Re: [hlds_linux] New SteamID format for TF2

2014-08-22 Thread Zaretti Steve
Will the format being changed on other engine? Like CS:GO ?

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Re: [hlds_linux] Confirme

2014-01-13 Thread Zaretti Steve
you are in


2014/1/13 HellzSleek, Sleek sl...@papaschulz.net

 Confirme

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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-30 Thread Zaretti Steve
Yes i'm using vac and TNF since July so, my rules are set, forgot exactly why :)

2013/9/30 Marco Padovan e...@evcz.tk:
 you run those in the OVH network firewall (vac?)

 The issue we are experiencing is exactly there, I did not had rules for
 26900 - 26999, the rest was similar to yours (I also opened listening
 client port)

 so maybe the curlprint is those 26900 random ports that the server uses to
 listen on... will give a try then.

 Thank you


 On Mon, Sep 30, 2013 at 6:41 AM, Zaretti Steve kosso...@gmail.com wrote:

 gnaaa early morning, don't loop my ip :p

 2013/9/30 Zaretti Steve kosso...@gmail.com:
  Well, these I my srcds firewall rules:
  permit udp any 87.98.179.101/32 range 26900 26999
  permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
  permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
  permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
= standars client
  permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
  permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
= ping, you should do packet length/string check
 
   My servers are on port 20004, 20005, etc.
 
   This rules was set ages ago. I'm not sure about which one allow steam
  connexion. Don't forgot that some client will be impacted.
 
 
   GL.
 
 
  2013/9/30 Bruno Garcia garcia.bru...@gmail.com:
  Unrelated to this topic: Don't be frighten to address your ddos attack
  situation with the authorities. You have every right to do so, and it
 will
  most likely permanently solve your problem.
 
 
  On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan e...@evcz.tk wrote:
 
  well... i see no traffic on dst port 27015 will probably have to leave
 the
  tcpdump (with -nnvvXS ) running for very long time?
  btw I hope there's a clear answer from valve.
 
  btw the only port I'm filtering (and always have been) is: UDP 269xx
 ... I
  see plenty of those attached as listening to srcds...
 
  but it's is not related to the item server error apparently...
 probably the
  item server connections is done in udp and outgoing, not listening
 
 
  On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve kosso...@gmail.com
 wrote:
 
   tcpdump dst port 27015 | egrep -i valve|steam
  
   2013/9/29 Marco Padovan e...@evcz.tk:
Hi,
   
due to serious ddos attacks we had to put up a very strict firewall
rulesets.
   
Basically we permit just the incoming listening ports (client,
 server
  and
tv) and deny everything else.
   
With that setup everything runs smoothly except if you press M to
  access
the inventory and you see that error.
   
My question is: what is the item server port so we can create a
  specific
rule for that kind of traffic?
Does the steam item server port send traffic with source 27015?
   
Additionally does the connection to the item server make use of a
  random
local port instead of the one defined with the +clientport command
 line
switch right?
   
Thank you,
best regards
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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
tcpdump dst port 27015 | egrep -i valve|steam

2013/9/29 Marco Padovan e...@evcz.tk:
 Hi,

 due to serious ddos attacks we had to put up a very strict firewall
 rulesets.

 Basically we permit just the incoming listening ports (client, server and
 tv) and deny everything else.

 With that setup everything runs smoothly except if you press M to access
 the inventory and you see that error.

 My question is: what is the item server port so we can create a specific
 rule for that kind of traffic?
 Does the steam item server port send traffic with source 27015?

 Additionally does the connection to the item server make use of a random
 local port instead of the one defined with the +clientport command line
 switch right?

 Thank you,
 best regards
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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
Well, these I my srcds firewall rules:
permit udp any 87.98.179.101/32 range 26900 26999
permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
  = standars client
permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
  = ping, you should do packet length/string check

 My servers are on port 20004, 20005, etc.

 This rules was set ages ago. I'm not sure about which one allow steam
connexion. Don't forgot that some client will be impacted.


 GL.


2013/9/30 Bruno Garcia garcia.bru...@gmail.com:
 Unrelated to this topic: Don't be frighten to address your ddos attack
 situation with the authorities. You have every right to do so, and it will
 most likely permanently solve your problem.


 On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan e...@evcz.tk wrote:

 well... i see no traffic on dst port 27015 will probably have to leave the
 tcpdump (with -nnvvXS ) running for very long time?
 btw I hope there's a clear answer from valve.

 btw the only port I'm filtering (and always have been) is: UDP 269xx ... I
 see plenty of those attached as listening to srcds...

 but it's is not related to the item server error apparently... probably the
 item server connections is done in udp and outgoing, not listening


 On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve kosso...@gmail.com wrote:

  tcpdump dst port 27015 | egrep -i valve|steam
 
  2013/9/29 Marco Padovan e...@evcz.tk:
   Hi,
  
   due to serious ddos attacks we had to put up a very strict firewall
   rulesets.
  
   Basically we permit just the incoming listening ports (client, server
 and
   tv) and deny everything else.
  
   With that setup everything runs smoothly except if you press M to
 access
   the inventory and you see that error.
  
   My question is: what is the item server port so we can create a
 specific
   rule for that kind of traffic?
   Does the steam item server port send traffic with source 27015?
  
   Additionally does the connection to the item server make use of a
 random
   local port instead of the one defined with the +clientport command line
   switch right?
  
   Thank you,
   best regards
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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Zaretti Steve
gnaaa early morning, don't loop my ip :p

2013/9/30 Zaretti Steve kosso...@gmail.com:
 Well, these I my srcds firewall rules:
 permit udp any 87.98.179.101/32 range 26900 26999
 permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
 permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
 permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
   = standars client
 permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
 permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
   = ping, you should do packet length/string check

  My servers are on port 20004, 20005, etc.

  This rules was set ages ago. I'm not sure about which one allow steam
 connexion. Don't forgot that some client will be impacted.


  GL.


 2013/9/30 Bruno Garcia garcia.bru...@gmail.com:
 Unrelated to this topic: Don't be frighten to address your ddos attack
 situation with the authorities. You have every right to do so, and it will
 most likely permanently solve your problem.


 On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan e...@evcz.tk wrote:

 well... i see no traffic on dst port 27015 will probably have to leave the
 tcpdump (with -nnvvXS ) running for very long time?
 btw I hope there's a clear answer from valve.

 btw the only port I'm filtering (and always have been) is: UDP 269xx ... I
 see plenty of those attached as listening to srcds...

 but it's is not related to the item server error apparently... probably the
 item server connections is done in udp and outgoing, not listening


 On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve kosso...@gmail.com wrote:

  tcpdump dst port 27015 | egrep -i valve|steam
 
  2013/9/29 Marco Padovan e...@evcz.tk:
   Hi,
  
   due to serious ddos attacks we had to put up a very strict firewall
   rulesets.
  
   Basically we permit just the incoming listening ports (client, server
 and
   tv) and deny everything else.
  
   With that setup everything runs smoothly except if you press M to
 access
   the inventory and you see that error.
  
   My question is: what is the item server port so we can create a
 specific
   rule for that kind of traffic?
   Does the steam item server port send traffic with source 27015?
  
   Additionally does the connection to the item server make use of a
 random
   local port instead of the one defined with the +clientport command line
   switch right?
  
   Thank you,
   best regards
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread Zaretti Steve
There is some trick, like ip fail-over...
 I've got the same IP since 5 years, and changed hardware/server a
douzen of time...

 This said, with the rise of IPv6... I hope dns will be supported.
 IPv6 seems glitchy for basic user... dns will help.

 But this is my opinion.



2013/8/25 ics i...@ics-base.net:
 Having DNS to favorites is being suggested over past 8 years quite few times
 and only thing even near that is TF2's server registration which will tie
 the server reputation to the steam account, so changing ip does not lose the
 reputation your server has gotten (which in it's own way affects quickplay).

 -ics

 [#OMEGA] - K2 kirjoitti:

 They should just add a server variable containing the dns which server
 owners can set.
 Then if people add the server though favourites and such cvar is set, it
 automatically gets added with the DNS entry instead of the IP. Plus adding
 servers manually also stores the DNS entry instead of resolved IP Address.

 This would be a non intrusive change and should work fine.

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Erik-jan
 Riemers
 Gesendet: Sonntag, 25. August 2013 11:34
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] Add something to the game so that server ops can
 ban HWID too.

 About finding servers easy, use sv_tags. You can search on tags, so in our
 case they search for lz and find all our servers in the browsers easily.

 Given, I've mentioned the whole dns entry I think 2 or 3 years ago. People
 suggested multiple solutions, all great but none of them ever made it.
 Would be easy if you register your server, to add an extra entry called
 host or something which gets stored at valve's place. (I think we can
 all cope with not storing the port too)

 We also use subdomains, but that’s hardly used by anyone.  Most people
 either search on the tag or come random.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
 Reeuwijk
 Sent: zondag 25 augustus 2013 1:11
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Add something to the game so that server ops can
 ban HWID too.

 That is not what they mean. They mean that the client saves it by DNS name
 like

 srv1.community.xxx:27015
 srv1.community.xxx:27020
 srv2.community.xxx:27015
 etc
 instead that that gets resolved to IP, and then saved as a IP:port in the
 server list. They want the clients to save it by URL:port, so moving to a
 new hardware server won't lose their players.

 I rather see that comm's can add servers by IP to their Steam group, and
 that those get into a tab in the steam browser for easy finding their
 servers.

 Let the client be able to enable or disable this (choose default
 opt-in/opt-out, then per group in or out), so ppl with a huge list of
 groups can opt out default, and include only a few groups, and ppl who
 have few groups can opt in and exclude a few groups.

 Server owners can easily update the list of servers, Valve can verify
 quite easily on their backend if its really a server, and it solves all
 problems with saving servers in the favorites, for they can go to that
 tab, favorite all they want, and get on.




 
 From: ElitePowered . elitepowe...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Sunday, 25 August 2013, 1:01
 Subject: Re: [hlds_linux] Add something to the game so that server ops

 can ban HWID too.


 You can just use subdomains.


 On Sat, Aug 24, 2013 at 6:53 PM, Nomaan Ahmad n0man@gmail.com




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Re: [hlds_linux] Packet Sizes?

2013-07-15 Thread Zaretti Steve
That the rules I use:

Server side:
iptables -A INPUT -p udp -m udp --dport 27015 -m length --length 0:28 -j
DROP
iptables -A INPUT -p udp -m udp --dport 27015 -m length --length 1000:1
-j DROP

The upstream router:
deny udp any 87.98.179.101/32 fragments


You must check length using this said:
tcpdump -nn port 27015
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Re: [hlds_linux] Counter-Strike Dedicated Server, on CentOS 5.9 = GLIBCXX_3.4.15, etc.

2013-02-16 Thread Steve Dudenhoeffer
Are you using the new hlds_run?  I notice the Using Pentium II Optimized
binary line, which isn't in the new hlds_run.

hlds is bundled with libstdc++ anyway, so long as it is being executed with
proper environment variables (eg: from hlds_run), then it should pick it up.

Anyway, even if you get past this it probably work anyway.  CentOS is the
worst and bundles crazy old libraries with it, so your glibc may not be a
high enough version.  This new hlds update drastically bumped the required
glibc version.  We had to update all of our CentOS 5.x machines to
6.whatever is the newest now (6.3 i think) just to get it to work.

On Fri, Feb 15, 2013 at 9:30 PM, Weasel wea...@weaselslair.com wrote:

 Type: Dedicated Server:
 Platform: Linux
 Operating System: CentOS, Version 5.8, 32-bit (x86)
 Kernel: Linux 2.6.18-028

 Got past the issues of SteamCMD asking for libstdc++.so.6
 (GLIBCXX_3.4.10) by the loading-fedora-library-on-CentOS hack.
 That allowed me to use SteamCMD to install HL1 and get a dedicated server
 for that up and running again.
 It also allowed me to use SteamCMD to install a Counter-Strike (1.6ish)
 dedicated server, but it won't start.

 Counter-Strike itself is now complaining about an even newer library
 required (output further below).
 I tried some other newer (fedora) libraries that included GLIBCXX_3.4.15
 - but that work-around didn't help.
 It just started throwing a different error saying that lib was not for
 this OS.
 So, I guess I've taken that work-around about as far as it goes.
 Can host HL1 dedicated server right now, but not CS.  :-(

 Maybe these libs should be shipping with HLDS - depending on the distro?

 PS: I assume I need to post this also to the 
 https://github.com/ValveSoftware/halflife; GitHub, *NOT* the 
 https://github.com/ValveSoftware/steam-for-linux; GitHub?

 Original Counter-Strike HLDS error:
 --

 Auto detecting CPU
 Using Pentium II Optimised binary.
 Auto-restarting the server on crash

 Console initialized.
 Using breakpad crash handler
 Setting breakpad minidump AppID = 10
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Installing breakpad exception handler for appid(10)/version(5787)
 scandir failed:/usr/not-root/game103-cs/./valve/SAVE
 scandir failed:/usr/not-root/game103-cs/./platform/SAVE
 Protocol version 48
 Exe version 1.1.2.7/Stdio (cstrike)
 Exe build: 11:30:00 Aug 28 2012 (5787)
 STEAM Auth Server
 [Start of AutoExec.CFG]
 Server logging data to file logs/L0215030.log
 L 02/15/2013 - 17:52:30: Log file started (file logs/L0215030.log) (game
 cstrike) (version 48/1.1.2.7/Stdio/5787)
 logaddress_add:  127.0.0.1:27500
 [End of AutoExec.CFG]
 Server IP address 209.54.58.74:28017
 LoadLibrary failed on ./cstrike/dlls/cs.so: ./libstdc++.so.6: version
 `GLIBCXX_3.4.15' not found (required by ./cstrike/dlls/cs.so)
 Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so!
 L 02/15/2013 - 17:52:30: FATAL ERROR (shutting down): Host_Error: Couldn't
 get DLL API from ./cstrike/dlls/cs.so!

 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
 ./cstrike/dlls/cs.so!

 Fri Feb 15 17:52:34 PST 2013: Server Quit



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Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread Steve Dudenhoeffer
For some silly reason they still require you to execute steam.sh with
environment variables.

STEAMEXE=steamcmd ./steam.sh

On Thu, Feb 14, 2013 at 1:00 AM, Weasel wea...@weaselslair.com wrote:

 I haven't had any cause to do anything with SteamCMD prior to now.
  Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over
 to it SteamCMD tomorrow, I gave it a shot this evening.  When tried to run
 on hosted CentOS 5.x (32-bit) dedicated server for the first time, the
 result was, eh  distressing to say the least (see below).  So much
 for my very popular HL1 server as of tomorrow???

 [code]
 [not-root]$ ./steam.sh
 Running Steam on Linux 2.6.18-028stab069.6 32-bit
 STEAM_RUNTIME is enabled automatically
 Unpack runtime failed, error code 1
 Error:
 Couldn't set up the Steam Runtime. Are you running low on disk space?
 Continuing...
 Press enter to continue:
 ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation
 not permitted
 ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such
 file or directory
 Error:
 Couldn't start bootstrap and couldn't reinstall from
 /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.  Please contact technical
 support.
 Press enter to continue:
 [not-root]$
 [/code]

 Thought it might be a permissions issue, so I re-applied (all executable,
 etc.) - no luck.
 I'd get my paddle out, but apparently I am up the creek without one?


 --
 Original message this is in reply-to below ...

 --
 Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1
 deathmatch update coming
 From: Alfred Reynolds alf...@valvesoftware.com
 Date: Wed, 2013/02/13 05:03 PM
 To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated
 Linux server mailing list , 'hlds_annou...@list.valvesoftware.com'

 We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1
 deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The
 update will need to be downloaded using the steamcmd tool, documented here:
 https://developer.valvesoftware.com/wiki/SteamCMD
 Use appid 90.

 You can get the vast majority of the update right now, the beta bits will
 be flipped to the public ones tomorrow with a tiny incremental update at
 that time.

 - Alfred

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Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread Steve Dudenhoeffer
tv_port defaults to 27020

On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting 
chefeification...@gmail.com wrote:

 There are some port that the game tries to bound automaticly, maybe there
 are some cvars to control that 

 For all command line specific, look here:

 https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server


 2013/2/10 Landon Orr lando...@gmail.com

  So that specified one of the ports, however when I run the server, it's
  still trying to use 27020, which is in use. Is it possible to specify
 that
  one as well?
 
 
  On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang know.thine.en...@gmail.com
  wrote:
 
   The parameter is -port 27025, for example.
   On Feb 9, 2013 6:00 PM, Landon Orr lando...@gmail.com wrote:
  
Currently I'm trying to host multiple servers on one machine. It's a
  very
beefy machine, two 16-core AMD processors and 64 gigs of memory, so
 I'd
like to run quite a bit of servers, 30+ if possible. However, I'm
  running
into an issue when I spin up more than fiver servers or so. Right now
  I'm
having issues with ports overlapping, as in the servers try to
 request
  a
port but it's already in use. For the first five they would just use
  the
next port up. However, it seems that a server uses two ports (correct
  me
   if
I'm wrong) 27015 and 27020. After five servers, the next server tries
  to
use 27015, it's in use so it tries 27020 and then it gives up.
   
I know when you use the srcds_run command, there is a way to specify
  the
port to use, but I can't remember the command. Also, how many ports
 do
  I
have to specify? Just two, or are there more than that?
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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-03 Thread Steve Dudenhoeffer
engine_i486.so (and potentially the others), are linked against GLIBC 2.7,
while all of the other games require lower versions (eg: csgo's engine.so
seems to require 2.3).  Can anything be done to bring this more in line
with the other games?

On Sun, Feb 3, 2013 at 5:56 PM, Andre Müller gbs.dead...@gmail.com wrote:

 It's not good to run a gameserver or other things with root privileges.
 I hope your server is not direct connected to the internet.

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Re: [hlds_linux] Next TF update may break linux plugins

2012-10-23 Thread Steve Dudenhoeffer
Thanks for the warning.  The binary files being renamed is easy enough to
work around, but apparently the symbols are also stripped out of them.  Any
chance this can be reversed for the server binaries?  Converting to
signatures and maintaining them would be a huge hassle.

Thanks.

On Tue, Oct 23, 2012 at 8:27 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 A word of warning concerning the next TF update.  Many of the Linux
 binaries for the dedicated server will be renamed.

 For example:

 bin/datacache_srv.so
 bin/dedicated_srv.so
 bin/engine_srv.so
 bin/libtier0_srv.so
 bin/libvstdlib_srv.so
 bin/materialsystem_srv.so
 bin/replay_srv.so
 bin/scenefilecache_srv.so
 bin/shaderapiempty_srv.so
 bin/soundemittersystem_srv.so
 bin/studiorender_srv.so
 bin/vphysics_srv.so
 tf/bin/server_srv.so

 If you have any scripts or plugins that depend on particular filenames,
 this could break them.

 Also, the update will contain a large number of changes to low level
 libraries such as tier0_srv.so.

 The most recent TF beta was shipped with the renamed binaries and with
 these changes and can be used to test any scripts or plugins.

 We highly recommend that plugin developers test their plugins against the
 current TF beta.

 Thank you,
 Fletch
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Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Steve
We have had this a few times on our match servers reported by multiple
people at the same time. The servers are vanilla and its a mix of people
with custom to vanilla huds. The servers are vanilla also but a map change
normally resolves it.
On Sep 27, 2012 7:37 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 Did you clear the ..\steam\steamapps\*username\team fortress 2\tf\ 's
 Materials / Models / Particles / Maps / Resource folders?  to clear out any
 residual stuff that has not all files of a downloaded custom content. If it
 happens in valve maps, then most probably some props are having replaced
 skins/models.

 Did you try to use -autoconfig parameter for 1 boot of the CLIENT? (remove
 it after starting the game once with it). To clear out any FPS config you
 might have?

 Did you try to delete the ..\steam\steamapps\*username\team fortress 2\
 folder ? to clear out any bad mishap that went wrong when updating the game
 itself

 Did you try to:
 - exit steam
 - go to your steam folder
 - delete AppUpdateStats.blob
 - delete ClientRegistry.blob
 - start steam
 - Verify your Game Cache files
 - redo the point above this one.
 - and check again?

 If valve updates something, say skins of some models, steam/the game will
 auto delete those skins updated that are in the game folder (to let the
 game use the new stuff), but not the custom models (if those where not
 updated), which will most probably then causing these kinds of problems.

 And why are we talking client issues on a server list?




 
  From: cladiron cladi...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, 27 September 2012, 2:38
 Subject: Re: [hlds_linux] Red X's still appearing
 
 For Tom McClellan's
 https://plus.google.com/u/0/102193414965656437180?prsrc=4failed
 post.
 I have 2 hard drives, 1 has windows7 and 1 has windows8-dev.
 I unplug 1 to plug the other in so only 1 drive is connected at a time.
 The issues happens on both drives, 2 separate game servers, both run
 2fort.
 1 has rollthedice, the other is plain other than quick respawn.
 
 Again, this happens on both.
 Separate  harddrives, separate OS, separate game servers, same valve map.
 
 
 On Wed, Sep 26, 2012 at 7:06 PM, Ryan Stecker voidedwea...@gmail.com
 wrote:
 
  The red x's *can* be a sign of missing files, but that's not the case
 this
  time.
 
  There's a legitimate issue where the ParticleEffectNames stringtable is
  getting close to full and some of the game's particles aren't
 precaching on
  clients because of this.
 
  On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com
  wrote:
 
   For the 9001'th time red x's mean you are missing files for your maps
   / mods. This is not a valve problem, this is a problem for the mod
   makers / map makers. if you are getting red x's on a valve map, try
   doing a clean install / disabling your ui mods.
  
   On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
I'm 100% it's happen to me on 2fort.
i made a comment on the other thread regarding this. I was wrong
  thinking
it was related to a custom map.
Lots and lots of small x's, it's usually while i'm playing as pyro
 and
  up
close on the enemy.
   
   
On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
   
I think it is on all maps.
   
   
On 9/26/2012 2:19 AM, Michael Johansen wrote:
   
Hi
I'm just wondering what I can do to fix this red X problem that's
appearing on all my custom map servers. At first it just happened
 on
  my
Surf servers, but now it does indeed seem like it happens on all
 the
servers except vanilla. I have tried the extension linked to, and
 I
   also
have tried the particle_manifest.txt file.
   
   
 http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
  
   http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
   
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread Steve Tomaszewski
Server admins rarely make money. Do you know how much time, effort, and
money we use making a game server for the public to enjoy? Every single one
of my servers costs 2k each. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of [BT]Black V
Sent: Friday, September 14, 2012 3:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] HTML MOTDs not rendering?

Yeah I disable my html most. For exactly those rain of not seeing the puke
some random admin wants to put on my screen.

I don't care about you (server admins/hosters) making money at all

You give ads on me, I blacklist server and never come back.

I'm categorically saying ads are bad

On 15/09/2012 7:31 AM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you give users an option to view the ad or not I can't imagine 
 anyone
ever opting in.  These ads work only because they're forced on users.

 Technically there is already a way to opt out of these ads by 
 disabling
html motd's.  However, many of the servers running these ads are also using
SourceMod plugins that detect html motd's are disabled and won't allow the
user to play.

 On 14.09.2012 11:48, cladiron wrote:

 I'm not saying ads are bad, only when you force the client to view it 
 and the it lags them.
 Give the client the option to view the ad, not auto-opt them in . 
 that
just
 suxs.



 On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote:

 On 14/09/2012 05:17, Frank wrote:

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 ^^

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Re: [hlds_linux] LAN server questions:

2012-09-11 Thread Steve Tomaszewski
VLANS are primarly for the opposite of what your trying to do. They separate
say 2 networks on 1 switch so hardware cost is lower.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Tuesday, September 11, 2012 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] LAN server questions:

On LAN mode it will only work on its submerged. I.e 192.168.3.1 is the
server. Then only clients in 192.168.3.xxx can play on it.

Sent from my android device.



-Original Message-
From: Steven Miano mian...@gmail.com
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 11 Sep 2012 8:10 AM
Subject: [hlds_linux] LAN server questions:

I'm stuck at the moment trying to figure out dedicated servers on a LAN.

Right now I have 15 different VLANs on my network (15 separate
192.168.x.x/24s). I have them segregated for management, and visibility at
the LAN parties mostly.

Having my game servers sitting on 192.168.3.0/24 and having my guests on
(just citing one VLAN as an example) 192.168.6.0/24 makes it so that the
dedicated server does not show up in their LAN tab in game.

Running tcpdump -n broadcast isn't showing me anything on the game server
(hoping to forward the broadcasts via pfsense from one vlan to the others).
How can I assure that my source dedicated servers are viewable on the LAN
tab for this network?

Thanks for any assistance,

mianosm
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Why are you so worried about it taking screenshots? They said it can only
take shots of game footage.

I think this is a great idea and should not be patched. It's probably the
most indefinite proof that someone is cheating. And having their steam id
and everything would get them out of a community that would be better
without any cheaters. If you want to use hacks, stand up your own server and
pay for it then see how many people stay there.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: Monday, September 10, 2012 11:19 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

Will alias jpeg and alias screenshot prevent this from taking
screenshots?

2012/9/10 Drogen Viech drogenvi...@googlemail.com:
 He should atleast force a tag into sv_tags when this plugin is 
 installed so i can avoid all those servers

 2012/9/10 ics i...@ics-base.net:
 Like i said you wouldn't even care if you didn't know about such 
 feature existed on this plugin. Anakin isn't some mojo from backalley 
 who tries to exploit everyone. Plugin takes screenshots that reveal 
 cheaters. Nothing else. Granted, you don't know that for sure as it 
 isn't open source but that's what it does.

 I¨'m all in for extra tools to get cheaters out as we ban more 
 cheaters than VAC catches (if we look back 2 months after ban was 
 issued by us, VAC doesn't get nearly all of them). I'm even helping 
 with reporting every single cheater through Steamcommunity because i know
it also helps.

 -ics

 10.9.2012 17:54, Drogen Viech kirjoitti:

 The difference is that it's common knowledge that punkbuster takes 
 screenshots, whereas it is done in some obscure and hidden way in 
 anakins plugin, i really hope these exploits are going to be fixed

 2012/9/10 ics i...@ics-base.net:

 I know what it does and i'm fine with it. Open Source isn't always 
 best solution especially on anticheat systems as cheat developers 
 can see what it does and do countermeasures. I'm also pretty sure 
 Valve will do something that kills the screenshot feature as they 
 did long ago to server plugins that were able to execute commands 
 on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

 (I added hlds to the To list as well, since this affects both 
 Windows and Linux servers)

 The problem is that it appears to be running client commands that 
 the server isn't supposed to have access to.  AND uploading files 
 from a client's machine back to the server.  AND sending them to 
 the author of the plugin; you did catch that part, right?

 The plugin's author won't even send the source code to the admins 
 of ETF2L, let alone anyone else.  Which means, unless you 
 decompile it, you have no idea what it's doing.  Heck, even if you 
 DO decompile it, you may have no idea what it's doing... 
 decompilation isn't exactly the easiest thing to read.

 So... you have Security by Obscurity that is itself bypassing the 
 game client's security.

 On 9/10/2012 10:35 AM, ics wrote:

 Presumably it's all there in the SDK and i have to say it's an 
 awesome feature. If i would have to guess, Valve propably uses 
 same thing on VAC as extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature 
 exists on this plugin or on the server they play on. I tested 
 this yesterday and already got 1 cheater caught. Besides, it only 
 takes screenshots. No desktop shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots 
 *and* tell them to upload them to the server? Whatever happened 
 about privacy?

 2012/9/8 lwf l...@rocketblast.com:



 http://etf2l.org/forum/general/topic-21038/page-24/?recent=4067
 17#post-406387

 This is absolutely brilliant, great job! Now just imagine 
 having something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but 
 please, at least consider releasing a stable version with 
 that doesn't open connection (no auto-update or reports to you 
 or anywhere else, no
 offense) and has no undocumented features (now or later). I'd 
 really like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
 wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started 
 working back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t 
 understand, the detection is kind of “heuristic” (I won’t 
 explain in detail, if I do then the cheat coders will bypass 
 it in no time), so it’s not because someone got detected that 
 he is surely cheating. It’s just a tool to help you find 
 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Steamchat is a separate program run over top the game. If your executing a
Screenshot on hl2.exe for example, it cannot interfere with
steamoverlay.exe. The two cannot communicate.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Svensson
Sent: Monday, September 10, 2012 11:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

I suppose it takes screenshots of steamchats, that is not ok.

2012/9/10 Erik-jan Riemers riem...@binkey.nl

 You mean all the cheaters can avoid that server?

 2012/9/10 Drogen Viech drogenvi...@googlemail.com

  He should atleast force a tag into sv_tags when this plugin is 
  installed so i can avoid all those servers
 
  2012/9/10 ics i...@ics-base.net:
   Like i said you wouldn't even care if you didn't know about such
 feature
   existed on this plugin. Anakin isn't some mojo from backalley who 
   tries
  to
   exploit everyone. Plugin takes screenshots that reveal cheaters.
 Nothing
   else. Granted, you don't know that for sure as it isn't open 
   source but that's what it does.
  
   I¨'m all in for extra tools to get cheaters out as we ban more 
   cheaters
  than
   VAC catches (if we look back 2 months after ban was issued by us, 
   VAC doesn't get nearly all of them). I'm even helping with 
   reporting every single cheater through Steamcommunity because i know
it also helps.
  
   -ics
  
   10.9.2012 17:54, Drogen Viech kirjoitti:
  
   The difference is that it's common knowledge that punkbuster 
   takes screenshots, whereas it is done in some obscure and hidden 
   way in anakins plugin, i really hope these exploits are going to 
   be fixed
  
   2012/9/10 ics i...@ics-base.net:
  
   I know what it does and i'm fine with it. Open Source isn't 
   always
 best
   solution especially on anticheat systems as cheat developers can 
   see
  what
   it
   does and do countermeasures. I'm also pretty sure Valve will do
  something
   that kills the screenshot feature as they did long ago to server
  plugins
   that were able to execute commands on clients.
  
   -ics
  
   10.9.2012 17:40, Ross Bemrose kirjoitti:
  
   (I added hlds to the To list as well, since this affects both
 Windows
   and
   Linux servers)
  
   The problem is that it appears to be running client commands 
   that
 the
   server isn't supposed to have access to.  AND uploading files 
   from a client's machine back to the server.  AND sending them 
   to the author
  of
   the
   plugin; you did catch that part, right?
  
   The plugin's author won't even send the source code to the 
   admins of ETF2L, let alone anyone else.  Which means, unless 
   you decompile it,
  you
   have no idea what it's doing.  Heck, even if you DO decompile 
   it,
 you
   may
   have no idea what it's doing... decompilation isn't exactly the
  easiest
   thing to read.
  
   So... you have Security by Obscurity that is itself bypassing 
   the
 game
   client's security.
  
   On 9/10/2012 10:35 AM, ics wrote:
  
   Presumably it's all there in the SDK and i have to say it's an
  awesome
   feature. If i would have to guess, Valve propably uses same 
   thing
 on
   VAC as
   extra proof of cheating.
  
   No one wouldn't even be alarmed if they didn't know such 
   feature
  exists
   on this plugin or on the server they play on. I tested this
 yesterday
   and
   already got 1 cheater caught. Besides, it only takes screenshots.
 No
   desktop
   shots, just ingame footage.
  
   -ics
  
   10.9.2012 16:47, Drogen Viech kirjoitti:
  
   What the hell? Servers can tell the client to take 
   screenshots
 *and*
   tell them to upload them to the server? Whatever happened 
   about privacy?
  
   2012/9/8 lwf l...@rocketblast.com:
  
  
  
  
 
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post
 -406387
  
   This is absolutely brilliant, great job! Now just imagine 
   having something like Greenlight to go through those...
  
   I'm not even going to bother asking you to open source it 
   but
  please,
   at least consider releasing a stable version with that 
   doesn't
  open
   connection (no auto-update or reports to you or anywhere 
   else, no
   offense) and has no undocumented features (now or later). 
   I'd
  really
   like to use this, we should have had this long ago.
  
   On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . 
   anakin...@gmail.com
   wrote:
  
   Hi,
  
   As Valve is too lazy to do anything about hacks, I started
 working
   back in January on a plugin that can detect:
   - POTENTIAL triggerbotters
   - Prediction hacks (crit hacks/no spread hacks)
   - An anti-speedhack bypass exploit
  
   Triggerbots:
   To make it clear as some people I gave it to didn’t 
   understand,
  the
   detection is kind of “heuristic” (I won’t explain in 
   detail, if
 I
  do
   then the cheat coders 

Re: [hlds_linux] SteamCMD crash - clean install

2012-08-21 Thread Steve Dudenhoeffer
This seems to be happening to me on the machines I have with a CentOS
install of 5.4 and below, 5.5+ work fine.  It's probably related to
some old library setups.  Instead of trying to figure out what it is,
I'm just upgrading my older machines, so I'm afraid I can't be much
more help than that.

On Tue, Aug 21, 2012 at 11:40 PM, Jonah Hirsch crazydog...@gmail.com wrote:
 I'm attempting to run steamcmd for the first time. After downloading and
 running steam.sh, it crashes after downloading Steam, with the following
 error:

 terminate called after throwing an instance of
 'Grid::CBadCallerErrorStructPtrException'
   what():  App provided invalid TSteamError pointer to Steam API

 Thoughts?
 ---
 Jonah Hirsch
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Re: [hlds_linux] Linux server hlds

2012-03-28 Thread Steve
try srcds.com for information in how to set up a server
On Mar 28, 2012 8:35 AM, sami mäntysaari saku...@gmail.com wrote:

 hello everbody!

 My tf2 server dosen't start at all in linux it dosen't find map to load and
 all maps is in right place so please help me
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Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems

2011-12-16 Thread Steve Dudenhoeffer
I update 145 servers whenever there's a joint CS:S  TF2 update and I have
never once experienced this problem.

I do not use -verify_all because updates are slow enough.  The only fancy
thing I do is each machine will check the return value of the steam
executable and keep looping until it returns 0 since it likes to keep
aborting for no real reason.

On Fri, Dec 16, 2011 at 12:04 PM, PharaohsPaw listac...@lvwnet.com wrote:

 Although I've said much of this already I'm making a separate post in its
 own topic in hopes that Valve will give it some serious consideration, and
 more importantly, do something about it to fix the problem.  I am thankful
 that Valve staff does pay attention to this mailing list.

 The subject of this post is a problem that has been around for a long
 time.  I have been operating public gameservers off and on since 2006 and
 have seen this occur with some update releases pretty much since then.  I
 am not the first person to say this happens, and I am also pretty sure
 this is not the first time I had something to say about it here.

 In short, the problem is incomplete updates.  It seems that the
 (gamedir)/steam.inf file is the file most often left out of updates, but
 sometimes other updated or new files are involved.  Sometimes (apparently)
 files that an updated server will crash without are missed.

 SCOPE OF PROBLEM
 I should point out that I am specifically referring only to update
 scenarios where the updater for a particular gameserver tree initiates
 an update, pulls in files, AND RECEIVES A SUCCESSFUL HLDS Installation Is
 Up to Date MESSAGE FROM THAT MASTER AND THE STEAM BINARY RESPONSIBLE FOR
 UPDATING THE SERVER FILES EXITS WITH A 0 RETURN CODE when there are
 actually files missing and the server cannot run properly afterwards as a
 result.

 The scenario in question also involves NOT using -verify_all among the
 arguments passed to the steam binary to perform the update.

 Whether the server in question is just using srcds_run with -autoupdate
 among the command line arguments, or using nemrun or any other
 properly-written script isn't important.

 While it is possible to have incorrectly-written scripts to run and/or
 update our servers, that isn't what I'm talking about here.  Nemrun and
 other properly-written update scripts do not run ./steam -command update
 -game tf -dir . (or whatever) only once and ASSUME the update was
 successful.  We can't do that because it is fairly common to get a
 connection reset from whichever master we are pulling the update from
 before it is complete.  It has to check the return code from the steam
 binary doing the update, and if it isn't 0, you have to repeat until it IS
 0.

 Also, it needs to be understood by anyone at Valve investigating this
 problem that neither nemrun, nor any other script (including your own
 srcds_run with used with -autoupdate) that I'm talking about does anything
 more than call the steam binary with -command update.  Nemrun in
 updatedaemon mode may have its own implementation of checking in with
 steam to see if an update is needed, but it does comply with your
 protocols, and even when it does start an update, it only does it because
 your masters said a required update was available.  And it calls the same
 steam binary to do the actual updating that srcds_run does.

 Guess why the steam.inf file is so important?  This isn't specific to
 nemrun, by the way.  It tells the dedicated server which version to report
 to the steam masters.  So its contents (or existence) means everything to
 that dedicated server when it checks in with the masters.  You could be
 100% in sync with the latest dedicated server files, and edit steam.inf to
 show an older version, and the next time your server checks in with the
 masters it is going to tell you that you need to update.  And until your
 steam.inf file has the same patch level/version that the masters think is
 the latest required version, your server will keep telling you to restart
 for the latest update.  The same is true if the file isn't there at all.
 So it's not just nemrun that needs this file.  It needs it for the same
 reasons the gameserver itself does.

 The nemrun scripts are out there for Valve and anybody else to look at.
 Please look at them before you say nemrun is the problem.  It isn't.

 So what IS going on?  As far as I'm concerned we have a couple of
 different issues here:

 1. The steam binary can remove the existing steam.inf file while updating
 a server, even if it doesn't have an updated one to replace it with.

 2. The steam binary will exit with a 0 return code and claim that the HLDS
 Installation is Up To Date when the server hasn't been fully updated.

 Anyone seeing a pattern yet?

 STEAM BINARY

 Now, let's talk about distributing updates among your masters.  Here are a
 couple questions anyone thinking about this rationally should ask:

 1. Why does a master server tell you that an update is available if it
 doesn't 

Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems

2011-12-16 Thread Steve Dudenhoeffer
Steve how do your servers update?

http://nephyrin.net/tools/nemrun/latest/

I took the srcdsupdatetool from Nemrun and run it via a crontab every 10
minutes on central server of mine, if it detects an update then it triggers
every one of my game server machines to run a steam update.  There is one
master copy of the game installs per machine, and when this copy finishes
updating successfully it's then copied over to all game servers on the
machine (1 game server per core for my setup, so some machines have 8
servers).

The entire system is automatically triggered, and I use a custom plugin set
that has as few hacks as possible to minimize breakage on updates.  It
works pretty well except for how painfully long some steam updates take to
download.  Hopefully that'll be addressed on Valve's end soon enough,
though.


On Fri, Dec 16, 2011 at 4:04 PM, PharaohsPaw listac...@lvwnet.com wrote:

 Hi Fletch,

 No, it's OK.  Thanks for responding.

 I do have to wonder if there is something I could, or SHOULD do
 differently.  With folks like Steve who posted a few replies back
 mentioning that he updates 145 servers and has never seen this problem
 before - and that he doesn't use -verify_all either, it does make me
 wonder what could possibly be wrong, or at least fatally different about
 what our setup does.

 The steam.inf file must update properly for some people, since Steve has
 never seen a problem (and he has a lot more servers being updated also).

 Steve how do your servers update?  Do you have -autoupdate on the command
 line?  Do they just update when the map changes, or are you doing
 something different such as one of the plugins that uses steamtools to
 handle the master request restart?

 I'd hate to imagine having to manually restart/update 145 servers. :)

 I'm also wondering if maybe what I should do is edit the nemrun script to
 put some kind of a delay in, so that when an update is detected (because
 srcupdatecheck returned a 7 code), it waits a little while before it
 actually begins the update process (calling steam to update the tree) --
 so that even though we detect an update being released really quickly
 after it hits, and knows it needs to start an update, it waits X number of
 seconds first - to try to give extra time for the files to be pushed to
 the masters before we start that update.  If the problem has anything to
 do with waiting long enough for the update files to be propagated to any
 master the steam binary is likely to hit to begin the update, this would
 probably help.

 Fletch is there any chance at all that the steam.inf file might just be
 one of the last files to get placed onto the masters when update files are
 loaded/replicated?  If so, then this could be another indicator that
 nemrun just needs to wait a little longer before it starts an autoupdate.

 Thanks,
 PharaohsPaw

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Re: [hlds_linux] HLDS crash - dumps?

2011-12-14 Thread Steve Dudenhoeffer
Aim maps are notoriously unstable for me, also running on Linux.  Any map
that manipulates a player's starting weapons or has a weapon_strip entity
in it will eventually cause a crash somewhere inside of CS's weapon
handling code, almost as though there's an invalid pointer inside of a
player's weapon pack or something.  I've tried everything to fix it, and
nothing helps so it's just something I live with now.

On Wed, Dec 14, 2011 at 7:52 PM, daniel jokiaho daniel.joki...@gmail.comwrote:

 Hardware issues would make more than one server to break.
 On 15 Dec 2011 00:59, doc drga...@gmail.com wrote:

  What does tried everything mean?
 
  If you completely reinstalled the software on another machine (different
  hardware) and it's STILL giving you problems then I would say there is a
  very big problem with srcds.
 
  But you probably didn't try different hardware and I'm just being
 pedantic
  to point out the importance of people listing off exactly what they've
 done
  so far.
 
  Also some maps will crash hlds/srcds if they have type-case problems
  (uppercase names crash Linux or something where Windows will find the
 right
  file/resource).
 
  On Wed, Dec 14, 2011 at 9:11 AM, C Szabo sza...@hotmail.com wrote:
 
  
   Running several servers on a machine, only one of them keep crashing.
   Tried everything.. Nothing in serverlogs, but  I'm getting core dumps
 and
   dumps in /tmp/dumps..
   How to open them? How do I find out what the problem is? I think its
 HLDS
   that have problems with different custom maps.
   crash_20111214174549_1.dmpcore.11788
  
  
   --CRASH: Wed Dec 14
 15:37:23
   CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map
  aim_brutalcs
   +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile
   hlds.3725.pidEnd of crash
  
 
 reportCRASH:
   Wed Dec 14 16:07:05 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
   x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
 -pingboost 2
   -tos -debug -pidfile hlds.3725.pidEnd of crash
  
 
 reportCRASH:
   Wed Dec 14 16:25:13 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
   x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
 -pingboost 2
   -tos -debug -pidfile hlds.3725.pidEnd of crash
  
 
 reportCRASH:
   Wed Dec 14 17:06:31 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
   x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost
 2
   -tos -debug -pidfile hlds.3725.pidEnd of crash
  
 
 reportCRASH:
   Wed Dec 14 17:48:58 CET 2011Start Line: ./hlds_i686 -game cstrike +ip
   x.x.x.x  +map aim_brutalcs +maxplayers 17 +sys_ticrate 1
 -pingboost 2
   -tos -debug -pidfile hlds.26143.pidEnd of crash
   report--
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
Client [T]AFFEUR connected (92.131.72.169:27005).

Program received signal SIGSEGV, Segmentation fault.
0xf45a56f0 in CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
() from /home/kossolax/srv_css/css/cstrike/bin/server.so
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
What did you changed that brokken sourcemod with this error?

2011/11/7 Loïc PERY louloubi...@gmail.com

 ersion : 1.0.0.67/19 4743 insecure (secure mode enabled, disconnected from
 Steam3)

 cool 

 2011/11/7 1nsane 1nsane...@gmail.com

  Disable addons.
 
  On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve kosso...@gmail.com
 wrote:
 
   Client [T]AFFEUR connected (92.131.72.169:27005).
  
   Program received signal SIGSEGV, Segmentation fault.
   0xf45a56f0 in
  CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
   () from /home/kossolax/srv_css/css/cstrike/bin/server.so
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
I've only activated one plugin, which is the base on my server. And it
still crashing with this error.

 So, I'd like to fix that as fast as possible

2011/11/7 Necavi nec...@0xf.org

 Sourcemod is just fine on our servers, only one plugin is messed up, I
 recommend disabling any unnecessary plugins and making sure to update to
 the
 latest stable release.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zaretti
 Steve
 Sent: Monday, November 07, 2011 14:42
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory Counter-Strike: Source update released

 What did you changed that brokken sourcemod with this error?

 2011/11/7 Loïc PERY louloubi...@gmail.com

  ersion : 1.0.0.67/19 4743 insecure (secure mode enabled, disconnected
 from
  Steam3)
 
  cool 
 
  2011/11/7 1nsane 1nsane...@gmail.com
 
   Disable addons.
  
   On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve kosso...@gmail.com
  wrote:
  
Client [T]AFFEUR connected (92.131.72.169:27005).
   
Program received signal SIGSEGV, Segmentation fault.
0xf45a56f0 in
   CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
() from /home/kossolax/srv_css/css/cstrike/bin/server.so
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
I know that, I just request more info to patch, offset and co, of my
little sourcemod asap


2011/11/7 Eli Witt eliw...@gmail.com

 The fix is to disable SourceMOD and not rely on it for your server to
 function. Valve is under no obligations to ensure your little plugin or
 SourceMOD works after any patches, and they've stated more than once they
 have no intention of doing so.

 On Mon, Nov 7, 2011 at 5:47 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  Disable your addons. Valve don't fuss about breaking plugins between
  patches.
 
  On Monday, 7 November 2011, Zaretti Steve kosso...@gmail.com wrote:
   I've only activated one plugin, which is the base on my server. And
 it
   still crashing with this error.
  
So, I'd like to fix that as fast as possible
  
   2011/11/7 Necavi nec...@0xf.org
  
   Sourcemod is just fine on our servers, only one plugin is messed up, I
   recommend disabling any unnecessary plugins and making sure to update
 to
   the
   latest stable release.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Zaretti
   Steve
   Sent: Monday, November 07, 2011 14:42
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Mandatory Counter-Strike: Source update
  released
  
   What did you changed that brokken sourcemod with this error?
  
   2011/11/7 Loďc PERY louloubi...@gmail.com
  
ersion : 1.0.0.67/19 4743 insecure (secure mode enabled,
 disconnected
   from
Steam3)
   
cool 
   
2011/11/7 1nsane 1nsane...@gmail.com
   
 Disable addons.

 On Mon, Nov 7, 2011 at 5:32 PM, Zaretti Steve kosso...@gmail.com
 
wrote:

  Client [T]AFFEUR connected (92.131.72.169:27005).
 
  Program received signal SIGSEGV, Segmentation fault.
  0xf45a56f0 in
 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
  () from /home/kossolax/srv_css/css/cstrike/bin/server.so
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  --
 
 
  Kind regards,
  *Saul Rennison*
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Re: [hlds_linux] Mandatory Counter-Strike: Source update released

2011-11-07 Thread Zaretti Steve
Right, forgot about that page. Usually update are just offset+1 not +3
so... Updating it again, thanks

2011/11/8 Vathral vath...@gmail.com

 On 11/7/2011 5:57 PM, Zaretti Steve wrote:

 I know that, I just request more info to patch, offset and co, of my
 little sourcemod asap

  This may be of help to update gamedata files when needed.
 http://www.sourcemodplugins.**org/index.php?page=**vtableoffsetsappid=240http://www.sourcemodplugins.org/index.php?page=vtableoffsetsappid=240
 http://www.sourcemodplugins.**org/index.php?page=**vtableoffsetsappid=240http://www.sourcemodplugins.org/index.php?page=vtableoffsetsappid=240
 

 --
 デビット ヽ(´ー`)ノ



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Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
Why don't you just rename your folder from orangebox to css?  Update are
faster

2011/10/22 Kacper Nowak kno...@gameranger.pl

 Hi,

 after last update content of directory orangebox was moved to css. Is it
 possible to block this and stay in orangebox (old directory structure). This
 update screwed up all my servers, its crazy idea to change file location
 now!

 Does anyone have solution ?

 KN

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Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
This will prevent crash of CSS because of TF2 update. Like the kill bug
(who crashed css server) when replay cames to TF2

 So it's fine now

2011/10/22 Kacper Nowak kno...@gameranger.pl

 Yes, simple and true sugestion. Finally I will do so, but then i have to
 change my panel and scripts. Easiest way would be staying with old
 structure. Now other games are in orangebox dir, and only css is in css :)
 What a consistent development, my congratulations to valve developers :D

 Cheers, have a nice weekend :)

 Why don't you just rename your folder from orangebox to css?  Update are
 faster

 2011/10/22 Kacper Nowakkno...@gameranger.pl

  Hi,

 after last update content of directory orangebox was moved to css. Is it
 possible to block this and stay in orangebox (old directory structure).
 This
 update screwed up all my servers, its crazy idea to change file location
 now!

 Does anyone have solution ?

 KN

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Re: [hlds_linux] css directory structure change after update

2011-10-22 Thread Zaretti Steve
oh nice idea,
  I'm doing that for materials, models, and sounds files; so it's should
work

2011/10/22 brendan halley king0goi...@gmail.com

 Could just create a symlink?
 On 22/10/2011 9:12 PM, Zaretti Steve kosso...@gmail.com wrote:

  This will prevent crash of CSS because of TF2 update. Like the kill bug
  (who crashed css server) when replay cames to TF2
 
   So it's fine now
 
  2011/10/22 Kacper Nowak kno...@gameranger.pl
 
   Yes, simple and true sugestion. Finally I will do so, but then i have
 to
   change my panel and scripts. Easiest way would be staying with old
   structure. Now other games are in orangebox dir, and only css is in css
  :)
   What a consistent development, my congratulations to valve developers
 :D
  
   Cheers, have a nice weekend :)
  
   Why don't you just rename your folder from orangebox to css?  Update
 are
   faster
  
   2011/10/22 Kacper Nowakkno...@gameranger.pl
  
Hi,
  
   after last update content of directory orangebox was moved to css. Is
  it
   possible to block this and stay in orangebox (old directory
 structure).
   This
   update screwed up all my servers, its crazy idea to change file
  location
   now!
  
   Does anyone have solution ?
  
   KN
  
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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Zaretti Steve
Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice shin@gmail.com

 Hi,

 uhmwhy was all (CS:S) moved from orangebox to css?
 Is it now right to suppose that all my addons, maps has to be woved to
 the new path?

 On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net
 wrote:
 
  Feedback here
 
  Linux AMD64 Debian unstable, game is TF2.
 
  CPU usage is relatively way down.  I will have to watch my aggregate
 graphs
  tomorrow, but brief inspection of htop and current graphs show CPU usage
 is
  down for the given player load.  Hard to tell if more cores are being
 used
  because I've got six cores and many different servers running.
 
  Choke where I've got a client ping of about 70ms on a loaded 24 player
  server is also down.  This is a very positive change.
 
  I don't even know what to say about the css files mess.  It's like
 mushroom
  community management.  Throw shit on em and let them figure it out on
 their
  own.
 
 
 
  Kigen wrote:
 
  The threading is designed to make the server more responsive.  Not
  lowering CPU usage.
 
  On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Could someone from Valve elaborate on the server threading?
 
  I have at least 40% CPU free per core almost always. Would this
 threading
  allow me to run more servers now, or is it for just a couple things
 like
  say
  the queued packet thread?
 
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web  = http://www.opendreams.net/jesse/
 
 
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread steve grout

ya think :)

On 13/10/2011 23:05, Hugo R. wrote:

looks like all games downloads (as steam client) and Steam servers (TF2, CSS, 
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE. 
Did Steam servers are overloaded ?
---
Hugo



Date: Fri, 14 Oct 2011 00:03:12 +0200
From: e...@evcz.tk
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I'm not able to start css... is this css or other games?

Il 13/10/2011 23:56, oGre ha scritto:

Server doesn't look too good either:

Unknown command startupmenu
Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Cannot verify load for invalid steam ID [I:0:0]
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013235556_1.dmp
success = no
error:  Failed to open/read local data from file/application
Add -debug to the /home/hlserver/orangebox/srcds_run command line to
generate a debug.log to help with solving this problem
Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com


Shit happens ;-)

btw

we have a few hundred users on our community-site complaining about a bug
crashing the client

Connect on replay.dll failed

any idea?

cheers

grammaton






// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
E-Mails kann ich keine Haftung für den Inhalt übernehmen.

-Ursprüngliche Nachricht- From: Henry Goffin
Sent: Thursday, October 13, 2011 11:51 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Oops. The net_graph fix was made in an earlier version of the server before
the FPS changes were made. You can ignore that patch note.


-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of timur 'grammaton' celikkesen
Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Thanks for the update shortly before the cs:go presentation... to this
late european hour where almost all hosters are on nightwatch mode :D



- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than
1000


I am just wondering about the framerate-cap based on the tickrate and
fixing
the netgraph if greater than 1000.isnt it just a contradiction?



cheers

grammaton - sourcejunkies.de


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread steve grout

sooo many clients crashing on TF2 :(

On 14/10/2011 00:39, Russell Smith wrote:
I assume this was done to add cp_gullywash_final1 to both files, but I 
would have rather done so manually.


Russell

On 10/13/2011 4:35 PM, Alan Kennedy wrote:

Just happened to me too. WTF

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: Russell Smithve...@tinylittlerobots.us
Para: Half-Life dedicated Linux server mailing 
listhlds_linux@list.valvesoftware.com

Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch

Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.
Counter-Strike: Source has also been moved to use its own engine and
dedicated server depots. Because of this, dedicated server files for
Counter-Strike: Source will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause
a crash on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due
to the dependence on the connect command (which is not executable by
game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active
Source mod, not the fps_max convar
- Server processing delays have been reduced, especially for servers
on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce
CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux
(already enabled on Windows)
- An exploit with non-printable characters causing lag on Windows
servers has been fixed
- CPU is fully yielded back to the system whenever the server is
running faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby
players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and
takes into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the
Manniversary
- Added loadout presets -- each class can now store four complete
loadouts, including weapons and cosmetic items, and change between
them with the press of a button.
- Added a new item type that can accept user-applied decals. Take
any image off your hard drive, put it on a stick, and then smash
people with it! (See the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse
report data under Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for
free once per week! This will give you a fully-functional version of
the weapon to be used in-game for no cost. If you decide you like
it, you can purchase it for a discount during the trial period.
- All items purchased in the store can be used for crafting and can
be traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication
and management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are
available in the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
forward spawn areas

Replay:
- New camera shake functionality added for replays that are not
sufficiently dramatic
- New slow-motion functionality added for replays where even camera
shake does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be 

[hlds_linux] Demo primary and secondary weapons

2011-09-26 Thread steve grout
So what happened with the demo primary and secondary weapons not being 
able to be used unless they are strange?


had to reboot the server to sort it!

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Re: [hlds_linux] Counter-Strike: Source Update Available

2011-09-17 Thread Steve Dudenhoeffer
Detouring the call to CCSGameStats::UploadRoundStats(void) inside of
CCSGameStats::FireGameEvent(IGameEvent *) shows that it's still being called
even with that cvar set to 1, and blocking the call entirely fixes the lag
again.

On Sat, Sep 17, 2011 at 12:47 PM, Thiesson Johann joh...@verygames.netwrote:

 Both.
 We have a 100% cpu spike at the server side.

 --
 Johann

 2011/9/17 Tony Paloma to...@valvesoftware.com

  Are you getting a hitch on the server or the client?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thiesson Johann
  Sent: Saturday, September 17, 2011 8:24 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Counter-Strike: Source Update Available
 
  Hello,
 
  Same here. Even with sv_noroundstats 1 .
 
  --
  Johann
 
  2011/9/17 Loïc PERY louloubi...@gmail.com
 
   Yes i confirm with the new variable set to 1 the problem is still
   present
  
   2011/9/17 Saul Rennison saul.renni...@gmail.com
  
Phwoar 33 msec is a damn long time
   
On Saturday, 17 September 2011, Dan hansen d...@live.dk wrote:

 I still have the problem on all my servers, with sv_noroundstats 0.
   Here
is the console log.


  ROUND STAT DEBUG UploadRoundStats completed. 33.390 msec.
Breakdown: a: 0.004 msec b: 0.024 msec c: 0.000 msec d: 33.360 msec
 e:
0.002
msec objects: 4 1 4 3

 2011/9/17 Tony Paloma to...@valvesoftware.com An optional update
 to Counter-Strike: Source is now available. The
specific changes include:



 Counter-Strike: Source

 - Made stats reporting less verbose in an effort to reduce server
   hitches
at round end

 - Added a server convar sv_noroundstats for server admin to turn
 off
stats reporting if the server is hitching at round end. This
shouldn't be necessary since the stats have been made less verbose.

 Please leave stats enabled unless you are seeing hitches. If you
 are
getting hitches at round end, I'd appreciate if you turn on
sv_debugroundstats and send me the console output after one of the
end-round hitches. If you aren't getting hitches anymore after the
update, well
   then,
I'd like to know that too.

 Thanks,
 Tony


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--
   
   
Kind regards,
*Saul Rennison*
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Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
This is from the steam stats being uploaded in, what I assume is, a blocking
socket connection.  When I stop the function CCSGameStats::UploadRoundStats
from executing the lag goes away.  Note this is even with sv_nostats set to
1 (what's the point of that cvar?).

On Fri, Sep 16, 2011 at 11:33 AM, Markus Veit markus_...@gmx.de wrote:

 Am 16.09.2011 17:21, schrieb ics:

  I have CSS and TF2 servers assigned 1 per core on our machine, no crashes
 or freezes. (talking about CSS, haven't played TF2 yet). Uptimes show that
 they have been up since the update though.

 -ics

 16.9.2011 18:16, Marc.B kirjoitti:

 Hi,

 We have been running tests all the day and have discover a issue with
 this update. If you assign a single core to the server, it will freeze
 on player death, defuse, bomb going of.
 If you assign more than one core, it almost work as before, still a
 very short freeze.

 Please give this issue a look.

 Thank you.

 Marc.

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  i have same problem, its 4 core Server ^^ and Frezze when Round end and
 Round Start -.-


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Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
Unfortunately the system I use is custom and wouldn't be compatible with
usual MM:S/SourceMod solutions.  However, someone who is familiar with
detouring functions inside of MM:S should easily be able to create a block
for it.

On Fri, Sep 16, 2011 at 12:37 PM, Marc.B vg.ha...@gmail.com wrote:

 Intresting Steve. Thanks for the feedback.
 How did you blocked that function ?

 Marc.

 On Fri, Sep 16, 2011 at 6:36 PM, Michael Gosvig m...@michaelgosvig.dk
 wrote:
  Got the problem on all my serveres also
  Den 16/09/2011 17.33 skrev Markus Veit markus_...@gmx.de:
  Am 16.09.2011 17:21, schrieb ics:
  I have CSS and TF2 servers assigned 1 per core on our machine, no
  crashes or freezes. (talking about CSS, haven't played TF2 yet).
  Uptimes show that they have been up since the update though.
 
  -ics
 
  16.9.2011 18:16, Marc.B kirjoitti:
  Hi,
 
  We have been running tests all the day and have discover a issue with
  this update. If you assign a single core to the server, it will freeze
  on player death, defuse, bomb going of.
  If you assign more than one core, it almost work as before, still a
  very short freeze.
 
  Please give this issue a look.
 
  Thank you.
 
  Marc.
 
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  i have same problem, its 4 core Server ^^ and Frezze when Round end and
  Round Start -.-
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
yup, ever since the last two updates one of the windows servers crash 
every few maps with replay on.  It's the only one with replays on and 
like all the rest (inc linux) has soucemod on.


On 27/07/2011 22:01, Jason Ruymen wrote:

Updates to Team Fortress 2 are now available.  The specific changes include:

- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
to be honest we shouldn't of updated our windows servers with this 
update as ever since we have had 4 crashes on one of our servers.  
Strange how all our other servers are working fine and they all have 
sourcemod installed however it's also the only one that failed on the 
update (just hung around for ages - 30 mins - on the update so killed 
the process ) then did a verify_all.


Just doing another verify_all, not that i hold out too much hope.  Sad 
thing is this server has been fully 90% of the time since the F2P was 
introduced, now it's sitting empty :(


On 28/07/2011 01:04, Jesse Molina wrote:


no hlds_announce list usage?  Even though it's not a required update?



Jason Ruymen wrote:
Updates to Team Fortress 2 are now available.  The specific changes 
include:


- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-27 Thread steve grout
ok, so did another verify all... removed sourcemod, removed replay.. and 
every single map change the server crashes.. im lost now!


On 28/07/2011 01:04, Jesse Molina wrote:


no hlds_announce list usage?  Even though it's not a required update?



Jason Ruymen wrote:
Updates to Team Fortress 2 are now available.  The specific changes 
include:


- Fixed a Mac client crash triggered after selecting a team.
- Fixed a couple of replay issues.
- Updated the localization files.

Jason


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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Released

2011-07-27 Thread steve grout

ok so it appears i failed at disabling replay :(

even though -replay was on the command line i though replay_enable 0 
would stop it from failing, apparently not so i removed-replay from the 
command line. All looks good so far :)


On 28/07/2011 01:14, Jesse Molina wrote:


For me it hangs my tmux session and I have to tmux kill-session the 
whole thing.  Maybe sigquit would work, but this is just easier from 
my script.




Evan wrote:
I am having the same problem.  Its no big deal as the server is 
restarting

anyways
On Jul 27, 2011 4:28 PM, Jesse Molinaje...@opendreams.net  wrote:


  This did not fix what I thought it did. My servers are still 
crashing

  when quit/exit is sent to the console;

  quit
  PreMinidumpCallback: updating dump comment
  Uploading dump (in-process) [proxy '']
  /tmp/dumps/crash_20110727130354_1.dmp


  Servers had seen full use over the last 24 hours, but were empty 
at the

  time quit was issued. Uptime for both was about 18 hours.

  I've got dumps. See next message.




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[hlds_linux] Server Trend

2011-07-14 Thread steve grout
Our main community server has been almost constantly full since the 
matchmaking/F2P release so i would like to thank who ever thought up 
that idea at Valve..


now to the point.. Since registering our main community server our trend 
has always been 'good' standing Trend: slightly upwards.  It's been this 
way for weeks but today i noticed that our standing is still 'good' but 
the Trend is 'downwards fast'.  We've changed nothing on our server at 
all over this time and like i have mentioned it's been constantly full.


Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] Server Trend

2011-07-14 Thread steve grout

thanks guys,

i know they said that they are still working on the system, i just 
wondered if i'd missed an email.


We are also getting our servers dropping off from the system but like 
you said Saint, a few kicks up the bum and they seem to re-join.


Thanks again all

On 14/07/2011 12:05, Saint K. wrote:

One thing is for sure. The system does require a bit of serious debugging  
fixing.

Our main issue, servers dropping off the Quickplay system. Currently I have 5 
overloaded servers, and 2 sitting empty not being picked up by the Quickplay system. 
After several restarts and tries, it seems to rejoin the system and fills up in a matter 
of minutes.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 14 July 2011 12:53
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Trend

Since the cvar was introduced, my 3 older servers have been downward fast and 
the new one has been slightly upward. Only if yours are empty, then there might 
be something wrong.

-ics

- Alkuperäinen viesti -

Some mails ago someone from valve wrote that they are still working on
the balance where to send the player when he is using matchmaking. So my
guess is they are still playing around and you get a worse rate than
before. Also they wrote that more valve server are up which are most
likely are   prefered over yours.

This and that many players just tried out tf2 and now turned their back
to it can be your reasons.

Am 14.07.2011 11:30, schrieb steve grout:

Our main community server has been almost constantly full since the
matchmaking/F2P release so i would like to thank who ever thought up
that idea at Valve..

now to the point.. Since registering our main community server our
trend has always been 'good' standing Trend: slightly upwards.   It's
been this way for weeks but today i noticed that our standing is still
'good' but the Trend is 'downwards fast'.   We've changed nothing on
our server at all over this time and like i have mentioned it's been
constantly full.

Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread steve grout
We use a modified version of the built in soucrmod reserved slots system 
set so it doesn't kick people when an admin joins (29 slot server using 
sv_visiblemaxplayers 24) the only thing then is it will kick on map 
change to free up the reserved slots and also if everyone uses the 5 
reserved slots it becomes a 29 man server but it soon goes back to 24 
through people leaving.


Our servers are full almost all the time.

On 05/07/2011 16:33, Flubber wrote:

Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.

2011/7/5 Eric Riemersriem...@binkey.nl


I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually didn't
go to that server anymore)

ofcourse with the massive amount of f2p players its a different story :)

On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeislerch...@amd.co.at
wrote:

http://forums.alliedmods.net/showthread.php?t=72322

i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a)
joins. i considered this the most satisfying solution.

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends
new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk   wrote:

I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com

  wrote:

This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold

peter_va...@reinhold.dk

wrote:
Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P,
i've
started looking into reserving slots for our admins.

Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something illegal and risk my server

banned,

but is it possible to extend the playercount to, for instance, 28,

and

still

only have 24 public slots visible?

So, when an admin joins, playercount will be 25, and pub players are

still

disallowed, then when someone leaves, we are at 24, and pubs are

still

disallowed, but the admin is then moved to a public slot.

Is this possible in any way?


Kind Regards,

/Peter

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Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread steve grout

ok, so first off we're on windows so appologies :)

we have the same issue with high cpu usage, it also seems like the 
server has timed-out (the time out thing appears) when the server is 
doing the replay checks to see if it can delete. :(


although we are running on the last MM and SM snapshots so i'm not sure 
if that's anything to do with it.  Then again, would SM/MM affect the 
replay checks?




On 24/06/2011 19:16, 1nsane wrote:

My servers (replay enabled) are maxing out the available CPU and
experiencing some lag sometimes.

These particular servers have a 2.83 ghz core each (Q9550) and prior to
update worked fine.

Absolutely no plugins are loaded yet.

On Fri, Jun 24, 2011 at 10:50 AM, Marco Padovane...@evcz.tk  wrote:


I'm getting impressively high cpu usage (50% cpu usage when server is
empty) after the recents tf2 updates...
these were just standard servers used for etf2l competitions (no mods,
nothing... just STV enabled...)

Anybody having the same problem? what's the cause?


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Re: [hlds_linux] Upate today

2011-05-13 Thread steve grout
on my previous email please read replay_fileserver_path as 
replay_fileserver_remotepath. apologies about that i just got myself all 
confused as to why replay isnt working any more on our servers without 
crashing.


On 13/05/2011 07:16, Mikael Ejberg Pedersen wrote:

You can run with -replayconfig filename or just -replay, which will
default to replay.cfg.

-Jon


And I can add that if you use -replayserverdirdir, then it must come
before -replay. If not, the server will hang during startup. Don't ask
me how I know ;)

Best regards,
Mikael


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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Steve Grout
The replays do look more accurate althought I haven't tested properly

On 11 May 2011 11:31, Claudio Beretta beretta.clau...@gmail.com wrote:

both replay_snapshotrate and tv_snapshotrate convars default to 16, and this
can be changed.
i haven't checked yet if replays match the player POV better then TV demos,
but I wouldn't expect it since replays appear to be just sourcetv recordings
split in small chunks.


On Wed, May 11, 2011 at 12:07 PM, Ronny Schedel i...@ronny-schedel.de
wrote:


 Has anyone checked if the replay demos have a higher precision, so it can
 be used for cheat ch...

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread steve grout

hey guys wonder if you could help (i have read the replay faq).

We had the replay system working along side the sourcetv system fine.. 
then it seems from last nights updates it doesn't work.  No i know some 
people still have this working and am wondering if it's OS based as the 
people i know are running linux servers while im on windows.


Any help would be great



On 11/05/2011 19:20, Asher Baker wrote:

Cool, thanks for the clarification Tony.

/me adds fixing VoiceHook to the to-do list.

On Wed, May 11, 2011 at 11:40 PM, Tony Palomadrunkenf...@hotmail.com  wrote:

The voice data is still broadcast in the same way now that it is using Steam
to decode them. It's just when it reaches the client, it uses Steam
interfaces to decompress instead of IVoice interfaces and Speex.  I have the
Steam voice stuff disabled in my servers and do not recall hearing voice in
replays.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Wednesday, May 11, 2011 4:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay feature requests

On Wed, May 11, 2011 at 3:46 PM, Nephyrin
Zeynephy...@doublezen.net  wrote:

replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very
talkative - being able to hear the game chatter as its going on would
be an awesome feature. I can understand why it's stripped by default,
but a var to enable it would be epicwin


I think this is just a technical limitation due to the change to using Steam
for voice.
It used to be that the server just rebroadcast the voice data coming in from
the clients, and since demos are basically just saved network packets, the
voice data was stored. You could easily test this by turning off
sv_use_steam_voice for a bit and seeing if voice is in the reply recordings.
This is pretty much just guesswork based on what I know about the old voice
chat system and the new one, if I'm correct though it would mean that voice
isn't recorded into SourceTV recordings as of the hatless update either.

Asher.

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Re: [hlds_linux] CS:S dedicated server (linux) update release coming?

2010-08-17 Thread Steve Dudenhoeffer
Have you tried a manual update?  Maybe your auto update system is failing...

On Tue, Aug 17, 2010 at 6:38 PM, PharaohsPaw listac...@lvwnet.com wrote:

 Hello,

 Per previous posts to list today from Valve, there is supposed to be a
 dedicated server update to CS:S coming out sometime today?  We saw the TF2
 update hit the servers but nothing so far for CS:S

 Reason I'm asking is because our servers (and basically all the others out
 there I've tried to connect to) haven't updated yet, servers are still
 reporting version 1.0.0.47.  Our servers will immediately apply the update
 as soon as valve releases it (thanks to nemrun) -- but the problem is our
 clients have already updated.  ie, the clients are up to 1.0.0.48 now, and
 none of the servers out there will let us join them (including our own)
 because they aren't up to date with our clients.

 So I guess what we really need is for that server update to come out...
 and also to disable the keep our game updated option in the game library..
 as this seems to be more trouble than good.

 Can't understand why client update is available before the server update...




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Re: [hlds_linux] HLDS Segmentation Faults

2010-07-15 Thread Steve Dudenhoeffer
On Thu, Jul 15, 2010 at 4:57 AM, Fredrik Guldbrandzen there...@gmail.comwrote:

 Hi!
 I've been experiencing some problems with HLDS lately.
 HLDS Segmentation Faults and crashes for no apparent reason

 It all started a couple of day ago (July 9th) and I can't reproduce it.
 It doesn't seem to be totally random since it happens in bursts and then
 the
 server runs normally again.

 It comes and goes.
 I am beginning to suspect some sort of DoS-attack, but I'm not sure.

 Any ideas would be greatly appreciated!

 The crash-reports looks like this:
 --
 CRASH: Wed Jul 14 21:06:21 CEST 2010
 Start Line: ./hlds_amd -game cstrike +ip cs.blodbad.net +port 27016
 +maxplayers 21 +log on +map de_dust2 -secure -pingboost 2 +sys_ticrate 500
 -debug -pidfile hlds.3395.pid
 #0  0xf7155c03 in ?? ()
 No symbol table info available.
 End of crash report
 --
 Core dump : http://www.blodbad.net/uploads/downloads/core.6511.gz

 My system:

 hlds_version
 Protocol version 48
 Exe version 1.1.2.6/Stdio (cstrike)
 Exe build: 16:56:04 Mar  8 2010 (4883)

 $ cat /proc/version
 Linux version 2.6.26-2-amd64 (Debian 2.6.26-24) (da...@debian.org) (gcc
 version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)) #1 SMP Sun Jun 20
 20:16:30 UTC 2010

 $ cat /etc/debian_version
 5.0.5

 BR,
 Fredrik
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Alfred posted about a beta to fix a remote exploit about a week ago.

We have released a beta update for Half-Life 1 Dedicated servers. To get
this beta run the hldsupdatetool with -beta hlbeta on the command line.

This beta fixes a crash exploit in the dedicated server caused by a
malicious client packet after a proper user connect. It also contains
rebuilt linux binaries using a newer internal build system so please report
any load problems you may see under linux.

I have updated all of my goldsrc servers with this after getting a string of
crashes earlier, and everything seems to be fixed and no plugins or anything
broke.  YMMV.

-Steve
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Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
These are all nosteam servers.

Interesting.

On Fri, Jun 5, 2009 at 6:24 AM, AnAkIn . anakin...@gmail.com wrote:

 have been hacked in some way?

 Don't you think that the guys who own those servers just put those NoSteam
 plugins?

 2009/6/4 Brian Rak d...@devicenull.org

  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  I spent a little while looking into this, and found a few things:
 
  1) The servers with rcon_password=1 are fine, and don't seem to have
  been hacked.  This is caused by the eventscripts rcon_lock plugin.
  Aside from showing the rcon_password as 1 it doesn't seem to have any
  negative effects.
  2) The servers with actual rcon passwords have been hacked in some
  way.  See http://forums.alliedmods.net/showthread.php?t=93937 for more
  details on this.  Note that this is NOT an exploit in Sourcemod.
  Anyone running a server with files as described in that topic should
  email me the malicious plugins.
 
  - - Brian Rak
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.4.9 (MingW32)
  Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
 
  iEYEARECAAYFAkooNb4ACgkQdYIfzEQqW+mUAgCgyOlA+h8ur7xvMKoJTQRl/6nG
  xUEAoMGtzzoymi1hcpB0LAvUv8RtpFye
  =sACC
  -END PGP SIGNATURE-
 
 
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Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
What does SourceMOD (HL2) have to do with NS? (HL1)

For all we know, it could be a nosteam exploit.

On Fri, Jun 5, 2009 at 12:48 PM, Maximilian L. mail...@ml86.de wrote:

 1st) there´s a selfish nonsteam hater who does this hack on those NS

 servers.

 http://steamcommunity.com/profiles/76561198004893338
 STEAM_0:0:22313805http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805
 

 ^that dude spams,in general, on the server that NS sux, after he hacked the
 server. Wich is, at this point good for legit, but exploids mostly never
 last long private, and then hell knows what happens next... But honestly i
 have to say that this guy is doing his work since over a month now. So lets
 hope he really just hate´s NS and does not touch legits or relese the
 exploid in public.

 2nd) it´s not bad to stay in contact with guys running nonsteam. alot stuff
 got covered there first before on any legit servers. like many spottet crash
 vars valve has fixed already.

 BTW: I just heard now that the SM team seems have one eye on that issue. So
 there will be a fix if this is a legit exploid.
 But that´s unconfirmed by now.

  Then how do you explain that most of those servers ips are on Non Steam
  sites?
  How can you be so sure that it is not the admins uploading the plugin to
 the
  server?
 
  2009/6/5 Maximilian L. mail...@ml86.de
 
 
  No, they havent out this plugin there themselve! This plugin is 100%
  placed from outside and also NOT through FTP!
  It´s open if there´s a exploid wich only appears on NS server, or if
  there´s a valid exploid wich didn´t got used yet for hacking legit
  servers.
  Anyway, here´s a selfish nonsteam hater who does this hack on those NS
  servers.
 
  http://steamcommunity.com/profiles/76561198004893338
  STEAM_0:0:22313805
 http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805
 
  Belive me or not by that. I #care since i´m not running NS anymore. But
  remember me on the day when somone says that this, yet unknown, exploid
  also exists on legit too.
 
  However, for now it would be kind enough from VALVE to fix the rcon IP
  banning not working issue, from wich would benefit everyone i think.
 
 
  Don't you think that the guys who own those servers just put those
 
  NoSteam
 
  plugins?
 
  2009/6/4 Brian Rak d...@devicenull.org
 
 
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  I spent a little while looking into this, and found a few things:
 
  1) The servers with rcon_password=1 are fine, and don't seem to have
  been hacked.  This is caused by the eventscripts rcon_lock plugin.
  Aside from showing the rcon_password as 1 it doesn't seem to have any
  negative effects.
  2) The servers with actual rcon passwords have been hacked in some
  way.  See http://forums.alliedmods.net/showthread.php?t=93937 for
 more
  details on this.  Note that this is NOT an exploit in Sourcemod.
  Anyone running a server with files as described in that topic should
  email me the malicious plugins.
 
  - - Brian Rak
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.4.9 (MingW32)
  Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
 
  iEYEARECAAYFAkooNb4ACgkQdYIfzEQqW+mUAgCgyOlA+h8ur7xvMKoJTQRl/6nG
  xUEAoMGtzzoymi1hcpB0LAvUv8RtpFye
  =sACC
  -END PGP SIGNATURE-
 
 
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  __ Information from ESET NOD32 Antivirus, version of virus
 
  signature database 4132 (20090604) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 
 
  --
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
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  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 


 --
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Re: [hlds_linux] Public rcon_password query. Opens rcon to everyone.

2009-06-05 Thread Steve Jackson
I don't think so, if this kind of thing was possible on legit servers there
would be an avalanche of complaints.Not just from nosteam users.

The only people complaining are nosteam users.

If you run nosteam servers, quite frankly you're not entitled to any support
cause you're supporting thieves. Reinstall a clean install of srcds, don't
apply the nosteam crack, then let us know if it happens again.

Until then, it's a non-issue.

- Steve

On Fri, Jun 5, 2009 at 1:40 PM, Maximilian L. mail...@ml86.de wrote:

 Sorry. We are talking about SRCDS   NS - NoSteam
 BTW: Latest test show that this exploid obviously exists on legit side too!

  What does SourceMOD (HL2) have to do with NS? (HL1)
 
  For all we know, it could be a nosteam exploit.
 
  On Fri, Jun 5, 2009 at 12:48 PM, Maximilian L. mail...@ml86.de wrote:
 
 
  1st) there´s a selfish nonsteam hater who does this hack on those NS
 
  servers.
 
  http://steamcommunity.com/profiles/76561198004893338
  STEAM_0:0:22313805
 http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805
  
 
  ^that dude spams,in general, on the server that NS sux, after he hacked
 the
  server. Wich is, at this point good for legit, but exploids mostly never
  last long private, and then hell knows what happens next... But honestly
 i
  have to say that this guy is doing his work since over a month now. So
 lets
  hope he really just hate´s NS and does not touch legits or relese the
  exploid in public.
 
  2nd) it´s not bad to stay in contact with guys running nonsteam. alot
 stuff
  got covered there first before on any legit servers. like many spottet
 crash
  vars valve has fixed already.
 
  BTW: I just heard now that the SM team seems have one eye on that issue.
 So
  there will be a fix if this is a legit exploid.
  But that´s unconfirmed by now.
 
 
  Then how do you explain that most of those servers ips are on Non Steam
  sites?
  How can you be so sure that it is not the admins uploading the plugin
 to
 
  the
 
  server?
 
  2009/6/5 Maximilian L. mail...@ml86.de
 
 
 
  No, they havent out this plugin there themselve! This plugin is 100%
  placed from outside and also NOT through FTP!
  It´s open if there´s a exploid wich only appears on NS server, or if
  there´s a valid exploid wich didn´t got used yet for hacking legit
  servers.
  Anyway, here´s a selfish nonsteam hater who does this hack on those NS
  servers.
 
  http://steamcommunity.com/profiles/76561198004893338
  STEAM_0:0:22313805
 
 
 http://steamcommunity.com/profiles/76561198004893338%0ASTEAM_0:0:22313805
 
  Belive me or not by that. I #care since i´m not running NS anymore.
 But
  remember me on the day when somone says that this, yet unknown,
 exploid
  also exists on legit too.
 
  However, for now it would be kind enough from VALVE to fix the rcon IP
  banning not working issue, from wich would benefit everyone i think.
 
 
 
  Don't you think that the guys who own those servers just put those
 
 
  NoSteam
 
 
  plugins?
 
  2009/6/4 Brian Rak d...@devicenull.org
 
 
 
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  I spent a little while looking into this, and found a few things:
 
  1) The servers with rcon_password=1 are fine, and don't seem to have
  been hacked.  This is caused by the eventscripts rcon_lock plugin.
  Aside from showing the rcon_password as 1 it doesn't seem to have
 any
  negative effects.
  2) The servers with actual rcon passwords have been hacked in some
  way.  See http://forums.alliedmods.net/showthread.php?t=93937 for
 
  more
 
  details on this.  Note that this is NOT an exploit in Sourcemod.
  Anyone running a server with files as described in that topic should
  email me the malicious plugins.
 
  - - Brian Rak
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.4.9 (MingW32)
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Re: [hlds_linux] [valve] Re: Tf2/l4d updates?

2009-02-11 Thread Steve!
My server is dead cos valve ran out of grenades when they made tf2 ;) 

 Certainly didn't mean to intend my server is the end all stats for  
 tf2, I am just echoing the comments I've heard from numerous people I  
 play with, all of whom really want to see new content for tf2.
 
 All very anxious for new tf and l4d content.

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

2009-02-10 Thread Steve!
Lets hope this list stays, it has been invaluable to ourselves as server 
operators, and to valve themselves with debugging etc.

I'll bet a huge proportion of server ops subscribe here, and I bet a huge 
proportion of those would have been ready to give up on hosting valve 
servers had this list disappeared, even if just out of being pissed at 
valves... 'stupidity' at doing away with such a beneficial resource.

Without these lists, it would only be a matter of time before valve were 
relying only on their single player mods, or end up paying out to run their 
own servers.

Did valve ever give an excuse as to why they were gonna do away with us? 
Like many others, I don't bother with the time to visit the forums, so if 
this has been addressed there, can the person who visits the forums please 
copy/paste here?

Oh, and to add to the list of why we need a list, many of us read this when 
we get time, including offline.

Steve! 


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Re: [hlds_linux] AMD64 binaries

2009-01-24 Thread Steve Dudenhoeffer
64bit binaries have been distributed since before VAC2.  This means they 
are still using the old protocol (47), and if any servers still happen 
to use amd64 nobody will be able to connect to them.

Instead of actually building it for 64bit, their fix was to edit 
hlds_run to use hlds_amd instead of hlds_amd64.

Walton Hoops wrote:
 I admit I haven't dug into the scripts to see what is actually being run, 
 but whenever I start my server (using Ubuntu x64), I see:

 Auto detecting CPU
 Using AMD-Opteron (64 bit) Optimised binary.

 This sounds to me like there already is a 64-bit binary.  Am I mistaken?

 Walton

 --
 From: Kveri kv...@kveri.com
 Sent: Saturday, January 24, 2009 10:26 AM
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] AMD64 binaries
   


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Re: [hlds_linux] TF2 DS: Strange glitch with Soldier and engineer

2009-01-08 Thread Steve Jackson
You wouldn't happen to have a nosteam server would you?

What are your server IP's?

- Steve

-
Finally I solved the bug,

I checked again the scripts folder as Redh3ad said and I found two files
that they don't exist in others tf2 server in my machine:

-tf_weapon_pistol.TXT
-tf_weapon_rocketlauncher.TXT

they have the same name as the ctx files but with txt extension and
inside them they have the weapon properties, I checked the logs for rcon
moves but nothing and no one else have access to the server files D:

How someone could put the files there?

Rodrigo Peña escribió:
* that's not possible because i'm using shared resources (symlinks) and
** others servers just work fine, Maybe ill have to make it again
**
** Redh3ad escribió:
**
** Maybe someone modified some weaponscripts (the ctx files in tf/scripts)
**
** On Tue, 06 Jan 2009 13:34:39 -0300, Rodrigo Peña yo.soy at
korrupzion.com http://list.valvesoftware.com/mailman/listinfo/hlds_linux
** wrote:
**
**
** Hi,
**
** I was out for 2 days and when i'm back in my house one user of my server
** said that it was full of bugs then I went to look and I found that
** Engineers could shoot 200 bullets in 1 second and soldiers rockets were
** powerful and when i tried to rocketjump the rocket just killed me. I
** restarted the server and the problem is still there so i disabled
** beetles mod and still. I changed the server.cfg to one only with
** hostname but is still there :S
**
** anyone knows what could be?
**
** Thanks
** PS: bad english D:
**
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Re: [hlds_linux] TF2 DS: Strange glitch with Soldier and engineer

2009-01-08 Thread Steve Jackson
That's what I thought.

- Steve

On Thu, Jan 8, 2009 at 4:51 AM, Philip Bembridge
philipbembri...@gmail.comwrote:

 Google gives: http://steamcommunity.com/id/korrupzion

 Which gives: http://steamcommunity.com/groups/bucle

 Which gives: http://www.bucle.cl/bucle/ and http://www.bucleservers.com/

 Which claims: (translated)

 Which gives: We are a company leasing game servers *Counter-strike 1.6* and
 NoSteam Steam, *Counter-strike Source* already have experience raising
 servers, has a very quick support via e-mail or Msn bucleserv...@bucle.cl


 So yes they are *nosteam
 *


 2009/1/8 Steve Jackson stevja...@gmail.com

  You wouldn't happen to have a nosteam server would you?
 
  What are your server IP's?
 
  - Steve
 
  -
  Finally I solved the bug,
 
  I checked again the scripts folder as Redh3ad said and I found two files
  that they don't exist in others tf2 server in my machine:
 
  -tf_weapon_pistol.TXT
  -tf_weapon_rocketlauncher.TXT
 
  they have the same name as the ctx files but with txt extension and
  inside them they have the weapon properties, I checked the logs for rcon
  moves but nothing and no one else have access to the server files D:
 
  How someone could put the files there?
 
  Rodrigo Peña escribió:
  * that's not possible because i'm using shared resources (symlinks) and
  ** others servers just work fine, Maybe ill have to make it again
  **
  ** Redh3ad escribió:
  **
  ** Maybe someone modified some weaponscripts (the ctx files in
  tf/scripts)
  **
  ** On Tue, 06 Jan 2009 13:34:39 -0300, Rodrigo Peña yo.soy at
  korrupzion.com 
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
  ** wrote:
  **
  **
  ** Hi,
  **
  ** I was out for 2 days and when i'm back in my house one user of my
  server
  ** said that it was full of bugs then I went to look and I found that
  ** Engineers could shoot 200 bullets in 1 second and soldiers rockets
  were
  ** powerful and when i tried to rocketjump the rocket just killed me.
 I
  ** restarted the server and the problem is still there so i disabled
  ** beetles mod and still. I changed the server.cfg to one only with
  ** hostname but is still there :S
  **
  ** anyone knows what could be?
  **
  ** Thanks
  ** PS: bad english D:
  **
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[hlds_linux] Marry Christmas, Happy Holidays

2008-12-25 Thread Steve!
Whoever she is, you missed your wedding, the Solstice was a few days back!

Have a good one all, and an excellent 2009 :)

 Who's Christmas and why should I marry her?
 Anyway, I hope you guys had a happy winter solstice!


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Re: [hlds_linux] no more then 29 servers?

2008-12-16 Thread Steve
Did you try nohltv on the startup line? I think remember Milton saying
the sourcetv ports would get in the way even if you didn't assign them.


 Hi,

 I am using ports in 27xxx, 28xxx and 29xxx range.

 I have yet to try to set the sourcetv port. I'll try that suggestion asap.

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fyren
 Sent: Tuesday, December 16, 2008 5:10 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] no more then 29 servers?

 On Tue, Dec 16, 2008 at 04:24, Saint K. sai...@specialattack.net wrote:
 Hi,

 I am attempting to run 30 servers on one box, but its not working. If I
 go
 beyond 29 times launching srcds_i486, the 30th won't be able to boot
 claiming it cannot bind the ports. If I shut one server down, then its
 having no issue's at all booting that server I attempted first. Anything
 below 29 works, above won't start.

 Setup: 5x TF2, 24x L4D in a fork

 Any idea's why this is happening ?

 Milton Ngan has said before they run 40 servers on a single machine.
 I'd try specifying ports for everything (even SourceTV, even if you
 don't have it on) to make sure they're spread.  Search the list from
 last month, there's a post from Milton about ports.

 -Fyren

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Re: [hlds_linux] srcds and screen

2008-12-12 Thread Steve
as long as you have permissions

screen -x (screenname)

should do let you attach to it regardless. You can even attach to screens
that other users are still attached to..




 I know this isn't directly related to hlds but:

 I use screen to run srcds and would like to be able to pass the detached
 srcds process between users so that they can all attach to the screen.
 Is there any way to this or would it be a bad idea?

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Re: [hlds_linux] Left 4 Dead Update Available

2008-12-06 Thread Steve Sumichrast
Do you have sv_steamgroup_exclusive set to 1?  Setting that to one
nulls out the key (at least it did prior to the last update, haven't
tried it since).

I use sv_search_key and sv_steamgroup, but I leave
sv_steamgroup_exclusive set to 0.



On Sat, Dec 6, 2008 at 12:27 PM, AnAkIn . [EMAIL PROTECTED] wrote:
 Were there some people on the servers a few minutes before?

 2008/12/6 Eric-jan Riemers [EMAIL PROTECTED]

 Well i checked, also when a friend of mine tried it to create the lobby
 with
 the key, and the server was empty..

 Still had the server is hibernating message on the screen, which normally
 indicates its doing nothing waiting for someone with the key to join..

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens AnAkIn .
 Verzonden: zaterdag 6 december 2008 17:43
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] Left 4 Dead Update Available

 This is not a bug.

 You can only join your server from a lobby if your server is empty.

 2008/12/6 Eric-jan Riemers [EMAIL PROTECTED]

  Dont know if its just my bad luck..
 
  But when I make a game in the lobby, with local friends (country wise) I
  can
  use sv_search_key to select my server, once its open for public and other
  people join (I believer other country's too) it wont find my server
  anymore.
 
  Anyone experiences the same after the last update?
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
  Verzonden: zaterdag 6 december 2008 3:09
  Aan: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
  Onderwerp: [hlds_linux] Left 4 Dead Update Available
 
  A required update for Left 4 Dead has been released.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  - Fixed Infected Players melee pushing large objects to block the
 survivors
  path
  - Fixed +lobby exploit
  - Fixed exploit of hugging the Witch from behind where she can't hit
 you
  - Fixed players not being kicked from a vote by changing their name
 before
  it succeeds
  - Disabled difficulty change votes from the console in versus mode
 
  Jason
 
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Re: [hlds_linux] Lobby

2008-12-06 Thread Steve
If you are running SM, make sure nextmap.smx is disabled or you'll have 
the problem you described.  Other than that, my servers work perfectly 
with SM/MM (no fun mods, just server management plugins).

Richard Eid wrote:
 The issue you experience where you can be playing a co-op map, then after
 the first one finishes, you're switched to a Versus map...I noticed the same
 thing on my server when I installed Metamod.  I think the real message to go
 out here is for everyone to remove Metamod.  I know this will eliminate
 SourceMod at the same time, but face it everyone...neither of them are ready
 for Left 4 Dead yet.  And to be honest, I kinda hope that somehow they are
 locked out alltogether from Left 4 Dead.

 They are what ruined TF2's server selection.  I know they make some great
 Admin tools out there for SourceMod, but people use it to make cool(lame)
 servers instead.

 :2cents:

 -Richard Eid


 On Sat, Dec 6, 2008 at 12:24 PM, ics [EMAIL PROTECTED] wrote:

   
 This post is mostly about:

 - Finding a dedicated server when starting the game from a lobby is now
 faster and more reliable

 but i have something to say for those too who run servers, especially
 modded ones so i will post this here instead of useless steampowered ranting
 forums.

 After the update, i  and others have  constantly having issues with
 connecting to a proper servers. Either the new improved search system at
 lobby, which automatically selects the server where the players are thrown,
 is faulty or there isnt free servers at this area. Me and others keep
 getting into servers far away from us. To American, Australian and other
 countries. What is the reason why there could not be favorite servers that
 can be selected from lobby? Sort of like pre-reservation or something. Sure
 there is that play on steamgroup server but thats not enough. With that
 way i can only play with friends - if none are around, i get to go to random
 roulette and face the following issues:

 Some servers also seem to swap from normal to versus mode on the fly after
 first completed map in the campaign. Happened twice now in 2 different
 servers after the latest 2 updates. Not sure if this is caused somehow by
 those server settings or in-game bug.

 Another issue aimed to all of you who run modded servers - it is nice that
 you set up some plugin that filters players out according to their country.
 Now if i end up in US server and there is a filter on that does not allow me
 to get it (your country blablablaa is not allowed on this server), its
 somehow game breaking bug. Frustration to the max and i sure aint the only
 one who faces these errors. Another thing is ping kicker that some servers
 seem to have gotten on using some plugin. Very nice invention. It is likely
 that i would not play on these servers anyway but it is extreamly
 frustrating when you have nice group along from previous game and then new
 server is selected for another campaign - booted and then someone else
 manages to join in to your place.

 One more issue that comes to my mind from versus mode problems are the
 servers that are using director_no_human_zombies 1 which means that half of
 the players will get message human player limit exceeded 8/4. Sure there
 is that return to lobby vote option but thats not enough. Some people are
 already left the server due to this issue and it breaks the game. All
 servers using this cvar should be excluded from versus search. My suggesting
 would be sv_allow_versus cvar that would be checked upon reservation.

 Best (?) thing for everyone would be to exclude these custom plugin
 servers filtered out somehow from lobby server search or improve the system
 so we should not end up on servers far away at all where these problems come
 up.

 -ics


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Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread Steve Sumichrast
Well, I copied the srcds_run you guys provided in the update.
However, the srcds_run script still needs to have the cd .., cd l4d
stuff wrapped around updatesingle..  Any chance of that getting fixed
for good anytime soon?



On Thu, Dec 4, 2008 at 7:12 PM, Chris Green [EMAIL PROTECTED] wrote:
 This update should also allow -autoupdate to work with forked dedicated 
 servers.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Thursday, December 04, 2008 3:54 PM
 To: Half-Life dedicated Win32 server mailing list; 
 hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
 Subject: [hlds_linux] Left 4 Dead Update Available

 A required update for Left 4 Dead is now available.  Please run 
 hldsupdatetool to receive this update.  The specific changes include:

 - Finding a dedicated server when starting the game from a lobby is now 
 faster and more reliable
 - Versus mode is now locked to Normal difficulty
 - Difficulty on a server is now locked to the one set by the lobby reservation
 - Fixed lagouts/spikes after level transition
 - Fixed directory issue with spray logs in some cases
 - Fixed video settings not saving after closing video options dialog
 - Corrected a boomer suicide exploit
 - Several minor localization fixes
 - Fixed a error were disabling cheats would incorrectly reset data

 Jason

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Re: [hlds_linux] FW: HLDS crash sometimes . Dist debian

2008-12-02 Thread Steve
Does it crash on stock maps?

What mods are you running?







 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: HLDS crash sometimes . Dist debian
 Date: Tue, 2 Dec 2008 21:30:17 +0100








 Hello!



 I got this problem on my HLDS server

 Someone knows about it ?



 But its not all the time. The server can run a wile and then it crash and
 start again.



 Dist : Debian



 AMX Mod X 1.8.1

 Metamod v.19

  --

 CRASH: Mon Nov 17 16:40:14 CET 2008

  Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map
 cs_paintball.bsp

  -pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile

  hlds.1931.pid

  #0  0xb7e67014 in ?? ()

  No symbol table info available.

  End of crash report

  --

 Plz help me.

 Sorry for bad english



  //Emil
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Re: [hlds_linux] Fork not working while single server is fine

2008-12-01 Thread Steve
I suggest removing +map from the start line and just adding map l4d_... 
to the beginning of east server##.cfg.  This is how I did it to set 
different default maps on a forked server.

Coldorak wrote:
 Hmm I think I launch my forks with +map l4d_hospital_01 +exec server##.cfg
 (whatever the hospital name is), with another map name at the end of the
 server##.cfg file (tried map xxx and changelevel xxx), and it keeps
 hospital.
 I finally made a separate launch command to have vs servers next to coop
 servers

 Cold

 On Mon, Dec 1, 2008 at 3:43 AM, Steve Sumichrast [EMAIL PROTECTED] wrote:

   
 Sami,

 I do this -- I have config files for each of my ten forks, and I load
 the map there.  That allows me to run 8 co-op forks and two VS forks.

 On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen [EMAIL PROTECTED]
 wrote:
 
 Thank you! That solved it. I tried to look for an answer in the old posts
   
 in
 
 this list, but missed it. Working great now.

 So, can I specify the starting map in a config file instead of +map on
   
 the
 
 command line then?

 .Sami

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of J T
 Sent: 26. marraskuuta 2008 19:01
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fork not working while single server is fine

 It's a bug, and valve has even said so on this mailing list. You should
   
 be
 
 specifying +map not -map. By default if you start a single server, the
 mapcycle.txt is read and whatever is first is loaded (I think). But with
 -fork it doesn't do this, for some reason it expects the first map to be
 taken from the command line arguments.

 Cheers,

 On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen [EMAIL PROTECTED]
 wrote:

   
 Hi

 Im having some problems getting forked servers to work. If I fire up a
 single server without any forks with the very same configs and command
 line, everything works just fine. Here are the details.

 This is where it gets stuck.

 Auto detecting CPU
 Using AMD-Opteron (64 bit) Optimised binary.
 Server will auto-restart if there is a crash.
 #
 #Console initialized.
 #Game.dll loaded for L4D - Normal
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players maxplayers set to 14 setparm
 8 27016 setparm 10 8001 #01:Unknown command r_decal_cullsize

 setparm 8 27017
 setparm 10 8002
 #01:Unknown command mat_bloom_scalefactor_scalar

 #02:Unknown command r_decal_cullsize

 Nothing happens after this. I can't connect to the servers with telnet
 and I have to kill the processes.

 Command line here.

 /home/**/hlds/l4d/srcds_run \
 -game left4dead \
 -fork 2 \
 -map l4d_hospital01_apartment \
 -port 27015+## \
 -netconport 8000+## \
 -netconpassword ** \
 -nohltv

 And finally server.cfg

 hostname FinNexus dedicated L4D server

 // rcon password
 rcon_password **

 // cvars
 sv_alltalk 0
 sv_pausable 0
 sv_cheats 0
 sv_consistency 1
 sv_voiceenable 1
 sv_pure 1
 sv_allow_lobby_connect_only 0
 sv_steamgroup 167364
 sv_steamgroup_exclusive 1

 // Difficulty
 // z_difficulty normal

 // logging
 log off
 sv_log_onefile 0
 sv_logfile 1
 sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1

 // operation
 sv_lan 0
 sv_region 3

 // bans
 // exec banned.cfg

 Im kinda clueless. Im also new to running a Valve server and to linux
 in general (Running Debian/Lenny btw) so Im out of ideas. Libc6
 package is version 2.7-15, so glibc is only version 2.7-1, could this be
 
 the problem?
   
 Thanks for help in advance!
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Re: [hlds_linux] Fork not working while single server is fine

2008-11-30 Thread Steve Sumichrast
Sami,

I do this -- I have config files for each of my ten forks, and I load
the map there.  That allows me to run 8 co-op forks and two VS forks.

On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen [EMAIL PROTECTED] wrote:
 Thank you! That solved it. I tried to look for an answer in the old posts in
 this list, but missed it. Working great now.

 So, can I specify the starting map in a config file instead of +map on the
 command line then?

 .Sami

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of J T
 Sent: 26. marraskuuta 2008 19:01
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fork not working while single server is fine

 It's a bug, and valve has even said so on this mailing list. You should be
 specifying +map not -map. By default if you start a single server, the
 mapcycle.txt is read and whatever is first is loaded (I think). But with
 -fork it doesn't do this, for some reason it expects the first map to be
 taken from the command line arguments.

 Cheers,

 On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen [EMAIL PROTECTED]wrote:

 Hi

 Im having some problems getting forked servers to work. If I fire up a
 single server without any forks with the very same configs and command
 line, everything works just fine. Here are the details.

 This is where it gets stuck.

 Auto detecting CPU
 Using AMD-Opteron (64 bit) Optimised binary.
 Server will auto-restart if there is a crash.
 #
 #Console initialized.
 #Game.dll loaded for L4D - Normal
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players maxplayers set to 14 setparm
 8 27016 setparm 10 8001 #01:Unknown command r_decal_cullsize

 setparm 8 27017
 setparm 10 8002
 #01:Unknown command mat_bloom_scalefactor_scalar

 #02:Unknown command r_decal_cullsize

 Nothing happens after this. I can't connect to the servers with telnet
 and I have to kill the processes.

 Command line here.

 /home/**/hlds/l4d/srcds_run \
 -game left4dead \
 -fork 2 \
 -map l4d_hospital01_apartment \
 -port 27015+## \
 -netconport 8000+## \
 -netconpassword ** \
 -nohltv

 And finally server.cfg

 hostname FinNexus dedicated L4D server

 // rcon password
 rcon_password **

 // cvars
 sv_alltalk 0
 sv_pausable 0
 sv_cheats 0
 sv_consistency 1
 sv_voiceenable 1
 sv_pure 1
 sv_allow_lobby_connect_only 0
 sv_steamgroup 167364
 sv_steamgroup_exclusive 1

 // Difficulty
 // z_difficulty normal

 // logging
 log off
 sv_log_onefile 0
 sv_logfile 1
 sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1

 // operation
 sv_lan 0
 sv_region 3

 // bans
 // exec banned.cfg

 Im kinda clueless. Im also new to running a Valve server and to linux
 in general (Running Debian/Lenny btw) so Im out of ideas. Libc6
 package is version 2.7-15, so glibc is only version 2.7-1, could this be
 the problem?

 Thanks for help in advance!
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Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Steve Sumichrast
I'm running ten forks, plus a TF2 server, on a dual-core E6600 server
with 2 GB of RAM (I believe that RAM is accurate).  That's pushing the
limits of the box, but we're not running much else on it.

I'm going to be purchasing a new dual-quad core xeon with 16 GB of RAM
I hope...  I should be able to squeeze a lot out of that one.  :)




On Wed, Nov 26, 2008 at 9:38 AM,  [EMAIL PROTECTED] wrote:
 The answer is, it depends :P

 We've got a quad-core xeon (2.1GHz) and are running 12 servers with cpu
 usage not really going above 65% on any core.  However before we could max
 out our cores we'd run out of memory (we also have 2 gig) - we're not
 loading the box fully because it's a general purpose server.

 Given that your processor is faster (though half the cores), I'd estimate
 you could run up to 10 servers... But I'd stick it at 8 and see how you go.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Neil Smith
 Sent: 26 November 2008 11:39
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] -fork configuration tip

 How many servers can be run ? I have -fork 4 atm running on
 ram: 2GB, CPU:
 dual Xeon 2.66GHz and all seems to be well.

 Just wondering how many I could take it too without affecting
 performance.

 thanks
 Neil

 2008/11/11 J T [EMAIL PROTECTED]

  Yea, I just left it as files.
 
  On Tue, Nov 11, 2008 at 11:33 AM, Flubber [EMAIL PROTECTED] wrote:
 
   In each cfg, you change the log directory it should log
 each in its own.
  
   2008/11/11 J T [EMAIL PROTECTED]
  
Is there anyway to log the console for each server?
   
On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen
[EMAIL PROTECTED]
wrote:
   
 Is it possible the set the port number in the config
 file with fork?
 I tried it but it doesn't work. I have 4 servers, but the port
  numbers
 not always the same.

 On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki [EMAIL PROTECTED]
  wrote:
  I run it with -fork 12 -port 3 (never got it to work
  correctly
   with
  ##), server port is 3 ... 30011
 
  Saint K. wrote:
  Hi,
 
  Thanks for the hint! It's working like a charm!
 (Tip: Don't
  forget
   to
 remove
  your server.cfg, otherwise it will still execute that).
 
  Are there any more tip's 'n tricks with that -fork option?
 
  Cheers
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]
 On Behalf
  Of
   Chris
 Green
  Sent: Monday, November 10, 2008 7:49 PM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: [hlds_linux] -fork configuration tip
 
  On the launch line, you can do  +exec
 server_cfg01.cfg. This
  will
cause
 each
  server instance to exec its own unique config file (in this
  example,
  server_cfg01.cfg, server_cfg02.cfg, ... ).
 
  We do this on our internal servers.
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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve
No, it will only go back to the first map when the server empties.  At 
least that's how it works for me.

Flubber wrote:
 Won't it go back to the first map of a vs campaign once the players finish
 the first part?

 2008/11/23 Neil Smith [EMAIL PROTECTED]

   
 Thanks AnAkin


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
 Sent: 23 November 2008 09:10
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] coop - versus mode

 Put the map mapname in each server##.cfg

 2008/11/23 Neil Smith [EMAIL PROTECTED]

 
 Hello everyone, I need some assistance.

 ATM I am running -fork 3 and have the servers set at different difficulty
 levels with exec server##.cfg in the startup.

 Is it possible to run say one of the child servers as a versus only, and
 one
 as a coop only mode?

 If it is possible how would I do it?

 Many thanks in advance for your help.

 Neil

 PS :- very nice job valve, well impressed with L4D :)


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Re: [hlds_linux] steam update issue

2008-11-23 Thread Steve Sumichrast
This same thing happened to me.  Delete the blob file in ~/.steam/

Once I did that it picked another server and I was able to download properly.

On Sun, Nov 23, 2008 at 9:56 AM, Joris Kinable [EMAIL PROTECTED] wrote:
 Hello,

 I've got go a weird problem with the steam executable:
 [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command update
 -game l4d_full -dir .
 Checking bootstrapper version ...
 Getting version 34 of Steam HLDS Update Tool
 Connection Reset

 or:
 [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command list
 Checking bootstrapper version ...
 Getting version 34 of Steam HLDS Update Tool
 Connection Reset


 No matter what I do, I get a connection reset when I run the steam
 command. Until a week ago everything worked fine. I run multiple
 servers and they are all installed in the same way.

 -I'm not behind a NAT router, so it's not a matter of opening some ports.
 -I'm sure the firewall doesn't cause any issues.

 Any idea's why steam keeps returning a connection reset error?

 Joris

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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
I just posted this question on the list serv a few days ago.  Specify
the map load in your cfg files and it won't matter.  I thought the
same thing, when I go map to map it will execute my config -- wrong.
It executes server.cfg every time, but not the +exec that's in the
startup of the servers.  So what I do is have a general configuration
file (settings.cfg).  Each server_cfg##.cfg file then runs exec
settings.cfg, which sets my servers to my steam group, etc -- global
settings.  Then each server_cfg## contains the hostname, map load, etc
-- that way I have two co-op servers per campaign (at startup, they
can of course by modified by end users), and then also have two versus
servers, just by loading the vs maps.

I was scared as well that it would load this per map change, but it doesn't.

On Sun, Nov 23, 2008 at 1:12 PM, Steve [EMAIL PROTECTED] wrote:
 No, it will only go back to the first map when the server empties.  At
 least that's how it works for me.

 Flubber wrote:
 Won't it go back to the first map of a vs campaign once the players finish
 the first part?

 2008/11/23 Neil Smith [EMAIL PROTECTED]


 Thanks AnAkin


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
 Sent: 23 November 2008 09:10
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] coop - versus mode

 Put the map mapname in each server##.cfg

 2008/11/23 Neil Smith [EMAIL PROTECTED]


 Hello everyone, I need some assistance.

 ATM I am running -fork 3 and have the servers set at different difficulty
 levels with exec server##.cfg in the startup.

 Is it possible to run say one of the child servers as a versus only, and
 one
 as a coop only mode?

 If it is possible how would I do it?

 Many thanks in advance for your help.

 Neil

 PS :- very nice job valve, well impressed with L4D :)


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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
Yeah I haven't had to do this..  All my servers just keep running the
maps I've assigned them..

On Sun, Nov 23, 2008 at 2:03 PM, AnAkIn . [EMAIL PROTECTED] wrote:
 I don't think mapcycle even work in L4D, the maps just rotate depending of
 the map votes or what the lobbies decide.

 I have the default mapcycle (no versus maps) and my versus server just work
 fine.

 2008/11/23 Bob Langley [EMAIL PROTECTED]

 Also, I suggest you create a different mapcycle for VS maps and specify
 that in your server##.cfg, which will keep it rotating with the 2 VS
 maps only.

 Use the mapcycle cvar in your server##.cfg

 mapcycle mapcycle_vs.txt

 and create a new file mapcycle_vs.txt with just these 2 entries:
 l4d_vs_farm01_hilltop
 l4d_vs_hospital01_apartment


 - Bob

 Steve Sumichrast wrote:
  I just posted this question on the list serv a few days ago.  Specify
  the map load in your cfg files and it won't matter.  I thought the
  same thing, when I go map to map it will execute my config -- wrong.
  It executes server.cfg every time, but not the +exec that's in the
  startup of the servers.  So what I do is have a general configuration
  file (settings.cfg).  Each server_cfg##.cfg file then runs exec
  settings.cfg, which sets my servers to my steam group, etc -- global
  settings.  Then each server_cfg## contains the hostname, map load, etc
  -- that way I have two co-op servers per campaign (at startup, they
  can of course by modified by end users), and then also have two versus
  servers, just by loading the vs maps.
 
  I was scared as well that it would load this per map change, but it
 doesn't.
 
  On Sun, Nov 23, 2008 at 1:12 PM, Steve [EMAIL PROTECTED] wrote:
 
  No, it will only go back to the first map when the server empties.  At
  least that's how it works for me.
 
  Flubber wrote:
 
  Won't it go back to the first map of a vs campaign once the players
 finish
  the first part?
 
  2008/11/23 Neil Smith [EMAIL PROTECTED]
 
 
 
  Thanks AnAkin
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 AnAkIn .
  Sent: 23 November 2008 09:10
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] coop - versus mode
 
  Put the map mapname in each server##.cfg
 
  2008/11/23 Neil Smith [EMAIL PROTECTED]
 
 
 
  Hello everyone, I need some assistance.
 
  ATM I am running -fork 3 and have the servers set at different
 difficulty
  levels with exec server##.cfg in the startup.
 
  Is it possible to run say one of the child servers as a versus only,
 and
  one
  as a coop only mode?
 
  If it is possible how would I do it?
 
  Many thanks in advance for your help.
 
  Neil
 
  PS :- very nice job valve, well impressed with L4D :)
 
 
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Re: [hlds_linux] L4D direct connection issue ?

2008-11-20 Thread Steve Sumichrast
What does your start up parameters look like?

I'd first try an update, if that doesn't resolve post your startup
params.  It looks like something is missing from that or something is
screwy in your CFG.

Post back your startup params and server.cfg (don't forget to remove
any passwords).


On Thu, Nov 20, 2008 at 5:41 AM, Kevin Ottalini [EMAIL PROTECTED] wrote:
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 

 This would indicate that you need to update your server to the latest
 version.



 - Original Message -
 From: J.Miribel
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, November 20, 2008 2:16 AM
 Subject: [hlds_linux] L4D direct connection issue ?


I still got an error and can't connect to the server directly
 I set the serveur up with :
 sv_lan 0
 sv_password test
 sv_allow_lobby_connect_only 0

 Client connects, is prompted for password and gets rejected for lan
 only. sv_lan 0 is set on the server but there is an error on startup:
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 



 Here is the ded's startup log:



  Host_NewGame 
 Host_NewGame on map l4d_hospital01_apartment
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Unable to persist cache 'modelsounds.cache', check file permissions
 Commentary: Loading commentary data from
 maps/l4d_hospital01_apartment_commentary.txt.
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 
 exec: couldn't exec server.cfg
 Adding master server 69.28.151.162:27011
 Adding master server 69.28.140.247:27011
 Sending heartbeat to master server...
 sv_password test
 sv_password
 sv_password = test ( def.  )
 notify
 - Server password for entry into multiplayer games
 sv_lan
 sv_lan = 1 ( def. 0 )
 - Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_lan 0
 sv_lan
 sv_lan = 0
 - Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_allow_lobby_connect_only 0
 RejectConnection: 82.244.59.199:27005 - #Valve_Reject_LAN_Game



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Re: [hlds_linux] Hibernation?

2008-11-20 Thread Steve Sumichrast
The best I can tell, when a server empties out, it restarts.  When it
fires back up if nobody is on the map, it goes into hibernation.

I have forks this moment in hibernation -- I can still RCON to them though.


On Thu, Nov 20, 2008 at 2:31 PM, Peter Reinhold [EMAIL PROTECTED] wrote:
 Someone wrote (Probably you), and the time was 20:08 20-11-2008

Hibernation basically just means there's no one in there so it stops
processing stuff from inside the map to save on CPU... it shouldn't affect
any external control method at all (whether typing on the actual game
console, using a netconport console, or using hlsw or external rcon program)

 I'm pretty sure the server just stopped responding, and wasn't
 visible in eg. Steam Groups in L4D, when it enters this state.

 After changing to running using -fork, I can see that the server does
 the following when entering hibernation

 #02:Server is hibernating
 Child 1 aborted with signal 14
 setparm 9 10002
 setparm 13 forkserver02.cfg

 after which it restarts and loads map, etc

 Which seems to indicate that this state, at least in L4D, means that
 the server needs to be restarted, or am I totally mistaken?


 /Peter


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Re: [hlds_linux] Autoupdate start option

2008-11-19 Thread Steve Sumichrast
Hum -- I think you may have a point here, auto update may never happen
with L4D since the forks never really go through map change at the
same time..  I'm not sure how it would handle that.

Seems to me auto update won't happen, you'll continue to get the
message in the console output that at restart you will receive
updates..

Everytime I start up my forks it checks in for an update... but I
doubt it's going to happen while they're up and running.  Maybe
someone from valve can comment.


On Wed, Nov 19, 2008 at 2:39 AM, Jordy van Wolferen [EMAIL PROTECTED] wrote:
 I fixed this in the srcds_run script, but in the demo it didn't update
 automatically.
 I saw the output in the console that it was trying to update, but when
 I manually updated, I still got new files.
 Could it be that there where people on the servers and it needs to be
 empty to update?
 That is a bit hard when you got forked servers.

 On Wed, Nov 19, 2008 at 6:36 AM,  [EMAIL PROTECTED] wrote:
 Valve STILL HAVENT FIXED THIS



 /me cries

 Its a whole 2.5second fix valve, how hard can it be?



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers
 Sent: Wednesday, 19 November 2008 5:10 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Autoupdate start option
 Importance: Low


 he's asking when its going to be fixed.. i assume he already has the
 solution..

 to be honest i do agree with him, for something so simple to be fixed by
 valve they sure take there time :-)

 On Tue, 18 Nov 2008 10:56:16 -0700 (MST), Steve [EMAIL PROTECTED]
 wrote:
 Autoupdate is broken, like in orangebox.
 You have to modify your srcds_run script.

 Find :

  update() {
  updatesingle
  }

 And replace it by :

  update() {
  cd ..
  updatesingle
  cd l4d_demo
  }




 I know this has been a lingering question on all server admin's
 minds.  When is the -autoupdate flag going to start working properly
 again?

 I noticed its not working for left4dead as well as tf2.

 f0rkz
 f7lans.com - Not your moms marble madness




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Re: [hlds_linux] L4D Community Server Idea - Matchmaking

2008-11-19 Thread Steve Sumichrast
Ditto -- when people connect they just get normal settings which is
annoying -- not a huge deal to just change it to whatever, but still..
 Why can't lobby leaders have an option to choose Dedicated Server,
Local Server Community Server, or something?  That seems like the
simplest thing to do -- I don't care which server my members land on,
just that they can...

Right now with sv_search_key set on all my forks and my client, I
never land on my servers -- ever.  It's annoying to say the least.


On Wed, Nov 19, 2008 at 2:44 AM, Cc2iscooL [EMAIL PROTECTED] wrote:
 Client connections still bypass the password, anyway. :)

 Anyone else want to up this thread? It'd be nice to get more people attached
 to this thread so Valve sees this isn't just some proprietary thing we want.
 I still have no reason to run community servers. People would rather play on
 auto-join because they can configure their games.

 On Tue, Nov 18, 2008 at 7:40 PM, 1nsane [EMAIL PROTECTED] wrote:

 Mine has no pass and it doesn't work for me :S.

 On Tue, Nov 18, 2008 at 7:00 PM, David Parker [EMAIL PROTECTED] wrote:

  As far as I can tell, sv_search_key still works for me as long as the
  server does not also have sv_password set.
 
  - Dave
 
  - Original Message -
  From: bl4nk [EMAIL PROTECTED]
  Date: Tuesday, November 18, 2008 6:31 pm
  Subject: Re: [hlds_linux] L4D Community Server Idea - Matchmaking
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
 
   Same here. I have servers set up, but when my key matches the
   one I set
   on the server, I can't find any dedicated servers when searching
   for one
   to host my lobby game. Once I remove the key from my client, I
   can
   instantly find a server to host our game.
  
   1nsane wrote:
sv_search_key does not seem to work for me. It can never find
   servers with
the same key in my case. And if I do connect to an exclusive
   server and
vote to come back to the lobby (to change the map or
   characters) it then
sends me to a different server while my own is idling. As a
   bonus I got
kicked off some server after the game ended from our prrivate
   one and the
lobby decided to randomly change servers :(.
   
On Tue, Nov 18, 2008 at 12:58 PM, Cc2iscooL
   [EMAIL PROTECTED] wrote:
   
   
I take that back.
   
It works as intended...but why can't we get this integrated
   into the
community system?
   
On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL
   [EMAIL PROTECTED] wrote:
   
   
As far as I can tell sv_search_key no longer works as intended.
   
   
On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws [EMAIL PROTECTED]
   gaming.com
wrote:
   
I thought this was already there.  You could make your
   own lobby with
your own settings and, using the sv_search_key..and now the group
thingy, you should be able to have that game played on your
   own server.
Perhaps I'm mistaken, wouldn't be the first time. ;)
   
Flubber wrote:
   
I asked for that feature days ago, no response.
   
2008/11/18 Cc2iscooL [EMAIL PROTECTED]
   
   
   
Alright guys, I had an idea for the community-based
   servers seeing as
   
the
   
current one is ...well...not too great.
   
I'd like my community members to be able to create
   lobbies and THEN
   
join my
   
servers, not join my servers and then try to set the
   options they
   
want.
   
If
   
a
server is empty, why can't the client reserve it as a
   lobby and then
   
join
   
it
once they're done making changes? It seems rather silly
   to me that
   
when
   
you
   
click join game on a zero player server, you
   immediately go to the
   
lobby,
   
but then it drops you right into the game. Can we use the
   reserve
system
   
here to make use of our servers? Actually, I liked it
   better when
sv_search_key was around. Sure, the client had to type
   something in
   
every
   
time they started their game (or add it to their
   autoexec) but
   
seriously,
   
it
was better, as people could join our servers if they were
   available
instead
   
of not.
   
Can you guys add something back like this, please?
   
Thanks!
   
Cc2iscooL
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Re: [hlds_linux] MOTD Questions

2008-11-19 Thread Steve

It ranges from 500 x 100 - 673x135

 The banner size is different between resolutions.  Anyone know the
 dimensions between resolutions?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Crazy
 Canucks
 Sent: Wednesday, November 19, 2008 9:17 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] MOTD Questions

 If you are looking to center your motd vertically, the following page
 had good information.

 http://www.vdotmedia.com/blog/vertically-center-content-with-css/

 Just be aware that if you cut and paste, like I did, you might have a
 problem with matching charsets.  You're probably better off to copy it
 manually, and not to cut and paste.  That little problem wasted me a
 good few hours...

 Drek

 Crazy Canucks wrote:
 Thanks!  Now I've got to figure out how to get it centred in different
 resolutions...

 Yours looks great as well.  The infamous Cream Bun Clan.  :)

 Patrick Shelley wrote:

 I'm glad you sorted it!

 Your MOTD looks ace!

 Check out ours:

 www.sidesteal.com/l4d/l4dmotd.html

 On 11/19/08, Crazy Canucks [EMAIL PROTECTED] wrote:


 Actually, I ended up having to move it in 8 pixels from the edge of
 the
 window.  You can see a screen shot of what it ended up looking like in
 the following thread, along with two pics of what it looked like
 before,
 although they don't show the shift effect as clearly as it appeared in
 game, due to resampling.



 http://www.crazy-canucks.com/index.php?name=PNphpBB2file=viewtopicp=8757#8
 757

 I'll paste the code of my motd below so others can see what I had to
 do,
 if they end up with the same issues:


 !DOCTYPE html PUBLIC -//W3C//DTD XHTML 1.0 Transitional//EN
 http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd;
 html xmlns=http://www.w3.org/1999/xhtml; xml:lang=en lang=en
 head
 meta http-equiv=Content-Type content=text/html; charset=utf-8 /
 titleDrekland: Age of Chivalry MOTD/title
 style type=text/css
 body {

 font-family: Arial;
 font-size: 0.9em;
 color: #ffddbb;
 background-color: #8a7c5a;
 margin: 0;
 }


 #border_left { position: fixed; left: 0; top: 0; bottom: 0; width:
 8px;
 background: #442200; }
 #border_top { position: fixed; left: 0; top: 0; right: 0; height: 8px;
 background: #442200; }
 #border_right { position: fixed; top: 0; right: 0; bottom: 0; width:
 8px; background: #442200; }
 #border_bottom { position: fixed; left: 0; bottom: 0; right: 0;
 height:
 8px; background: #442200;  }

 #corner_tl { position: fixed; top: 0; left: 0; height: 52px; width:
 52px; margin: 8px 0 0 8px; }
 #corner_tr { position: fixed; top: 0; right: 0; height: 52px; width:
 48px; margin: 8px 2px 0 2px; }
 #corner_bl { position: fixed; bottom: 0; left: 0; height: 48px; width:
 52px; margin: 2px 0 2px 8px; }
 #corner_br { position: fixed; bottom: 0; right: 0; height: 48px;
 width:

 48px; margin: 2px; }

 img.corner_graphic { height: 44px; width: 44px; }


 #content { text-align: center; margin-top: 3%; }

 a { font-size: 1.2em; font-weight: 500; color: #ff;
 text-decoration:
 none; }
 a:hover { color: #ffddbb; text-decoration: underline; }

 h1 { font-size: 1.3em; font-weight: 600; color: #ffbb00; }
 h2 { font-size: 1.1em; font-weight: 500; color: #00; }
 h3 { font-size: 1.0em; font-weight: 400; color: #cc; }
 h4 { font-size: 1.1em; font-weight: 500; color: #882200; }

 #rules_title { text-align: center; text-decoration: underline;
 font-size: 0.9em; font-weight: bold; line-height: 200% }
 #rules_content { text-align: left; margin-left: 20%; font-size: 0.9em;
 line-height: 150% }
 /style
 /head

 body
 div id=border_top/div
 div id=border_left/div
 div id=border_right/div
 div id=border_bottom/div

 div id=corner_tlimg class=corner_graphic
 src=images/cc_cg_tl.gif alt= //div
 div id=corner_trimg class=corner_graphic
 src=images/cc_cg_tr.gif alt= //div
 div id=corner_blimg class=corner_graphic
 src=images/cc_cg_bl.gif alt= //div
 div id=corner_brimg class=corner_graphic
 src=images/cc_cg_br.gif alt= //div

 div id=content
 h1Welcome to Drekland: Age of Chivalry!/h1
 h2This is the Crazy Canucks Gaming Community official
 server./h2
 h3We are always open to new members.
 br /If you would like more information please visit:/h3
 a

 href=http://www.crazy-canucks.com/cc_details.html;www.crazy-canucks.com
 /a
 br /br /-
 div id=rules_titleServer Rules/div
 div id=rules_content
   b1./bnbsp;nbsp;Have fun!br /
   b2./bnbsp;nbsp;Treat your fellow warriors with respect.br
 /
   b3./bnbsp;nbsp;Please keep the server healthy for
 families.nbsp;Keep the foul language to a minimum.
 /div
 br /-
 h4Friendly Fire is ON!/h4
 /div
 /body
 /html




 Crazy Canucks wrote:


 Patrick, don't spend any time on this, I think I've got it sorted.
 I'm
 deleting the images from my ftp.  I needed to move 

Re: [hlds_linux] Command Line args

2008-11-19 Thread Steve Sumichrast
Thanks for that -- had always wondered!

On Wed, Nov 19, 2008 at 2:21 PM, Kevin Ottalini [EMAIL PROTECTED] wrote:
 Anything you can put into the server.cfg needs a + if you put it in the
 command line.

 Options which are only accessable during startup have a - in front.

 http://developer.valvesoftware.com/wiki/Launch_options

 That page needs to be updated for L4D servers / clients but should give you
 most of what is important for launch properties.



 - Original Message -
 From: AFAdmin
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, November 19, 2008 11:10 AM
 Subject: [hlds_linux] Command Line args


 Would someone be so kind as to explain why some command line arguments
 are prefixed with a + and some with a -?  I have a difficult time
 remembering which arguments have which prefix.  Is there any pattern to
 to these arguments?


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[hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
I'm running 10 forks from a single instance -- I've got a question,
though... In my config files I specify that the z_difficulty is
Impossible... doesn't seem to matter, though, for the steam community
servers option, as it just goes back to normal anyways thanks to the
way the connection works... Regardless, how can I make say, 4 of the
forks be a versus server?  I know changing the map is what does it,
so I thought okay... in my individual fork config files, I'll specify
map someversusmap... But doesn't that CFG get executed at every map
change?  If so, you'd move from a vs map to another vs map, and during
that map change, it would change maps back.. no?

I haven't watched the map change events on L4D, I'm going by
experience with TF2...  Basically does whatever I specified in +exec
get executed at every map change event?  If so, how do I force certain
forks into versus mode?

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Re: [hlds_linux] Different modes with one fork

2008-11-19 Thread Steve
+exec in the startup line only runs once on startup (and possibly when 
it goes into hibernation).

Steve Sumichrast wrote:
 I'm running 10 forks from a single instance -- I've got a question,
 though... In my config files I specify that the z_difficulty is
 Impossible... doesn't seem to matter, though, for the steam community
 servers option, as it just goes back to normal anyways thanks to the
 way the connection works... Regardless, how can I make say, 4 of the
 forks be a versus server?  I know changing the map is what does it,
 so I thought okay... in my individual fork config files, I'll specify
 map someversusmap... But doesn't that CFG get executed at every map
 change?  If so, you'd move from a vs map to another vs map, and during
 that map change, it would change maps back.. no?

 I haven't watched the map change events on L4D, I'm going by
 experience with TF2...  Basically does whatever I specified in +exec
 get executed at every map change event?  If so, how do I force certain
 forks into versus mode?

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Re: [hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
Cool.  So I'm specifying a map in the startup params -- I guess
there's no reason I couldn't specify map in the individual fork config
files to make certain forks versus?

Going to go try that out now... thanks for the clarification.



On Wed, Nov 19, 2008 at 3:53 PM, Steve [EMAIL PROTECTED] wrote:
 +exec in the startup line only runs once on startup (and possibly when
 it goes into hibernation).

 Steve Sumichrast wrote:
 I'm running 10 forks from a single instance -- I've got a question,
 though... In my config files I specify that the z_difficulty is
 Impossible... doesn't seem to matter, though, for the steam community
 servers option, as it just goes back to normal anyways thanks to the
 way the connection works... Regardless, how can I make say, 4 of the
 forks be a versus server?  I know changing the map is what does it,
 so I thought okay... in my individual fork config files, I'll specify
 map someversusmap... But doesn't that CFG get executed at every map
 change?  If so, you'd move from a vs map to another vs map, and during
 that map change, it would change maps back.. no?

 I haven't watched the map change events on L4D, I'm going by
 experience with TF2...  Basically does whatever I specified in +exec
 get executed at every map change event?  If so, how do I force certain
 forks into versus mode?

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Re: [hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
This is working great -- I specified in each config the mail file to
load -- I then went into the parent process, told all the maps to
switch to airport and all forks switched over.  Worked great, none of
them went back to the one specified in the cfg file (I have server.cfg
just resetting things such as sv_cheats back to 0 incase we left them
on by accident for playing around..)  But server.cfg doesn't execute
at load... so this is working out great.  Thanks for the feedback...
I have 10 forks now, running 8 slots of every map (two servers per
each co-op map, and one per each vs map)

On Wed, Nov 19, 2008 at 4:22 PM, Milton Ngan [EMAIL PROTECTED] wrote:
 The +exec will only get run once when the child is spawned. Even coming out 
 of hibernation, it will not run the +exec again.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Wednesday, November 19, 2008 12:53 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Different modes with one fork

 +exec in the startup line only runs once on startup (and possibly when
 it goes into hibernation).

 Steve Sumichrast wrote:
 I'm running 10 forks from a single instance -- I've got a question,
 though... In my config files I specify that the z_difficulty is
 Impossible... doesn't seem to matter, though, for the steam community
 servers option, as it just goes back to normal anyways thanks to the
 way the connection works... Regardless, how can I make say, 4 of the
 forks be a versus server?  I know changing the map is what does it,
 so I thought okay... in my individual fork config files, I'll specify
 map someversusmap... But doesn't that CFG get executed at every map
 change?  If so, you'd move from a vs map to another vs map, and during
 that map change, it would change maps back.. no?

 I haven't watched the map change events on L4D, I'm going by
 experience with TF2...  Basically does whatever I specified in +exec
 get executed at every map change event?  If so, how do I force certain
 forks into versus mode?

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Re: [hlds_linux] [hlds] L4D max slots - another solution

2008-11-18 Thread Steve
or you could do this

director_no_human_zombies = 1
 game replicated
 - Prevents humans from joining the zombie team


 I just had an idea that I am testing now.

 If the max players is controlled via the type of map that gets loaded.

 Why can't you just remove the maps for the type you don't want?

 For instance. I want a 4 player co-op only server.. so I move all the VS
 maps to another folder.. then start up the server..

 I know this is somewhat of a duct tape fix for the problem.. and it will
 cause issues when it tries to download the maps again during an update
 cycle.. but it should work in theory right?

 Haven't testing extensively.. but so far it appears to be working.

 -Steve


 You launch the server and it will change the number of slots when the
 players on the server call a vote.

 Sent from my iPhone

 On Nov 18, 2008, at 9:02 AM, Alec Sanger [EMAIL PROTECTED] wrote:


 I don't believe you can change the max slots. it changes based on
 the map (i think)

 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From:
 [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject:
 [hlds] L4D max slots  Does anyone know how to change the max slots
 for a server from 8 to 12? I cant find it anywhere...
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Re: [hlds_linux] Autoupdate start option

2008-11-18 Thread Steve
Autoupdate is broken, like in orangebox.
You have to modify your srcds_run script.

Find :

 update() {
 updatesingle
 }

And replace it by :

 update() {
 cd ..
 updatesingle
 cd l4d_demo
 }




 I know this has been a lingering question on all server admin's
 minds.  When is the -autoupdate flag going to start working properly
 again?

 I noticed its not working for left4dead as well as tf2.

 f0rkz
 f7lans.com - Not your moms marble madness




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Re: [hlds_linux] Autoupdate start option

2008-11-18 Thread Steve
oops!

your right.. nice catch!

 Not l4d_demo but l4d now.

 2008/11/18 Steve [EMAIL PROTECTED]

 Autoupdate is broken, like in orangebox.
 You have to modify your srcds_run script.

 Find :

  update() {
 updatesingle
  }

 And replace it by :

  update() {
 cd ..
 updatesingle
 cd l4d_demo
  }




  I know this has been a lingering question on all server admin's
  minds.  When is the -autoupdate flag going to start working properly
  again?
 
  I noticed its not working for left4dead as well as tf2.
 
  f0rkz
  f7lans.com - Not your moms marble madness
 
 
 
 
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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Hey guys!

I updated my L4D config guide with lots of info about forking and co-op /
versus modes. (this is turning into a monster post)

If you have a simple question about getting your L4D server going you
might wanna take a look at this first.

http://forums.steampowered.com/forums/showthread.php?t=745441

-Steve



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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED] wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide with lots of info about forking and co-op
 /
 versus modes. (this is turning into a monster post)

 If you have a simple question about getting your L4D server going you
 might wanna take a look at this first.

 http://forums.steampowered.com/forums/showthread.php?t=745441

 -Steve



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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
I noticed that as well.

That command was actually posted by valve.. although I suspect is may be a
typo.

I haven't had a chance to test out server forking with per server configs
yet.

Let me know if you get a chance to test and I'll adjust accordingly.

Here is the original post by valve.

-quote
./srcds_run \
-game left4dead \
-ip 1.1.1.1\
-netconport 9000+##\
-netconpassword password\
-steamport 27690+##\
+hostname My_L4D_Server_##\
+sv_tags reservable\
+exec server/##.cfg\
+map l4d_dem_hospital01_apartment\
-fork 40

I think what Chris forgot to mention was that the ## syntax can be used in an
expression. So here rather than just substituting the instance number in,
I am using
it to add the value to an existing number.

Someone asked about why -exec ##.cfg didn't work. I would suggest using
+exec ##.cfg
instead. This is the format I am using and this appears to function
correctly. Also,
make sure that your files are zero padded to two digits (i.e 01, 02, etc...).

I also had to do a lot of shuffling around of port numbers to allow 40 server
instances to run correctly. This is because many of the default port
numbers are too
close to one another to support more than about 5-10 servers. The ports
you need to
worry about are:

-netconport
-steamport
+clientport
+hostport
+tv_port
+matchmakingport
+systemlinkport

I control the first two from the command line since they are not convars,
the rest I
put into my config files. Just space the port nunbers apart so there is a
gap larger
than the number of dedicated servers you intend to run on the same box.

-quote


 In the forked command line you posted, for the multiple server##.cfg
 files, you have server/##.cfg -  is the / supposed to be in there?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED]
 wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide with lots of info about forking and
 co-op
 /
 versus modes. (this is turning into a monster post)

 If you have a simple question about getting your L4D server going you
 might wanna take a look at this first.

 http://forums.steampowered.com/forums/showthread.php?t=745441

 -Steve



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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Do you think it could mean that is looking for a directory called server
with individual config's in that folder named 01.cfg 02.cfg.. ect?


 Well I fired up 4 forked servers (5 didn't seem to take, gotta debug
 that some). All 4 have players on it right now, one of which turned into
 an 8 player server ... but the server##.cfg files didn't get read.

 Command line used:

 ./srcds_run -console -game left4dead +ip 157.238.213.185 -netconport
 9000+## -netconpassword 12345 +hostport 27020+## -steamport 27960+##
 +clientport 25030+## +exec server/##.cfg -nohltv +map
 l4d_hospital01_apartment -fork 4

 Guess I gotta boot everyone and try it without the /

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:50 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 I noticed that as well.

 That command was actually posted by valve.. although I suspect is may be
 a
 typo.

 I haven't had a chance to test out server forking with per server
 configs
 yet.

 Let me know if you get a chance to test and I'll adjust accordingly.

 Here is the original post by valve.

 -quote
 ./srcds_run \
 -game left4dead \
 -ip 1.1.1.1\
 -netconport 9000+##\
 -netconpassword password\
 -steamport 27690+##\
 +hostname My_L4D_Server_##\
 +sv_tags reservable\
 +exec server/##.cfg\
 +map l4d_dem_hospital01_apartment\
 -fork 40

 I think what Chris forgot to mention was that the ## syntax can be used
 in an
 expression. So here rather than just substituting the instance number
 in,
 I am using
 it to add the value to an existing number.

 Someone asked about why -exec ##.cfg didn't work. I would suggest using
 +exec ##.cfg
 instead. This is the format I am using and this appears to function
 correctly. Also,
 make sure that your files are zero padded to two digits (i.e 01, 02,
 etc...).

 I also had to do a lot of shuffling around of port numbers to allow 40
 server
 instances to run correctly. This is because many of the default port
 numbers are too
 close to one another to support more than about 5-10 servers. The ports
 you need to
 worry about are:

 -netconport
 -steamport
 +clientport
 +hostport
 +tv_port
 +matchmakingport
 +systemlinkport

 I control the first two from the command line since they are not
 convars,
 the rest I
 put into my config files. Just space the port nunbers apart so there is
 a
 gap larger
 than the number of dedicated servers you intend to run on the same box.

 -quote


 In the forked command line you posted, for the multiple server##.cfg
 files, you have server/##.cfg -  is the / supposed to be in there?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED]
 wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide with lots of info about forking and
 co-op
 /
 versus modes. (this is turning into a monster post)

 If you have a simple question about getting your L4D server going
 you
 might wanna take a look at this first.

 http://forums.steampowered.com/forums/showthread.php?t=745441

 -Steve



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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve Sumichrast
Make sure on the telnet port you connect to, hit enter once, then PASS
password (no brackets)..

I have to hit enter once I connect, then from there enter PASS (caps
sensitive for me it seems), then password, then enter and it works.

On Tue, Nov 18, 2008 at 4:50 PM, Rick Payton [EMAIL PROTECTED] wrote:
 Check my response at the steam forums.

 I just changed my command line, and someone e-mailed me off list to
 confirm the / shouldn't be there.

 Here's my startup script now, with 4 forks. I can't seem to get telnet
 to work though, but HLSW works a treat.

 ---
 #!/bin/sh
 echo Starting Left 4 Dead Forked Server Instances
 sleep 1
 screen -A -m -d -S l4d-fork ./srcds_run -console -game left4dead +ip
 157.238.213.185 -netconport 90## -netconpassword 12345 +hostport
 27020+## -steamport 27960+## +clientport 25030+## +exec server##.cfg
 -nohltv +map l4d_hospital01_apartment -fork 4
 # to watch the output automatically, let's instantly attach to this
 screen
 screen -x l4d-fork
 ---

 FWIW

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 11:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Do you think it could mean that is looking for a directory called
 server
 with individual config's in that folder named 01.cfg 02.cfg.. ect?


 Well I fired up 4 forked servers (5 didn't seem to take, gotta debug
 that some). All 4 have players on it right now, one of which turned
 into
 an 8 player server ... but the server##.cfg files didn't get read.

 Command line used:

 ./srcds_run -console -game left4dead +ip 157.238.213.185 -netconport
 9000+## -netconpassword 12345 +hostport 27020+## -steamport 27960+##
 +clientport 25030+## +exec server/##.cfg -nohltv +map
 l4d_hospital01_apartment -fork 4

 Guess I gotta boot everyone and try it without the /

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:50 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 I noticed that as well.

 That command was actually posted by valve.. although I suspect is may
 be
 a
 typo.

 I haven't had a chance to test out server forking with per server
 configs
 yet.

 Let me know if you get a chance to test and I'll adjust accordingly.

 Here is the original post by valve.

 -quote
 ./srcds_run \
 -game left4dead \
 -ip 1.1.1.1\
 -netconport 9000+##\
 -netconpassword password\
 -steamport 27690+##\
 +hostname My_L4D_Server_##\
 +sv_tags reservable\
 +exec server/##.cfg\
 +map l4d_dem_hospital01_apartment\
 -fork 40

 I think what Chris forgot to mention was that the ## syntax can be
 used
 in an
 expression. So here rather than just substituting the instance number
 in,
 I am using
 it to add the value to an existing number.

 Someone asked about why -exec ##.cfg didn't work. I would suggest
 using
 +exec ##.cfg
 instead. This is the format I am using and this appears to function
 correctly. Also,
 make sure that your files are zero padded to two digits (i.e 01, 02,
 etc...).

 I also had to do a lot of shuffling around of port numbers to allow 40
 server
 instances to run correctly. This is because many of the default port
 numbers are too
 close to one another to support more than about 5-10 servers. The
 ports
 you need to
 worry about are:

 -netconport
 -steamport
 +clientport
 +hostport
 +tv_port
 +matchmakingport
 +systemlinkport

 I control the first two from the command line since they are not
 convars,
 the rest I
 put into my config files. Just space the port nunbers apart so there
 is
 a
 gap larger
 than the number of dedicated servers you intend to run on the same
 box.

 -quote


 In the forked command line you posted, for the multiple server##.cfg
 files, you have server/##.cfg -  is the / supposed to be in there?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED]
 wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide

Re: [hlds_linux] hostmatchmakingport - 27025

2008-11-18 Thread Steve
---valve quote---
The systemlink and matchmaking ports are likely to go away at some point.
These are vestiges of the Xbox networking code.
---valve quote---


 Can this be changed to something else without breaking anything?



 mauirixxx

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Re: [hlds_linux] hostmatchmakingport - 27025

2008-11-18 Thread Steve
I think the main purpose of specifying them is to make sure they don't
overlap with other ports while setting up a forked server.



 Can this be changed to something else without breaking anything?



 mauirixxx

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Re: [hlds_linux] Bans in L4D

2008-11-18 Thread Steve Sumichrast
Yeah, I saw that now... Thanks.  :)

On Tue, Nov 18, 2008 at 7:53 PM, Rick Payton [EMAIL PROTECTED] wrote:
 I used HLSW to ban one guy already trying to guess the rcon password, so
 I guess banning is business as usual. If you look in the cvar list, the
 commands are still the same.

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sumichrast
 Sent: Tuesday, November 18, 2008 2:41 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Bans in L4D

 How can we ban in the L4D servers?  Is that even an option?

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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Steve
why don't you just drop the IP at your firewall?


 Ban the IP? Set up a script that checks the serverlogs periodically for
 these message and auto-ban IP's that trigger the rate limits often?



 Pawel wrote:
 Hi,

 Today in logs i found:

 L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
 exceeding rate limits

 and it is full of such lines.

 Server is up to date, protocol 48, steam. But we felt lags and CPU load
 was
 80% :|
 Could you help me? :D What i should make to prevent my server from ddos?

 Thanks
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Steve
Amazing!! does this tech stand any chance of making an appearance on the
win32 side?


 I can't say I have tried it, but in theory, you should be able to run one
 forked L4D server across a giant network of machines, including load
 balancing, including live migration of server instances across multiple
 machines, using mosix http://www.mosix.org/, which is pretty interesting.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Monday, November 17, 2008 4:28 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Data exchange over crossed child process

 This is truly the next generation the game is going to turn.

 Imagine mods development, through campaigns editions constructed over the
 childs, swapping players between childs processes, maybe voice
 communication through the childs processes ...
 The opportunites that this system may encourage will inscrease the game
 experience.

 Awesome !


 -Original Message-

 Not sure exactly what you are asking, but yes, there is bidirectional
 communication between the parent process and all the children.
 It isn't used for much right now, but more info could be transmitted.
 Currently,

 - the parent can send concommands to all children
 - the parent sees the spew from all children
 - the parent sees occasional status updates from the children. This
 allows, for instance, a monitoring tool to show you how many people are on
 your set of servers and what map they are playing by just connecting to
 one port and querying, instead of needing to connect to every running
 instance. Since some systems can run up to 40-50 instances at once, this
 is useful.


 -Original Message-

 From: hlds_linux-bounces at list.valvesoftware.com
 [mailto:hlds_linux-bounces at list.valvesoftware.com] On Behalf Of tech at
 cybergate02.com
 Sent: Monday, November 17, 2008 4:24 AM
 To: hlds_linux at list.valvesoftware.com
 Subject: [hlds_linux] Data exchange over crossed child process

 Well, the new source dedicated server as a new feature: fork command line.

 May the engine permit data exchange between the childs processes (telnet)
 ?
 This may be a revolution.

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Re: [hlds_linux] I fail at separate configs

2008-11-16 Thread Steve
Using +exec server##.cfg and then setting servercfgfile in each file 
should accomplish that.

[EMAIL PROTECTED] wrote:
 Yes it's looking for a file with ## in it, changing the map outputs an error
 to that effect (and if you name a file ##.cfg then it executes the contents
 of that file)

 I'd prefer to use servercfgfile as it's executed every mapchange as opposed
 to just on server startup, but I'll look into using +exec (just have to wait
 a few hours for my servers to shutdown again)

   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds_linux-
 [EMAIL PROTECTED] On Behalf Of Chris Green
 Sent: 16 November 2008 21:41
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] I fail at separate configs

 Yeah - we are using +exec on our servers.
 It's possible that +servercfgfile is executing before the command line
 substitution happens - does it appear to be looking for a file with a
 ## in it (strace will tell you if nothing else does)?


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds_linux-
 [EMAIL PROTECTED] On Behalf Of x3sphere
 Sent: Sunday, November 16, 2008 1:33 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] I fail at separate configs

 Unless I'm missing something, why not use +exec instead? Perhaps
 +servercfgfile does not work with ##. I use +exec server_cfg##.cfg in
 my
 srcds launch line and it works as expected (looks for server_cfg01.cfg,
 server_cfg02.cfg, etc).

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[hlds_linux] sv_steamgroup issue

2008-11-15 Thread Steve
There seems to be a glitch with sv_steamgroup that causes other servers 
to appear on the list. I noticed that the first 4 digits of the other 
server's groupid was the same as our groupid.

Ex.
Our server: 1234
Other server: 123456

Both are recognized as being part of group 1234.  Anyone else see this 
happen?

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Re: [hlds_linux] difficulty levels

2008-11-07 Thread Steve
// Difficulty of the current game  (Easy, Normal, Hard, Impossible)
z_difficultyNormal


 sorry - l4d

 On 11/7/08, Patrick Shelley [EMAIL PROTECTED] wrote:

 what are the difficulty levels i can set? can i do them on the fly thru
 rcon? or just in server.cfg?

 Patrick

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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
Anyone care to share what they're using for launch parameters/cvars?

I'm going: ./srcds_run -game left4dead +map
l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
server.cfg

In server.cfg I have the hostname specified and the rcon_password
specified.  Also did a sv_minrate and sv_maxrate -- not sure about
difficulty levels, though -- are those dynamically configured through
the match maker/Director?  Ideas?

it'd be nice to have some insight on this, scheduled launch is an hour
away and I've got people wanting servers! :)


On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote:
 Any idea on the L4D .cfg files?  Server CVARs would be nice as well!

 Thanks,

 Ryan
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