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

2011-12-20 Thread Kyle Sanderson
We're running out of networked edicts here. We just can't afford to run
with presents as the servers are already unstable enough. While we have
weapon cleanup scripts and the like to workaround the pointless crash that
running out causes, it's still not enough.

Oh well, maybe next year.
Kyle.

On Tue, Dec 20, 2011 at 12:42 AM, Nomaan Ahmad  wrote:

> Its for custom servers e.g. DeathRun. We have to disable gifts so some
> traps are not blocked.
>
> On 20 December 2011 04:07, doc  wrote:
>
> > Might be stupid question but why disable gifts? What do they even do? I
> > thought they were just reskins of the weapons people drop for ammo.
> >
> > On Mon, Dec 19, 2011 at 6:29 PM, Alex  wrote:
> >
> > > Found it already I guess.. Haven't tried it yet, for others who have a
> > > mix/war server here is the command.
> > >
> > > mp_holiday_nogifts 1
> > >
> > >
> > >
> > > 2011/12/20 Alex 
> > >
> > > > Can anyone tell me how I can disable the gifts? I don't know how to
> add
> > > > it, I guess it's a tag with nogift(s)? Do I put it in a config file,
> or
> > > do
> > > > I put it with the startup line? And what do I put there.
> > > >
> > > >
> > > > Thanks
> > > >
> > > ___
> > > 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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> >
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-20 Thread Nomaan Ahmad
Its for custom servers e.g. DeathRun. We have to disable gifts so some
traps are not blocked.

On 20 December 2011 04:07, doc  wrote:

> Might be stupid question but why disable gifts? What do they even do? I
> thought they were just reskins of the weapons people drop for ammo.
>
> On Mon, Dec 19, 2011 at 6:29 PM, Alex  wrote:
>
> > Found it already I guess.. Haven't tried it yet, for others who have a
> > mix/war server here is the command.
> >
> > mp_holiday_nogifts 1
> >
> >
> >
> > 2011/12/20 Alex 
> >
> > > Can anyone tell me how I can disable the gifts? I don't know how to add
> > > it, I guess it's a tag with nogift(s)? Do I put it in a config file, or
> > do
> > > I put it with the startup line? And what do I put there.
> > >
> > >
> > > Thanks
> > >
> > ___
> > 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread doc
Might be stupid question but why disable gifts? What do they even do? I
thought they were just reskins of the weapons people drop for ammo.

On Mon, Dec 19, 2011 at 6:29 PM, Alex  wrote:

> Found it already I guess.. Haven't tried it yet, for others who have a
> mix/war server here is the command.
>
> mp_holiday_nogifts 1
>
>
>
> 2011/12/20 Alex 
>
> > Can anyone tell me how I can disable the gifts? I don't know how to add
> > it, I guess it's a tag with nogift(s)? Do I put it in a config file, or
> do
> > I put it with the startup line? And what do I put there.
> >
> >
> > Thanks
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread Alex
Found it already I guess.. Haven't tried it yet, for others who have a
mix/war server here is the command.

mp_holiday_nogifts 1



2011/12/20 Alex 

> Can anyone tell me how I can disable the gifts? I don't know how to add
> it, I guess it's a tag with nogift(s)? Do I put it in a config file, or do
> I put it with the startup line? And what do I put there.
>
>
> Thanks
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread Harry Strongburg
On Tue, Dec 20, 2011 at 03:22:53AM +0100, Alex wrote:
> Can anyone tell me how I can disable the gifts? I don't know how to add it,
> I guess it's a tag with nogift(s)? Do I put it in a config file, or do I
> put it with the startup line? And what do I put there.

mp_holiday_nogifts 1

Add it to your server.cfg if you don't want them.

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

2011-12-19 Thread Alex
Can anyone tell me how I can disable the gifts? I don't know how to add it,
I guess it's a tag with nogift(s)? Do I put it in a config file, or do I
put it with the startup line? And what do I put there.


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

2011-12-16 Thread LouLouBizou
does anybody got trouble with drop on DODS ? on my css its ok, sometimes
when oponent is killed drop appear but never on my dods :/

any idea ?

2011/12/16 Eli Witt 

> I ran the update manually on my servers and it worked, properly, the first
> time. No segfaults, no crashes, no nothing. I quit the server, updated and
> relaunched as expected and the server was 32/32 within 5 minutes, and it
> still running jst fine.
>
> On Fri, Dec 16, 2011 at 8:57 AM,  wrote:
>
> > No idea what's up then; by contrast I have literally never had the issues
> > you describe, which means it's not a problem with valve's update content,
> > at least (of course it might still be a problem with their content
> delivery
> > system...)
> >
> > PharaohsPaw  wrote:
> >
> > >
> > > Regarding the update failures, what was $?
> > >
> > > That is, did the updater exit 0, or something else?
> > >
> > > My auto-update script checks to make sure that I get exit 0 from steam,
> > > or else it runs again up to four times before it gives up. It is very
> > > common that it runs twice.
> > >
> > > I don't use nemrun myself, but I seem to remember his script doing a
> > > similar exit code check and re-running the update as necessary.
> > >
> > > If steam didn't exit 0, it didn't update. If you don't know, then you
> > > should!
> > >
> > > Just do "echo $?" immediately and only immediately after the steam
> > > command finishes to find out the exit code. If it's 0, that's good. if
> > > it's something else, re-run the update.
> >
> > nemrun DOES re-check. The scripts are out there for anybody to look at,
> > including Valve and anyone else who wants to suggest it is doing
> something
> > wrong as an explanation for the problem.
> >
> > I would imagine a lot of people on this list actually DO know about bash
> > using $? to store the return code from the last command. I do and have
> > for a long time. Here's a snip from one of my simpler "older days" update
> > scripts:
> >
> > 
> > # update game function definition
> > game_update() {
> >
> > ./steam -command update -game "tf" -dir . -verify_all -retry
> >
> > }
> >
> > cd ~/tf2
> >
> >
> > # run update function once in case we get a zero return value on 1st try:
> > game_update
> >
> > #echo "Return Code: $?"
> >
> > ## loop - we should keep doing this until we get a zero return
> > #
> > until [ $? -eq 0 ] ; do
> >
> > game_update
> > done
> > 
> >
> > The problem isn't that our scripts are doing the wrong thing.
> >
> >
> >
> >
> >
> > >
> > > --
> > >
> > > This isn't the best bash, but whatever. This is a snip, may be
> > > incomplete.
> > >
> > > while [ /bin/true ] ; do
> > > ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
> > > UPDATEEXIT=$?
> > > UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
> > > echo ""
> > > echo "./steam update exit code was $UPDATEEXIT"
> > > if [ "$UPDATEEXIT" = 0 ] ; then
> > > echo ""
> > > echo "Update completed. Please start server if desired."
> > > break
> > > else
> > > echo ""
> > > echo "Update did not succeed."
> > > if [ "$UPDATECOUNTER" -lt "5" ] ; then
> > > echo "Try $UPDATECOUNTER failed, will try again..."
> > > sleep 1
> > > continue
> > > fi
> > > if [ "$UPDATECOUNTER" -eq "5" ] ; then
> > > echo "Tried $UPDATECOUNTER times already. Will not try again."
> > > break
> > > fi
> > > fi
> > > done
> > >
> > >
> > >
> > >
> > > John Schoenick wrote:
> > >> nemrun just calls hldsupdatetool with normal options.
> > >>
> > >> Your princess is in another castle.
> > >>
> > >> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
> > >>> PatchVersion=1.1.8.9
> > >>> ProductName=tf
> > >>> appID=440
> > >>>
> > >>> The file was definitely updated in the depots. I don't know why some
> > >>> people are not able to get it. You know there *is* something else
> that
> > >>> has changed other than our update: many of you are using a new
> > >>> up-to-date check script. Nothing on our end has changed with regard
> to
> > >>> how we distribute this file. None of the Valve dedicated servers had
> a
> > >>> problem receiving it.
> > >>>
> > >>> It looks like there is a problem where old servers are still allowed
> > >>> to be listed, if they were logged in before the update. That may be
> > >>> adding to the confusion.
> > >>>
> > >>> - Fletch
> > >
> > > --
> > > # Jesse Molina
> > > # Mail = je...@opendreams.net
> > > # Page = page-je...@opendreams.net
> > > # Cell = 1.602.323.7608
> > > # Web = http://www.opendreams.net/jesse/
> > >
> > >
> > >
> > >_
> >
> > > 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Eli Witt
I ran the update manually on my servers and it worked, properly, the first
time. No segfaults, no crashes, no nothing. I quit the server, updated and
relaunched as expected and the server was 32/32 within 5 minutes, and it
still running jst fine.

On Fri, Dec 16, 2011 at 8:57 AM,  wrote:

> No idea what's up then; by contrast I have literally never had the issues
> you describe, which means it's not a problem with valve's update content,
> at least (of course it might still be a problem with their content delivery
> system...)
>
> PharaohsPaw  wrote:
>
> >
> > Regarding the update failures, what was $?
> >
> > That is, did the updater exit 0, or something else?
> >
> > My auto-update script checks to make sure that I get exit 0 from steam,
> > or else it runs again up to four times before it gives up. It is very
> > common that it runs twice.
> >
> > I don't use nemrun myself, but I seem to remember his script doing a
> > similar exit code check and re-running the update as necessary.
> >
> > If steam didn't exit 0, it didn't update. If you don't know, then you
> > should!
> >
> > Just do "echo $?" immediately and only immediately after the steam
> > command finishes to find out the exit code. If it's 0, that's good. if
> > it's something else, re-run the update.
>
> nemrun DOES re-check. The scripts are out there for anybody to look at,
> including Valve and anyone else who wants to suggest it is doing something
> wrong as an explanation for the problem.
>
> I would imagine a lot of people on this list actually DO know about bash
> using $? to store the return code from the last command. I do and have
> for a long time. Here's a snip from one of my simpler "older days" update
> scripts:
>
> 
> # update game function definition
> game_update() {
>
> ./steam -command update -game "tf" -dir . -verify_all -retry
>
> }
>
> cd ~/tf2
>
>
> # run update function once in case we get a zero return value on 1st try:
> game_update
>
> #echo "Return Code: $?"
>
> ## loop - we should keep doing this until we get a zero return
> #
> until [ $? -eq 0 ] ; do
>
> game_update
> done
> 
>
> The problem isn't that our scripts are doing the wrong thing.
>
>
>
>
>
> >
> > --
> >
> > This isn't the best bash, but whatever. This is a snip, may be
> > incomplete.
> >
> > while [ /bin/true ] ; do
> > ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
> > UPDATEEXIT=$?
> > UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
> > echo ""
> > echo "./steam update exit code was $UPDATEEXIT"
> > if [ "$UPDATEEXIT" = 0 ] ; then
> > echo ""
> > echo "Update completed. Please start server if desired."
> > break
> > else
> > echo ""
> > echo "Update did not succeed."
> > if [ "$UPDATECOUNTER" -lt "5" ] ; then
> > echo "Try $UPDATECOUNTER failed, will try again..."
> > sleep 1
> > continue
> > fi
> > if [ "$UPDATECOUNTER" -eq "5" ] ; then
> > echo "Tried $UPDATECOUNTER times already. Will not try again."
> > break
> > fi
> > fi
> > done
> >
> >
> >
> >
> > John Schoenick wrote:
> >> nemrun just calls hldsupdatetool with normal options.
> >>
> >> Your princess is in another castle.
> >>
> >> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
> >>> PatchVersion=1.1.8.9
> >>> ProductName=tf
> >>> appID=440
> >>>
> >>> The file was definitely updated in the depots. I don't know why some
> >>> people are not able to get it. You know there *is* something else that
> >>> has changed other than our update: many of you are using a new
> >>> up-to-date check script. Nothing on our end has changed with regard to
> >>> how we distribute this file. None of the Valve dedicated servers had a
> >>> problem receiving it.
> >>>
> >>> It looks like there is a problem where old servers are still allowed
> >>> to be listed, if they were logged in before the update. That may be
> >>> adding to the confusion.
> >>>
> >>> - Fletch
> >
> > --
> > # Jesse Molina
> > # Mail = je...@opendreams.net
> > # Page = page-je...@opendreams.net
> > # Cell = 1.602.323.7608
> > # Web = http://www.opendreams.net/jesse/
> >
> >
> >
> >_
>
> > 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread gameadmin
No idea what's up then; by contrast I have literally never had the issues you 
describe, which means it's not a problem with valve's update content, at least 
(of course it might still be a problem with their content delivery system...)

PharaohsPaw  wrote:

>
> Regarding the update failures, what was $?
>
> That is, did the updater exit 0, or something else?
>
> My auto-update script checks to make sure that I get exit 0 from steam,
> or else it runs again up to four times before it gives up. It is very
> common that it runs twice.
>
> I don't use nemrun myself, but I seem to remember his script doing a
> similar exit code check and re-running the update as necessary.
>
> If steam didn't exit 0, it didn't update. If you don't know, then you
> should!
>
> Just do "echo $?" immediately and only immediately after the steam
> command finishes to find out the exit code. If it's 0, that's good. if
> it's something else, re-run the update.

nemrun DOES re-check. The scripts are out there for anybody to look at,
including Valve and anyone else who wants to suggest it is doing something
wrong as an explanation for the problem.

I would imagine a lot of people on this list actually DO know about bash
using $? to store the return code from the last command. I do and have
for a long time. Here's a snip from one of my simpler "older days" update
scripts:


# update game function definition
game_update() {

./steam -command update -game "tf" -dir . -verify_all -retry

}

cd ~/tf2


# run update function once in case we get a zero return value on 1st try:
game_update

#echo "Return Code: $?"

## loop - we should keep doing this until we get a zero return
#
until [ $? -eq 0 ] ; do

game_update
done


The problem isn't that our scripts are doing the wrong thing.





>
> --
>
> This isn't the best bash, but whatever. This is a snip, may be
> incomplete.
>
> while [ /bin/true ] ; do
> ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
> UPDATEEXIT=$?
> UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
> echo ""
> echo "./steam update exit code was $UPDATEEXIT"
> if [ "$UPDATEEXIT" = 0 ] ; then
> echo ""
> echo "Update completed. Please start server if desired."
> break
> else
> echo ""
> echo "Update did not succeed."
> if [ "$UPDATECOUNTER" -lt "5" ] ; then
> echo "Try $UPDATECOUNTER failed, will try again..."
> sleep 1
> continue
> fi
> if [ "$UPDATECOUNTER" -eq "5" ] ; then
> echo "Tried $UPDATECOUNTER times already. Will not try again."
> break
> fi
> fi
> done
>
>
>
>
> John Schoenick wrote:
>> nemrun just calls hldsupdatetool with normal options.
>>
>> Your princess is in another castle.
>>
>> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>>> PatchVersion=1.1.8.9
>>> ProductName=tf
>>> appID=440
>>>
>>> The file was definitely updated in the depots. I don't know why some
>>> people are not able to get it. You know there *is* something else that
>>> has changed other than our update: many of you are using a new
>>> up-to-date check script. Nothing on our end has changed with regard to
>>> how we distribute this file. None of the Valve dedicated servers had a
>>> problem receiving it.
>>>
>>> It looks like there is a problem where old servers are still allowed
>>> to be listed, if they were logged in before the update. That may be
>>> adding to the confusion.
>>>
>>> - Fletch
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web = http://www.opendreams.net/jesse/
>
>
>
>_

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

2011-12-16 Thread hlds
Same here...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Friday, December 16, 2011 8:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose  wrote:

> By any chance, does it cause a bunch of players game clients to crash,
> because i just had that happen on my server (my own game client included).
>
>
> On 12/16/2011 12:46 AM, Emil Larsson wrote:
>
>> Unfortunately I already found a exploit involving one of the old weapons.
>> Sending a bug report as i'm writing this, though server operators might
>> see
>> it abused in a couple of hours widely. D:
>>
>> On Fri, Dec 16, 2011 at 4:26 AM, Jason
Ruymen
>> >wrote:
>>
>>  Required updates are now available for Team Fortress 2, Counter-Strike:
>>> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
>>> changes include:
>>>
>>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>>> - Fixed a bug which caused Windows Aero Extensions video option to
always
>>> be enabled, regardless of setting. Disabling this can improve
>>> compatibility
>>> with third-party programs and overlays, but may also affect performance.
>>> - Fixed SourceTV showing player counts for the game server instead of
the
>>> number of clients connected to the SourceTV server
>>>
>>> Team Fortress 2
>>> - Australian Christmas has begun!
>>>   - Added community-contributed winter event items
>>>   - Added new Grordbort Pyro and Engineer item sets
>>>   - Added the "Valve Gift Grab 2011 - TF2" achievement
>>>  - Added Naughty and Nice winter keys to the Mann Co. store
>>> - Added a new Valve-authored control point map: Foundry
>>> - added 12 achievements for Foundry
>>>  - added achievement reward milestone reward for Foundry achievement
>>> - Added UGC Highlander medals
>>> - Relaxed some restrictions on what misc items can be equipped
>>> simultaneously
>>> - Additional improvements for client stability
>>> - Updated the localization files
>>>
>>> Day of Defeat: Source
>>> - Added the "Valve Gift Grab 2011 - DoD:S" achievement
>>> - Updated the localization files
>>>
>>> Counter-Strike: Source
>>> - Added the "Valve Gift Grab 2011 - CS:S" achievement
>>> - Added rate limiting for connections and added the following ConVars to
>>> support that:
>>>   - sv_max_connects_sec
>>>   - sv_max_connects_window
>>>   - sv_max_connects_sec_global
>>> - Dramatically improved the dynamic model loading system's memory usage,
>>> performance, and stability
>>> - Reduced memory usage on systems running Windows XP, Windows Vista, and
>>> Windows 7
>>> - Improved alt-tab handling under Windows Vista and Windows 7
>>> - Fixed a client crash during demo playback
>>> - Updated the localization files
>>>
>>> Jason
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>>
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>>>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread PharaohsPaw
>
> Regarding the update failures, what was $?
>
> That is, did the updater exit 0, or something else?
>
> My auto-update script checks to make sure that I get exit 0 from steam,
> or else it runs again up to four times before it gives up.  It is very
> common that it runs twice.
>
> I don't use nemrun myself, but I seem to remember his script doing a
> similar exit code check and re-running the update as necessary.
>
> If steam didn't exit 0, it didn't update.  If you don't know, then you
> should!
>
> Just do "echo $?" immediately and only immediately after the steam
> command finishes to find out the exit code.  If it's 0, that's good.  if
> it's something else, re-run the update.

nemrun DOES re-check.  The scripts are out there for anybody to look at,
including Valve and anyone else who wants to suggest it is doing something
wrong as an explanation for the problem.

I would imagine a lot of people on this list actually DO know about bash
using $? to store the return code from the last command.  I do and have
for a long time.  Here's a snip from one of my simpler "older days" update
scripts:


# update game function definition
game_update() {

./steam -command update -game "tf" -dir . -verify_all -retry

}

cd ~/tf2


# run update function once in case we get a zero return value on 1st try:
game_update

#echo "Return Code: $?"

## loop - we should keep doing this until we get a zero return
#
until [ $? -eq 0 ] ; do

game_update
done


The problem isn't that our scripts are doing the wrong thing.





>
> --
>
> This isn't the best bash, but whatever.  This is a snip, may be
> incomplete.
>
>while [ /bin/true ] ; do
>./steam -command update -game $GAME -dir ./$GAMEDIR -retry
>  UPDATEEXIT=$?
>  UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
>  echo ""
>  echo "./steam update exit code was $UPDATEEXIT"
>  if [ "$UPDATEEXIT" = 0 ] ; then
>echo ""
>echo "Update completed.  Please start server if desired."
>break
>  else
>echo ""
>echo "Update did not succeed."
>if [ "$UPDATECOUNTER" -lt "5" ] ; then
>  echo "Try $UPDATECOUNTER failed, will try again..."
>  sleep 1
>  continue
>fi
>if [ "$UPDATECOUNTER" -eq "5" ] ; then
>  echo "Tried $UPDATECOUNTER times already.  Will not try again."
>  break
>fi
>  fi
>done
>
>
>
>
> John Schoenick wrote:
>> nemrun just calls hldsupdatetool with normal options.
>>
>> Your princess is in another castle.
>>
>> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>>> PatchVersion=1.1.8.9
>>> ProductName=tf
>>> appID=440
>>>
>>> The file was definitely updated in the depots. I don't know why some
>>> people are not able to get it. You know there *is* something else that
>>> has changed other than our update: many of you are using a new
>>> up-to-date check script. Nothing on our end has changed with regard to
>>> how we distribute this file. None of the Valve dedicated servers had a
>>> problem receiving it.
>>>
>>> It looks like there is a problem where old servers are still allowed
>>> to be listed, if they were logged in before the update. That may be
>>> adding to the confusion.
>>>
>>> - Fletch
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Michael Zeisberg

since Update on DoDS no Pic more on the Minimap -.- and Network Drops

-Ursprüngliche Nachricht- 
From: Jesse Molina

Sent: Friday, December 16, 2011 12:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released



Regarding the update failures, what was $?

That is, did the updater exit 0, or something else?

My auto-update script checks to make sure that I get exit 0 from steam,
or else it runs again up to four times before it gives up.  It is very
common that it runs twice.

I don't use nemrun myself, but I seem to remember his script doing a
similar exit code check and re-running the update as necessary.

If steam didn't exit 0, it didn't update.  If you don't know, then you
should!

Just do "echo $?" immediately and only immediately after the steam
command finishes to find out the exit code.  If it's 0, that's good.  if
it's something else, re-run the update.

--

This isn't the best bash, but whatever.  This is a snip, may be incomplete.

  while [ /bin/true ] ; do
  ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
UPDATEEXIT=$?
UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
echo ""
echo "./steam update exit code was $UPDATEEXIT"
if [ "$UPDATEEXIT" = 0 ] ; then
  echo ""
  echo "Update completed.  Please start server if desired."
  break
else
  echo ""
  echo "Update did not succeed."
  if [ "$UPDATECOUNTER" -lt "5" ] ; then
echo "Try $UPDATECOUNTER failed, will try again..."
sleep 1
continue
  fi
  if [ "$UPDATECOUNTER" -eq "5" ] ; then
echo "Tried $UPDATECOUNTER times already.  Will not try again."
break
  fi
fi
  done




John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots. I don't know why some
people are not able to get it. You know there *is* something else that
has changed other than our update: many of you are using a new
up-to-date check script. Nothing on our end has changed with regard to
how we distribute this file. None of the Valve dedicated servers had a
problem receiving it.

It looks like there is a problem where old servers are still allowed
to be listed, if they were logged in before the update. That may be
adding to the confusion.

- Fletch


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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

2011-12-16 Thread Jesse Molina


Regarding the update failures, what was $?

That is, did the updater exit 0, or something else?

My auto-update script checks to make sure that I get exit 0 from steam, 
or else it runs again up to four times before it gives up.  It is very 
common that it runs twice.


I don't use nemrun myself, but I seem to remember his script doing a 
similar exit code check and re-running the update as necessary.


If steam didn't exit 0, it didn't update.  If you don't know, then you 
should!


Just do "echo $?" immediately and only immediately after the steam 
command finishes to find out the exit code.  If it's 0, that's good.  if 
it's something else, re-run the update.


--

This isn't the best bash, but whatever.  This is a snip, may be incomplete.

  while [ /bin/true ] ; do
  ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
UPDATEEXIT=$?
UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
echo ""
echo "./steam update exit code was $UPDATEEXIT"
if [ "$UPDATEEXIT" = 0 ] ; then
  echo ""
  echo "Update completed.  Please start server if desired."
  break
else
  echo ""
  echo "Update did not succeed."
  if [ "$UPDATECOUNTER" -lt "5" ] ; then
echo "Try $UPDATECOUNTER failed, will try again..."
sleep 1
continue
  fi
  if [ "$UPDATECOUNTER" -eq "5" ] ; then
echo "Tried $UPDATECOUNTER times already.  Will not try again."
break
  fi
fi
  done




John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots. I don't know why some
people are not able to get it. You know there *is* something else that
has changed other than our update: many of you are using a new
up-to-date check script. Nothing on our end has changed with regard to
how we distribute this file. None of the Valve dedicated servers had a
problem receiving it.

It looks like there is a problem where old servers are still allowed
to be listed, if they were logged in before the update. That may be
adding to the confusion.

- Fletch


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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

2011-12-16 Thread Valentin G.
Confirming unlimited revenge crits with the minisentry.

On Fri, Dec 16, 2011 at 8:01 AM, ics  wrote:
> I'm not sure which exploit is it but i just managed to get unlimited revenge
> crits with engi with a help of minisentry. That's back too.
>
> -ics
>
> 16.12.2011 8:15, E3pO kirjoitti:
>
>> just came to say my game crashed and i'm having lots of clients time out.
>>
>> On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose
>>  wrote:
>>
>>> By any chance, does it cause a bunch of players game clients to crash,
>>> because i just had that happen on my server (my own game client
>>> included).
>>>
>>>
>>> On 12/16/2011 12:46 AM, Emil Larsson wrote:
>>>
 Unfortunately I already found a exploit involving one of the old
 weapons.
 Sending a bug report as i'm writing this, though server operators might
 see
 it abused in a couple of hours widely. D:

 On Fri, Dec 16, 2011 at 4:26 AM, Jason
 Ruymen
>
> wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:
>
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The
> specific
> changes include:
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a bug which caused Windows Aero Extensions video option to
> always
> be enabled, regardless of setting. Disabling this can improve
> compatibility
> with third-party programs and overlays, but may also affect
> performance.
> - Fixed SourceTV showing player counts for the game server instead of
> the
> number of clients connected to the SourceTV server
>
> Team Fortress 2
> - Australian Christmas has begun!
>   - Added community-contributed winter event items
>   - Added new Grordbort Pyro and Engineer item sets
>   - Added the "Valve Gift Grab 2011 - TF2" achievement
>  - Added Naughty and Nice winter keys to the Mann Co. store
> - Added a new Valve-authored control point map: Foundry
> - added 12 achievements for Foundry
>  - added achievement reward milestone reward for Foundry achievement
> - Added UGC Highlander medals
> - Relaxed some restrictions on what misc items can be equipped
> simultaneously
> - Additional improvements for client stability
> - Updated the localization files
>
> Day of Defeat: Source
> - Added the "Valve Gift Grab 2011 - DoD:S" achievement
> - Updated the localization files
>
> Counter-Strike: Source
> - Added the "Valve Gift Grab 2011 - CS:S" achievement
> - Added rate limiting for connections and added the following ConVars
> to
> support that:
>   - sv_max_connects_sec
>   - sv_max_connects_window
>   - sv_max_connects_sec_global
> - Dramatically improved the dynamic model loading system's memory
> usage,
> performance, and stability
> - Reduced memory usage on systems running Windows XP, Windows Vista,
> and
> Windows 7
> - Improved alt-tab handling under Windows Vista and Windows 7
> - Fixed a client crash during demo playback
> - Updated the localization files
>
> Jason
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>
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>
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 please visit:

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

2011-12-15 Thread ics
I'm not sure which exploit is it but i just managed to get unlimited 
revenge crits with engi with a help of minisentry. That's back too.


-ics

16.12.2011 8:15, E3pO kirjoitti:

just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose  wrote:


By any chance, does it cause a bunch of players game clients to crash,
because i just had that happen on my server (my own game client included).


On 12/16/2011 12:46 AM, Emil Larsson wrote:


Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might
see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason 
Ruymen

wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:

Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always
be enabled, regardless of setting. Disabling this can improve
compatibility
with third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the "Valve Gift Grab 2011 - TF2" achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped
simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the "Valve Gift Grab 2011 - DoD:S" achievement
- Updated the localization files

Counter-Strike: Source
- Added the "Valve Gift Grab 2011 - CS:S" achievement
- Added rate limiting for connections and added the following ConVars to
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage,
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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

2011-12-15 Thread E3pO
just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose  wrote:

> By any chance, does it cause a bunch of players game clients to crash,
> because i just had that happen on my server (my own game client included).
>
>
> On 12/16/2011 12:46 AM, Emil Larsson wrote:
>
>> Unfortunately I already found a exploit involving one of the old weapons.
>> Sending a bug report as i'm writing this, though server operators might
>> see
>> it abused in a couple of hours widely. D:
>>
>> On Fri, Dec 16, 2011 at 4:26 AM, Jason 
>> Ruymen
>> >wrote:
>>
>>  Required updates are now available for Team Fortress 2, Counter-Strike:
>>> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
>>> changes include:
>>>
>>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>>> - Fixed a bug which caused Windows Aero Extensions video option to always
>>> be enabled, regardless of setting. Disabling this can improve
>>> compatibility
>>> with third-party programs and overlays, but may also affect performance.
>>> - Fixed SourceTV showing player counts for the game server instead of the
>>> number of clients connected to the SourceTV server
>>>
>>> Team Fortress 2
>>> - Australian Christmas has begun!
>>>   - Added community-contributed winter event items
>>>   - Added new Grordbort Pyro and Engineer item sets
>>>   - Added the "Valve Gift Grab 2011 - TF2" achievement
>>>  - Added Naughty and Nice winter keys to the Mann Co. store
>>> - Added a new Valve-authored control point map: Foundry
>>> - added 12 achievements for Foundry
>>>  - added achievement reward milestone reward for Foundry achievement
>>> - Added UGC Highlander medals
>>> - Relaxed some restrictions on what misc items can be equipped
>>> simultaneously
>>> - Additional improvements for client stability
>>> - Updated the localization files
>>>
>>> Day of Defeat: Source
>>> - Added the "Valve Gift Grab 2011 - DoD:S" achievement
>>> - Updated the localization files
>>>
>>> Counter-Strike: Source
>>> - Added the "Valve Gift Grab 2011 - CS:S" achievement
>>> - Added rate limiting for connections and added the following ConVars to
>>> support that:
>>>   - sv_max_connects_sec
>>>   - sv_max_connects_window
>>>   - sv_max_connects_sec_global
>>> - Dramatically improved the dynamic model loading system's memory usage,
>>> performance, and stability
>>> - Reduced memory usage on systems running Windows XP, Windows Vista, and
>>> Windows 7
>>> - Improved alt-tab handling under Windows Vista and Windows 7
>>> - Fixed a client crash during demo playback
>>> - Updated the localization files
>>>
>>> Jason
>>>
>>>
>>> __**_
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>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
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>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
By any chance, does it cause a bunch of players game clients to crash, 
because i just had that happen on my server (my own game client included).


On 12/16/2011 12:46 AM, Emil Larsson wrote:

Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymenwrote:


Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always
be enabled, regardless of setting. Disabling this can improve compatibility
with third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the "Valve Gift Grab 2011 - TF2" achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped
simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the "Valve Gift Grab 2011 - DoD:S" achievement
- Updated the localization files

Counter-Strike: Source
- Added the "Valve Gift Grab 2011 - CS:S" achievement
- Added rate limiting for connections and added the following ConVars to
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage,
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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

2011-12-15 Thread Harry Strongburg
On Fri, Dec 16, 2011 at 06:46:46AM +0100, Emil Larsson wrote:
> Unfortunately I already found a exploit involving one of the old weapons.
> Sending a bug report as i'm writing this, though server operators might see
> it abused in a couple of hours widely. D:

Is it a crash exploit or some other sort of exploit?

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

2011-12-15 Thread Emil Larsson
Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymen wrote:

> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
> changes include:
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a bug which caused Windows Aero Extensions video option to always
> be enabled, regardless of setting. Disabling this can improve compatibility
> with third-party programs and overlays, but may also affect performance.
> - Fixed SourceTV showing player counts for the game server instead of the
> number of clients connected to the SourceTV server
>
> Team Fortress 2
> - Australian Christmas has begun!
>   - Added community-contributed winter event items
>   - Added new Grordbort Pyro and Engineer item sets
>   - Added the "Valve Gift Grab 2011 - TF2" achievement
>  - Added Naughty and Nice winter keys to the Mann Co. store
> - Added a new Valve-authored control point map: Foundry
> - added 12 achievements for Foundry
>  - added achievement reward milestone reward for Foundry achievement
> - Added UGC Highlander medals
> - Relaxed some restrictions on what misc items can be equipped
> simultaneously
> - Additional improvements for client stability
> - Updated the localization files
>
> Day of Defeat: Source
> - Added the "Valve Gift Grab 2011 - DoD:S" achievement
> - Updated the localization files
>
> Counter-Strike: Source
> - Added the "Valve Gift Grab 2011 - CS:S" achievement
> - Added rate limiting for connections and added the following ConVars to
> support that:
>   - sv_max_connects_sec
>   - sv_max_connects_window
>   - sv_max_connects_sec_global
> - Dramatically improved the dynamic model loading system's memory usage,
> performance, and stability
> - Reduced memory usage on systems running Windows XP, Windows Vista, and
> Windows 7
> - Improved alt-tab handling under Windows Vista and Windows 7
> - Fixed a client crash during demo playback
> - Updated the localization files
>
> Jason
>
>
> ___
> 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
that isn't nemrun's fault.  Remember, it's only doing a "steam -command
update" command.

I think they released more files.  Or, it is possible to be informed of an
update available before whichever master you're talking to has all of them
to feed you.

All 4 of my servers are bakc up now after this last bunch of files
finished coming in.


> My -verify_all just finished (it took an *hour* before it started
> downloading anything) and judging from what it's downloading, nemrun
> 1.8.5 isn't properly detecting whether the update succeeded or failed...
> because it looks like my server didn't grab the majority of any of the
> packages.
>
> That is, unless
> "[Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master
> servers tell us we're still out of date; Retrying"
> is supposed to appear when the update *fails*
>
> My segfaulting went away after it basically downloaded everything in the
> update.
>
> On 12/15/2011 11:59 PM, John Schoenick wrote:
>> nemrun just calls hldsupdatetool with normal options.
>>
>> Your princess is in another castle.
>>
>> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>>> PatchVersion=1.1.8.9
>>> ProductName=tf
>>> appID=440
>>>
>>> The file was definitely updated in the depots.  I don't know why some
>>> people are not able to get it.  You know there *is* something else
>>> that has changed other than our update: many of you are using a new
>>> up-to-date check script.  Nothing on our end has changed with regard
>>> to how we distribute this file.  None of the Valve dedicated servers
>>> had a problem receiving it.
>>>
>>> It looks like there is a problem where old servers are still allowed
>>> to be listed, if they were logged in before the update.  That may be
>>> adding to the confusion.
>>>
>>> - Fletch
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
>>> Sanderson
>>> Sent: Thursday, December 15, 2011 8:25 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
>>> Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>
>>> While I no longer have a steam.inf on my client, it's there on my
>>> Linux CS:S servers.
>>>
>>> Kyle.
>>>
>>> On Thu, Dec 15, 2011 at 8:22 PM, Russell
>>> Smithwrote:
>>>
>>>> Similar situation here:
>>>>
>>>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>>>> server using Steam.
>>>> Checking bootstrapper version ...
>>>> removing stale semaphore last operated on by process 24128 with name
>>>> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>>>>
>>>> Updating Installation
>>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>>> progress"
>>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
>>>> deferrals.
>>>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>>>
>>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>>>> ignoring.
>>>>
>>>> Running a benchmark to measure system clock frequency...
>>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>>>> system.
>>>> This value is dependent upon the CPU clock speed and architecture and
>>>> should be determined separately for each server. The use of this
>>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>>> 'disabled'.
>>>>
>>>> Using breakpad minidump system
>>>> Using breakpad crash handler
>>>>
>>>> Console initialized.
>>>> Segmentation fault
>>>> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
>>>> command line to generate a debug.log to help with solving this problem
>>>>
>>>>
>>>>
>>>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>>>
>>>>> Checking bootstrapper version ...
>>>>> removing stale semaphore 

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

2011-12-15 Thread Kyle Sanderson
That's not Nemrun's fault in the least bit. Always try and get the update
first, then check again later as hldsupdatetool is notorious for not
shipping everything the first, second, or the third time around depending
on how quick you are.

Kyle.

On Thu, Dec 15, 2011 at 9:07 PM, Ross Bemrose  wrote:

> My -verify_all just finished (it took an *hour* before it started
> downloading anything) and judging from what it's downloading, nemrun 1.8.5
> isn't properly detecting whether the update succeeded or failed... because
> it looks like my server didn't grab the majority of any of the packages.
>
> That is, unless
> "[Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master
> servers tell us we're still out of date; Retrying"
> is supposed to appear when the update *fails*
>
> My segfaulting went away after it basically downloaded everything in the
> update.
>
>
> On 12/15/2011 11:59 PM, John Schoenick wrote:
>
>> nemrun just calls hldsupdatetool with normal options.
>>
>> Your princess is in another castle.
>>
>> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>>
>>> PatchVersion=1.1.8.9
>>> ProductName=tf
>>> appID=440
>>>
>>> The file was definitely updated in the depots.  I don't know why some
>>> people are not able to get it.  You know there *is* something else that has
>>> changed other than our update: many of you are using a new up-to-date check
>>> script.  Nothing on our end has changed with regard to how we distribute
>>> this file.  None of the Valve dedicated servers had a problem receiving it.
>>>
>>> It looks like there is a problem where old servers are still allowed to
>>> be listed, if they were logged in before the update.  That may be adding to
>>> the confusion.
>>>
>>> - Fletch
>>>
>>> -Original Message-----
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Kyle Sanderson
>>> Sent: Thursday, December 15, 2011 8:25 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>> of Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>
>>> While I no longer have a steam.inf on my client, it's there on my Linux
>>> CS:S servers.
>>>
>>> Kyle.
>>>
>>> On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith>> us >wrote:
>>>
>>>  Similar situation here:
>>>>
>>>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>>>> server using Steam.
>>>> Checking bootstrapper version ...
>>>> removing stale semaphore last operated on by process 24128 with name
>>>> 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4
>>>>
>>>> Updating Installation
>>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>>> progress"
>>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>>>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>>>
>>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>>>> ignoring.
>>>>
>>>> Running a benchmark to measure system clock frequency...
>>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>>>> system.
>>>> This value is dependent upon the CPU clock speed and architecture and
>>>> should be determined separately for each server. The use of this
>>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>>> 'disabled'.
>>>>
>>>> Using breakpad minidump system
>>>> Using breakpad crash handler
>>>>
>>>> Console initialized.
>>>> Segmentation fault
>>>> Add "-debug" to the /home/tf2server/hlds2/orangebox/srcds_run
>>>> command line to generate a debug.log to help with solving this problem
>>>>
>>>>
>>>>
>>>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>>>
>>>>  Checking bootstrapper version ...
>>>>> removing stale semaphore last operated on by process 28342 with name
>>>>>

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

2011-12-15 Thread Ross Bemrose
My -verify_all just finished (it took an *hour* before it started 
downloading anything) and judging from what it's downloading, nemrun 
1.8.5 isn't properly detecting whether the update succeeded or failed... 
because it looks like my server didn't grab the majority of any of the 
packages.


That is, unless
"[Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master 
servers tell us we're still out of date; Retrying"

is supposed to appear when the update *fails*

My segfaulting went away after it basically downloaded everything in the 
update.


On 12/15/2011 11:59 PM, John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some 
people are not able to get it.  You know there *is* something else 
that has changed other than our update: many of you are using a new 
up-to-date check script.  Nothing on our end has changed with regard 
to how we distribute this file.  None of the Valve dedicated servers 
had a problem receiving it.


It looks like there is a problem where old servers are still allowed 
to be listed, if they were logged in before the update.  That may be 
adding to the confusion.


- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
Sanderson

Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released


While I no longer have a steam.inf on my client, it's there on my 
Linux CS:S servers.


Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell 
Smithwrote:



Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark,
set the environment variable RDTSC_FREQUENCY to 2799.00 on this 
system.

This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
'disabled'.


Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
command line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this
benchmark, set the environment variable RDTSC_FREQUENCY to 
3391.00 on this system.

This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size>= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908 Cannot access memory at
address 0xf77e9908 Cannot access memory at address 0xf77e9908

warning: the debug information found in "/lib/ld-2.12.1.so" does not
match "/lib/ld-linux.so.2" (CRC mismatch).


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

2011-12-15 Thread PharaohsPaw
Yeah, I just forced another update by editing the steam.inf back to
1.1.8.8 and starting up my -verify_all version of my nemrun updater
script.  It's pulling a bunch more files in now...

> After running the command again all my boxes are running fine with the
> latest snapshots of sourcemod and metamod source.
>
> On Thu, Dec 15, 2011 at 11:59 PM, John Schoenick
> wrote:
>
>> nemrun just calls hldsupdatetool with normal options.
>>
>> Your princess is in another castle.
>>
>>
>> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>>
>>> PatchVersion=1.1.8.9
>>> ProductName=tf
>>> appID=440
>>>
>>> The file was definitely updated in the depots.  I don't know why some
>>> people are not able to get it.  You know there *is* something else that
>>> has
>>> changed other than our update: many of you are using a new up-to-date
>>> check
>>> script.  Nothing on our end has changed with regard to how we
>>> distribute
>>> this file.  None of the Valve dedicated servers had a problem receiving
>>> it.
>>>
>>> It looks like there is a problem where old servers are still allowed to
>>> be listed, if they were logged in before the update.  That may be
>>> adding to
>>> the confusion.
>>>
>>> - Fletch
>>>
>>> -Original Message-----
>>> From:
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Kyle Sanderson
>>> Sent: Thursday, December 15, 2011 8:25 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>> of
>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>
>>> While I no longer have a steam.inf on my client, it's there on my Linux
>>> CS:S servers.
>>>
>>> Kyle.
>>>
>>> On Thu, Dec 15, 2011 at 8:22 PM, Russell
>>> Smith>> us >wrote:
>>>
>>>  Similar situation here:
>>>>
>>>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>>>> server using Steam.
>>>> Checking bootstrapper version ...
>>>> removing stale semaphore last operated on by process 24128 with name
>>>> 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4
>>>>
>>>> Updating Installation
>>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>>> progress"
>>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
>>>> deferrals.
>>>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>>>
>>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>>>> ignoring.
>>>>
>>>> Running a benchmark to measure system clock frequency...
>>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>>>> system.
>>>> This value is dependent upon the CPU clock speed and architecture and
>>>> should be determined separately for each server. The use of this
>>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>>> 'disabled'.
>>>>
>>>> Using breakpad minidump system
>>>> Using breakpad crash handler
>>>>
>>>> Console initialized.
>>>> Segmentation fault
>>>> Add "-debug" to the /home/tf2server/hlds2/orangebox/srcds_run
>>>> command line to generate a debug.log to help with solving this problem
>>>>
>>>>
>>>>
>>>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>>>
>>>>  Checking bootstrapper version ...
>>>>> removing stale semaphore last operated on by process 28342 with name
>>>>> 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
>>>>> Updating Installation
>>>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>>>> progress"
>>>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
>>>>> deferrals.
>>>>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>>>>> CAsyncIOManager: 0 single object ale

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

2011-12-15 Thread PharaohsPaw
Of course the bigger problem is segfaulting on startup, which is
apparently happening for people who didn't have other problems.  That's
probably where Valve needs to focus on right now, but it would be really
great if somebody could look into this steam.inf issue and fix it once
and for all.  I don't think nemrun is the only thing that depends on the
contents of that file to report the local game version to the masters. 
(simple test: go edit yours to something lower than latest and do a
heartbeat, and see what you get back)

> This has all happened before.  (isn't that a line out of a movie or
> something?)
>
> As I said before, I used to get this problem on some of the updates even
> before I started using nemrun.  I only started using nemrun a little over
> a year ago.  I used to get broken updates before that too.  (and I have
> been running valve dedicated servers off and on since fall of 2006).
>
> I don't know why it happens.  I do not believe, however, that nemrun is
> the problem.  When the actual *updating* happens, nemrun is simply issuing
> a "steam -command update" command.  The script doesn't do anything else
> until the update has exited.
>
> It has beena while since I have really looked into this or searched around
> the net and the mailing lists for others having the problem, so I am
> probably fuzzy on the details.  But if I remember correctly, I believe the
> distinction comes in whether the steam.inf file is marked as an updated
> file or not, along with the other new or updated files with that update.
> And so whether you get a new steam.inf file may all have to do with
> whether you did a "quick" update (./steam -command update) or a "full"
> update (./steam -command update -verify_all blah blah blah).
>
> Make sense?
>
> I do know that running a -verify_all update does get the latest steam.inf,
> for exactly the same reason that you get one when you are starting a new
> install tree from scratch with the ./steam -command update.  Because it
> will install the entire set of files for the dedicated server if it has to
> to get you a copy of everything you're supposed to have.
>
> Whereas just doing a quick update doesn't get you the updated steam.inf
> file, if it isn't marked as an updated file.  that is what I think the
> problem is.  And it has happened a lot of times over the years I have
> tortured myself trying to have good-running Valve gameservers.
>
>
>
>
>>
>> It looks like there is a problem where old servers are still allowed to
>> be
>> listed, if they were logged in before the update.  That may be adding to
>> the confusion.
>>
>> - Fletch
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
>> Sanderson
>> Sent: Thursday, December 15, 2011 8:25 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>> of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> While I no longer have a steam.inf on my client, it's there on my Linux
>> CS:S servers.
>>
>> Kyle.
>>
>> On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
>> wrote:
>>
>>> Similar situation here:
>>>
>>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>>> server using Steam.
>>> Checking bootstrapper version ...
>>> removing stale semaphore last operated on by process 24128 with name
>>> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>>>
>>> Updating Installation
>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>> progress"
>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
>>> deferrals.
>>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>>
>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>>> ignoring.
>>>
>>> Running a benchmark to measure system clock frequency...
>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>>> system.
>>> This value is dependent upon the CPU clock speed and architecture and
>>> should be determined separately for each server. The use of this
>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>> 'disabled&

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

2011-12-15 Thread E3pO
After running the command again all my boxes are running fine with the
latest snapshots of sourcemod and metamod source.

On Thu, Dec 15, 2011 at 11:59 PM, John Schoenick wrote:

> nemrun just calls hldsupdatetool with normal options.
>
> Your princess is in another castle.
>
>
> On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
>
>> PatchVersion=1.1.8.9
>> ProductName=tf
>> appID=440
>>
>> The file was definitely updated in the depots.  I don't know why some
>> people are not able to get it.  You know there *is* something else that has
>> changed other than our update: many of you are using a new up-to-date check
>> script.  Nothing on our end has changed with regard to how we distribute
>> this file.  None of the Valve dedicated servers had a problem receiving it.
>>
>> It looks like there is a problem where old servers are still allowed to
>> be listed, if they were logged in before the update.  That may be adding to
>> the confusion.
>>
>> - Fletch
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Kyle Sanderson
>> Sent: Thursday, December 15, 2011 8:25 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> While I no longer have a steam.inf on my client, it's there on my Linux
>> CS:S servers.
>>
>> Kyle.
>>
>> On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith> us >wrote:
>>
>>  Similar situation here:
>>>
>>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>>> server using Steam.
>>> Checking bootstrapper version ...
>>> removing stale semaphore last operated on by process 24128 with name
>>> 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4
>>>
>>> Updating Installation
>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>> progress"
>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>>
>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>>> ignoring.
>>>
>>> Running a benchmark to measure system clock frequency...
>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>>> system.
>>> This value is dependent upon the CPU clock speed and architecture and
>>> should be determined separately for each server. The use of this
>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>> 'disabled'.
>>>
>>> Using breakpad minidump system
>>> Using breakpad crash handler
>>>
>>> Console initialized.
>>> Segmentation fault
>>> Add "-debug" to the /home/tf2server/hlds2/orangebox/srcds_run
>>> command line to generate a debug.log to help with solving this problem
>>>
>>>
>>>
>>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>>
>>>  Checking bootstrapper version ...
>>>> removing stale semaphore last operated on by process 28342 with name
>>>> 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
>>>> Updating Installation
>>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>>> progress"
>>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>>>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>>> alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
>>>> ignoring.
>>>> Running a benchmark to measure system clock frequency...
>>>> Finished RDTSC test. To prevent the startup delay from this
>>>> benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00
>>>> on this system.
>>>> This value is dependent upon the CPU clock speed and architecture and
>>>> should be determined separately for each server. The use of this
>>>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>>>> 'disabled'.
>

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

2011-12-15 Thread John Schoenick

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people 
are not able to get it.  You know there *is* something else that has changed 
other than our update: many of you are using a new up-to-date check script.  
Nothing on our end has changed with regard to how we distribute this file.  
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be 
listed, if they were logged in before the update.  That may be adding to the 
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S 
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smithwrote:


Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark,
set the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
command line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this
benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on this 
system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size>= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908 Cannot access memory at
address 0xf77e9908 Cannot access memory at address 0xf77e9908

warning: the debug information found in "/lib/ld-2.12.1.so" does not
match "/lib/ld-linux.so.2" (CRC mismatch).


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

2011-12-15 Thread PharaohsPaw
> PatchVersion=1.1.8.9
> ProductName=tf
> appID=440
>
> The file was definitely updated in the depots.  I don't know why some
> people are not able to get it.  You know there *is* something else that
> has changed other than our update: many of you are using a new up-to-date
> check script.  Nothing on our end has changed with regard to how we
> distribute this file.  None of the Valve dedicated servers had a problem
> receiving it.

This has all happened before.  (isn't that a line out of a movie or
something?)

As I said before, I used to get this problem on some of the updates even
before I started using nemrun.  I only started using nemrun a little over
a year ago.  I used to get broken updates before that too.  (and I have
been running valve dedicated servers off and on since fall of 2006).

I don't know why it happens.  I do not believe, however, that nemrun is
the problem.  When the actual *updating* happens, nemrun is simply issuing
a "steam -command update" command.  The script doesn't do anything else
until the update has exited.

It has beena while since I have really looked into this or searched around
the net and the mailing lists for others having the problem, so I am
probably fuzzy on the details.  But if I remember correctly, I believe the
distinction comes in whether the steam.inf file is marked as an updated
file or not, along with the other new or updated files with that update. 
And so whether you get a new steam.inf file may all have to do with
whether you did a "quick" update (./steam -command update) or a "full"
update (./steam -command update -verify_all blah blah blah).

Make sense?

I do know that running a -verify_all update does get the latest steam.inf,
for exactly the same reason that you get one when you are starting a new
install tree from scratch with the ./steam -command update.  Because it
will install the entire set of files for the dedicated server if it has to
to get you a copy of everything you're supposed to have.

Whereas just doing a quick update doesn't get you the updated steam.inf
file, if it isn't marked as an updated file.  that is what I think the
problem is.  And it has happened a lot of times over the years I have
tortured myself trying to have good-running Valve gameservers.




>
> It looks like there is a problem where old servers are still allowed to be
> listed, if they were logged in before the update.  That may be adding to
> the confusion.
>
> - Fletch
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
> Sanderson
> Sent: Thursday, December 15, 2011 8:25 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> While I no longer have a steam.inf on my client, it's there on my Linux
> CS:S servers.
>
> Kyle.
>
> On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
> wrote:
>
>> Similar situation here:
>>
>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
>> server using Steam.
>> Checking bootstrapper version ...
>> removing stale semaphore last operated on by process 24128 with name
>> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>>
>> Updating Installation
>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>> progress"
>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>
>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
>> ignoring.
>>
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
>> system.
>> This value is dependent upon the CPU clock speed and architecture and
>> should be determined separately for each server. The use of this
>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
>> 'disabled'.
>>
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>> Segmentation fault
>> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
>> command line to generate a debug.log to help with solving this problem
>>
>>
>>
>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>
>>> Checking bootstrapper version ...
>>> removing

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

2011-12-15 Thread hlds
This seems to be the small update.

 

Updating 'Team Fortress 2 Content' from version 301 to version 302

 

42.09%  downloading ./orangebox/tf/resource/tf_english.txt

99.78%  downloading ./orangebox/tf/scripts/items/items_game.txt

99.90%  downloading ./orangebox/tf/scripts/tf_weapon_scattergun.ctx

 

Updating 'Team Fortress 2 Materials' from version 154 to version 155

 

99.95%  downloading
./orangebox/tf/materials/models/player/items/all_class/xms_allclass_steamwhi
stle.vmt

 

Checking/Installing 'Base Source Shared Materials' version 8

 

 

Checking/Installing 'Base Source Shared Models' version 4

 

 

Checking/Installing 'Base Source Shared Sounds' version 4

 

 

Checking/Installing 'OB Linux Dedicated Server' version 144

 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Friday, December 16, 2011 6:35 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

What was the purpose of the new 1.8MB update pushed right after the larger

one?

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher

Dunn

Sent: Thursday, December 15, 2011 11:32 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

PatchVersion=1.1.8.9

ProductName=tf

appID=440

 

The file was definitely updated in the depots.  I don't know why some people

are not able to get it.  You know there *is* something else that has changed

other than our update: many of you are using a new up-to-date check script.

Nothing on our end has changed with regard to how we distribute this file.

None of the Valve dedicated servers had a problem receiving it.

 

It looks like there is a problem where old servers are still allowed to be

listed, if they were logged in before the update.  That may be adding to the

confusion.

 

- Fletch

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle

Sanderson

Sent: Thursday, December 15, 2011 8:25 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

While I no longer have a steam.inf on my client, it's there on my Linux CS:S

servers.

 

Kyle.

 

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith

wrote:

 

> Similar situation here:

> 

> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 

> server using Steam.

> Checking bootstrapper version ...

> removing stale semaphore last operated on by process 24128 with name

> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

> 

> Updating Installation

> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 

> progress"

> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

> 

> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 

> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 

> ignoring.

> 

> Running a benchmark to measure system clock frequency...

> Finished RDTSC test. To prevent the startup delay from this benchmark, 

> set the environment variable RDTSC_FREQUENCY to 2799.00 on this

system.

> This value is dependent upon the CPU clock speed and architecture and 

> should be determined separately for each server. The use of this 

> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to

'disabled'.

> 

> Using breakpad minidump system

> Using breakpad crash handler

> 

> Console initialized.

> Segmentation fault

> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run

> command line to generate a debug.log to help with solving this problem

> 

> 

> 

> On 12/15/2011 8:18 PM, Tyler Davies wrote:

> 

>> Checking bootstrapper version ...

>> removing stale semaphore last operated on by process 28342 with name

>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73

>> Updating Installation

>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 

>> progress"

>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps

>> CAsyncIOManager: 0 single obj

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

2011-12-15 Thread Ross Bemrose
I'm on Ubuntu 10.4 64-bit as well.  I'm currently waiting to see if the 
server updater's --verify_all will actually do anything (it's been 
sitting there for 32 minutes)


On 12/15/2011 11:38 PM, gamead...@127001.org wrote:

For what it's worth, it's working fine for me (ubuntu 10.04 64 bit, plus a
couple of windows boxes)


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: 16 December 2011 04:31
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released

OK here is the contents of the new steam.inf file (after first update
tonight):

PatchVersion=1.1.8.9
ProductName=tf
appID=440


My "off to the side" instance got far enough along in its -verify_all
to
have pulled in the new steam.inf file, so I copied it into place on the
live servers tree.

Now I am caught up with everyone else whose games just segfault on them
at
start up. :)

Since we've already heard from at least one person who pulled out all
of
their plugins, I'm not going to bother pulling metamod and sourcemod
out.

If I can get a core file (or somebody else can) maybe Valve can use it
to
figure out what they broke and get us another update out.




While I no longer have a steam.inf on my client, it's there on my

Linux

CS:S servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
wrote:


Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now

in

progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0

deferrals.

CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps
Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this

benchmark,

set
the environment variable RDTSC_FREQUENCY to 2799.00 on this

system.

This value is dependent upon the CPU clock speed and architecture

and

should be determined separately for each server. The use of this
mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run

command

line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with

name

0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now

in

progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this

benchmark,

set
the environment variable RDTSC_FREQUENCY to 3391.00 on this

system.

This value is dependent upon the CPU clock speed and architecture

and

should be determined separately for each server. The use of this
mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to

'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size>= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in "/lib/ld-2.12.1.so" does

not

match
"/lib/ld-linux.so.2" (CRC mismatch).


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

2011-12-15 Thread Russell Smith
I'm not using nemrun, just the -autoupdate flag, and I'm getting seg 
faults before any updates are downloaded.


On 12/15/2011 8:32 PM, Fletcher Dunn wrote:

You know there *is* something else that has changed other than our update: many 
of you are using a new up-to-date check script.  Nothing on our end has changed 
with regard to how we distribute this file.  None of the Valve dedicated 
servers had a problem receiving it.


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

2011-12-15 Thread gameadmin
For what it's worth, it's working fine for me (ubuntu 10.04 64 bit, plus a
couple of windows boxes)

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
> Sent: 16 December 2011 04:31
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
> of Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> OK here is the contents of the new steam.inf file (after first update
> tonight):
> 
> PatchVersion=1.1.8.9
> ProductName=tf
> appID=440
> 
> 
> My "off to the side" instance got far enough along in its -verify_all
> to
> have pulled in the new steam.inf file, so I copied it into place on the
> live servers tree.
> 
> Now I am caught up with everyone else whose games just segfault on them
> at
> start up. :)
> 
> Since we've already heard from at least one person who pulled out all
> of
> their plugins, I'm not going to bother pulling metamod and sourcemod
> out.
> 
> If I can get a core file (or somebody else can) maybe Valve can use it
> to
> figure out what they broke and get us another update out.
> 
> 
> 
> > While I no longer have a steam.inf on my client, it's there on my
> Linux
> > CS:S servers.
> >
> > Kyle.
> >
> > On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
> > wrote:
> >
> >> Similar situation here:
> >>
> >> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
> >> Updating server using Steam.
> >> Checking bootstrapper version ...
> >> removing stale semaphore last operated on by process 24128 with name
> >> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
> >>
> >> Updating Installation
> >> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now
> in
> >> progress"
> >> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
> deferrals.
> >> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
> >>
> >> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
> >> alertable sleeps
> >> Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
> >>
> >> Running a benchmark to measure system clock frequency...
> >> Finished RDTSC test. To prevent the startup delay from this
> benchmark,
> >> set
> >> the environment variable RDTSC_FREQUENCY to 2799.00 on this
> system.
> >> This value is dependent upon the CPU clock speed and architecture
> and
> >> should be determined separately for each server. The use of this
> >> mechanism
> >> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> >>
> >> Using breakpad minidump system
> >> Using breakpad crash handler
> >>
> >> Console initialized.
> >> Segmentation fault
> >> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
> command
> >> line to generate a debug.log to help with solving this problem
> >>
> >>
> >>
> >> On 12/15/2011 8:18 PM, Tyler Davies wrote:
> >>
> >>> Checking bootstrapper version ...
> >>> removing stale semaphore last operated on by process 28342 with
> name
> >>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
> >>> Updating Installation
> >>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now
> in
> >>> progress"
> >>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
> >>> deferrals.
> >>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
> >>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
> >>> alertable
> >>> sleeps
> >>> Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
> >>> Running a benchmark to measure system clock frequency...
> >>> Finished RDTSC test. To prevent the startup delay from this
> benchmark,
> >>> set
> >>> the environment variable RDTSC_FREQUENCY to 3391.00 on this
> system.
> >>> This value is dependent upon the CPU clock speed and architecture
> and
> >>> should be determined separately for each server. The use of this
> >>> mechanism
> >>> for timing can be disabled by setting RDTSC_FREQUENCY to
> 'disabled'.
> >>> Using breakpad minidump system
> >&

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

2011-12-15 Thread Frank
What was the purpose of the new 1.8MB update pushed right after the larger
one?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Thursday, December 15, 2011 11:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people
are not able to get it.  You know there *is* something else that has changed
other than our update: many of you are using a new up-to-date check script.
Nothing on our end has changed with regard to how we distribute this file.
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be
listed, if they were logged in before the update.  That may be adding to the
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
wrote:

> Similar situation here:
>
> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 
> server using Steam.
> Checking bootstrapper version ...
> removing stale semaphore last operated on by process 24128 with name
> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>
> Updating Installation
> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 
> progress"
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 
> ignoring.
>
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, 
> set the environment variable RDTSC_FREQUENCY to 2799.00 on this
system.
> This value is dependent upon the CPU clock speed and architecture and 
> should be determined separately for each server. The use of this 
> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
'disabled'.
>
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Segmentation fault
> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run
> command line to generate a debug.log to help with solving this problem
>
>
>
> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>
>> Checking bootstrapper version ...
>> removing stale semaphore last operated on by process 28342 with name
>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
>> Updating Installation
>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 
>> progress"
>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
>> alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 
>> ignoring.
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this 
>> benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on
this system.
>> This value is dependent upon the CPU clock speed and architecture and 
>> should be determined separately for each server. The use of this 
>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
'disabled'.
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>> Segmentation fault (core dumped)
>> BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
>> expected
>> core file size>= 41066496, found: 12414976.
>> Cannot access memory at address 0xf77e9908 Cannot access memory at 
>> address 0xf77e9908 Cannot access memory at address 0xf77e9908
>>
>> warning: the debug information found in "/lib/ld-2.12.1.so" does not 
>> match "/lib/ld-linux.so.2" (CRC mismatch).
>>
>
> __**__

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

2011-12-15 Thread Fletcher Dunn
PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people 
are not able to get it.  You know there *is* something else that has changed 
other than our update: many of you are using a new up-to-date check script.  
Nothing on our end has changed with regard to how we distribute this file.  
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be 
listed, if they were logged in before the update.  That may be adding to the 
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S 
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith wrote:

> Similar situation here:
>
> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 
> server using Steam.
> Checking bootstrapper version ...
> removing stale semaphore last operated on by process 24128 with name
> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>
> Updating Installation
> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 
> progress"
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
> alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 
> ignoring.
>
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, 
> set the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
> This value is dependent upon the CPU clock speed and architecture and 
> should be determined separately for each server. The use of this 
> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
>
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Segmentation fault
> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run 
> command line to generate a debug.log to help with solving this problem
>
>
>
> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>
>> Checking bootstrapper version ...
>> removing stale semaphore last operated on by process 28342 with name
>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
>> Updating Installation
>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 
>> progress"
>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
>> alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 
>> ignoring.
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this 
>> benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on 
>> this system.
>> This value is dependent upon the CPU clock speed and architecture and 
>> should be determined separately for each server. The use of this 
>> mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
>> 'disabled'.
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>> Segmentation fault (core dumped)
>> BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
>> expected
>> core file size>= 41066496, found: 12414976.
>> Cannot access memory at address 0xf77e9908 Cannot access memory at 
>> address 0xf77e9908 Cannot access memory at address 0xf77e9908
>>
>> warning: the debug information found in "/lib/ld-2.12.1.so" does not 
>> match "/lib/ld-linux.so.2" (CRC mismatch).
>>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
OK here is the contents of the new steam.inf file (after first update
tonight):

PatchVersion=1.1.8.9
ProductName=tf
appID=440


My "off to the side" instance got far enough along in its -verify_all to
have pulled in the new steam.inf file, so I copied it into place on the
live servers tree.

Now I am caught up with everyone else whose games just segfault on them at
start up. :)

Since we've already heard from at least one person who pulled out all of
their plugins, I'm not going to bother pulling metamod and sourcemod out.

If I can get a core file (or somebody else can) maybe Valve can use it to
figure out what they broke and get us another update out.



> While I no longer have a steam.inf on my client, it's there on my Linux
> CS:S servers.
>
> Kyle.
>
> On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
> wrote:
>
>> Similar situation here:
>>
>> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
>> Updating server using Steam.
>> Checking bootstrapper version ...
>> removing stale semaphore last operated on by process 24128 with name
>> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>>
>> Updating Installation
>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>> progress"
>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>>
>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>> alertable sleeps
>> Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
>>
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>> set
>> the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
>> This value is dependent upon the CPU clock speed and architecture and
>> should be determined separately for each server. The use of this
>> mechanism
>> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
>>
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>> Segmentation fault
>> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run command
>> line to generate a debug.log to help with solving this problem
>>
>>
>>
>> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>>
>>> Checking bootstrapper version ...
>>> removing stale semaphore last operated on by process 28342 with name
>>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
>>> Updating Installation
>>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>>> progress"
>>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
>>> deferrals.
>>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>>> alertable
>>> sleeps
>>> Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
>>> Running a benchmark to measure system clock frequency...
>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>> set
>>> the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
>>> This value is dependent upon the CPU clock speed and architecture and
>>> should be determined separately for each server. The use of this
>>> mechanism
>>> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
>>> Using breakpad minidump system
>>> Using breakpad crash handler
>>>
>>> Console initialized.
>>> Segmentation fault (core dumped)
>>> BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
>>> expected
>>> core file size>= 41066496, found: 12414976.
>>> Cannot access memory at address 0xf77e9908
>>> Cannot access memory at address 0xf77e9908
>>> Cannot access memory at address 0xf77e9908
>>>
>>> warning: the debug information found in "/lib/ld-2.12.1.so" does not
>>> match
>>> "/lib/ld-linux.so.2" (CRC mismatch).
>>>
>>
>> __**_
>> 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Alex Kowald
Correct me if I'm wrong but they don't have issues because they aren't
running with -autoupdate. Get rid of that and you'll be fine until Valve
publishes a fixed steam.inf file.

On Thu, Dec 15, 2011 at 11:23 PM, PharaohsPaw  wrote:

> > I didn't have any issues with steam.inf going away.
> >
> Would you be so kind as to post the contents of yours, then?
>
> thanks :)  I know of at least 4 of us now who would love to see it so we
> can try to get ours back up. :)
>
> > On 12/15/2011 11:12 PM, PharaohsPaw wrote:
> >> So let's see, that makes me and 2 other server operators now.  Either
> >> all
> >> 3 of us are smoking crack or maybe, just maybe, the update didn't come
> >> with a steam.inf file
> >>
> >> But, it doesn't sound like it was a very good update anyway, can't blame
> >> plugins/addons if none are loaded.
> >>
> >>
> >>
> >>> Bummer, i can't even play TF2 through steam. Says the game is
> >>> currently unavailable :(. And now the servers are to busy to handle my
> >>> request.
> >>>
> >>> steam.inf before update:
> >>> PatchVersion=1.1.8.8
> >>> ProductName=tf
> >>> appID=440
> >>>
> >>> steam.inf after update:
> >>> no file can be found!
> >>>
> >>>
> >>> On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose
> >>> wrote:
> >>>
>  gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
>  /home/gameserver/event/**orangebox/tf/steam.inf
>  /home/gameserver/orangebox/tf/**steam.inf
>  gameserver@ocrtf2:~/orangebox/**tf$ more
>  /home/gameserver/orangebox/tf/**
>  steam.inf
>  /home/gameserver/orangebox/tf/**steam.inf: No such file or directory
> 
>  So, the file was basically deleted by today's update.
> 
> 
>  On 12/15/2011 10:54 PM, PharaohsPaw wrote:
> 
> > Something did, as my server is segfaulting on start.
> >> On 12/15/2011 10:46 PM, Violent Crimes wrote:
> >>
> >>> Anyone know if sourcemod offsets changed?
> >>>
> >>>   If one of you guys that got an update successfully woudln't mind
> > posting
> > the contents of your updated tf2/orangebox/tf/steam.inf file, I am
> > willing
> > to try to help figure out what this update broke with
> > metamod/sourcemod
> > (assuming you guys are running them).
> >
> > I'm no Bailopan but I know a few things about them. :)
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > please visit:
> > https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
> 
>  __**_
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
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> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
> >>
> >> ___
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> >> please visit:
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> >
> >
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Kyle Sanderson
While I no longer have a steam.inf on my client, it's there on my Linux
CS:S servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith wrote:

> Similar situation here:
>
> Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
> Updating server using Steam.
> Checking bootstrapper version ...
> removing stale semaphore last operated on by process 24128 with name
> 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
>
> Updating Installation
> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
> progress"
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
>
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
> alertable sleeps
> Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
>
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, set
> the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
> This value is dependent upon the CPU clock speed and architecture and
> should be determined separately for each server. The use of this mechanism
> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
>
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Segmentation fault
> Add "-debug" to the /home/tf2server/hlds2/**orangebox/srcds_run command
> line to generate a debug.log to help with solving this problem
>
>
>
> On 12/15/2011 8:18 PM, Tyler Davies wrote:
>
>> Checking bootstrapper version ...
>> removing stale semaphore last operated on by process 28342 with name
>> 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
>> Updating Installation
>> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
>> progress"
>> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
>> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
>> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
>> alertable
>> sleeps
>> Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this benchmark, set
>> the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
>> This value is dependent upon the CPU clock speed and architecture and
>> should be determined separately for each server. The use of this mechanism
>> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
>> Using breakpad minidump system
>> Using breakpad crash handler
>>
>> Console initialized.
>> Segmentation fault (core dumped)
>> BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
>> expected
>> core file size>= 41066496, found: 12414976.
>> Cannot access memory at address 0xf77e9908
>> Cannot access memory at address 0xf77e9908
>> Cannot access memory at address 0xf77e9908
>>
>> warning: the debug information found in "/lib/ld-2.12.1.so" does not
>> match
>> "/lib/ld-linux.so.2" (CRC mismatch).
>>
>
> __**_
> 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
> I didn't have any issues with steam.inf going away.
>
Would you be so kind as to post the contents of yours, then?

thanks :)  I know of at least 4 of us now who would love to see it so we
can try to get ours back up. :)

> On 12/15/2011 11:12 PM, PharaohsPaw wrote:
>> So let's see, that makes me and 2 other server operators now.  Either
>> all
>> 3 of us are smoking crack or maybe, just maybe, the update didn't come
>> with a steam.inf file
>>
>> But, it doesn't sound like it was a very good update anyway, can't blame
>> plugins/addons if none are loaded.
>>
>>
>>
>>> Bummer, i can't even play TF2 through steam. Says the game is
>>> currently unavailable :(. And now the servers are to busy to handle my
>>> request.
>>>
>>> steam.inf before update:
>>> PatchVersion=1.1.8.8
>>> ProductName=tf
>>> appID=440
>>>
>>> steam.inf after update:
>>> no file can be found!
>>>
>>>
>>> On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose
>>> wrote:
>>>
 gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
 /home/gameserver/event/**orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/**steam.inf
 gameserver@ocrtf2:~/orangebox/**tf$ more
 /home/gameserver/orangebox/tf/**
 steam.inf
 /home/gameserver/orangebox/tf/**steam.inf: No such file or directory

 So, the file was basically deleted by today's update.


 On 12/15/2011 10:54 PM, PharaohsPaw wrote:

> Something did, as my server is segfaulting on start.
>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>>
>>> Anyone know if sourcemod offsets changed?
>>>
>>>   If one of you guys that got an update successfully woudln't mind
> posting
> the contents of your updated tf2/orangebox/tf/steam.inf file, I am
> willing
> to try to help figure out what this update broke with
> metamod/sourcemod
> (assuming you guys are running them).
>
> I'm no Bailopan but I know a few things about them. :)
>
> __**_
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> archives,
> please visit:
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>

 __**_
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 please visit:
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>>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread DontWannaName!
I dont know why, but I keep getting plagued with command aborted :(

On Thu, Dec 15, 2011 at 8:18 PM, Tyler Davies wrote:

> Checking bootstrapper version ...
> removing stale semaphore last operated on by process 28342 with name
> 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
> Updating Installation
> Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
> progress"
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
> sleeps
> Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, set
> the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
> This value is dependent upon the CPU clock speed and architecture and
> should be determined separately for each server. The use of this mechanism
> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Segmentation fault (core dumped)
> BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
> core file size >= 41066496, found: 12414976.
> Cannot access memory at address 0xf77e9908
> Cannot access memory at address 0xf77e9908
> Cannot access memory at address 0xf77e9908
>
> warning: the debug information found in "/lib/ld-2.12.1.so" does not match
> "/lib/ld-linux.so.2" (CRC mismatch).
>
>
> On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose 
> wrote:
>
> > Renamed addons, server still crashes, so apparently srcds itself is
> > crashing.  Trying to force a -verify_all now, but of course, now I get to
> > deal with the server updater's legendary responsiveness...
> >
> >
> > On 12/15/2011 10:54 PM, PharaohsPaw wrote:
> >
> >> Something did, as my server is segfaulting on start.
> >>>
> >>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
> >>>
>  Anyone know if sourcemod offsets changed?
> 
>   If one of you guys that got an update successfully woudln't mind
> >> posting
> >> the contents of your updated tf2/orangebox/tf/steam.inf file, I am
> willing
> >> to try to help figure out what this update broke with metamod/sourcemod
> >> (assuming you guys are running them).
> >>
> >> I'm no Bailopan but I know a few things about them. :)
> >>
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>
> >
> >
> > __**_
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> > please visit:
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> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Russell Smith

Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name 
0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in 
progress"

CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
alertable sleeps

Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, 
set the environment variable RDTSC_FREQUENCY to 2799.00 on this 
system. This value is dependent upon the CPU clock speed and 
architecture and should be determined separately for each server. The 
use of this mechanism for timing can be disabled by setting 
RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add "-debug" to the /home/tf2server/hlds2/orangebox/srcds_run command 
line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:

Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
core file size>= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in "/lib/ld-2.12.1.so" does not match
"/lib/ld-linux.so.2" (CRC mismatch).


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

2011-12-15 Thread PharaohsPaw

> This can happen if you interrupt the update process. Are you sure that's
> not what happened?

The short version is, no, I didn't interrupt the update.  I've been around
this block a few times. :)

all of the actual game servers went down before nemrun started pulling
update files in.  I can attest to it bcause I have a screen full of screen
sessions that the games all went down in and sat there so nemrun could
update the game files.

Nemrun (the update daemon instance) creates a lock file.  Nothing fancy,
just a file that each of the gameservers (also running nemrun as an srcds
launcher script rather than srcds_run) knows to look for.  As long as the
lock file is there the game will not start back up.  because the script
holds them there without the game running.  This allows nemrun the updater
daemon to call steam to update the game files without anything else
messing with them while it works.



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

2011-12-15 Thread Tyler Davies
Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 "Operation now in
progress"
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
core file size >= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in "/lib/ld-2.12.1.so" does not match
"/lib/ld-linux.so.2" (CRC mismatch).


On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose  wrote:

> Renamed addons, server still crashes, so apparently srcds itself is
> crashing.  Trying to force a -verify_all now, but of course, now I get to
> deal with the server updater's legendary responsiveness...
>
>
> On 12/15/2011 10:54 PM, PharaohsPaw wrote:
>
>> Something did, as my server is segfaulting on start.
>>>
>>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>>>
 Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind
>> posting
>> the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
>> to try to help figure out what this update broke with metamod/sourcemod
>> (assuming you guys are running them).
>>
>> I'm no Bailopan but I know a few things about them. :)
>>
>> __**_
>> 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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> please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Nicholas Hastings

I didn't have any issues with steam.inf going away.

On 12/15/2011 11:12 PM, PharaohsPaw wrote:

So let's see, that makes me and 2 other server operators now.  Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file

But, it doesn't sound like it was a very good update anyway, can't blame
plugins/addons if none are loaded.




Bummer, i can't even play TF2 through steam. Says the game is
currently unavailable :(. And now the servers are to busy to handle my
request.

steam.inf before update:
PatchVersion=1.1.8.8
ProductName=tf
appID=440

steam.inf after update:
no file can be found!


On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose
wrote:


gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
/home/gameserver/event/**orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/**steam.inf
gameserver@ocrtf2:~/orangebox/**tf$ more
/home/gameserver/orangebox/tf/**
steam.inf
/home/gameserver/orangebox/tf/**steam.inf: No such file or directory

So, the file was basically deleted by today's update.


On 12/15/2011 10:54 PM, PharaohsPaw wrote:


Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:


Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind

posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am
willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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

2011-12-15 Thread 1nsane
Would "command aborted" count?

On Thu, Dec 15, 2011 at 11:09 PM, Tony Paloma wrote:

> This can happen if you interrupt the update process. Are you sure that's
> not what happened?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Thursday, December 15, 2011 7:57 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
> /home/gameserver/event/orangebox/tf/steam.inf
> /home/gameserver/orangebox/tf/steam.inf
> gameserver@ocrtf2:~/orangebox/tf$ more
> /home/gameserver/orangebox/tf/steam.inf
> /home/gameserver/orangebox/tf/steam.inf: No such file or directory
>
> So, the file was basically deleted by today's update.
>
> On 12/15/2011 10:54 PM, PharaohsPaw wrote:
> >> Something did, as my server is segfaulting on start.
> >>
> >> On 12/15/2011 10:46 PM, Violent Crimes wrote:
> >>> Anyone know if sourcemod offsets changed?
> >>>
> > If one of you guys that got an update successfully woudln't mind
> > posting the contents of your updated tf2/orangebox/tf/steam.inf file,
> > I am willing to try to help figure out what this update broke with
> > metamod/sourcemod (assuming you guys are running them).
> >
> > I'm no Bailopan but I know a few things about them. :)
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
So let's see, that makes me and 2 other server operators now.  Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file

But, it doesn't sound like it was a very good update anyway, can't blame
plugins/addons if none are loaded.



> Bummer, i can't even play TF2 through steam. Says the game is
> currently unavailable :(. And now the servers are to busy to handle my
> request.
>
> steam.inf before update:
> PatchVersion=1.1.8.8
> ProductName=tf
> appID=440
>
> steam.inf after update:
> no file can be found!
>
>
> On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose 
> wrote:
>
>> gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
>> /home/gameserver/event/**orangebox/tf/steam.inf
>> /home/gameserver/orangebox/tf/**steam.inf
>> gameserver@ocrtf2:~/orangebox/**tf$ more
>> /home/gameserver/orangebox/tf/**
>> steam.inf
>> /home/gameserver/orangebox/tf/**steam.inf: No such file or directory
>>
>> So, the file was basically deleted by today's update.
>>
>>
>> On 12/15/2011 10:54 PM, PharaohsPaw wrote:
>>
>>> Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:

> Anyone know if sourcemod offsets changed?
>
>  If one of you guys that got an update successfully woudln't mind
>>> posting
>>> the contents of your updated tf2/orangebox/tf/steam.inf file, I am
>>> willing
>>> to try to help figure out what this update broke with metamod/sourcemod
>>> (assuming you guys are running them).
>>>
>>> I'm no Bailopan but I know a few things about them. :)
>>>
>>> __**_
>>> 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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>> please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread E3pO
My favorite time of the day:
http://www.wmclan.net/i/images/70213795242739373460.png

As soon as these servers update i will be able to confirm the steam.inf
isn't being sent out on multiple boxes

On Thu, Dec 15, 2011 at 11:09 PM, Tony Paloma wrote:

> This can happen if you interrupt the update process. Are you sure that's
> not what happened?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Thursday, December 15, 2011 7:57 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
> /home/gameserver/event/orangebox/tf/steam.inf
> /home/gameserver/orangebox/tf/steam.inf
> gameserver@ocrtf2:~/orangebox/tf$ more
> /home/gameserver/orangebox/tf/steam.inf
> /home/gameserver/orangebox/tf/steam.inf: No such file or directory
>
> So, the file was basically deleted by today's update.
>
> On 12/15/2011 10:54 PM, PharaohsPaw wrote:
> >> Something did, as my server is segfaulting on start.
> >>
> >> On 12/15/2011 10:46 PM, Violent Crimes wrote:
> >>> Anyone know if sourcemod offsets changed?
> >>>
> > If one of you guys that got an update successfully woudln't mind
> > posting the contents of your updated tf2/orangebox/tf/steam.inf file,
> > I am willing to try to help figure out what this update broke with
> > metamod/sourcemod (assuming you guys are running them).
> >
> > I'm no Bailopan but I know a few things about them. :)
> >
> > ___
> > 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] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Tony Paloma
This can happen if you interrupt the update process. Are you sure that's not 
what happened?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, December 15, 2011 7:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf 
/home/gameserver/event/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf
gameserver@ocrtf2:~/orangebox/tf$ more
/home/gameserver/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf: No such file or directory

So, the file was basically deleted by today's update.

On 12/15/2011 10:54 PM, PharaohsPaw wrote:
>> Something did, as my server is segfaulting on start.
>>
>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>>> Anyone know if sourcemod offsets changed?
>>>
> If one of you guys that got an update successfully woudln't mind 
> posting the contents of your updated tf2/orangebox/tf/steam.inf file, 
> I am willing to try to help figure out what this update broke with 
> metamod/sourcemod (assuming you guys are running them).
>
> I'm no Bailopan but I know a few things about them. :)
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
Renamed addons, server still crashes, so apparently srcds itself is 
crashing.  Trying to force a -verify_all now, but of course, now I get 
to deal with the server updater's legendary responsiveness...


On 12/15/2011 10:54 PM, PharaohsPaw wrote:

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?


If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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

2011-12-15 Thread E3pO
Bummer, i can't even play TF2 through steam. Says the game is
currently unavailable :(. And now the servers are to busy to handle my
request.

steam.inf before update:
PatchVersion=1.1.8.8
ProductName=tf
appID=440

steam.inf after update:
no file can be found!


On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose  wrote:

> gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
> /home/gameserver/event/**orangebox/tf/steam.inf
> /home/gameserver/orangebox/tf/**steam.inf
> gameserver@ocrtf2:~/orangebox/**tf$ more /home/gameserver/orangebox/tf/**
> steam.inf
> /home/gameserver/orangebox/tf/**steam.inf: No such file or directory
>
> So, the file was basically deleted by today's update.
>
>
> On 12/15/2011 10:54 PM, PharaohsPaw wrote:
>
>> Something did, as my server is segfaulting on start.
>>>
>>> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>>>
 Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind
>> posting
>> the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
>> to try to help figure out what this update broke with metamod/sourcemod
>> (assuming you guys are running them).
>>
>> I'm no Bailopan but I know a few things about them. :)
>>
>> __**_
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose

gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
/home/gameserver/event/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf
gameserver@ocrtf2:~/orangebox/tf$ more 
/home/gameserver/orangebox/tf/steam.inf

/home/gameserver/orangebox/tf/steam.inf: No such file or directory

So, the file was basically deleted by today's update.

On 12/15/2011 10:54 PM, PharaohsPaw wrote:

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?


If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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

2011-12-15 Thread PharaohsPaw
> Something did, as my server is segfaulting on start.
>
> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>> Anyone know if sourcemod offsets changed?
>>

If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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

2011-12-15 Thread Ross Bemrose

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?

On 12/15/2011 10:33 PM, PharaohsPaw wrote:

Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The 
specific

changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers 
will

be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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

2011-12-15 Thread Kyle Sanderson
You're going to have to be more specific Violent Crimes.

Thanks for the CS:S sync!
Kyle.

On Thu, Dec 15, 2011 at 7:46 PM, Violent Crimes <
violentcri...@convictgaming.com> wrote:

> Anyone know if sourcemod offsets changed?
>
>
> On 12/15/2011 10:33 PM, PharaohsPaw wrote:
>
>> Required updates are now available for Team Fortress 2, Counter-Strike:
>>> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
>>> changes include:
>>>
>> They just pushed it out, but guess what...
>>
>> YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN
>>
>> Thus forcing a -verify_all and who knows how long before our servers will
>> be playable because every server on the planet with awake admins or
>> auto-updaters is trying to update right now
>>
>> Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.
>>
>> It's such a shame that one tiny little file, one I could probably hack
>> together myself if I knew what the values in it were supposed to be with
>> this update, is the only reason our servers arent back up already with
>> players on it.
>>
>>
>>
>>
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>> please visit:
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>>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
> What problem are you experiencing exactly? The update for each game
> contains an updated steam.inf file. I'm not sure why you think it doesn't

steam.inf file is no longer present in tree after update.  Everything else
is there, and the first few loop-throughs of nemrun (auto-updater util
script) showed info from masters saying HLDS Installation is Up To Date
(the first run-through got the updated files).  ie, the update completed.

but because the steam.inf file is missing now, when the server starts back
up after the update, it still gets an out of date warning.  Well, nemrun
does, and thus it gets stuck in a loop of updates until a steam.inf file
comes along.

I suppose it is possible that MAYBE you could blame nemrun for eating the
updated steam.inf file, but I doubt it.  I've seen updates come out
without a steam.inf file before, even before I started using nemrun.

I will try a separate/safe tree I have off to the side and see if I can
manage to pick up the updated steam.inf file with it, then I can drop it
into the live gameservers tree if I am so lucky.

Thanks for the response

>
> -Eric
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> PharaohsPaw
> Sent: Thursday, December 15, 2011 7:33 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
>> Required updates are now available for Team Fortress 2, Counter-Strike:
>> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
>> changes include:
>
> They just pushed it out, but guess what...
>
> YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN
>
> Thus forcing a -verify_all and who knows how long before our servers will
> be playable because every server on the planet with awake admins or
> auto-updaters is trying to update right now
>
> Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.
>
> It's such a shame that one tiny little file, one I could probably hack
> together myself if I knew what the values in it were supposed to be with
> this update, is the only reason our servers arent back up already with
> players on it.
>
>
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Violent Crimes

Anyone know if sourcemod offsets changed?

On 12/15/2011 10:33 PM, PharaohsPaw wrote:

Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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

2011-12-15 Thread hlds
Probably he is complaining about master server(s), because the servers that
are not updated are still listed...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, December 16, 2011 5:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

What problem are you experiencing exactly? The update for each game contains
an updated steam.inf file. I'm not sure why you think it doesn't

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: Thursday, December 15, 2011 7:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
> changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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

2011-12-15 Thread Eric Smith
What problem are you experiencing exactly? The update for each game contains an 
updated steam.inf file. I'm not sure why you think it doesn't

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: Thursday, December 15, 2011 7:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
> changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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

2011-12-15 Thread PharaohsPaw
> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
> changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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

2011-12-15 Thread Jason Ruymen
Required updates are now available for Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific changes 
include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always be 
enabled, regardless of setting. Disabling this can improve compatibility with 
third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the 
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the "Valve Gift Grab 2011 - TF2" achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
 - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the "Valve Gift Grab 2011 - DoD:S" achievement
- Updated the localization files

Counter-Strike: Source
- Added the "Valve Gift Grab 2011 - CS:S" achievement
- Added rate limiting for connections and added the following ConVars to 
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage, 
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and 
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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

2011-10-13 Thread Russell Smith

Looks like a small update was just pushed out.  What changed?

"Updating 'Team Fortress 2 Content' from version 278 to version 279

9.39%   downloading ../orangebox/tf/bin/server.dll
22.40%  downloading ../orangebox/tf/bin/server.dylib
43.64%  downloading ../orangebox/tf/bin/server.so
57.70%  downloading ../orangebox/tf/resource/tf_brazilian.txt
59.55%  downloading ../orangebox/tf/resource/tf_danish.txt
61.53%  downloading ../orangebox/tf/resource/tf_dutch.txt
63.49%  downloading ../orangebox/tf/resource/tf_finnish.txt
65.48%  downloading ../orangebox/tf/resource/tf_french.txt
67.48%  downloading ../orangebox/tf/resource/tf_german.txt
69.40%  downloading ../orangebox/tf/resource/tf_hungarian.txt
71.38%  downloading ../orangebox/tf/resource/tf_italian.txt
72.69%  downloading ../orangebox/tf/resource/tf_japanese.txt
73.91%  downloading ../orangebox/tf/resource/tf_korean.txt
75.12%  downloading ../orangebox/tf/resource/tf_koreana.txt
76.80%  downloading ../orangebox/tf/resource/tf_norwegian.txt
78.75%  downloading ../orangebox/tf/resource/tf_polish.txt
80.71%  downloading ../orangebox/tf/resource/tf_portuguese.txt
82.49%  downloading ../orangebox/tf/resource/tf_romanian.txt
84.41%  downloading ../orangebox/tf/resource/tf_russian.txt
85.97%  downloading ../orangebox/tf/resource/tf_schinese.txt
87.93%  downloading ../orangebox/tf/resource/tf_spanish.txt
89.83%  downloading ../orangebox/tf/resource/tf_swedish.txt
91.27%  downloading ../orangebox/tf/resource/tf_tchinese.txt
93.16%  downloading ../orangebox/tf/resource/tf_turkish.txt
94.31%  downloading ../orangebox/tf/scripts/items/items_game.txt

Updating 'Team Fortress 2 Materials' from version 141 to version 142

94.36%  downloading 
../orangebox/tf/models/weapons/v_models/v_knife_spy.dx90.vtx

94.39%  downloading ../orangebox/tf/models/weapons/v_models/v_knife_spy.mdl
94.60%  downloading ../orangebox/tf/models/weapons/v_models/v_knife_spy.vvd

Updating 'OB Linux Dedicated Server' from version 128 to version 129

100.00% downloading ../orangebox/bin/libsteam.so"

Russell

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

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

The specific changes include:

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

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

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

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, 
including weapons and cosmetic items, and change between them with the press of 
a button.
- Added a new item type that can accept user-applied decals. Take any image off 
your hard drive, put it on a stick, and then smash people with it! (See the 
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see 

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

2011-10-13 Thread steve grout

sooo many clients crashing on TF2 :(

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


Russell

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

Just happened to me too. WTF

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

- Mensaje original -

De: "Russell Smith"
Para: "Half-Life dedicated Linux server mailing 
list"

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

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

Russell

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

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

The specific changes include:

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

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

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

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

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

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

Items:
- Pocket Medic

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

2011-10-13 Thread Russell Smith
I assume this was done to add cp_gullywash_final1 to both files, but I 
would have rather done so manually.


Russell

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

Just happened to me too. WTF

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

- Mensaje original -

De: "Russell Smith"
Para: "Half-Life dedicated Linux server mailing 
list"
Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch
Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

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

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

The specific changes include:

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

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

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

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

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

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

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the
Heavy
- World Traveler'

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

2011-10-13 Thread Eric Riemers
http://www.sourcemod.net/smdrop/1.4/sourcemod-1.4.0-hg3407-linux.tar.gz

grab the gamedata from that, seems to start up my tf2 just fine.. all major
mods are broken though (saxton/prophunt/dodgeball/etc)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: donderdag 13 oktober 2011 22:41
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

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

The specific changes include:

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

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

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

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

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

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

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed 

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

2011-10-13 Thread Alan Kennedy

Just happened to me too. WTF

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

- Mensaje original -
> De: "Russell Smith" 
> Para: "Half-Life dedicated Linux server mailing list" 
> 
> Enviados: Jueves, 13 de Octubre 2011 19:27:06
> Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
> Defeat: Source and Half-Life 2: Deathmatch
> Updates Released
> Anyone else have their mapcycle/maplist files overwritten with the
> patch? Happened to me on 2 updated TF2 servers.
> 
> Russell
> 
> On 10/13/2011 1:41 PM, Jason Ruymen wrote:
> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat: Source and Half-Life 2: Deathmatch are now available.
> > Counter-Strike: Source has also been moved to use its own engine and
> > dedicated server depots. Because of this, dedicated server files for
> > Counter-Strike: Source will now be under a 'css' folder.
> >
> > The specific changes include:
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed an issue with the multi-threaded renderer which could cause
> > a crash on map change
> > - Adjusted whitespace to improve formatting in status command output
> > - Changed stats output to show KB/s instead of bytes/sec, added a
> > connections column, and changed the users column to "Map changes"
> > - Fixed game servers not being able to execute the retry command due
> > to the dependence on the connect command (which is not executable by
> > game servers)
> > - Made sndplaydelay executable by servers
> > - Server frame rate is now based on the tickrate of the active
> > Source mod, not the fps_max convar
> > - Server processing delays have been reduced, especially for servers
> > on modern Linux kernels
> > - Entity processing logic has been optimized to significantly reduce
> > CPU usage on full servers
> > - Multi-threaded server code is now enabled by default under Linux
> > (already enabled on Windows)
> > - An exploit with non-printable characters causing lag on Windows
> > servers has been fixed
> > - CPU is fully yielded back to the system whenever the server is
> > running faster than the tickrate
> > - Dramatic increase in performance for low-level math libraries
> >
> > Day of Defeat: Source
> > - Removed tickrate command line parameter
> > - Updated the localization files
> >
> > Counter-Strike: Source
> > - Prevent AWP cycle time exploit using quick switch
> > - Fixed bug causing HUD History to display item pickups from nearby
> > players
> > - Increased sized of HUD History resource to prevent clipping
> > - Changed grenade damage so that it always hits HITGROUP_GENERIC and
> > takes into account armor for damage calculations
> > - Reduced standing and moving accuracy for pistols
> > - Decreased accuracy while moving with sniper rifles
> > - Added additional legacy mode (3) to cl_dynamiccrosshair
> > - Updated the localization files
> >
> > Team Fortress 2
> > Manniversary:
> > - Experimenting with a new store interface with a subset of players
> > - Added several dozen community items in celebration of the
> > Manniversary
> > - Added loadout presets -- each class can now store four complete
> > loadouts, including weapons and cosmetic items, and change between
> > them with the press of a button.
> > - Added a new item type that can accept user-applied decals. Take
> > any image off your hard drive, put it on a stick, and then smash
> > people with it! (See the Decal Tool in the store!)
> > - Added new co-operative high five taunt
> > - Class select menu now shows the active loadout for each class
> > - Characters can now equip two misc-slot items at once
> > - Added a new in-game abuse-reporting system (see "Capture abuse
> > report data" under "Miscellaneous" controls)
> > - Non-newly-released weapons in the store can now be tried out for
> > free once per week! This will give you a fully-functional version of
> > the weapon to be used in-game for no cost. If you decide you like
> > it, you can purchase it for a discount during the trial period.
> > - All items purchased in the store can be used for crafting and can
> > be traded after a few days
> > - Added a new startup music track from Meet The Medic
> > - Integrated with the new Steam Workshop to enable the publication
> > and management of community contributed content
> >
> > Maps:
> > - A

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

2011-10-13 Thread staff

Hi Hi, Servers updated and running, all servers showing up in internet list
but none on steam favourites/history and hlsw.
We was using sv_master_legacy_mode 1 but that has now been removed :(
Regards


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: 13 October 2011 23:17
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons 
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>> looks like all games downloads (as steam client) and Steam servers 
>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
>>>> Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
>>>>> /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing 
>>>>> dedicated server config file Cannot verify load for invalid steam 
>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server 
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment Uploading dump
>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application Add 
>>>>> "-debug" to the /home/hlserver/orangebox/srcds_run command line to 
>>>>> generate a debug.log to help with solving this problem Thu Oct 13
>>>>> 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>>>>>>
>>>>>> we have a few hundred users on our community-site complaining 
>>>>>> about a bug crashing the client
>>>>>>
>>>>>> "Connect on replay.dll failed"
>>>>>>
>>>>>> any idea?
>>>>>>
>>>>>> cheers
>>>>>>
>>>>>> grammaton
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> // Diese Nachricht ist v

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

2011-10-13 Thread atomy
had same issue, touch ./Steam/steam.log fixed it for me

On 14.10.2011 00:39, frog wrote:
> Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5 
> 
> Thursday, October 13, 2011, 11:04:42 PM, you wrote:
> 
>> My log is from a TF2 server. Metamod and Sourcemod disabled.
> 
>> 2011/10/14 Marco Padovan 
> 
>>> I'm not able to start css... is this css or other games?
> 
>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>> Server doesn't look too good either:
>>>>
>>>> Unknown command "startupmenu"
>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005
>>> CL
>>>> Caching file CRCs for pure server...
>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>> ConVarRef room_type doesn't point to an existing ConVar
>>>> Executing dedicated server config file
>>>> Cannot verify load for invalid steam ID [I:0:0]
>>>> Initializing Steam libraries for secure Internet server
>>>> Failed to load Steam Service
>>>> ServiceStart: failed to start
>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>> PreMinidumpCallback: updating dump comment
>>>> Uploading dump (in-process) [proxy '']
>>>> /tmp/dumps/crash_20111013235556_1.dmp
>>>> success = no
>>>> error:  Failed to open/read local data from file/application
>>>> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>>>> generate a debug.log to help with solving this problem
>>>> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>
>>>>
>>>> 2011/10/13 timur 'grammaton' celikkesen 
>>>>
>>>>> Shit happens ;-)
>>>>>
>>>>> btw
>>>>>
>>>>> we have a few hundred users on our community-site complaining about a
>>> bug
>>>>> crashing the client
>>>>>
>>>>> "Connect on replay.dll failed"
>>>>>
>>>>> any idea?
>>>>>
>>>>> cheers
>>>>>
>>>>> grammaton
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>>> die
>>>>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
>>>>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>>> dass
>>>>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>>> ist.
>>>>> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>>> keine
>>>>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>>>>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>>>>
>>>>> -Ursprüngliche Nachricht----- From: Henry Goffin
>>>>> Sent: Thursday, October 13, 2011 11:51 PM
>>>>>
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>> of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> Oops. The net_graph fix was made in an earlier version of the server
>>> before
>>>>> the FPS changes were made. You can ignore that patch note.
>>>>>
>>>>>
>>>>> -Original Message-
>>>>> From: hlds_linux-bounces@list.**valvesoftware.com<
>>> hlds_linux-boun...@list.valvesoftware.com>[mailto:
>>>>> hlds_linux-bounces@**list.valvesoftware.com<
>>> hlds_linux-boun...@list.valvesoftware.com>]
>>>>> On Behalf Of timur 'grammaton' celikkesen
>>>>> Sent: Thursday, October 13, 2011 2:47 PM
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>> of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> Thanks for the update shortly before the cs:go presentation... to
>>> this
>>>>> late european hour where almost all hosters are on &quo

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

2011-10-13 Thread Marc.B
Valve, FYI, we have ESWC (Electronic Sport World Cup) World Final in
Paris starting next week... Would be nice if we don't have any update
during the event :)

Cheers,

Marc.

On Fri, Oct 14, 2011 at 12:39 AM, Marco Padovan  wrote:
> yes!
>
> Il 14/10/2011 00:33, Oskar Levin ha scritto:
>> Wait a minute... Is everything moved into the css folder now?
>>
>> Med vänliga hälsningar
>> Oskar Levin
>> os...@dataviruset.com
>>
>>     http://www.dataviruset.com/
>>     Min personliga portfolio
>>
>>
>> -Ursprungligt meddelande-
>> Från: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
>> Skickat: den 14 oktober 2011 00:29
>> Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
>> Win32 server mailing list'
>> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> This should be fixed for Counter-Strike: Source now.  If you haven't
>> already, you may need to do a -verify_all, but then you shouldn't need to
>> copy anything from the orangebox folder to the css one.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
>> Sent: Thursday, October 13, 2011 3:17 PM
>> To: 'Half-Life dedicated Linux server mailing list'
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> I got it to work by removing all bin folders, force updated with ./steam and
>> -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
>> the usual command.
>>
>> Regards
>> Oskar Levin
>> os...@dataviruset.com
>>
>>     http://www.dataviruset.com/
>>     Min personliga portfolio
>>
>>
>> -----Ursprungligt meddelande-
>> Från: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
>> Skickat: den 14 oktober 2011 00:13
>> Till: hlds_linux@list.valvesoftware.com
>> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> To get it working on linux I had to move orangebox/cstrike to css/cstrike
>>
>> otherwise I was getting an error about invalid game specified
>>
>> Il 14/10/2011 00:10, Kigen ha scritto:
>>> I just got my CS:S server updated.
>>>
>>> Regardless of which srcds.exe I use it just crashes on startup (addons
>>> disabled).
>>>
>>> Windows 2008 R2 x64
>>>
>>> I tried both srcds.exe's in orangebox and the new "css" folder.
>>>
>>> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
>> wrote:
>>>> ya think :)
>>>>
>>>> On 13/10/2011 23:05, Hugo R. wrote:
>>>>> looks like all games downloads (as steam client) and Steam servers
>>>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by
>>>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>>>> ---
>>>>> Hugo
>>>>>
>>>>>
>>>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>>>> From: e...@evcz.tk
>>>>>> To: hlds_linux@list.valvesoftware.com
>>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
>>>>>> Day of
>>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>>
>>>>>> I'm not able to start css... is this css or other games?
>>>>>>
>>>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>>>> Server doesn't look too good either:
>>>>>>>
>>>>>>> Unknown command "startupmenu"
>>>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV
>>>>>>> /
>>>>>>> 27005 CL
>>>>>>> Caching file CRCs for pure server...
>>>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing
>>>>>>> dedicated server config file Cannot verify load for invalid steam
>>>>>>> ID

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

2011-10-13 Thread Marco Padovan
yes!

Il 14/10/2011 00:33, Oskar Levin ha scritto:
> Wait a minute... Is everything moved into the css folder now?
>
> Med vänliga hälsningar
> Oskar Levin
> os...@dataviruset.com
>  
> http://www.dataviruset.com/
> Min personliga portfolio
>
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
> Skickat: den 14 oktober 2011 00:29
> Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
> Win32 server mailing list'
> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> This should be fixed for Counter-Strike: Source now.  If you haven't
> already, you may need to do a -verify_all, but then you shouldn't need to
> copy anything from the orangebox folder to the css one.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
> Sent: Thursday, October 13, 2011 3:17 PM
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> I got it to work by removing all bin folders, force updated with ./steam and
> -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
> the usual command.
>
> Regards
> Oskar Levin
> os...@dataviruset.com
>  
> http://www.dataviruset.com/
> Min personliga portfolio
>
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
> Skickat: den 14 oktober 2011 00:13
> Till: hlds_linux@list.valvesoftware.com
> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> To get it working on linux I had to move orangebox/cstrike to css/cstrike
>
> otherwise I was getting an error about invalid game specified
>
> Il 14/10/2011 00:10, Kigen ha scritto:
>> I just got my CS:S server updated.
>>
>> Regardless of which srcds.exe I use it just crashes on startup (addons 
>> disabled).
>>
>> Windows 2008 R2 x64
>>
>> I tried both srcds.exe's in orangebox and the new "css" folder.
>>
>> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
> wrote:
>>> ya think :)
>>>
>>> On 13/10/2011 23:05, Hugo R. wrote:
>>>> looks like all games downloads (as steam client) and Steam servers 
>>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
>>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>>> ---
>>>> Hugo
>>>>
>>>>
>>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>>> From: e...@evcz.tk
>>>>> To: hlds_linux@list.valvesoftware.com
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
>>>>> Day of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> I'm not able to start css... is this css or other games?
>>>>>
>>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>>> Server doesn't look too good either:
>>>>>>
>>>>>> Unknown command "startupmenu"
>>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
>>>>>> /
>>>>>> 27005 CL
>>>>>> Caching file CRCs for pure server...
>>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing 
>>>>>> dedicated server config file Cannot verify load for invalid steam 
>>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server 
>>>>>> Failed to load Steam Service
>>>>>> ServiceStart: failed to start
>>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>>> PreMinidumpCallback: updating dump comment Uploading dump
>>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>>> success = no
>>>>>> error:  Failed to open/read local data f

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

2011-10-13 Thread frog
Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5 

Thursday, October 13, 2011, 11:04:42 PM, you wrote:

> My log is from a TF2 server. Metamod and Sourcemod disabled.

> 2011/10/14 Marco Padovan 

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

>> Il 13/10/2011 23:56, oGre ha scritto:
>> > Server doesn't look too good either:
>> >
>> > Unknown command "startupmenu"
>> > Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005
>> CL
>> > Caching file CRCs for pure server...
>> > Finished caching file CRCs for pure server in 0 seconds.
>> > ConVarRef room_type doesn't point to an existing ConVar
>> > Executing dedicated server config file
>> > Cannot verify load for invalid steam ID [I:0:0]
>> > Initializing Steam libraries for secure Internet server
>> > Failed to load Steam Service
>> > ServiceStart: failed to start
>> > terminate called after throwing an instance of 'common::CRuntimeError'
>> >   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>> > PreMinidumpCallback: updating dump comment
>> > Uploading dump (in-process) [proxy '']
>> > /tmp/dumps/crash_20111013235556_1.dmp
>> > success = no
>> > error:  Failed to open/read local data from file/application
>> > Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>> > generate a debug.log to help with solving this problem
>> > Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>> >
>> >
>> > 2011/10/13 timur 'grammaton' celikkesen 
>> >
>> >> Shit happens ;-)
>> >>
>> >> btw
>> >>
>> >> we have a few hundred users on our community-site complaining about a
>> bug
>> >> crashing the client
>> >>
>> >> "Connect on replay.dll failed"
>> >>
>> >> any idea?
>> >>
>> >> cheers
>> >>
>> >> grammaton
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>> die
>> >> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
>> >> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>> dass
>> >> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>> ist.
>> >> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>> keine
>> >> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>> >> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>> >>
>> >> -Ursprüngliche Nachricht- From: Henry Goffin
>> >> Sent: Thursday, October 13, 2011 11:51 PM
>> >>
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>> of
>> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>> >>
>> >> Oops. The net_graph fix was made in an earlier version of the server
>> before
>> >> the FPS changes were made. You can ignore that patch note.
>> >>
>> >>
>> >> -Original Message-
>> >> From: hlds_linux-bounces@list.**valvesoftware.com<
>> hlds_linux-boun...@list.valvesoftware.com>[mailto:
>> >> hlds_linux-bounces@**list.valvesoftware.com<
>> hlds_linux-boun...@list.valvesoftware.com>]
>> >> On Behalf Of timur 'grammaton' celikkesen
>> >> Sent: Thursday, October 13, 2011 2:47 PM
>> >> To: Half-Life dedicated Linux server mailing list
>> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>> of
>> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>> >>
>> >> Thanks for the update shortly before the cs:go presentation... to
>> this
>> >> late european hour where almost all hosters are on "nightwatch" mode :D
>> >>
>> >>
>> >>
>> >> - Server frame rate is now based on the tickrate of the active Source
>> mod,
>> >> not the fps_max convar
>> >>
>> >> - Fixed net_graph not updating server framerate when FPS is greater than
>> >> 1000
>> >>
>> >>
>> >> I am just wondering 

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

2011-10-13 Thread Kigen
My CS:S server just crashed as soon as a few people joined.

http://kigen.co/valve/crash.png

On Thu, Oct 13, 2011 at 5:33 PM, Oskar Levin  wrote:
> Wait a minute... Is everything moved into the css folder now?
>
> Med vänliga hälsningar
> Oskar Levin
> os...@dataviruset.com
>
>     http://www.dataviruset.com/
>     Min personliga portfolio
>
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
> Skickat: den 14 oktober 2011 00:29
> Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
> Win32 server mailing list'
> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> This should be fixed for Counter-Strike: Source now.  If you haven't
> already, you may need to do a -verify_all, but then you shouldn't need to
> copy anything from the orangebox folder to the css one.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
> Sent: Thursday, October 13, 2011 3:17 PM
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> I got it to work by removing all bin folders, force updated with ./steam and
> -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
> the usual command.
>
> Regards
> Oskar Levin
> os...@dataviruset.com
>
>     http://www.dataviruset.com/
>     Min personliga portfolio
>
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
> Skickat: den 14 oktober 2011 00:13
> Till: hlds_linux@list.valvesoftware.com
> Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> To get it working on linux I had to move orangebox/cstrike to css/cstrike
>
> otherwise I was getting an error about invalid game specified
>
> Il 14/10/2011 00:10, Kigen ha scritto:
>> I just got my CS:S server updated.
>>
>> Regardless of which srcds.exe I use it just crashes on startup (addons
>> disabled).
>>
>> Windows 2008 R2 x64
>>
>> I tried both srcds.exe's in orangebox and the new "css" folder.
>>
>> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
> wrote:
>>> ya think :)
>>>
>>> On 13/10/2011 23:05, Hugo R. wrote:
>>>> looks like all games downloads (as steam client) and Steam servers
>>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by
>>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>>> ---
>>>> Hugo
>>>>
>>>>
>>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>>> From: e...@evcz.tk
>>>>> To: hlds_linux@list.valvesoftware.com
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
>>>>> Day of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> I'm not able to start css... is this css or other games?
>>>>>
>>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>>> Server doesn't look too good either:
>>>>>>
>>>>>> Unknown command "startupmenu"
>>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV
>>>>>> /
>>>>>> 27005 CL
>>>>>> Caching file CRCs for pure server...
>>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing
>>>>>> dedicated server config file Cannot verify load for invalid steam
>>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server
>>>>>> Failed to load Steam Service
>>>>>> ServiceStart: failed to start
>>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>>> PreMinidumpCallback: updating dump comment Uploading dump
>>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>>

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

2011-10-13 Thread Oskar Levin
Wait a minute... Is everything moved into the css folder now?

Med vänliga hälsningar
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
Skickat: den 14 oktober 2011 00:29
Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

This should be fixed for Counter-Strike: Source now.  If you haven't
already, you may need to do a -verify_all, but then you shouldn't need to
copy anything from the orangebox folder to the css one.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Thursday, October 13, 2011 3:17 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons 
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>> looks like all games downloads (as steam client) and Steam servers 
>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
>>>> Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
>>>>> /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing 
>>>>> dedicated server config file Cannot verify load for invalid steam 
>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server 
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment Uploading dump
>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application Add 
>>>>> "-debug" to the /home/hlserver/orangebox/srcds_run command line to 
>>>>> generate a debug.log to help with solving this problem Thu Oct 13
>>>>> 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>

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

2011-10-13 Thread Jason Ruymen
This should be fixed for Counter-Strike: Source now.  If you haven't already, 
you may need to do a -verify_all, but then you shouldn't need to copy anything 
from the orangebox folder to the css one.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Thursday, October 13, 2011 3:17 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons 
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>> looks like all games downloads (as steam client) and Steam servers 
>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
>>>> Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
>>>>> /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing 
>>>>> dedicated server config file Cannot verify load for invalid steam 
>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server 
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment Uploading dump 
>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application Add 
>>>>> "-debug" to the /home/hlserver/orangebox/srcds_run command line to 
>>>>> generate a debug.log to help with solving this problem Thu Oct 13 
>>>>> 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>>>>>>
>>>>>> we have a few hundred users on our community-site complaining 
>>>>>> about a bug crashing the client
>>>>>>
>>>>>> "Connect on replay.dll failed"
>>>>>>
>>>>>> any idea?
>>>>>>
>>>>>> cheers
>>>>>>
>>>>>> grammaton
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>&g

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

2011-10-13 Thread Russell Smith
Anyone else have their mapcycle/maplist files overwritten with the 
patch?  Happened to me on 2 updated TF2 servers.


Russell

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

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

The specific changes include:

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

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

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

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

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

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

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes 
in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange 
weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater 
ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
-

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

2011-10-13 Thread Oskar Levin
I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons 
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout 
wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>> looks like all games downloads (as steam client) and Steam servers 
>>> (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
>>> peer).server From FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
>>>> Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
>>>>> /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar Executing 
>>>>> dedicated server config file Cannot verify load for invalid steam 
>>>>> ID [I:0:0] Initializing Steam libraries for secure Internet server 
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment Uploading dump 
>>>>> (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application Add 
>>>>> "-debug" to the /home/hlserver/orangebox/srcds_run command line to 
>>>>> generate a debug.log to help with solving this problem Thu Oct 13 
>>>>> 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>>>>>>
>>>>>> we have a few hundred users on our community-site complaining 
>>>>>> about a bug crashing the client
>>>>>>
>>>>>> "Connect on replay.dll failed"
>>>>>>
>>>>>> any idea?
>>>>>>
>>>>>> cheers
>>>>>>
>>>>>> grammaton
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> // Diese Nachricht ist vertraulich und richtet sich 
>>>>>> ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
>>>>>> zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
>>>>>> eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
>>>>>> Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
>>>>>> Diese Nachricht dient dem Austausch von Informationen und 
>>>>>> entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
>>>>>> Manipulierb

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

2011-10-13 Thread Marco Padovan
To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout  wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>> looks like all games downloads (as steam client) and Steam servers (TF2,
>>> CSS, etc.) are down for a err. 104 (connection reset by peer).server From
>>> FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar
>>>>> Executing dedicated server config file
>>>>> Cannot verify load for invalid steam ID [I:0:0]
>>>>> Initializing Steam libraries for secure Internet server
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment
>>>>> Uploading dump (in-process) [proxy '']
>>>>> /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application
>>>>> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>>>>> generate a debug.log to help with solving this problem
>>>>> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>>>>>>
>>>>>> we have a few hundred users on our community-site complaining about a
>>>>>> bug
>>>>>> crashing the client
>>>>>>
>>>>>> "Connect on replay.dll failed"
>>>>>>
>>>>>> any idea?
>>>>>>
>>>>>> cheers
>>>>>>
>>>>>> grammaton
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>>>>>> die
>>>>>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
>>>>>> Empfängern
>>>>>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>>>>>> dass
>>>>>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>>>>>> ist.
>>>>>> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>>>>>> keine
>>>>>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>>>>>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>>>>>
>>>>>> -Ursprüngliche Nachricht- From: Henry Goffin
>>>>>> Sent: Thursday, October 13, 2011 11:51 PM
>>>>>>
>>>>>> To: Half-Life dedicated Linux server mailing list
>>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>>>>> of
>>>>>> Defeat: Source and Half-Life 2: Deathm

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

2011-10-13 Thread Kigen
Damn, I just found out how to make it work!

C:\srcds\css\scrim\css\srcds.exe -console -game ../orangebox/cstrike
-ip 71.123.219.245 -port 27015 +exec server.cfg +map de_dust2

SUCCESS

On Thu, Oct 13, 2011 at 5:10 PM, Kigen  wrote:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons
> disabled).
>
> Windows 2008 R2 x64
>
> I tried both srcds.exe's in orangebox and the new "css" folder.
>
> On Thu, Oct 13, 2011 at 5:06 PM, steve grout  wrote:
>> ya think :)
>>
>> On 13/10/2011 23:05, Hugo R. wrote:
>>>
>>> looks like all games downloads (as steam client) and Steam servers (TF2,
>>> CSS, etc.) are down for a err. 104 (connection reset by peer).server From
>>> FRANCE. Did Steam servers are overloaded ?
>>> ---
>>> Hugo
>>>
>>>
>>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>>> From: e...@evcz.tk
>>>> To: hlds_linux@list.valvesoftware.com
>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>
>>>> I'm not able to start css... is this css or other games?
>>>>
>>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>>
>>>>> Server doesn't look too good either:
>>>>>
>>>>> Unknown command "startupmenu"
>>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
>>>>> 27005 CL
>>>>> Caching file CRCs for pure server...
>>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>>> ConVarRef room_type doesn't point to an existing ConVar
>>>>> Executing dedicated server config file
>>>>> Cannot verify load for invalid steam ID [I:0:0]
>>>>> Initializing Steam libraries for secure Internet server
>>>>> Failed to load Steam Service
>>>>> ServiceStart: failed to start
>>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>>> PreMinidumpCallback: updating dump comment
>>>>> Uploading dump (in-process) [proxy '']
>>>>> /tmp/dumps/crash_20111013235556_1.dmp
>>>>> success = no
>>>>> error:  Failed to open/read local data from file/application
>>>>> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>>>>> generate a debug.log to help with solving this problem
>>>>> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>>
>>>>>
>>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>>
>>>>>> Shit happens ;-)
>>>>>>
>>>>>> btw
>>>>>>
>>>>>> we have a few hundred users on our community-site complaining about a
>>>>>> bug
>>>>>> crashing the client
>>>>>>
>>>>>> "Connect on replay.dll failed"
>>>>>>
>>>>>> any idea?
>>>>>>
>>>>>> cheers
>>>>>>
>>>>>> grammaton
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>>>>>> die
>>>>>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
>>>>>> Empfängern
>>>>>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>>>>>> dass
>>>>>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>>>>>> ist.
>>>>>> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>>>>>> keine
>>>>>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>>>>>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>>>>>
>>>>>> -Ursprüngliche Nachricht- From: Henry Goffin
>>>>>> Sent: Thursday, October 13, 2011 11:51 PM
>>>>>>
>>>>>> To: Half-Life dedicated Linux server mailing list
>>>>>> Subject: Re: [hlds_linux] Team Fortress

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

2011-10-13 Thread Kigen
I just got my CS:S server updated.

Regardless of which srcds.exe I use it just crashes on startup (addons
disabled).

Windows 2008 R2 x64

I tried both srcds.exe's in orangebox and the new "css" folder.

On Thu, Oct 13, 2011 at 5:06 PM, steve grout  wrote:
> ya think :)
>
> On 13/10/2011 23:05, Hugo R. wrote:
>>
>> looks like all games downloads (as steam client) and Steam servers (TF2,
>> CSS, etc.) are down for a err. 104 (connection reset by peer).server From
>> FRANCE. Did Steam servers are overloaded ?
>> ---
>> Hugo
>>
>>
>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>> From: e...@evcz.tk
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>
>>> I'm not able to start css... is this css or other games?
>>>
>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>
>>>> Server doesn't look too good either:
>>>>
>>>> Unknown command "startupmenu"
>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
>>>> 27005 CL
>>>> Caching file CRCs for pure server...
>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>> ConVarRef room_type doesn't point to an existing ConVar
>>>> Executing dedicated server config file
>>>> Cannot verify load for invalid steam ID [I:0:0]
>>>> Initializing Steam libraries for secure Internet server
>>>> Failed to load Steam Service
>>>> ServiceStart: failed to start
>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>> PreMinidumpCallback: updating dump comment
>>>> Uploading dump (in-process) [proxy '']
>>>> /tmp/dumps/crash_20111013235556_1.dmp
>>>> success = no
>>>> error:  Failed to open/read local data from file/application
>>>> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>>>> generate a debug.log to help with solving this problem
>>>> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>
>>>>
>>>> 2011/10/13 timur 'grammaton' celikkesen
>>>>
>>>>> Shit happens ;-)
>>>>>
>>>>> btw
>>>>>
>>>>> we have a few hundred users on our community-site complaining about a
>>>>> bug
>>>>> crashing the client
>>>>>
>>>>> "Connect on replay.dll failed"
>>>>>
>>>>> any idea?
>>>>>
>>>>> cheers
>>>>>
>>>>> grammaton
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>>>>> die
>>>>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
>>>>> Empfängern
>>>>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>>>>> dass
>>>>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>>>>> ist.
>>>>> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>>>>> keine
>>>>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>>>>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>>>>
>>>>> -Ursprüngliche Nachricht- From: Henry Goffin
>>>>> Sent: Thursday, October 13, 2011 11:51 PM
>>>>>
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>>>> of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> Oops. The net_graph fix was made in an earlier version of the server
>>>>> before
>>>>> the FPS changes were made. You can ignore that patch note.
>>>>>
>>>>>
>>>>> -Original Message-
>>>>> From:
>>>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>>>>
>>>>> hlds_linux-bounces@**list.valvesoftware.com]
>>>>> On Beh

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

2011-10-13 Thread steve grout

ya think :)

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

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



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

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

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

Server doesn't look too good either:

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


2011/10/13 timur 'grammaton' celikkesen


Shit happens ;-)

btw

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

"Connect on replay.dll failed"

any idea?

cheers

grammaton






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

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

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

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


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

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



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

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


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



cheers

grammaton - sourcejunkies.de


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

2011-10-13 Thread Hugo R .

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


> Date: Fri, 14 Oct 2011 00:03:12 +0200
> From: e...@evcz.tk
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> I'm not able to start css... is this css or other games?
> 
> Il 13/10/2011 23:56, oGre ha scritto:
> > Server doesn't look too good either:
> >
> > Unknown command "startupmenu"
> > Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> > Caching file CRCs for pure server...
> > Finished caching file CRCs for pure server in 0 seconds.
> > ConVarRef room_type doesn't point to an existing ConVar
> > Executing dedicated server config file
> > Cannot verify load for invalid steam ID [I:0:0]
> > Initializing Steam libraries for secure Internet server
> > Failed to load Steam Service
> > ServiceStart: failed to start
> > terminate called after throwing an instance of 'common::CRuntimeError'
> >   what():  Failed to open logfile /home/hlserver/Steam/steam.log
> > PreMinidumpCallback: updating dump comment
> > Uploading dump (in-process) [proxy '']
> > /tmp/dumps/crash_20111013235556_1.dmp
> > success = no
> > error:  Failed to open/read local data from file/application
> > Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
> > generate a debug.log to help with solving this problem
> > Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
> >
> >
> > 2011/10/13 timur 'grammaton' celikkesen 
> >
> >> Shit happens ;-)
> >>
> >> btw
> >>
> >> we have a few hundred users on our community-site complaining about a bug
> >> crashing the client
> >>
> >> "Connect on replay.dll failed"
> >>
> >> any idea?
> >>
> >> cheers
> >>
> >> grammaton
> >>
> >>
> >>
> >>
> >>
> >>
> >> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
> >> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
> >> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
> >> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
> >> Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
> >> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
> >> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
> >>
> >> -Ursprüngliche Nachricht- From: Henry Goffin
> >> Sent: Thursday, October 13, 2011 11:51 PM
> >>
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> >>
> >> Oops. The net_graph fix was made in an earlier version of the server before
> >> the FPS changes were made. You can ignore that patch note.
> >>
> >>
> >> -Original Message-
> >> From: 
> >> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> >> hlds_linux-bounces@**list.valvesoftware.com]
> >> On Behalf Of timur 'grammaton' celikkesen
> >> Sent: Thursday, October 13, 2011 2:47 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> >>
> >> Thanks for the update shortly before the cs:go presentation... to this
> >> late european hour where almost all hosters are on "nightwatch" mode :D
> >>
> >>
> >>
> >> - Server frame rate is now based on the tickrate of the active Source mod,
> >> not the fps_max convar
> >>
> >> - Fixed net_graph not updating server framerate when FPS is greater than
> >> 1000
> >>
> >>
> >> I am just wondering about the framerate-cap based on the tickrate and
> >> fixing
> >> the netgraph if greater than 1000.isnt it just a "contradiction"?
> >>
> >>
> >>
> >> cheers
> >>
> >> grammaton - sourcejunkies.de
> >>
> >&

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

2011-10-13 Thread oGre
My log is from a TF2 server. Metamod and Sourcemod disabled.

2011/10/14 Marco Padovan 

> I'm not able to start css... is this css or other games?
>
> Il 13/10/2011 23:56, oGre ha scritto:
> > Server doesn't look too good either:
> >
> > Unknown command "startupmenu"
> > Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005
> CL
> > Caching file CRCs for pure server...
> > Finished caching file CRCs for pure server in 0 seconds.
> > ConVarRef room_type doesn't point to an existing ConVar
> > Executing dedicated server config file
> > Cannot verify load for invalid steam ID [I:0:0]
> > Initializing Steam libraries for secure Internet server
> > Failed to load Steam Service
> > ServiceStart: failed to start
> > terminate called after throwing an instance of 'common::CRuntimeError'
> >   what():  Failed to open logfile /home/hlserver/Steam/steam.log
> > PreMinidumpCallback: updating dump comment
> > Uploading dump (in-process) [proxy '']
> > /tmp/dumps/crash_20111013235556_1.dmp
> > success = no
> > error:  Failed to open/read local data from file/application
> > Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
> > generate a debug.log to help with solving this problem
> > Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
> >
> >
> > 2011/10/13 timur 'grammaton' celikkesen 
> >
> >> Shit happens ;-)
> >>
> >> btw
> >>
> >> we have a few hundred users on our community-site complaining about a
> bug
> >> crashing the client
> >>
> >> "Connect on replay.dll failed"
> >>
> >> any idea?
> >>
> >> cheers
> >>
> >> grammaton
> >>
> >>
> >>
> >>
> >>
> >>
> >> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
> die
> >> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
> >> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
> dass
> >> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
> ist.
> >> Diese Nachricht dient dem Austausch von Informationen und entfaltet
> keine
> >> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
> >> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
> >>
> >> -Ursprüngliche Nachricht- From: Henry Goffin
> >> Sent: Thursday, October 13, 2011 11:51 PM
> >>
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
> of
> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> >>
> >> Oops. The net_graph fix was made in an earlier version of the server
> before
> >> the FPS changes were made. You can ignore that patch note.
> >>
> >>
> >> -Original Message-
> >> From: hlds_linux-bounces@list.**valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>[mailto:
> >> hlds_linux-bounces@**list.valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>]
> >> On Behalf Of timur 'grammaton' celikkesen
> >> Sent: Thursday, October 13, 2011 2:47 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
> of
> >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> >>
> >> Thanks for the update shortly before the cs:go presentation... to
> this
> >> late european hour where almost all hosters are on "nightwatch" mode :D
> >>
> >>
> >>
> >> - Server frame rate is now based on the tickrate of the active Source
> mod,
> >> not the fps_max convar
> >>
> >> - Fixed net_graph not updating server framerate when FPS is greater than
> >> 1000
> >>
> >>
> >> I am just wondering about the framerate-cap based on the tickrate and
> >> fixing
> >> the netgraph if greater than 1000.isnt it just a "contradiction"?
> >>
> >>
> >>
> >> cheers
> >>
> >> grammaton - sourcejunkies.de
> >>
> >>
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> ple

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

2011-10-13 Thread Marco Padovan
I'm not able to start css... is this css or other games?

Il 13/10/2011 23:56, oGre ha scritto:
> Server doesn't look too good either:
>
> Unknown command "startupmenu"
> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> Caching file CRCs for pure server...
> Finished caching file CRCs for pure server in 0 seconds.
> ConVarRef room_type doesn't point to an existing ConVar
> Executing dedicated server config file
> Cannot verify load for invalid steam ID [I:0:0]
> Initializing Steam libraries for secure Internet server
> Failed to load Steam Service
> ServiceStart: failed to start
> terminate called after throwing an instance of 'common::CRuntimeError'
>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20111013235556_1.dmp
> success = no
> error:  Failed to open/read local data from file/application
> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
> generate a debug.log to help with solving this problem
> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>
>
> 2011/10/13 timur 'grammaton' celikkesen 
>
>> Shit happens ;-)
>>
>> btw
>>
>> we have a few hundred users on our community-site complaining about a bug
>> crashing the client
>>
>> "Connect on replay.dll failed"
>>
>> any idea?
>>
>> cheers
>>
>> grammaton
>>
>>
>>
>>
>>
>>
>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
>> Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>
>> -Ursprüngliche Nachricht- From: Henry Goffin
>> Sent: Thursday, October 13, 2011 11:51 PM
>>
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> Oops. The net_graph fix was made in an earlier version of the server before
>> the FPS changes were made. You can ignore that patch note.
>>
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of timur 'grammaton' celikkesen
>> Sent: Thursday, October 13, 2011 2:47 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>
>> Thanks for the update shortly before the cs:go presentation... to this
>> late european hour where almost all hosters are on "nightwatch" mode :D
>>
>>
>>
>> - Server frame rate is now based on the tickrate of the active Source mod,
>> not the fps_max convar
>>
>> - Fixed net_graph not updating server framerate when FPS is greater than
>> 1000
>>
>>
>> I am just wondering about the framerate-cap based on the tickrate and
>> fixing
>> the netgraph if greater than 1000.isnt it just a "contradiction"?
>>
>>
>>
>> cheers
>>
>> grammaton - sourcejunkies.de
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread oGre
Server doesn't look too good either:

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


2011/10/13 timur 'grammaton' celikkesen 

> Shit happens ;-)
>
> btw
>
> we have a few hundred users on our community-site complaining about a bug
> crashing the client
>
> "Connect on replay.dll failed"
>
> any idea?
>
> cheers
>
> grammaton
>
>
>
>
>
>
> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
> Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>
> -Ursprüngliche Nachricht- From: Henry Goffin
> Sent: Thursday, October 13, 2011 11:51 PM
>
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> Oops. The net_graph fix was made in an earlier version of the server before
> the FPS changes were made. You can ignore that patch note.
>
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@**list.valvesoftware.com]
> On Behalf Of timur 'grammaton' celikkesen
> Sent: Thursday, October 13, 2011 2:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> Thanks for the update shortly before the cs:go presentation... to this
> late european hour where almost all hosters are on "nightwatch" mode :D
>
>
>
> - Server frame rate is now based on the tickrate of the active Source mod,
> not the fps_max convar
>
> - Fixed net_graph not updating server framerate when FPS is greater than
> 1000
>
>
> I am just wondering about the framerate-cap based on the tickrate and
> fixing
> the netgraph if greater than 1000.isnt it just a "contradiction"?
>
>
>
> cheers
>
> grammaton - sourcejunkies.de
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>



-- 
=MUPP= oGre | o...@muppfarmen.se | http://muppfarmen.se
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread timur 'grammaton' celikkesen

Shit happens ;-)

btw

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


"Connect on replay.dll failed"

any idea?

cheers

grammaton






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


-Ursprüngliche Nachricht- 
From: Henry Goffin

Sent: Thursday, October 13, 2011 11:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released


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



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur 
'grammaton' celikkesen

Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released


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



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

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


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



cheers

grammaton - sourcejunkies.de


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

2011-10-13 Thread Henry Goffin
Oops. The net_graph fix was made in an earlier version of the server before the 
FPS changes were made. You can ignore that patch note.


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

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



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

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


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



cheers

grammaton - sourcejunkies.de


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

2011-10-13 Thread timur 'grammaton' celikkesen
Thanks for the update shortly before the cs:go presentation... to this 
late european hour where almost all hosters are on "nightwatch" mode :D




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


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



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




cheers

grammaton - sourcejunkies.de


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

2011-10-13 Thread Josh Stratton
Trying, between the servers and clients being updated across all of the
games, a whole lot of lag happening.

On Thu, Oct 13, 2011 at 2:39 PM, Sir Jake  wrote:

>
> So whats broken on css now? Mines not starting up since this update. I also
> notice there's a css folder in the main root folder the command was run in.
>
> Anyone have their server up and running?
>
> ___
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jacob Juul

sourcemod is.. and it is reported
 > From: can_kic...@hotmail.com
> To: hlds_linux@list.valvesoftware.com
> Date: Thu, 13 Oct 2011 14:39:34 -0700
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> 
> So whats broken on css now? Mines not starting up since this update. I also 
> notice there's a css folder in the main root folder the command was run in.
> 
> Anyone have their server up and running?
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Sir Jake

So whats broken on css now? Mines not starting up since this update. I also 
notice there's a css folder in the main root folder the command was run in.

Anyone have their server up and running?
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
Yeah... looks like all the content is still in orangebox directory

Il 13/10/2011 23:35, RTL-Servers | Lee ha scritto:
> Hello,
>
> Is it purely using css as a lib folder then rather than the contents ?
>
> Regards
> Lee Gardiner
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread RTL-Servers | Lee

Hello,

Is it purely using css as a lib folder then rather than the contents ?

Regards
Lee Gardiner

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

2011-10-13 Thread Marco Padovan
ehm:

99.65%  downloading ./css/libcurl.so.4
99.98%  downloading ./css/libcurl.so.4.2.0
99.99%  downloading ./css/srcds_linux
100.00% downloading ./css/srcds_run

so... both orangebox and css are kept...

time to upgrade the control panels... -_-'

Il 13/10/2011 23:12, RTL-Servers | Lee ha scritto:
> Hello,
>
> Just to clarify, the cstrike folder is moving to css within the
> orangebox folder ?, is it fine to move this over then issue the update
> or will the update automatically move the directories over ?
>
> Regards
> Lee Gardiner
>
> ___
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
54.78%  downloading ./orangebox/cstrike/scripts/weapon_glock.ctx
54.78%  downloading ./orangebox/cstrike/scripts/weapon_p228.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_scout.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_sg550.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_usp.ctx
54.79%  downloading ./orangebox/cstrike/steam.inf


but update is not yet finished...

Have no idea what is going to be moved to CSS as it is still updating
orangebox...

Il 13/10/2011 23:12, RTL-Servers | Lee ha scritto:
> Hello,
>
> Just to clarify, the cstrike folder is moving to css within the
> orangebox folder ?, is it fine to move this over then issue the update
> or will the update automatically move the directories over ?
>
> Regards
> Lee Gardiner
>
> ___
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread RTL-Servers | Lee

Hello,

Just to clarify, the cstrike folder is moving to css within the 
orangebox folder ?, is it fine to move this over then issue the update 
or will the update automatically move the directories over ?


Regards
Lee Gardiner

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

2011-10-13 Thread Chris Oryschak
This is exciting!!
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)


On Thu, Oct 13, 2011 at 5:06 PM, Administrator wrote:

> yep
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
> Sent: 13 October 2011 22:03
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
> anyone else seeing something like this when typing quit in the server
> console ?
>
>
> L 10/13/2011 - 15:42:48: server_message: "quit"
> ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
> /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
> 956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
> CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
> CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
> sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49:
> server_message: "restart"
> PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
> from steamclient Calling BreakpadMiniDumpSystemInit Uploading dump
> (in-process) [proxy ''] /tmp/dumps/crash_20111013154249_1.dmp
> Segmentation fault (core dumped)
> BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
> expected core file size >= 307335168, found: 1028096.
> Cannot access memory at address 0xf77888f0 Cannot access memory at address
> 0xef706d20
> /home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced
> command file:
> Cannot access memory at address 0xf77888f0 email debug.log to
> li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10
> seconds Updating server using Steam.
>
>
> On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan  wrote:
>
> > This will break basically everything!
> >
> > Oh-my-god a sleepless night is waiting all of us? :(
> >
> > Il 13/10/2011 22:41, Jason Ruymen ha scritto:
> > > Because of this, dedicated server files for Counter-Strike: Source
> > > will
> > now be under a 'css' folder.
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Administrator
yep

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: 13 October 2011 22:03
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

anyone else seeing something like this when typing quit in the server console ?


L 10/13/2011 - 15:42:48: server_message: "quit"
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) 
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable 
sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49: 
server_message: "restart"
PreMinidumpCallback: updating dump comment Looking up breakpad interfaces from 
steamclient Calling BreakpadMiniDumpSystemInit Uploading dump (in-process) 
[proxy ''] /tmp/dumps/crash_20111013154249_1.dmp
Segmentation fault (core dumped)
BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
expected core file size >= 307335168, found: 1028096.
Cannot access memory at address 0xf77888f0 Cannot access memory at address 
0xef706d20
/home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced command 
file:
Cannot access memory at address 0xf77888f0 email debug.log to 
li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10 
seconds Updating server using Steam.


On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan  wrote:

> This will break basically everything!
>
> Oh-my-god a sleepless night is waiting all of us? :(
>
> Il 13/10/2011 22:41, Jason Ruymen ha scritto:
> > Because of this, dedicated server files for Counter-Strike: Source 
> > will
> now be under a 'css' folder.
> ___
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> please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread clad iron
anyone else seeing something like this when typing quit in the server
console ?


L 10/13/2011 - 15:42:48: server_message: "quit"
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
L 10/13/2011 - 15:42:49: Log file closed
L 10/13/2011 - 15:42:49: server_message: "restart"
PreMinidumpCallback: updating dump comment
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013154249_1.dmp
Segmentation fault (core dumped)
BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
expected core file size >= 307335168, found: 1028096.
Cannot access memory at address 0xf77888f0
Cannot access memory at address 0xef706d20
/home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced
command file:
Cannot access memory at address 0xf77888f0
email debug.log to li...@valvesoftware.com
Thu Oct 13 15:42:49 CDT 2011: Server restart in 10 seconds
Updating server using Steam.


On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan  wrote:

> This will break basically everything!
>
> Oh-my-god a sleepless night is waiting all of us? :(
>
> Il 13/10/2011 22:41, Jason Ruymen ha scritto:
> > Because of this, dedicated server files for Counter-Strike: Source will
> now be under a 'css' folder.
> ___
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> please visit:
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>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
This will break basically everything!

Oh-my-god a sleepless night is waiting all of us? :(

Il 13/10/2011 22:41, Jason Ruymen ha scritto:
> Because of this, dedicated server files for Counter-Strike: Source will now 
> be under a 'css' folder.
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[hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jason Ruymen
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike: Source 
has also been moved to use its own engine and dedicated server depots.  Because 
of this, dedicated server files for Counter-Strike: Source will now be under a 
'css' folder.

The specific changes include:

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

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

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

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

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

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

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes 
in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange 
weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater 
ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
- Responses related to cart progress no longer play when disguised
- Players will now always call for a medic when low on health or when on fire 
when a medic is under the c

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

2011-09-15 Thread Shin Ice
Hi

On Thu, Sep 15, 2011 at 11:18 PM, ics  wrote:
> Best in this update? Didn't break a thing that i've yet noticed even though
> there was bunch of updates for CS Source. Excellent.
>
> -ics

i sign all what ics wrote ;)
thx for this nice and (atm) stable update ;)
great work :)

c'ya
Shin

-- 
        Don't Trust if you don't want!
     Don't Bealive if you don't Touch!

- ~~> Powered by Debian Testing <~~

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

2011-09-15 Thread Mart-Jan Reeuwijk
MOAR HATS...

or not? omg, fixes, loads, and only 1 new item

http://www.youtube.com/watch?v=Vh78T--ZUxY



>
>From: Jason Ruymen 
>To: 'Half-Life dedicated Linux server mailing list' 
>; 'Half-Life dedicated Win32 server mailing 
>list' ; "'hlds_annou...@list.valvesoftware.com'" 
>
>Sent: Thursday, 15 September 2011, 22:29
>Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
>Source and Half-Life 2: Deathmatch Updates Released
>
>Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
>Source and Half-Life 2: Deathmatch are now available.  The specific changes 
>include:
>
>
>
>Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)
>
>- Added a server command line option called "-dumplongticks" which will 
>generate minidumps when there are long server frames
>
>- Fixed startmovie failing for the raw, tga, jpg, and wav options
>
>- Fixed some HUD messages not displaying properly on widescreen resolutions
>
>- Updated the localization files for all games
>
>
>
>Team Fortress 2
>
>- Fixed Demomen with the Persian Persuader equipped picking up ammo crates 
>when they're already at full health
>
>- Fixed hatless headgear not removing the player's hat
>
>- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola
>
>- Fixed teleporter progress being displayed incorrectly after upgrading a 
>teleporter while it was recharging
>
>- Fixed a rare server crash related to assists
>
>- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new 
>value for the cvar
>
>- Purchased items are no longer announced in the chat text
>
>- Reduced the amount of server console output when client commands are out of 
>sync
>
>- Added the following ConVars for proxy support for replay FTP offloading: 
>replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and 
>replay_fileserver_offload_proxy_port
>
>- Removed replay_port ConVar (and the need for replay to open a port)
>
>- Updated the matchmaking filtering to speed up searches and reduce the number 
>of pinged servers
>
>- Updated Pl_Upward
>
>   - Fixed ending the game mid-round when mp_timelimit has been reached
>
>   - Fixed several exploit areas
>
>- Updated Pl_Goldrush
>
>   - Stage 1 : Fixed overlapping train track models
>
>   - Stage 1 : Fixed terrain seam by red spawn exit
>
>   - Stage 1 : Fixed red spawn room door going through ceiling
>
>   - Stage 1 : Light fixture on roof structure of red's first spawn building 
>switched to non-solid
>
>   - Stage 2 : Added func_nobuild under bridge that would get teleported 
>players stuck
>
>   - Stage 3 : Added invisible func_brushes above roofs to block blind demo 
>grenade spam
>
>   - Stage 3 : Fixed wood structure by main gate entrance so it doesn't 
>destroy teleport buildables
>
>   - Stage 3 : Added clip brush to top of main gate entrance
>
>   - Stage 3 : Extended red's respawn room brushes to enclose entire interior
>
>   - Stage 3 : Added respawn visualizer material to back face of blocker that 
>prevents red from entering blue's respawn area from the top route
>
>- Updated Items
>
>   - Added the Killer Exclusive
>
>   - Added the Mask of the Shaman to the droplist and made it craftable
>
>   - Added the El Jefe  to the droplist and made it craftable
>
>   - Added two new styles for the Large Luchadore
>
>   - Fixed the Industrial Festivizer sometimes turning white
>
>   - Updated the shading on the Crusader's Crossbow
>
>   - Updated the Magnificent Mongolian texture and made it paintable
>
>   - Updated the Carouser's Capotain with an improved appearance
>
>   - Updated the Whiskered Gentlemen with an improved appearance
>
>   - Updated the particle effects for the Cow Mangler 5000 and the Righteous 
>Bison
>
>   - Updated the Stickybomb Jumper
>
>      - Now uses a unique texture and projectile
>
>      - No longer causes the wielder to take increased damage from other 
>sources
>
>
>
>Counter-Strike: Source
>
>Cumulative weapon updates
>
>- All weapons now have a new accuracy model which fixes many bugs and provides 
>more intuitive weapon behavior
>
>- Weapons now have separate accuracy penalties for jumping, landing, and 
>standing on ladders
>
>- All weapons are now more accurate while crouching
>
>- Accuracy penalties for movement no longer have a discrete threshold, but 
>scale between crouch move and run speed
>
>- All rifles are less accurate while running
>
>- F

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

2011-09-15 Thread Ulrich Block
With a heavily modded dods server crashes increased rapidly. So 
currently I am trying to track down the extension/servertool/plugin that 
is causing it.


Am 15.09.2011 23:18, schrieb ics:
Best in this update? Didn't break a thing that i've yet noticed even 
though there was bunch of updates for CS Source. Excellent.


-ics

16.9.2011 0:10, Kyle Sanderson kirjoitti:

Thanks for the event fixes!

Kyle.

On Thu, Sep 15, 2011 at 2:01 PM, Oskar Levin  
wrote:



Indeed. Well done, guys!

Best regards
Oskar Levin
os...@dataviruset.com

-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Bajdechi 
"Nightbox"

Alexandru
Skickat: den 15 september 2011 22:38
Till: Half-Life dedicated Linux server mailing list
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Big one, appreciate it :) Keep them going :)

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