trying to log in via TCP instead of UDP. These TCP login attempts take 2 minutes before failing, and they always fail. After the host tries to log in to two different mirrors via TCP, it decides to try UDP and inevitably works immediately. This process takes approximately 5 minutes and does not report the successful login - instead reporting an error. But it syncs version numbers shortly after reporting a failure and if I attempt to issue other commands, everything seems to work correctly. I cannot reproduce this anywhere else. All other locations I’ve attempted from just try UDP for their initial login and work from the start. Is there any way to just tell steamcmd not to try TCP for logins? Or at the very least, tell it to return to the behavior I’m observing everywhere else by trying UDP first? Ammon Lauritzen ___ 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 released
I'd say they are upset because they did not got a new map to play on. Not necessarely for snowplow, though valve saying that the map is too complex for new players was fuel to the flames. However, thats most likely not the only thing valve people said. When i requested feedback from one of my maps, i got a good list and explanation on why it wont be ever be to their standards. There hasnt been any new maps to tf2 from community for a long time and all official ones, asteroid and cactuscanyon have been just to give something to play on, even on unfinished stage, so naturally they burst out the frustration now. -ics - Alkuperäinen viesti - It was cut relatively last second, seeing for how long EOTL have been in the works. People in the community are unsurprisingly upset about this. I never played the map so I wouldn't be able to tell, but it's a bit disappointing. On Tue, Dec 9, 2014 at 2:40 AM, Ross Bemrose rbemr...@gmail.com wrote: It just seems weird to cut the map but leave the mapmakers in the update credits. On 12/8/2014 8:38 PM, wickedplayer494 wrote: Snowplow was cut. One of the TF2Maps staff posted why: http://forums.tf2maps.net/showpost.php?p=315021postcount=67 On 12/8/2014 7:30 PM, Ross Bemrose wrote: Wasn't the map cp_snowplow supposed to ship with this update, or did that get canceled? On 12/8/2014 8:26 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2535271. -Eric - - End of the Line Community Update has arrived! - Check out the community-created movie and web page at http://www.teamfortress.com/endoftheline/ - The event will run through till January 5th, 2015, and includes finding ducks, duck statistics and friendly leaderboards. - Added End of the Line Community Crate Key - Added 21 cosmetic items featured from End of the Line - Added Pyro Taunt - Pool Party - Added multi-class melee weapon - The Crossing Guard - Added Duck Journal and Duck Tokens for the End of the Line event - Fixed The Swagman's Swatter and Tough Stuff Muffs not being held by the Sniper during the melee taunt - Updated the crosshair to not draw while taunting ___ 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] Recommendation for TF2, DoD:S, etc server content downloading
I really don't think what you are doing is something that you should be doing. Modifying maps is wrong, map maker didn't want your logos in there so they should not be there and i bet 99% of the real mapmakers don't want their maps edited for something that they did not do. Besides, decompiling breaks several things. You can add decals to the maps without modifying maps too. PS: Soundscapes are somewhat broken and Valve is aware. -ics Aaron Thompson kirjoitti: I usually add my clan acronym to maps weve modified. We leave all credits alone, of course. I used to add stuff to trade minecraft but now ive been having a hard time compiling and the soundscapes are not cooperating anymore. It's annoying. Anyways thats how i avoid making maps and edits that someone could make too. On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote: Changing the filename as a server operator is still fragile. As I mentioned before, renaming a map without fixing up embedded content will hose soundscripts and such. There's also not much guarantee that some other server op won't make a similar rename of a differing file. On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl wrote: Descent server operators change the version number, descent map makers do that too. But agreed on some kind of validation and better integration. (Not to mention the tons of maps i still have on my download server which i dont use anymore, just because i cant really tell anymore whats being used) :) 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net: With valve, the source of the files is trusted. If this would be implemented, only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised why valve doesn't want to do this and yet they reward people who make items all the time. Workshop integration isn't the best in csgo but it could be further improved to accommodate tf2. -ics - Alkuperäinen viesti - +1 this for sure. I'd love to see the custom content over write much like Valve over writes maps and its content now when a revision bump is made. I get so tired of having to go thru _v1 or v32 etc etc when you change just the smallest thing on a map. The client has to re-download it anyway cause of a new name, may as well make it over write and start over. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading This email is mostly addressed to anyone within Valve that's still maintaining the TF2 branch of the source engine, and I suppose anyone on this mailing list that'd like to comment on this recommendation. There's one frustrating issue with clients downloading custom content (maps, models, etc) in particular: it's fairly painful when unaware mappers and server operators release or update maps (and other content) without modifying the filename of the content. For maps this is particularly destructive because many clients would be left unable to connect and play on the server in question if the map differs from what the server is running. Additionally, there are some documented cases of clients having their map downloads not get fully completed or get into a corrupt state which is equally as painful for the same reasons. Many users are simply unaware of how to solve this problem by locating and deleting the files in question. I'm sure this is something that can get an ideal solution, so I'd like to propose a few: 1. If the content differs, force a redownload and overwrite the existing file on the client. Now that clients have a separate search path for downloaded content thanks to Fletcher's hard work in refactoring custom content and downloads search paths, there's less risk to overwriting stock game content. 2. Allow multiple downloads side-by-side, perhaps differing in filename by a checksum (or some other recommendation). This would probably have to be virtualized in some way so that the filesystem is aware of the actual name of the map for soundscripts, particle manifests, etc. This issue affects other content such as models and materials, but getting a solution for at least map downloading would be a great step forward. ___ 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
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
With valve, the source of the files is trusted. If this would be implemented, only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised why valve doesn't want to do this and yet they reward people who make items all the time. Workshop integration isn't the best in csgo but it could be further improved to accommodate tf2. -ics - Alkuperäinen viesti - +1 this for sure. I'd love to see the custom content over write much like Valve over writes maps and its content now when a revision bump is made. I get so tired of having to go thru _v1 or v32 etc etc when you change just the smallest thing on a map. The client has to re-download it anyway cause of a new name, may as well make it over write and start over. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading This email is mostly addressed to anyone within Valve that's still maintaining the TF2 branch of the source engine, and I suppose anyone on this mailing list that'd like to comment on this recommendation. There's one frustrating issue with clients downloading custom content (maps, models, etc) in particular: it's fairly painful when unaware mappers and server operators release or update maps (and other content) without modifying the filename of the content. For maps this is particularly destructive because many clients would be left unable to connect and play on the server in question if the map differs from what the server is running. Additionally, there are some documented cases of clients having their map downloads not get fully completed or get into a corrupt state which is equally as painful for the same reasons. Many users are simply unaware of how to solve this problem by locating and deleting the files in question. I'm sure this is something that can get an ideal solution, so I'd like to propose a few: 1. If the content differs, force a redownload and overwrite the existing file on the client. Now that clients have a separate search path for downloaded content thanks to Fletcher's hard work in refactoring custom content and downloads search paths, there's less risk to overwriting stock game content. 2. Allow multiple downloads side-by-side, perhaps differing in filename by a checksum (or some other recommendation). This would probably have to be virtualized in some way so that the filesystem is aware of the actual name of the map for soundscripts, particle manifests, etc. This issue affects other content such as models and materials, but getting a solution for at least map downloading would be a great step forward. ___ 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] tf_arena_use_queue disables team scrambling
Also, did i miss an update or why doesn't capping stop on last cp of de_grootkeep when red players stand on the point? -ics Ross Bemrose kirjoitti: So, I noticed that team scrambling is disabled for arena mode if tf_arena_use_queue is set to 0. This occurs regardless of what the settings are for mp_scrambleteams_auto / mp_scrambleteams_auto_windifference or tf_arena_max_streak is set to. Is this intentional? ___ 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 released
The problem isn't just custom maps, i have investigated it further myself. Also default official maps suffer from the soundscape issue. By using developer 1, the soundscapes are totally different than they used to be. Though some maps use soundscapes from other official maps but go pl_upward as red and just listen the sound. No humming as before, just basic static electric bzzz from some indoor soundscape. Also dustbowl has different sounscape. Granary has own howling and birds singing. -ics Eric Smith kirjoitti: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2481614. We're still looking into the problems with custom maps and soundscapes. -Eric - - Fixed a bug where players could be teleported to hell and not have visible bumper car - Fixed a bug where Engineers could not pick up a building if the building was higher than the player - Fixed a text clipping problem with the HUD achievement tracker - Added ConVar tf_halloween_bonus_ducks_cooldown to control the frequency Merasmus speaks that line - Added a red glow for player ghosts on team Red - Updated rd_asteroid - Continued art-pass process - Updated sd_doomsday_event - Fixed a timing issue with Merasmus's announcement of the tickets becoming available - Updated koth_lakeside_event - Fixed missing collision on a barrel near the capture point ___ 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] Doomsday has another exploit
Hi Apparently there is an exploit where engineer can build stuff inside the place under the merasmus head. Also, that water spell seems to mess up the server. I've been going on and off to servers to restart the map just because everyone is floating around in water with a bumper car. Please fix these asap. -ics ___ 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] New exploit with the TF2 update
Apparently players can get off from bumpercar track with bumpercar. I suspect this is due to engineers eureka effect ecploited somehow. In any case, kind of ruins the fun for others. -ics ___ 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] New exploit with the TF2 update
Thats true, on both sides. Though i'm not surprised that this old bug fixed over a year ago resurfaced. I hope the bug where you can die with intel will cause the lift to go up hasn't come up back again. -ics Martin V kirjoitti: there is also a bug for engies on doomsday_event. They are able to make teleport exits behind spawnroom (behind that glass). 2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net: Apparently players can get off from bumpercar track with bumpercar. I suspect this is due to engineers eureka effect ecploited somehow. In any case, kind of ruins the fun for others. -ics ___ 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] New exploit with the TF2 update
And to confirm, yes the elevator bug is back. Did valve started working this map over a year ago and forgot to fix the bugs? Also, RED side ammobox is inside the rocks. http://cloud-4.steampowered.com/ugc/29598440085670745/377BBC6D2F697FC74C6152E02B78C9DD89BAA6C8/ -ics ics kirjoitti: Thats true, on both sides. Though i'm not surprised that this old bug fixed over a year ago resurfaced. I hope the bug where you can die with intel will cause the lift to go up hasn't come up back again. -ics Martin V kirjoitti: there is also a bug for engies on doomsday_event. They are able to make teleport exits behind spawnroom (behind that glass). 2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net: Apparently players can get off from bumpercar track with bumpercar. I suspect this is due to engineers eureka effect ecploited somehow. In any case, kind of ruins the fun for others. -ics ___ 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
[hlds_linux] When the scream fortress update arrives...
When you release the scream fortress update, can you please tell the complete map name of the new map so we can easily configure our servers in advance? Thanks. -ics ___ 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] When the scream fortress update arrives...
Sure but i wasn't thinking only myself. I could go maps folder to check it out myself but there are other people who run servers who may not have shell access to the server itself. -ics Ross Bemrose kirjoitti: Once they release the update, you could just use tail to check the last line of cfg/mapcycle-halloween.txt to see what the new map's name is. Assuming Valve adds it to the end of cfg/mapcycle-halloween.txt tf2@powerlord:~/tf2/tf$ tail -n 1 cfg/mapcycle_halloween.txt plr_hightower_event So, it works for last year's map at least. On Wed, Oct 29, 2014 at 4:44 PM, ics i...@ics-base.net wrote: When you release the scream fortress update, can you please tell the complete map name of the new map so we can easily configure our servers in advance? Thanks. -ics ___ 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] Teleport spell causing issues on TF2 servers
Hey It seems that the teleport spell is awesome way to get out of the map, even build under it as an engineer (hello mann_manor). If the teleport spell would not break player_clip or clip brushes, that would be great but even better would be a cvar that would exclude that spell if put into config (like sv_noteleport_spell 1). I really don't want to sit on a server all day myself to watch out these people and i don't want to turn spells off completely either, as it's a server killer method. -ics ___ 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] Teleport spell causing issues on TF2 servers
Just incase i wasn't clear enough, on lakeside and viaduct event maps, you can easily get out of the maps too and build sentries all over. Regular maps are also affected. -ics ics kirjoitti: Hey It seems that the teleport spell is awesome way to get out of the map, even build under it as an engineer (hello mann_manor). If the teleport spell would not break player_clip or clip brushes, that would be great but even better would be a cvar that would exclude that spell if put into config (like sv_noteleport_spell 1). I really don't want to sit on a server all day myself to watch out these people and i don't want to turn spells off completely either, as it's a server killer method. -ics ___ 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] Temporary Quickplay changes ... 8 months later
After the quickplay change, my 4x24 servers turned from full to 1 full a day, excluding the halloween. Just because that extra quickplay traffic was cut off, that filled the rest of the empty slots. All i wanted was to offer place to play on but it looks like i'm losing most of my interest after 9 years to continue doing this. But it seems it's pointless to fight against the windmill to keep this conversation up. -ics Emil Larsson kirjoitti: Well said McKay. VAC is especially useless towards a F2P game as well, a hacker can just use throw away accounts if he is so determined. Not keeping your items sure is a deteerent for honest players, but not so much for people who want to cheat troll (which is what half the cheaters I see do, they don't even try to hide it and makes it blindly obvious to annoy players). And is it just me, or have the mailing list discussion dropped off since the quickplay change as well? Majority of the discussions seems to happen in response of updates now too. On Fri, Oct 24, 2014 at 12:47 AM, Alexander Corn mc...@doctormckay.com wrote: Here's a free bump since I didn't check the list in a little while. The Quickplay change was the single most harmful change in the history of the game. Gamers are notoriously lazy and entitled. They want their game to start *now*, before the loading screen even goes away. They're going to take the path of least resistance when joining a game. That path is Quickplay. It's all but impossible to start up a new vanilla server these days. You'll get a player or two here and there but the bulk of the population is now being funneled directly to Valve servers. It's almost ironic that Valve made it hardest to host servers the way the game was meant to be played. As others have said, no Valve server was in the top 200 on Gametracker before the change. You might ask why community servers deserve traffic, but I'll ask right back why servers that people wouldn't join on their own deserve most traffic. VAC is designed to work in cooperation with a server administrator. VAC's delayed bans are a deterrent. That is, they attempt to prevent people from cheating in the first place. They're worthless for removing active cheaters. That's what server admins are for, but Valve's servers don't have any. Many players won't ever discover the server browser simply because the main menu design discourages them from clicking on the button. Eventually they'll bore. Bring thrown onto a random Valve server every time is the same way that Call of Duty works and it's pretty notorious for being a bland shooter. Who here thought 8 months ago that today we'd be comparing the TF2 experience to the CoD experience? You can add all kinds of game mechanics. In the end, it's the community that encourages players to come back. Valve servers have no community. We don't want Valve servers to be shut down or anything. I just ask for Valve to reconsider its current stance of community servers can screw off which was supposed to be temporary as it is. Then again, I should be used to the Valve definition of temporary. Go type sv_consistency into the console and see for yourself. On Oct 15, 2014 2:16 PM, Robert Paulson thepauls...@gmail.com wrote: I don't mind if he keep bumping the thread with these troll posts. A bump is a bump. Dan (needaxeo) has been trolling these mailing lists for the past 2 years. He doesn't want Valve to take any action because he gave up on his own community and wants to see everyone else fail. He thinks no one can host a better server and we are all trying to make a profit off dirt cheap servers like he did. And he doesn't even play the game anymore so he is just here trolling. Here is the proof when I outed him. https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75063.html https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75067.html He keeps repeating 2 arguments that have been debunked over and over again. - People are not too stupid or lazy to find the server they want to play. If people weren't stupid or lazy they would never have needed to make official servers default, because they would have been smart enough to add valve to their tags. Even Valve knows most people are stupid or lazy which is why every Steam chat box says Never tell your password to anyone and the URL you have clicked on is not an official Steam website. - Valve servers are objectively the best. Before this quickplay change, none of the official servers were even top 200 on Gametrackers. On Wed, Oct 15, 2014 at 10:46 AM, Frank ad...@gamerscrib.net wrote: Haven't you learned yet? Arguing with Dan on this is pointless and you are more likely to get hit by lightning than have him understand and see the facts. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Wednesday, October 15, 2014 1:39 PM To: Half-Life
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
I understand your point but i for example, didn't run any advertisements of any kind or pay-to-win crap. What Emil said is the thing that bothers me - Valve servers are selected by default as number #1 setting and that has been a kick into the head for the rest of us who have been around years and offering servers, _playing by the rules_. You could still tick to that extra square there to search only Valve servers. I and my freinds have been playing on some Valve servers as a comparison. You want the people to yell and food the chat? Play music over microphone? Play with someone who cheats? Yeah thats the real fun of it. The skill level vs the one for example on the servers i run is lower, i end up being highest on scoreboard and only a mid place on my own servers. Yes - random crits are enabled on both. -ics Stefan `Sec` Zehl kirjoitti: Hi, On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote: The Quickplay change was the single most harmful change in the history of the game. Gamers are notoriously lazy and entitled. They want their game to start *now*, before the loading screen even goes away. They're going to take the path of least resistance when joining a game. That path is Quickplay. I know this is going to be the unpopular opinion here, but I personally like that change. I can not count the number of times I just wanted to play now and got thrown onto pay-to-win, advertisement-full servers that required me to watch stuff for x seconds, or even wouldn't let me connect unless I enabled HTML motds, or bot-filled servers with noone else on them. All these annoyments are gone now. If I feel in the mood for a quick game, I get a quick game without any bullshit. So I for one do like that change. CU, Sec ___ 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: Some model files not downloading since last update?
This is most likely a bug or then Valve wanted to break custom model usage on servers. Wouldn't be surprised if it would be so. -ics A Fearts kirjoitti: I've not tested this but I have heard complaints from a couple of my player. They tell me bosses on my slender man server appear invisible. On Oct 16, 2014 3:42 PM, Ross Bemrose rbemr...@gmail.com wrote: So, I've been hearing that clients are blocking the downloads of some model-related files since the last TF2 update. Specifically, clients are no longer downloading the VTX files for models (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx) Which completely breaks custom models since these are the files that store hardware-optimized texturing data for a model. Needless to say, this completely breaks game modes that rely on custom models, like Vs. Saxton Hale. The current theory is that the TF2 client is blocking downloads of files that have multiple extensions. Perhaps an exemption is needed for the above mentioned double extensions? -- Ross Bemrose ___ 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] [hlds] Mandatory TF2 update released
Yes, if you disable voting, it will disable kick votes, map votes, everything. -ics Ross Bemrose kirjoitti: Is it just me or do Valve map end votes no longer occur? Could this be because sv_allow_votes is set to 0 on this server at map start? I only noticed this because I'm trying to debug why the NativeVotes server plugin broke and was trying to collect data about various vote types and that one isn't happening. On 10/15/2014 5:39 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2445722. -Eric - - Fixed an exploit related to clients uploading files to servers - Fixed a problem that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt - TF2 will not run if a bad items_game.txt file is found - If your items_game.txt file is reported as being corrupt, delete any items_game.txt files you have added and verify your TF2 installation - Fixed a timing problem with the Rancho Relaxo taunt animation - Removed the Limited Late Summer Crate from the crate drop list - Limited Late Summer Crates can no longer be opened - Removed the Limited Late Summer Crate Key from the Mann Co. Store - Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate Keys - Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab when using sv_lan 1 - Fixed the Duels leaderboard not displaying current counts - Added the explosion particles to the list of files that we always enforce consistency on - Added ConVar tf_classlimit - When set, limit each class to the specified value - Works in any game mode, but overridden in Tournament mode and Highlander mode - Updated the model/materials for the Runner's Warm-Up to fix a lighting issue - Updated the equip_regions for the Couvre Corner and the Pocket Heavy - Updated rd_asteroid - Continued art-pass process - Updated the vote system - Fixed team-specific vote sounds/notifications playing/showing for the ineligible team - sv_vote_issue_restart_game_allowed default changed to off - Added sv_vote_issue_restart_game_allowed_mvm (on by default) - Added Enable/Disable Class Limits vote - Controlled by sv_vote_issue_classlimits_allowed (off by default) - Limit controlled by sv_vote_issue_classlimits_max (default 4) - Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann vs. Machine (off by default) - Limit controlled by sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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] The Ship hangs after map load
The company that made the game, Outerlight ltd doesn't exist anymore. The company that took over after years, Blazing Griffin supposedly had plans for it but as i recall, it was easier to remake the game than fix it or something like that. Even that post has been taken down so i cannot tell you more but have a look at http://steamcommunity.com/app/2400/discussions/0/792924411993377513 and follow up to their website, ask them? -ics epicoder kirjoitti: I'm trying to set up a dedicated server running The Ship on a Debian Jessie box. The server appears to start up normally until it loads a map, at which point it spews out a ridiculous amount of vphysics errors and then hangs. It does this with all maps, but the one I used in the log to follow is cotopaxi. http://pastebin.com/VXvM1XNL After it hangs, it ignores all console input (nothing is even echoed back to the terminal) and uses about 2.5% CPU constantly, according to top. The missing steam binary message is a separate issue which I haven't bothered to fix yet. I don't think it has any effect on this problem, but I'll fix it and see what happens. The server is a fairly modest computer running Debian Jessie 64-bit with 4 GB of RAM and a mid range core 2 duo @ 2.4 GHz. Not exactly CSGO 128 tick material, but it runs a 24-slot TF2 server just fine, so I don't think that hardware is the issue. Any help or ideas would be appreciated. ___ 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 Replays
Yes, the odd random lagspikes (on round starts) can be caused by replay. I've been getting those and i haven't found the actual reason but replay has been one of the suspects. It's odd, doesn't happen always but randomly. 1 server on the same machine is fine, the other has these huge lags occasionally. -ics Yun Huang Yong kirjoitti: A while back I posted about some strange start-of-round pauses. The symptom is that at the start of each round the server pauses for 15-20 seconds during which time players get the red disconnection message in the top right corner. The server always recovers but during that time some players may timeout/disconnect. Turning off Replays appears to fix this but I'm unable to reliably reproduce the problem so have been unable to determine if this problem is due solely to Replays, or Replays + some SourceMod/plugin interaction. We can only tell that this problem appears to be related to Replays by disabling Replays for a full week and noting that the problem went away. Another problem with Replays is that when mp_scrambleteams_auto is used, Replays are somewhat randomly recorded/deleted. In one instance, Replays were recorded correctly before the auto-scramble but not after -- as in there are no .dmx or block files for the rounds post-scramble. In another instance, Replays were recorded correctly before and after the auto-scramble but it would appear that the Replay system then *deleted* the rounds before auto-scramble. I noticed this because I had copied the files elsewhere whilst the match was in progress, and hence was able to realise that the files I had copied were removed from the server. I can say with 100% certainty that no other process would have removed the files in question. Questions: 1. Is anyone else running Replays, and have you encountered these bugs? 2. It seems that very few people run Replays, not even Valve, so these bugs tend not to be noticed. I've spent many hours debugging the first problem and still can not isolate the problem sufficiently to report it. Does anyone know what Valve's view is of Replays -- were I to invest many more hours to isolate the problem, is there any likelihood of getting it fixed? 3. What other alternatives would folks recommend? STV seems like an option -- preserving all POVs -- but would be much harder for our casual user base to make use of. 3rd party client-side recorders such as OBS/Bandicam/etc and even ShadowPlay require that client hardware be reasonably powerful/modern. Are there any viable alternatives? ___ 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 Replays
Ever since the guy who created replay on Valve moved on from TF2, the replay system has been laid off and just kept as it is. There were some bugs left in, such as replays not always getting deleted automatically and now propably this where replays are deleted when noticed that they should be but removing them happens at bad time. This could explain the random lags on roud starts we've been having. I do clear up replay dirs occasionally manually but not recently. I will disable replay if this keeps up. -ics Yun Huang Yong kirjoitti: Further info -- I observe that the two problems in the OP are correlated. During a recent pause I repeatedly looked at the replay directory and observe that the server deleted replays that it had just finished. Specifically: - we were on cp_dustbowl - there were multiple block files corresponding to the round just finished - at the start of the next round, we had a 20 second pause - during that 20 second pause, *all* of the block files for the round just past were deleted We only keep 7 days worth of replays so it's a little baffling what it's doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20 seconds. I had these settings: replay_data_lifespan7 replay_dofileserver_cleanup_on_start1 Now commented out. Will have to wait for overnight restart of server (people are playing) to see it fixes things. Are there any other settings related to cleanup that I should disable? ics, do you have similar settings for cleanup? On 11/05/2014 6:34 PM, Erik-jan Riemers wrote: 15/20 seconds does not seem to sound like any io issues, since it is just on round start, maybe its even some dns lookup that goes bad? (just thinking out loud here) you could fix/found out by installing bind9, point your resolv.conf to it and placing it into debug mode to see the logs. (google for instructions, you can just let it forward to your regular dns servers was like 5 minutes work) you never know! Also check your sysctl.conf if there are not strange additions to it, highly doubt there could be anything in there that would screw it up... but again just throwing it out there. 2014-05-11 9:36 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: Oh wow. For us it's happening across both of our 24p servers (we only have 2). And over the last few months it's gone from happening occasionally for a few seconds, to happening on 80% of round changes, for 15-20 seconds. That suggests it may be related to something that might be growing with time but I prune the replays directly externally so there's never more than 7 days worth of files. Do you run any of the following? - SourceBans - gameME - Ultimate Map Chooser (with or without NativeVotes?) - mp_scrambleteams_auto Actually, could I get a list of your plugins on the server that has issues? Here's mine for reference: (sm plugins list output, sorted by plugin name for readability) 13 AFK Manager (3.5.2) by Rothgar 22 Admin File Reader (1.6.0-dev+4308) by AlliedModders LLC 02 Admin Help (1.6.0-dev+4308) by AlliedModders LLC 43 Admin Menu (1.6.0-dev+4308) by AlliedModders LLC 09 AdminSentinel (1.2.100) by eVaStrontiumDog 21 Advertisements (0.5.5) by Tsunami 04 AllChat (1.1.1) by Frenzzy 40 Anti-Flood (1.6.0-dev+4308) by AlliedModders LLC 23 Basic Chat (1.6.0-dev+4308) by AlliedModders LLC 05 Basic Comm Control (1.6.0-dev+4308) by AlliedModders LLC 48 Basic Commands (1.6.0-dev+4308) by AlliedModders LLC 31 Basic Info Triggers (1.6.0-dev+4308) by AlliedModders LLC 39 Basic Votes (1.6.0-dev+4308) by AlliedModders LLC 46 Client Preferences (1.6.0-dev+4308) by AlliedModders LLC 19 Fun Commands (1.6.0-dev+4308) by AlliedModders LLC 29 Fun Votes (1.6.0-dev+4308) by AlliedModders LLC 18 Melee (0.4.2) by linux_lover 11 NativeVotes Basic Commands (1.0) by Powerlord and AlliedModders LLC 49 NativeVotes (0.8.1) by Powerlord 36 Network Tools (1.3) by Kyle Sanderson 14 Nextmap (1.6.0-dev+4308) by AlliedModders LLC 08 Player Commands (1.6.0-dev+4308) by AlliedModders LLC 50 Reserved Slots (1.6.0-dev+4308) by AlliedModders LLC 15 Sound Commands (1.6.0-dev+4308) by AlliedModders LLC 33 SourceBans (1.4.10) by SourceBans Development Team 01 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th 12 TF2 Class Restrictions (0.6) by Tsunami 07 Win panel for losing team (1.4) by Reflex 20 [ANY] Connection Method Viewer (1.2.0) by Dr. McKay 41 [TF2] Balls (0.4) by Geit 24 [TF2] High Five Enemies (1.3) by FlaminSarge 34 [UMC] Admin Menu (3.4.7-dev) by Steell 03 [UMC] Echo Nextmap (3.4.7-dev) by Steell 26 [UMC] End of Map Vote (3.4.7-dev) by Steell 51 [UMC] Map Commands (3.4.7-dev) by Steell 35 [UMC] Map Weight (3.4.7-dev) by Steell 25 [UMC] Native Voting (3.4.7-dev) by Steell 37 [UMC] Nominations (3.4.7-dev) by Steell 45 [UMC] Player Limits (3.4.7-dev) by Steell 17
Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM
Note the word should. ;) -ics Kyle Sanderson kirjoitti: Hi Eric, Unfortunately on at least 5 systems we've confirmed CS:S still has this broken. Today I zero'd all of my drives and reinstalled Windows (unfortunately). On my brand-new system, this still bails out after 64M. Can we get this completely reverted? Regards, Kyle. On Mon, Apr 28, 2014 at 9:17 AM, Eric Smith er...@valvesoftware.com wrote: This was a client-only update, so there won’t be anything for servers to download. The update was released for CS:S clients last week with the other games, so they should be working. -Eric From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton Sent: Saturday, April 26, 2014 3:50 AM To: Half-Life dedicated Linux server mailing list; Eric Smith Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM Hey Eric, Are you sure that this was pushed for CS:S? No client updates were pushed and my servers don't have any updates available for them to download. I'm still getting the same error when attempting to download compressed .bsp files. - Josh On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith er...@valvesoftware.commailto:er...@valvesoftware.com wrote: We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that should fix the decompression problems clients are having with large .bsp files being downloaded from servers. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- (ノ゜ロ゜)ノJosh ___ 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] Client updates released for TF2, CS:S, DoD:S, and HL2:DM
Yeah, people like Kyle, Asher and me have been here for years and this is 100% correct place to post issues like this since it's related to servers -ics Asher Baker kirjoitti: It's a server-affecting issue and was initially discussed here - he's also replying to a message posted on the list by a Valve staff member, so saying it's the wrong place is pretty silly. Sent from my iPhone On 29 Apr 2014, at 11:05, Peter Lindblom i...@teaterljud.se wrote: I think your on wrong list! This maillist is for hlds-Linux info and Q. Peter Kyle Sanderson skrev 2014-04-29 08:32: Hi Eric, Unfortunately on at least 5 systems we've confirmed CS:S still has this broken. Today I zero'd all of my drives and reinstalled Windows (unfortunately). On my brand-new system, this still bails out after 64M. Can we get this completely reverted? Regards, Kyle. On Mon, Apr 28, 2014 at 9:17 AM, Eric Smith er...@valvesoftware.com wrote: This was a client-only update, so there won’t be anything for servers to download. The update was released for CS:S clients last week with the other games, so they should be working. -Eric From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton Sent: Saturday, April 26, 2014 3:50 AM To: Half-Life dedicated Linux server mailing list; Eric Smith Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM Hey Eric, Are you sure that this was pushed for CS:S? No client updates were pushed and my servers don't have any updates available for them to download. I'm still getting the same error when attempting to download compressed .bsp files. - Josh On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith er...@valvesoftware.commailto:er...@valvesoftware.com wrote: We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that should fix the decompression problems clients are having with large .bsp files being downloaded from servers. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- (ノ゜ロ゜)ノJosh ___ 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] Game Server Accounts with multiple servers
Based according to information given on this list previously, Client will sync the data once per 24 hours. No need to open game. -ics pilger kirjoitti: Thanks Saint. Is the Steam client syncing this or do they need to actually open their TF2 clients to get the server updated? _pilger On 20 March 2014 10:44, Saint K. sai...@specialattack.net wrote: Afaik clients only sync their favo data with the id's once every 12 or 24 hours. pilger , 20/3/2014 2:26 PM: Hey guys, I have some doubts. Picture this scenario: 1. I have one server running fine for a couple of months under the same IP:PORT; 2. I go and create a gamesever account and link it to the current server sucessfully in a manner that it shows the ID when I send the status command; 3. All my players should have their favorite linked to my gameserver account now; 4. I take down the server; 5. I run another server, on another IP:PORT, with the same sv_setsteamaccount token as the previous one; 6. Now all the players should have their favorite updated to the new IP:PORT; Is that correct? Cause it didn't quite work for all my players. At least it's been a day and most still don't see the new server on their favorites. How does the new game server account favorite migration works with multiple servers under the same account? How should I proceed towards this? Is that sv_setsteamaccount token unique to a specific server? Is there a place where we can check which server is associated to which id? Should I make another account for each server I own? Thanks in advance. _pilger ___ 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] Linux equivalent of serverdoc aka how to auto restart a crashed hlds server?
My servers tend to restart themselves. Only crash so far that i've seen that doesn't restart itself is L4D2 CSGO when they crash on some memory error for being on too long in a row. -ics Ook kirjoitti: I know this topic gets brought up from time to time, but I haven't yet found a good solution to the problem of auto-restarting an hlds server when it crashes. I am once again trying to move my OP4 server from Winbloze to linux. The last time I did this I gave up because I couldn't get it to run reliably, and the restart script that comes with the linux version did not work. It would crash and just sit there, some sort of debugger problem that I was not able to reliably resolve. It also had a nasty tendency to segfault on startup about 50% of the time. So - who is running hlds servers on linux, and how do you handle restarting after a crash? ___ 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] New possible server exploit?
Drop packets from his ip with iptables. See if he can do any crashing after that. -ics Mitchell Huang kirjoitti: Late Saturday night (2014-03-02), AKARaccoon ( http://steamcommunity.com/id/AKARaccoon, http://www.reddit.com/user/AKARacooon, IP 70.192.16.230) joined our server on alts and started aimbotting. After we banned a couple of his accounts, he said, at 01:07:41 EDT: Hey faggot, I don't like being kicked. Server goes down for you now. 3 The server then immediately crashed and was unreachable. Initially, we assumed it was a DDoS, however the network logs showed nothing out of the ordinary. Server network graph (times are in PDT): http://i.imgur.com/Otip5JW.png Very normal network logs for a TF2 server... no more than 5Mbit traffic the entire time. There is also nothing unusual in the SRCDS logs. No RCON login attempts or anything out of the ordinary. After the first crash, he reconnects as BAN ME NOW FAGGOT (STEAM_0:1:84052152) and says: CRSAH I crashed the server. Faggot admins wanna try and ban me. Lol, no. I always win. Faggots. We then kicked and banned him again at 01:11:10 EDT, and the server again crashed within a couple of minutes of his ban. After shutting down all connections to the server and looking through our logs, we found suspicious segfaults coinciding with the server crashes: Mar 2 01:08:09 ny kernel: [593389.393517] srcds_linux[19195]: segfault at 5b ip ed2b8b4a sp ffcb85c0 error 4 in server_srv.so[eccab000+65c000] Mar 2 01:09:30 ny kernel: [593470.670819] srcds_linux[20799]: segfault at 3ed ip ed2e3b4a sp ff822540 error 4 in server_srv.so[eccd6000+65c000] Mar 2 01:12:26 ny kernel: [593646.211683] srcds_linux[20828]: segfault at 60 ip ed21fb4a sp ff862270 error 4 in server_srv.so[ecc12000+65c000] It looks as if he exploited something in server_srv.so to make the server crash. We run SRCDS on Linux (Debian stable). We are not sure if windows servers are also affected. We also found a similar post related to him on the Lotus Clan forums dated Feb 18 where players mentioned that he crashed the server after aimbotting. However, we doubt it's related to the achievement manager spam the first poster mentions: http://forums.gamingterritory.com/topic/28821-ban-request-akaraccoon-server-crashing-god/ Thoughts? ___ 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] [hlds] Valve Only Servers in Community Servers
Valve did nice job of alienating players from community servers. 2/4 of the 24 slot servers i run are now dead in the water. -ics Erik-jan Riemers kirjoitti: Mine already died, only custom servers are still doing fine. Everything but stock.. after +- 6 years of having a successful stock server it has now died completely. 2014-02-19 17:39 GMT+01:00 Invalid Protocol invalidprotocolvers...@gmail.com: Very few players use the server browser or change the default settings when looking for playing a classic game (not prop-hunt, saxon, custom maps etc...). Now Quickplay sends almost all players to Valve servers. I doubt that many community servers running classic maps / gameplay will survive. On Wed, Feb 19, 2014 at 4:44 AM, Robert Paulson thepauls...@gmail.com wrote: This isn't really a big deal. As I predicted, just about no one uses quickpick. Only 5% of our players now are from quickplay and 1% use quickpick. I am sure everyone here using Doctor McKay's plugin can confirm this. Being the default for play now is too much of an advantage and there's not enough being done to put community servers on an even playing field with official servers. On Sun, Feb 16, 2014 at 1:29 AM, Doctor McKay mc...@doctormckay.com wrote: If any other option has Don't care chosen, the Gameserver Host option will be interpreted as Don't care. I've already informed Valve and they are aware of this. Dr. McKay www.doctormckay.com On Sun, Feb 16, 2014 at 4:12 AM, Paul ubyu@gmail.com wrote: I agree, othrewise that kind of makes the whole idea unfair to communities and players if that's how they intended it to be (when opting to go to a community server). On 15 February 2014 19:06, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Valve servers are showing up when searching for Community Servers. If this is how it's meant to be, then that needs to be changed - If we don't get listed in 'Valve servers' option, then Valve Servers shouldn't get listed for Community Servers. All other filters are 'default'. ___ 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] Server serach
I don't think sv_region is even used anymore. They use geotracking on matchmaking if i remember correctly. -ics Gordon Reynolds kirjoitti: Will having an incorrect region really delist you from the master server? On Sat, Feb 15, 2014 at 5:24 AM, Denis Eliseev lisee...@yandex.ru wrote: Try set sv_region to 3. Also, remember that masterserver not always show ALL servers when you searching at Internet tab. 15.02.2014, 17:20, Виталий Горшков vint...@mail.ru: Then why can I not see my server in search? ___ 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] [hlds] Important changes to TF2 coming soon
If you use the chrome tool, https://chrome.google.com/webstore/detail/dev-http-client/aejoelaoggembcahagimdiliamlcdmfm/related?hl=en do this: REQUEST https as protocol and url https://api.steampowered.com/IGameServersService/CreateAccount/v0001/?appid=440key=keyhere POST and send keyhere should be the one that you get from http://steamcommunity.com/dev/apikey Then just get the login token. If you want to check the id's you have, then do this: REQUEST https as protocol and url https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=keyhere GET and send If you still cannot get it to work, post here and i'll add ducktape, chewing gum and iron wire :) -ics Jason kirjoitti: Is there a step by step guide out there yet for server owners to great gameserver accounts for this? Are HTTPS POST requests not currently working? Am I doing something wrong? I tried (using a previously mentioned chrome plugin) and am getting the following when following the instructions in the original post: 2014 Feb 8 12:49:33POST https://api.steampowered.com/IGameServersService/CreateAccount/v0001/401 Unauthorizedhttp://www.w3.org/Protocols/rfc2616/rfc2616-sec10.html#sec10.4.2 776ms I have used key=mysteamkey and key=mysteamkey and appid=440 .and always get an unauthorized message when doing a HTTPS POST request If there is someone who could help, it would be appreciated. Thank you in advance ___ 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] [hlds] Important changes to TF2 coming soon
Nothing cannot fix player stupidity -ics Valentin G. kirjoitti: This really can not be the intentioned or desired gameplay: http://i.imgur.com/xQBp6fG.jpg On Fri, Feb 7, 2014 at 6:20 AM, Kyle Sanderson kyle.l...@gmail.com wrote: If anyone's on a semi-stable game and wants in on the action: https://github.com/KyleSanderson/SteamWorks may hold what you're looking for. https://forums.alliedmods.net/showthread.php?p=2096599#post2096599 Kyle. On Thu, Feb 6, 2014 at 6:20 PM, Andrew DeMerse ademe...@gmail.com wrote: It looks like opting into the steam beta has broken favorites and history in TF2.Is anyone else experiencing this? On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote: Awesome. Testing is good.Thanks for the heads up. On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com wrote: We're still testing the next TF2 update, so it will not be released until tomorrow. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, February 05, 2014 4:01 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming soon TF quickplay changes: next TF update. Ability to create gameserver accounts via WebAPI: Available now. Ability to login TF server to your account: next TF update. Steam client beta capable of storing favorites keyed by account and migrating favorites: within a week or so. All steam clients are capable of storing favorites keyed by account: No ETA. (Probably a few weeks at most.) We are expecting the next TF update to be tomorrow. Hopefully everybody who has been a TF server operator for any length of time knows that this is a hope, not a promise. ___ 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
[hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ 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] hldupdatetool end-of-life and left4dead1
Left 4 Dead never got moved to SteamCMD. Valve made an error in that. -ics Andre Müller kirjoitti: 2014-01-25 Andre Müller gbs.dead...@gmail.com 222840 Nope, 222840 doesn't work: Logging in user 'sourceserver_info1' to Steam Public...Success. ERROR! Failed to install app '222840' (No subscription) and: Connecting anonymously to Steam Public...Success. ERROR! Failed to install app '222840' (No subscription) BTW: From where did you get this application number. It's not listed there: http://api.steampowered.com/ISteamApps/GetAppList/v0001/ ___ 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] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
There are only 2 solutuins where one is good and one is tolerable. The good one would be removing all the crap servers from quickplay but thats too much work for them. The tolerable option, since there is no going back is to take that tick off from the box that makes people search servers among official valve servers only by default. -ics Jake Forrester kirjoitti: I don't generally post to this list, but I would like to add some statistics from my community. McKay already posted some of them, but here are some more numbers. We run 3 dedicated boxes, and about 20 total TF2 servers. Of those, 14 are quickplay. The quickplay servers are mostly vanilla, with some various donor perks that don't affect gameplay whatsoever. In the last month we have seen about***140,000 unique players* and *475,000 individual sessions*. We're not a gigantic community, but we're definitely not small either. At least 2500 players have 24 hours of play time on our servers, and I don't really see those players disappearing--at least not right off. Our community relies 100% on donations, so a temporary decrease in quickplay traffic wont affect us at all in regards to keeping our servers up (no ad revenue). But looking at our server list this morning, I noticed that our Chicago system which usually has 7 servers full around this time of day instead has 3. If we're unable to keep our servers full, I'm sure the donors will eventually start to dwindle as well. Now there's no real way for community owners to fight back. Really our only defense is to post to the mailing list and hope our message is read by a Valve employee, but that alone doesn't create change. If we can all band together behind a single solution though, it certainly wouldn't hurt our cause. That said, let's get the ball rolling on some ways we can help Valve combat players getting matched into terrible quickplay servers, without ripping apart the communities which make this game so great. Here are a couple of my ideas: *1) Quickplay ID Grouping* Have the ability to register a community/group ID to associate different quickplay IDs. This way if one server breaks the terms of service, they can all be shut down fairly easily. Of course, this incentivises good communities to use this option, and the troll/spam/greedy ones not to use it. I think that's fine. Prioritize traffic of those communities who have 2 servers on the same group ID, and make it a little bit harder to start out without a community ID (sorry new folks, but I don't see an elegant solution here for you). *2) User-based voting* For all users matched through quickplay, have them actually rate the server they were connected to once they leave. A simple 1-5 star system and a flag as abusive button to start a ticket would be great. If a user has already rated that server, show their previous vote and allow them to change it. By not allowing the same user to repeatedly vote on the same server would help cut back on people down-voting other communities just to get more traffic sent to their own. This can work with the first idea to rank communities as a whole. So if you run a solid community and launch a new server, it wont be so hard to fill it up. You've proven your worth, and you shouldn't need to do it with every server launch. But if you run a poor community, it will affect all your servers. *3) Un-check the box *Everyone else said it. Don't pick valve servers for people by default. I think it's totally fine to have that option available, but pulling all the players away who don't really understand what that means doesn't seem fair. I believe new players are already being matched to Valve servers with super high priority, until they spend a few hours in the game and get a feel for what a 100% vanilla, un-moderated server is like. Good! Keep doing that. Just don't grab the players who aren't new to the game, but haven't learned how to connect anywhere without quickplay button. ~ rann ___ 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] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
Well it would be just better for them to care more about our time spent on their game because customer service is lacking a hand here. A rating system doesn't do any good because there are quickplay rules and it's ok to have a crap server obeying them. That's the real problem and i think thats why they added only official valve servers option, so players can seek and feel the vanilla experience while playing instead of mod this, mod that, yadda yadda crap. But this hits us, who run legitimate servers for fun and out of sincere reasons the most. -ics Jake Forrester kirjoitti: What if one of us made a site specifically for rating TF2 communities and servers? We could quite literally provide a list of crappy servers by name + IP to them once a month. I imagine Valve does want the servers gone as much as we do, but if it's going to waste too much of an employee's time, it's not worth it to them. If we could hand them something that's manageable and could be dealt with in part of a day, maybe they'd be more willing to shut down (or even just penalize) those communities who aren't living up to the standards either of us want. On 1/24/2014 9:35 AM, ics wrote: There are only 2 solutuins where one is good and one is tolerable. The good one would be removing all the crap servers from quickplay but thats too much work for them. The tolerable option, since there is no going back is to take that tick off from the box that makes people search servers among official valve servers only by default. -ics Jake Forrester kirjoitti: I don't generally post to this list, but I would like to add some statistics from my community. McKay already posted some of them, but here are some more numbers. We run 3 dedicated boxes, and about 20 total TF2 servers. Of those, 14 are quickplay. The quickplay servers are mostly vanilla, with some various donor perks that don't affect gameplay whatsoever. In the last month we have seen about***140,000 unique players* and *475,000 individual sessions*. We're not a gigantic community, but we're definitely not small either. At least 2500 players have 24 hours of play time on our servers, and I don't really see those players disappearing--at least not right off. Our community relies 100% on donations, so a temporary decrease in quickplay traffic wont affect us at all in regards to keeping our servers up (no ad revenue). But looking at our server list this morning, I noticed that our Chicago system which usually has 7 servers full around this time of day instead has 3. If we're unable to keep our servers full, I'm sure the donors will eventually start to dwindle as well. Now there's no real way for community owners to fight back. Really our only defense is to post to the mailing list and hope our message is read by a Valve employee, but that alone doesn't create change. If we can all band together behind a single solution though, it certainly wouldn't hurt our cause. That said, let's get the ball rolling on some ways we can help Valve combat players getting matched into terrible quickplay servers, without ripping apart the communities which make this game so great. Here are a couple of my ideas: *1) Quickplay ID Grouping* Have the ability to register a community/group ID to associate different quickplay IDs. This way if one server breaks the terms of service, they can all be shut down fairly easily. Of course, this incentivises good communities to use this option, and the troll/spam/greedy ones not to use it. I think that's fine. Prioritize traffic of those communities who have 2 servers on the same group ID, and make it a little bit harder to start out without a community ID (sorry new folks, but I don't see an elegant solution here for you). *2) User-based voting* For all users matched through quickplay, have them actually rate the server they were connected to once they leave. A simple 1-5 star system and a flag as abusive button to start a ticket would be great. If a user has already rated that server, show their previous vote and allow them to change it. By not allowing the same user to repeatedly vote on the same server would help cut back on people down-voting other communities just to get more traffic sent to their own. This can work with the first idea to rank communities as a whole. So if you run a solid community and launch a new server, it wont be so hard to fill it up. You've proven your worth, and you shouldn't need to do it with every server launch. But if you run a poor community, it will affect all your servers. *3) Un-check the box *Everyone else said it. Don't pick valve servers for people by default. I think it's totally fine to have that option available, but pulling all the players away who don't really understand what that means doesn't seem fair. I believe new players are already being matched to Valve servers with super high priority, until they spend a few hours in the game and get a feel for what a 100% vanilla, un
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
They read this list, many of them. -ics chris kirjoitti: What is the email address everyone uses to contact valve? I'd like to voice my opinion in their inbox too since we aren't getting any official responses on the mailing list. Another way to go about this could be: 1. The first time a player uses QP prompt them asking if they want to be matched in Valve official servers or all servers. or 2. After X amount of QP searches prompt to be matched in all servers. Just some thoughts... I really hope Valve comes up with something that works for everyone. On Fri, Jan 24, 2014 at 1:42 PM, px p...@i.kiev.ua wrote: Join the dark side, became non-Steam! /*Trolling*/ ___ 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] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
Thats the way we are going at. I think they forgot the fact that people who ran servers, helped their games to be successfull in the past. They have the money and resources so i guess we became redundant. Valve is going to run more and more servers and go with the style of the big companies, that don't share dedicated servers on their games to the public or do it in the matter of putting those in their own little corner separated from others. For CSGO, i run a server that is full days and evenings when people in my area have free time. Only reason i can think of why it is such, is the tickrate difference. Valve runs 64, i run 128. People want that, so they come here to play. Valve Increases tickrate (as in cut quickplay off in TF2), and i soon have an empty server, because it's already off from the main branch in it's own little corner like our TF2 servers are now. Best thing to protest against this change would be shut down our servers, even the biggest ones, for a day but that will never happen. Nobody risks / wants to kill off their current playerbase, not even for a day. -ics Doctor McKay kirjoitti: If there's a TF3, I have no doubts that it'll be like CS:GO (barely any community servers, heavy emphasis on official servers) or Dota 2 (no community servers whatsoever). Dr. McKay www.doctormckay.com ___ 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] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
One more thing in addition to this that i forgot to mention. Average joe who just wants to skip into the game doesn't spend time finding good servers, he picks quickplay and starts playing. While the Official valve servers option is ticked by default, this will lead to Valve server every single time. Because they run the game how Valve ment it to be, the rest of us in between custom and official will take the hit. My initial suggestion would be to take that tick off by default and let the player decide to put it in or not. This of course would mean that you actually do something to bad servers out there. -ics ics kirjoitti: Problem with this new option is that players are ignorant and think that only valve servers are the best. So the new player or new'ish one picks Valve server every single time. The rest of us with old players will be here some time but the players will decrease since quickplay isn't filling the rest of the slots as fast anymore as it did before due to this option. Players are also suspicious for community servers because they have seen all kinds of crap in them. Why the hell punish community servers as a whole and not remove the stupid ones from quickplay competely? I'll give this system a week, after this weekend i will see the immediate impact this has on my servers and after a week, i will see the most of it. Will definitely post back here the results. It's not like i hate to host servers to TF2 but you guys at Valve are seriously making it not so enjoyable anymore as it used to and harder to have servers with players on them. I don't even tease players with advertisement, donation requests or anything extra crap that some servers run. It's simply vanilla with sourcemod administration and sourcebans integration. Like someone said, CSGO is a bad meter for seeing how you can split to official and community servers. There are very few rare servers that actually get populated every night. -ics Chris Oryschak kirjoitti: Agreed. Why don't you punish the communities/servers that are abusing this. Every step a good community takes moves forward to attempt to retain the player gets flushed down the drain with these changes. Quickplay is ultimately useless for any community, unless you are valve. I currently have 235 players on my servers right now, of all of those only 23 players are from quickplay. Seriously running servers for this game is slowly becoming unenjoyable as a hobby. One day they will hopefully realize that the communities they are truly hurting are the ones that helped make them $139mil last year. On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay mc...@doctormckay.com wrote: Why? Adding a Valve servers only checkbox (that's checked by default) is going to hurt enough (and only those communities that are playing by the rules; cheating communities will just steal *more* traffic from the legitimate communities). It's now all but impossible to try to retain a client who joined via Quickplay (and those are the clients we *need* to retain). We can't show them our website. We can't even allow them to use a menu to jump to another one of our servers anymore. Please think about what you're doing. If your intention is to harm the good communities, you're doing a fine job at it. Dr. McKay www.doctormckay.com ___ 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] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
Doesnt matter if quickplay players are part of the community or not. They are a percentage that fills up the rest of the server slots or part of them. So having a community helps but having a quickplay players will help even more. Every single server that does not participate in quickplay has died off (well, unless you are located in US or Germany). dan kirjoitti: On 24/01/2014 02:34, Chris Oryschak wrote: Dan, That's only ~1/2 my player slots filled when it's normally near full capacity thanks to quickplay filling in the gaps. I'm a community that has been around for a long time and couldn't imagine anyone starting out to try to build themselves now. The way I see it, your glass is half full and you're complaining it's half empty. Quickplay players are not really part of your community. If you have 235 people connecting to you, that's 10 full servers more or less. How many full servers do you need? I note that any particular time there are 20-5 people playing TF2, give or take. If they are on a server happily playing TF2 why should Valve do anything so you can all fight over these players? There's no logic to that is there? What purpose does it serve to the people playing the game to give you tools that let you fight over the same set of players. There's no economic competition. You can't undercut anybody. There's no technical advantage you can gain. One missing thing from TF2 right now is some incentive for the pub community to complete objectives and play the game. All of the incentives are now randomly given - and it's great to see Valve congratulating themselves in slides at the Dev days over how much money they make doing this but it's come at the expense of the actual game Team fortress 2 that was once about capping intel and points. The new weapons that count kill streaks encourage people to play defensively and build a streak rather than pushing to cap or to complete an objective. The game rewards a kill streak but has no reward for winning. Ironic really given that to get the kill streak you do have to win the MvM mode. Why add all the incentives to win MvM and none for the multiplayer and, worse, make those MvM prizes hurt the multiplayer objectives even more? So, that's something pub communities could perhaps address to get an edge, but they don't. If the complaint was Servers are empty because people have stopped playing TF2 because of your change Valve - there'd be a point. But you cannot argue People are happily playing TF2 on other people's servers and that's not fair Unless you're going to say without our servers there wouldn't be enough servers But, then your servers are bound to have players on them, aren't they? If your servers are so key to Valve's and TF2's success that Valve will miss them if you take them away how can those servers be empty? If QP is 50% of the player base - it doesn't really matter what the percentage is, it follows that 50% of the player base don't care about communities. And I doubt many that connect via the server browser do either. I think they look for nearly full servers with a low ping running a particular map, pretty much regardless of what game they are running too. Unless you have a game that gives you some kind of persistent presence on a server, like minecraft, and presumably newer games like Rust, there's no great reason to fret about going back. So in some ways you picked the wrong game if you want people to care about revisiting your server. There's no state left behind after someone leaves a TF2 server - and the communities that have attempted to add this via things like 'credits' and stats and ideas like this are not very imaginative. ___ 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] Calling out the idiot at EA for throttling group invites
I remember these big groups using invite bots to invite people in. Some even had a bot that sent an invite once player connected to their server. I also remember competing group in same country as i did, growing slower than mine. Suddenly they had 13 000 more people in due to bot. I never used bot and never will, having only 2422 users but every single one has made a decision to join in by themselves. Big groups are just full of people that accept invites blindly because they want to belong somewhere. The group numbers are simply useless and not a good comparison how good the community is. So if i were you, i'd stop worrying. -ics Supreet kirjoitti: Hello, This message is directed at the nut job working at EA who had the biggest influence on throttling group invites. Right now, groups like Skial, Lotus, Kill-Streak, Fug and many other groups are dropping faster than the twin towers. Why? Because someone decided to complete handicap the group invite limit. I'm not going to even bother writing anything provided you don't have common sense or a simple understanding of mathematics principle. The only thing that is happening to big groups right now is the numbers are decreasing. The amount of players that are being invited through random friends compared to the amount of people leaving is so offset that eventually - in the future, the group will have half its current members. Steam Community is a beautiful thing and groups are useful is posting important announcements and putting out events to get servers filled up. Why are you stunting a community's growth by these methods? People leaving a group is perfectly normal, but what's also normal is refreshing an audience. There need to be people LEAVING and JOINING at the same time. Right now, the ratio is so offset that the groups will ONLY DIE OVER TIME. By the way, you found a solution to spam inviters, but what's the solution for groups (like I mentioned above) who only invite people who visit their servers and give them a chance to be part of a community of group. Sincerely, A proud community owner Someone from EA.. Oh did I get that mixed up. My bad, didn't see a difference there. Someone from Valve please comment on this and what do you suggest as a solution to big groups with dropping numbers every day. ___ 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] Weird Engine error CSS
Yes, on TF2 it did disappear after some updates. But it is a client error, not a server error. I was able to play 1-2 maps before i got that error at the time i was having the issue. It happened with any map, so removing maps wasn't an option. -ics Jacob Juul kirjoitti: After reading your answer ics it sounds like it just dissapeared by itself? :b or did you remove the maps? Thanks -Oprindelig meddelelse- Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne af ics Sendt: 14. januar 2014 00:14 Til: Half-Life dedicated Linux server mailing list Emne: Re: [hlds_linux] Weird Engine error CSS I remember similiar crash on TF2 while ago. Most likely it's been a year or so already. Some maps just crashed with lump8 error but that went away after some updates. lump 8 is lightning, so maybe something to do with shaders. -ics Kyle Sanderson kirjoitti: Do you have any steps to reproduce (a map)? Does it always happen? Thanks, Kyle. On Mon, Jan 13, 2014 at 12:18 PM, Jacob Juul dimitri6...@hotmail.com wrote: I've never seen this error before.. and google is not quite a big help here... System is running Linux Engine error: Can't load lump 8, allocation of 5147293 bytes failed. Anyone seen this before? ___ 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] Intel I5-3550 + TF2/32 Players?
I used to have Q6600 for 32 slot TF2 servers and i had to upgrade to Q9550 - 5 years ago. About after the time that goldrush update came to TF2. Now that can barely run 24 slots per instance. This was on Linux. Naturally after all the updates, cpu usage has went up. But i'd agree that i5 3550 may be enough for 32 slots. -ics j m kirjoitti: Shouldn't be a problem. I ran 2 32 man tf2 servers with a Q6700 and it didn't break a sweat. This was on windows. On Jan 14, 2014 5:12 PM, Chris Oryschak ch...@oryschak.com wrote: Does anyone run a 32 man TF2 server on the Intel I5-3550, 3.3Ghz. OS would be Ubuntu. I'm contemplating moving hosts and picking up this dedicated machine as a replacement. Just want to make sure it can handle the player count before I drop any money. Thanks, Chris ___ 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] Weird Engine error CSS
I remember similiar crash on TF2 while ago. Most likely it's been a year or so already. Some maps just crashed with lump8 error but that went away after some updates. lump 8 is lightning, so maybe something to do with shaders. -ics Kyle Sanderson kirjoitti: Do you have any steps to reproduce (a map)? Does it always happen? Thanks, Kyle. On Mon, Jan 13, 2014 at 12:18 PM, Jacob Juul dimitri6...@hotmail.com wrote: I've never seen this error before.. and google is not quite a big help here... System is running Linux Engine error: Can't load lump 8, allocation of 5147293 bytes failed. Anyone seen this before? ___ 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 Servers Lost Connection to Steam Servers?
TF2 servers reconnect random intervals back to steam. There isn't a command because some idiot would spam it every 1 minute to make sure his or her servers are connected properly. -ics Ross Bemrose kirjoitti: The heartbeat command used to exist for this purpose. I'm not sure if it still works or not. On Tue, Jan 7, 2014 at 3:24 PM, Jason pctool...@gmail.com wrote: We've been seeing this with some regularity as well with our seven serversis there anything a server admin can do to reconnect to Steam without restarting the servers? On Mon, Jan 6, 2014 at 4:34 AM, Miika miikalaak...@hotmail.com wrote: I’ve had two incidents last week where it seems my servers suddenly lost connection to Steam servers and booted nearly everyone off the server. Earlier last week it only happened to two servers, but yesterday this happened to every TF2 server that I own. After the server got a connection back to Steam, the players dropped showing this message: L 01/05/2014 - 21:34:40: STEAMAUTH: Client x received failure code 7 L 01/05/2014 - 21:34:40: xx675STEAM_0:1:Red disconnected (reason Invalid STEAM UserID Ticket) I was wondering if anyone else has had these issues lately or if this is an issue that only seems to be happening on our servers? I should point out that the server didn’t not freeze/crash when this happened. Looking at the logs, this happened in a matter of seconds and it also seems that only a few players managed to stay on the server, while the rest disconnected with that message. - Miika ___ 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] Map structure/Building Cube maps
I think the cubemap data is stored in tf/materials/maps if i remember correctly. After it's there and cubemaps are built, they are saved to the bsp. I got some error on my old pc upon that event and it always failed. I could have packed them manually with pakrat or similiar but i didn't trust they would work from there. So i had friend build them for me and it worked fine. Now of course, it works as it should. -ics Frank kirjoitti: Tried this on two different PC's of my own and another tried it still not working. Now I did test against a few older style maps and they built just fine. The issue appears to resolve around the map then. Would be some causes as to why they won't write to the BSP and last is where to find them when they are written by TF2 as where the cubemap data is stored till the write is done? Perhaps we can pull it manually and add it manually to the map. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Saturday, January 04, 2014 12:03 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Map structure/Building Cube maps I had issues building cubemaps on my old pc. They got built but the game never saved them at the bsp file itself. Never could find a way to fix it. New pc now, no problems. -ics Frank kirjoitti: This didn't work, any other suggestions? I even tried a few older maps but it just feels as if something with steam/tf2 isn't working properly to build them? ___ 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] Map structure/Building Cube maps
They remain there unless the system writes them into the bsp. Check the bsp with a gcfscape or similiar software that can read bsp content. -ics Frank kirjoitti: Ok that worked on where the data is stored, is there a way to make the data last longer or the files to remain in place so I can obtain them? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Saturday, January 04, 2014 3:37 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Map structure/Building Cube maps I think the cubemap data is stored in tf/materials/maps if i remember correctly. After it's there and cubemaps are built, they are saved to the bsp. I got some error on my old pc upon that event and it always failed. I could have packed them manually with pakrat or similiar but i didn't trust they would work from there. So i had friend build them for me and it worked fine. Now of course, it works as it should. -ics ___ 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] Map structure/Building Cube maps
I had issues building cubemaps on my old pc. They got built but the game never saved them at the bsp file itself. Never could find a way to fix it. New pc now, no problems. -ics Frank kirjoitti: This didn't work, any other suggestions? I even tried a few older maps but it just feels as if something with steam/tf2 isn't working properly to build them? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron Sent: Thursday, January 02, 2014 10:35 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Map structure/Building Cube maps If you can make out my notes to self, see if this may help. Compile and load your map. mat_specular 0 This turns off reflections. buildcubemaps The game will pause for a second, and lots of little pictures will flash up the top of the screen. disconnect If you are not using HDR, you can step to step 11 mat_hdr_level 0 Turn off HDR. map your_map_name Load the map again buildcubemaps disconnect mat_specular 1 mat_hdr_level 2 map cp_dustbowl We need to load another map, to clear the caches of your map contents, otherwise it will not reload any of the cubemaps. Disconnect again, and load up your map. Enjoy! ___ 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] Mann up servers / matchmaking assign isn't working properly
Hey We and many others have had multiple runs of mann up on the official servers. We have had a team of 6 people, all from Finland and the servers have been mostly US westcoast (220ms ping) or eastcoast (170ms ping). This is hardly playable on harder waves. What i am wondering is - did someone take the setting off where players get assigned to closest server they are or what the heck is going on? Previously there was a bug where player location was mentioned wrong and the system thought everything is fine. I'm sure some Valve employee remembers that incident. Right now people from europe aren't assigned on euro servers (we got 1 euro server with luck once) or there is a severe lack of servers within europe. Please have a look. PS: i know, server mailing list. Basically this concerns servers. -ics ___ 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 Quickplay Logging not logged in, anyway to force it to?
It will try to re-login in at random intervals. -ics Chris Oryschak kirjoitti: I accidentally fired up a server using the same* tf_server_identity_account_id tf_server_identity_token *of another server and now the server says: account : not logged in (Server at :27016 logging into account ; kicking your server at X:27016 off of that account) Is there a way to force the server to relogin without restarting the whole sever? ___ 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] Disable .dmp from uploading on crash
Well as px said, -nobreakpad is what you are looking for. -ics Alex kirjoitti: I have a limited internet bandwidth for month, i need to limit this unneeded uploads. Other people can upload who have crashes. On 21.11.2013 17:51, ics wrote: Just a follow up question, what harm does uploading a dump to valve do? They could use and see if it's a common problem you are having or isolated that needs further investigation? -ics Alex kirjoitti: Thanks for suggestion, but this is not a answer for the question. On 21.11.2013 15:34, Calvin J wrote: A better solution would be to find out why your server is crashing. On 11/21/2013 8:14 AM, Alex wrote: When hlds_linux crash, it's uploading dump: Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20131124162336_1.dmp is there a way to disable uploading or creating .dmp files ? Thanks. version Protocol version 48 Exe version 1.1.2.7/Stdio (cstrike) Exe build: 17:45:07 Apr 25 2013 (6027) ___ 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] Disable .dmp from uploading on crash
Just a follow up question, what harm does uploading a dump to valve do? They could use and see if it's a common problem you are having or isolated that needs further investigation? -ics Alex kirjoitti: Thanks for suggestion, but this is not a answer for the question. On 21.11.2013 15:34, Calvin J wrote: A better solution would be to find out why your server is crashing. On 11/21/2013 8:14 AM, Alex wrote: When hlds_linux crash, it's uploading dump: Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20131124162336_1.dmp is there a way to disable uploading or creating .dmp files ? Thanks. version Protocol version 48 Exe version 1.1.2.7/Stdio (cstrike) Exe build: 17:45:07 Apr 25 2013 (6027) ___ 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] CS:S srcds on Ubuntu 13.04
It's possible that the port is in use that it tries to use. Tried setting hostport and clientport on the server? -ics Alex A kirjoitti: I am running several CSS servers on Ubuntu 13.04 (recently switched from CentOS 6.x) One of my servers that is running on xxx.xxx.xxx.44 IP receives this error in the server console when Game info is queried (or all servers are simply refreshed by anyone who has that server in favorites) through the steam server browser: /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/common/udpsocket.cpp (537) : Assertion Failed: GetLastNetError() != 0 Two of my other servers running on xxx.xxx.xxx.43 IP do not have this issue. Like wise running the server on .45 IP has no issues. What can be causing this? Thanks, unt0uch ___ 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] Where is my traffic coming from?
Quite surprising results. Well not really. I just assumed quikcplay connected players count would be higher but it does seems that ~70% of our players join through favorites. Thanks for the plug-in! -ics Doctor McKay kirjoitti: Here is a plugin that simply displays how all in-game players connected to the server after running a command: https://forums.alliedmods.net/showthread.php?t=229731 More full-featured stats will be released soon. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote: I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console connect command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlds_linux] Where is my traffic coming from?
I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes etc gamemode, basically all the quikcplay options. Coaching is connection method too. -ics Lambda kirjoitti: Anyone knows what the number in quickplay_# means? I've got numbers as big as 62, i've also got coaching as connection method which isn't listed in the list provided earlier. 2013/11/14 Chris Oryschak ch...@oryschak.com Yup this is really good to know how your community is doing. Defiantly a awesome feature.. can't wait for some sql logging and analytic pages made to make per server/date/time frame stats displayed... I'm getting some users that aren't returning a value though: 11:09:08 [SM] Displaying connection method for all players... - 507 iL Cappo!!serverbrowser_history - NovaesThnGr8 serverbrowser_history - sic serverbrowser_history - sleepyserverbrowser_internet - Friz serverbrowser_history - HeSnakeHeroofEternisen - YYZ serverbrowser_history - Sombreserverbrowser_history - Ash 2.0 serverbrowser_internet - [WCE] Monty serverbrowser_favorites - shadowlerks serverbrowser_history - Pinhead{EMC} serverbrowser_favorites - Skorchy serverbrowser_internet - BUMSPAM serverbrowser_history - =(eGO)=Tango v1.0 serverbrowser_history - Hernii55338 serverbrowser_favorites - Spaceman serverbrowser_favorites - supp0rt - Aminal Parade serverbrowser_history - Jizz_Syrupserverbrowser_history - DRAK?serverbrowser_favorites - Peppermiz serverbrowser_favorites - Jake steam - fan951126 serverbrowser_history - Pwel serverbrowser_internet - Princess Juggsserverbrowser_favorites - SGTBrutus serverbrowser_favorites - Paco Ernesto serverbrowser_history - Machiavellian Spork serverbrowser_favorites - Kbeezey serverbrowser_history On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote: Quite surprising results. Well not really. I just assumed quikcplay connected players count would be higher but it does seems that ~70% of our players join through favorites. Thanks for the plug-in! -ics Doctor McKay kirjoitti: Here is a plugin that simply displays how all in-game players connected to the server after running a command: https://forums.alliedmods.net/showthread.php?t=229731 More full-featured stats will be released soon. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote: I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch
Re: [hlds_linux] Where is my traffic coming from?
Basically user can input whatever value they like into that field. I could type in ValveHQ and some owners would go WOW. -ics Lambda kirjoitti: Yeah that's what i thought at first but seeing numbers as high as 62... i have 28 different quickplay numbers, i dont think that there's that much options at the game 2013/11/14 ics i...@ics-base.net I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes etc gamemode, basically all the quikcplay options. Coaching is connection method too. -ics Lambda kirjoitti: Anyone knows what the number in quickplay_# means? I've got numbers as big as 62, i've also got coaching as connection method which isn't listed in the list provided earlier. 2013/11/14 Chris Oryschak ch...@oryschak.com Yup this is really good to know how your community is doing. Defiantly a awesome feature.. can't wait for some sql logging and analytic pages made to make per server/date/time frame stats displayed... I'm getting some users that aren't returning a value though: 11:09:08 [SM] Displaying connection method for all players... - 507 iL Cappo!!serverbrowser_history - NovaesThnGr8 serverbrowser_history - sic serverbrowser_history - sleepyserverbrowser_internet - Friz serverbrowser_history - HeSnakeHeroofEternisen - YYZ serverbrowser_history - Sombreserverbrowser_history - Ash 2.0 serverbrowser_internet - [WCE] Monty serverbrowser_favorites - shadowlerks serverbrowser_history - Pinhead{EMC} serverbrowser_favorites - Skorchy serverbrowser_internet - BUMSPAM serverbrowser_history - =(eGO)=Tango v1.0 serverbrowser_history - Hernii55338 serverbrowser_favorites - Spaceman serverbrowser_favorites - supp0rt - Aminal Parade serverbrowser_history - Jizz_Syrupserverbrowser_history - DRAK?serverbrowser_favorites - Peppermiz serverbrowser_favorites - Jake steam - fan951126 serverbrowser_history - Pwel serverbrowser_internet - Princess Juggsserverbrowser_favorites - SGTBrutus serverbrowser_favorites - Paco Ernesto serverbrowser_history - Machiavellian Spork serverbrowser_favorites - Kbeezey serverbrowser_history On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote: Quite surprising results. Well not really. I just assumed quikcplay connected players count would be higher but it does seems that ~70% of our players join through favorites. Thanks for the plug-in! -ics Doctor McKay kirjoitti: Here is a plugin that simply displays how all in-game players connected to the server after running a command: https://forums.alliedmods.net/showthread.php?t=229731 More full-featured stats will be released soon. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote: I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list
Re: [hlds_linux] Where is my traffic coming from?
Please don't strip. We can see how fast the player found a good server and how long they stay on ours. -ics Fletcher Dunn kirjoitti: Quickplay numbers should probably be stripped. It means which quickplay attempt this client is on, since they booted. Useful for us, probably not useful for you guys. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, November 14, 2013 8:20 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes etc gamemode, basically all the quikcplay options. Coaching is connection method too. -ics Lambda kirjoitti: Anyone knows what the number in quickplay_# means? I've got numbers as big as 62, i've also got coaching as connection method which isn't listed in the list provided earlier. 2013/11/14 Chris Oryschak ch...@oryschak.com Yup this is really good to know how your community is doing. Defiantly a awesome feature.. can't wait for some sql logging and analytic pages made to make per server/date/time frame stats displayed... I'm getting some users that aren't returning a value though: 11:09:08 [SM] Displaying connection method for all players... - 507 iL Cappo!!serverbrowser_history - NovaesThnGr8 serverbrowser_history - sic serverbrowser_history - sleepyserverbrowser_internet - Friz serverbrowser_history - HeSnakeHeroofEternisen - YYZ serverbrowser_history - Sombreserverbrowser_history - Ash 2.0 serverbrowser_internet - [WCE] Monty serverbrowser_favorites - shadowlerks serverbrowser_history - Pinhead{EMC} serverbrowser_favorites - Skorchy serverbrowser_internet - BUMSPAM serverbrowser_history - =(eGO)=Tango v1.0 serverbrowser_history - Hernii55338 serverbrowser_favorites - Spaceman serverbrowser_favorites - supp0rt - Aminal Parade serverbrowser_history - Jizz_Syrupserverbrowser_history - DRAK?serverbrowser_favorites - Peppermiz serverbrowser_favorites - Jake steam - fan951126 serverbrowser_history - Pwel serverbrowser_internet - Princess Juggsserverbrowser_favorites - SGTBrutus serverbrowser_favorites - Paco Ernesto serverbrowser_history - Machiavellian Spork serverbrowser_favorites - Kbeezey serverbrowser_history On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote: Quite surprising results. Well not really. I just assumed quikcplay connected players count would be higher but it does seems that ~70% of our players join through favorites. Thanks for the plug-in! -ics Doctor McKay kirjoitti: Here is a plugin that simply displays how all in-game players connected to the server after running a command: https://forums.alliedmods.net/showthread.php?t=229731 More full-featured stats will be released soon. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote: I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original
Re: [hlds_linux] Where is my traffic coming from?
I believe in some post within 2 years someone at Valve said that the quickplay is affected only by small part by server reputation score. But even if it is, the server that i had 7 million score vs the one that had less than a million, the one with less score got more traffic through quickplay than the other. So having big server score doesn't mean anything. It only means that a lot of people spent 45mins or more on that server over the years. Still, i'd like to monitor that server reputation score also. It gave me a rough estimate how all my TF2 servers are doing. Which server the players spent more time and what server i should look into that isn't getting score like the others due to lack of players of they spending less time there. Dig in for reason and fix it. -ics ElitePowered . kirjoitti: Chill there amigo. No need to be but hurt. I'm just trying to find out why the backend score isn't available for us to see anymore. On Thu, Nov 14, 2013 at 11:03 PM, Doctor McKay mc...@doctormckay.comwrote: I never said that Quickplay doesn't have a score. Quickplay does in fact have a score, and that score is not publicly visible. The score that was recently removed was completely separate and unused. Please stop talking about things you don't know. Dr. McKay www.doctormckay.com On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.com wrote: Steam3Server()-GetServerReputation(); So how come Lotus doesn't fill up all it's servers when it has close to the same network performance as you do? Player latency does in fact play a roll in determining where they are sent but there has to be an outside factor in play. There are thousands of servers for TF2, not each one is filled completely. So your point is invalid. On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com wrote: Right, that old scoring system that was removed is the one talked about in this blog post: http://www.teamfortress.com/post.php?id=2338 It was only used for a short time. In more recent years, that score was tracked but used for absolutely nothing. It was completely separate from the Quickplay score. Dr. McKay www.doctormckay.com On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com wrote: That old scoring system was only used to automatically delist servers. It does not get you more players from quickplay. Valve has said that many times already. It doesn't take much effort to figure out that the quickplay scoring system is dominated by ping. There is a server quality score aside from this that is scored by the backend, but it only accounts for ~8% of the quickplay score. It looks arbitrary to me and even our most popular servers don't have a high score there. Also I think the past couple of days when Steam went down and dropped players for Invalid Steam UserID Ticket has negatively impacted server scores. On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . elitepowe...@gmail.com wrote: Yea, it was. The performance of the server is determined by the score. For example, Skial may have a score of 500k while your 2Fort may have 20k. Hence why Bottiger always has his servers full. The score was visible and i can show you the code the gets it from Valve. This feature was cut off a few weeks ago. Does this mean a new version of quick play is in the works? (Fletcher Dunn question) On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com wrote: That score was not your Quickplay score. Dr. McKay www.doctormckay.com On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . elitepowe...@gmail.com wrote: Why was the feature that allows viewing your quick play score removed? It was a great way to see how well your server was doing. ___ 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] Where is my traffic coming from?
I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console connect command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ 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] Mandatory TF2 update released
One question, how does eternaween item is different from tf_forced_holiday 2? Does it enable giftdrops or just enable item usage? I see there is a new cvar tf_item_based_forced_holiday defaulted to 0 so is this just a way for player to call halloween on at the server without server owner doing it? -ics Eric Smith kirjoitti: We've released a mandatory TF2 update. The notes for the update are below. The new version is 1997557. -Eric -- - The Grandmaster will now update its model based on the owner's current kill streak - Removed the requirement for SSE2 that was introduced during a previous update - Updated The Jupiter Jumpers so they can be equipped with the Mantreads and the Gunboats Halloween event notes: - The Eternaween server enchantment can now be used to call a server vote to enable Halloween items on that server for a two-hour period - Fixed an exploit in Helltower caused by attempting to change teams while in hell - Updated Halloween spells so that the effects will only be visible during Halloween/Full Moon events. Spells will not be removed from the items they have been applied to. - All Halloween event items have automatically expired except the Spooky Crate and the Pile Of Curses, which will automatically expire tomorrow. ___ 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] Server connectivity to Steam gift drops
It appears that while you type status and it says your server is logged in, it is not. I just had 4 hours row on 2 servers that were on since last update without any drops to anyone. After reboot, all were fine. Basically at any other time than halloween, server restart is big inconvenience. So please add a hard check or improve connectivity somehow. I'm sure this also affects quickplay traffic along with gift drops. -ics ___ 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] Coming soon: changes to TF HTML MOTD support
When next update ships. -ics Todd Pettit kirjoitti: When do the changes take effect? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Wednesday, November 6, 2013 6:03:30 PM Subject: [hlds_linux] Coming soon: changes to TF HTML MOTD support We're making two changes to TF HTML MOTD support that server operators should be aware of: 1.)HTML MOTD's will no longer be shown by clients that connect via quickplay. Those clients will show the plaintext message instead. (The file identified by the convar motdfile_text, which defaults to motd_text.txt.) 2.)When sending a URL to the info panel by name, the URL must begin with 'http://' or 'https://'. Note that this change does not affect putting a URL in motd.txt directly, which has always required a protocol prefix in order for the file contents to be interpreted as a URL. ___ 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] Is sv_tags event247 broken after the update?
I think it requires 12 or so players. It was 8 at the time of the manor event but it was raised at some point due to abuse. -ics Kyle Sanderson kirjoitti: I believe you need at least 8 players for drops to work, or so was the case many years ago. I was on one server a couple nights ago, two drops happened one after another. Then there was nothing for about a half hour; I'm not sure what happened after that. Thanks, Kyle. On Tue, Nov 5, 2013 at 5:22 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote: hmm, saw more complaints of no gifts dropping anymore. Ppl asking if it was regged or not, or w/e the problem was on Valve end. Might be ppl don't go for event server if they don't get the personal gifts. From: Calvin Judy evo...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, 5 November 2013, 23:04 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Saturation. - Original Message - From: louloubizou louloubi...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, November 05, 2013 4:17 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? i get no more traffic since 2 days what is happening ? 2013/11/3 cladiron cladi...@gmail.com Calvin, did you read 2 post above yours ? Does the message below mean that i'm automatically removed even tho its setup to be in the match making ? *Sending CMsgGameServerMatchmakingStatus (state=ServerMatchmakingState_NOT_PARTICIPATING)* On Sat, Nov 2, 2013 at 12:52 AM, Calvin Judy evo...@gmail.com wrote: Influx of servers = decrease in players per server. The tags aren't broken. - Original Message - From: cladiron cladi...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Sent: Friday, November 01, 2013 10:52 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? We had a full server with matchmaking until that first update after the Halloween. It's been like this ever since, and haven't seen the first player. On Fri, Nov 1, 2013 at 10:44 PM, cladiron cladi...@gmail.com wrote: I think it's still broke. both tags. I have tried it both ways and get the same message that i'm not participating. I also notice that is says next map is dustbowl, even tho i edited the files for plr_hightower_event, and restarted the server. Sending CMsgGameServerMatchmakingStatus (state=ServerMatchmakingState_NOT_PARTICIPATING) L 11/01/2013 - 21:14:07: server_cvar: sm_nextmap cp_dustbowl Connection to Steam servers successful. Assigned anonymous gameserver Steam ID [A-1:776458241(3743)]. VAC secure mode is activated. Connection to game coordinator established. Current item schema is up-to-date with version 5074B955. Received auth challenge; signing into gameserver account... L 11/01/2013 - 21:14:08: Received auth challenge; signing into gameserver account... Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast L 11/01/2013 - 21:14:08: Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast L 11/01/2013 - 21:14:08: server_cvar: sv_registration_message L 11/01/2013 - 21:14:08: server_cvar: sv_registration_successful 1 L 11/01/2013 - 21:14:08: server_cvar: sv_tags _registered,event247,payload L 11/01/2013 - 21:14:08: server_cvar: sv_tags _registered,event247,payload On Fri, Nov 1, 2013 at 7:55 PM, louloubizou louloubi...@gmail.com wrote: how did you see the score etc ? 2013/11/2 Calvin Judy evo...@gmail.com It's just saturation, my servers dropped from ~6000 new players to 5 the last update, but they're all full at the moment. - Original Message - From: louloubizou louloubi...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, November 01, 2013 7:21 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? since the last update (1h) i got no more traffic from matchmaking ... __**_ 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
Re: [hlds_linux] Mandatory TF2 update released
I don't have validate option, i update manually by hand and 2 of my servers have downloaded full server installation 2 times now when i try to update them. I have no freaking idea why. The rest of the servers don't do this. -ics Erik-jan Riemers kirjoitti: then dont set validate in your tf.txt script when updating, and the replay.cfg should go in your custom folder.. And again, the time they fixed the issues compared to last year we should not be complaining. 2013/11/2 Daniel . srcdsl...@gmail.com Why is every server restart validating the install, redowloading updates and removing the replay.cfg file since the update yesterday? Has any one else noticed this? 2013/11/2 Frank ad...@gamerscrib.net Every year is the same thing, we spend 2-3 days if not longer thru several updates to fix issues from this and other large updates like it. Never in the last few years have they ever extended the event just for this although I agree I believe they should. Issue I have with just even asking is the event itself was delayed way too long and too close to Halloween (which is now gone). The Xmas update IMO should be released no later than the 2nd week of December to at least give the holiday feel as with most of us we can't wait for the 25th to come and go - at least that is how I feel, too much holiday food will kill anyone. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno Garcia Sent: Friday, November 01, 2013 10:04 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Eric, Due to issues with the server and client binaries these past two days: shouldn't the Halloween event be extended for 2 or 3 more days to compensate the users? Sincerely, Bruno ___ 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] Mandatory TF2 update released
As i recall, halloween has been extended in previous years for few days due to issues with the update. -ics Frank kirjoitti: Every year is the same thing, we spend 2-3 days if not longer thru several updates to fix issues from this and other large updates like it. Never in the last few years have they ever extended the event just for this although I agree I believe they should. Issue I have with just even asking is the event itself was delayed way too long and too close to Halloween (which is now gone). The Xmas update IMO should be released no later than the 2nd week of December to at least give the holiday feel as with most of us we can't wait for the 25th to come and go - at least that is how I feel, too much holiday food will kill anyone. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno Garcia Sent: Friday, November 01, 2013 10:04 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Eric, Due to issues with the server and client binaries these past two days: shouldn't the Halloween event be extended for 2 or 3 more days to compensate the users? Sincerely, Bruno ___ 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 released
Are you sure you have the right key set that you are pressing? -ics Saint K. kirjoitti: I've tested all of our MVM servers, on none of them canteens are working. You can equip them, you can buy stuff, just can't activate them for usage. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frag Time Sent: Saturday, November 02, 2013 7:28 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released I can confirm that canteens are randomly not working for me. On Sat, Nov 2, 2013 at 1:05 PM, Giovanni Harting chefeification...@gmail.com wrote: Is it? Just finished couple of round on ghost_town, canteens working fine for us. Only bug I (we all) have is that we have only have unknown items in our inventory's. No names anymore ;) 2013/11/2 Saint K. sai...@specialattack.net Scrap that, it's not working on *any* MVM map. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Saturday, November 02, 2013 4:55 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Mandatory TF2 update released For some reason we can't use canteens anymore on our MVM servers at mvm_ghost_town Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Friday, November 01, 2013 10:43 PM To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com); ' hlds_annou...@list.valvesoftware.com' ( hlds_annou...@list.valvesoftware.com) Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 1982480. -Eric -- - Fixed a dedicated server crash related to players becoming ghosts in hell - Fixed a dedicated server crash related to spellbooks and switching weapons - Updated materials for the following items: Caffeine Cooler, Tartan Spartan, Carrion Companion, Sackcloth Spook, and the Pin Pals ___ 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] Is sv_tags event247 broken after the update?
Looks like a stats software hlstats or hlxce. -ics Aridane Manuel Ojeda Sánchez kirjoitti: Good night I wanted to know which company provides the information attached in the image if you do not mind. Thank you! 2013/10/31 Calvin Judy evo...@gmail.com http://i.imgur.com/bejbG1m.png There has been a significant drop in quickplay traffic on our servers as well. - Original Message - From: Todd Pettit pettit.t...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Thursday, October 31, 2013 11:13 AM Subject: [hlds_linux] Is sv_tags event247 broken after the update? I noticed Halloween servers running plr_hightower_event are no longer receiving quickplay traffic after the last update. Is anyone else having the same issue? Normal servers seem unaffected. __**_ 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] Still crashing
I'm having only few crashes but still some. However, another issue came up this morning. When i updated 2 of the servers, they seemed to want to re-download whole tf2 installation depot to the server. The other servers downloaded the changed stuff only. This didn't happen yesterday when i updated. What would be the cause to this? I doubt that the installation was corrupted. Initial App state (0x402) update required - this message was given to me by steamcmd when the servers redownloaded fully. What does 0x402 mean? ` Initial App state (0x6) installed - this was the norman behaviour. -ics Andreas Willinger kirjoitti: Can confirm both of these issues, helltower servers are still crashing far too often. -Ursprüngliche Nachricht- Von: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Bottiger Gesendet: Freitag, 01. November 2013 20:31 An: Half-Life dedicated Linux server mailing list Betreff: Re: [hlds_linux] Still crashing Will there be a fix for this spellbook crash? Program terminated with signal 11, Segmentation fault. #0 0x01fd01fc in ?? () #1 0xeeaae295 in CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) () from /tf/bin/server_srv.so #2 0xeec32731 in CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) () from /tf/bin/server_srv.so #3 0xeebc4a60 in CTFSpellBook::ItemPostFrame() () from /tf/bin/server_srv.so #4 0xeeac996f in CBasePlayer::ItemPostFrame() () from /tf/bin/server_srv.so #5 0xeef8c826 in CBasePlayer::PostThink() () from /tf/bin/server_srv.so #6 0xef1f4b4d in CTFPlayer::PostThink() () from /tf/bin/server_srv.so #7 0xeef99dc4 in CPlayerMove::RunPostThink(CBasePlayer*) () from /tf/bin/server_srv.so #8 0xeef9a7e7 in CPlayerMove::RunCommand(CBasePlayer*, CUserCmd*, IMoveHelper*) () from /tf/bin/server_srv.so #9 0xeef7a79c in CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) () from /tf/bin/server_srv.so #10 0xef1c9f66 in CTFPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) () from /tf/bin/server_srv.so On Fri, Nov 1, 2013 at 11:34 AM, martin v velt...@gmail.com wrote: I will lick Gaben's finger if that will work and stopped crashes on helltower. thus I MIGHT give you Eric a big kill. MIGHT! ;D 2013/11/1 Eric Smith er...@valvesoftware.com I think we have a fix for this that we're going to ship later today. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Friday, November 01, 2013 11:22 AM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Still crashing We're still seeing crashes on the Halloween map. 0 server_srv.so!CTFPlayerShared::OnAddHalloweenGhostMode() + 0xf2 1 server_srv.so!CTFPlayer::Spawn() + 0x100f 2 server_srv.so!CTFPlayer::ForceRespawn() + 0x4f5 3 server_srv.so!CTFPlayer::HandleCommand_JoinClass(char const*, bool) + 0x88e 4 server_srv.so!CTFPlayer::ClientCommand(CCommand const) + 0x65d 5 server_srv.so!CTFGameRules::ClientCommand(CBaseEntity*, CCommand const) + 0xd6 6 server_srv.so!ClientCommand(CBasePlayer*, CCommand const) + 0xe7 7 metamod.2.tf2.so + 0x18f28 8 engine_srv.so!CGameClient::IsEngineClientCommand(CCommand const) const + 0x145 9 engine_srv.so!CBaseClient::ProcessStringCmd(NET_StringCmd*) + 0x1b ___ 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] Mandatory TF2 update released
2 that i updated launched just fine. Have players and are full too. -ics Todd Pettit kirjoitti: Servers all down and will not launch. Will post results soon. - Original Message - From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) h...@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) hlds_annou...@list.valvesoftware.com Sent: Friday, November 1, 2013 5:42:50 PM Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 1982480. -Eric -- - Fixed a dedicated server crash related to players becoming ghosts in hell - Fixed a dedicated server crash related to spellbooks and switching weapons - Updated materials for the following items: Caffeine Cooler, Tartan Spartan, Carrion Companion, Sackcloth Spook, and the Pin Pals ___ 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] Is sv_tags event247 broken after the update?
I'm seeing full servers since i updated this morning. http://i.imgur.com/K2x95GV.jpg -ics Calvin Judy kirjoitti: http://i.imgur.com/bejbG1m.png There has been a significant drop in quickplay traffic on our servers as well. - Original Message - From: Todd Pettit pettit.t...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, October 31, 2013 11:13 AM Subject: [hlds_linux] Is sv_tags event247 broken after the update? I noticed Halloween servers running plr_hightower_event are no longer receiving quickplay traffic after the last update. Is anyone else having the same issue? Normal servers seem unaffected. ___ 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] Is sv_tags event247 broken after the update?
Read quickplay faq, it says you get penalty for every slot oveer 24. So technically if 24 slot server would get every player through quickplay, your 32 would be getting only every eight player or so. https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 -ics louloubizou kirjoitti: running 32 slots is ok for be in event247 pool ? 2013/10/31 Guardian Cipher guardiancip...@gmail.com My 9 servers are starting to fill up again... http://i.imgur.com/qPHIeFk.png On Thu, Oct 31, 2013 at 2:38 PM, DontWannaName! ad...@topnotchclan.com wrote: The question you should be asking is why their 30 Halloween servers are full while your two are empty. Do they have more people joining to help fill them? Who knows. Sent from my iPhone 5 On Oct 31, 2013, at 11:31 AM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: The Valve servers may affect the traffic, but not as much as it's been affected. It's the over saturation of servers in general, especially from the clans that put up 25+ event servers hoping for traffic. Skial is running 16, Saigns is running 30, etc. Yes the 76 Valve put up will affect the traffic, but there seems to be more to this honestly. The past 2 days have been 24/7 traffic, suddenly it plummets for a ton of people. Part of it may be more servers have been put up, but the fact everyone started having issues after the update seems to point to something else. On Thu, Oct 31, 2013 at 2:20 PM, Calvin Judy evo...@gmail.com wrote: Absolutely, I don't see any reason to keep my event servers up now. http://i.imgur.com/bejbG1m.png This is pretty disappointing. - Original Message - From: Bjorn Wielens uniac...@yahoo.ca To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Thursday, October 31, 2013 1:58 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? If the existence of the valve servers is the sole cause of the massive decrease in traffic to communities... It poses a rather large issue for those communities. It means that the sheer number of valve's quickplay-eligible servers is outshadowing _many_ communities (as judging by the messages in this thread), and the server market is being over-saturated to the point where communities basically have a hard time getting a foothold unless there is an established playerbase that is large enough to sustain the server with very little traffic influx. Ultimately, it means communities likely won't bother with event servers as a result of no traffic anyway... and this will rebound very rapidly in the opposite direction. I thought the entire goal of quickplay was to help get traffic _to_ communities and help players discover them (for those that keep their servers within a set of parameters)... not keep all the traffic for Valve servers. I realize this sounds pretty scathing , but it is something I think we (as community server operators) need to be seriously aware of - for the day that no more communities exist to keep the hat market up, will be the day TF2 truly dies :D __**__ From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( h...@list.valvesoftware.com) h...@list.valvesoftware.com Sent: Thursday, October 31, 2013 2:30:23 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? There were no Valve event servers running until last night. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.com hlds_linux-boun...@list.valvesoftware.com[mailto: hlds_linux-bounces@**list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, October 31, 2013 10:13 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Never run any bots, all of my servers were full yesterday and are completely dead last night until now. Only change was the update. One of the servers wasn't registered until this event (converted it from a custom server temporarily just to get a 24/7 helltower server for the week), so it was a brand new ID. On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote: None of my servers are running any sort of bots, and they all dropped quickplay traffic completely last night. Can you double check to verify this update didn't create an additional issue, as it sure does look like something is wrong. ~6000 players in 24h to 0 in 12h, doesn't really make any sense. - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com Cc: h
Re: [hlds_linux] Servers spamming ads
Ads aren't exactly fobidden but faking tags is. I got tired of reporting the shitty servers personally. Sucks that the servers that fake tags get the traffic over our servers but sadly i have better things to do. -ics Nick F. kirjoitti: Will anything be done about the servers that spam ads? Does anyone look at in game reports anymore? How this works is that even if you join through quickplay a server can load ads in the background (without you seeing them). Flash or video ads can negatively affect FPS and latency. I see more and more of these popping up now when using quickplay. They tend to use fakeplayers to fool quickplay into sending them players. Then they just make a quick buck by constantly loading ads at the expense of players. Quickplay is what new players use and this is a very bad first experience when the game doesn't perform as good as it should because it's rendering ads. Worst still some of these ads play sound in the background while you are trying to play ___ 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