Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread Temmie S
That's... not how it works. There's no such thing as "implied consent" 
in the software world. In fact, it's the opposite. It's "all rights 
reserved" unless otherwise specified. If you haven't been given explicit 
permission (either via something like an open source license or a direct 
agreement from the copyright holders) then you can't actually legally 
use this.


Here's a little link for you: 
https://en.wikipedia.org/wiki/All_rights_reserved


Anyways this will be my last reply because I don't like using this 
mailing list for its unintended purpose.


On 12/8/23 19:09, StealthMode Hu wrote:

Hey PAL.

Actually I can.

They stole Steam from me.
Source 2 engine is heavily modified from VALVes Source 2 engine.

It's backwards compatible to legacy source programming now ( source 2 
). No need for map conversion tools, or any of that crap.


Now I know you are wishing you knew half as much as you think you do. 
Especially about copyright / trademarks, licensing, and modifying an 
engine or game content enough so that it isnt infringement.


However, VALVe made REAKTOR. From a concept I once shared with them. I 
named it Steam. Which the platform still has on it.


And like I said. Already told Gabe, Eric, and Erik of the project. And 
no one opposed it. In legalese that's what we call IMPLIED CONSENT.


SO...
Thanks for the feedback. Didn't mean to duplicate post on this thread 
like that. Archives are slow to update...looked like it kept eating 
the post for a minute.


However, don't worry bout me or my Dev Team. We got all the bases covered.

Ttyl.

-StealthMode
Project Manager
Black Operations Development Group



On Fri, Dec 8, 2023, 20:50  wrote:

Okay pal, you can stop advertising your thing. Thanks.

Also you can't like, sell anything like this since this uses a lot
of code that you don't own. Just ask Open Fortress. Clearly you're
not very familiar with how software licensing works, and I would
recommend you read on that before continuing.

Dec 8, 2023 6:44:05 PM StealthMode Hu :

The Real Counter-Strike: Source 2 / Source 2 SDK Development
Tools

Hijacking this thread since my original post Saturday, Dec.
2nd was censored...

Coming soon

A little of the Old...
With a bit of the New

Featuring new engine compatibility...
And Modernization.

Without GOs animated startup / main page, and full easy to
navigate Client/Admin/Developer Access Features. RCON & ADMIN
modification to Server / Client

CSGO2.lost oa lot of customers / clients.
From CSGO1. Which is a mod of the original #1 blockbuster
franchise FPS

So
This Developer has decompiled the necessary parts of each
products engines.

And is also going to make The Real Source 2 SDK, if VALVe does
not.

Community Announcement:

this is my google drive. i certify this file is legit.
TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com
)

https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing

Going to post that everywhere..I have decompiled CS
Source, and CSGO2, I am pulling all the GO code out, putting
source in, recompiling it
And modding it as needed to run in the Source 2 engine
I already told Gabe ( newell ), Eric ( smith) and Erik (
johnson )
Privately in email
Valve lost 9.2 loyal CS fans over CSGO2, they should rollback
to CSGO on that game ID, then make a new gameID for CSGO2,
name it correctly. And make the game everyone has been waiting
for. Since they wont I WILL
9.2 million loyal customers
barely 500k - 800k play csgo2
Used to be 10 million in csgo
plus cs1.x and css communities
the entire combined gaming community is not happy with csgo2
So

Another file for ya
4 of the best screenshots you will ever see

https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing

Folder titled shell contains 4 screenshots. I certify virus /
malware free.
Source DS upgade too. It wont be like csgo2 at all, nor csgo
fast paced intense action, Source in Source 2. Same game,
Evolved.
Lastly, I am also trying to push them to create a true Source
2 SDK development team. to get away from this " Workshop " crap.
No store, no animated start scree / main page. No end of round
bloatware scoreboards, map change, and wham
server has built in Scrim / Match settings
admin togglable

re-introducing lag interpretation
and interpolation

Standalone Source 2 SDK that can be used offline, and no cloud
sync of skins, models, mapshowever, new " Files 

Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread Temmie S
Hey this actually has a really reasonable workaround for now, so I 
appreciate the link. Thank you


On 9/15/23 18:30, wickedplayer494 wrote:
For what it's worth there is an open issue on the Source-1-Games Linux 
issue tracker at 
https://github.com/ValveSoftware/Source-1-Games/issues/5043 that has a 
fair bit of momentum, especially recently (the issue's been open since 
mid-July).


On 9/15/2023 7:18 PM, Mecha Weasel wrote:
oh thats too bad.  This list is really for dedicated-server stuff .  
However, I am sure if anyone knows anything about why the 
client might be misbehaving, they will chime-in.

Good luck!


On Fri, Sep 15, 2023 at 5:16 PM  wrote:

It's launching the TF2 Linux client. I have not had this issue
with the dedicated servers as of this moment.

Sep 15, 2023 6:14:27 PM Mecha Weasel :

Is this Linux dedicated server build (appid 232250)? or a
launching the TF2 linux client? (appid 440)?


On Fri, Sep 15, 2023 at 5:05 PM Temmie S
 wrote:

Since the latest update yesterday I haven't been able to
boot the Linux version of TF2. I tried reinstalling and
resetting my copy.

When launched from terminal I get the following error:

pid 106751 != 106750, skipping destruction (fork without
exec?)

src/tcmalloc.cc:278] Attempt to free invalid pointer
0x9e87ad0
/home/user/.local/share/Steam/steamapps/common/Team
Fortress 2/hl2.sh: line 72: 106753 Aborted  (core dumped)
${GAME_DEBUGGER} "${GAMEROOT}"/${GAMEEXE} "$@"

Has anyone else experienced this error at all? A program
trying to access RAM it isn't allotted is generally
considered a bad thing.

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[hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread Temmie S
Since the latest update yesterday I haven't been able to boot the Linux 
version of TF2. I tried reinstalling and resetting my copy.


When launched from terminal I get the following error:

pid 106751 != 106750, skipping destruction (fork without exec?)

src/tcmalloc.cc:278] Attempt to free invalid pointer 0x9e87ad0
/home/user/.local/share/Steam/steamapps/common/Team Fortress 2/hl2.sh: 
line 72: 106753 Aborted  (core dumped) ${GAME_DEBUGGER} 
"${GAMEROOT}"/${GAMEEXE} "$@"


Has anyone else experienced this error at all? A program trying to 
access RAM it isn't allotted is generally considered a bad thing.

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-15 Thread Temmie S
It seems with the new update you are no longer able to capture the 
objective on pd_watergate


On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via 
hlds_linux list) wrote:

We've released a mandatory update for TF2. The new version number is 8192807. 
The notes for the update are below.

Thanks.

-Eric

-

- Fixed a crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to 
other maps
- Fixed a bug where some particles were not the using correct particle types on 
clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when 
viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Temmie S
Can confirm when attempting to update my servers. Update gets stuck at 91.63
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh  wrote:

> Also, not sure if this issue is temporary or permanent but no-one can
> download the update. The download stays forever and never finishes.
> Multiple people not just me having this problem and no clients or servers
> have successfully updated.
>
>
>
>  On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh  >* wrote ---
>
> The blog post is labbeled as "Valve" and not "TF2 Team". Is this on
> purpose?
>
>
>
>  On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
> valvesoftware.com  (via hlds_linux list)
> >*
> wrote ---
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
> We've released a mandatory update for TF2. The new version number is
> 7570091. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=144159
>
> Thanks.
>
> -Eric
>
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>
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[hlds_linux] TF2 Bots Soft Cap

2022-06-30 Thread Temmie S
Hey guys,

I was wondering if any of you knew what was up with TF2 bots having a hard
cap. If I host a server, and set the bot quota to 32, the last 6 bots will
never pick a class and I can't seem to understand why. This happens even if
I pick spectator. Has anyone else had this issue, and did you fix it?

Thanks
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-30 Thread Temmie S
Hey Vi how much do I have to pay you to get a Rise Up invitation. I've
wanted one for years but I tend to be a bit of a recluse when it comes to
chat rooms.

On Sun, May 29, 2022 at 8:37 PM Vi  wrote:

> oh! you figured it out. i really should read the last email up instead of
> first email down LMAO
>
> well, whatever now, i already sent the emails :P
>
> good job though!
>
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Temmie S
That was entirely it, thank you! I didn't realize you could have more than
one GSLT per game, and that was the missing context I needed. After
generating a few more tokens, everything is working as expected.

Thanks so much!

On Sun, May 29, 2022 at 4:38 PM Tohru Adachi  wrote:

> Are you by any chance using GSLT? Accidentally reusing a token can cause
> similar symptoms where servers using the same key can lose connection to
> the master server/cancel auth tickets/etc.
>
>
>   -
> 5DE7 65CE F99A B8FB 62A3
> 6613 A792 D15F DA9E F531
>
>
>  Original Message 
> From: Temmie S [mailto:boing8...@gmail.com]
> Sent: Sunday, May 29, 2022, 5:17 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Unable to Connect to Steam With More Than One
> Server at a Time
>
> So I posted this on the HLDS forums but I thought I'd send an email here
> too because someone else might see it.
>
> So I recently tried to set up 4 TF2 servers on the same IP address since
> I have dedicated hardware for it. There is a unique server folder for
> each copy of the game inside a singular Steam CMD folder. I have each
> process for the servers running as unique GNU Screens at the same time
> as each other so I can enter them easily when I want to. Each server
> boots one at a time, and everything runs smoothly until the next one
> attempts to connect to Steam, to which it succeeds and the original one
> will say
> Connection to Steam servers lost. (Result = 34)
> without fail. This issue does not occur with only one server.
>
> Steps I've taken to rectify this:
> -Default server ports set to UDP only on the server and router firewalls.
> -Set default outgoing ports and set to UDP only
> -Set default steam ports and set to UDP only
> -Set default sports (VAC port) and set to UDP only
> -Installed regular Steam client and made sure that
> steamclient.so
> was accessible at
> ~/.steam/sdk32
> (because some reason it was not by default)
>
> I am really running out of ideas on what to do here. Is there anything
> else I could do? Do I have to make an individual Steam CMD instance for
> each server instance?
>
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[hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Temmie S
So I posted this on the HLDS forums but I thought I'd send an email here
too because someone else might see it.

So I recently tried to set up 4 TF2 servers on the same IP address since I
have dedicated hardware for it. There is a unique server folder for each
copy of the game inside a singular Steam CMD folder. I have each process
for the servers running as unique GNU Screens at the same time as each
other so I can enter them easily when I want to. Each server boots one at a
time, and everything runs smoothly until the next one attempts to connect
to Steam, to which it succeeds and the original one will say
Connection to Steam servers lost. (Result = 34)
without fail. This issue does not occur with only one server.

Steps I've taken to rectify this:
-Default server ports set to UDP only on the server and router firewalls.
-Set default outgoing ports and set to UDP only
-Set default steam ports and set to UDP only
-Set default sports (VAC port) and set to UDP only
-Installed regular Steam client and made sure that
steamclient.so
was accessible at
~/.steam/sdk32
(because some reason it was not by default)

I am really running out of ideas on what to do here. Is there anything else
I could do? Do I have to make an individual Steam CMD instance for each
server instance?
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[hlds_linux] garry's mod core is truncated

2011-12-29 Thread Piotr S
Hi 


I can't run my garyss'mod server, below I've paste the console output:

Auto detecting CPU
Using default binary: ./srcds_linux
Enabling debug mode

warning: Can not parse XML syscalls information; XML support was disabled at 
compile time.
Server will auto-restart if there is a crash.
INFO: Located steam: ../steam
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Base Source Shared Materials' version 8


Checking/Installing 'Base Source Shared Models' version 4


Checking/Installing 'Base Source Shared Sounds' version 4


Checking/Installing 'GarrysMod Content' version 131


Checking/Installing 'OB Linux Dedicated Server' version 144


HLDS installation up to date
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable 
sleeps
Using breakpad crash handler
Segmentation fault (core dumped)

warning: Can not parse XML syscalls information; XML support was disabled at 
compile time.
BFD: Warning: /home/s485/orangebox/core is truncated: expected core file size 
= 45596672, found: 16912384.
Cannot access memory at address 0xf77028f0
Cannot access memory at address 0xffc2461c
/home/s485/orangebox/debug.cmds:4: Error in sourced command file:
Cannot access memory at address 0xf77028f0
email debug.log to li...@valvesoftware.com
Thu Dec 29 10:16:44 CET 2011: Server restart in 10 seconds


I have search serveral forums and can't find the answer.

My command line is as follow:

./srcds_run -game garrysmod -autoupdate -console -port %port% -maxplayers 
%maxplayers% +exec server.cfg +map gm_construct -debug


Please help

thanks in advance
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Re: [hlds_linux] Dota 2 Dedicated Servers

2011-11-06 Thread s
I think the trouble is that as soon as the dedicated servers are released,
no-steam groups will go out of their way to crack them.
However I really think that released dedicated servers would be really good
for the community, especially for regions where Valve isn't prepared to
host their own servers.
IMO Most of the no-steam stuff will be mitigated by not making the binaries
available until the games release, fanatics will jump at no-steam if
there's no legitimate alternative. Piracy is a service issue etc.

On Sat, Nov 5, 2011 at 6:25 AM, Sir Jake can_kic...@hotmail.com wrote:


 This would be nice as for Dota I used to run a few bots that would host
 the games for friends and clan members which worked out very well even more
 so for all the game types other than dota which makes me wonder if Valve is
 going to have it just Dota or custom mods as well if custom mods are in it
 that would be great.

 We all know how well the Match making sends you to servers in locations
 not always great for players.

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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-05 Thread Yaakov S
I'm more inclined to question if there is somebody who does QA for Valve in the 
first place.

On 05/07/2011, at 4:14 PM, E3pO wrote:

 Whoever does QA for Valve needs their job evaluated.
 
 I can agree with that! What is the point of them making BETA game releases
 to test things with if they do releases that break the production builds?
 Releases for anything that isn't a beta game should be stable builds and
 nothing more. Please stop breaking things for the real games. Break the beta
 all you wish.
 
 
 On Mon, Jul 4, 2011 at 5:28 PM, Ryan Morrison 
 ryan.morriso...@gmail.comwrote:
 
 Probably off-topic, but Valve needs better testing overall. Every second
 patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
 etc). It's clear Valve doesn't test anything before release.
 
 Whoever does QA for Valve needs their job evaluated.
 
 On Mon, Jul 4, 2011 at 4:13 PM, James Botting bottswan...@googlemail.com
 wrote:
 
 My bad.
 I'm sure at this point that Valve are aware of the issue. Let's just
 hope for some better testing next time. And a quick fix for those who
 don't know about the workaround.
 
 On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:
 
 I do...
 
 I'm not discussing about the workaround...
 
 I'm just asking if they are aware of the problem and if we should
 expect
 similar downtimes again in future :|
 
 Il 04/07/2011 22:03, James Botting ha scritto:
 You have done the vphysics.so patch, right?
 
 On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
 
 So... 3 days has passed since the last pre-weekend update that broke
 all
 of our servers!
 
 tf2 crashing on changelevel (all the tf2 servers, not just mine) and
 css
 crashing even while starting.
 
 What is going on?
 
 How can hope to have a decent amount of servers online to take care
 of
 the massive influx of users with such an update policy?
 What are all the new users having troubles joining servers thinking
 about tf2?
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Re: [hlds_linux] engine pairing

2009-02-11 Thread Carl S.
I think its easier to modify the actual executable.  There are guides on 
google on how to do it.

You want a 64 player server right?

Markus Thewissen wrote:
 Valve is it a option to pair 2 or more SRCDS engines for one server?? 
 I mean a server that runs multiple engines (2x32 slot) that communicate int.
 with the other engine, so we can host big servers.
 All connect on a port (27015) on a hypervisor that split the players to the
 two engines and these engines communicate intern??
 I mean that these a option to create very large servers.


 2. 
 Neph can you explain your nemrun ?
 Works it with CSS server?
  What optimize it?

 Thx
 Greets MT
 a very frustrated Serveradmin   :)



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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Carl S.
Whining and Complaining does work!


Nephyrin Zey wrote:
 Guys, the original thread in hlds (not _linux) has responses from
 bur...@valvesoftware.com. He also said that due to the tremendous
 amount of feedback, they're holding off on taking down the lists for
 the time being.

 - Neph

 On Mon, Feb 9, 2009 at 7:55 PM, Ben fh-l...@3fl.net wrote:
   
 You're missing the second email from Burton from a valvesoftware.com
 email address.

 Headers are exactly the same as emails you receive from Valve staff
 direct (up until it hits the list server anyway), so very unlikely to be
 forged.


 Guy Watkins wrote:
 
 Good joke!  Haha  gmail.com  :)

 } -Original Message-
 } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 } boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
 } Sent: Monday, February 09, 2009 3:41 PM
 } To: hlds_linux@list.valvesoftware.com
 } Subject: [hlds_linux] Important notice regarding the HLDS mailing lists
 }
 } We will be shutting down the HLDS mailing lists on Friday, February 20th.
 }
 } After February 20th, all server discussions should take place in one of
 } the
 } forums listed below.
 }
 } Windows server discussion should be conducted here:
 } http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source)
 } http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc)
 }
 } Linux server discussion should be conducted here:
 } http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source)
 } http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc)
 }
 } If you have not already done so, please register a forum
 } accounthttp://forums.steampowered.com/forums/register.php
 } .
 }
 } NOTE: The mailing list archives will still be available for viewing.
 }
 } -Burton Johnsey
 } Valve Software
 }
   
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[hlds_linux] Changelog?

2008-09-03 Thread Chris S
Where can I find a changelog for all of the CSS updates?

I am interested in knowing all of the updates since version : 1.0.0.34/73224

Thanks
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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve S.
Is anyone else not able to get metamod to load on the new build?




 Required updates for Team Fortress 2 and it's dedicated servers have
 finally been released.  Please run hldsupdatetool to receive these
 updates.  The specific changes include:

 Source Engine:
 - Refactored how lightmaps are downloaded to the graphics card at level
 load. On some hardware configurations this can lower level load times
 significantly
 - Optimized some particle systems to improve performance on some
 hardware configurations
 - Player stats are now sent up as they change, rather than when the
 player dies
 - Improved playback of sub-frame sounds
 - Fixed a crash caused by alt-tabs during map load
 - Eliminated unnecessary temporary memory allocation in scenefilecache

 Team Fortress 2:
 - Badlands released
 - Changes to Dustbowl
   - Added a new access point to the stage2 attacker gates
 (drop-down left from spawn), allowing attackers a way to reach the left
 route without being subjected to the spam and sentry gun fire
   - Fixed a gap in stage 3, cap 1 that allowed a player with to
 wiggle above the ceiling clip
   - Fixed a gap behind stage 1, cap 1 house
   - Fixed a high perch on stage1 cap1 house roof
   - Fixed a perch offering view of nodraw textures and the skybox
 (stage1 cap2 rock barrier)
   - Fixed a few places where rockets/demoman pipes could pass
 through non-solid models
   - Sealed up a gap over stage1 lower startgate
   - Clipped off tall windows in stage 3 to prevent sentry guns
 from behind built behind them
   - Changes to Capture the Flag Well
   - Fixed trains not starting on map spawn
   - Removed cap association from red spawns that were
 spamming console
   - Changes to Granary
   - Removed spawn timing advantage from the middle (from
 -3 to 0)
   - Fixed several model perch exploits (red, blue cp1 gate
 and blue cp2 gate pipe)
   - Fixed a few places where players could get stuck
 between containers and silos
   - Adjusted playerclips on red container that made it
 appear like players were floating
   - Added a small delay (200 ms) before a zoomed sniper shot can
 get a critical hit
   - Added server side convar mp_fadetoblack. Same functionality as
 Counter-Strike, used mainly during in-person tournaments and LAN events
   - Added flamethrower sizzle sound when the Pyro is hitting a
 target
   - Updated explosion debris to be a bit darker
   - Fixed idle players not being kicked from the server if
 mp_allowspectators was set to 0
   - Added ctf_well to the default mapcycle.txt file
   - Added ctf_well to the default motd.txt file
   - Fixed floor tile material type
   - Fixed some weapon damage info missing from TF2 game stats
   - Made some small changes to the Demoman viewmodel that were
 causing performance problems
   - Added a new timer to the HUD to show the value of
 mp_timelimit. This is useful if you're playing a timed match on 2Fort,
 where you only set a timelimit on the server and no other win
 conditions.
   - Added server log entry for buildings destroyed by their owner
   - Fixed sentry gun shadows being clipped
   - Updated glass material

 SourceTV:
 - SourceTV now uses a hidden slot on the game server. This allows for 24
 player servers to also have a SourceTV proxy connected to it
 - Fixed Pyro's flamethrower flames not showing up in SourceTV

 Jason



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[hlds_linux] RE: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve S.
I have a linux dedicated server, it's crashing every 10 or 15 mins with or
without plugins.  on reg and custom maps.



 My server runs fine ... win2003, mani, sourcemod, plr, stripper...

 but i see messages like this:
 Player Lbs left the game (ERROR! Reliable snaphsot overflow.)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
 Sent: Friday, February 15, 2008 1:44 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated

 --
 [ Picked text/plain from multipart/alternative ] Beetlesmod
 (Newest Beta) plr + another plugin running and no crashes here.

 You guys are running Windows or Linux here? I'm on Windows by the way.

 On Thu, Feb 14, 2008 at 7:21 PM, [DumB]TeXas
 [EMAIL PROTECTED] wrote:

  We seem to be getting it regardless of what we run. I've removed
  absolutely everything of plugins, no mmsource, no nothing - and the
  server is still crashing after a while once we populate it. We must
  have had half a dozen crashes at least before I gave up
 trying to fill
  it back up again. This is incredibly frustrating. =/
 
  Steve S. wrote:
   Same here, just crashed again.  The first crash was on
 badlands and
   this one was on a custom map. Nothing in the log files.
  
  
  
  
   Constant crashes here. Only on my custom map server. My 24/7
   dustbowl server is just fine.
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
   Sent: Thursday, February 14, 2008 2:57 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated
  
   don't know why but metamod decided to load all the
 sudden.. after a
  crash
   with no plugins on badlands
  
  
  
  
 
 
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Re: [hlds_linux] Wish: TF2 engineer destroy events in log

2008-01-31 Thread Steve S.
IANOP (I am not a programmer) but couldn't you put in some logic that says
if an engy builds the same object 2x without a destroy event, it would
just assume that the engy destroyed their own gear and give no extra
points?


 Hello,

 we run a statistic system and reward players when they build or destroy
 objects. When the engineer destroys his own built objects, no destroy
 event
 is written to the log. The problem is, the engineer can build alot of
 objects and get the points. We want to decrease the points when the
 engineer
 destroys his own objects to avoid stats padding. It should not be hard to
 implement this. Thank you.

 Best regards

 Ronny Schedel


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Re: [hlds_linux] Re: [hlds_linux] [CS] Server crashes with segmentation fault need assistance

2008-01-23 Thread Steve S.
I run the steambans plug on both my CS and TF2 servers without issues,
they are both solid.


 I can now say that it is SteamBans plugin too, I disabled it at our
 servers and no more restarts.



 -Ursprüngliche Nachricht-
 Von: hlds_linux@list.valvesoftware.com
 Gesendet: 22.01.08 23:51:12
 An: hlds_linux@list.valvesoftware.com
 Betreff: Re: [hlds_linux] [CS] Server crashes with segmentation fault
 need assistance




 Hmm.. I have seen that too.

 Do you have the steambans plugin installed? Got rid of all crashes when
 I
 disabled the steamban plugin.

 I was about to report it to SB, but apperently I forgot about it.  =)

 /Bjorn

 On Tue, 22 Jan 2008, Hans Vos wrote:

  Hello,
 
  There was another crash. I've updated both log files. As you can see
 the
  second crash was also preceded by a report of a person that has been
  kicked with a non-verified Steam ID. Could this be the pattern? And
 I'm
  running the server now without MetaMod and AMX Mod X (restored the
  liblist.gam file).
 
  http://www.clanhost.nl/mannekino/server_dust2.txt (Server logfile)
  http://www.clanhost.nl/mannekino/debug.txt (Debug logfile)
 
  --
  Kind regards / Met vriendelijke groet,
 
  Hans Vos
 
  Clanhost
  Heuvelenweg 45/B
  7991 CM Dwingeloo
  The Netherlands
 
  (T) : +31 (0)521 344 431
  (E) : [EMAIL PROTECTED]
  (W) : http://www.clanhost.nl/
 
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RE: [hlds_linux] Suddenly Crashing (overflowed reliable channel)

2008-01-16 Thread Chris S
--
[ Picked text/plain from multipart/alternative ]
I don't think there was a server update. Mine is still at 3224. I tried to
rerun the update and non exists.

From: Steve Sumichrast [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Suddenly Crashing (overflowed reliable channel)
Date: Tue, 15 Jan 2008 22:36:59 -0600
Reply-To: hlds_linux@list.valvesoftware.com

There was an update tonight -- did you apply it?  The release of the update
did whacky things to my server tonight...
--

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[hlds_linux] Suddenly Crashing (overflowed reliable channel)

2008-01-15 Thread Chris S
--
[ Picked text/plain from multipart/alternative ]
Good evening, all.
No recent updates to my server, and it's been working flawlessly.
But suddenly tonight it started having problems. The server would suddenly
become laggy and all users started disconnecting with messages such as:

abcdefg23STEAM_0:0:123455TERRORIST disconnected (reason Client 9
overflowed reliable channel.)

Users would reconnect but the same thing would happen. A server restart did
not help, the problem occurred again a few times. Then the server
stabilized (it's been good now for about 5 minutes).

Any ideas where to look? The way it suddenly came on leads me to believe
that someone has discovered a server exploit to cash the disconnects.
--

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Re: [hlds_linux] HLTV ***** FATAL ERROR ***** World::UpdatePlayer: player number 127 MAX_CLIENTS

2008-01-07 Thread Steve S.
This happened to me a few months ago, after much troubleshooting I just
downloaded a fresh copy of the hltv server and copied the configs. My best
guess is something got corrupted somewhere

-steve


 --
 [ Picked text/plain from multipart/alternative ]
 Something strange is happening with my hltv server. I have hosted
 Counter Strike 1.6 servers for some 3 years, but never had such
 problems. They started some 3 months ago. HLTV is simply crashing,
 exiting, stopping just without reason and randomly. And i have to
 start it again manually. Some 2-3 other servers work just fine and
 never crashes.

 This is the only what i get in HLTV logfile (player number isnt
 always 127, but also 207, 250 etc):
   WARNING! Downloading AYSYBaAacute; failed.
 * FATAL ERROR *
 World::UpdatePlayer: player number 127  MAX_CLIENTS
 *** STOPPING SYSTEM ***
 Director module shutdown.
 Completed demo demos/cs16-0801030011-de_nuke.dem.
 Disconnected.
 Master module shutdown.
 Status module shutdown.
 Demo module shutdown.
 World module shutdown.
 Server module shutdown.
 Network shut down.
 Proxy module shutdown.

 --


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Re: [hlds_linux] TF2 issues and hacking Filesystems?

2007-12-07 Thread Steve S.
Per map configs are not a built in function of TF2 or any other Valve
game. It is a feature that has been implemented by many plugin authors...
beetle and mani both use this approach. If you are having problems with
their plugins I suggest seeking support directly from them

-Steve


 Hello together,

 I am using per-map cfg long time for CS:S and DOD:S, sticking
 *mapname*.cfg Files into $modbase$/maps/cfg/ with different useful
 Variables
 This works fine... but not in TF2?
 Example: I stick a cp_gravelpit.cfg with changed Variables than server.cfg
 into .../tf/maps/cfg/ . This Files are (currently?) ignored?

 This happens on my Linux TF2 an also on my Windows Server @ Home

 Then, maybe requested and/or asked 1000 Times. Even if I writeprotect
 gameinfo.txt files through Windows with NTFS Filesystem, Valve/Steam
 circumvents this and overwrites it like a Hacking Exploit on every
 Update.
 Starting CS:S oder DOD:S overwrites the corresponding Files
 immediately.. why?

 Regards
 Gizzmo

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Re: [hlds_linux] map and related files.

2007-10-21 Thread Adrian S
--
[ Picked text/plain from multipart/alternative ]
Here's some alternatives for ResGen that work with the Source engine:

Pakrat - Java based, quite advanced:
http://www.geocities.com/cofrdrbob/pakrat.html

MAN - Map analyst, simple and works well.
http://www.map-lounge.de/man/index.html

Bsp2res - Custom written, similar to MAN.
http://stas.mail15.com/bsp2res_en.html

Hopefully one of those is what you're looking for.

On 10/22/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Manually, you can pull the .ent file with a tool like GCFScape at
 (nemesis.thewavelength.net) and look through it.  It probably wouldn't be
 too hard to make a tool to list them out and check the file system to see
 if
 they're there.  If you discover an automated method please post!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Guy Watkins
 Sent: Sunday, October 21, 2007 3:12 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] map and related files.

 Counter Strike: Source

 I host some maps that I obtained by downloading them when I played on
 someone else's server.  I can easily find the .bsp file on my PC and copy
 it
 to my Linux server.  But how can I determine what other custom files are
 needed to play that map?

 On my PC the map will look just fine.  However, other players complain
 about
 the purple stuff on the walls.  So I know I am missing something.  I
 played
 one such map on my laptop and I also see the purple.  The console does not
 have any errors related to missing files.

 One such map is break_world_center_gunmod_beta.bsp.  I am hosting it now
 if
 you want to look.  69.251.118.155:27015

 Oh, I did look for files with a similar time stamp.  I did not find any.
 Maybe the files were already downloaded when I played another map by the
 same author.

 Thanks,
 Guy


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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Einar S. Idsø
So... a P3 is supposed to run *four* full TF2-servers? Can you please
provide some more detail on your hardware specs, and let us know how you
measure CPU-usage? Is this a box with a single P3 or several older Xeon
P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz
P3 with liquid Nitrogen cooling?

You do realise that this is one heck of a claim to make? A few graphs as
evidence would be nice :) Is the server online so we can try it out?

Cheers,
Einar

Kevin Karan wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I want to add to this I installed win on this box (a P3) for the hell of it
 and its working peechy. Infact with a FULL server of 24 players I sit at
 15%CPU. Im sick of hearing people tell me this hardware needs to be retired
 when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Einar S. Idsø
How many players? What tickrate? What OS? Any other settings you have
tweaked?

Cheers,
Einar

Jamie Gray wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I agree with you Crazy on the uberhardware.  I run a CS 1.6 server with an
 old PII 450 Mhz that I made out of spare parts.  It runs very nicely and is
 always busy.

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Re: [hlds_linux] error trying to run a tf server

2007-10-17 Thread Steve S.
Your CPU is not supported by the linux tf2 server


 --
 [ Picked text/plain from multipart/alternative ]

 I am getting the following error trying to run a tf server:

 Fresh install everything is up to date. Tried the -debug command but all
 that did was create a log while that say the system crash at such and such
 time.

 directory structure is /opt/halflife/orancebox/tf

 any ideas whats wrong?

 LinuxBox orangebox # ./srcds_run -console -game tf +ip 192.168.1.5 -port
 46667 +maxplayers 24 +map ctf_2fort -debug
 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 maxplayers set to 24
 maxplayers set to 24
 Unknown command startupmenu
 Network: IP 192.168.1.5, mode MP, dedicated Yes, ports 46667 SV / 27005 CL
 ConVarRef room_type doesn't point to an existing ConVar
 exec: couldn't exec skill1.cfg
 Executing dedicated server config file
 Bad data found in model dispenser_toolbox.dmx (bad bone weights)
 Bad data found in model dispenser_gib1.smd (bad bone weights)
 Bad data found in model dispenser_gib2.smd (bad bone weights)
 Bad data found in model dispenser_gib3.smd (bad bone weights)
 Bad data found in model dispenser_gib4.smd (bad bone weights)
 Bad data found in model dispenser_gib5.smd (bad bone weights)
 Bad data found in model parts/dmx/dispenser_light_reference.dmx (bad
 bone weights)
 Bad data found in model parts\dmx\sapper_dispenser_reference.dmx (bad
 bone weights)
 Bad data found in model sapper_gib001_reference.smd (bad bone weights)
 Bad data found in model sapper_gib002_reference.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone
 weights)
 Bad data found in model sentry1_Gib1.smd (bad bone weights)
 Bad data found in model sentry1_Gib2.smd (bad bone weights)
 Bad data found in model sentry1_Gib3.smd (bad bone weights)
 Bad data found in model sentry1_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone
 weights)
 Bad data found in model parts\dmx\Sentry2_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry2_Gib1.smd (bad bone weights)
 Bad data found in model sentry2_Gib2.smd (bad bone weights)
 Bad data found in model sentry2_Gib3.smd (bad bone weights)
 Bad data found in model sentry2_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry2_reference.dmx (bad bone
 weights)
 Bad data found in model parts\dmx\sentry3_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry3_Gib1.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry3_reference.dmx (bad bone
 weights)
 Bad data found in model parts/dmx/teleporter_reference.dmx (bad bone
 weights)
 Bad data found in model teleporter_Gib1.smd (bad bone weights)
 Bad data found in model teleporter_Gib2.smd (bad bone weights)
 Bad data found in model teleporter_Gib3.smd (bad bone weights)
 Bad data found in model teleporter_Gib4.smd (bad bone weights)
 Bad data found in model teleporter_light_reference.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/scout_morphs_low.dmx (bad bone
 weights)
 Bad data found in model scoutgib007_reference.smd (bad bone weights)
 Bad data found in model scoutgib002_reference.smd (bad bone weights)
 Bad data found in model scoutgib004_reference.smd (bad bone weights)
 Bad data found in model scoutgib006_reference.smd (bad bone weights)
 Bad data found in model random_organ_reference.smd (bad bone weights)
 Bad data found in model scoutgib001_reference.smd (bad bone weights)
 Bad data found in model scoutgib003_reference.smd (bad bone weights)
 Bad data found in model scoutgib005_reference.smd (bad bone weights)
 Bad data found in model scoutgib008_reference.smd (bad bone weights)
 Bad data found in model scoutgib009_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/scout_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/sniper_morphs_low.dmx (bad bone
 weights)
 Bad data found in model snipergib005_reference.smd (bad bone weights)
 Bad data found in model snipergib002_reference.smd (bad bone weights)
 Bad data found in model snipergib003_reference.smd (bad bone weights)
 Bad data found in model snipergib004_reference.smd (bad bone weights)
 Bad data found in model snipergib001_reference.smd (bad bone weights)
 Bad data found in model snipergib006_reference.smd (bad bone weights)
 Bad data found in model snipergib007_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/sniper_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/soldier_morphs_low.dmx (bad bone
 weights)
 Bad data found in model soldiergib007_reference.smd (bad bone weights)
 Bad data found in model soldiergib002_reference.smd (bad bone weights)
 Bad data found in model soldiergib003_reference.smd (bad bone weights)
 Bad data found in model 

Re: [hlds_linux] How to configure the TF2 server?

2007-10-17 Thread Steve S.
orangebox/tf/cfg/server.cfg

(you will need to create this file)

If you want to know what all the possible veriables

In the game server console type

cvarlist mp
cvarlist tf
cvarlist sv



 Hello list,

 My question is simple. Where are the configuration files for the tf2
 server?
 And where is the documentation for it?
 Any help is greatly appreciated.

 Thanks in advance

 Oliver

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Re: Re: [hlds_linux] error trying to run a tf server

2007-10-17 Thread Steve S.
They will work under windows but not linux, currently all athlon XP's and
some older pentium cpu's aren't supported by TF2 under linux.


 --
 [ Picked text/plain from multipart/alternative ]
 Barton core Althon XPs are not supported?

 Steve S. [EMAIL PROTECTED] wrote: Your CPU is not supported by the
 linux tf2 server


 --
 [ Picked text/plain from multipart/alternative ]

 I am getting the following error trying to run a tf server:

 Fresh install everything is up to date. Tried the -debug command but all
 that did was create a log while that say the system crash at such and
 such
 time.

 directory structure is /opt/halflife/orancebox/tf

 any ideas whats wrong?

 LinuxBox orangebox # ./srcds_run -console -game tf +ip 192.168.1.5 -port
 46667 +maxplayers 24 +map ctf_2fort -debug
 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 maxplayers set to 24
 maxplayers set to 24
 Unknown command startupmenu
 Network: IP 192.168.1.5, mode MP, dedicated Yes, ports 46667 SV / 27005
 CL
 ConVarRef room_type doesn't point to an existing ConVar
 exec: couldn't exec skill1.cfg
 Executing dedicated server config file
 Bad data found in model dispenser_toolbox.dmx (bad bone weights)
 Bad data found in model dispenser_gib1.smd (bad bone weights)
 Bad data found in model dispenser_gib2.smd (bad bone weights)
 Bad data found in model dispenser_gib3.smd (bad bone weights)
 Bad data found in model dispenser_gib4.smd (bad bone weights)
 Bad data found in model dispenser_gib5.smd (bad bone weights)
 Bad data found in model parts/dmx/dispenser_light_reference.dmx (bad
 bone weights)
 Bad data found in model parts\dmx\sapper_dispenser_reference.dmx (bad
 bone weights)
 Bad data found in model sapper_gib001_reference.smd (bad bone weights)
 Bad data found in model sapper_gib002_reference.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone
 weights)
 Bad data found in model sentry1_Gib1.smd (bad bone weights)
 Bad data found in model sentry1_Gib2.smd (bad bone weights)
 Bad data found in model sentry1_Gib3.smd (bad bone weights)
 Bad data found in model sentry1_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone
 weights)
 Bad data found in model parts\dmx\Sentry2_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry2_Gib1.smd (bad bone weights)
 Bad data found in model sentry2_Gib2.smd (bad bone weights)
 Bad data found in model sentry2_Gib3.smd (bad bone weights)
 Bad data found in model sentry2_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry2_reference.dmx (bad bone
 weights)
 Bad data found in model parts\dmx\sentry3_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry3_Gib1.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry3_reference.dmx (bad bone
 weights)
 Bad data found in model parts/dmx/teleporter_reference.dmx (bad bone
 weights)
 Bad data found in model teleporter_Gib1.smd (bad bone weights)
 Bad data found in model teleporter_Gib2.smd (bad bone weights)
 Bad data found in model teleporter_Gib3.smd (bad bone weights)
 Bad data found in model teleporter_Gib4.smd (bad bone weights)
 Bad data found in model teleporter_light_reference.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/scout_morphs_low.dmx (bad bone
 weights)
 Bad data found in model scoutgib007_reference.smd (bad bone weights)
 Bad data found in model scoutgib002_reference.smd (bad bone weights)
 Bad data found in model scoutgib004_reference.smd (bad bone weights)
 Bad data found in model scoutgib006_reference.smd (bad bone weights)
 Bad data found in model random_organ_reference.smd (bad bone weights)
 Bad data found in model scoutgib001_reference.smd (bad bone weights)
 Bad data found in model scoutgib003_reference.smd (bad bone weights)
 Bad data found in model scoutgib005_reference.smd (bad bone weights)
 Bad data found in model scoutgib008_reference.smd (bad bone weights)
 Bad data found in model scoutgib009_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/scout_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/sniper_morphs_low.dmx (bad bone
 weights)
 Bad data found in model snipergib005_reference.smd (bad bone weights)
 Bad data found in model snipergib002_reference.smd (bad bone weights)
 Bad data found in model snipergib003_reference.smd (bad bone weights)
 Bad data found in model snipergib004_reference.smd (bad bone weights)
 Bad data found in model snipergib001_reference.smd (bad bone weights)
 Bad data found in model snipergib006_reference.smd (bad bone weights)
 Bad data found in model snipergib007_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/sniper_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx

[hlds_linux] TF2 - http redirect not working in some cases

2007-10-15 Thread Steve S.
I run a custom maps server with http redirect to make for faster map
downloading. Everything appears to be working great except my web server
keeps getting requests for the BSP of a particular map instead of the bz2.
I have set it up so all the maps are bzip2 compressed and didn't bother
uploading the BSP's to my web server. out of hundreds of players.. I am
only getting a small few that are asking for the BSP, here is a snip from
my web server logs



PathNumber of requests
--
/maps/cp_wolf.bsp   10
/maps/duel_duel1.bsp6
/maps/ctf_battle_creek.bsp  4
/maps/cp_lazytown.bsp   4

I haven't been able to get it to fail on my machine, I could care less if
30 or 40 peeps out of hundreds couldn't download the map (it's not really
affecting my traffic numbers) but my curiosity as to why I am seeing these
numbers climb slowly day by day has been peaked.

What conditions could casue a client to want to grab the BSP instead of
the compressed bzip file?

I know any easy solution would be just to upload the BSP's but I thought
this wasn't necessary with http downloading.

anyone know what could be going on?


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Re: [hlds_linux] 99% in rcon stats, but not in top

2007-10-02 Thread Einar S. Idsø
The CPU-usage reported by srcds is kernel_hz/100 * actual_cpu_usage.
Normally game-hosts run at 1000Hz, so you'll get 10x the actual value.
And then it caps at 100%. So even at 10% CPU-usage you'll get 100%
reported by srcds.

The new orangebox srcds doesn't do this, however.

Cheers,
Einar

Dan E wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I recently acquired two dual Xeon 2.8 servers that I'm trying to get srcds 
 running on CentOS 5.  I've tried many different configurations, but srcds 
 acts very strangely.  rcon stats with 6 bots in DM will report 99% usage, 
 empty reports 26%.   But top disagrees.  I have it bound to CPU1, nothing 
 else on it.  Any ideas as to what could cause it?

 Hyperthreading disabled.  I've tried with and without dynamic ticks, 1500hz, 
 1000hz, etc.  I've just never seen anything like this :(

 CPU   InOut   Uptime  Users   FPSPlayers
 99.90  0.00  0.00   0 0  148.46   6

 top - 06:57:34 up 2 min,  2 users,  load average: 0.00, 0.00, 0.00
 Tasks: 119 total,   2 running, 117 sleeping,   0 stopped,   0 zombie
 Cpu0  :  0.1%us,  0.7%sy,  0.0%ni, 99.2%id,  0.0%wa,  0.0%hi,  0.0%si,  0.0%st
 Cpu1  : 33.9%us,  0.5%sy,  0.0%ni, 64.7%id,  0.8%wa,  0.1%hi,  0.0%si,  0.0%st
 Mem:   3116040k total,   451784k used,  2664256k free,16500k buffers
 Swap:  2031608k total,0k used,  2031608k free,   290488k cached

   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
  2970 srcds 20   0  146m  73m  14m R   38  2.4   0:11.61 srcds_i686

 --

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Re: [hlds_linux] Bad Bone Weight continues...

2007-09-27 Thread Einar S. Idsø
[EMAIL PROTECTED] wrote:
 Nice to see this is being worked on, but would have been nicer to have
 it working on release.

 Jeff Love
 Burgh Gaming

You are aware that TF2 hasn't been released yet?
http://en.wikipedia.org/wiki/Software_release_cycle#Beta

Cheers,
Einar

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Re: [hlds_linux] Where did they go?

2007-08-16 Thread Einar S. Idsø
Sounds like Centos 5 uses NPTL while Redhat 5 used LinuxThreads. With
NPTL the threads are a single process, while with the older LinuxThreads
each thread was its own process.

Run 'getconf GNU_LIBPTHREAD_VERSION' to check your threading library. If
getconf is not available, execute /lib/libc.so.6. The latter should
contain the line 'Native POSIX Threads Library by Ulrich Drepper et al'.

More info: http://www.ibm.com/developerworks/linux/library/l-threading.html

Cheers,
Einar

Adam Thorn wrote:
 Hey Guys,
 When we updated our OS to Redhat 5 aka Centos 5,
 The new glibc was implemented.
 As I did this, I noticed the our Counter-strike 1.6 servers, the
 multi-threading
 capabilities went away. What happened? Can anyone confirm this?
 I'm seeing a single process across the board on our boxes.
 Let me know!
 Thanks,
 Adam
 Chief Executive Officer
 Next-Generation Gaming LLC
 NextGenServers.com


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Re: [hlds_linux] Where did they go?

2007-08-16 Thread Einar S. Idsø
Sorry, misread your first sentence. Your *previous* Linux distro used LT
while your *new* uses NPTL. But you probably figured that one out on
your own ;)

Einar

Einar S. Idsø wrote:
 Sounds like Centos 5 uses NPTL while Redhat 5 used LinuxThreads. With
 NPTL the threads are a single process, while with the older LinuxThreads
 each thread was its own process.

 Run 'getconf GNU_LIBPTHREAD_VERSION' to check your threading library. If
 getconf is not available, execute /lib/libc.so.6. The latter should
 contain the line 'Native POSIX Threads Library by Ulrich Drepper et al'.

 More info: http://www.ibm.com/developerworks/linux/library/l-threading.html

 Cheers,
 Einar

 Adam Thorn wrote:
 Hey Guys,
 When we updated our OS to Redhat 5 aka Centos 5,
 The new glibc was implemented.
 As I did this, I noticed the our Counter-strike 1.6 servers, the
 multi-threading
 capabilities went away. What happened? Can anyone confirm this?
 I'm seeing a single process across the board on our boxes.
 Let me know!
 Thanks,
 Adam
 Chief Executive Officer
 Next-Generation Gaming LLC
 NextGenServers.com


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Re: [hlds_linux] FPS break on hlds

2007-08-16 Thread Einar S. Idsø
That link is to Thomas Gleixner's hires timer which has been included in
the kernel since 2.6.21. Before that, some people experimented with
Ingo Molnar's hires-timer and got some very nice results. I don't know
personally which is the better patch, but here's what I think is the
correct link to Ingo Molnar's patch in case you want to try it out:
http://people.redhat.com/mingo/realtime-preempt/

Cheers,
Einar

Maximilian (Mad Makz) Lotz wrote:
 There you go: http://www.tglx.de/projects/hrtimers/

 I'm pretty sure the hires timer you're speaking of is already built into
 the
 newer kernels (HRET: High Resolution Event Timer).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
 Devonshire
 Sent: Monday, August 13, 2007 11:30 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] FPS break on hlds

 Howdy,

 Does anyone have the link to the Linux 'hires' patch? I'm curious to try
 this out.

 Cheers,
 Ryan

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Re: [hlds_linux] midround hitches - problem solved / solution found!

2007-07-24 Thread Einar S. Idsø
Can you (and everyone else that downgrades and experiences a fix for the
problem) post the .config for both kernels? Perhaps we can find just
what is causing this.

Also, it would be nice if Valve would tell us the kernel version on
their build/test hosts. Perhaps along with glibc- and gcc versions?

Cheers,
Einar

Kyrios wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Offtopic: 2.5.6 Oo

 I can acknowledge that downgrading to the vanilla plain old Sarge Kernel
 solved the Problem.

 Thanks a lot!

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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread Einar S. Idsø
From http://www.mani-admin-plugin.com/ :

On behalf of Mani I can tell you nothing more then that he is very busy
with a lot of things in his private life and has no time to work on the
plugin at this moment.
(...)
SourceMod will continue what Mani started and I can only say that we
hope to see Mani back sometime

Cheers,
Einar

Wim Barelds wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I would assume Mani is working to make his plugin compatible. After all
 that's part of the reason beta was asked for in the first place.

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Re: [hlds_linux] [hlds_linux]Srcds,os lan configuration,rcon issues.

2007-05-21 Thread Einar S. Idsø
[EMAIL PROTECTED] wrote:
 Second:
 When launching multiple srcds servers on the same machine, from the same 
 folder,
 or from different server folders.
 Only one server answers to rcon commands through hlsw.
 I ve tested with some php librairies to send rcon commands to servers, i 've 
 got
 the same issues.

We run all servers on a host from the same installation directory and
have never had this problem. There must be something wrong with your config.

Cheers,
Einar

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Re: [hlds_linux] high CPU usage on renice

2007-03-31 Thread Einar S. Idsø
Hmm... I certainly wouldn't call that new, but maybe in the Debian
world it is... Perhaps it's a NPTL issue? Can you and someone who is
experiencing the lag issue just run libc.so.6 as a command like this and
post the results here:

/lib/libc.so.6
GNU C Library stable release version 2.5, by Roland McGrath et al.
Copyright (C) 2006 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.
There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE.
Compiled by GNU CC version 4.1.1 (Gentoo 4.1.1-r3).
Compiled on a Linux 2.6.17 system on 2007-02-11.
Available extensions:
C stubs add-on version 2.1.2
crypt add-on version 2.1 by Michael Glad and others
Gentoo patchset 1.3.1
GNU Libidn by Simon Josefsson
GNU libio by Per Bothner
NIS(YP)/NIS+ NSS modules 0.19 by Thorsten Kukuk
Native POSIX Threads Library by Ulrich Drepper et al
Support for some architectures added on, not maintained in glibc
core.
BIND-8.2.3-T5B
Thread-local storage support included.
For bug reporting instructions, please see:
http://www.gnu.org/software/libc/bugs.html.

Cheers,
Einar


Ondřej Hošek wrote:
 From http://packages.debian.org/testing/allpackages.en.txt:

 libc6 (2.3.6.ds1-13)


 ~~ Ondra

 Einar S. Idsø wrote:
 Tobias,

 Which version is that? 2.3.6? 2.4? 2.5?

 Cheers,
 Einar

 Tobias Rehn wrote:

 We are currently using Debian Etch. With Etch there is a new libc6
 shipping... It fixes these problems in combination with net_queuesplit
 0. Try upgrading to Etch and don't forget a reboot afterwards, so that
 the new libc6 is used by all programs.

 Kind regards,
 Tobias Rehn


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Re: [SPAM] [hlds_linux] high CPU usage on renice

2007-03-30 Thread Einar S. Idsø
Tobias,

Which version is that? 2.3.6? 2.4? 2.5?

Cheers,
Einar

Tobias Rehn wrote:
 We are currently using Debian Etch. With Etch there is a new libc6
 shipping... It fixes these problems in combination with net_queuesplit
 0. Try upgrading to Etch and don't forget a reboot afterwards, so that
 the new libc6 is used by all programs.

 Kind regards,
 Tobias Rehn

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RE: [hlds_linux] CS 1.6 in game Ads

2007-03-09 Thread Thomas S. Crum - AAA Web Solution
This is a multi-part message in MIME format.
--
It would clearly be a breach of implied contract.  Any judge understands
paid for software is different than ad supported software and furthermore
the software was initially purchased and used without ads.  Now the deal
was changed without your agreement.

Have you contacted Valve for a refund of your money, since you no longer
agree with the updated terms of use?  I would start there.

A tweak here or there can be made w/in a TOS, but I would argue this is a
material change and a breach of contract if they don't refund your money.
Under deposition I would determine if this wasn't planned even years
before.  Now we get into that whole tort thing that gets you punitive
damages... Big$. lol

Furthermore, does it clearly state that the ads are part of Valve and not
the server itself that you are playing on? If not, then as a server owner
I want to share in the revenue.

If they won't give you a refund, find some attorney. This would definitely
fall into class action status.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Parker Lewis
 Sent: Friday, March 09, 2007 2:37 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] CS 1.6 in game Ads


 First my personal statement on the new ads: I hate them.
 Mostly the annoying topleft banner (did ya recently played
 deathmatch/gungame? A 3 seconds delayed spawning makes this
 ad really disturbing..).

 The question I have is: Is it legal? You can apply it on
 everything: buying something ad-free, which is unstoppable
 selfupdating to another ad-version, is against my
 understanding of a contract of sell. But probably I'm right
 and we have the right to bring the game back receiving the
 money - but we wont do it ;).

 As a customer of HL:CS Im feeling a little bit twit by Valve.
 But again, I could exchange the game :).

 If someone starts some action against this (e.g. a day
 shutting down / password protecting all of our servers), I
 woul thankful participate. Just to let out my disaffection.
 And to let out some tears..

 Moreover I can't do more, as activating a bunch of plugins,
 anti-advertising the Valve ads. I know, this is really
 childish. But what to do else? Taking Valve to court? :)


 --- Frederick P [EMAIL PROTECTED] schrieb:

  Well, they are finally here... a lot of negative feedbacks
 so far... I
  personally don't see the reason to have in game Ads. People paid
  for the
  product, they deserve having a product without Ads. It makes more
  sense for
  a Free version of CS 1.6 to be released that has Ad support and
  also giving
  an option for people to buy the game which will remove the Ads.
  This is
  truly annoying. Valve only has vac and authentication servers,
  Valve isn't
  the company that hosts the actual game servers for people to play
  on. I
  don't see any reason for this idea to be added to Ad unless if it
  is a
  marketing scheme to kill off CS 1.6 and get people into CS Source.
 
  Feedback?
 
 
 
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RE: [hlds_linux] CS 1.6 in game Ads

2007-03-07 Thread Thomas S. Crum - AAA Web Solution
This is a multi-part message in MIME format.
--
Why not turn the source code over to the community that supported it in
the first place.  That is if this is truly an intellectual debate speaking
to what is best for everyone and not just a sponging revenue off a
deprecated product discussion.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Andrew Forsberg
 Sent: Wednesday, March 07, 2007 3:53 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] CS 1.6 in game Ads


 On 08/03/2007, at 10:25 AM, Saint K. wrote:

  Dont you think supporting a game once its released has been pre-
  calculated in the bugets?

 When the budget has expired do you want to see support for
 the game cease completely? or could you put up with a few
 small ads here and there?




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Re: [hlds_linux] performance CPU based

2007-02-14 Thread Einar S. Idsø
He has four cores totalling 100%. That's 25% per core, so 20% load with
a single-threaded application such as source basically means one CPU
running at 80%, the rest idle. (Yeah, I know it's simplified since the
apps keep switching CPUs every so often, but you get the point).

Cheers,
Einar

Whisper wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Well I'd love to know what the hell the relationship between FPS  CPU is as
 well, because the numbers currently make no sense at all, when you have
 server fps dipping with single digit cpu % numbers.

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Re: [hlds_linux] CPU Usage

2007-02-07 Thread Einar S. Idsø
Hei Andreas.

It's schedtool, with an 'h'. http://freequaos.host.sk/schedtool

Cheers,
Einar

Andreas Kang Schøyen wrote:
 Where do i find the scedtools package ? Tried apt-cache search and google. 
 Cant find it.

 Med vennlig hilsen:
 Andreas Kang Schøyen


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Re: [hlds_linux] Fluctuating Server FPS, but low CPU usage

2007-01-27 Thread Einar S. Idsø
Incorrect. We experienced a massive boost when going from 2.6.12 to
2.6.18. Both were running at 1000Hz.

Please specify exactly which kernels perform better/worse than others
and whether they were running at 1000Hz or not, instead of making
incorrect generalized statements.

Cheers,
Einar

Valtteri Kiviniemi wrote:
 Old kernel's perform better with HLDS than new ones.

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Re: [hlds_linux] Fluctuating Server FPS, but low CPU usage

2007-01-27 Thread Einar S. Idsø
Opteron 275 here, which is an AMD X2...

Valtteri Kiviniemi wrote:
 Like I said, _with AMD X2 processors_.

 Einar S. Idsø kirjoitti:
 Incorrect. We experienced a massive boost when going from 2.6.12 to
 2.6.18. Both were running at 1000Hz.

 Please specify exactly which kernels perform better/worse than others
 and whether they were running at 1000Hz or not, instead of making
 incorrect generalized statements.

 Cheers,
 Einar

 Valtteri Kiviniemi wrote:

 Old kernel's perform better with HLDS than new ones.


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Re: [hlds_linux] Source Engine Update Released

2007-01-17 Thread Einar S. Idsø
According to milchworld over on the hlds list:
it's sv_client_max_interp_ratio (min) 

Cheers,
Einar

Evaldas Zilinskas wrote:
 Hmmm, I don't understand. Server outputs:

 HLDS installation up to date

 Version looks OK:

 Protocol version 7
 Exe version 1.0.0.6 (dod)
 Exe build: 18:24:30 Jan  3 2007 (2949)

 But I get:

 sv_min_cl_interp_ratio
 Unknown command sv_min_cl_interp_ratio
 sv_max_cl_interp_ratio
 Unknown command sv_max_cl_interp_ratio


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Re: [hlds_linux] SRCDS logging question

2007-01-06 Thread Einar S. Idsø
sv_logsdir /cslogs/srcds

Cheers,
Einar

p.s. I did carp the ductum today, and thereby finished the kitchen!

William Warren wrote:
 let me clarify.  The srcds server lives on the /servers partition on
 hdb.  The /cslogs partition lives on sda.  Do i need to go
 /dev/sda/cslogs/srcds
 ?

 William Warren wrote:
 Is there a way to redirect what folder the srcds server makes it's logs
 in?  I want it to be /cslogs/srcds

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

 -- carpe ductum -- Grab the tape
 CDTT (Certified Duct Tape Technician)

 Linux user #322099
 Machines:
 206822
 256638
 276825
 http://counter.li.org/

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

 -- carpe ductum -- Grab the tape
 CDTT (Certified Duct Tape Technician)

 Linux user #322099
 Machines:
 206822
 256638
 276825
 http://counter.li.org/

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Re: [hlds_linux] Storm/Power outage Steam down

2006-12-17 Thread Thomas S. Crum
Maybe just stick a few in Dallas and call it a day.

On Mon, 2006-12-18 at 02:18 +1100, Whisper wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I think Valve are kicking themselves just as much as we are kicking them

 Yes, the complete lack of planing was total cock up of mammoth proportions,
 but I guess the money generated from in game ads can now be spent on a
 distributed STEAM server system, much like the STEAM Content system which
 has finally come to fulfil most of its promise.

 The real pity is nobody at Valve seems to have had the 20-20 hindsight to
 foresee this obvious eventuality, but I bet it gets fixed, sooner rather
 than later now that Valve are quickly becoming one of the worlds dominant
 Games Software publishers, and not merely a Game Software developer anymore.

 Put some distributed servers that replicates the entire STEAM system, with
 say, 1 in Seattle, 1 in Chicago, 1 in NewYork (Probably New Jersey
 actually), 1 in Germany and 1 in Australia or Japan (I'd pick Australia
 since it doesn't suffer from major Earthquakes and its in the Southern
 Hemisphere with a stable government :) )

 Join them all up with either some leased lines or encrypted internet
 tunnels, fully meshed of course, and you have yourself a redundant STEAM
 network.

 And we are done. :)

 On 12/18/06, Cc2iscooL [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'd just like you to realize that some of us are game server providers. I
  don't know if you are or if you just have a server box for yourself, but
  when our servers go down, our clients get angry. I could have given them a
  link to the Steam forums to show them that, but do they really care? No,
  not
  really. All they ask is Why is my server down and I want a refund for the
  time that it's down, which obviously we can't control if Valve's servers
  are down.
 
  So saying Take your ass outside and do something when you have 30 people
  emailing you trying to get a time refund out of you because the Valve
  servers are down isn't really an option. Out of those 30 I still have 5 or
  6
  trying to get money out of me for the downtime, and I really don't plan to
  give it to them because I told them the circumstances and they really
  didn't
  care. The clients who understood and were patient had my thanks.
 
  Valve could have at least had a redundant setup somewhere else. A
  secondary
  set of servers in another location in case of a failure would have been
  nice. You have to anticipate the unforseen. For instance, I have a
  webserver. Recently, the main hard drive actually failed on me. Had I not
  had a backup drive with daily backups I would never have recovered
  anything,
  and all of my clients would have been without their websites unless they
  had
  made a backup themselves. Paying the extra money for that hard drive was
  worth more than losing all the clients on the web box. A hard drive is
  obviously much cheaper than a server, but I'm only a small
  operation...scale
  to Valve.
 
  On 12/17/06, Kevin H [EMAIL PROTECTED] wrote:
  
   People need to read the steam forums. And not make judgements, with
   out the facts.
  
   Having a huge storm with very high winds which knocked out power to
   most of the area where valve is located is not there fault. Its a
   natural disaster.
  
   Backup systems last only so long. And if the network goes out also.
   Not much you can do about that either.
  
   Here's an idea, take your ass outside and do something with friends or
   family for a change and stop bitching over something that no one has
   any control over.
  
   On 12/15/06, Svensk Ljud  Ljus Produktion [EMAIL PROTECTED] wrote:
  
How will Valve react on this ?
   
Is Steam not responsible for theirs acts ?
   
Peter Lindblom
   
   
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RE: [hlds_linux] Unable to determine CPU frequency - FreeBSD

2006-05-29 Thread Thomas S. Crum - AAA Web Solution, Inc.
Well, after some testing here is what I've come up with so far.

The latest Steam update will not run on FreeBSD's base linux emulator,
linux_base.

I did get it running on the host itself after installing linux_base-rh-9,
but I still cannot get it running within a jail. :(

You do not need to mount /proc.  [none /compat/linux/proc linprocfs rw 0 0]
in fstab works fine.

-Tom

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas S. Crum
- AAA Web Solution, Inc.
Sent: Sunday, May 28, 2006 6:08 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Unable to determine CPU frequency - FreeBSD


After the most recent Steam update (1 or 2 days ago), none of my cs-source
servers will start.

They now crash on Unable to determine CPU frequency and attempt to
restart, as I've logged below.

Any help/ideas fixing this is greatly appreciated.

-Tom

Each server is loaded inside its own FreeBSD jail running
linux_base-8-8.0_14 and the machine info is as follows:

FreeBSD cs-scrim.aaawebsolution.com 6.0-RELEASE-p6 FreeBSD 6.0-RELEASE-p6
#0: Sat Apr 15 16:29:20 CDT 2006
[EMAIL PROTECTED]:/usr/obj/usr/src/sys/MYKERNEL  amd64

cs-scrim# ./srcds_run -game cstrike -autoupdate -tickrate 100 +ip
207.210.232.12 +map de_dust2 +maxplayers 16 -debug Auto detecting CPU Using
AMD Optimised binary. Enabling debug mode Auto-restarting the server on
crash Updating server using Steam. Checking bootstrapper version ...
Updating Installation Checking/Installing 'Counter-Strike Source Shared
Content' version 49 Checking/Installing 'Base Source Shared Models' version
3 Checking/Installing 'Base Source Shared Sounds' version 3
Checking/Installing 'Base Source Shared Materials' version 7
Checking/Installing 'Source Dedicated Server Linux' version 59 HLDS
installation up to date Unable to determine CPU Frequency Sun May 28
17:58:47 CDT 2006: Server restart in 10 seconds ^CSun May 28 17:58:54 CDT
2006: Server Quit


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RE: [hlds_linux] Unable to determine CPU frequency - FreeBSD

2006-05-29 Thread Thomas S. Crum - AAA Web Solution, Inc.
 Well I can tell u thats its just wrong as we have loads of servers running
under it

You must have manually installed newer libraries?

-Tom


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[hlds_linux] Unable to determine CPU frequency - FreeBSD

2006-05-28 Thread Thomas S. Crum - AAA Web Solution, Inc.
After the most recent Steam update (1 or 2 days ago), none of my cs-source
servers will start.

They now crash on Unable to determine CPU frequency and attempt to
restart, as I've logged below.

Any help/ideas fixing this is greatly appreciated.

-Tom

Each server is loaded inside its own FreeBSD jail running
linux_base-8-8.0_14 and the machine info is as follows:

FreeBSD cs-scrim.aaawebsolution.com 6.0-RELEASE-p6 FreeBSD 6.0-RELEASE-p6
#0: Sat Apr 15 16:29:20 CDT 2006
[EMAIL PROTECTED]:/usr/obj/usr/src/sys/MYKERNEL  amd64

cs-scrim# ./srcds_run -game cstrike -autoupdate -tickrate 100 +ip
207.210.232.12 +map de_dust2 +maxplayers 16 -debug
Auto detecting CPU
Using AMD Optimised binary.
Enabling debug mode
Auto-restarting the server on crash
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Source Shared Content' version 49
Checking/Installing 'Base Source Shared Models' version 3
Checking/Installing 'Base Source Shared Sounds' version 3
Checking/Installing 'Base Source Shared Materials' version 7
Checking/Installing 'Source Dedicated Server Linux' version 59
HLDS installation up to date
Unable to determine CPU Frequency
Sun May 28 17:58:47 CDT 2006: Server restart in 10 seconds
^CSun May 28 17:58:54 CDT 2006: Server Quit


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RE: [hlds_linux] Unable to determine CPU frequency - FreeBSD

2006-05-28 Thread Thomas S. Crum - AAA Web Solution, Inc.
I did visit the archive before I posted and the only recent mention on CPU
problems was high usage on linux. I figure they are somehow correlated since
the last update from steam was all cpu binary related.

To confirm though, I do have linprocfs mounted and have already tried
defining the binary switch.

vps1# mount
/dev/ad4s1a on / (ufs, local)
devfs on /dev (devfs, local)
/dev/ad4s1d on /tmp (ufs, local, soft-updates)
/dev/ad6s1d on /usr/home/disk1 (ufs, local, soft-updates)
/dev/ad4s1e on /usr/home/disk2 (ufs, local, soft-updates)
linprocfs on /usr/compat/linux/proc (linprocfs, local)
devfs on /usr/home/disk1/jail1/dev (devfs, local)
devfs on /usr/home/disk1/jail2/dev (devfs, local)

cs-scrim# ./srcds_run -binary ./srcds_amd -game cstrike -debug
Enabling debug mode
Auto-restarting the server on crash
Unable to determine CPU Frequency
Sun May 28 19:22:53 CDT 2006: Server Quit

Debug log shows nothing.

-Tom


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Hartland
Sent: Sunday, May 28, 2006 6:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Unable to determine CPU frequency - FreeBSD


Thomas S. Crum - AAA Web Solution, Inc. wrote:
 They now crash on Unable to determine CPU frequency and attempt to
 restart, as I've logged below.

 Any help/ideas fixing this is greatly appreciated.

Check the mail list archive or google is been covered many
time before.



This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone +44 845 868 1337 or return the E.mail to
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RE: [hlds_linux] Unable to determine CPU frequency - FreeBSD

2006-05-28 Thread Thomas S. Crum - AAA Web Solution, Inc.
kldstat will not report it since its compiled into the kernel.

kldload linux reports linux is running.

Btw.. Tried mounting a proc for giggles and no dice.

The latest update from steam fubar'd it. That's all I can make of it. Maybe
cause I'm running it inside jails it is effecting me different?

Pooey.

-Tom

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gary
Sent: Sunday, May 28, 2006 7:39 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Unable to determine CPU frequency - FreeBSD


kldstat and see if linux.ko is loaded..

At 08:27 PM 5/28/2006, Thomas S. Crum - AAA Web Solution, Inc. wrote:
I did visit the archive before I posted and the only recent mention on
CPU problems was high usage on linux. I figure they are somehow
correlated since the last update from steam was all cpu binary related.

To confirm though, I do have linprocfs mounted and have already tried
defining the binary switch.

vps1# mount
/dev/ad4s1a on / (ufs, local)
devfs on /dev (devfs, local)
/dev/ad4s1d on /tmp (ufs, local, soft-updates)
/dev/ad6s1d on /usr/home/disk1 (ufs, local, soft-updates) /dev/ad4s1e
on /usr/home/disk2 (ufs, local, soft-updates) linprocfs on
/usr/compat/linux/proc (linprocfs, local) devfs on
/usr/home/disk1/jail1/dev (devfs, local) devfs on
/usr/home/disk1/jail2/dev (devfs, local)

cs-scrim# ./srcds_run -binary ./srcds_amd -game cstrike -debug Enabling
debug mode Auto-restarting the server on crash
Unable to determine CPU Frequency
Sun May 28 19:22:53 CDT 2006: Server Quit

Debug log shows nothing.

-Tom


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Hartland
Sent: Sunday, May 28, 2006 6:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Unable to determine CPU frequency - FreeBSD


Thomas S. Crum - AAA Web Solution, Inc. wrote:
  They now crash on Unable to determine CPU frequency and attempt to
  restart, as I've logged below.
 
  Any help/ideas fixing this is greatly appreciated.

Check the mail list archive or google is been covered many time before.



This e.mail is private and confidential between Multiplay (UK) Ltd. and
the person or entity to whom it is addressed. In the event of
misdirection, the recipient is prohibited from using, copying, printing
or otherwise disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission
please telephone +44 845 868 1337 or return the E.mail to
[EMAIL PROTECTED]


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[hlds_linux] RE: Question for Alfred

2006-01-15 Thread David A S Carter

Alfred, what about the problems with AMD X2's?

FiRe


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[hlds_linux] RE: Question for Alfred

2006-01-15 Thread David A S Carter

Our in tick rate on our X2 3800+ is below what it should be, if I run
them at 66 tick, they operate at 40-55. 100 tick, 70-85, out tick rate
is what it's supposed to be. Does any else get this, I've see n it on
other servers like this run on an X2. And yes, the servers are set up
correctly and are not over loaded, it's the same with 1 SRCDS, or 4.

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[hlds_linux] RE: 64Bits Compatiblity

2006-01-11 Thread David A S Carter

Is it me or would you not want to run the AMD64 binary when running EMT64?

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[hlds_linux] RE: FAO: Alfred 'Wrong Steam ID assigned to players'

2005-12-20 Thread David A S Carter
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Haven't noticed this on 195.224.41.44:27015, 195.224.41.44:27016,
195.224.41.5:27015 or 195.224.41.9:27015. Is it only limited to HLDS and
not SRCDS?

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than Re: Contents of hlds_linux digest...





Today's Topics:

   1. FAO: Alfred 'Wrong Steam ID assigned to players' (Steve Pemberton)
   2. Crash in CClientPipe::WaitResult(unsigned) (dackz)
   3. New strange crash message. (kama)



 

 Subject:
 [hlds_linux] FAO: Alfred 'Wrong Steam ID assigned to players'
 From:
 Steve Pemberton [EMAIL PROTECTED]
 Date:
 Mon, 19 Dec 2005 17:03:26 -
 To:
 hlds_linux@list.valvesoftware.com

 To:
 hlds_linux@list.valvesoftware.com


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Submitting the below in hope that it assists you in getting rid of this bug.



Server was on build 29 at the time (I think): 195.224.41.17:27015



The following I have logged as common for involved players:



STEAM_0:0:711103   Lavo  80.188.217.x since
19th Jan 2005

STEAM_0:0:2838579 EngineeringSquirrel68.x.x.x since 12th Mar
2005

STEAM_0:0:2208417 : DiGitaL RevolutiOn : 80.103.x.x since before
21st Oct 2005



Engineering Squirrel was playing on the server 21:40:50 until 22:27:00

Player Joined at 23:48:49 (Can't say 100% it's definitely
EngineeringSquirrel)

: DiGitaL RevolutiOn : joins straight afterwards at 23:49:02, 1 second
afterwards it assigns his steamed to Player

Lavo Connects at 23:49:23, 2 seconds later : DiGitaL RevolutiOn : is given
Lavo's Steam ID

Lavo eventually gets STEAM_0:0:2838579 which belongs to EngineeringSquirrel,
who may/may not be on the server.  I never actually see anything for 3892
after 23:49:03 so no idea.



Extracts from logs:



L 12/17/2005 - 21:40:50: EngineeringSquirrel3693STEAM_ID_PENDING
connected, address 68.161.67.133:40101

L 12/17/2005 - 21:40:51: EngineeringSquirrel3693STEAM_0:0:2838579
STEAM USERID validated

L 12/17/2005 - 21:41:01: EngineeringSquirrel3693STEAM_0:0:2838579
entered the game

L 12/17/2005 - 21:41:01: EngineeringSquirrel3693STEAM_0:0:2838579
joined team SPECTATOR

L 12/17/2005 - 21:41:03:
EngineeringSquirrel3693STEAM_0:0:2838579SPECTATOR joined team
#Dustbowl_team1

L 12/17/2005 - 22:27:00:
EngineeringSquirrel3693STEAM_0:0:2838579#Dustbowl_team2 disconnected





L 12/17/2005 - 23:48:49: Player3892STEAM_ID_PENDING connected,
address 68.254.162.123:61966

L 12/17/2005 - 23:49:02: : DiGitaL RevolutiOn :3893STEAM_ID_PENDING
connected, address 80.103.97.48:10052

L 12/17/2005 - 23:49:03: Player3892STEAM_0:0:2208417 STEAM USERID
validated

L 12/17/2005 - 23:49:23: : DiGitaL RevolutiOn :3893STEAM_ID_PENDING
entered the game

L 12/17/2005 - 23:49:23: : DiGitaL RevolutiOn :3893STEAM_ID_PENDING
joined team SPECTATOR

L 12/17/2005 - 23:49:23: : DiGitaL RevolutiOn
:3893STEAM_ID_PENDINGSPECTATOR joined team #Dustbowl_team2

L 12/17/2005 - 23:49:23: Lavo3894STEAM_ID_PENDING connected, address
80.188.217.139:39184

L 12/17/2005 - 23:49:25: : DiGitaL RevolutiOn :3893STEAM_0:0:711103
STEAM USERID validated

L 12/17/2005 - 23:49:37: Lavo3894STEAM_ID_PENDING entered the game

L 12/17/2005 - 23:49:37: Lavo3894STEAM_ID_PENDING joined team
SPECTATOR

L 12/17/2005 - 23:49:37: Lavo3894STEAM_ID_PENDINGSPECTATOR joined
team #Dustbowl_team1

L 12/17/2005 - 23:49:59: Lavo3894STEAM_ID_PENDING#Dustbowl_team1
changed role to Spy

L 12/17/2005 - 23:49:59: Lavo3894STEAM_ID_PENDING#Dustbowl_team1
triggered info_player_teamspawn

L 12/17/2005 - 23:49:59: Lavo3894STEAM_ID_PENDING#Dustbowl_team1
triggered Blue team spawn stuff

L 12/17/2005 - 23:50:06: Lavo3894STEAM_0:0:2838579 STEAM USERID
validated

L 12/17/2005 - 23:50:14: Lavo3894STEAM_0:0:2838579#Dustbowl_team1
killed

[WU-TANG]GZA3748STEAM_0:1:8281357#Dustbowl_team2 with
normalgrenade

L 12/17/2005 - 23:50:19: Lavo3894STEAM_0:0:2838579#Dustbowl_team1
disconnected



Hopefully the above might be of some assistance.



Regards



SteveP

--





 

 Subject:
 [hlds_linux] Crash in CClientPipe::WaitResult(unsigned)
 From:
 dackz [EMAIL PROTECTED]
 Date:
 Tue, 20 Dec 2005 01:07:02 -0500
 To:
 hlds_linux@list.valvesoftware.com

 To:
 hlds_linux@list.valvesoftware.com


 Well, I've never seen this 

Re: [hlds_linux] banner.gif not working

2005-10-03 Thread David A S Carter

It needs to be set to http://www.benkennish.co.uk/hl2ds/hl2mp; -
without the end slash, thats whats wrong, as it's tring to get
http://www.benkennish.co.uk/hl2ds/hl2mp//file and thus bombs out.

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AW: [hlds_linux] CS:S Dedicated v6 Errors (FreeBSD-4.9-STABLE)

2004-08-24 Thread S. Zimmermann
 It currently looks like GLIBC 2.2.4 will be the minimum GLIBC version
supported by srcds - negative to this, Alfred.
I'm using debian woody with glibc 2.2.5 and the server wont start.

Enabling debug mode
Auto-restarting the server on crash
Tue Aug 24 12:41:10 CEST 2004: Server Quit

Or its more than that...


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Dienstag, 24. August 2004 06:58
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] CS:S Dedicated v6 Errors (FreeBSD-4.9-STABLE)

This release doesn't solve that problem (I am not sure why you got that
idea). Hopefully that will be fixed sometime next week (along with CPU
specific binaries). It currently looks like GLIBC 2.2.4 will be the
minimum GLIBC version supported by srcds (due to some required C++
support), I am still trying ways to statically link in this code
however.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Eli (MerliNdr2) Sent: Monday, August 23, 2004 8:56 PM To:
[EMAIL PROTECTED] Subject: [hlds_linux] CS:S Dedicated
v6 Errors (FreeBSD-4.9-STABLE)

 I still get this error after tonight's update which was supposed (?)
 to fix the issues on FreeBSD 4.x... I am running the RH8 compat, and
 I have symlinked /lib to /usr/compat/linux/lib as I was getting some
 issues with the server finding files that it thought were in /lib.
 Well, it's giving the same error it was before, after tonight's
 update.

 error

 Enabling debug mode
 Auto-restarting the server on crash
 Illegal instruction (core dumped)
 cat: hlds.3216.pid: No such file or directory email debug.log to
 [EMAIL PROTECTED] Mon Aug 23 20:53:09 GMT 2004: Server restart
 in 10 seconds

 error

 The bfd_read error is in gdb itself, not the server, this I
 understand. The only error that actually comes out is this:
 Illegal instruction (core dumped)
 cat: hlds.3216.pid: No such file or directory

 In debug.log:
 Core was generated by `srcds_i486'.
 Program terminated with signal 4, Illegal instruction.
 #0  0x281d017e in ?? ()
 #0  0x281d017e in ?? ()
 #1  0x28092fac in ?? ()
 #2  0x280665a0 in ?? ()
 #3  0x010a in ?? ()
 #4  0x28066778 in ?? ()
 #5  0xbfbfdab0 in ?? ()
 #6  0x2805deb1 in ?? ()
 #7  0x28066914 in ?? ()
 #8  0x2808a550 in ?? ()
 #9  0x0001 in ?? ()
 #10 0x in ?? ()
 #11 0x2808a19c in ?? ()
 #12 0x2808a670 in ?? ()
 #13 0x2808b6c0 in ?? ()
 #14 0x3ee8ba2e in ?? ()
 #15 0x in ?? ()
 #16 0x in ?? ()
 #17 0x in ?? ()
 #18 0x08055188 in _GLOBAL_OFFSET_TABLE_ ()
 #19 0x0024 in ?? ()
 #20 0x3e00 in ?? ()
 #21 0x3f80 in ?? ()
 #22 0xbfbffcbc in ?? ()
 #23 0x0001 in ?? ()
 #24 0x0001 in ?? ()
 #25 0x in ?? ()
 #26 0x0001 in ?? ()
 #27 0xbfbfdae8 in ?? ()
 #28 0x281d3f4d in ?? ()
 #29 0x400d in ?? ()
 #30 0x400d in ?? ()
 #31 0x in ?? ()
 #32 0x0001 in ?? ()
 #33 0x2822d2e0 in ?? ()
 #34 0xbfbffcff in ?? ()
 #35 0xbfbfdb18 in ?? ()
 #36 0x01010101 in ?? ()
 #37 0x0001 in ?? ()
 #38 0x0001 in ?? ()
 #39 0xbfbfdb38 in ?? ()
 #40 0x281cc6df in ?? ()
 #41 0x400d in ?? ()
 #42 0x400d in ?? ()
 #43 0x in ?? ()
 #44 0x0001 in ?? ()
 #45 0x0001 in ?? ()
 #46 0x0001 in ?? ()
 #47 0x0001 in ?? ()
 #48 0x0001 in ?? ()
 #49 0x08052df8 in _IO_stdin_used ()
 #50 0xbfbffbd0 in ?? ()
 #51 0xbfbfdb38 in ?? ()
 #52 0x2808bfa3 in ?? ()
 #53 0x0805a028 in ?? ()
 #54 0x08052e28 in _IO_stdin_used ()
 #55 0x08049018 in main ()
 No symbol table info available.
 No shared libraries loaded at this time.
 Stack level 0, frame at 0xbfbfda54:
  eip = 0x281d017e; saved eip 0x28092fac
  called by frame at 0xbfbfda58
  Arglist at 0xbfbfda4c, args:
  Locals at 0xbfbfda4c, Previous frame's sp is 0xbfbfda54  Saved
   registers: eip at 0xbfbfda50
 End of Source crash report

 GlibC-2.3.2 on the Redhat8 compat. FreeBSD-4.9-STABLE.
 Running Dual AMD Processors. (Non-64bit)

 I've had this problem since Day 1 of the server release. If I could,
 I'd make the server Redhat, but unfortunately it's too late for that.

 Maybe a good question, why is it not writing to the pid file?

 I am not running the server as root, but when testing, it provides
 the same errors.

 Honestly, I'm not extremely familiar with FreeBSD, I just run it on
 this machine for the memory performance, I'm much more used to
 Redhat, but it can't be changed at this point, so I'm in need of a
 bit of help, please.

 Regards,
 Matthew Eli


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AW: AW: [hlds_linux] CS:S Dedicated v6 Errors (FreeBSD-4.9-STABLE)

2004-08-24 Thread S. Zimmermann
Then i missunderstood smth! Thanks :)



Hi,
if this problem is fixed, the minimum glibc will be 2.2.4+, but it is NOT
fixed yet ;)


  It currently looks like GLIBC 2.2.4 will be the minimum GLIBC version
 supported by srcds - negative to this, Alfred.
 I'm using debian woody with glibc 2.2.5 and the server wont start.

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[hlds_linux] CS:S and Gentoo

2004-08-22 Thread S. Zimmermann
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Anyone tested CS:S on a gentoo system?
Good/bad performance?
Sys specs?

Thx in advance

--



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[hlds_linux] HLDS hangs with pingboost enabled

2004-08-19 Thread Vincent S.
Hi there,

I have a problem running HLDS with pingboost enabled. Whenever I start
HLDS with pingboost activated (1,2 or 3), the server will hang
after some time, no matter if there are players on the server or if
the server is empty. This happens on all 3 of my servers, 2 of which
are running kernel 2.4, one running 2.6 (Debian Woody on all of them).
All servers are running plain vanilla HLDM games, no mods or plugins
installed.
Unfortunately I don't know when exactly these problems began to occur,
but I guess it was like 2 weeks ago (probably after some HLDS update).
Pingboost was working perfectly fine before.

The server does not crash (or spit out any debug output for that
matter), it just hangs and does not accept any more player connections
or console input.

Has anyone experienced similar problems and is there any fix available?

Regards,
Vincent


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[hlds_linux] SRCDS wishlist?

2004-08-12 Thread Carlos S Bederian
Hi people,
I've been following hlds_linux for the last months, and I wondered if
Alfred and the rest of the Valve crew are taking server admin requests
for the new srcds while it's in beta or they have closed the feature
list already.
I think it would be nice to see an epoll-based pingboost option for
people running linux 2.6 kernels (that is, if srcds will have pingboost
options, and epoll actually speeds things up), as it has shown to be
very effective in other server applications reducing server load.
Also, could the CPU speed calibration data be saved somewhere so that we
need to run it once without load and then use that data to start srcds
with a -nocputest option or something like that when the server is under
load?
-Carlos
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AW: [hlds_linux] 64-bit hlds_l

2004-07-26 Thread S. Zimmermann
 CHMOD set correctly?


I seem to have problems running hlds_l on a 64-bit Opteron machine.
The error message I'm getting is ./hlds_amd64: cannot execute binary
file. Can someone help me out with this or point me to the right
direction?

Thanks!



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AW: [hlds_linux] 4/10/04 VAC Updated

2004-04-10 Thread S. Zimmermann
Thanks Nick,

keep up the good work!



- Once again, VAC has been updated.
-
- * More cheat detections added.
-
- I would also like to reiterate that cheating is a violation of Valve's
- standard End User License Agreement.
-
-  Nick
- --
- Nick Shaffner
- Valve

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AW: [hlds_linux] Failed to connect to any GeneralDirectoryServer

2004-03-03 Thread S. Zimmermann
yep!  also: Send Failure; Connection Reset


Failed to connect to any GeneralDirectoryServer


Anyone got this one ?

nmarques

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AW: [hlds_linux] server performance improvement

2004-01-31 Thread S. Zimmermann
is there yet some definite guide on how to improve the linux performance
(kernel wise).

i'm confused over these options

2.4.x vs 2.6.x
hz=1000 vs hz=200
preemtive patch/low latency patch

currently i run 3 22slots server on one dual athlon mp 2800+. that's
about the maximum the server can take, if you want it to be lag free.

any final advice would be appreciated.

best regards,
raoul bhatia
--

raoul bhatia  email.[EMAIL PROTECTED]
- ipax.tk -   web.http://www.ipax.tk
chief technician, support irc.  #ipax (quakenet)


- well maybe you have misconfigured your server?! We can run about ~120
slots without any lags on an dual mp 2800+ [2gb ram]

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AW: [hlds_linux] server performance improvement

2004-01-31 Thread S. Zimmermann
- well we've blank kernel 2.6.1 install ; kill all unnecessary tasks
running!
- we have 120 slots running lag free, but i'm sure it will work up to
150/70 (untested)



is there yet some definite guide on how to improve the linux performance
(kernel wise).

i'm confused over these options

2.4.x vs 2.6.x
hz=1000 vs hz=200
preemtive patch/low latency patch

currently i run 3 22slots server on one dual athlon mp 2800+. that's
about the maximum the server can take, if you want it to be lag free.

any final advice would be appreciated.

best regards,
raoul bhatia
--

raoul bhatia  email.[EMAIL PROTECTED]
- ipax.tk -   web.http://www.ipax.tk
chief technician, support irc.  #ipax (quakenet)


- well maybe you have misconfigured your server?! We can run about ~120
slots without any lags on an dual mp 2800+ [2gb ram]

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AW: AW: [hlds_linux] server performance improvement

2004-01-31 Thread S. Zimmermann
- 7*16 (always full)
- 1*10

- Dunno, but works great!

- Sebastian



How many per server? 10 servers x 12 players is far less load than 5
servers x 24 players.

-Mad

--
http://www.madslab.com

A proof is a proof. What kind of a proof? It's a proof. A proof is a
proof. And when you have a good proof, it's because it's proven.

– Prime Minister Jean Chrétien



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[hlds_linux] Clients timing out

2003-03-02 Thread S-Man
Hi,

I have this problem that just came up. I installed a new instance of hlds
on my RH 7.3 Linux box. For a whole week it has been solid. Now everyone is
getting kicked off timing out. I don't know whats different about it but
it is getting annoying. On my end when I time out, HL crashes on me and I
get the send error to MS box from WinXP. It is getting to be annoying, and
I have done searches on GOOGLE and other places but don't know what the
problem could be. I even reinstalled it several times in directories and
under new users but the problem persists. I do not know what the problem
could be as the server was working fine for a week with no problems.
Nothing has changed it just now times out, and I do not know if it is the
server or its is a connection problem.
Can anyone give me a hint or point me in the right direction? I am getting
really frustrated with this, or should I just reinstall the whole OS?
Sam C

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