Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Ook

So to make a very long story very short...

I did a clean install of OP4, installed amx, and it worked. At this 
point I had one server with metamod/amx that works, one that doesn't. 
Now it's just a simple job to compare A to B to find out what is different.


Eventually I found the steamclient.so on my production server was 
different from the one on my test server. No idea why. So I copied the 
one from my working test server to my production server. Start 
production server. And my production server magically started working.


So now all four of my production servers at back and running, amx works, 
my other plugins work, and life is good again.


Where did that bad steamclient.so come from? Did Valve roll out a 
botched update, and have since fixed it? That gets my vote. If not then 
the client update somehow did not update steamclient.so. Or maybe I just 
screwed something - like that's never happened before.





On 11/16/20 7:20 PM, Kyle Sanderson wrote:

Yeah let us know please - I'm sure my goldsrc peers are subscribed to
the list but this sounds like something we should try to address. I do
want to confirm you're not running retail MM though and you're running
MM from AM. Not saying it's the magic bullet but Alfred changed the
toolchain (GCC 2.4~ to 4.4~ or something) long ago on HL and that's
why we took the fork up beyond AMX.

Let us know my friend,
Kyle.

On Mon, Nov 16, 2020 at 6:13 PM Ook  wrote:

I'll set it up and post the error - it causes the linux server to crash
on startup. I vaguely recall the windows server does not crash, but
neither does metamod work. I have liblist.gam set correctly, but no
metamod functions work. I'll get back to you with more details...

When I initially tested this, it was with a working config that I had
not touched for years. All I did was update the hlds server binaries and
libs. After the update, none of my servers would start, they all crashed
in the exact same manner. Playing with liblist.gam did not help except
when I removed metamod - that was the only way to get the server to start.

On 11/16/20 7:09 PM, Kyle Sanderson wrote:

Metamod appears to not work with the latest update, not sure if there will be 
any metamod updates for the new server binary or not.

Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.

Kyle.

On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:

It works well enough running the windows version with wine on a linux
box, I've not been highly motivated to look into it further. Metamod
appears to not work with the latest update, not sure if there will be
any metamod updates for the new server binary or not. And there is no
steam installed on the server.

I wonder if they updated the steam client in the windows version, but
not the Linux version? I'll revisit this when I have a chance, see what
I can find. Maybe find out what IP(s) it is trying to hit. I remember
many years ago I had to do something with the steam IPs in the config to
get it on the steam list, but dang that was a long time ago and I have
no idea what I did...

On 11/16/20 5:03 PM, Kyle Sanderson wrote:

Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:

Well, as stupid as it sounds, I am able to get this to work by running
the Windows version of hlds with wine on Linux. I am stumped as to why,
with identical configs. the linux version gives the message "Could not
establish connection to Steam servers.", while the Winbloze version
running with wine works perfectly?

On 10/4/20 10:41 PM, Ook wrote:

I've been running my OP4 servers for years. Bloody years. And for the
last few days, my players are messaging me, saying the my servers are
no longer on the server list. I look at console, and when I start
server I get:

Could not establish connection to Steam servers.

I've changed nothing. This has been working for many years. My ports
are unchanged. My ISP is not blocking anything (that I know of).

I used steamcmd to get a fresh copy of hlds and op4, and it looks like
some of the core server files had updated, so I applied the update,
but it changes 

Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Yeah let us know please - I'm sure my goldsrc peers are subscribed to
the list but this sounds like something we should try to address. I do
want to confirm you're not running retail MM though and you're running
MM from AM. Not saying it's the magic bullet but Alfred changed the
toolchain (GCC 2.4~ to 4.4~ or something) long ago on HL and that's
why we took the fork up beyond AMX.

Let us know my friend,
Kyle.

On Mon, Nov 16, 2020 at 6:13 PM Ook  wrote:
>
> I'll set it up and post the error - it causes the linux server to crash
> on startup. I vaguely recall the windows server does not crash, but
> neither does metamod work. I have liblist.gam set correctly, but no
> metamod functions work. I'll get back to you with more details...
>
> When I initially tested this, it was with a working config that I had
> not touched for years. All I did was update the hlds server binaries and
> libs. After the update, none of my servers would start, they all crashed
> in the exact same manner. Playing with liblist.gam did not help except
> when I removed metamod - that was the only way to get the server to start.
>
> On 11/16/20 7:09 PM, Kyle Sanderson wrote:
> >> Metamod appears to not work with the latest update, not sure if there will 
> >> be any metamod updates for the new server binary or not.
> > Can you describe this in more detail? are you running metamod-am? If
> > you can give me STR I can try to help further.
> >
> > Kyle.
> >
> > On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
> >> It works well enough running the windows version with wine on a linux
> >> box, I've not been highly motivated to look into it further. Metamod
> >> appears to not work with the latest update, not sure if there will be
> >> any metamod updates for the new server binary or not. And there is no
> >> steam installed on the server.
> >>
> >> I wonder if they updated the steam client in the windows version, but
> >> not the Linux version? I'll revisit this when I have a chance, see what
> >> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> >> many years ago I had to do something with the steam IPs in the config to
> >> get it on the steam list, but dang that was a long time ago and I have
> >> no idea what I did...
> >>
> >> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> >>> Sorry I haven't looked at this list in a while (hopefully you already
> >>> found the answer!)... Windows uses the steamclient that's installed,
> >>> whereas on Linux it uses the steamclient that's shipped with the game
> >>> (Windows does too - if Steam is not installed). So if the game has an
> >>> old version of steamclient, you'll get stuck with situations like
> >>> this. The Ship for instance had the Steam Masters (Mains? in 2020)
> >>> hard coded into the binary and were eventually orphaned like this. I
> >>> know years ago Qwest was trying to take back their address space from
> >>> Valve and Aldred flipped addresses on us which broke a shit ton of
> >>> games - if there's a hard coded address against this it's possible you
> >>> were impacted when they made a trivial (to them) move.
> >>>
> >>> Were you able to resolve it natively? I might not be able to help, but
> >>> CC me so it lands in my inbox and I can try to.
> >>>
> >>> Best,
> >>> Kyle.
> >>>
> >>> On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>  Well, as stupid as it sounds, I am able to get this to work by running
>  the Windows version of hlds with wine on Linux. I am stumped as to why,
>  with identical configs. the linux version gives the message "Could not
>  establish connection to Steam servers.", while the Winbloze version
>  running with wine works perfectly?
> 
>  On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for the
> > last few days, my players are messaging me, saying the my servers are
> > no longer on the server list. I look at console, and when I start
> > server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> > some of the core server files had updated, so I applied the update,
> > but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? This
> > is hlds on linux if that makes any difference.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  https://list.valvesoftware.com/
> >>> ___
> >>> To 

Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Ook
I'll set it up and post the error - it causes the linux server to crash 
on startup. I vaguely recall the windows server does not crash, but 
neither does metamod work. I have liblist.gam set correctly, but no 
metamod functions work. I'll get back to you with more details...


When I initially tested this, it was with a working config that I had 
not touched for years. All I did was update the hlds server binaries and 
libs. After the update, none of my servers would start, they all crashed 
in the exact same manner. Playing with liblist.gam did not help except 
when I removed metamod - that was the only way to get the server to start.


On 11/16/20 7:09 PM, Kyle Sanderson wrote:

Metamod appears to not work with the latest update, not sure if there will be 
any metamod updates for the new server binary or not.

Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.

Kyle.

On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:

It works well enough running the windows version with wine on a linux
box, I've not been highly motivated to look into it further. Metamod
appears to not work with the latest update, not sure if there will be
any metamod updates for the new server binary or not. And there is no
steam installed on the server.

I wonder if they updated the steam client in the windows version, but
not the Linux version? I'll revisit this when I have a chance, see what
I can find. Maybe find out what IP(s) it is trying to hit. I remember
many years ago I had to do something with the steam IPs in the config to
get it on the steam list, but dang that was a long time ago and I have
no idea what I did...

On 11/16/20 5:03 PM, Kyle Sanderson wrote:

Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:

Well, as stupid as it sounds, I am able to get this to work by running
the Windows version of hlds with wine on Linux. I am stumped as to why,
with identical configs. the linux version gives the message "Could not
establish connection to Steam servers.", while the Winbloze version
running with wine works perfectly?

On 10/4/20 10:41 PM, Ook wrote:

I've been running my OP4 servers for years. Bloody years. And for the
last few days, my players are messaging me, saying the my servers are
no longer on the server list. I look at console, and when I start
server I get:

Could not establish connection to Steam servers.

I've changed nothing. This has been working for many years. My ports
are unchanged. My ISP is not blocking anything (that I know of).

I used steamcmd to get a fresh copy of hlds and op4, and it looks like
some of the core server files had updated, so I applied the update,
but it changes nothing.

Did Valve update hlds recently, or update something on their end? This
is hlds on linux if that makes any difference.
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Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
> Metamod appears to not work with the latest update, not sure if there will be 
> any metamod updates for the new server binary or not.

Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.

Kyle.

On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
>
> It works well enough running the windows version with wine on a linux
> box, I've not been highly motivated to look into it further. Metamod
> appears to not work with the latest update, not sure if there will be
> any metamod updates for the new server binary or not. And there is no
> steam installed on the server.
>
> I wonder if they updated the steam client in the windows version, but
> not the Linux version? I'll revisit this when I have a chance, see what
> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> many years ago I had to do something with the steam IPs in the config to
> get it on the steam list, but dang that was a long time ago and I have
> no idea what I did...
>
> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> > Sorry I haven't looked at this list in a while (hopefully you already
> > found the answer!)... Windows uses the steamclient that's installed,
> > whereas on Linux it uses the steamclient that's shipped with the game
> > (Windows does too - if Steam is not installed). So if the game has an
> > old version of steamclient, you'll get stuck with situations like
> > this. The Ship for instance had the Steam Masters (Mains? in 2020)
> > hard coded into the binary and were eventually orphaned like this. I
> > know years ago Qwest was trying to take back their address space from
> > Valve and Aldred flipped addresses on us which broke a shit ton of
> > games - if there's a hard coded address against this it's possible you
> > were impacted when they made a trivial (to them) move.
> >
> > Were you able to resolve it natively? I might not be able to help, but
> > CC me so it lands in my inbox and I can try to.
> >
> > Best,
> > Kyle.
> >
> > On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
> >> Well, as stupid as it sounds, I am able to get this to work by running
> >> the Windows version of hlds with wine on Linux. I am stumped as to why,
> >> with identical configs. the linux version gives the message "Could not
> >> establish connection to Steam servers.", while the Winbloze version
> >> running with wine works perfectly?
> >>
> >> On 10/4/20 10:41 PM, Ook wrote:
> >>> I've been running my OP4 servers for years. Bloody years. And for the
> >>> last few days, my players are messaging me, saying the my servers are
> >>> no longer on the server list. I look at console, and when I start
> >>> server I get:
> >>>
> >>> Could not establish connection to Steam servers.
> >>>
> >>> I've changed nothing. This has been working for many years. My ports
> >>> are unchanged. My ISP is not blocking anything (that I know of).
> >>>
> >>> I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> >>> some of the core server files had updated, so I applied the update,
> >>> but it changes nothing.
> >>>
> >>> Did Valve update hlds recently, or update something on their end? This
> >>> is hlds on linux if that makes any difference.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
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please visit:
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Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Ook
It works well enough running the windows version with wine on a linux 
box, I've not been highly motivated to look into it further. Metamod 
appears to not work with the latest update, not sure if there will be 
any metamod updates for the new server binary or not. And there is no 
steam installed on the server.


I wonder if they updated the steam client in the windows version, but 
not the Linux version? I'll revisit this when I have a chance, see what 
I can find. Maybe find out what IP(s) it is trying to hit. I remember 
many years ago I had to do something with the steam IPs in the config to 
get it on the steam list, but dang that was a long time ago and I have 
no idea what I did...


On 11/16/20 5:03 PM, Kyle Sanderson wrote:

Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:

Well, as stupid as it sounds, I am able to get this to work by running
the Windows version of hlds with wine on Linux. I am stumped as to why,
with identical configs. the linux version gives the message "Could not
establish connection to Steam servers.", while the Winbloze version
running with wine works perfectly?

On 10/4/20 10:41 PM, Ook wrote:

I've been running my OP4 servers for years. Bloody years. And for the
last few days, my players are messaging me, saying the my servers are
no longer on the server list. I look at console, and when I start
server I get:

Could not establish connection to Steam servers.

I've changed nothing. This has been working for many years. My ports
are unchanged. My ISP is not blocking anything (that I know of).

I used steamcmd to get a fresh copy of hlds and op4, and it looks like
some of the core server files had updated, so I applied the update,
but it changes nothing.

Did Valve update hlds recently, or update something on their end? This
is hlds on linux if that makes any difference.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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please visit:
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RE: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Saint K.
If the hardcoded and new IP's are known, you could apply destination NAT on the 
local machine to work around this issue.

Saint K.

-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Kyle Sanderson
Sent: 17 November 2020 01:03
To: Half-Life dedicated Linux server mailing list 

Cc: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds_linux] hlds update? Could not establish connection to Steam 
servers.


Sorry I haven't looked at this list in a while (hopefully you already found the 
answer!)... Windows uses the steamclient that's installed, whereas on Linux it 
uses the steamclient that's shipped with the game (Windows does too - if Steam 
is not installed). So if the game has an old version of steamclient, you'll get 
stuck with situations like this. The Ship for instance had the Steam Masters 
(Mains? in 2020) hard coded into the binary and were eventually orphaned like 
this. I know years ago Qwest was trying to take back their address space from 
Valve and Aldred flipped addresses on us which broke a shit ton of games - if 
there's a hard coded address against this it's possible you were impacted when 
they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but CC me so 
it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>
> Well, as stupid as it sounds, I am able to get this to work by running 
> the Windows version of hlds with wine on Linux. I am stumped as to 
> why, with identical configs. the linux version gives the message 
> "Could not establish connection to Steam servers.", while the Winbloze 
> version running with wine works perfectly?
>
> On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for 
> > the last few days, my players are messaging me, saying the my 
> > servers are no longer on the server list. I look at console, and 
> > when I start server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports 
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks 
> > like some of the core server files had updated, so I applied the 
> > update, but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? 
> > This is hlds on linux if that makes any difference.
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/
___
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visit:
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Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>
> Well, as stupid as it sounds, I am able to get this to work by running
> the Windows version of hlds with wine on Linux. I am stumped as to why,
> with identical configs. the linux version gives the message "Could not
> establish connection to Steam servers.", while the Winbloze version
> running with wine works perfectly?
>
> On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for the
> > last few days, my players are messaging me, saying the my servers are
> > no longer on the server list. I look at console, and when I start
> > server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> > some of the core server files had updated, so I applied the update,
> > but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? This
> > is hlds on linux if that makes any difference.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
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please visit:
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Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-10-08 Thread Ook
Well, as stupid as it sounds, I am able to get this to work by running 
the Windows version of hlds with wine on Linux. I am stumped as to why, 
with identical configs. the linux version gives the message "Could not 
establish connection to Steam servers.", while the Winbloze version 
running with wine works perfectly?


On 10/4/20 10:41 PM, Ook wrote:
I've been running my OP4 servers for years. Bloody years. And for the 
last few days, my players are messaging me, saying the my servers are 
no longer on the server list. I look at console, and when I start 
server I get:


Could not establish connection to Steam servers.

I've changed nothing. This has been working for many years. My ports 
are unchanged. My ISP is not blocking anything (that I know of).


I used steamcmd to get a fresh copy of hlds and op4, and it looks like 
some of the core server files had updated, so I applied the update, 
but it changes nothing.


Did Valve update hlds recently, or update something on their end? This 
is hlds on linux if that makes any difference.

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[hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-10-04 Thread Ook
I've been running my OP4 servers for years. Bloody years. And for the 
last few days, my players are messaging me, saying the my servers are no 
longer on the server list. I look at console, and when I start server I get:


Could not establish connection to Steam servers.

I've changed nothing. This has been working for many years. My ports are 
unchanged. My ISP is not blocking anything (that I know of).


I used steamcmd to get a fresh copy of hlds and op4, and it looks like 
some of the core server files had updated, so I applied the update, but 
it changes nothing.


Did Valve update hlds recently, or update something on their end? This 
is hlds on linux if that makes any difference.

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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Kyle Sanderson
New gamedata should be out shortly.

On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
> Seems like it broke sourcemod for now, though that was kinda expected.
>
> On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
> wrote:
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4192434. The notes for the update are here:
>>
>>http://www.teamfortress.com/jungleinferno/notes.php
>>
>> Thanks.
>>
>> -Eric
>>
>>
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>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-22 Thread Weasels Lair
A couple of weird things I noticed on my TF2 beta server today:

1) The port number I specified on the command-line in 6911, but in the
"status" command it shows 6912.  I did not notice that yesterday, but I
assume it was showing that way yesterday as well.  I have not tried to
update since fixing the server yesterday.  Current non-beta does not show
that way (although as I recall it works that way - always adding 1 to the
port number given at the command-line? but showing the original port number
anyway?).  So, maybe just making it reflect "reality" now?  Would be nice
to just make it use the port numbers used instead though. :-)

2) The beta server worked fine yesterday, but today some issues.  Not sure
if related to my upgrade from Ubuntu 14 LTS to Ubuntu 16 LTS.  I can not
connect to the server today, and today I notice under the "status" command
it says:

(secure mode enabled, disconnected from Steam3)

Will do some more troubleshooting on the 2nd issue, I am kind of assuming
anything after my Ubuntu LTS 14 to LTS 16 upgrade is related to that until
proven otherwise.


On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-22 Thread Emil Larsson
Had the server crashing at launch, this fixed it. Though for me all I
needed to do was installing "libcurl3-gnutls:i386".

Guess I'm ready for the rollout next week. :)

On Tue, Feb 21, 2017 at 3:00 AM, Weasels Lair 
wrote:

> Thanks, got that installed/upgraded (.3 was there but not .4, and not
> 32-bit apparently).
> For others following, on my Ubuntu 14.04.03 install, here's what extra I
> had to install:
>
> sudo apt-get install libcurl3-gnutls;
> sudo apt-get install libcurl3-gnutls:i386;
> sudo apt-get install libcurl4-gnutls-dev;
> sudo apt-get install libcurl4-gnutls-dev:i386;
>
>
> On Mon, Feb 20, 2017 at 5:48 PM, John Schoenick 
> wrote:
>
> > This implies your environment is missing a library used by the replay
> > system:
> >
> > libcurl-gnutls.so.4 => not found
> >
> > You'll either need to install the 32-bit version of this library or make
> > use the Steam Runtime as mentioned above which includes it.
> >
> >
> >
> > On 02/20/2017 05:37 PM, Weasels Lair wrote:
> >
> > Here's what comes back from the ENV:
> >
> > game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_
> PATH:bin"
> > ldd -d bin/replay_srv.so
> > linux-gate.so.1 =>  (0xf7793000)
> > libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000)
> > libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000)
> > libcurl-gnutls.so.4 => not found
> > libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000)
> > libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000)
> > libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000)
> > libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0
> > (0xf743d000)
> > /lib/ld-linux.so.2 (0xf7794000)
> > libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000)
> > librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000)
> > libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000)
> > undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3
> >  (bin/replay_srv.so)
> > undefined symbol: curl_global_init, version CURL_GNUTLS_3
> > (bin/replay_srv.so)
> >
> > Just for reference, here's the info from steam.inf file, just to be sure
> > this is the most current version (probably should have included that
> > earlier):
> >
> > PatchVersion=3833195
> > ClientVersion=3833195
> > ServerVersion=3842775
> > ProductName=tf
> > appID=440
> > ServerAppID=232250
> >
> >
> > On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick  >
> > wrote:
> >
> >> This means that replay_srv.so could not load due to missing
> dependencies,
> >> and is likely due to missing required libraries.
> >>
> >> The following command, from the tf install directory (where srcds_linux
> >> is), should identify why replay_srv.so is not able to be loaded
> >>
> >> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so
> >> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
> >> invoke ldd the same way)
> >>
> >>
> >> On 02/20/2017 05:19 PM, Weasels Lair wrote:
> >>
> >> Ok, here's the error I encountered trying to host the TF2 beta linux
> >> dedicated server build:
> >>
> >> Operating System: Ubuntu 14.04 LTS
> >> Kernel: Linux 3.13.0-108-generic
> >> Architecture: 64-bit (x86_64)
> >> Video: Headless install (via SteamCMD)
> >> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
> >> same server)
> >> Summary: Throws some error about replay (which I don't use anyway).
> Have
> >> not run in "debug" mode just yet.
> >>
> >> Console output:
> >> Start-up command-line:
> >> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
> >> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
> >> {censored}
> >> Starting game server ...
> >> WARNING: No map specified! Server may not heartbeat.
> >> Auto detecting CPU
> >> Using default binary: ./srcds_linux
> >> Server will auto-restart if there is a crash.
> >> Using Breakpad minidump system. Version: 3842775 AppID: 232250
> >> Setting breakpad minidump AppID = 232250
> >> Using breakpad crash handler
> >> Loaded 7627 VPK file hashes from /home/game-servers/game911/tf/
> tf2_textures.vpk
> >> for pure server operation.
> >> Loaded 7627 VPK file hashes from /home/game-servers/game911/tf/
> tf2_textures.vpk
> >> for pure server operation.
> >> Loaded 465 VPK file hashes from /home/game-servers/game911/tf/
> tf2_sound_vo_english.vpk
> >> for pure server operation.
> >> Loaded 465 VPK file hashes from /home/game-servers/game911/tf/
> tf2_sound_vo_english.vpk
> >> for pure server operation.
> >> Loaded 1095 VPK file hashes from /home/game-servers/game911/tf/
> tf2_sound_misc.vpk
> >> for pure server operation.
> >> Loaded 1095 VPK file hashes from /home/game-servers/game911/tf/
> tf2_sound_misc.vpk
> >> for pure server operation.
> >> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/
> tf2_misc.vpk
> >> for pure server operation.
> 

Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-21 Thread arabek
Hi John,

> Thanks, got that installed/upgraded (.3 was there but not .4, and not
> 32-bit apparently).
> For others following, on my Ubuntu 14.04.03 install, here's what extra I
> had to install:

Can't the 32bit binary compatibility later be simply dropped and go
for full/pure 64bit dedicated server env?
Or at least have two slots/appID's per dedicated server allocated so
that one can choose which (32 bit, or 64bit) version to install.
Having both side by side just adds to the confusion and i for one
would like to get rid of 32bit legacy libraries due to their potential
security risk (32bit stack based overflows).

With kind regards,

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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks, got that installed/upgraded (.3 was there but not .4, and not
32-bit apparently).
For others following, on my Ubuntu 14.04.03 install, here's what extra I
had to install:

sudo apt-get install libcurl3-gnutls;
sudo apt-get install libcurl3-gnutls:i386;
sudo apt-get install libcurl4-gnutls-dev;
sudo apt-get install libcurl4-gnutls-dev:i386;


On Mon, Feb 20, 2017 at 5:48 PM, John Schoenick 
wrote:

> This implies your environment is missing a library used by the replay
> system:
>
> libcurl-gnutls.so.4 => not found
>
> You'll either need to install the 32-bit version of this library or make
> use the Steam Runtime as mentioned above which includes it.
>
>
>
> On 02/20/2017 05:37 PM, Weasels Lair wrote:
>
> Here's what comes back from the ENV:
>
> game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin"
> ldd -d bin/replay_srv.so
> linux-gate.so.1 =>  (0xf7793000)
> libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000)
> libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000)
> libcurl-gnutls.so.4 => not found
> libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000)
> libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000)
> libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000)
> libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0
> (0xf743d000)
> /lib/ld-linux.so.2 (0xf7794000)
> libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000)
> librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000)
> libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000)
> undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3
>  (bin/replay_srv.so)
> undefined symbol: curl_global_init, version CURL_GNUTLS_3
> (bin/replay_srv.so)
>
> Just for reference, here's the info from steam.inf file, just to be sure
> this is the most current version (probably should have included that
> earlier):
>
> PatchVersion=3833195
> ClientVersion=3833195
> ServerVersion=3842775
> ProductName=tf
> appID=440
> ServerAppID=232250
>
>
> On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick 
> wrote:
>
>> This means that replay_srv.so could not load due to missing dependencies,
>> and is likely due to missing required libraries.
>>
>> The following command, from the tf install directory (where srcds_linux
>> is), should identify why replay_srv.so is not able to be loaded
>>
>> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so
>> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
>> invoke ldd the same way)
>>
>>
>> On 02/20/2017 05:19 PM, Weasels Lair wrote:
>>
>> Ok, here's the error I encountered trying to host the TF2 beta linux
>> dedicated server build:
>>
>> Operating System: Ubuntu 14.04 LTS
>> Kernel: Linux 3.13.0-108-generic
>> Architecture: 64-bit (x86_64)
>> Video: Headless install (via SteamCMD)
>> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
>> same server)
>> Summary: Throws some error about replay (which I don't use anyway).  Have
>> not run in "debug" mode just yet.
>>
>> Console output:
>> Start-up command-line:
>> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
>> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
>> {censored}
>> Starting game server ...
>> WARNING: No map specified! Server may not heartbeat.
>> Auto detecting CPU
>> Using default binary: ./srcds_linux
>> Server will auto-restart if there is a crash.
>> Using Breakpad minidump system. Version: 3842775 AppID: 232250
>> Setting breakpad minidump AppID = 232250
>> Using breakpad crash handler
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
>> for pure server operation.
>> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
>> for pure server operation.
>> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
>> for pure server operation.
>> Loaded 1217 VPK file hashes from 
>> /home/game-servers/game911/hl2/hl2_textures.vpk
>> for pure server operation.
>> Loaded 574 VPK file hashes from 
>> /home/game-servers/game911/hl2/hl2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 383 VPK file 

Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread John Schoenick
This means that replay_srv.so could not load due to missing
dependencies, and is likely due to missing required libraries.

The following command, from the tf install directory (where srcds_linux
is), should identify why replay_srv.so is not able to be loaded

env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so

(if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
invoke ldd the same way)

On 02/20/2017 05:19 PM, Weasels Lair wrote:
> Ok, here's the error I encountered trying to host the TF2 beta linux
> dedicated server build:
>
> Operating System: Ubuntu 14.04 LTS
> Kernel: Linux 3.13.0-108-generic
> Architecture: 64-bit (x86_64)
> Video: Headless install (via SteamCMD)
> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
> same server)
> Summary: Throws some error about replay (which I don't use anyway). 
> Have not run in "debug" mode just yet.
>
> Console output:
> Start-up command-line:
> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon
> +port 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap
> -authkey {censored}
> Starting game server ...
> WARNING: No map specified! Server may not heartbeat.
> Auto detecting CPU
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> Using Breakpad minidump system. Version: 3842775 AppID: 232250
> Setting breakpad minidump AppID = 232250
> Using breakpad crash handler
> Loaded 7627 VPK file hashes from
> /home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
> Loaded 7627 VPK file hashes from
> /home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
> Loaded 465 VPK file hashes from
> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
> operation.
> Loaded 465 VPK file hashes from
> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
> operation.
> Loaded 1095 VPK file hashes from
> /home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server
> operation.
> Loaded 1095 VPK file hashes from
> /home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server
> operation.
> Loaded 1791 VPK file hashes from
> /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation.
> Loaded 1791 VPK file hashes from
> /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation.
> Loaded 1791 VPK file hashes from
> /home/game-servers/game911/tf/tf2_misc.vpk for pure server operation.
> Loaded 1217 VPK file hashes from
> /home/game-servers/game911/hl2/hl2_textures.vpk for pure server operation.
> Loaded 574 VPK file hashes from
> /home/game-servers/game911/hl2/hl2_sound_vo_english.vpk for pure
> server operation.
> Loaded 383 VPK file hashes from
> /home/game-servers/game911/hl2/hl2_sound_misc.vpk for pure server
> operation.
> Loaded 449 VPK file hashes from
> /home/game-servers/game911/hl2/hl2_misc.vpk for pure server operation.
> Loaded 449 VPK file hashes from
> /home/game-servers/game911/hl2/hl2_misc.vpk for pure server operation.
> Loaded 5 VPK file hashes from
> /home/game-servers/game911/platform/platform_misc.vpk for pure server
> operation.
> Loaded 5 VPK file hashes from
> /home/game-servers/game911/platform/platform_misc.vpk for pure server
> operation.
> server_srv.so loaded for "Team Fortress"
> Could not load: replay_srv.so
> Could not load: replay_srv.so
>
> dlopen failed trying to load:
> /home/game-servers/.steam/sdk32/steamclient.so
> with error:
> /home/game-servers/.steam/sdk32/steamclient.so: cannot open shared
> object file: No such file or directory
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Segmentation fault (core dumped)
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help with solving this problem
> Tue Feb 21 01:17:54 UTC 2017: Server restart in 10 seconds
> Tue Feb 21 01:17:57 UTC 2017: Server Quit
>
>
>
> On Mon, Feb 20, 2017 at 5:13 PM, John Schoenick
> > wrote:
>
> The list is probably the best place for visibility
>
>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Ok, here's the error I encountered trying to host the TF2 beta linux
dedicated server build:

Operating System: Ubuntu 14.04 LTS
Kernel: Linux 3.13.0-108-generic
Architecture: 64-bit (x86_64)
Video: Headless install (via SteamCMD)
Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on same
server)
Summary: Throws some error about replay (which I don't use anyway).  Have
not run in "debug" mode just yet.

Console output:
Start-up command-line:
nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
{censored}
Starting game server ...
WARNING: No map specified! Server may not heartbeat.
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using Breakpad minidump system. Version: 3842775 AppID: 232250
Setting breakpad minidump AppID = 232250
Using breakpad crash handler
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1217 VPK file hashes from
/home/game-servers/game911/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_vo_english.vpk for pure server
operation.
Loaded 383 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
server_srv.so loaded for "Team Fortress"
Could not load: replay_srv.so
Could not load: replay_srv.so

dlopen failed trying to load:
/home/game-servers/.steam/sdk32/steamclient.so
with error:
/home/game-servers/.steam/sdk32/steamclient.so: cannot open shared object
file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Segmentation fault (core dumped)
Add "-debug" to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Tue Feb 21 01:17:54 UTC 2017: Server restart in 10 seconds
Tue Feb 21 01:17:57 UTC 2017: Server Quit



On Mon, Feb 20, 2017 at 5:13 PM, John Schoenick 
wrote:

> The list is probably the best place for visibility
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
PS: I should have asked, if on the GitHub - WHICH one?

On Mon, Feb 20, 2017 at 5:04 PM, Weasels Lair 
wrote:

> John -
> For those server-operators who encounter errors running the beta, do you
> want the reports here on the list? or in the Git-Hub?
> Thanks,
> - Weasel
>
> On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
> wrote:
>
>> We've pushed a small update to the beta that removes the libstdc++ and
>> libgcc_s libraries that were previously shipping with the linux dedicated
>> server build.  These were a workaround for compatibility prior to the Steam
>> Runtime requirement, and were now causing conflicts in some environments.
>>
>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>
>> Hey everyone,
>>
>> Following up on the warning email we sent a long while back, we're making
>> good on our promise and changing our build toolchains for the TF2+SDK2013
>> games' dedicated server.  TF2 is being updated first, with the other
>> SDK2013 games to follow.
>>
>> There are two things that may affect server administrators that you
>> should be aware of:
>>
>>
>> *The Linux dedicated server now targets the Steam Runtime*
>>
>> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
>> this largely means linking against a more recent glibc than may be
>> available in some server distributions.  Administrators should check that
>> the provided beta still runs in their environment of choice.  Those who are
>> on older or incompatible distributions have several options:
>>
>> - Switch to a distribution more compatible with the Steam Runtime, such
>> as Ubuntu LTS
>>
>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>> linked below include a script for creating a chroot that can be used for
>> bootstrapping Steam Runtime environments.
>>
>> - Use the Steam Runtime tools linked below combined with some dynamic
>> linker magic to use the runtime libraries on an incompatible distribution,
>> e.g.:
>>
>> steamrt=/path/to/runtime
>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>> "$LD" ./srcds_linux "$@"
>>
>> More information about the Steam Runtime and utilities for obtaining it
>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>
>>
>> *The compiler toolchain used for all editions of srcds has changed*
>>
>> Along with the client builds, all server builds have been updated to a
>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>> builds now use a newer edition of GCC with differing command-line
>> parameters that affect codegen.
>>
>> This is expected to break mods that expect certain ABI behaviors or look
>> for certain signatures in order to hook functions (such as SourceMod).  We
>> have separately spoken with the SourceMod team and they are working on
>> supporting the new setup.  Maintainers of other mods should test them
>> against the beta release below.
>>
>> Our previous warning also indicated that this would change the _srv
>> naming of the linux binaries.  We have decided *not* to adjust this, and
>> the separate _srv build and naming remains unchanged.
>>
>>
>> *Beta*
>>
>> We've made a beta branch available for TF2 with these new changes.  The
>> remaining SDK2013 games will be updated in the near future, and we will
>> provide a beta for them at that time.
>>
>> The beta is compatible with the current TF2 public release - servers may
>> safely convert to it and continue serving both beta and non-beta clients.
>>
>> The beta branch is titled "toolchainbeta" with no required password.  It
>> can be accessed with SteamCMD via:
>>
>> app_update 232250 -beta toolchainbeta
>>
>> These changes may be promoted to an official release of TF2 as soon as
>> next week, so we encourage all server administrators to test their setup
>> against the beta before then.
>>
>>
>> Let me know if you have any questions or concerns
>>
>> - John
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread John Schoenick
The list is probably the best place for visibility


On 02/20/2017 05:04 PM, Weasels Lair wrote:
> John -
> For those server-operators who encounter errors running the beta, do you
> want the reports here on the list? or in the Git-Hub?
> Thanks,
> - Weasel
>
> On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
> wrote:
>
>> We've pushed a small update to the beta that removes the libstdc++ and
>> libgcc_s libraries that were previously shipping with the linux dedicated
>> server build.  These were a workaround for compatibility prior to the Steam
>> Runtime requirement, and were now causing conflicts in some environments.
>>
>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>
>> Hey everyone,
>>
>> Following up on the warning email we sent a long while back, we're making
>> good on our promise and changing our build toolchains for the TF2+SDK2013
>> games' dedicated server.  TF2 is being updated first, with the other
>> SDK2013 games to follow.
>>
>> There are two things that may affect server administrators that you should
>> be aware of:
>>
>>
>> *The Linux dedicated server now targets the Steam Runtime*
>>
>> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
>> this largely means linking against a more recent glibc than may be
>> available in some server distributions.  Administrators should check that
>> the provided beta still runs in their environment of choice.  Those who are
>> on older or incompatible distributions have several options:
>>
>> - Switch to a distribution more compatible with the Steam Runtime, such as
>> Ubuntu LTS
>>
>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>> linked below include a script for creating a chroot that can be used for
>> bootstrapping Steam Runtime environments.
>>
>> - Use the Steam Runtime tools linked below combined with some dynamic
>> linker magic to use the runtime libraries on an incompatible distribution,
>> e.g.:
>>
>> steamrt=/path/to/runtime
>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>> "$LD" ./srcds_linux "$@"
>>
>> More information about the Steam Runtime and utilities for obtaining it
>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>
>>
>> *The compiler toolchain used for all editions of srcds has changed*
>>
>> Along with the client builds, all server builds have been updated to a
>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>> builds now use a newer edition of GCC with differing command-line
>> parameters that affect codegen.
>>
>> This is expected to break mods that expect certain ABI behaviors or look
>> for certain signatures in order to hook functions (such as SourceMod).  We
>> have separately spoken with the SourceMod team and they are working on
>> supporting the new setup.  Maintainers of other mods should test them
>> against the beta release below.
>>
>> Our previous warning also indicated that this would change the _srv naming
>> of the linux binaries.  We have decided *not* to adjust this, and the
>> separate _srv build and naming remains unchanged.
>>
>>
>> *Beta*
>>
>> We've made a beta branch available for TF2 with these new changes.  The
>> remaining SDK2013 games will be updated in the near future, and we will
>> provide a beta for them at that time.
>>
>> The beta is compatible with the current TF2 public release - servers may
>> safely convert to it and continue serving both beta and non-beta clients.
>>
>> The beta branch is titled "toolchainbeta" with no required password.  It
>> can be accessed with SteamCMD via:
>>
>> app_update 232250 -beta toolchainbeta
>>
>> These changes may be promoted to an official release of TF2 as soon as
>> next week, so we encourage all server administrators to test their setup
>> against the beta before then.
>>
>>
>> Let me know if you have any questions or concerns
>>
>> - John
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
John -
For those server-operators who encounter errors running the beta, do you
want the reports here on the list? or in the Git-Hub?
Thanks,
- Weasel

On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
wrote:

> We've pushed a small update to the beta that removes the libstdc++ and
> libgcc_s libraries that were previously shipping with the linux dedicated
> server build.  These were a workaround for compatibility prior to the Steam
> Runtime requirement, and were now causing conflicts in some environments.
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread sigsegv
Sweet! Thanks.

Justin (sigsegv)

On Mon, Feb 20, 2017 at 3:28 PM, John Schoenick 
wrote:

> We will be updating the github repository with the associated bits when
> the beta is ready for the SDK2013 games.  The build system now also
> requests c++11 on all platforms
>
>
> On 02/20/2017 03:16 PM, sigsegv wrote:
> > Hi John,
> >
> > VC++2015? Praise the lord, it's finally happening!
> >
> > Can we expect a corresponding push to the source-sdk-2013
> >  GitHub repo when
> > the SDK2013 update happens?
> >
> > I can't wait to get off of VC++2013, a.k.a. the "we at Microsoft don't
> > give a shit about C++11 support even though the standard has been
> > finalized for literally over 2 years" edition.
> >
> > Justin (sigsegv)
> >
> > On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick
> > > wrote:
> >
> > Hey everyone,
> >
> > Following up on the warning email we sent a long while back, we're
> > making good on our promise and changing our build toolchains for
> > the TF2+SDK2013 games' dedicated server.  TF2 is being updated
> > first, with the other SDK2013 games to follow.
> >
> > There are two things that may affect server administrators that
> > you should be aware of:
> >
> >
> > *The Linux dedicated server now targets the Steam Runtime*
> >
> > The Steam Runtime is a common runtime target based on Ubuntu.  For
> > srcds, this largely means linking against a more recent glibc than
> > may be available in some server distributions.  Administrators
> > should check that the provided beta still runs in their
> > environment of choice.  Those who are on older or incompatible
> > distributions have several options:
> >
> > - Switch to a distribution more compatible with the Steam Runtime,
> > such as Ubuntu LTS
> >
> > - Make use of a chroot/container/VM environment to run srcds.  The
> > tools linked below include a script for creating a chroot that can
> > be used for bootstrapping Steam Runtime environments.
> >
> > - Use the Steam Runtime tools linked below combined with some
> > dynamic linker magic to use the runtime libraries on an
> > incompatible distribution, e.g.:
> >
> > steamrt=/path/to/runtime
> > export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> > LD="$steamrt/usr/lib32/ld-linux.so.2"
> > "$LD" ./srcds_linux "$@"
> >
> > More information about the Steam Runtime and utilities for
> > obtaining it can be found here:
> > https://github.com/ValveSoftware/steam-runtime
> > 
> >
> > *
> > *
> >
> > *The compiler toolchain used for all editions of srcds has changed*
> >
> > Along with the client builds, all server builds have been updated
> > to a newer compiler.  Windows builds now use the MSVC2015 tools,
> > while Linux builds now use a newer edition of GCC with differing
> > command-line parameters that affect codegen.
> >
> > This is expected to break mods that expect certain ABI behaviors
> > or look for certain signatures in order to hook functions (such as
> > SourceMod).  We have separately spoken with the SourceMod team and
> > they are working on supporting the new setup.  Maintainers of
> > other mods should test them against the beta release below.
> >
> > Our previous warning also indicated that this would change the
> > _srv naming of the linux binaries.  We have decided *not* to
> > adjust this, and the separate _srv build and naming remains
> unchanged.
> >
> >
> > *Beta*
> >
> > We've made a beta branch available for TF2 with these new
> > changes.  The remaining SDK2013 games will be updated in the near
> > future, and we will provide a beta for them at that time.
> >
> > The beta is compatible with the current TF2 public release -
> > servers may safely convert to it and continue serving both beta
> > and non-beta clients.
> >
> > The beta branch is titled "toolchainbeta" with no required
> > password.  It can be accessed with SteamCMD via:
> >
> > app_update 232250 -beta toolchainbeta
> >
> > These changes may be promoted to an official release of TF2 as
> > soon as next week, so we encourage all server administrators to
> > test their setup against the beta before then.
> >
> >
> > Let me know if you have any questions or concerns
> >
> > - John
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > 
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list 

Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread John Schoenick
We will be updating the github repository with the associated bits when
the beta is ready for the SDK2013 games.  The build system now also
requests c++11 on all platforms


On 02/20/2017 03:16 PM, sigsegv wrote:
> Hi John,
>
> VC++2015? Praise the lord, it's finally happening!
>
> Can we expect a corresponding push to the source-sdk-2013
>  GitHub repo when
> the SDK2013 update happens?
>
> I can't wait to get off of VC++2013, a.k.a. the "we at Microsoft don't
> give a shit about C++11 support even though the standard has been
> finalized for literally over 2 years" edition.
>
> Justin (sigsegv)
>
> On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick
> > wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're
> making good on our promise and changing our build toolchains for
> the TF2+SDK2013 games' dedicated server.  TF2 is being updated
> first, with the other SDK2013 games to follow.
>
> There are two things that may affect server administrators that
> you should be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For
> srcds, this largely means linking against a more recent glibc than
> may be available in some server distributions.  Administrators
> should check that the provided beta still runs in their
> environment of choice.  Those who are on older or incompatible
> distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime,
> such as Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The
> tools linked below include a script for creating a chroot that can
> be used for bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some
> dynamic linker magic to use the runtime libraries on an
> incompatible distribution, e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for
> obtaining it can be found here:
> https://github.com/ValveSoftware/steam-runtime
> 
>
> *
> *
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated
> to a newer compiler.  Windows builds now use the MSVC2015 tools,
> while Linux builds now use a newer edition of GCC with differing
> command-line parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors
> or look for certain signatures in order to hook functions (such as
> SourceMod).  We have separately spoken with the SourceMod team and
> they are working on supporting the new setup.  Maintainers of
> other mods should test them against the beta release below.
>
> Our previous warning also indicated that this would change the
> _srv naming of the linux binaries.  We have decided *not* to
> adjust this, and the separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new
> changes.  The remaining SDK2013 games will be updated in the near
> future, and we will provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release -
> servers may safely convert to it and continue serving both beta
> and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required
> password.  It can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as
> soon as next week, so we encourage all server administrators to
> test their setup against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread sigsegv
Hi John,

VC++2015? Praise the lord, it's finally happening!

Can we expect a corresponding push to the source-sdk-2013
 GitHub repo when the
SDK2013 update happens?

I can't wait to get off of VC++2013, a.k.a. the "we at Microsoft don't give
a shit about C++11 support even though the standard has been finalized for
literally over 2 years" edition.

Justin (sigsegv)

On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks John for the follow-up and details, and thanks for working with the
SourceMod team in advance of these changes.  Something like 90% of
community servers probably run SourceMod in some form (I am guessing).  So,
good to see that communication going up-front.

Thanks again,

- Weasel.

On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
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> please visit:
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>
>
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Re: [hlds_linux] [hlds] The End

2016-11-02 Thread Robert Paulson
Community servers are not obsolete, they just require more work to setup,
which TF2 already has the infrastructure for. Most modern games are short
lived so they do not want to spend the time upfront to support community
servers, but in TF2, the work has already been done.

Community servers have many benefits over official ones, besides
moderation, server hardware is one example I am surprised to see you bring
up. Valve uses commodity hardware. I've seen official servers lag even with
only 24 players. There are quite a few communities out there that splurge
more than Valve would ever bother to, for example, higher tick servers in
CS:GO. On TF2 this is not so obvious since ticks are capped at 66, but
there is less stuttering. There is also no ddos protection. Script kiddies
can just ddos the server before they start losing.

Even if you don't believe community servers did (and still do) any of this,
just remember before quickplay defaulted to official servers, the top 100
servers on gametracker were all community servers. I didn't screenshot this
because I had no idea Valve would remove community servers from quickplay,
but I believe people here can confirm this. This is unbiased proof that
community servers were worth having.

I can already hear some of you bring up that a few server owners will
cheat? I don't see how this would be an issue if you kept the original
quickplay instead of replacing it with casual mode which is useless. What's
the point of gaining xp for losing, or recording stats when your team don't
care about winning? Is this not basically the same reward system we have
for item drops? As I have said repeatedly, all you need to do to ensure
that players know what a "vanilla" experience is like is to force them into
official servers for the first 10 hours.

Many community players have told me that they aren't moving back to
official servers when community ones die off. They will just play Overwatch
instead. If they are forced to deal with teleport griefers and hackers,
they will do it in a game with better graphics, new characters and
mechanics, and devs that talk to the community.

It is baffling that Valve would kill their stickiest player-base built up
over almost a decade to try to copy Overwatch's success.

As a reminder, here is how TF2 is doing.

October 2016   45,910.1
October 2015   55,256.6
October 2014   57,977.0

http://steamcharts.com/app/440

Community servers are a positive thing for the game. I hope John and Eric
realize it before the last few die off for good.

John, if you have any plans to actually make use of the Game Sever
registration system so that community servers have a reasonable chance at
getting players, time is running out. For some, it is already too late. The
last few community servers are dying right now.
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Re: [hlds_linux] [hlds] The End

2016-11-02 Thread Simiancage
Maybe it's time to get back to the roots of where we all came from, back to
cs/s and dod/s :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: 02 November 2016 05:32
To: Half-Life dedicated Linux server mailing list
<hlds_linux@list.valvesoftware.com>
Subject: Re: [hlds_linux] [hlds] The End

As i see it, community servers are becoming/have become obsolete for many
games, because the companies are finding out that running servers for
themselves for their games is a service and they can provide same quality of
game all the time in terms of same configs, sufficient hardware and such. At
the end, they can also just kill off the servers once they see fit. But as
long as there are enough players and it's profitable, it will continue.

They used to have either dedicated server bundled in or just use the Player
2 Player model where there is no server, but the games happen on someones
machine where others connect. But that was really bad way of doing it
because you cannot predict that everyone has sufficient bandwidth or
powerfull enough machine.

There is no space left for dedicated community servers or server browser,
because the system assings to any server available in the pool of official
servers. This is where TF2 also went - there is still option for community
servers but after 2 years of favoring quickplay over valve servers instead
of community, pretty much nearly every community server has died off from
players (and nobody wants to join empty server if there are servers
available with players). Now with the halloween and all, not even the tags
event_247 and eventmix had no affect for getting players in anymore since
quickplay is defunct.

It's still nearly impossible to compete with Valve servers with a community
server. Before you just ran a server, had players in it and others joined
because they used the server browser, as it was the only way to connect.
Now, you just press button, get set into queue and thats it. Even if you
would provide same gameplay and same quality of service, with the addition
of running some custom maps some players like me have cooked up and admins
around to watch over cheaters, there is just no viable option to do that.
Automatic search too stronk!

I've been watching this change happening over 11 years now and sadly the
wheels are currenly turning forward, not backward. Times change and i guess
some of us have decided, are deciding or are still sticking with running
servers but eventually it looks like we are fading out one way or another.

-ics



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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread ics
As i see it, community servers are becoming/have become obsolete for 
many games, because the companies are finding out that running servers 
for themselves for their games is a service and they can provide same 
quality of game all the time in terms of same configs, sufficient 
hardware and such. At the end, they can also just kill off the servers 
once they see fit. But as long as there are enough players and it's 
profitable, it will continue.


They used to have either dedicated server bundled in or just use the 
Player 2 Player model where there is no server, but the games happen on 
someones machine where others connect. But that was really bad way of 
doing it because you cannot predict that everyone has sufficient 
bandwidth or powerfull enough machine.


There is no space left for dedicated community servers or server 
browser, because the system assings to any server available in the pool 
of official servers. This is where TF2 also went - there is still option 
for community servers but after 2 years of favoring quickplay over valve 
servers instead of community, pretty much nearly every community server 
has died off from players (and nobody wants to join empty server if 
there are servers available with players). Now with the halloween and 
all, not even the tags event_247 and eventmix had no affect for getting 
players in anymore since quickplay is defunct.


It's still nearly impossible to compete with Valve servers with a 
community server. Before you just ran a server, had players in it and 
others joined because they used the server browser, as it was the only 
way to connect. Now, you just press button, get set into queue and thats 
it. Even if you would provide same gameplay and same quality of service, 
with the addition of running some custom maps some players like me have 
cooked up and admins around to watch over cheaters, there is just no 
viable option to do that. Automatic search too stronk!


I've been watching this change happening over 11 years now and sadly the 
wheels are currenly turning forward, not backward. Times change and i 
guess some of us have decided, are deciding or are still sticking with 
running servers but eventually it looks like we are fading out one way 
or another.


-ics



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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Robert Paulson
I respectfully disagree and I guarantee you will failing. The only way out
of this is to convince Valve they've made a series of big mistakes and they
need to reverse them now.

I hate to say I told you so, but was I not right when I was the only person
saying the Meet your Match update was going to kill community servers, not
help them? And that it would become apparent after summer vacation?

TF2 trading websites were made long before Valve started killing community
servers. That's why they have a relatively large user-base right now. Valve
made their own trading request system, and even though it is not a complete
replacement, most players use that instead. Only hardcore traders bother
with the TF2 trading sites now. Trying to compete directly with the in-game
menu is foolish.

If you think Valve won't make a replacement for your website in the future
given what is happening to community servers right, I have a bridge to sell
you.
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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Matthew Hills
I agree with you, Darren.

There are sites out there that seem to be the go-to places for TF2 item
trading and news and so on. I'm sure it'd be possible for some talented
folks to virtually take over the whole community server thing from Valve
and make a service that feels like an essential tool for any enthusiastic
TF2 player.

TF2 is a great way for people to get into level design but I am concerned
that budding mappers will find it very difficult to get their maps tested
and played should community servers dwindle to insignificance or become
very hard to discover.

Matt (worMatty)

On 1 November 2016 at 21:37, Darren VanBuren  wrote:

> I don't frequently host servers for multiplayer Source games except among
> my friends but here's my two cents:
>
> Almost every game developer is becoming hostile to community-run servers,
> especially the largest ones. TF2 is unfortunately one of the few shooters
> out there that actually still has a server browser at all.
> If you look at the most recently released popular shooters, they're almost
> all exclusively played through matchmaking. Some let you rent a server..
>   from the developer for outrageous prices, but it was easy to spot the
> decline over there, starting with restricting custom servers to "registered
> game server providers" only.
>
> Ever since, like 2 years ago, when Quickplay in TF2 started having an
> option to ignore community servers, which eventually became the default,
> things have been going downhill big time.
> But having community servers that can be created for free at all still
> gives a little hope that things could turn around.
> Unfortunately the continued comments on this list, that what has been done
> to community servers is not something the people that play on and run the
> community servers want, have fallen on deaf ears.
>
> However, this is definitely an opportunity where something *can* still be
> done about this, because the option to run a community server, and linking
> people to join a specific server from the web, still exists.
> Even if Valve does nothing to bring community servers back into the view of
> players in-game,
>  I could see a community-run site where there might be a server list, with
> links to join them, and also a button to just choose one near you, maybe
> like how Quickplay used to work.
>
>
>
> On Tue, Nov 1, 2016 at 1:50 PM, Tim Anderson 
> wrote:
>
> > For those of you not hosting TF2 servers, you may not understand what
> > the issue is. Over the past couple of years, the TF2 team at Valve has
> > been killing community servers by making them more and more difficult
> > to find and reach, and content that did not work on community servers.
> > Community servers went from being more populated than official servers
> > to being less populated through these unnatural changes.
> >
> > A few months ago, Valve put every community server into a separate
> > category at the bottom of the list (basically custom tabs 2.0) which I
> > could not believe was being described as a positive for community
> > servers https://twitter.com/4G_b4nny/status/729839464684490752 You
> > even had server owners here thinking it was actually a good thing.
> >
> > And now this is the first Halloween update where community servers are
> > completely excluded and even the most popular community servers are
> > starting to empty out.
> >
> > Even if you are not hosting TF2, you should be more considerate and
> > think about the possibility that something like this will happen to
> > your server and game.
> >
> > John Schoenick or Eric Smith, if by any chance you are reading this,
> > these changes will probably kill community servers for good. I've seen
> > many of the most popular ones empty out for the first time this
> > Halloween. If you want to just kill community servers, at least have
> > the decency to tell us so we do not waste anymore time and money.
> >
> >
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> please visit:
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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Robert Paulson
> Almost every game developer is becoming hostile to community-run servers,
> especially the largest ones. TF2 is unfortunately one of the few shooters
> out there that actually still has a server browser at all.

You would have a point, except there has never been another AAA game where
they started off with a server browser and then killed it off later. In any
other game, people would not be afraid to call it a bait and switch.

It might have been a better business plan for Valve to start with no
community servers, but that time is long past. By killing them now, Valve
is just throwing away their community players in a foolish effort to
compete directly with Overwatch.

Many community players have told me that they aren't moving back to
official servers when community ones die off. They will just play Overwatch
instead. If they are forced to live with teleport griefers and hackers,
they will do it in a game with better graphics, new characters and
mechanics, and devs that talk to the community.

You can see that TF2 player counts are dropping harder than ever. And even
considering monthly percent changes, you can see that the Halloween update
resulted in a -5.42% player drop from the previous month, and a huge 20%
drop compared to last year. How much more obvious can it get that they are
going down the wrong path?

October 2016   45,910.1-5.42%
October 2015   55,256.6-0.93%
October 2014   57,977.0   +5.24%

http://steamcharts.com/app/440

> However, this is definitely an opportunity where something *can* still be
> done about this, because the option to run a community server, and linking
> people to join a specific server from the web, still exists.

There is already a website like that, I forgot the name. No one ever uses
it because no one is spending money to advertise it. And why should we be
spending money on top of servers into a website run by an unknown 3rd party
and essentially rewarding Valve for their actions by giving them more Mann
Co Store customers?

Everyone that would use a web browser to find servers is already
comfortable using the in-game browser. The people you need to reach are the
"quickplay/casual" players, and if it isn't in the game, they aren't going
to bother.

There is also no way you can out-advertise Valve. TF2 updates are given
premium placement with millions of views on the Steam store and for every
single TF2 player when they start the game. To get remotely around this
amount of eyeballs, you would need to spend tens of thousands per month.

This is something that only the TF2 team can fix. It is up John and Eric
whether they want both a dying game and ruined reputation, or something not
as bad.
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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Darren VanBuren
I don't frequently host servers for multiplayer Source games except among
my friends but here's my two cents:

Almost every game developer is becoming hostile to community-run servers,
especially the largest ones. TF2 is unfortunately one of the few shooters
out there that actually still has a server browser at all.
If you look at the most recently released popular shooters, they're almost
all exclusively played through matchmaking. Some let you rent a server..
  from the developer for outrageous prices, but it was easy to spot the
decline over there, starting with restricting custom servers to "registered
game server providers" only.

Ever since, like 2 years ago, when Quickplay in TF2 started having an
option to ignore community servers, which eventually became the default,
things have been going downhill big time.
But having community servers that can be created for free at all still
gives a little hope that things could turn around.
Unfortunately the continued comments on this list, that what has been done
to community servers is not something the people that play on and run the
community servers want, have fallen on deaf ears.

However, this is definitely an opportunity where something *can* still be
done about this, because the option to run a community server, and linking
people to join a specific server from the web, still exists.
Even if Valve does nothing to bring community servers back into the view of
players in-game,
 I could see a community-run site where there might be a server list, with
links to join them, and also a button to just choose one near you, maybe
like how Quickplay used to work.



On Tue, Nov 1, 2016 at 1:50 PM, Tim Anderson  wrote:

> For those of you not hosting TF2 servers, you may not understand what
> the issue is. Over the past couple of years, the TF2 team at Valve has
> been killing community servers by making them more and more difficult
> to find and reach, and content that did not work on community servers.
> Community servers went from being more populated than official servers
> to being less populated through these unnatural changes.
>
> A few months ago, Valve put every community server into a separate
> category at the bottom of the list (basically custom tabs 2.0) which I
> could not believe was being described as a positive for community
> servers https://twitter.com/4G_b4nny/status/729839464684490752 You
> even had server owners here thinking it was actually a good thing.
>
> And now this is the first Halloween update where community servers are
> completely excluded and even the most popular community servers are
> starting to empty out.
>
> Even if you are not hosting TF2, you should be more considerate and
> think about the possibility that something like this will happen to
> your server and game.
>
> John Schoenick or Eric Smith, if by any chance you are reading this,
> these changes will probably kill community servers for good. I've seen
> many of the most popular ones empty out for the first time this
> Halloween. If you want to just kill community servers, at least have
> the decency to tell us so we do not waste anymore time and money.
>
>
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Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Simiancage
Hi Tim,
Well said, if you have time and ideas join exvolvo :) 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tim Anderson
Sent: 01 November 2016 20:51
To: Half-Life dedicated Linux server mailing list 
<hlds_linux@list.valvesoftware.com>
Subject: Re: [hlds_linux] [hlds] The End

For those of you not hosting TF2 servers, you may not understand what the issue 
is. Over the past couple of years, the TF2 team at Valve has been killing 
community servers by making them more and more difficult to find and reach, and 
content that did not work on community servers.
Community servers went from being more populated than official servers to being 
less populated through these unnatural changes.

A few months ago, Valve put every community server into a separate category at 
the bottom of the list (basically custom tabs 2.0) which I could not believe 
was being described as a positive for community servers 
https://twitter.com/4G_b4nny/status/729839464684490752 You even had server 
owners here thinking it was actually a good thing.

And now this is the first Halloween update where community servers are 
completely excluded and even the most popular community servers are starting to 
empty out.

Even if you are not hosting TF2, you should be more considerate and think about 
the possibility that something like this will happen to your server and game.

John Schoenick or Eric Smith, if by any chance you are reading this, these 
changes will probably kill community servers for good. I've seen many of the 
most popular ones empty out for the first time this Halloween. If you want to 
just kill community servers, at least have the decency to tell us so we do not 
waste anymore time and money.

On Tue, Nov 1, 2016 at 6:13 AM, Martin V <velt...@gmail.com> wrote:
> What the fuck
>
> 1 lis 2016 13:12 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
>
>> Ah martin, you will be missed too if the mailing list ever dies. 
>> Nobody can nuke a thread like you do.
>>
>> 2016-11-01 12:22 GMT+01:00 Martin V <velt...@gmail.com>:
>>
>> > Who gives a fuck?
>> >
>> > 1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
>> >
>> > > Feel free to add me to the party. Still have a couple of tf2's 
>> > > but most have died indeed too. Now its mostly 7d2d/ark related 
>> > > stuff. Although
>> > less
>> > > fun since it doesn't have sourcemod (admin wise)
>> > >
>> > > 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:
>> > >
>> > > > Maybe we can, add me up on steam if you like (/id/ics/). 
>> > > > However,
>> > despite
>> > > > the community servers of mine quieting down, ill still stick 
>> > > > with TF2 servers, atleast for a while.
>> > > >
>> > > > Though making maps is more interesting to me these days. It's 
>> > > > been a
>> > very
>> > > > good year and hopefully more to come!
>> > > >
>> > > > Cya around!
>> > > >
>> > > > -ics
>> > > >
>> > > > Simiancage kirjoitti:
>> > > >
>> > > >> Saint if you have any ideas on new community based gaming I'd 
>> > > >> be
>> most
>> > > >> interested to hear them, currently playing around with an ARK 
>> > > >> server
>> > > but it
>> > > >> is with some personal indulgence as I just bought the htc vive 
>> > > >> :) Thanks to ICS and all others that have felt our pain, maybe 
>> > > >> we can
>> all
>> > > >> get together and start something new???
>> > > >>
>> > > >> Cheers D3v
>> > > >>
>> > > >> -Original Message-
>> > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> > > >> Sent: 27 October 2016 13:57
>> > > >> To: Half-Life dedicated Win32 server mailing list < 
>> > > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server
>> > mailing
>> > > >> list <hlds_linux@list.valvesoftware.com>
>> > > >> Subject: Re: [hlds_linux] [hlds] The End
>> > > >>
>> > > >> Not to become over dramatic, but us from SpecialAttack have 
>> > > >> decided
>> to
>> > > go
&g

Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Tim Anderson
For those of you not hosting TF2 servers, you may not understand what
the issue is. Over the past couple of years, the TF2 team at Valve has
been killing community servers by making them more and more difficult
to find and reach, and content that did not work on community servers.
Community servers went from being more populated than official servers
to being less populated through these unnatural changes.

A few months ago, Valve put every community server into a separate
category at the bottom of the list (basically custom tabs 2.0) which I
could not believe was being described as a positive for community
servers https://twitter.com/4G_b4nny/status/729839464684490752 You
even had server owners here thinking it was actually a good thing.

And now this is the first Halloween update where community servers are
completely excluded and even the most popular community servers are
starting to empty out.

Even if you are not hosting TF2, you should be more considerate and
think about the possibility that something like this will happen to
your server and game.

John Schoenick or Eric Smith, if by any chance you are reading this,
these changes will probably kill community servers for good. I've seen
many of the most popular ones empty out for the first time this
Halloween. If you want to just kill community servers, at least have
the decency to tell us so we do not waste anymore time and money.

On Tue, Nov 1, 2016 at 6:13 AM, Martin V <velt...@gmail.com> wrote:
> What the fuck
>
> 1 lis 2016 13:12 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
>
>> Ah martin, you will be missed too if the mailing list ever dies. Nobody can
>> nuke a thread like you do.
>>
>> 2016-11-01 12:22 GMT+01:00 Martin V <velt...@gmail.com>:
>>
>> > Who gives a fuck?
>> >
>> > 1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
>> >
>> > > Feel free to add me to the party. Still have a couple of tf2's but most
>> > > have died indeed too. Now its mostly 7d2d/ark related stuff. Although
>> > less
>> > > fun since it doesn't have sourcemod (admin wise)
>> > >
>> > > 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:
>> > >
>> > > > Maybe we can, add me up on steam if you like (/id/ics/). However,
>> > despite
>> > > > the community servers of mine quieting down, ill still stick with TF2
>> > > > servers, atleast for a while.
>> > > >
>> > > > Though making maps is more interesting to me these days. It's been a
>> > very
>> > > > good year and hopefully more to come!
>> > > >
>> > > > Cya around!
>> > > >
>> > > > -ics
>> > > >
>> > > > Simiancage kirjoitti:
>> > > >
>> > > >> Saint if you have any ideas on new community based gaming I'd be
>> most
>> > > >> interested to hear them, currently playing around with an ARK server
>> > > but it
>> > > >> is with some personal indulgence as I just bought the htc vive :)
>> > > >> Thanks to ICS and all others that have felt our pain, maybe we can
>> all
>> > > >> get together and start something new???
>> > > >>
>> > > >> Cheers D3v
>> > > >>
>> > > >> -Original Message-
>> > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> > > >> Sent: 27 October 2016 13:57
>> > > >> To: Half-Life dedicated Win32 server mailing list <
>> > > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server
>> > mailing
>> > > >> list <hlds_linux@list.valvesoftware.com>
>> > > >> Subject: Re: [hlds_linux] [hlds] The End
>> > > >>
>> > > >> Not to become over dramatic, but us from SpecialAttack have decided
>> to
>> > > go
>> > > >> down the same route.
>> > > >>
>> > > >>
>> > > >> It's a shame, but that's how life works. Saying goodbye to VALVe
>> > hosted
>> > > >> games after some 17(!) years.
>> > > >>
>> > > >>
>> > > >> It's been a rocky ride with a very sour tasting end, but it is what
>> it
>> > > is.
>> > > >>
>> > > >>
>> > > >> Cheers all,
>

Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Simiancage
Thank you all for the replies (Martin excluded, mate go troll Facebook)
I've started a group 'Admins exVOLVO' http://steamcommunity.com/groups/exVOLVO 
(if anyone has a better name please suggest and will update info once I get my 
business paperwork done) those looking for a new path of community based 
servers or making the move from the already drowning games we used to play and 
run, feel free to request an invite from me D3vilfish 
http://steamcommunity.com/id/D3vilfish/ so we can get some ideas rolling, I've 
made it private to stop the Martins in the world joining.
I'm hoping to get some ideas or were we go from here and happy to join forces 
to start a more global community that isn't dictated by Valve.
We are already running a default ARK server but not 100% on its viability as a 
community based game coming from a fps community although there are a few 
buying the game.
I'm not a man of big words and grand ideas of gaming, I've been running 
Simiancage for 14years and learnt UNIX to run the servers in their best 
environment however it's my hobby (have been known to take time off work though 
;) I'm a builder/construction for 25years so don't sue me if you think this is 
a bad idea.

Regards 
D3v

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers
Sent: 01 November 2016 06:39
To: Half-Life dedicated Linux server mailing list 
<hlds_linux@list.valvesoftware.com>
Subject: Re: [hlds_linux] [hlds] The End

Feel free to add me to the party. Still have a couple of tf2's but most have 
died indeed too. Now its mostly 7d2d/ark related stuff. Although less fun since 
it doesn't have sourcemod (admin wise)

2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:

> Maybe we can, add me up on steam if you like (/id/ics/). However, 
> despite the community servers of mine quieting down, ill still stick 
> with TF2 servers, atleast for a while.
>
> Though making maps is more interesting to me these days. It's been a 
> very good year and hopefully more to come!
>
> Cya around!
>
> -ics
>
> Simiancage kirjoitti:
>
>> Saint if you have any ideas on new community based gaming I'd be most 
>> interested to hear them, currently playing around with an ARK server 
>> but it is with some personal indulgence as I just bought the htc vive 
>> :) Thanks to ICS and all others that have felt our pain, maybe we can 
>> all get together and start something new???
>>
>> Cheers D3v
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> Sent: 27 October 2016 13:57
>> To: Half-Life dedicated Win32 server mailing list < 
>> h...@list.valvesoftware.com>; Half-Life dedicated Linux server 
>> mailing list <hlds_linux@list.valvesoftware.com>
>> Subject: Re: [hlds_linux] [hlds] The End
>>
>> Not to become over dramatic, but us from SpecialAttack have decided 
>> to go down the same route.
>>
>>
>> It's a shame, but that's how life works. Saying goodbye to VALVe 
>> hosted games after some 17(!) years.
>>
>>
>> It's been a rocky ride with a very sour tasting end, but it is what it is.
>>
>>
>> Cheers all,
>>
>>
>> Saint K.
>>
>>
>>
>>   From:   Richard Green <i...@rgb-services.co.uk>
>>   To:   <h...@list.valvesoftware.com>
>>   Sent:   10/27/2016 8:02 AM
>>   Subject:   [hlds] The End
>>
>>
>>
>>
>>   After years of watching our community dwindle to no more than a 
>> group of friends it’s time to put the last nail in the coffin, 
>> Simiancage.org has been around since pre 2004 and most of the 
>> founders like myself were cs
>> 1.3/4/5/6 clan members who started Simiancage.
>> This has always been cs/css/csgo based community and tf2 was a great 
>> community builder as was L4D2 however as we all know those days are 
>> gone and it is time to say adjure, valve have succeeded in killing 1 
>> more cs/tf based community as we now look towards running new servers of a 
>> new style.
>> Good luck valve in killing your own reputation further.
>> This is not a moan just a statement of Simiancage’s refusal to prop 
>> valve in these games any further.
>> Regards to all
>> D3vilfish
>> PS Ive enjoyed some of the helpful emails over the years to sort 
>> server/sourcemod problems out, I remember when updates to tf2 would 
>> come out on new years eve…..
>> ICS you have been most helpful over the years too, good luck m8
>>
>> ___

Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Martin V
What the fuck

1 lis 2016 13:12 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):

> Ah martin, you will be missed too if the mailing list ever dies. Nobody can
> nuke a thread like you do.
>
> 2016-11-01 12:22 GMT+01:00 Martin V <velt...@gmail.com>:
>
> > Who gives a fuck?
> >
> > 1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
> >
> > > Feel free to add me to the party. Still have a couple of tf2's but most
> > > have died indeed too. Now its mostly 7d2d/ark related stuff. Although
> > less
> > > fun since it doesn't have sourcemod (admin wise)
> > >
> > > 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:
> > >
> > > > Maybe we can, add me up on steam if you like (/id/ics/). However,
> > despite
> > > > the community servers of mine quieting down, ill still stick with TF2
> > > > servers, atleast for a while.
> > > >
> > > > Though making maps is more interesting to me these days. It's been a
> > very
> > > > good year and hopefully more to come!
> > > >
> > > > Cya around!
> > > >
> > > > -ics
> > > >
> > > > Simiancage kirjoitti:
> > > >
> > > >> Saint if you have any ideas on new community based gaming I'd be
> most
> > > >> interested to hear them, currently playing around with an ARK server
> > > but it
> > > >> is with some personal indulgence as I just bought the htc vive :)
> > > >> Thanks to ICS and all others that have felt our pain, maybe we can
> all
> > > >> get together and start something new???
> > > >>
> > > >> Cheers D3v
> > > >>
> > > >> -Original Message-
> > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> > > >> Sent: 27 October 2016 13:57
> > > >> To: Half-Life dedicated Win32 server mailing list <
> > > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server
> > mailing
> > > >> list <hlds_linux@list.valvesoftware.com>
> > > >> Subject: Re: [hlds_linux] [hlds] The End
> > > >>
> > > >> Not to become over dramatic, but us from SpecialAttack have decided
> to
> > > go
> > > >> down the same route.
> > > >>
> > > >>
> > > >> It's a shame, but that's how life works. Saying goodbye to VALVe
> > hosted
> > > >> games after some 17(!) years.
> > > >>
> > > >>
> > > >> It's been a rocky ride with a very sour tasting end, but it is what
> it
> > > is.
> > > >>
> > > >>
> > > >> Cheers all,
> > > >>
> > > >>
> > > >> Saint K.
> > > >>
> > > >>
> > > >>
> > > >>   From:   Richard Green <i...@rgb-services.co.uk>
> > > >>   To:   <h...@list.valvesoftware.com>
> > > >>   Sent:   10/27/2016 8:02 AM
> > > >>   Subject:   [hlds] The End
> > > >>
> > > >>
> > > >>
> > > >>
> > > >>   After years of watching our community dwindle to no more than a
> > group
> > > >> of friends it’s time to put the last nail in the coffin,
> > Simiancage.org
> > > has
> > > >> been around since pre 2004 and most of the founders like myself were
> > cs
> > > >> 1.3/4/5/6 clan members who started Simiancage.
> > > >> This has always been cs/css/csgo based community and tf2 was a great
> > > >> community builder as was L4D2 however as we all know those days are
> > gone
> > > >> and it is time to say adjure, valve have succeeded in killing 1 more
> > > cs/tf
> > > >> based community as we now look towards running new servers of a new
> > > style.
> > > >> Good luck valve in killing your own reputation further.
> > > >> This is not a moan just a statement of Simiancage’s refusal to prop
> > > valve
> > > >> in these games any further.
> > > >> Regards to all
> > > >> D3vilfish
> > > >> PS Ive enjoyed some of the helpful emails over the years to sort
> > > >> server/sourcemod problems out, 

Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Erik-jan Riemers
Ah martin, you will be missed too if the mailing list ever dies. Nobody can
nuke a thread like you do.

2016-11-01 12:22 GMT+01:00 Martin V <velt...@gmail.com>:

> Who gives a fuck?
>
> 1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):
>
> > Feel free to add me to the party. Still have a couple of tf2's but most
> > have died indeed too. Now its mostly 7d2d/ark related stuff. Although
> less
> > fun since it doesn't have sourcemod (admin wise)
> >
> > 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:
> >
> > > Maybe we can, add me up on steam if you like (/id/ics/). However,
> despite
> > > the community servers of mine quieting down, ill still stick with TF2
> > > servers, atleast for a while.
> > >
> > > Though making maps is more interesting to me these days. It's been a
> very
> > > good year and hopefully more to come!
> > >
> > > Cya around!
> > >
> > > -ics
> > >
> > > Simiancage kirjoitti:
> > >
> > >> Saint if you have any ideas on new community based gaming I'd be most
> > >> interested to hear them, currently playing around with an ARK server
> > but it
> > >> is with some personal indulgence as I just bought the htc vive :)
> > >> Thanks to ICS and all others that have felt our pain, maybe we can all
> > >> get together and start something new???
> > >>
> > >> Cheers D3v
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> > >> Sent: 27 October 2016 13:57
> > >> To: Half-Life dedicated Win32 server mailing list <
> > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server
> mailing
> > >> list <hlds_linux@list.valvesoftware.com>
> > >> Subject: Re: [hlds_linux] [hlds] The End
> > >>
> > >> Not to become over dramatic, but us from SpecialAttack have decided to
> > go
> > >> down the same route.
> > >>
> > >>
> > >> It's a shame, but that's how life works. Saying goodbye to VALVe
> hosted
> > >> games after some 17(!) years.
> > >>
> > >>
> > >> It's been a rocky ride with a very sour tasting end, but it is what it
> > is.
> > >>
> > >>
> > >> Cheers all,
> > >>
> > >>
> > >> Saint K.
> > >>
> > >>
> > >>
> > >>   From:   Richard Green <i...@rgb-services.co.uk>
> > >>   To:   <h...@list.valvesoftware.com>
> > >>   Sent:   10/27/2016 8:02 AM
> > >>   Subject:   [hlds] The End
> > >>
> > >>
> > >>
> > >>
> > >>   After years of watching our community dwindle to no more than a
> group
> > >> of friends it’s time to put the last nail in the coffin,
> Simiancage.org
> > has
> > >> been around since pre 2004 and most of the founders like myself were
> cs
> > >> 1.3/4/5/6 clan members who started Simiancage.
> > >> This has always been cs/css/csgo based community and tf2 was a great
> > >> community builder as was L4D2 however as we all know those days are
> gone
> > >> and it is time to say adjure, valve have succeeded in killing 1 more
> > cs/tf
> > >> based community as we now look towards running new servers of a new
> > style.
> > >> Good luck valve in killing your own reputation further.
> > >> This is not a moan just a statement of Simiancage’s refusal to prop
> > valve
> > >> in these games any further.
> > >> Regards to all
> > >> D3vilfish
> > >> PS Ive enjoyed some of the helpful emails over the years to sort
> > >> server/sourcemod problems out, I remember when updates to tf2 would
> come
> > >> out on new years eve…..
> > >> ICS you have been most helpful over the years too, good luck m8
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> ple

Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Martin V
Who gives a fuck?

1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a):

> Feel free to add me to the party. Still have a couple of tf2's but most
> have died indeed too. Now its mostly 7d2d/ark related stuff. Although less
> fun since it doesn't have sourcemod (admin wise)
>
> 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:
>
> > Maybe we can, add me up on steam if you like (/id/ics/). However, despite
> > the community servers of mine quieting down, ill still stick with TF2
> > servers, atleast for a while.
> >
> > Though making maps is more interesting to me these days. It's been a very
> > good year and hopefully more to come!
> >
> > Cya around!
> >
> > -ics
> >
> > Simiancage kirjoitti:
> >
> >> Saint if you have any ideas on new community based gaming I'd be most
> >> interested to hear them, currently playing around with an ARK server
> but it
> >> is with some personal indulgence as I just bought the htc vive :)
> >> Thanks to ICS and all others that have felt our pain, maybe we can all
> >> get together and start something new???
> >>
> >> Cheers D3v
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> >> Sent: 27 October 2016 13:57
> >> To: Half-Life dedicated Win32 server mailing list <
> >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing
> >> list <hlds_linux@list.valvesoftware.com>
> >> Subject: Re: [hlds_linux] [hlds] The End
> >>
> >> Not to become over dramatic, but us from SpecialAttack have decided to
> go
> >> down the same route.
> >>
> >>
> >> It's a shame, but that's how life works. Saying goodbye to VALVe hosted
> >> games after some 17(!) years.
> >>
> >>
> >> It's been a rocky ride with a very sour tasting end, but it is what it
> is.
> >>
> >>
> >> Cheers all,
> >>
> >>
> >> Saint K.
> >>
> >>
> >>
> >>   From:   Richard Green <i...@rgb-services.co.uk>
> >>   To:   <h...@list.valvesoftware.com>
> >>   Sent:   10/27/2016 8:02 AM
> >>   Subject:   [hlds] The End
> >>
> >>
> >>
> >>
> >>   After years of watching our community dwindle to no more than a group
> >> of friends it’s time to put the last nail in the coffin, Simiancage.org
> has
> >> been around since pre 2004 and most of the founders like myself were cs
> >> 1.3/4/5/6 clan members who started Simiancage.
> >> This has always been cs/css/csgo based community and tf2 was a great
> >> community builder as was L4D2 however as we all know those days are gone
> >> and it is time to say adjure, valve have succeeded in killing 1 more
> cs/tf
> >> based community as we now look towards running new servers of a new
> style.
> >> Good luck valve in killing your own reputation further.
> >> This is not a moan just a statement of Simiancage’s refusal to prop
> valve
> >> in these games any further.
> >> Regards to all
> >> D3vilfish
> >> PS Ive enjoyed some of the helpful emails over the years to sort
> >> server/sourcemod problems out, I remember when updates to tf2 would come
> >> out on new years eve…..
> >> ICS you have been most helpful over the years too, good luck m8
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Erik-jan Riemers
Feel free to add me to the party. Still have a couple of tf2's but most
have died indeed too. Now its mostly 7d2d/ark related stuff. Although less
fun since it doesn't have sourcemod (admin wise)

2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>:

> Maybe we can, add me up on steam if you like (/id/ics/). However, despite
> the community servers of mine quieting down, ill still stick with TF2
> servers, atleast for a while.
>
> Though making maps is more interesting to me these days. It's been a very
> good year and hopefully more to come!
>
> Cya around!
>
> -ics
>
> Simiancage kirjoitti:
>
>> Saint if you have any ideas on new community based gaming I'd be most
>> interested to hear them, currently playing around with an ARK server but it
>> is with some personal indulgence as I just bought the htc vive :)
>> Thanks to ICS and all others that have felt our pain, maybe we can all
>> get together and start something new???
>>
>> Cheers D3v
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> Sent: 27 October 2016 13:57
>> To: Half-Life dedicated Win32 server mailing list <
>> h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing
>> list <hlds_linux@list.valvesoftware.com>
>> Subject: Re: [hlds_linux] [hlds] The End
>>
>> Not to become over dramatic, but us from SpecialAttack have decided to go
>> down the same route.
>>
>>
>> It's a shame, but that's how life works. Saying goodbye to VALVe hosted
>> games after some 17(!) years.
>>
>>
>> It's been a rocky ride with a very sour tasting end, but it is what it is.
>>
>>
>> Cheers all,
>>
>>
>> Saint K.
>>
>>
>>
>>   From:   Richard Green <i...@rgb-services.co.uk>
>>   To:   <h...@list.valvesoftware.com>
>>   Sent:   10/27/2016 8:02 AM
>>   Subject:   [hlds] The End
>>
>>
>>
>>
>>   After years of watching our community dwindle to no more than a group
>> of friends it’s time to put the last nail in the coffin, Simiancage.org has
>> been around since pre 2004 and most of the founders like myself were cs
>> 1.3/4/5/6 clan members who started Simiancage.
>> This has always been cs/css/csgo based community and tf2 was a great
>> community builder as was L4D2 however as we all know those days are gone
>> and it is time to say adjure, valve have succeeded in killing 1 more cs/tf
>> based community as we now look towards running new servers of a new style.
>> Good luck valve in killing your own reputation further.
>> This is not a moan just a statement of Simiancage’s refusal to prop valve
>> in these games any further.
>> Regards to all
>> D3vilfish
>> PS Ive enjoyed some of the helpful emails over the years to sort
>> server/sourcemod problems out, I remember when updates to tf2 would come
>> out on new years eve…..
>> ICS you have been most helpful over the years too, good luck m8
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
> ___
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Re: [hlds_linux] [hlds] The End

2016-10-31 Thread ics
Maybe we can, add me up on steam if you like (/id/ics/). However, 
despite the community servers of mine quieting down, ill still stick 
with TF2 servers, atleast for a while.


Though making maps is more interesting to me these days. It's been a 
very good year and hopefully more to come!


Cya around!

-ics

Simiancage kirjoitti:

Saint if you have any ideas on new community based gaming I'd be most 
interested to hear them, currently playing around with an ARK server but it is 
with some personal indulgence as I just bought the htc vive :)
Thanks to ICS and all others that have felt our pain, maybe we can all get 
together and start something new???

Cheers D3v

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 27 October 2016 13:57
To: Half-Life dedicated Win32 server mailing list <h...@list.valvesoftware.com>; 
Half-Life dedicated Linux server mailing list <hlds_linux@list.valvesoftware.com>
Subject: Re: [hlds_linux] [hlds] The End

Not to become over dramatic, but us from SpecialAttack have decided to go down 
the same route.


It's a shame, but that's how life works. Saying goodbye to VALVe hosted games 
after some 17(!) years.


It's been a rocky ride with a very sour tasting end, but it is what it is.


Cheers all,


Saint K.



  From:   Richard Green <i...@rgb-services.co.uk>
  To:   <h...@list.valvesoftware.com>
  Sent:   10/27/2016 8:02 AM
  Subject:   [hlds] The End




  
After years of watching our community dwindle to no more than a group of friends it’s time to put the last nail in the coffin, Simiancage.org has been around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 clan members who started Simiancage.

This has always been cs/css/csgo based community and tf2 was a great community 
builder as was L4D2 however as we all know those days are gone and it is time 
to say adjure, valve have succeeded in killing 1 more cs/tf based community as 
we now look towards running new servers of a new style.
Good luck valve in killing your own reputation further.
This is not a moan just a statement of Simiancage’s refusal to prop valve in 
these games any further.
Regards to all
D3vilfish
PS Ive enjoyed some of the helpful emails over the years to sort 
server/sourcemod problems out, I remember when updates to tf2 would come out on 
new years eve…..
ICS you have been most helpful over the years too, good luck m8
  
  


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Re: [hlds_linux] [hlds] The End

2016-10-31 Thread Simiancage
Saint if you have any ideas on new community based gaming I'd be most 
interested to hear them, currently playing around with an ARK server but it is 
with some personal indulgence as I just bought the htc vive :)
Thanks to ICS and all others that have felt our pain, maybe we can all get 
together and start something new???

Cheers D3v

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 27 October 2016 13:57
To: Half-Life dedicated Win32 server mailing list 
<h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing list 
<hlds_linux@list.valvesoftware.com>
Subject: Re: [hlds_linux] [hlds] The End

Not to become over dramatic, but us from SpecialAttack have decided to go down 
the same route.


It's a shame, but that's how life works. Saying goodbye to VALVe hosted games 
after some 17(!) years.


It's been a rocky ride with a very sour tasting end, but it is what it is.


Cheers all,


Saint K.



 From:   Richard Green <i...@rgb-services.co.uk> 
 To:   <h...@list.valvesoftware.com> 
 Sent:   10/27/2016 8:02 AM 
 Subject:   [hlds] The End 




 
After years of watching our community dwindle to no more than a group of 
friends it’s time to put the last nail in the coffin, Simiancage.org has been 
around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 
clan members who started Simiancage.
This has always been cs/css/csgo based community and tf2 was a great community 
builder as was L4D2 however as we all know those days are gone and it is time 
to say adjure, valve have succeeded in killing 1 more cs/tf based community as 
we now look towards running new servers of a new style.
Good luck valve in killing your own reputation further.
This is not a moan just a statement of Simiancage’s refusal to prop valve in 
these games any further.
Regards to all 
D3vilfish
PS Ive enjoyed some of the helpful emails over the years to sort 
server/sourcemod problems out, I remember when updates to tf2 would come out on 
new years eve…..
ICS you have been most helpful over the years too, good luck m8
 
 

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visit: 
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-27 Thread Jan Brand
Yep, same here!

Thank you for the fast fix.


-Jan


On 26.10.2016 23:30, sigsegv wrote:
> The beta version seems to have fixed the problems on my system as well.
> 
> Appreciate the fast turnaround time on this!
> 
> Justin
> sigsegv
> 
> On Wed, Oct 26, 2016 at 1:35 PM, Charles Huber <genpfa...@gmail.com> wrote:
> 
>> Yup, the beta code seems to fix startup on my ZFS filesystem, thanks!
>>
>> On Wed, Oct 26, 2016 at 3:19 PM, Eric Smith <er...@valvesoftware.com>
>> wrote:
>>> We've released a fix that you can try if you're experiencing the problem
>> described in this thread. To test the fix, you will need to opt-in to the
>> steamcmd beta branch. To do this, you have two options:
>>>
>>> 1. run with "-clientbeta publicbeta" on the command line, or
>>>
>>> 2. In the steamcmd install folder there's a "package" directory,
>> make a file named "beta" in there and put this text in it:
>>>
>>> publicbeta
>>>
>>> Just that word on one the top line, nothing else.
>>>
>>> Let me know if you're still having problems after testing the fix.
>> Thanks.
>>>
>>> -Eric
>>>
>>>
>>> -Original Message-----
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of sigsegv
>>> Sent: Wednesday, October 26, 2016 11:38 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update
>> released
>>>
>>> [CC'd to John Schoenick: please look into this, or forward it on to
>> whoever works on steamcmd.]
>>>
>>> Yes, I too have run into this problem with steamcmd over the last week
>> or so, as my Linux dedicated server installation is on ZFS.
>>>
>>> This appears to be a false positive from steamcmd: it queries the block
>> size of the filesystem and says "holy crap, 128KB? can't deal with that"
>>> even though it isn't actually a problem since ZFS's recordsize isn't
>> really a fixed block size per se.
>>>
>>> I found that reducing the 'recordsize' property of the ZFS volume from
>> 128K to 512 bytes made the errors go away, but then the ZFS performance
>> became hideously slow (not an unexpected result), so I didn't go forward
>> with that workaround.
>>>
>>> (You can run the command 'stat -f .' on a directory to see what the
>> reported block size is; with recordsize=128K it was 128KB, and with
>>> recordsize=512 it was 512B.)
>>>
>>> For the time being, I found a reasonable workaround to be to mount an
>>> ext4 partition on the steamapps/downloading directory. The game
>> directory itself can still be ZFS with normal 128K recordsize; it's just
>> the downloading directory that steamcmd loses its mind over. It'll copy the
>> updated files over to the ZFS game dir just fine.
>>>
>>> Hope that helps, and I hope Valve fixes this brokenness...
>>>
>>> Justin
>>> (sigsegv)
>>>
>>> On Wednesday, October 26, 2016, Charles Huber <genpfa...@gmail.com>
>> wrote:
>>>
>>>> Yup, I have the servers installed on a ZoL volume too, thanks for the
>>>> confirmation!
>>>>
>>>> On Wed, Oct 26, 2016 at 11:05 AM, Jan <j...@jabra-server.net
>>>> <javascript:;>>
>>>> wrote:
>>>>> Hey,
>>>>>
>>>>> are you using ZFS on linux?
>>>>> I had the same problem, steamcmd failed to update the server. It
>>>>> works only on my ext4 partition for some reason.
>>>>> Maybe it is a combination of ZFS on linux and the fix for the dirty
>>>>> cow
>>>>> bug: https://dirtycow.ninja/
>>>>>
>>>>>
>>>>> On 26.10.2016 17:08, Charles Huber wrote:
>>>>>> Hrm, still startup looping:
>>>>>>
>>>>>> WARNING: No map specified! Server may not heartbeat.
>>>>>> Auto detecting CPU
>>>>>> Using default binary: ./srcds_linux Server will auto-restart if
>>>>>> there is a crash.
>>>>>> Updating server using Steam.
>>>>>> 
>>>>>> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
>>>>>> Looks like steam didn't shutdown cleanly, scheduling immediate
>>&g

Re: [hlds_linux] [hlds] The End

2016-10-27 Thread Saint K.
Not to become over dramatic, but us from SpecialAttack have decided to go down 
the same route.


It's a shame, but that's how life works. Saying goodbye to VALVe hosted games 
after some 17(!) years.


It's been a rocky ride with a very sour tasting end, but it is what it is.


Cheers all,


Saint K.



 From:   Richard Green  
 To:    
 Sent:   10/27/2016 8:02 AM 
 Subject:   [hlds] The End 




 
After years of watching our community dwindle to no more than a group of 
friends it’s time to put the last nail in the coffin, Simiancage.org has been 
around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 
clan members who started Simiancage.
This has always been cs/css/csgo based community and tf2 was a great community 
builder as was L4D2 however as we all know those days are gone and it is time 
to say adjure, valve have succeeded in killing 1 more cs/tf based community as 
we now look towards running new servers of a new style.
Good luck valve in killing your own reputation further.
This is not a moan just a statement of Simiancage’s refusal to prop valve in 
these games any further.
Regards to all 
D3vilfish
PS Ive enjoyed some of the helpful emails over the years to sort 
server/sourcemod problems out, I remember when updates to tf2 would come out on 
new years eve…..
ICS you have been most helpful over the years too, good luck m8
 
 

___ 
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visit: 
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-26 Thread sigsegv
The beta version seems to have fixed the problems on my system as well.

Appreciate the fast turnaround time on this!

Justin
sigsegv

On Wed, Oct 26, 2016 at 1:35 PM, Charles Huber <genpfa...@gmail.com> wrote:

> Yup, the beta code seems to fix startup on my ZFS filesystem, thanks!
>
> On Wed, Oct 26, 2016 at 3:19 PM, Eric Smith <er...@valvesoftware.com>
> wrote:
> > We've released a fix that you can try if you're experiencing the problem
> described in this thread. To test the fix, you will need to opt-in to the
> steamcmd beta branch. To do this, you have two options:
> >
> > 1. run with "-clientbeta publicbeta" on the command line, or
> >
> > 2. In the steamcmd install folder there's a "package" directory,
> make a file named "beta" in there and put this text in it:
> >
> > publicbeta
> >
> > Just that word on one the top line, nothing else.
> >
> > Let me know if you're still having problems after testing the fix.
> Thanks.
> >
> > -Eric
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of sigsegv
> > Sent: Wednesday, October 26, 2016 11:38 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update
> released
> >
> > [CC'd to John Schoenick: please look into this, or forward it on to
> whoever works on steamcmd.]
> >
> > Yes, I too have run into this problem with steamcmd over the last week
> or so, as my Linux dedicated server installation is on ZFS.
> >
> > This appears to be a false positive from steamcmd: it queries the block
> size of the filesystem and says "holy crap, 128KB? can't deal with that"
> > even though it isn't actually a problem since ZFS's recordsize isn't
> really a fixed block size per se.
> >
> > I found that reducing the 'recordsize' property of the ZFS volume from
> 128K to 512 bytes made the errors go away, but then the ZFS performance
> became hideously slow (not an unexpected result), so I didn't go forward
> with that workaround.
> >
> > (You can run the command 'stat -f .' on a directory to see what the
> reported block size is; with recordsize=128K it was 128KB, and with
> > recordsize=512 it was 512B.)
> >
> > For the time being, I found a reasonable workaround to be to mount an
> > ext4 partition on the steamapps/downloading directory. The game
> directory itself can still be ZFS with normal 128K recordsize; it's just
> the downloading directory that steamcmd loses its mind over. It'll copy the
> updated files over to the ZFS game dir just fine.
> >
> > Hope that helps, and I hope Valve fixes this brokenness...
> >
> > Justin
> > (sigsegv)
> >
> > On Wednesday, October 26, 2016, Charles Huber <genpfa...@gmail.com>
> wrote:
> >
> >> Yup, I have the servers installed on a ZoL volume too, thanks for the
> >> confirmation!
> >>
> >> On Wed, Oct 26, 2016 at 11:05 AM, Jan <j...@jabra-server.net
> >> <javascript:;>>
> >> wrote:
> >> > Hey,
> >> >
> >> > are you using ZFS on linux?
> >> > I had the same problem, steamcmd failed to update the server. It
> >> > works only on my ext4 partition for some reason.
> >> > Maybe it is a combination of ZFS on linux and the fix for the dirty
> >> > cow
> >> > bug: https://dirtycow.ninja/
> >> >
> >> >
> >> > On 26.10.2016 17:08, Charles Huber wrote:
> >> >> Hrm, still startup looping:
> >> >>
> >> >> WARNING: No map specified! Server may not heartbeat.
> >> >> Auto detecting CPU
> >> >> Using default binary: ./srcds_linux Server will auto-restart if
> >> >> there is a crash.
> >> >> Updating server using Steam.
> >> >> 
> >> >> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
> >> >> Looks like steam didn't shutdown cleanly, scheduling immediate
> >> >> update
> >> check
> >> >> [  0%] Checking for available updates...
> >> >> [] Verifying installation...
> >> >> Steam Console Client (c) Valve Corporation
> >> >> -- type 'quit' to exit --
> >> >> Loading Steam API...Created shared memory when not owner
> >> >> SteamController_Shared_mem

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-26 Thread Charles Huber
Yup, the beta code seems to fix startup on my ZFS filesystem, thanks!

On Wed, Oct 26, 2016 at 3:19 PM, Eric Smith <er...@valvesoftware.com> wrote:
> We've released a fix that you can try if you're experiencing the problem 
> described in this thread. To test the fix, you will need to opt-in to the 
> steamcmd beta branch. To do this, you have two options:
>
> 1. run with "-clientbeta publicbeta" on the command line, or
>
> 2. In the steamcmd install folder there's a "package" directory, make 
> a file named "beta" in there and put this text in it:
>
> publicbeta
>
> Just that word on one the top line, nothing else.
>
> Let me know if you're still having problems after testing the fix. Thanks.
>
> -Eric
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of sigsegv
> Sent: Wednesday, October 26, 2016 11:38 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released
>
> [CC'd to John Schoenick: please look into this, or forward it on to whoever 
> works on steamcmd.]
>
> Yes, I too have run into this problem with steamcmd over the last week or so, 
> as my Linux dedicated server installation is on ZFS.
>
> This appears to be a false positive from steamcmd: it queries the block size 
> of the filesystem and says "holy crap, 128KB? can't deal with that"
> even though it isn't actually a problem since ZFS's recordsize isn't really a 
> fixed block size per se.
>
> I found that reducing the 'recordsize' property of the ZFS volume from 128K 
> to 512 bytes made the errors go away, but then the ZFS performance became 
> hideously slow (not an unexpected result), so I didn't go forward with that 
> workaround.
>
> (You can run the command 'stat -f .' on a directory to see what the reported 
> block size is; with recordsize=128K it was 128KB, and with
> recordsize=512 it was 512B.)
>
> For the time being, I found a reasonable workaround to be to mount an
> ext4 partition on the steamapps/downloading directory. The game directory 
> itself can still be ZFS with normal 128K recordsize; it's just the 
> downloading directory that steamcmd loses its mind over. It'll copy the 
> updated files over to the ZFS game dir just fine.
>
> Hope that helps, and I hope Valve fixes this brokenness...
>
> Justin
> (sigsegv)
>
> On Wednesday, October 26, 2016, Charles Huber <genpfa...@gmail.com> wrote:
>
>> Yup, I have the servers installed on a ZoL volume too, thanks for the
>> confirmation!
>>
>> On Wed, Oct 26, 2016 at 11:05 AM, Jan <j...@jabra-server.net
>> <javascript:;>>
>> wrote:
>> > Hey,
>> >
>> > are you using ZFS on linux?
>> > I had the same problem, steamcmd failed to update the server. It
>> > works only on my ext4 partition for some reason.
>> > Maybe it is a combination of ZFS on linux and the fix for the dirty
>> > cow
>> > bug: https://dirtycow.ninja/
>> >
>> >
>> > On 26.10.2016 17:08, Charles Huber wrote:
>> >> Hrm, still startup looping:
>> >>
>> >> WARNING: No map specified! Server may not heartbeat.
>> >> Auto detecting CPU
>> >> Using default binary: ./srcds_linux Server will auto-restart if
>> >> there is a crash.
>> >> Updating server using Steam.
>> >> 
>> >> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
>> >> Looks like steam didn't shutdown cleanly, scheduling immediate
>> >> update
>> check
>> >> [  0%] Checking for available updates...
>> >> [] Verifying installation...
>> >> Steam Console Client (c) Valve Corporation
>> >> -- type 'quit' to exit --
>> >> Loading Steam API...Created shared memory when not owner
>> >> SteamController_Shared_mem OK.
>> >> login anonymous
>> >>
>> >> Connecting anonymously to Steam Public...Logged in OK Waiting for
>> >> license info...OK force_install_dir ./tf2 app_update 232250
>> >> validate  Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
>> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read
>> >> must be called with a cubData value that is a multiple of the
>> >> sector size when using unbuffered IO ../tier1/fileio.cpp (3897) :
>> >> Assertion Failed: CFileReader::Read must be called with a cubData
>&g

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-26 Thread Eric Smith
We've released a fix that you can try if you're experiencing the problem 
described in this thread. To test the fix, you will need to opt-in to the 
steamcmd beta branch. To do this, you have two options:

1. run with "-clientbeta publicbeta" on the command line, or

2. In the steamcmd install folder there's a "package" directory, make a 
file named "beta" in there and put this text in it:

publicbeta

Just that word on one the top line, nothing else.

Let me know if you're still having problems after testing the fix. Thanks.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of sigsegv
Sent: Wednesday, October 26, 2016 11:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

[CC'd to John Schoenick: please look into this, or forward it on to whoever 
works on steamcmd.]

Yes, I too have run into this problem with steamcmd over the last week or so, 
as my Linux dedicated server installation is on ZFS.

This appears to be a false positive from steamcmd: it queries the block size of 
the filesystem and says "holy crap, 128KB? can't deal with that"
even though it isn't actually a problem since ZFS's recordsize isn't really a 
fixed block size per se.

I found that reducing the 'recordsize' property of the ZFS volume from 128K to 
512 bytes made the errors go away, but then the ZFS performance became 
hideously slow (not an unexpected result), so I didn't go forward with that 
workaround.

(You can run the command 'stat -f .' on a directory to see what the reported 
block size is; with recordsize=128K it was 128KB, and with
recordsize=512 it was 512B.)

For the time being, I found a reasonable workaround to be to mount an
ext4 partition on the steamapps/downloading directory. The game directory 
itself can still be ZFS with normal 128K recordsize; it's just the downloading 
directory that steamcmd loses its mind over. It'll copy the updated files over 
to the ZFS game dir just fine.

Hope that helps, and I hope Valve fixes this brokenness...

Justin
(sigsegv)

On Wednesday, October 26, 2016, Charles Huber <genpfa...@gmail.com> wrote:

> Yup, I have the servers installed on a ZoL volume too, thanks for the 
> confirmation!
>
> On Wed, Oct 26, 2016 at 11:05 AM, Jan <j...@jabra-server.net 
> <javascript:;>>
> wrote:
> > Hey,
> >
> > are you using ZFS on linux?
> > I had the same problem, steamcmd failed to update the server. It 
> > works only on my ext4 partition for some reason.
> > Maybe it is a combination of ZFS on linux and the fix for the dirty 
> > cow
> > bug: https://dirtycow.ninja/
> >
> >
> > On 26.10.2016 17:08, Charles Huber wrote:
> >> Hrm, still startup looping:
> >>
> >> WARNING: No map specified! Server may not heartbeat.
> >> Auto detecting CPU
> >> Using default binary: ./srcds_linux Server will auto-restart if 
> >> there is a crash.
> >> Updating server using Steam.
> >> 
> >> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
> >> Looks like steam didn't shutdown cleanly, scheduling immediate 
> >> update
> check
> >> [  0%] Checking for available updates...
> >> [] Verifying installation...
> >> Steam Console Client (c) Valve Corporation
> >> -- type 'quit' to exit --
> >> Loading Steam API...Created shared memory when not owner 
> >> SteamController_Shared_mem OK.
> >> login anonymous
> >>
> >> Connecting anonymously to Steam Public...Logged in OK Waiting for 
> >> license info...OK force_install_dir ./tf2 app_update 232250 
> >> validate  Update state (0x3) reconfiguring, progress: 0.00 (0 / 0) 
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read 
> >> must be called with a cubData value that is a multiple of the 
> >> sector size when using unbuffered IO ../tier1/fileio.cpp (3897) : 
> >> Assertion Failed: CFileReader::Read must be called with a cubData 
> >> value that is a multiple of the sector size when using unbuffered 
> >> IO  Update state (0x81) committing, progress: 100.00 (180409744 /
> 180411440)
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read 
> >> must be called with a cubData value that is a multiple of the 
> >> sector size when using unbuffered IO ../tier1/fileio.cpp (3897) : 
> >> Assertion Failed: CFileReader::Read must be called with a cubData 
> >> value that is a multiple of the sector size when using unbuffered 
> >> IO ../tier

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-26 Thread sigsegv
[CC'd to John Schoenick: please look into this, or forward it on to whoever
works on steamcmd.]

Yes, I too have run into this problem with steamcmd over the last week or
so, as my Linux dedicated server installation is on ZFS.

This appears to be a false positive from steamcmd: it queries the block
size of the filesystem and says "holy crap, 128KB? can't deal with that"
even though it isn't actually a problem since ZFS's recordsize isn't really
a fixed block size per se.

I found that reducing the 'recordsize' property of the ZFS volume from 128K
to 512 bytes made the errors go away, but then the ZFS performance became
hideously slow (not an unexpected result), so I didn't go forward with that
workaround.

(You can run the command 'stat -f .' on a directory to see what the
reported block size is; with recordsize=128K it was 128KB, and with
recordsize=512 it was 512B.)

For the time being, I found a reasonable workaround to be to mount an
ext4 partition on the steamapps/downloading directory. The game directory
itself can still be ZFS with normal 128K recordsize; it's just the
downloading directory that steamcmd loses its mind over. It'll copy the
updated files over to the ZFS game dir just fine.

Hope that helps, and I hope Valve fixes this brokenness...

Justin
(sigsegv)

On Wednesday, October 26, 2016, Charles Huber  wrote:

> Yup, I have the servers installed on a ZoL volume too, thanks for the
> confirmation!
>
> On Wed, Oct 26, 2016 at 11:05 AM, Jan >
> wrote:
> > Hey,
> >
> > are you using ZFS on linux?
> > I had the same problem, steamcmd failed to update the server. It works
> > only on my ext4 partition for some reason.
> > Maybe it is a combination of ZFS on linux and the fix for the dirty cow
> > bug: https://dirtycow.ninja/
> >
> >
> > On 26.10.2016 17:08, Charles Huber wrote:
> >> Hrm, still startup looping:
> >>
> >> WARNING: No map specified! Server may not heartbeat.
> >> Auto detecting CPU
> >> Using default binary: ./srcds_linux
> >> Server will auto-restart if there is a crash.
> >> Updating server using Steam.
> >> 
> >> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
> >> Looks like steam didn't shutdown cleanly, scheduling immediate update
> check
> >> [  0%] Checking for available updates...
> >> [] Verifying installation...
> >> Steam Console Client (c) Valve Corporation
> >> -- type 'quit' to exit --
> >> Loading Steam API...Created shared memory when not owner
> >> SteamController_Shared_mem
> >> OK.
> >> login anonymous
> >>
> >> Connecting anonymously to Steam Public...Logged in OK
> >> Waiting for license info...OK
> >> force_install_dir ./tf2
> >> app_update 232250 validate
> >>  Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >>  Update state (0x81) committing, progress: 100.00 (180409744 /
> 180411440)
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> depotreconstruct.cpp (490) : Assertion Failed:
> pInfo->nNumWritesFinished > 0
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
> >>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
> >>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
> >> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> >> be called with a cubData value that is a multiple of the sector size
> >> when using unbuffered IO
> >> Error! App '232250' state is 0x606 after update job.
> >> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
> >>
> >>
> >>
> >>
> >> On Tue, Oct 25, 

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread Weasels Lair
Looks like there is an updated SourceMod build in-progress.  Looks like
Linux build is there already, but Windows is still in-progress.

http://www.sourcemod.net/downloads.php?branch=stable



On Wed, Oct 12, 2016 at 6:20 PM, E. Olsen  wrote:

> Anyone else seeing servers crashing on player join (Windows server 2008R2)?
>
> On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3651233.
>>
>> -Eric
>>
>> --
>>
>> - Players will now be randomly selected to participate in a survey at the
>> end of Casual and Competitive matches
>> - Ongoing improvements to the matchmaking backend to improve match
>> quality and reduce wait times
>> - Fixed air-blasts sometimes sending deflected projectiles in random
>> directions when the Pyro is close to enemy players
>> - Fixed a case where players joining community bootcamp servers via the
>> server-browser could not select a team
>> - Reduced the rate at which players can earn bonus points for
>> extinguishing teammates
>> - Fixed a case where players could use the Halloween teleport spell to
>> get outside the map
>> - Updated the localization files
>> - Community requests
>> - Fixed Merasmus not being stunned by bomb-head players on
>> community Halloween maps
>> - Added the ability for community Halloween maps to call a truce
>> during a Monoculus or Merasmus fight
>> - Can be set via the game rules entity using the
>> SetMapForcedTruceDuringBossFight input
>> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
>> and RD robots
>> - Mann vs. Machine update
>> - Fixed the Sentry Buster sound being orphaned if the Sentry
>> Buster detonates while invulnerable
>> - Fixed zombies not using the correct skin in Ghost Town
>> - Updated cp_snakewater_final1
>> - Changes based on community feedback
>> - Updated pl_millstone_event
>> - Updated bot navigation file, bots now use all routes, won't get
>> stuck so easily and are smarter
>> - Fixed woodpile spot where HHH could get stuck
>> - Improved clipping on wood piles
>> - Fixed missing rooftop texture
>> - Fixed a few props flashing at certain angles
>> - Fixed a spot in the last area where you could place stickies
>> underground
>> - Fixed Monoculus not getting stunned when hit by players exiting
>> purgatory
>> - Updated cp_sunshine
>> - Blockbulleted spiral staircase on the back of second
>> - Added medium ammo to mid near choke
>> - Removed clipping over wooden arch going into second from valley
>> - Reduced the size of the wooden arch
>> - Blockbulleted a few undersides of staircases on last that could
>> catch projectiles
>> - Removed a ladder on last
>>
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>> please visit:
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>
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Re: [hlds_linux] [hlds] Optional TF2 update coming (heads up @ bootcamp operators)

2016-08-30 Thread sigsegv
Hi John,

Could you elaborate on what the issue being addressed is?

One issue I've been hearing about since the MYM update is that votekicks on
MvM servers aren't applying the usual (30-minute?) temporary ban of the
kicked player from the server they were kicked from.

Does this update address anything to do with that? I *suspect* not, but
figured it would be worth asking just in case.

Thanks,

Justin
(aka sigsegv)

On Tue, Aug 30, 2016 at 2:45 PM, John Schoenick 
wrote:

> We're working on an optional TF2 update, it will be made available shortly.
>
> Important for bootcamp server operators: This update is in preparation for
> TF system maintenance that will occur later today.  It will fix an issue
> related to matchmaking communication with the TF system -- *bootcamp
> servers that have *not* updated by time the maintenance occurs may have
> their matches in progress interrupted at that time*.
>
> There are no other user-visible changes; servers not running bootcamp do
> not need to apply this update.
>
> - John
>
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update coming - DELAYED

2016-08-12 Thread John Schoenick
It gets worse!

This update has been postponed to next week. There will be a smaller
client-only update later today if all goes well.

Apologies for the noise!

- John


On 08/11/2016 05:49 PM, Eric Smith wrote:
> The update won't be released until tomorrow. We found some problems during 
> testing and we're fixing them.
>
> Thanks.
>
> -Eric
>
>
> -Original Message-
> From: hlds_announce-boun...@list.valvesoftware.com 
> [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, August 11, 2016 5:32 PM
> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds_announce] Mandatory Team Fortress 2 update coming
>
> We're working on a mandatory update for Team Fortress 2. We should have it 
> ready soon.
>
> -Eric
>
>
>
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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-08-03 Thread fab han
Hi,
date please ?

2016-07-29 4:26 GMT+02:00 Kyle Sanderson :

> Do you have any sort of time frame on this John? Are we looking at
> another month? Two months? 6 months? one year?
>
> Thanks,
> Kyle.
>
> On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick 
> wrote:
> > It is, but not in the next month or so.  We'll let you know when it is
> > imminent.
> >
> > From: Anakkk
> > Sent: Friday, June 17, 2016 6:14AM
> > To: Half-life Dedicated Win32 Server Mailing List
> > Subject: Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2
> > and SDK2013 Dedicated Server
> >
> >
> > Is this still planned?
> >
> > 2016-03-15 21:30 GMT+01:00 John Schoenick :
> >>
> >> Hi everyone,
> >>
> >> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
> >> dedicated-only build of the source engine that targets a very old
> toolchain
> >> for maximal compatibility.  This setup predates the Steam Runtime and
> the
> >> widespread availability of container setups like Docker that make it
> trivial
> >> to run apps in alternate environments.
> >>
> >> We're planning on obsoleting this setup, and shipping a unified build[1]
> >> between clients and servers that targets the current Steam Runtime[2]
> >>
> >> What this means for you:
> >> 1) If your distro is not binary compatible[3] with the Steam Runtime
> >> (based on Ubuntu 12 LTS) you may need to update your setup to continue
> >> running TF2 servers.
> >>
> >> There are several options for this.
> >> - Switch to a Ubuntu 12 LTS based distro
> >> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
> >> servers.
> >> - Package a copy of the Steam Runtime for your servers and invoke the
> >> server with a modified environment ( env
> LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
> >> "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
> >> - Etc
> >>
> >> See the Steam Runtime page[2] for more information on setup and usage.
> >>
> >> 2) If you have mods or scripts that are hard-coded to expect "_srv"
> >> binaries, they will need to be fixed
> >>
> >> We plan on working with the SourceMod team to ensure their tools
> continue
> >> to function, but server operators will likely need to update when this
> >> occurs. Other tools or scripts that are hard coded to "_srv" may need
> >> fixing.
> >>
> >> When?
> >> The plan is to begin shipping builds based requiring the Steam Runtime
> in
> >> the next few months, so we encourage server operators to begin looking
> into
> >> their setups ASAP.
> >>
> >> Non-TF2 SDK2013 games will likely be switched to this setup some time
> >> after TF2, as it becomes necessary to maintain compatibility with the
> Steam
> >> SDK.
> >>
> >> Let me know if you have any questions or concerns
> >> - John
> >>
> >> [1] Meaning, one client.so and server.so and associated engine, rather
> >> than a separate "_srv.so" build of the entire system for dedicated
> servers.
> >> [2] https://github.com/ValveSoftware/steam-runtime
> >> [3] Binary compatibility largely meaning new-enough
> >> gcc-libs/libc/libstdc++, but also some supporting libraries like
> ncurses.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
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> > please visit:
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> >
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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-07-28 Thread Kyle Sanderson
Do you have any sort of time frame on this John? Are we looking at
another month? Two months? 6 months? one year?

Thanks,
Kyle.

On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick  wrote:
> It is, but not in the next month or so.  We'll let you know when it is
> imminent.
>
> From: Anakkk
> Sent: Friday, June 17, 2016 6:14AM
> To: Half-life Dedicated Win32 Server Mailing List
> Subject: Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2
> and SDK2013 Dedicated Server
>
>
> Is this still planned?
>
> 2016-03-15 21:30 GMT+01:00 John Schoenick :
>>
>> Hi everyone,
>>
>> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
>> dedicated-only build of the source engine that targets a very old toolchain
>> for maximal compatibility.  This setup predates the Steam Runtime and the
>> widespread availability of container setups like Docker that make it trivial
>> to run apps in alternate environments.
>>
>> We're planning on obsoleting this setup, and shipping a unified build[1]
>> between clients and servers that targets the current Steam Runtime[2]
>>
>> What this means for you:
>> 1) If your distro is not binary compatible[3] with the Steam Runtime
>> (based on Ubuntu 12 LTS) you may need to update your setup to continue
>> running TF2 servers.
>>
>> There are several options for this.
>> - Switch to a Ubuntu 12 LTS based distro
>> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
>> servers.
>> - Package a copy of the Steam Runtime for your servers and invoke the
>> server with a modified environment ( env LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
>> "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
>> - Etc
>>
>> See the Steam Runtime page[2] for more information on setup and usage.
>>
>> 2) If you have mods or scripts that are hard-coded to expect "_srv"
>> binaries, they will need to be fixed
>>
>> We plan on working with the SourceMod team to ensure their tools continue
>> to function, but server operators will likely need to update when this
>> occurs. Other tools or scripts that are hard coded to "_srv" may need
>> fixing.
>>
>> When?
>> The plan is to begin shipping builds based requiring the Steam Runtime in
>> the next few months, so we encourage server operators to begin looking into
>> their setups ASAP.
>>
>> Non-TF2 SDK2013 games will likely be switched to this setup some time
>> after TF2, as it becomes necessary to maintain compatibility with the Steam
>> SDK.
>>
>> Let me know if you have any questions or concerns
>> - John
>>
>> [1] Meaning, one client.so and server.so and associated engine, rather
>> than a separate "_srv.so" build of the entire system for dedicated servers.
>> [2] https://github.com/ValveSoftware/steam-runtime
>> [3] Binary compatibility largely meaning new-enough
>> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update coming

2016-07-14 Thread Eric Smith
We've released a fix for this. Your client should pick it up automatically.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, July 14, 2016 7:17 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update coming

I saw on Twitter that deleting casualcriteria.vdf fixes this problem.

You know, in case someone from Valve wants to fix that tonight.

On 7/14/2016 10:15 PM, HD wrote:
>
> Yes I agree -  TF2 is now Broken! lol
>
> *From:*hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Thomas 
> Deisinger
> *Sent:* Thursday, July 14, 2016 10:08 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update coming
>
> So apparently after you turn the game off after the update you cannot 
> turn the game on again, crashes to desktop. Happening to anyone who 
> restarts the game.
>
> On Thu, Jul 14, 2016 at 7:39 PM, Eric Smith <er...@valvesoftware.com 
> <mailto:er...@valvesoftware.com>> wrote:
>
> We're working on a mandatory update for Team Fortress 2. The notes for 
> the update are below. We should have it ready soon.
>
> -Eric
>
> 
>
> - Updated Casual Mode
> - Fixed a problem where in-progress games with open slots 
> would not receive new players
> - Fixed a case where players would sometimes not receive 
> experience (when playing a match to completion)
> - Fixed not getting domination/revenge events
> - Added a feature to the game mode selection screen that 
> allows players to play on specific maps
> - Added the Vote Kick option
> - Players that are kicked will receive partial 
> experience after the match ends
> - Maps previously using the stopwatch timer will now play to 
> completion, regardless of the first team's time
> - Added a "Create Server" button to the "Find a Game" menu
> - Fixed the party chat window sometimes not drawing
> - Fixed Australium weapons not drawing correctly in the character 
> loadout screen
> - Updated the Dr's Dapper Topper to fix a material issue
> - Thanks to Justin G., aka sigsegv, for these reports:
> - Fixed sentry buster sounds not being cleaned up properly 
> after detonating
> - Fixed a bug related to bot death detection
> - Updated Taunt: The Balloonibounce to end the taunt if the player is 
> moved
> - Fixed a regression in the Pyro's flamethrower where flames could 
> sometimes damage players behind obstacles and walls
> - PASS Time update
> - Updated several HUD materials to support mat_picmip
> - Fixed seeing the wrong cap limit in the win panel
>
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update coming

2016-07-14 Thread Ross Bemrose

I saw on Twitter that deleting casualcriteria.vdf fixes this problem.

You know, in case someone from Valve wants to fix that tonight.

On 7/14/2016 10:15 PM, HD wrote:


Yes I agree -  TF2 is now Broken! lol

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Thomas 
Deisinger

*Sent:* Thursday, July 14, 2016 10:08 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory Team Fortress 2 update coming

So apparently after you turn the game off after the update you cannot 
turn the game on again, crashes to desktop. Happening to anyone who 
restarts the game.


On Thu, Jul 14, 2016 at 7:39 PM, Eric Smith > wrote:


We're working on a mandatory update for Team Fortress 2. The notes for 
the update are below. We should have it ready soon.


-Eric



- Updated Casual Mode
- Fixed a problem where in-progress games with open slots 
would not receive new players
- Fixed a case where players would sometimes not receive 
experience (when playing a match to completion)

- Fixed not getting domination/revenge events
- Added a feature to the game mode selection screen that 
allows players to play on specific maps

- Added the Vote Kick option
- Players that are kicked will receive partial 
experience after the match ends
- Maps previously using the stopwatch timer will now play to 
completion, regardless of the first team's time

- Added a "Create Server" button to the "Find a Game" menu
- Fixed the party chat window sometimes not drawing
- Fixed Australium weapons not drawing correctly in the character 
loadout screen

- Updated the Dr's Dapper Topper to fix a material issue
- Thanks to Justin G., aka sigsegv, for these reports:
- Fixed sentry buster sounds not being cleaned up properly 
after detonating

- Fixed a bug related to bot death detection
- Updated Taunt: The Balloonibounce to end the taunt if the player is 
moved
- Fixed a regression in the Pyro's flamethrower where flames could 
sometimes damage players behind obstacles and walls

- PASS Time update
- Updated several HUD materials to support mat_picmip
- Fixed seeing the wrong cap limit in the win panel

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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Yes.

On Fri, Jul 8, 2016 at 7:50 AM, Steven Sumichrast 
wrote:

> No
>
> Sent from my iPhone
>
> > On Jul 8, 2016, at 6:29 AM, Nicholas Hastings 
> wrote:
> >
> > While the menu option may be gone (I haven't checked), the functionality
> > is probably still there. Just type "map " in client console.
> >
> > --
> > Nicholas Hastings
> > AlliedMods.net 
> >
> >
> >
> >> Weasels Lair 
> >> Thursday, July 7, 2016 11:23 PM
> >> Am I missing something? or is the option to start a "listen-server"
> >> entirely removed now?  There used to be a "[+]" option on the server
> >> thing in the GUI before.  I do not see anything like that anymore.
> >>
> >> Granted, "listen-servers" were always something that players would try
> >> to use and result in crappy / laggy servers - if they got it working
> >> at all.  However, it often used that feature to do a quick QA of a
> >> map, or enable sv_cheats to allow for a nav_generate for a new map and
> >> things like that.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> Christian Deacon 
> >> Thursday, July 7, 2016 10:26 PM
> >>
> >> I still see many "Valve Maintenance..." servers in the community
> >> server browser. I guess we'll have to see if they still display after
> >> this maintenance event.
> >>
> >>
> >> Thanks.
> >>
> >>
> >> On 7/7/2016 10:19 PM, Jan wrote:
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> Jan 
> >> Thursday, July 7, 2016 10:19 PM
> >> Server browser now only shows community servers.
> >>
> >> On 8.7.2016 3:50, Christian Deacon wrote:
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> Christian Deacon 
> >> Thursday, July 7, 2016 9:50 PM
> >>
> >> Hm strange. My server's Steam account is logged in okay, just the
> >> identity isn't logging in. I'll wait until the item servers, etc are
> >> back up and see if the issue continues.
> >>
> >>
> >> Also, I wonder if Valve servers are still going to display in the
> >> community server browser. If so, I guess custom community servers will
> >> have the same visibility issue as before due to Valve servers spamming
> >> the list.
> >>
> >>
> >> Thanks.
> >>
> >>
> >> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> Thomas Deisinger 
> >> Thursday, July 7, 2016 9:36 PM
> >> Both mine are logged in and working fine. I did notice that one of the
> >> steam IDs was a different format
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Steven Sumichrast
No

Sent from my iPhone

> On Jul 8, 2016, at 6:29 AM, Nicholas Hastings  
> wrote:
> 
> While the menu option may be gone (I haven't checked), the functionality
> is probably still there. Just type "map " in client console.
> 
> -- 
> Nicholas Hastings
> AlliedMods.net 
> 
> 
> 
>> Weasels Lair 
>> Thursday, July 7, 2016 11:23 PM
>> Am I missing something? or is the option to start a "listen-server"
>> entirely removed now?  There used to be a "[+]" option on the server
>> thing in the GUI before.  I do not see anything like that anymore.
>> 
>> Granted, "listen-servers" were always something that players would try
>> to use and result in crappy / laggy servers - if they got it working
>> at all.  However, it often used that feature to do a quick QA of a
>> map, or enable sv_cheats to allow for a nav_generate for a new map and
>> things like that.
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Christian Deacon 
>> Thursday, July 7, 2016 10:26 PM
>> 
>> I still see many "Valve Maintenance..." servers in the community
>> server browser. I guess we'll have to see if they still display after
>> this maintenance event.
>> 
>> 
>> Thanks.
>> 
>> 
>> On 7/7/2016 10:19 PM, Jan wrote:
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Jan 
>> Thursday, July 7, 2016 10:19 PM
>> Server browser now only shows community servers.
>> 
>> On 8.7.2016 3:50, Christian Deacon wrote:
>> 
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Christian Deacon 
>> Thursday, July 7, 2016 9:50 PM
>> 
>> Hm strange. My server's Steam account is logged in okay, just the
>> identity isn't logging in. I'll wait until the item servers, etc are
>> back up and see if the issue continues.
>> 
>> 
>> Also, I wonder if Valve servers are still going to display in the
>> community server browser. If so, I guess custom community servers will
>> have the same visibility issue as before due to Valve servers spamming
>> the list.
>> 
>> 
>> Thanks.
>> 
>> 
>> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Thomas Deisinger 
>> Thursday, July 7, 2016 9:36 PM
>> Both mine are logged in and working fine. I did notice that one of the
>> steam IDs was a different format
>> 
>> 
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Nicholas Hastings
While the menu option may be gone (I haven't checked), the functionality
is probably still there. Just type "map " in client console.

-- 
Nicholas Hastings
AlliedMods.net 



> Weasels Lair 
> Thursday, July 7, 2016 11:23 PM
> Am I missing something? or is the option to start a "listen-server"
> entirely removed now?  There used to be a "[+]" option on the server
> thing in the GUI before.  I do not see anything like that anymore.
>
> Granted, "listen-servers" were always something that players would try
> to use and result in crappy / laggy servers - if they got it working
> at all.  However, it often used that feature to do a quick QA of a
> map, or enable sv_cheats to allow for a nav_generate for a new map and
> things like that.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Christian Deacon 
> Thursday, July 7, 2016 10:26 PM
>
> I still see many "Valve Maintenance..." servers in the community
> server browser. I guess we'll have to see if they still display after
> this maintenance event.
>
>
> Thanks.
>
>
> On 7/7/2016 10:19 PM, Jan wrote:
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Jan 
> Thursday, July 7, 2016 10:19 PM
> Server browser now only shows community servers.
>
> On 8.7.2016 3:50, Christian Deacon wrote:
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Christian Deacon 
> Thursday, July 7, 2016 9:50 PM
>
> Hm strange. My server's Steam account is logged in okay, just the
> identity isn't logging in. I'll wait until the item servers, etc are
> back up and see if the issue continues.
>
>
> Also, I wonder if Valve servers are still going to display in the
> community server browser. If so, I guess custom community servers will
> have the same visibility issue as before due to Valve servers spamming
> the list.
>
>
> Thanks.
>
>
> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Thomas Deisinger 
> Thursday, July 7, 2016 9:36 PM
> Both mine are logged in and working fine. I did notice that one of the
> steam IDs was a different format
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Am I missing something? or is the option to start a "listen-server"
entirely removed now?  There used to be a "[+]" option on the server thing
in the GUI before.  I do not see anything like that anymore.

Granted, "listen-servers" were always something that players would try to
use and result in crappy / laggy servers - if they got it working at all.
However, it often used that feature to do a quick QA of a map, or enable
sv_cheats to allow for a nav_generate for a new map and things like that.
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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-21 Thread John Schoenick
It is, but not in the next month or so.  We'll let you know when it is
imminent.

*From:* Anakkk
*Sent:* Friday, June 17, 2016 6:14AM
*To:* Half-life Dedicated Win32 Server Mailing List
*Subject:* Re: [hlds] Heads Up: Minimum Requirements Changing for Linux
TF2 and SDK2013 Dedicated Server


Is this still planned?

2016-03-15 21:30 GMT+01:00 John Schoenick >:

Hi everyone,

The current Linux TF2/SDK2013 dedicated server is a bit odd,
shipping a dedicated-only build of the source engine that targets a
very old toolchain for maximal compatibility.  This setup predates
the Steam Runtime and the widespread availability of container
setups like Docker that make it trivial to run apps in alternate
environments.

We're planning on obsoleting this setup, and shipping a unified
build[1] between clients and servers that targets the current Steam
Runtime[2]

What this means for you:
*1) If your distro is not binary compatible[3] with the Steam
Runtime (based on Ubuntu 12 LTS) you may need to update your setup
to continue running TF2 servers.

*There are several options for this. *
*- Switch to a Ubuntu 12 LTS based distro
- Create a Steam Runtime chroot or container (e.g. Docker) to run
your servers.
- Package a copy of the Steam Runtime for your servers and invoke
the server with a modified environment ( env
LD_LIBRARY_PATH="$RUNTIME"/usr/lib/ "$RUNTIME"/usr/lib/ld-linux.so.2
./srcds_linux ... )
- Etc

See the Steam Runtime page[2] for more information on setup and usage.
*
**2) If you have mods or scripts that are hard-coded to expect
"_srv" binaries, they will need to be fixed*

We plan on working with the SourceMod team to ensure their tools
continue to function, but server operators will likely need to
update when this occurs. Other tools or scripts that are hard coded
to "_srv" may need fixing.

_When__?_
The plan is to begin shipping builds based requiring the Steam
Runtime in the next few months, so we encourage server operators to
begin looking into their setups ASAP.

Non-TF2 SDK2013 games will likely be switched to this setup some
time after TF2, as it becomes necessary to maintain compatibility
with the Steam SDK.

Let me know if you have any questions or concerns
- John

[1] Meaning, one client.so and server.so and associated engine,
rather than a separate "_srv.so" build of the entire system for
dedicated servers.
[2] https://github.com/ValveSoftware/steam-runtime
[3] Binary compatibility largely meaning new-enough
gcc-libs/libc/libstdc++, but also some supporting libraries like
ncurses.

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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-17 Thread AnAkkk
Is this still planned?

2016-03-15 21:30 GMT+01:00 John Schoenick :

> Hi everyone,
>
> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
> dedicated-only build of the source engine that targets a very old toolchain
> for maximal compatibility.  This setup predates the Steam Runtime and the
> widespread availability of container setups like Docker that make it
> trivial to run apps in alternate environments.
>
> We're planning on obsoleting this setup, and shipping a unified build[1]
> between clients and servers that targets the current Steam Runtime[2]
>
> What this means for you:
>
>
> *1) If your distro is not binary compatible[3] with the Steam Runtime
> (based on Ubuntu 12 LTS) you may need to update your setup to continue
> running TF2 servers. *There are several options for this.
> - Switch to a Ubuntu 12 LTS based distro
> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
> servers.
> - Package a copy of the Steam Runtime for your servers and invoke the
> server with a modified environment ( env
> LD_LIBRARY_PATH="$RUNTIME"/usr/lib/ "$RUNTIME"/usr/lib/ld-linux.so.2
> ./srcds_linux ... )
> - Etc
>
> See the Steam Runtime page[2] for more information on setup and usage.
>
> *2) If you have mods or scripts that are hard-coded to expect "_srv"
> binaries, they will need to be fixed*
>
> We plan on working with the SourceMod team to ensure their tools continue
> to function, but server operators will likely need to update when this
> occurs. Other tools or scripts that are hard coded to "_srv" may need
> fixing.
>
> *When**?*
> The plan is to begin shipping builds based requiring the Steam Runtime in
> the next few months, so we encourage server operators to begin looking into
> their setups ASAP.
>
> Non-TF2 SDK2013 games will likely be switched to this setup some time
> after TF2, as it becomes necessary to maintain compatibility with the Steam
> SDK.
>
> Let me know if you have any questions or concerns
> - John
>
> [1] Meaning, one client.so and server.so and associated engine, rather
> than a separate "_srv.so" build of the entire system for dedicated servers.
> [2] https://github.com/ValveSoftware/steam-runtime
> [3] Binary compatibility largely meaning new-enough
> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses.
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds_linux] [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread ics
Hold that thought Ross, here's hoping that to happen. I think we all are 
open to test the issues in advance if needed.


-ics

Ross Bemrose kirjoitti:

Since someone is going to eventually going to ask this, I might as well.

Are community servers finally going to be allowed back into the 
primary QuickPlay pool?


For that matter, will GSLTs finally do away with the need for separate 
TF2 server identity tokens like we were told would eventually happen 
when GSLTs were first introduced?


On 5/13/2016 3:51 PM, John Schoenick wrote:

Hey everyone,

I wanted to give a heads-up about some upcoming changes to the way 
server accounts work in TF.


In an future update, we are going to be introducing features that 
will only be available to game servers that have a registered game 
server SteamID, via the Game Server Login Token (GSLT) system. This 
system has existed for some time, but is currently only used in TF 
for persistent favouriting in the server browser.  It has also gained 
some more restrictions recently that you should be aware of.


- Game server accounts are tied to an owning Steam user account
- This Steam account must not be currently community banned or locked.
- This Steam account must not be limited 
.
- This Steam account must have a qualifying registered phone 
.
- Game servers that violate the community guidelines for the game 
they are hosting may have their access suspended or revoked.
- Game server account suspensions or bans also apply to *all* other 
game servers tied to said Steam user


More info and management tools are here: 
https://steamcommunity.com/dev/managegameservers


For TF specifically, being free-to-play, access to some upcoming 
features may eventually depend on the qualifications the owning Steam 
user account.  So, while creating dedicated individual user accounts 
to own individual game servers is possible, it may lead to an 
increased burden in the future.  We recommend game server accounts be 
registered to the Steam account of the acting server owner -- GSPs 
should require clients to provide their own tokens.


This change will allow us to have a greater level of confidence in 
game servers, by making it easier to revoke access for bad actors and 
better tying game servers to their owners.  The increased persistence 
gives us many more opportunities to assign trust to community 
servers, and to provide them access to features that would otherwise 
be too open for abuse.  It also provides a much better mechanism for 
dealing with abuse than the current IP-ban system that is both less 
effective and more painful for server providers that share IPs 
between clients.


We will have more information once we are ready to begin rolling out 
these features, but I wanted to send this heads up such that current 
admins and server providers can look into integrating this support 
into their setups.


Let me know if you have any questions or concerns and I will try to 
address them,

- Neph


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Re: [hlds_linux] [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread Ross Bemrose

Since someone is going to eventually going to ask this, I might as well.

Are community servers finally going to be allowed back into the primary 
QuickPlay pool?


For that matter, will GSLTs finally do away with the need for separate 
TF2 server identity tokens like we were told would eventually happen 
when GSLTs were first introduced?


On 5/13/2016 3:51 PM, John Schoenick wrote:

Hey everyone,

I wanted to give a heads-up about some upcoming changes to the way 
server accounts work in TF.


In an future update, we are going to be introducing features that will 
only be available to game servers that have a registered game server 
SteamID, via the Game Server Login Token (GSLT) system. This system 
has existed for some time, but is currently only used in TF for 
persistent favouriting in the server browser.  It has also gained some 
more restrictions recently that you should be aware of.


- Game server accounts are tied to an owning Steam user account
- This Steam account must not be currently community banned or locked.
- This Steam account must not be limited 
.
- This Steam account must have a qualifying registered phone 
.
- Game servers that violate the community guidelines for the game they 
are hosting may have their access suspended or revoked.
- Game server account suspensions or bans also apply to *all* other 
game servers tied to said Steam user


More info and management tools are here: 
https://steamcommunity.com/dev/managegameservers


For TF specifically, being free-to-play, access to some upcoming 
features may eventually depend on the qualifications the owning Steam 
user account.  So, while creating dedicated individual user accounts 
to own individual game servers is possible, it may lead to an 
increased burden in the future.  We recommend game server accounts be 
registered to the Steam account of the acting server owner -- GSPs 
should require clients to provide their own tokens.


This change will allow us to have a greater level of confidence in 
game servers, by making it easier to revoke access for bad actors and 
better tying game servers to their owners.  The increased persistence 
gives us many more opportunities to assign trust to community servers, 
and to provide them access to features that would otherwise be too 
open for abuse.  It also provides a much better mechanism for dealing 
with abuse than the current IP-ban system that is both less effective 
and more painful for server providers that share IPs between clients.


We will have more information once we are ready to begin rolling out 
these features, but I wanted to send this heads up such that current 
admins and server providers can look into integrating this support 
into their setups.


Let me know if you have any questions or concerns and I will try to 
address them,

- Neph


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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread Ross Bemrose
Whoops, I may be wrong about the required GLIBC version for TF2's 
client.  It may actually be GLIBC 2.15.


Unfortunately, CentOS/RedHat 6 shipped with GLIBC 2.12.

CentOS/RedHat 7 ships with 2.17 though.

On 3/15/2016 6:02 PM, Marco Padovan wrote:

Dropping centos 6 / redhat enterprise 6 support? :/

Ouch

What's the ETA currently?

On Tue, Mar 15, 2016 at 10:16 PM, John Schoenick 
wrote:


Yes, the server will be using the same libtier0/engine/etc as the client
builds, like the current windows builds, rather than being separate. We
can evaluate shipping a stub/symlink depending on how many tools work
with that v. those that may need a recompile either way.

On 03/15/2016 02:07 PM, Bottiger wrote:

Does this mean every extension and vsp needs to be recompiled back
to libtier0.so?

Can we just create a symlink named libtier0_srv.so?

Is server_srv.so also going to be renamed server.so?

On Tue, Mar 15, 2016 at 1:30 PM, John Schoenick
> wrote:

 Hi everyone,

 The current Linux TF2/SDK2013 dedicated server is a bit odd,
 shipping a dedicated-only build of the source engine that targets
 a very old toolchain for maximal compatibility.  This setup
 predates the Steam Runtime and the widespread availability of
 container setups like Docker that make it trivial to run apps in
 alternate environments.

 We're planning on obsoleting this setup, and shipping a unified
 build[1] between clients and servers that targets the current
 Steam Runtime[2]

 What this means for you:
 *1) If your distro is not binary compatible[3] with the Steam
 Runtime (based on Ubuntu 12 LTS) you may need to update your setup
 to continue running TF2 servers.

 *There are several options for this. *
 *- Switch to a Ubuntu 12 LTS based distro
 - Create a Steam Runtime chroot or container (e.g. Docker) to run
 your servers.
 - Package a copy of the Steam Runtime for your servers and invoke
 the server with a modified environment ( env
 LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
 "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
 - Etc

 See the Steam Runtime page[2] for more information on setup and

usage.

 *
 **2) If you have mods or scripts that are hard-coded to expect
 "_srv" binaries, they will need to be fixed*

 We plan on working with the SourceMod team to ensure their tools
 continue to function, but server operators will likely need to
 update when this occurs. Other tools or scripts that are hard
 coded to "_srv" may need fixing.

 _When__?_
 The plan is to begin shipping builds based requiring the Steam
 Runtime in the next few months, so we encourage server operators
 to begin looking into their setups ASAP.

 Non-TF2 SDK2013 games will likely be switched to this setup some
 time after TF2, as it becomes necessary to maintain compatibility
 with the Steam SDK.

 Let me know if you have any questions or concerns
 - John

 [1] Meaning, one client.so and server.so and associated engine,
 rather than a separate "_srv.so" build of the entire system for
 dedicated servers.
 [2] https://github.com/ValveSoftware/steam-runtime
 [3] Binary compatibility largely meaning new-enough
 gcc-libs/libc/libstdc++, but also some supporting libraries like
 ncurses.

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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread Marco Padovan
Dropping centos 6 / redhat enterprise 6 support? :/

Ouch

What's the ETA currently?

On Tue, Mar 15, 2016 at 10:16 PM, John Schoenick 
wrote:

> Yes, the server will be using the same libtier0/engine/etc as the client
> builds, like the current windows builds, rather than being separate. We
> can evaluate shipping a stub/symlink depending on how many tools work
> with that v. those that may need a recompile either way.
>
> On 03/15/2016 02:07 PM, Bottiger wrote:
> > Does this mean every extension and vsp needs to be recompiled back
> > to libtier0.so?
> >
> > Can we just create a symlink named libtier0_srv.so?
> >
> > Is server_srv.so also going to be renamed server.so?
> >
> > On Tue, Mar 15, 2016 at 1:30 PM, John Schoenick
> > > wrote:
> >
> > Hi everyone,
> >
> > The current Linux TF2/SDK2013 dedicated server is a bit odd,
> > shipping a dedicated-only build of the source engine that targets
> > a very old toolchain for maximal compatibility.  This setup
> > predates the Steam Runtime and the widespread availability of
> > container setups like Docker that make it trivial to run apps in
> > alternate environments.
> >
> > We're planning on obsoleting this setup, and shipping a unified
> > build[1] between clients and servers that targets the current
> > Steam Runtime[2]
> >
> > What this means for you:
> > *1) If your distro is not binary compatible[3] with the Steam
> > Runtime (based on Ubuntu 12 LTS) you may need to update your setup
> > to continue running TF2 servers.
> >
> > *There are several options for this. *
> > *- Switch to a Ubuntu 12 LTS based distro
> > - Create a Steam Runtime chroot or container (e.g. Docker) to run
> > your servers.
> > - Package a copy of the Steam Runtime for your servers and invoke
> > the server with a modified environment ( env
> > LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
> > "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
> > - Etc
> >
> > See the Steam Runtime page[2] for more information on setup and
> usage.
> > *
> > **2) If you have mods or scripts that are hard-coded to expect
> > "_srv" binaries, they will need to be fixed*
> >
> > We plan on working with the SourceMod team to ensure their tools
> > continue to function, but server operators will likely need to
> > update when this occurs. Other tools or scripts that are hard
> > coded to "_srv" may need fixing.
> >
> > _When__?_
> > The plan is to begin shipping builds based requiring the Steam
> > Runtime in the next few months, so we encourage server operators
> > to begin looking into their setups ASAP.
> >
> > Non-TF2 SDK2013 games will likely be switched to this setup some
> > time after TF2, as it becomes necessary to maintain compatibility
> > with the Steam SDK.
> >
> > Let me know if you have any questions or concerns
> > - John
> >
> > [1] Meaning, one client.so and server.so and associated engine,
> > rather than a separate "_srv.so" build of the entire system for
> > dedicated servers.
> > [2] https://github.com/ValveSoftware/steam-runtime
> > [3] Binary compatibility largely meaning new-enough
> > gcc-libs/libc/libstdc++, but also some supporting libraries like
> > ncurses.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread John Schoenick
Yes, the server will be using the same libtier0/engine/etc as the client
builds, like the current windows builds, rather than being separate. We
can evaluate shipping a stub/symlink depending on how many tools work
with that v. those that may need a recompile either way.

On 03/15/2016 02:07 PM, Bottiger wrote:
> Does this mean every extension and vsp needs to be recompiled back
> to libtier0.so? 
>
> Can we just create a symlink named libtier0_srv.so?
>
> Is server_srv.so also going to be renamed server.so?
>
> On Tue, Mar 15, 2016 at 1:30 PM, John Schoenick
> > wrote:
>
> Hi everyone,
>
> The current Linux TF2/SDK2013 dedicated server is a bit odd,
> shipping a dedicated-only build of the source engine that targets
> a very old toolchain for maximal compatibility.  This setup
> predates the Steam Runtime and the widespread availability of
> container setups like Docker that make it trivial to run apps in
> alternate environments.
>
> We're planning on obsoleting this setup, and shipping a unified
> build[1] between clients and servers that targets the current
> Steam Runtime[2]
>
> What this means for you:
> *1) If your distro is not binary compatible[3] with the Steam
> Runtime (based on Ubuntu 12 LTS) you may need to update your setup
> to continue running TF2 servers.
>
> *There are several options for this. *
> *- Switch to a Ubuntu 12 LTS based distro
> - Create a Steam Runtime chroot or container (e.g. Docker) to run
> your servers.
> - Package a copy of the Steam Runtime for your servers and invoke
> the server with a modified environment ( env
> LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
> "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
> - Etc
>
> See the Steam Runtime page[2] for more information on setup and usage.
> *
> **2) If you have mods or scripts that are hard-coded to expect
> "_srv" binaries, they will need to be fixed*
>
> We plan on working with the SourceMod team to ensure their tools
> continue to function, but server operators will likely need to
> update when this occurs. Other tools or scripts that are hard
> coded to "_srv" may need fixing.
>
> _When__?_
> The plan is to begin shipping builds based requiring the Steam
> Runtime in the next few months, so we encourage server operators
> to begin looking into their setups ASAP.
>
> Non-TF2 SDK2013 games will likely be switched to this setup some
> time after TF2, as it becomes necessary to maintain compatibility
> with the Steam SDK.
>
> Let me know if you have any questions or concerns
> - John
>
> [1] Meaning, one client.so and server.so and associated engine,
> rather than a separate "_srv.so" build of the entire system for
> dedicated servers.
> [2] https://github.com/ValveSoftware/steam-runtime
> [3] Binary compatibility largely meaning new-enough
> gcc-libs/libc/libstdc++, but also some supporting libraries like
> ncurses.
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
>
> ___
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> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
Hello,

This is usually caused by an attack which simply floods the server with
queries (usually A2S_INFO).

This happened on one of my servers a few months ago (running on Linux), and
the offending IP address was owned by NFO.  I contacted them and had a good
discussion with a few of the NFO guys.  It turned out that someone in
Russia was doing this to a lot of servers, and spoofing the NFO IP as the
source.  They said it wasn't the first time this had happened, but they
were very helpful in diagnosing the issue and figuring out what was
happening.

I simply used a firewall rule to block the source IP, and the messages
stopped immediately.

Hope this helps.

- Dave

On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
supp...@boomgaming.net> wrote:

> Hello Everyone,
>
> I've searched the web on this but can't find the specific answers I'm
> looking for so I'm coming to my fellow server operators for a little
> guidance. I'm hoping some of you have seen or experienced what I'm writing
> about below.
>
> I still love and use HLSW to watch the logs of my servers constantly. More
> and more often now I'm seeing messages similar to the ones below flooding
> my console (the IP addresses and ports change but the messages are the
> same):
>
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
>
> My initial research says that these are attacks on my servers but I'm no
> so sure that's correct. I'm running my TF2 and CSS servers on my own
> Windows 2008 Dedicated server and when I see these messages, I immediately
> add them to a Windows Firewall rule I have to block any and all traffic
> from these IPs before the server even sees it. What's interesting is that I
> still see these messages even though they get added to the firewall's block
> list. Eventually they stop but a litle while later, I get messages like it
> from other IPs. Sometimes I can go a day or two without any, and other days
> I get as many as 15 IPs doing this.
>
> I want to note that I don't see any significant performance hits on the
> servers when this occurs but I'd like to know more about these messages as
> they specifically relate to a game server. Based upon the content of the
> message, I assume these mean something bad is being blocked.
>
> What I find even more interesting is that many of the offending IPs that
> are doing this are the specific IP addresses and ports from other game
> servers, In the case of the one above, it belongs to a CS 1.6 server in
> Russia. Why would another game server box be attempting to connect to my
> servers on the same port it's being hosted on?
>
> This problem has grown in frequency over the past few months. Prior to
> that, I don't remember seeing these messages at all in console.
>
> Can anyone give me some background on what these mean and what they're
> about? Also, any idea why they Windows Firewall doesn't block their traffic
> completely when I add them to the scope of the Firewall wall so they don't
> appear in the console logs?
>
> Thanks for reading and Happy Monday,
> Mike Vail
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>


-- 
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
That's exactly what the president of NFO said it was: a reflection attack.
He said someone was firing a huge amount of queries at game servers using
the spoofed NFO IP as the source, and the server which really had that IP
address was receiving all of the query responses, even though it never sent
the requests.  Unfortunately for the customer with that IP, it had
practically crippled the server at that point.

- Dave

On Mon, Jan 18, 2016 at 9:49 PM, Weasels Lair 
wrote:

> Yep. An unfortunate downside to UDP-based applications is there is no
> "session" to manage.  All packets are kind of "fire and forget". Very easy
> to spoof.  Not that you can't spoof TCP too, but then the conversation
> falls apart with no reliable way to respond back.
>
> I'm this case, it would be categorized as a sort of reflection attack,
> since it's intended obviously to make effected systems take the knee-jerk
> reaction of blocking or reporting NFO as a bad player - when I'm fact the
> traffic isn't really coming from them.
>
> I just switched to them as a host, and love it so far.
> On Jan 18, 2016 6:37 PM, "David Parker"  wrote:
>
>> Hello,
>>
>> This is usually caused by an attack which simply floods the server with
>> queries (usually A2S_INFO).
>>
>> This happened on one of my servers a few months ago (running on Linux),
>> and the offending IP address was owned by NFO.  I contacted them and had a
>> good discussion with a few of the NFO guys.  It turned out that someone in
>> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
>> source.  They said it wasn't the first time this had happened, but they
>> were very helpful in diagnosing the issue and figuring out what was
>> happening.
>>
>> I simply used a firewall rule to block the source IP, and the messages
>> stopped immediately.
>>
>> Hope this helps.
>>
>> - Dave
>>
>> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
>> supp...@boomgaming.net> wrote:
>>
>>> Hello Everyone,
>>>
>>> I've searched the web on this but can't find the specific answers I'm
>>> looking for so I'm coming to my fellow server operators for a little
>>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>>> about below.
>>>
>>> I still love and use HLSW to watch the logs of my servers constantly.
>>> More and more often now I'm seeing messages similar to the ones below
>>> flooding my console (the IP addresses and ports change but the messages are
>>> the same):
>>>
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>>
>>> My initial research says that these are attacks on my servers but I'm no
>>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>>> Windows 2008 Dedicated server and when I see these messages, I immediately
>>> add them to a Windows Firewall rule I have to block any and all traffic
>>> from these IPs before the server even sees it. What's interesting is that I
>>> still see these messages even though they get added to the firewall's block
>>> list. Eventually they stop but a litle while later, I get messages like it
>>> from other IPs. Sometimes I can go a day or two without any, and other days
>>> I get as many as 15 IPs doing this.
>>>
>>> I want to note that I don't see any significant performance hits on the
>>> servers when this occurs but I'd like to know more about these messages as
>>> they specifically relate to a game server. Based upon the content of the
>>> message, I assume these mean something bad is being blocked.
>>>
>>> What I find even more interesting is that many of the offending IPs that
>>> are doing this are the specific IP addresses and ports from other game
>>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>>> Russia. Why would another game server box be attempting to connect to my
>>> servers on the same port it's being hosted on?
>>>
>>> This problem has grown in frequency over the past few months. Prior to
>>> that, I don't remember seeing 

Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread James Botting
Was there not a metamod extension that could help mitigate this issue at
some point, or am I mistaken?

And yes, this does seem like the most likely cause. If the address is being
spoofed, that makes sense why the firewall block you placed on the spoofed
address is ineffective.

What you could always do is grab a copy of wireshark and capture a dump at
the time the error is generated to confirm the diagnosis, A2S_INFO packets
have a predefined structure which is documented on the valve development
wiki.

I imagine since the server is mitigating it to some affect (hence the
messages being generated) that's why you are seeing minimal performance
decrease.
On 19 Jan 2016 2:37 a.m., "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> 

Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread Weasels Lair
Yep. An unfortunate downside to UDP-based applications is there is no
"session" to manage.  All packets are kind of "fire and forget". Very easy
to spoof.  Not that you can't spoof TCP too, but then the conversation
falls apart with no reliable way to respond back.

I'm this case, it would be categorized as a sort of reflection attack,
since it's intended obviously to make effected systems take the knee-jerk
reaction of blocking or reporting NFO as a bad player - when I'm fact the
traffic isn't really coming from them.

I just switched to them as a host, and love it so far.
On Jan 18, 2016 6:37 PM, "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
> --
> Dave Parker
> Systems 

Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-12-17 Thread Kyle Sanderson
Any idea when we'll see the Linux/Mac fixes for CS:S, HL2:DM and 300? We
still have some players on Macs, only a couple on Linux.
On 17 Dec 2015 2:30 p.m., "Eric Smith"  wrote:

> We've released a mandatory update for TF2. This is the Tough Break Update.
> The update notes are below. The new version is 3191257.
>
> -Eric
>
> 
>
> The Tough Break Update has arrived!
> - Additional information available on the website (
> http://www.teamfortress.com/toughbreak)
> - 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
> - 26 new contracts, including contracts which issue loaner weapons
> - 4 new weapon collections
> - 2 new community taunts: Badpipes and The Bucking Bronco
> - 1 new official taunt: Mannrobics
> - New community cosmetics case with 15 items
>
> General
> - Significant weapon and class balance improvements (see section below for
> full details)
> - Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit
> of Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
> - Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break
> Weapons Case. Have you been Naughty or Nice?
> - Added Strange Count Transfer Tool
> - Takes the Strange scores from one item and adds them on to
> another. The count for the source item is reset to zero. Strange part
> scores are only transferred and zeroed if a matching Strange part is
> found.  Can only be used between Strange items of the same base type.
> - Can be Crafted by 2 Strange parts in the crafting menu under
> Rare Items
> - Updated Case opening item drop algorithm. Going forward players are now
> less likely to get duplicate items from the same rarity tier on repeated
> Case openings.
> - Updated several weapons sounds with consistency fixes from community
> member Mateusz Grzesik
> - Updated the scoreboard
> - Re-ordered some of the columns
> -Added an image to represent player ping values instead of the
> actual ping values. Added an option in Adv. Options to use the actual ping
> values.
> - Updated several weapon descriptions to better detail their functionality
> - 'Gifted by' Tag can now be removed from items via 'Restore?' Context
> action from the Backpack view
> - Fixed a bug in Mann vs. Machine where Medic bots with unusually long
> uber effects could have the effect time-out prematurely
> - Fixed a bug where Unusual Slider was not properly saving
> - All Strange parts can now be applied to Strange cosmetics items
> - Strange parts added to the Backpack Context Menu for Strange items
> - Paints now display both Market and Mann Co. Store prices in the Backpack
> Context Menu on paintable items
> - Added case and crate opening animation in Backpack view
> - Fixed seeing the fire texture on the Captain Space Mann, A Head Full of
> Hot Air, and The Tomb Readers in DirectX 8
> - Updated the models/material for Der Wintermantel and made it paintable
> - Updated the Caped Crusader to include a team-colored style for the cape
> - Players can no longer use blast damage to move during the pre-round
> freeze period
> - Added server convar tf_preround_push_from_damage_enable for
> servers to utilize the old behavior
> - Fixed the Spy-cicle not melting properly if the Spy is burned while
> stunned
> - Added an option in Adv. Options to batch overhead combat text
>
> Performance Improvements
> - Mac and Linux improvements (Windows Direct3D 9 players have these
> already)
> - Texture streaming now enabled
> - Reduced memory consumption by ~500 megs
> - Faster map loads!
> - Players on Mac can now select 'High' texture settings
> - Eliminated many cases of hitching when using painted weapons
> - Eliminated occasional hitching caused by using mat_picmip 2 (or
> selecting low quality textures in Video Options -> Advanced)
> - Massively reduced memory consumption when using painted weapons
> - Improved particle system performance, boosting overall framerate,
> especially in particle-heavy situations.
> - Fixed two most common forms of framerate stuttering / hitching when
> using popular FPS configs
> - Added -default launch option to help players triage performance /
> stability problems.
> - When run with -default, the game will ignore most convar
> settings and run purely with default options
> - Upon exit, -default runs do not overwrite the player's
> config.cfg file. If a player wants to save the settings of a default run,
> they should execute host_writeconfig  in the console.
> - Fixed 5 second stall when opening options menu
> - VR players: You must now pass -vr to launch options to play TF using VR
> - Fixed multiple cases of FPS stutter related to the sound system
>
> Mannpower Changes
> - Flags will become poisonous (mark the carrier for death) 90 seconds
> after having been stolen
> - If both teams flags are stolen and poisonous, they will return when next
> 

Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-11-05 Thread Matthew Hills
Hi, Ross and co.

I was playing on Eyeaduct last night and found that engineers could build
during the truce but the buildings were not attackable. Not that it really
mattered because we just destroyed the sentry as soon as the truce finished
but hey ho.

Matty

On 4 November 2015 at 22:28, Ross Bemrose  wrote:

> I've been told that sappers can still be applied during Truce mode, but
> can't actually be removed during this time.
>
> This probably should be fixed.
>
> On 11/3/2015 8:22 PM, Eric Smith wrote:
>
>> We've released a mandatory update for TF2. The update notes are below.
>> The new version is 3078449.
>>
>> -Eric
>>
>> 
>>
>> - Fixed getting the Masked Mann achievement on maps other than Mann Manor
>> - Fixed a bug where the grappling hook would not switch back to the
>> previous weapon after being released
>> - Fixed the Quickplay server list sometimes displaying the map filename
>> instead of the proper name
>> - Added tournament medals for UGC Highlander Season 15, UGC Highlander
>> Season 16, UGC 6v6 Season 17, UGC 6v6 Season 18, UGC 4v4 Season 4, and UGC
>> 4v4 Season 5
>> - Updated the Monoculus and Merasmus battles on Eyeaduct and Ghost Fort
>> to call a temporary truce between the teams while fighting the boss
>> - Added server convar tf_halloween_allow_truce_during_boss_event
>> for community maps to use this feature
>> - Updated Merasmissions to include a Quickplay button that will
>> automatically join the required map or open the Quickplay menu if any map
>> can be used
>> - Updated taunts to prevent movement during the pre-round period when
>> players are frozen
>> - Updated the Invasion Coin to track stats through November 6th, 2015
>> - Updated pl_millstone_event
>> - Fixed getting out of the map using spells
>> - Monoculus moves now around the end area of the map instead of
>> staying near final pit
>> - Made spells spawn a bit less frequently
>> - Fixed ghost long arms, now it travels/arrives to hell
>> - Performance optimizations
>> - Updated the navigation file
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-11-04 Thread Ross Bemrose
I've been told that sappers can still be applied during Truce mode, but 
can't actually be removed during this time.


This probably should be fixed.

On 11/3/2015 8:22 PM, Eric Smith wrote:

We've released a mandatory update for TF2. The update notes are below. The new 
version is 3078449.

-Eric



- Fixed getting the Masked Mann achievement on maps other than Mann Manor
- Fixed a bug where the grappling hook would not switch back to the previous 
weapon after being released
- Fixed the Quickplay server list sometimes displaying the map filename instead 
of the proper name
- Added tournament medals for UGC Highlander Season 15, UGC Highlander Season 
16, UGC 6v6 Season 17, UGC 6v6 Season 18, UGC 4v4 Season 4, and UGC 4v4 Season 5
- Updated the Monoculus and Merasmus battles on Eyeaduct and Ghost Fort to call 
a temporary truce between the teams while fighting the boss
- Added server convar tf_halloween_allow_truce_during_boss_event for 
community maps to use this feature
- Updated Merasmissions to include a Quickplay button that will automatically 
join the required map or open the Quickplay menu if any map can be used
- Updated taunts to prevent movement during the pre-round period when players 
are frozen
- Updated the Invasion Coin to track stats through November 6th, 2015
- Updated pl_millstone_event
- Fixed getting out of the map using spells
- Monoculus moves now around the end area of the map instead of staying 
near final pit
- Made spells spawn a bit less frequently
- Fixed ghost long arms, now it travels/arrives to hell
- Performance optimizations
- Updated the navigation file


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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-10-29 Thread Ross Bemrose
I noticed last night that the Flare Gun is only mini-critting now.  I
assumed this was an unannounced change to the weapon, but it appears to be
one of the symptoms of another change.

At the moment, you can't crit anyone who is covered in Jarate or while you
are being affected by a mini-crit source such as the Buff Banner.  It
appears that mini-crits now override crits instead of the opposite way
around.

Having a friendly buff banner and/or Jarate able to cancel the affects of
headshots, backstabs, the Kritzkrieg, and random crits breaks game
mechanics.

This needs to be fixed.  Soon.

On Wed, Oct 28, 2015 at 7:49 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The new version is 3060214.
>
> The notes for the update can be found here:
> http://www.teamfortress.com/post.php?id=19062
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



-- 
Ross Bemrose
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2015-10-29 Thread Chase Cochran
Here’s a glitch: contracts don’t count points on Virginia servers




From: Eric Smith
Sent: Wednesday, October 28, 2015 7:30 PM
To: 
h...@list.valvesoftware.com;hlds_linux@list.valvesoftware.com;hlds_annou...@list.valvesoftware.com
Subject: [hlds] Mandatory TF2 update coming


We're working on a mandatory update for TF2. We should have it ready soon. This 
is the Scream Fortress VII update.

-Eric


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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2015-10-29 Thread Alexander Corn
I'd argue that not counting points on *any* servers is a glitch. The
rewards are untradable, so please open them up to community servers.

On Thu, Oct 29, 2015 at 9:06 AM, Chase Cochran 
wrote:

> Here’s a glitch: contracts don’t count points on Virginia servers
>
>
>
>
> From: Eric Smith
> Sent: Wednesday, October 28, 2015 7:30 PM
> To: h...@list.valvesoftware.com;hlds_linux@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Mandatory TF2 update coming
>
>
> We're working on a mandatory update for TF2. We should have it ready soon.
> This is the Scream Fortress VII update.
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds_linux] [hlds] All old server tokens invalidated by new CSGO System?

2015-10-13 Thread John Schoenick
This was fixed, if you're still not seeing your previously registered servers 
let me know.


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bubka3 [em...@bubka3.com]
Sent: Tuesday, October 13, 2015 5:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] All old server tokens invalidated by new CSGO System?

It appears the servers still login to your old tokens, but they aren't listing 
on that page or via the web API.

Sounds like Valve screwed up the backend for this.

Daniel Barreiro
Tuesday, October 13, 2015 8:37 PM
So there's a mess in the CSGO_Servers list right now as Valve introduced an 
update which will be enforcing login tokens and disabling anonymous login. It 
only applies to CSGO but looking at my account page, all of my old server 
tokens are gone. Am I just blind or did all tokens get wiped by this?
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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-18 Thread Bjorn Wielens
Any news on this issue?


  From: John Schoenick 
 To: Bjorn Wielens ; Half-Life dedicated Win32 server 
mailing list ; "'hlcod...@list.valvesoftware.com'" 
; "hlds_linux@list.valvesoftware.com" 
 
 Sent: Monday, September 14, 2015 12:57 PM
 Subject: RE: [hlds] Source SDK Base 2013 Multiplayer beta release
   
#yiv0090335185 P {margin-top:0;margin-bottom:0;}This is likely on our end, I'll 
take a look

- John



From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bjorn Wielens [uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list; 
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


From: Eric Smith 
To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com" 
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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

2015-09-16 Thread Kyle Sanderson
Flawless.

Thanks John.

Kyle.

On Wed, Sep 16, 2015 at 3:30 PM, John Schoenick  wrote:
> Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2:
> Deathmatch Updates Released have been released. The major changes are below.
>
>  - John
>
> -
>
>  - Synced the latest fixes and updates from the Orangebox engine and shared
> game code
>  - Fixed several security issues
>
>
> ___
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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-14 Thread HD
I've been dealing with this on a few MVM servers I run since yesterday but
I'm not using the beta_test so I have no idea if its related or not.
I too have deleted everything but it hasn't solved it... running these on
higher ports like 27036 also if that means anything.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Schoenick
Sent: Monday, September 14, 2015 12:57 PM
To: Bjorn Wielens; Half-Life dedicated Win32 server mailing list;
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta
release

This is likely on our end, I'll take a look

- John


From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] on behalf of Bjorn Wielens
[uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list;
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the
latest update" with the beta_test branch? I've run multiple validations and
completely deleted the install directory but am still getting this. As a
result any mods hosted aren't showing in the master server list either.




From: Eric Smith <er...@valvesoftware.com>
To: "'hlcod...@list.valvesoftware.com'" <hlcod...@list.valvesoftware.com>;
"h...@list.valvesoftware.com" <h...@list.valvesoftware.com>;
"hlds_linux@list.valvesoftware.com" <hlds_linux@list.valvesoftware.com>
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot.
The updated depots include several security fixes. The name for the beta
branch is "beta_test". If you're running a game that depends on the Source
SDK Base 2013 Multiplayer tool, please give the beta a try and report any
problems. You can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in
the dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat:
Source, and Half-Life 2: Deathmatch. We'll have more information about those
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-14 Thread John Schoenick
This is likely on our end, I'll take a look

- John


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bjorn Wielens [uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list; 
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.




From: Eric Smith 
To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com" 
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-13 Thread Bjorn Wielens
Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


  From: Eric Smith 
 To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com"  
 Sent: Monday, September 7, 2015 10:39 PM
 Subject: [hlds] Source SDK Base 2013 Multiplayer beta release
   
We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Eric Smith
On that topic, Amy is not subscribed to this list so we don't have an action we 
can take here.

-Eric



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Friday, September 11, 2015 11:54 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Test

She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!


On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
Not my amy!


On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro 
 wrote:
Is this change to help stop the spambots by any chance?


On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith  wrote:
Testing a mailing list change. No need to reply. Thanks.
 
-Eric
 
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Corbin Werner
I've been getting spam emails from people wanting me to join sex based
Google Groups. Has anyone got these?
On Fri, Sep 11, 2015 at 19:03 Weasels Lair  wrote:

> Yeah, I kind of assume somebody has an account that is on the list, which
> is then used by a bot to send out e-mails directly to e-mail addresses
> harvested from the last - based on who posts to the list (I usually seem to
> get them right after posting to the list).
>
> On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith 
> wrote:
>
> > On that topic, Amy is not subscribed to this list so we don't have an
> > action we can take here.
> >
> > -Eric
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> > Sent: Friday, September 11, 2015 11:54 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Test
> >
> > She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
> >
> >
> > On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
> > Not my amy!
> >
> >
> > On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> > smelly.feet.you.h...@gmail.com> wrote:
> > Is this change to help stop the spambots by any chance?
> >
> >
> > On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> > wrote:
> > Testing a mailing list change. No need to reply. Thanks.
> >
> > -Eric
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Robert Paulson
Eric, you can take action by obfuscating everyone's email.

There are dozens of websites that log the contents of this mailing list and
allows everyone's email to be scraped.

Also, since you are here, do you also have any comment on the
anti-community server policies?

On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith  wrote:

> On that topic, Amy is not subscribed to this list so we don't have an
> action we can take here.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> Sent: Friday, September 11, 2015 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Test
>
> She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
>
>
> On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
> Not my amy!
>
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Is this change to help stop the spambots by any chance?
>
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> wrote:
> Testing a mailing list change. No need to reply. Thanks.
>
> -Eric
>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Weasels Lair
Yeah, I kind of assume somebody has an account that is on the list, which
is then used by a bot to send out e-mails directly to e-mail addresses
harvested from the last - based on who posts to the list (I usually seem to
get them right after posting to the list).

On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith  wrote:

> On that topic, Amy is not subscribed to this list so we don't have an
> action we can take here.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> Sent: Friday, September 11, 2015 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Test
>
> She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
>
>
> On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
> Not my amy!
>
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Is this change to help stop the spambots by any chance?
>
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> wrote:
> Testing a mailing list change. No need to reply. Thanks.
>
> -Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread N-Gon
Meaning someone is adding our emails to some spam garbage...
Or there is a very horny server OP who wants cold hard $$$

On Fri, Sep 11, 2015 at 7:46 PM, Eric Smith  wrote:

> On that topic, Amy is not subscribed to this list so we don't have an
> action we can take here.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> Sent: Friday, September 11, 2015 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Test
>
> She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
>
>
> On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
> Not my amy!
>
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Is this change to help stop the spambots by any chance?
>
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> wrote:
> Testing a mailing list change. No need to reply. Thanks.
>
> -Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released

2015-09-10 Thread Ross Bemrose
I've also heard that 942 fixes it on both Windows and Linux, but I 
haven't gotten a chance to fix it on my own servers.


I'm also cleverly adding hldslinux to the reply list.

On 9/10/2015 6:59 PM, Weasels Lair wrote:
​There was a 2nd update (git 942) on the MMS Snapshots page, which it 
has been mentioned on the AlliedMods boards now fixes this issue.  The 
1st update (git 941) did not.​  Have not verified myself, but will be 
trying shortly.



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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Kyle Sanderson
Yes, we're roughly 11 months behind. I believe all your addons will have to
be recompiled as well, as per 9? months ago.

Kyle.
On 8 Sep 2015 3:21 am, "Denis Eliseev"  wrote:

> Does that mean that we are going to the SteamID3 (U:1:X) on CSS/DoDS/HL2DM
> with that update?
>
> 08.09.2015, 05:40, "Eric Smith" :
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> > ___
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> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Kyle Sanderson
> Which games still have this exploit?

All of them, including Team Fortress. The emphasis from Valve being to
try to fix TF first and leave the others playing catch-up. This is why
in the past I was very adamant about getting at-least the OrangeBox
games (240 especially) sync'd, if not for the crash fixes (which can
be exploited themselves) but for the RCE footprint. For instance, when
CS:GO shipped, a bunch of previous OrangeBox exploits worked out of
the box. This is the code that's given to a licensee, code that's used
internally. If the Portal 2 Cabal at Valve can't figure it out, a game
such as Titan Fall wouldn't stand a chance. Left 4 Dead (2) still to
this day has almost every single exploit from TF in it. Source is a
collection of templates, it's not an engine.

While no one has done it yet, the Garrysmod worm that made players
cough can easily apply here. This specific issue related to using the
Netchannel to move files to clients impacts not only Team Fortress,
but Dota 2 (I believe they pulled the function about a year ago?) and
other games where Valve has MM. I've given up security in this regard,
but leaving it completely open is not wise.

> Well you don't have to run valves code.
http://www.valvesoftware.com/SOURCE_InfoSheet.pdf You do realize this
is actually sold as a product, right? For a time when you became a
partner you were given access to mainline TF; obviously this is no
longer a thing.

Kyle.

On Thu, Sep 3, 2015 at 7:54 PM, Weasels Lair  wrote:
> So, ok wait. Now I am more confused than when the thread started.
> Which games still have this exploit?
> - TF2? = No/fixed?
> - DoS:S = ?
> - CS:S = ?
> - HL2MP: = ?
> - Mods like FoF, etc. = ?
>
> Is that old "exploit fix" SourceMod plug-in a fix or not? (it seems old from
> 2009).
>
>
> On Thu, Sep 3, 2015 at 6:55 PM, Nicholas Hastings
>  wrote:
>>
>> It's not just Valve games.
>>
>> They've also not disclosed any of these issues nor fixes to at least some
>> developers of third-party Source games, leaving those completely vulnerable
>> as well.
>>
>> --
>> Nicholas Hastings
>> Developer
>>
>> GameConnect
>> http://www.gameconnect.net/
>>
>> Refeek Yeglek
>> Thursday, September 3, 2015 9:43 PM
>> I shouldn't have to install 3rd party software to secure my servers from
>> problems with valve's code.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Kyle Sanderson
>> Thursday, September 3, 2015 7:32 PM
>> No, just TF has these Remote Code Execution patches. CS:S and friends are
>> still completely vulnerable for the public issues. Don't kid yourself,
>> there's definitely other vulnerable code paths. Personally, I'm disgusted
>> as this has been public knowledge for a year now, the exploits being back
>> from Quake... Sync the games that are still being sold for money.
>>
>> Valve doesn't care about your workstation, your server, anything that runs
>> their completely vulnerable code. Don't play on servers that aren't yours;
>> use SourceMod to secure your servers.
>>
>> Kyle.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> Refeek Yeglek
>> Thursday, September 3, 2015 4:37 PM
>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> E. Olsen
>> Thursday, September 3, 2015 4:34 PM
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Nathaniel Theis
>> Thursday, September 3, 2015 4:32 PM
>> Actually, it looks like that only affects very old versions, (pre-2009 /
>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>
>>
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>>
>>
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>
>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Weasels Lair
​I wonder how long it is until some script-kiddie figures-out how to
exploit the built-in Streaming (ala
https://github.com/ValveSoftware/steam-for-linux/issues/3990).  Valve's
response when I mentioned it was, effectively "expected behavior").

On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglek  wrote:

> Our guys who decompiled the copy when they got infected figured out it was
> a very very bad script kiddie thing designed for doing exactly what is
> going on right now. Lemme go find the name of it, someone posted the name
> and feature list in the FP thread when we were trying to figure out what
> the hell happened, as they're doing hijacks by remote desktopping your
> computers.
>
> On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis  wrote:
>
>> If, and that's a big if... hold on
>>
>> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just
>> because of how difficult it is to exploit in practice. It would require
>> very advanced Windows exploitation skills, and suggest a well-motivated,
>> targeted attacker. My hunch is that it's another exploit, one that only
>> works from malicious servers or custom maps. This one is incredibly
>> practical and easy to exploit.
>>
>> - Nate
>>
>> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>>
>>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>>> correct?
>>>
>>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>>> wrote:
>>>
 Actually, it looks like that only affects very old versions, (pre-2009
 / aluigi) which have much worse exploits anyways. Sorry for the confusion.

 On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
 wrote:

> I'll let the guys on my sourcemod's team who are looking into it know,
> thanks.
>
> On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
> wrote:
>
>> Note that, depending on the engine version you're on (and even SDK
>> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
>> literally nothing; on older versions, sv_allowupload just tells the 
>> client
>> not to upload anything to the server. The client can ignore it and do it
>> anyways.
>>
>> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
>> wrote:
>>
>>> You'd know if that'd been done as there would be announcements on
>>> the various hlds lists about updates for Counter-Strike: Source, Day of
>>> Defeat: Source, and Half-Life 2: Deathmatch.
>>>
>>> However, what he's actually asking is that Valve update the Source
>>> SDK 2013 with these fixes so that game developers can pull the changes 
>>> from
>>> Github and merge them into their own games' code.
>>>
>>>
>>>
>>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>>> proph...@sticed.org> wrote:
>>>
 He is basically saying that the exploits Nathaniel found and
 reported have only been fixed in Valve's main titles. He hasn't found 
 or
 reported a new exploit.
 I think it has been mentioned by KyleS on one or multiple of these
 mailing lists that these exploit fixes should be ported onto other
 branches. Apparently that has not been done?


 On 03.09.2015 22:06, N-Gon wrote:

 Someone give this man an unusual Finder's Fee

 On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <
 iamgoofb...@gmail.com> wrote:

> Hi, I'm one of the developers for Team Fortress 2 Classic, a
> source mod project. Recently, someone abused a bug present in Source 
> SDK
> 2013 MP to distribute viruses to quite a few of our players and 
> developers.
> The way they did it was by abusing a spray exploit present in the SDK 
> 2013
> MP edition to upload a file pretending to be a spray to all players 
> and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you 
> need to
> know as a server owner:
>
> We don't know how many source games are vulnerable. The big name
> VALVe ones aren't, but any sourcemod probably is. This includes ones 
> on
> steam like Fortress Forever, or Fistful of Frags.
>
> If you're running a server for a non-VALVe or bigname(Titanfall,
> GMOD, etc.) Source Engine game, then here's what you need to do:
>
> 1. Set sv_upload to 0 on your server.
>
> 2. If you are a TF2C server host, shut your server down and start
> scanning your server for viruses.
>
> 3. Pester valve to fix this ASAP.
>
> TL;DR:
> Sprays can be exploited to run code on 

Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Kyle Sanderson
No, just TF has these Remote Code Execution patches. CS:S and friends are
still completely vulnerable for the public issues. Don't kid yourself,
there's definitely other vulnerable code paths. Personally, I'm disgusted
as this has been public knowledge for a year now, the exploits being back
from Quake... Sync the games that are still being sold for money.

Valve doesn't care about your workstation, your server, anything that runs
their completely vulnerable code. Don't play on servers that aren't yours;
use SourceMod to secure your servers.

Kyle.
On 3 Sep 2015 2:39 pm, "Refeek Yeglek"  wrote:

> Yeah. The big games have it fixed, sourcemods are at risk here.
>
> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>> wrote:
>>
>>> Actually, it looks like that only affects very old versions, (pre-2009 /
>>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>>
>>> On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
>>> wrote:
>>>
 I'll let the guys on my sourcemod's team who are looking into it know,
 thanks.

 On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
 wrote:

> Note that, depending on the engine version you're on (and even SDK
> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
> literally nothing; on older versions, sv_allowupload just tells the client
> not to upload anything to the server. The client can ignore it and do it
> anyways.
>
> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
> wrote:
>
>> You'd know if that'd been done as there would be announcements on the
>> various hlds lists about updates for Counter-Strike: Source, Day of 
>> Defeat:
>> Source, and Half-Life 2: Deathmatch.
>>
>> However, what he's actually asking is that Valve update the Source
>> SDK 2013 with these fixes so that game developers can pull the changes 
>> from
>> Github and merge them into their own games' code.
>>
>>
>>
>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> He is basically saying that the exploits Nathaniel found and
>>> reported have only been fixed in Valve's main titles. He hasn't found or
>>> reported a new exploit.
>>> I think it has been mentioned by KyleS on one or multiple of these
>>> mailing lists that these exploit fixes should be ported onto other
>>> branches. Apparently that has not been done?
>>>
>>>
>>> On 03.09.2015 22:06, N-Gon wrote:
>>>
>>> Someone give this man an unusual Finder's Fee
>>>
>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek >> > wrote:
>>>
 Hi, I'm one of the developers for Team Fortress 2 Classic, a source
 mod project. Recently, someone abused a bug present in Source SDK 2013 
 MP
 to distribute viruses to quite a few of our players and developers. 
 The way
 they did it was by abusing a spray exploit present in the SDK 2013 MP
 edition to upload a file pretending to be a spray to all players and
 executing it. The technical info on how it works from one of our other
 coders will be posted at the end of this email, but here's what you 
 need to
 know as a server owner:

 We don't know how many source games are vulnerable. The big name
 VALVe ones aren't, but any sourcemod probably is. This includes ones on
 steam like Fortress Forever, or Fistful of Frags.

 If you're running a server for a non-VALVe or bigname(Titanfall,
 GMOD, etc.) Source Engine game, then here's what you need to do:

 1. Set sv_upload to 0 on your server.

 2. If you are a TF2C server host, shut your server down and start
 scanning your server for viruses.

 3. Pester valve to fix this ASAP.

 TL;DR:
 Sprays can be exploited to run code on people's systems and break
 into accounts, we've had quite a few CS:GO and TF2 items lifted from
 accounts and moved to trade alts and disappearing after that. Disable
 sprays ASAP if you host a sourcemod multiplayer server.

 Here's the technical info for how stuff works:

 "The vulnerability is triggered by a missing check to see if a
 memory allocation succeded in the loading of VTFs. When the material is
 loaded, there is space allocated for the material. The crucial option 
 in
 the using of this exploit is the option to skip Mipmaps from the 
 material.
 If, for instance, the 

Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-29 Thread Aridane M Ojeda
On Passtime, which is variable for maximum points?
tf_flag_caps_per_round??

If that, change description =- Number of flag captures per round on
CTF maps. Set to 0 to disable.

Thanks...



2015-08-29 0:47 GMT+01:00 wickedplayer494 wickedplayer...@gmail.com:

 Not so fast...after I asked if there were going to be previous version
 branches released, there were some put up that can be opted in to:

 https://steamdb.info/app/440/history/?changeid=1252000
 https://steamdb.info/app/232250/history/?changeid=1251997


 On 8/28/2015 6:44 PM, Lucas Wagner wrote:

 Nice timing guys. Biggest TF2 Lan of the year and you release this?



 On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The update notes are below. The
 new version is 2941077.

 -Eric

 

 - Fixed a security issue related to map loading (thanks to Nathaniel
 Theis
 for this report)
 - Fixed a client crash related to custom HUDs
 - Fixed a client crash related to the material system
 - Fixed Gun Mettle weapons not always displaying their wear level in the
 tool tip
 - Fixed the Lurker's Leathers not using the correct Blue team material
 - Fixed a bug in Mann vs. Machine that allowed players to refund credits
 without losing their upgrades
 - Fixed a bug in Mann vs. Machine related to the Medigun shield
 - The Dalokohs Bar can now accept Allies Extinguished strange parts
 - Updated the materials and model for the Outta' Sight
 - Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
 Weave to add a 'No Headphones' style
 - Updated the localization files


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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2015-08-28 Thread Alexander Corn
I'm pretty sure you do something like +app_update 232250 -beta
prev_version in SteamCMD's command line.

On Fri, Aug 28, 2015 at 7:50 PM, Ross Bemrose rbemr...@gmail.com wrote:

 As a reminder, how do servers use branches again?


 On 8/28/2015 7:49 PM, Eric Smith wrote:

 ...adding the HLDS list, too.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Friday, August 28, 2015 4:49 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming

 Yes, we've added a 'prev_version' that servers/clients can choose to
 install.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
 Sent: Friday, August 28, 2015 4:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming

 Is there any intention on releasing a previous version branch so i55
 isn't interrupted as much like is occasionally done for CS:GO?

 On 8/28/2015 6:26 PM, Eric Smith wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-28 Thread Lucas Wagner
Nice timing guys. Biggest TF2 Lan of the year and you release this?



On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The update notes are below. The
 new version is 2941077.

 -Eric

 

 - Fixed a security issue related to map loading (thanks to Nathaniel Theis
 for this report)
 - Fixed a client crash related to custom HUDs
 - Fixed a client crash related to the material system
 - Fixed Gun Mettle weapons not always displaying their wear level in the
 tool tip
 - Fixed the Lurker's Leathers not using the correct Blue team material
 - Fixed a bug in Mann vs. Machine that allowed players to refund credits
 without losing their upgrades
 - Fixed a bug in Mann vs. Machine related to the Medigun shield
 - The Dalokohs Bar can now accept Allies Extinguished strange parts
 - Updated the materials and model for the Outta' Sight
 - Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
 Weave to add a 'No Headphones' style
 - Updated the localization files


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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-28 Thread wickedplayer494
Not so fast...after I asked if there were going to be previous version 
branches released, there were some put up that can be opted in to:


https://steamdb.info/app/440/history/?changeid=1252000
https://steamdb.info/app/232250/history/?changeid=1251997

On 8/28/2015 6:44 PM, Lucas Wagner wrote:

Nice timing guys. Biggest TF2 Lan of the year and you release this?



On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 2941077.

-Eric



- Fixed a security issue related to map loading (thanks to Nathaniel Theis
for this report)
- Fixed a client crash related to custom HUDs
- Fixed a client crash related to the material system
- Fixed Gun Mettle weapons not always displaying their wear level in the
tool tip
- Fixed the Lurker's Leathers not using the correct Blue team material
- Fixed a bug in Mann vs. Machine that allowed players to refund credits
without losing their upgrades
- Fixed a bug in Mann vs. Machine related to the Medigun shield
- The Dalokohs Bar can now accept Allies Extinguished strange parts
- Updated the materials and model for the Outta' Sight
- Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
Weave to add a 'No Headphones' style
- Updated the localization files


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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2015-08-28 Thread Ross Bemrose

As a reminder, how do servers use branches again?

On 8/28/2015 7:49 PM, Eric Smith wrote:

...adding the HLDS list, too.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, August 28, 2015 4:49 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Yes, we've added a 'prev_version' that servers/clients can choose to install.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
Sent: Friday, August 28, 2015 4:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Is there any intention on releasing a previous version branch so i55 isn't 
interrupted as much like is occasionally done for CS:GO?

On 8/28/2015 6:26 PM, Eric Smith wrote:

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric



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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-18 Thread Kyle Sanderson
As an aside...

 - Will be awarded going forward on a case-by-case basis to those who report 
 major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 - Fixed a crash caused by a client sending malformed network data to the 
 server
 (thanks to Nathaniel Theis for this report and test case)

 There's well over half a year of this. Please sync the remaining
 OrangeBox games to fix these public remote execution exploits. I'm not
 sure what reason there is to leave these games completely vulnerable
 for this long.

 Kyle.

 On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and 
 provide detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine 
 rage knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when 
 using per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being 
 shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest 

Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-18 Thread wickedplayer494
If you can cough up evidence of that on servers that were loaded with 
people, then by all means, do so. As far as anyone's concerned it's not 
that unreasonable to give him the benefit of the doubt.


On 8/18/2015 6:02 PM, Kyle Sanderson wrote:

As an aside...


- Will be awarded going forward on a case-by-case basis to those who report 
major economy-breaking bugs or remote-code-execution bugs, and provide detailed 
information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

- Fixed a crash caused by a client sending malformed network data to the server

(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The update notes are below. The new 
version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information 
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the server 
(thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
report major economy-breaking bugs or remote-code-execution bugs, and provide 
detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after 
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when using 
per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when 
the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all 
equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD 
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
opposing team member
 - Optimization improvements
- Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the map
 - Listen servers no longer cause the client to crash upon the second 
load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
supported, and 

Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-08-18 Thread Kyle Sanderson
 - Fixed a crash caused by a client sending malformed network data to the 
 server
(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
 knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when using 
 per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest available 
 version of the map is always used on level change
 - Improved handling of workshop maps in a server's map cycle
 - Workshop maps in the map cycle will be automatically fetched and 
 updated in the background
 - Workshop maps in the map cycle will have their names updated to the 
 canonical name once known
 - Map votes now work with workshop maps
 - A known issue is that the full workshop map name is currently shown 
 instead of the friendly name
 - Community request: Updated the FindMap and CanProvideLevel API for 
 server-side mods. These functions now always expose the full workshop names 
 for maps when known, even if not the map is not yet installed.

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Re: [hlds_linux] [hlds] TF2 Servers Not Logged In

2015-06-21 Thread Ross Bemrose
After doing some testing, I discovered that there's been a timing 
change.  QuickPlay accounts are now checked just once at server startup.


Move your QuickPlay configuration into autoexec.cfg or some other file 
you execute from your command line.


On 6/20/2015 4:18 AM, Miika wrote:
After the recent TF2 Optional Update, my servers are suddenly no 
longer able to log in to quickplay.
I have all my tf_server_identity_account_id and 
tf_server_identity_token cvars set correctly in the server.cfg.
It seems like all my servers completely skip the attempt to even try 
to log-in (which usually happened after the

replay check.)
I then just get “account : not logged in  (No account specified)” when 
typing the status command. SteamID account

seems to be working fine, but Quickplay account doesn’t work at all.
All of my servers are running on Linux.


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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-06-18 Thread Ross Bemrose
As of yesterday's update, my Linux server now crashes with a segmentation
fault every time I try to tf_workshop_map_sync a map that it hasn't already
downloaded.

I've disabled all server addons to make sure that wasn't the cause.

At first I thought it was maybe a bad workshop entry, so I tried several
other maps and they all crash my server as well.

The workshop.log from directly before the crash shows:

[2015-06-18 10:59:17] Loaded workshop items for app 440 in
/home/tf2/tf2/steamapps/workshop (2 installed, 2 needed)
[2015-06-18 10:59:18] Starting Workshop download job for AppID 440
[2015-06-18 10:59:19] Detected workshop change for AppID 440 : changed
cached item 454141042
[2015-06-18 10:59:19] Workshop update job started while app 440 is running,
commit : yes

Luckily, it doesn't try to load it after the crash.

A backtrace of the core file is showing a crash in steamclient.so, but it
appears that steamclient.so doesn't have debugging symbols, so gdb doesn't
show what method it is in.

On Wed, Jun 17, 2015 at 4:45 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released an optional update for TF2. The notes for the update are
 below. The new version number is 2836387.

 -Eric

 -

 - Fixed an issue causing dedicated servers to occasionally hang on shutdown
 - Hammer tools: Fixed vbsp -onlyents and -onlyprops compiles failing
 - Updated localization files
 - Updated the Maps Workshop Beta
 - Fixed an issue causing clients or servers installed in long path
 names to be unable to load workshop maps
 - Fixed an issue causing clients to occasionally be unable to
 launch a listen server using a workshop map via the 'map' command
 - Fixed an issue causing the initial map load on dedicated servers
 to fail if the map is a workshop map
 - Fixed dedicated servers requiring a reboot to properly handle
 updated workshop maps if the map name changed

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-- 
Ross Bemrose
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-06-17 Thread Ross Bemrose

Hi Eric,

I need some clarification on the usage of tf_workshop_map_sync.

Are we supposed to put tf_workshop_map_sync lines in our server.cfg files?

I ask because I'm NOT doing this and I've noticed some oddities:

1. The first time I changelevel to a workshop map, I see this in my 
server console:


[TF Workshop] Preparing map ID 454118349
[TF Workshop] Map is not tracked, adding

(as usual, I'm using cp_glassworks as a test)

2. This also appears to effect the results of the new FindMap function 
using for fuzzy matching.


Running FindMap on workshop/454118349:

- Results in workshop/454118349 if the map has not yet been played.
- Results in workshop/cp_glassworks_rc6.ugc454118349 if the map has been 
played.
- Results in workshop/cp_glassworks_rc6.ugc454118349 if 
tf_workshop_map_sync 454118349 has been run this session whether or not 
the map has been played.


This concerns me as I am attempting to use FindMap to determine the 
friendly name of a map.  In fact, I've already written the code to add 
this to the SourceMod MapChooser (although it still needs testing).


3. I have tf_workshop_map_sync 454118349 in a file I am execing from the 
command line, but that appears to execute too early as the map isn't 
being tracked.


On 6/17/2015 4:45 PM, Eric Smith wrote:

We've released an optional update for TF2. The notes for the update are below. 
The new version number is 2836387.

-Eric

-

- Fixed an issue causing dedicated servers to occasionally hang on shutdown
- Hammer tools: Fixed vbsp -onlyents and -onlyprops compiles failing
- Updated localization files
- Updated the Maps Workshop Beta
- Fixed an issue causing clients or servers installed in long path 
names to be unable to load workshop maps
- Fixed an issue causing clients to occasionally be unable to launch a 
listen server using a workshop map via the 'map' command
- Fixed an issue causing the initial map load on dedicated servers to 
fail if the map is a workshop map
- Fixed dedicated servers requiring a reboot to properly handle updated 
workshop maps if the map name changed

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