Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-20 Thread Info
I'm now crashing every time I attempt to join a team, even after verifying
all files and reverting to a vanilla config.

On Thu, Oct 20, 2011 at 18:09, DontWannaName! wrote:

> I had that crash as well as soon as I first joined after the update. I
> verified my files and started again. Worked fine.
>
> On Thu, Oct 20, 2011 at 6:07 PM, Ravnox  wrote:
>
> > The first thing that happened to me was a crash after joining a team.
> I've
> > had at least one report already of a player who crashed 6-7 times on
> joining
> > a team.
> >
> > --
> > Ravnox
> >
> >
> >
> > Quoting Mart-Jan Reeuwijk :
> >
> >  I'll keep my fingers crossed this is the big fix one that crashed
> >>  everybody out
> >>
> >>
> >>  __**__
> >>> From: Tony Paloma 
> >>> To: "hlds_linux@list.**valvesoftware.com<
> hlds_linux@list.valvesoftware.com>"
> >>>  hlds_linux@list.valvesoftware.com>
> >>> >
> >>> Sent: Friday, 21 October 2011, 2:16
> >>> Subject: [hlds_linux] Team Fortress 2 Update Released
> >>>
> >>> Required updates for Team Fortress 2 are now available.  The specific
> >>> changes include:
> >>>
> >>> - Improvements to client stability related to loading mesh content
> >>>  during gameplay
> >>> - Fixed an engine error that mentioned CL_CallPostDataUpdates
> >>> - Fixed "Not Usable in Crafting" text not appearing under certain
> >>>  conditions on item tooltips in the trading UI
> >>>
> >>> Thanks,
> >>> Tony
> >>>
> >>
> >
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >
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Re: [hlds_linux] 07/29/2011 - 17:30:16: Bad SetLocalAngles(0.000000, -3601.493652, 0.000000) on upper_dish_spin

2011-07-30 Thread Info
Tried both the sv_cheats kill method and the plugin, but neither seems to
halt the console spam on maps with the satellite (e.g., frontier).

On Sat, Jul 30, 2011 at 10:09, James Botting wrote:

> I wrote this quickly in sourcepawn that should achieve the same thing.
> Can't try it here because were not getting the console spew.
>
> #include 
> #include 
>
> //Plugin Info
> public Plugin:myinfo =
> {
>  name = "Remove Entity",
>  author = "Bottswana",
>  description = "Removes console spam from recent update",
>  version = "1.0.0",
>  url = "http://asbogaming.com";
> }
>
> //Plugin Init
> public OnMapLoad()
> {
>  new index = -1;
>  while ((index = FindEntityByClassname2(index, "upper_dish_spin")) != -1)
>  {
>   AcceptEntityInput(index, "kill");
>  }
> }
>
> stock FindEntityByClassname2(startEnt, const String:classname[])
> {
>  while (startEnt > -1 && !IsValidEntity(startEnt)) startEnt--;
>  return FindEntityByClassname(startEnt, classname);
> }
>
>
>
> On 30/07/2011 18:02, "Saul Rennison"  wrote:
>
> >sv_cheats 1
> >ent_fire upper_dish_spin Kill
> >sv_cheats 0
> >
> >On Saturday, 30 July 2011, Info  wrote:
> >> perhaps there is a way we can freeze/remove the entities resulting in
> >>this
> >> spam, until a patch is released?
> >>
> >> On Sat, Jul 30, 2011 at 08:16, ics  wrote:
> >>
> >>> Both Steel and Gravelpit have them. Take a closer look next time.
> >>>
> >>> -ics
> >>>
> >>> 30.7.2011 17:49, Ross Bemrose kirjoitti:
> >>>
> >>>  One of the server I was retiring yesterday afternoon was giving me an
> >>>> error similar to this one with upper_dish_spin on cp_gravelpit.
> >>>>
> >>>> I assume it's not related to the map at all due to this.  After all,
> >>>> neither Steel or Gravelpit have radar dishes, do they?  I know some
> >>>>maps
> >>>> have them (frontier and hightower, for example).
> >>>>
> >>>> On 7/30/2011 2:43 AM, Tyler Schwend wrote:
> >>>>
> >>>>> This also happens on an empty server (replay bot only) on CP_Steel.
> >>>>>
> >>>>> Bad SetLocalAngles(0.00,-3601.**083740,0.00) on
> >>>>>upper_dish_spin
> >>>>>
> >>>>> __**_
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>archives,
> >>>>> please visit:
> >>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >>>>>
> >>>>
> >>>>
> >>>> __**_
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >>>>
> >>>
> >>>
> >>> __**_
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> >>> please visit:
> >>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> >>>
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> >please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> >--
> >
> >
> >Kind regards,
> >*Saul Rennison*
> >___
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> >please visit:
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Re: [hlds_linux] 07/29/2011 - 17:30:16: Bad SetLocalAngles(0.000000, -3601.493652, 0.000000)on upper_dish_spin

2011-07-30 Thread Info
perhaps there is a way we can freeze/remove the entities resulting in this
spam, until a patch is released?

On Sat, Jul 30, 2011 at 08:16, ics  wrote:

> Both Steel and Gravelpit have them. Take a closer look next time.
>
> -ics
>
> 30.7.2011 17:49, Ross Bemrose kirjoitti:
>
>  One of the server I was retiring yesterday afternoon was giving me an
>> error similar to this one with upper_dish_spin on cp_gravelpit.
>>
>> I assume it's not related to the map at all due to this.  After all,
>> neither Steel or Gravelpit have radar dishes, do they?  I know some maps
>> have them (frontier and hightower, for example).
>>
>> On 7/30/2011 2:43 AM, Tyler Schwend wrote:
>>
>>> This also happens on an empty server (replay bot only) on CP_Steel.
>>>
>>> Bad SetLocalAngles(0.00,-3601.**083740,0.00) on upper_dish_spin
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-29 Thread Info
this spew is mauling server fps/lag, making it basically unplayable:

Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin
Bad SetLocalAngles(0.00,-3601.420410,0.00) on upper_dish_spin



On Fri, Jul 29, 2011 at 20:38, Jesse Porter  wrote:

> Not a good day:
>
>
> Console initialized.
> ./srcds_run: line 372:  7213 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help with solving this problem
> Fri Jul 29 22:36:24 CDT 2011: Server restart in 10 seconds
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark,
> set the environment variable RDTSC_FREQUENCY to 2493.00 on this
> system. This value is dependent upon the CPU clock speed and
> architecture and should be determined separately for each server. The
> use of this mechanism for timing can be disabled by setting
> RDTSC_FREQUENCY to 'disabled'.
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> ./srcds_run: line 372:  7217 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help with solving this problem
> Fri Jul 29 22:36:39 CDT 2011: Server restart in 10 seconds
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark,
> set the environment variable RDTSC_FREQUENCY to 2493.00 on this
> system. This value is dependent upon the CPU clock speed and
> architecture and should be determined separately for each server. The
> use of this mechanism for timing can be disabled by setting
> RDTSC_FREQUENCY to 'disabled'.
> Using breakpad minidump system
> Using breakpad crash handler
>
>
> (repeat)
>
>
> On Fri, Jul 29, 2011 at 3:22 PM, Jason Ruymen  >wrote:
>
> > Required updates for Team Fortress 2 are now available.  Please run
> > hldsupdatetool to receive the updates.  The specific changes include:
> >
> > - Added From Dust promotional content.
> > - Fixed a problem with the application of team-colored paints.
> > - Fixed Mac-only replay editor crash.
> > - "Meet the Medic" startup music added.
> > - Definitely did not add cheats for upcoming Free-2-Play Invitational
> Cup.
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Team Fortress 2 Update

2011-07-29 Thread Info
How many of those experiencing crashes on map change are running
SMAC/Kigen's Anti Cheat?  It seems to be a major factor in the crashes I've
experienced--100% crash on map change when loaded, but no crashes (yet) when
unloaded.

On Fri, Jul 29, 2011 at 12:38, Michael Johansen  wrote:

>
> We're kinda in the same situation, mine doesn't crash on changelevel tho.
>
> > Date: Fri, 29 Jul 2011 22:30:43 +0300
> > From: alexandrualexa...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Team Fortress 2 Update
> >
> > I'm in the same situation as Michael. Weapons disabled, crash on
> > changelevel.
> >
> > 2011/7/29 Michael Johansen 
> >
> > >
> > > Just an update from my situation; after i disabled the new weapons (Cow
> > > mangler and the secondary for soldier) and did some edits to my
> mapcycle i
> > > have had no crashes the last week. And i'm not running the last update
> > > either. Latest SM/MM here too. No hangs, crashes or anything of that
> sort.
> > >
> > > > Date: Fri, 29 Jul 2011 09:30:22 -0700
> > > > From: infoma...@gmail.com
> > > > To: hlds_linux@list.valvesoftware.com
> > > > Subject: Re: [hlds_linux] Team Fortress 2 Update
> > > >
> > > > My server has the latest sm/mm, no replays, disabled weaps (lasers,
> > > > mantreads).  I can reliably reproduce crashes on map change (it
> happens
> > > > 80-90% of the time).  Hopefully Valve has something in mind that will
> get
> > > > released today--another weekend with broken code is not promising.
> > > >
> > > > On Fri, Jul 29, 2011 at 08:25, Saint K. 
> > > wrote:
> > > >
> > > > > We're had 3 crashes which created mini dumps today - I've sent them
> off
> > > to
> > > > > VALVe.
> > > > >
> > > > > Saint K.
> > > > > 
> > > > > From: hlds_linux-boun...@list.valvesoftware.com [
> > > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . [
> > > > > anakin...@gmail.com]
> > > > > Sent: 29 July 2011 17:11
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] Team Fortress 2 Update
> > > > >
> > > > > I didn't have any more crashes yet, but I just had a server hang.
> No
> > > crash
> > > > > dumps.
> > > > >
> > > > > 2011/7/29 srcds admin 
> > > > >
> > > > > > Taking a look at my server logs... this looks very interesting..
> 800
> > > > > > invalid physics calls in a row.
> > > > > >
> > > > > > http://pastebin.com/HTjESY2G
> > > > > >
> > > > > > On Fri, 29 Jul 2011 08:47:36 -0600, srcds admin <
> hl_l...@kikazz.com>
> > > > > > wrote:
> > > > > > > I had a crash last night, but don't have any details.  This
> wasn't
> > > on
> > > > > > map
> > > > > > > change as I run a 24/7 single map server. Seems alot more
> stable
> > > than
> > > > > it
> > > > > > > was, but there is still something causing crashes. I have the
> new
> > > weps
> > > > > > > enabled.
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > On Fri, 29 Jul 2011 08:59:36 -0400, Rodrigo Peña <
> > > > > yo@korrupzion.com>
> > > > > > > wrote:
> > > > > > >> I waited a long time to say this since I could be wrong
> > > > > > >>
> > > > > > >> No single crashes here..
> > > > > > >>
> > > > > > >> My last crash was at vphysics update (before cow mangler).
> > > > > > >>
> > > > > > >> My environment:
> > > > > > >> -Intel core i7 930(or 920 don't remember at this time) @
> 3.2ghz
> > > > > > >> -8gb ram
> > > > > > >> -Debian Lenny stock kernel
> > > > > > >>
> > > > > > >> Server:
> > > > > > >> -Replay enabled (local filehost)
> > > > > > >> -Sourcemod
> > > > > > >> -SourceOP
> > > > > > >> -28 slot server
> > > > > > >>
> > > > > > >> Hosted in South America.
> > > > > > >>
> > > > > > >> The only big problem I've had is a international bandwidth
> outage
> > > in
> > > > > > the
> > > > > > >
> > > > > > >> datacenter that caused all valve servers to freeze at startup
> > > because
> > > > > a
> > > > > >
> > > > > > >> connection to a valve master server made synchronously. To
> > >  address
> > > > > > this
> > > > > > >
> > > > > > >> issue I had to block all valve IPs with route command (using
> > > strings
> > > > > to
> > > > > >
> > > > > > >> find them in libraries).
> > > > > > >>
> > > > > > >> It would be great if valve could fix by making initial
> connection
> > > to
> > > > > > >> master server asynchronously, like the connection to item
> server
> > > (not
> > > > > > >> sure) so it prevents the server hang if there's a network
> outage
> > > or a
> > > > > > >> inoperating valve master server (this happened years ago)
> > > > > > >>
> > > > > > >> -Rodrigo
> > > > > > >>
> > > > > > >>
> > > > > > >> On 29-07-2011 8:16, Peter Reinhold wrote:
> > > > > > >>> On Fri, 29 Jul 2011 14:03:17 +0300, Bajdechi "Nightbox"
> Alexandru
> > > > > > > wrote:
> > > > > >  +1, after changelevel.
> > > > > > >>>
> > > > > > >>> I've had a couple of those as well today.
> > > > > > >>>
> > > > > > >>>
> > > > > > >>> /Peter
> > > > > > >>>

Re: [hlds_linux] Team Fortress 2 Update

2011-07-29 Thread Info
My server has the latest sm/mm, no replays, disabled weaps (lasers,
mantreads).  I can reliably reproduce crashes on map change (it happens
80-90% of the time).  Hopefully Valve has something in mind that will get
released today--another weekend with broken code is not promising.

On Fri, Jul 29, 2011 at 08:25, Saint K.  wrote:

> We're had 3 crashes which created mini dumps today - I've sent them off to
> VALVe.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . [
> anakin...@gmail.com]
> Sent: 29 July 2011 17:11
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update
>
> I didn't have any more crashes yet, but I just had a server hang. No crash
> dumps.
>
> 2011/7/29 srcds admin 
>
> > Taking a look at my server logs... this looks very interesting.. 800
> > invalid physics calls in a row.
> >
> > http://pastebin.com/HTjESY2G
> >
> > On Fri, 29 Jul 2011 08:47:36 -0600, srcds admin 
> > wrote:
> > > I had a crash last night, but don't have any details.  This wasn't on
> > map
> > > change as I run a 24/7 single map server. Seems alot more stable than
> it
> > > was, but there is still something causing crashes. I have the new weps
> > > enabled.
> > >
> > >
> > >
> > > On Fri, 29 Jul 2011 08:59:36 -0400, Rodrigo Peña <
> yo@korrupzion.com>
> > > wrote:
> > >> I waited a long time to say this since I could be wrong
> > >>
> > >> No single crashes here..
> > >>
> > >> My last crash was at vphysics update (before cow mangler).
> > >>
> > >> My environment:
> > >> -Intel core i7 930(or 920 don't remember at this time) @ 3.2ghz
> > >> -8gb ram
> > >> -Debian Lenny stock kernel
> > >>
> > >> Server:
> > >> -Replay enabled (local filehost)
> > >> -Sourcemod
> > >> -SourceOP
> > >> -28 slot server
> > >>
> > >> Hosted in South America.
> > >>
> > >> The only big problem I've had is a international bandwidth outage in
> > the
> > >
> > >> datacenter that caused all valve servers to freeze at startup because
> a
> >
> > >> connection to a valve master server made synchronously. To  address
> > this
> > >
> > >> issue I had to block all valve IPs with route command (using strings
> to
> >
> > >> find them in libraries).
> > >>
> > >> It would be great if valve could fix by making initial connection to
> > >> master server asynchronously, like the connection to item server (not
> > >> sure) so it prevents the server hang if there's a network outage or a
> > >> inoperating valve master server (this happened years ago)
> > >>
> > >> -Rodrigo
> > >>
> > >>
> > >> On 29-07-2011 8:16, Peter Reinhold wrote:
> > >>> On Fri, 29 Jul 2011 14:03:17 +0300, Bajdechi "Nightbox" Alexandru
> > > wrote:
> >  +1, after changelevel.
> > >>>
> > >>> I've had a couple of those as well today.
> > >>>
> > >>>
> > >>> /Peter
> > >>>
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >>
> > >>
> > >> ___
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> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > ___
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> > > please visit:
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> >
> > ___
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> > please visit:
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> >
>
>
>
> --
> Best regards,
> AnAkIn,
> -
> ESL EU TF2 Admin
> http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Lag spikes (VALVe...?)

2011-03-15 Thread Info
I have probelms too. I use linux (debian 6) and CSS on a own machine. All 
servers (6 gameservers) freeze for 1-10 seconds (with warning about "connection 
problems"), but the machine works fine. The problem begin at friday 10. march 
2011.

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von ics
Gesendet: Dienstag, 15. März 2011 13:42
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Lag spikes (VALVe...?)

This is either something related to masterservers or Steam itself. lets wait 
and see if Valve comments on it or quietly fixes the issue as before when there 
has been similiar issues, in the past.

-ics

- Alkuperäinen viesti -
> Yes, orangebox and 1.6. I think any valve game
> > Looks like it's happening here in Brazil as well. Customers are
> > complaining a lot, then it's also affecting counter-strike 1.6
> > servers. Could anybody confirm if experiencing the same with CS 1.6?
> > 
> > 
> > - Marlon Almeida @ CGBR
> > 
> > 
> > 
> > 
> > ___
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> > please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> 
> 
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Re: [hlds_linux] HL2: insecure (secure mode enabled, disconnected from Steam3)

2010-02-10 Thread info
> We run L4D, L4D2, CSS and TF2 servers on the same machine and VAC works
> fine on 64bit Debian.
>
> I had issue like you had once but it was related to screen being "stuck"
> and VAC didn't go on at a CSS server untill i killed the old screen
> session. This usually happens if you run a CSS server on screen, then
> kill the server, leave screen on and start another screen session and
> run the CSS server with same ip and port on new screen. For some reason,
> VAC won't go on untill you kill the previous screen. Atleast that was
> the case back then.
>
> -ics

I am reproducing this issue at the moment. My system (GFM) actually killed
the screen first and then game server start-up script and it´s pid. Now i
have changed it only kill the screen because when the screen gets killed,
all it`s child processes will get killed as well.

Currently on a test server CS:S & L4D2 servers have VAC status on even i
restart/stop/start those servers, looks good...

Thank you for this tip. Need to test this out with all my machines,
hopefully this issue will be gone.

>
> 8.2.2010 15:22, i...@gameframe.net kirjoitti:
>> This is a Steam based issue where CS:S and L4D2 servers loose their VAC
>> secure status after a while, or not even start secure.
>>
>> Having CS:S and L4D2 servers on same machine causes the above issue.
>> Could
>> Valve possibly fix this issue?
>>
>> Currently you cannot host those servers on same machine which is very
>> annoying. The problem goes away when you shutdown all L4D2 servers and
>> restart CS:S servers.
>>
>> I did not had this issue with L4D/CS:S servers on same machine...
>>
>> Problem persists with all of my ten 32/64bit machines.
>>
>> Best regards
>> Tapio Niemelä
>> GameFrame.net CEO
>>
>>
>>
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>> please visit:
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>>
>
>
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[hlds_linux] HL2: insecure (secure mode enabled, disconnected from Steam3)

2010-02-08 Thread info
This is a Steam based issue where CS:S and L4D2 servers loose their VAC
secure status after a while, or not even start secure.

Having CS:S and L4D2 servers on same machine causes the above issue. Could
Valve possibly fix this issue?

Currently you cannot host those servers on same machine which is very
annoying. The problem goes away when you shutdown all L4D2 servers and
restart CS:S servers.

I did not had this issue with L4D/CS:S servers on same machine...

Problem persists with all of my ten 32/64bit machines.

Best regards
Tapio Niemelä
GameFrame.net CEO



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Re: [hlds_linux] Half-Life 1 Engine Update Released

2008-10-23 Thread Info Whiskyhörnan
Are there more out there that do not get sv_visiblemaxplayers to work 
anymore? We are trying to hide our reserved slots, which worked before, 
but now it reports that 24 slots are open even if it is set to 20 or 22. 
Bug or feature ? =)

// Per



Jason Ruymen skrev:
> A new set of Steamworks features have been released for all Half-Life 1 
> engine multiplayer games: Counter-Strike 1.6, Condition Zero, Team Fortress 
> Classic, Deathmatch Classic, Ricochet, Day of Defeat and Half-life 1 
> Deathmatch. The update includes Steamworks features such as player avatars in 
> the scoreboard when playing Counter-Strike and Condition Zero. The update 
> also contains several bug fixes, listed below. This update will require all 
> game servers to restart.
>
> Bug Fixes:
> - Removed the need to manually re-login and re-authenticate to Steam while in 
> game
> - Fixed a crash on startup when running windowed with a non-standard desktop 
> resolution
> - Removed the display of saytext (in-game chat text) from players whom you've 
> blocked in Steam friends
> - Locked down several engine cvars to prevent malicious script exploits
> - Enforced file consistency on several sprites in Counter-Strike
> - Removed "ex_extrapmax" cvar (no longer needed)
>
> Server:
> - Added "-noaff" command-line option to disable setting of thread affinity
> - Added "bannedcfg" cvar so admins can choose which file is written to by the 
> "writeid" command
>
> This is a required update for all HL1 games.
>
> Jason
>
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Re: [hlds_linux] Bug - Error verifying STEAM UserID Ticket.

2007-12-16 Thread Info Whiskyhörnan

Happend to our servers just now, I deleted .steam/ClientRegistry.blob
and now it works. .steam/ directory is hidden so you have do ls -la to
find it.

Hope it helps.

Svensk Ljud & Ljus Produktion skrev:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi !

This must be some sort of bug or the steam servers in both US and north Europe 
isnt working proporly..

I restarted our server located in San Diego US yesterday, and nobody could 
connect in 6 - 9 hours.

I restarted our Swedish server 14 hours ago, and still nobody can connect ... 
:-(

Both servers have other srcds-servers running without problem.

The message we get trying to connect is the same - Disconnect: Error verifying 
STEAM UserID Ticket.

Peter
--


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