[hlds_linux] Thanks for everything

2020-04-30 Thread ics
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

2019-10-10 Thread ics
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

2017-12-09 Thread ics
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

2017-11-28 Thread ics
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

2017-03-20 Thread ics
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

2016-11-15 Thread ics
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

2016-11-12 Thread ics
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

2016-11-12 Thread ics
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

2016-11-01 Thread ics
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

2016-10-31 Thread ics
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?

2016-07-06 Thread ics
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?

2016-06-25 Thread ics
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

2016-05-20 Thread ics

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

2016-05-13 Thread ics
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

2016-03-07 Thread ics
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

2016-03-07 Thread ics
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?

2016-01-10 Thread ics
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

2015-11-11 Thread ics
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

2015-10-07 Thread ics
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

2015-08-18 Thread ics
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

2015-07-20 Thread ics
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

2015-06-04 Thread ics
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

2015-06-04 Thread ics
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

2015-06-04 Thread ics

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

2015-06-04 Thread ics
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

2015-06-04 Thread ics

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

2015-04-01 Thread ics
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

2015-02-05 Thread ics
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

2015-01-22 Thread ics
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

2015-01-17 Thread ics
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

2015-01-16 Thread ics
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

2014-12-09 Thread ics
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

2014-12-04 Thread ics
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

2014-12-01 Thread ics
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

2014-11-17 Thread ics
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

2014-11-07 Thread ics
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

2014-11-01 Thread ics

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

2014-10-30 Thread ics
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

2014-10-30 Thread ics
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

2014-10-30 Thread ics
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...

2014-10-29 Thread ics
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...

2014-10-29 Thread ics
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

2014-10-25 Thread ics

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

2014-10-25 Thread ics
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

2014-10-24 Thread ics
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

2014-10-24 Thread ics
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?

2014-10-16 Thread ics
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

2014-10-15 Thread ics
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

2014-07-22 Thread ics
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

2014-05-11 Thread ics
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

2014-05-11 Thread ics
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

2014-04-29 Thread ics

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

2014-04-29 Thread ics
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

2014-03-20 Thread ics
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?

2014-03-08 Thread ics
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?

2014-03-02 Thread ics
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

2014-02-19 Thread ics
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

2014-02-15 Thread ics
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

2014-02-08 Thread ics
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

2014-02-07 Thread ics

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

2014-02-05 Thread ics
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

2014-01-25 Thread ics

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

2014-01-24 Thread ics

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

2014-01-24 Thread ics
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

2014-01-24 Thread ics

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

2014-01-24 Thread ics
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

2014-01-23 Thread ics
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

2014-01-23 Thread ics
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

2014-01-22 Thread ics
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

2014-01-17 Thread ics
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?

2014-01-14 Thread ics
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

2014-01-13 Thread ics
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?

2014-01-07 Thread ics
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

2014-01-04 Thread ics
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

2014-01-04 Thread ics
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

2014-01-03 Thread ics
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

2013-12-25 Thread ics

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?

2013-12-22 Thread ics

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

2013-11-21 Thread ics

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

2013-11-21 Thread ics
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

2013-11-15 Thread ics
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?

2013-11-14 Thread ics
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?

2013-11-14 Thread ics
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?

2013-11-14 Thread ics
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?

2013-11-14 Thread ics
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?

2013-11-14 Thread ics
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?

2013-11-12 Thread ics
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

2013-11-11 Thread ics
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

2013-11-08 Thread ics
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

2013-11-06 Thread ics

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?

2013-11-05 Thread ics
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

2013-11-02 Thread ics
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

2013-11-02 Thread ics
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

2013-11-02 Thread ics

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?

2013-11-01 Thread ics

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

2013-11-01 Thread ics
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

2013-11-01 Thread ics

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?

2013-10-31 Thread ics
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?

2013-10-31 Thread ics
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

2013-10-28 Thread ics
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


  1   2   3   4   5   6   7   8   9   10   >