Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Hello, in our server plugin we used FCVAR_NOTIFY for some cvars to show in the server rules, but these should not be notified when it changed, so we used the SetValue function to achieve this. But with the latest update, we see the notifier on the client. It does not happen in DODS or CSS servers with the same code. An example code: // declaration of cvar static ConVar cvar_example(my_example, defvalue, FCVAR_NOTIFY, description); // change value in the code cvar_example.SetValue(new value); This code will notify the client of any change, but we don't want. In CSS or DODS servers we have no notify. In the past, we used FCVAR_SERVER to have the cvar shown in the server rules (server rules query on gameport), but this does not exist anymore. What do we have to use to have the cvar in the server rules but not notifying the client on any change? Best regards Ronny Schedel A required update to Team Fortress 2 and it's dedicated server have been released. Please run hldsupdatetool to update. The specific changes include: - Updated versions of CP_Dustbowl, CP_Badlands, and CTF_Well with several exploit fixes - Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars correctly - Plugged an exploit where the server could send executable code to the client - Fix client crash on exit while processing game stats - Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels - Added mp_stalemate_at_timelimit ConVar for server admin to allow SuddenDeath when mp_timelimit hits on non-Valve maps - Updated CTF mode to remember the player who stole the intelligence from the enemy base and reward that player if the flag is captured by someone else - Replace underscores in map names with spaces so custom maps with names like cp_gravel_pit will show as GRAVEL PIT - Hitting F4 while the tournament mode Ready countdown is active won't automatically set a team to Not Ready - Fixed auto-screenshots not being taken at the end of the map during tournament mode - Fixed gates being closed during the pre-round time during tournament mode - Fixed GetDynamicBaseline crash - Fixed rare animation triggered sound crash We haven't yet fixed the known issue with SourceTV (port/connection problems, and servers with maxplayers 32), but we are working on it. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Because FCVAR_NOTIFY is used for server rules *and* notifications, it would need a plugin to catch and stop notifications from going out. I could put a server plugin to do this together or valve could split this out into FCVAR_SERVER - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
As I wrote about earlier on this list, I also was negatively impacted by this change. My workaround was to use the sockets extension for SourceMod to run a small listen server that allows me to fetch particular cvar values (or any custom information, really). This allows me to leave my custom cvars without the FCVAR_NOTIFY flag. It's a lot of work compared to setting a flag, but it's one idea if you can try if you really need an immediate solution. Ryan On Sat, Mar 22, 2008 at 12:12 AM, Ronny Schedel [EMAIL PROTECTED] wrote: Hello, in our server plugin we used FCVAR_NOTIFY for some cvars to show in the server rules, but these should not be notified when it changed, so we used the SetValue function to achieve this. But with the latest update, we see the notifier on the client. It does not happen in DODS or CSS servers with the same code. An example code: // declaration of cvar static ConVar cvar_example(my_example, defvalue, FCVAR_NOTIFY, description); // change value in the code cvar_example.SetValue(new value); This code will notify the client of any change, but we don't want. In CSS or DODS servers we have no notify. In the past, we used FCVAR_SERVER to have the cvar shown in the server rules (server rules query on gameport), but this does not exist anymore. What do we have to use to have the cvar in the server rules but not notifying the client on any change? Best regards Ronny Schedel A required update to Team Fortress 2 and it's dedicated server have been released. Please run hldsupdatetool to update. The specific changes include: - Updated versions of CP_Dustbowl, CP_Badlands, and CTF_Well with several exploit fixes - Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars correctly - Plugged an exploit where the server could send executable code to the client - Fix client crash on exit while processing game stats - Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels - Added mp_stalemate_at_timelimit ConVar for server admin to allow SuddenDeath when mp_timelimit hits on non-Valve maps - Updated CTF mode to remember the player who stole the intelligence from the enemy base and reward that player if the flag is captured by someone else - Replace underscores in map names with spaces so custom maps with names like cp_gravel_pit will show as GRAVEL PIT - Hitting F4 while the tournament mode Ready countdown is active won't automatically set a team to Not Ready - Fixed auto-screenshots not being taken at the end of the map during tournament mode - Fixed gates being closed during the pre-round time during tournament mode - Fixed GetDynamicBaseline crash - Fixed rare animation triggered sound crash We haven't yet fixed the known issue with SourceTV (port/connection problems, and servers with maxplayers 32), but we are working on it. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Is anyone else not able to get metamod to load on the new build? Required updates for Team Fortress 2 and it's dedicated servers have finally been released. Please run hldsupdatetool to receive these updates. The specific changes include: Source Engine: - Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly - Optimized some particle systems to improve performance on some hardware configurations - Player stats are now sent up as they change, rather than when the player dies - Improved playback of sub-frame sounds - Fixed a crash caused by alt-tabs during map load - Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2: - Badlands released - Changes to Dustbowl - Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire - Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the ceiling clip - Fixed a gap behind stage 1, cap 1 house - Fixed a high perch on stage1 cap1 house roof - Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) - Fixed a few places where rockets/demoman pipes could pass through non-solid models - Sealed up a gap over stage1 lower startgate - Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them - Changes to Capture the Flag Well - Fixed trains not starting on map spawn - Removed cap association from red spawns that were spamming console - Changes to Granary - Removed spawn timing advantage from the middle (from -3 to 0) - Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) - Fixed a few places where players could get stuck between containers and silos - Adjusted playerclips on red container that made it appear like players were floating - Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit - Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events - Added flamethrower sizzle sound when the Pyro is hitting a target - Updated explosion debris to be a bit darker - Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 - Added ctf_well to the default mapcycle.txt file - Added ctf_well to the default motd.txt file - Fixed floor tile material type - Fixed some weapon damage info missing from TF2 game stats - Made some small changes to the Demoman viewmodel that were causing performance problems - Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. - Added server log entry for buildings destroyed by their owner - Fixed sentry gun shadows being clipped - Updated glass material SourceTV: - SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it - Fixed Pyro's flamethrower flames not showing up in SourceTV Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Metamod + Sourcemod are working here. Is anyone else not able to get metamod to load on the new build? Required updates for Team Fortress 2 and it's dedicated servers have finally been released. Please run hldsupdatetool to receive these updates. The specific changes include: Source Engine: - Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly - Optimized some particle systems to improve performance on some hardware configurations - Player stats are now sent up as they change, rather than when the player dies - Improved playback of sub-frame sounds - Fixed a crash caused by alt-tabs during map load - Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2: - Badlands released - Changes to Dustbowl - Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire - Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the ceiling clip - Fixed a gap behind stage 1, cap 1 house - Fixed a high perch on stage1 cap1 house roof - Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) - Fixed a few places where rockets/demoman pipes could pass through non-solid models - Sealed up a gap over stage1 lower startgate - Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them - Changes to Capture the Flag Well - Fixed trains not starting on map spawn - Removed cap association from red spawns that were spamming console - Changes to Granary - Removed spawn timing advantage from the middle (from -3 to 0) - Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) - Fixed a few places where players could get stuck between containers and silos - Adjusted playerclips on red container that made it appear like players were floating - Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit - Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events - Added flamethrower sizzle sound when the Pyro is hitting a target - Updated explosion debris to be a bit darker - Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 - Added ctf_well to the default mapcycle.txt file - Added ctf_well to the default motd.txt file - Fixed floor tile material type - Fixed some weapon damage info missing from TF2 game stats - Made some small changes to the Demoman viewmodel that were causing performance problems - Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. - Added server log entry for buildings destroyed by their owner - Fixed sentry gun shadows being clipped - Updated glass material SourceTV: - SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it - Fixed Pyro's flamethrower flames not showing up in SourceTV Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
I'm up and running with the update no problem. MetaMod version 1.6.0.581 no problems. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve S. Sent: Thursday, February 14, 2008 04:37 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated Is anyone else not able to get metamod to load on the new build? Required updates for Team Fortress 2 and it's dedicated servers have finally been released. Please run hldsupdatetool to receive these updates. The specific changes include: Source Engine: - Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly - Optimized some particle systems to improve performance on some hardware configurations - Player stats are now sent up as they change, rather than when the player dies - Improved playback of sub-frame sounds - Fixed a crash caused by alt-tabs during map load - Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2: - Badlands released - Changes to Dustbowl - Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire - Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the ceiling clip - Fixed a gap behind stage 1, cap 1 house - Fixed a high perch on stage1 cap1 house roof - Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) - Fixed a few places where rockets/demoman pipes could pass through non-solid models - Sealed up a gap over stage1 lower startgate - Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them - Changes to Capture the Flag Well - Fixed trains not starting on map spawn - Removed cap association from red spawns that were spamming console - Changes to Granary - Removed spawn timing advantage from the middle (from -3 to 0) - Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) - Fixed a few places where players could get stuck between containers and silos - Adjusted playerclips on red container that made it appear like players were floating - Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit - Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events - Added flamethrower sizzle sound when the Pyro is hitting a target - Updated explosion debris to be a bit darker - Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 - Added ctf_well to the default mapcycle.txt file - Added ctf_well to the default motd.txt file - Fixed floor tile material type - Fixed some weapon damage info missing from TF2 game stats - Made some small changes to the Demoman viewmodel that were causing performance problems - Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. - Added server log entry for buildings destroyed by their owner - Fixed sentry gun shadows being clipped - Updated glass material SourceTV: - SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it - Fixed Pyro's flamethrower flames not showing up in SourceTV Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
IS it just my feeling, or is well way to big to be a decent TFC map? Your running your ass off everytime getting a bit to the other side. There are no concentrated battles, and it invites to camping. Cheers, Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jason Ruymen Verzonden: Friday, January 25, 2008 11:58 PM Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated Required updates for Team Fortress 2 and it's dedicated servers have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added new capture the flag map CTF_Well - Added Spanish map descriptions - Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer-Advanced dialog - Added more particle optimizations for mid range and low end hardware - Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round - Updated nextlevel CVAR to trigger a changelevel at the end of the current round (not mini-round) - Fixed SourceTV demo recording problem - Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps - Fixed a couple cases where player stats were not being recorded correctly - Fixed some log entries being truncated - Fixed crash caused by trying to import a custom player spray - Removed the Reset Stats button from the Player Stats screen Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008 8:32 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Yes, its too big for CTF, we switched back to the CP version. IS it just my feeling, or is well way to big to be a decent TFC map? Your running your ass off everytime getting a bit to the other side. There are no concentrated battles, and it invites to camping. Cheers, Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jason Ruymen Verzonden: Friday, January 25, 2008 11:58 PM Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated Required updates for Team Fortress 2 and it's dedicated servers have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added new capture the flag map CTF_Well - Added Spanish map descriptions - Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer-Advanced dialog - Added more particle optimizations for mid range and low end hardware - Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round - Updated nextlevel CVAR to trigger a changelevel at the end of the current round (not mini-round) - Fixed SourceTV demo recording problem - Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps - Fixed a couple cases where player stats were not being recorded correctly - Fixed some log entries being truncated - Fixed crash caused by trying to import a custom player spray - Removed the Reset Stats button from the Player Stats screen Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008 8:32 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
God save 24 maxplayers and respawn timers :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Saint K. Sent: Saturday, January 26, 2008 12:19 PM To: hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated IS it just my feeling, or is well way to big to be a decent TFC map? Your running your ass off everytime getting a bit to the other side. There are no concentrated battles, and it invites to camping. Cheers, Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jason Ruymen Verzonden: Friday, January 25, 2008 11:58 PM Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated Required updates for Team Fortress 2 and it's dedicated servers have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added new capture the flag map CTF_Well - Added Spanish map descriptions - Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer-Advanced dialog - Added more particle optimizations for mid range and low end hardware - Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round - Updated nextlevel CVAR to trigger a changelevel at the end of the current round (not mini-round) - Fixed SourceTV demo recording problem - Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps - Fixed a couple cases where player stats were not being recorded correctly - Fixed some log entries being truncated - Fixed crash caused by trying to import a custom player spray - Removed the Reset Stats button from the Player Stats screen Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008 8:32 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
While this list is not a place for discussion like this, i agree 100%. The last, now disabled CP could have been snipped off from both places as the respawn is moved forward too and intel just layed in at the middle. Not on the old cp but little backwards. Would have made a greater map and more action. Now i find myself just running from our spawn to the enemy and most what i do is just run around. -ics Andreas Grimm kirjoitti: God save 24 maxplayers and respawn timers :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Saint K. Sent: Saturday, January 26, 2008 12:19 PM To: hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated IS it just my feeling, or is well way to big to be a decent TFC map? Your running your ass off everytime getting a bit to the other side. There are no concentrated battles, and it invites to camping. Cheers, Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jason Ruymen Verzonden: Friday, January 25, 2008 11:58 PM Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated Required updates for Team Fortress 2 and it's dedicated servers have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added new capture the flag map CTF_Well - Added Spanish map descriptions - Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer-Advanced dialog - Added more particle optimizations for mid range and low end hardware - Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round - Updated nextlevel CVAR to trigger a changelevel at the end of the current round (not mini-round) - Fixed SourceTV demo recording problem - Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps - Fixed a couple cases where player stats were not being recorded correctly - Fixed some log entries being truncated - Fixed crash caused by trying to import a custom player spray - Removed the Reset Stats button from the Player Stats screen Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008 8:32 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
I tried ctf_well with a listen server (create game in TF2) and got some console spam: info_player_teamspawn failed to find control point named 'mid_cap' But it seems to run. Best regards Ronny Schedel Required updates for Team Fortress 2 and it's dedicated servers have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added new capture the flag map CTF_Well - Added Spanish map descriptions - Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer-Advanced dialog - Added more particle optimizations for mid range and low end hardware - Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round - Updated nextlevel CVAR to trigger a changelevel at the end of the current round (not mini-round) - Fixed SourceTV demo recording problem - Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps - Fixed a couple cases where player stats were not being recorded correctly - Fixed some log entries being truncated - Fixed crash caused by trying to import a custom player spray - Removed the Reset Stats button from the Player Stats screen Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Thank you for the nextlevel command, unfortunatly it seems only to work when the map limits are reached, like time limit or score limit. In CSS we can use this command also to make an earlier interruption of the game, the level changes after the current round is finished. Example with Well: - Well starts with the first round - we set the nextlevel to any map - after the 10 minutes of the round, the score report will be shown and the map changes Currently nothing happens after the round until the time limit is reached. Best regards Ronny Schedel Required updates to Team Fortress 2 and it's dedicated server have been released. Please run hldsupdatetool to receieve these updates. The specific changes include: - Added new option for medigun beam to the Multiplayer-Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button - Added new option for the sniper rifle to the Multiplayer-Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot - Added nextlevel server cvar. If set to a valid map name, server will change to that map during the next changelevel - Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1 - Reduced Granary spawn advantage for capping the middle point - Fixed players turning into Scout model after lagouts (and a variety of related issues, such as disappearing doors) - Fixed obscure crash related to resolution changing - Gave machinima creators access to tf_testvcd and tf_testrr commands for playing scenes on characters - SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Great updates! Any word on the launch of the game play changes for the medic and the two new maps? Also can you give a hint on what those changes are? Josh Jason Ruymen wrote: Required updates to Team Fortress 2 and it's dedicated server have been released. Please run hldsupdatetool to receieve these updates. The specific changes include: - Added new option for medigun beam to the Multiplayer-Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button - Added new option for the sniper rifle to the Multiplayer-Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot - Added nextlevel server cvar. If set to a valid map name, server will change to that map during the next changelevel - Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1 - Reduced Granary spawn advantage for capping the middle point - Fixed players turning into Scout model after lagouts (and a variety of related issues, such as disappearing doors) - Fixed obscure crash related to resolution changing - Gave machinima creators access to tf_testvcd and tf_testrr commands for playing scenes on characters - SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
So... a P3 is supposed to run *four* full TF2-servers? Can you please provide some more detail on your hardware specs, and let us know how you measure CPU-usage? Is this a box with a single P3 or several older Xeon P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz P3 with liquid Nitrogen cooling? You do realise that this is one heck of a claim to make? A few graphs as evidence would be nice :) Is the server online so we can try it out? Cheers, Einar Kevin Karan wrote: -- [ Picked text/plain from multipart/alternative ] I want to add to this I installed win on this box (a P3) for the hell of it and its working peechy. Infact with a FULL server of 24 players I sit at 15%CPU. Im sick of hearing people tell me this hardware needs to be retired when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
How many players? What tickrate? What OS? Any other settings you have tweaked? Cheers, Einar Jamie Gray wrote: -- [ Picked text/plain from multipart/alternative ] I agree with you Crazy on the uberhardware. I run a CS 1.6 server with an old PII 450 Mhz that I made out of spare parts. It runs very nicely and is always busy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
-- [ Picked text/plain from multipart/alternative ] I agree with you Crazy on the uberhardware. I run a CS 1.6 server with an old PII 450 Mhz that I made out of spare parts. It runs very nicely and is always busy. On 10/19/07, Einar S. Idsø [EMAIL PROTECTED] wrote: So... a P3 is supposed to run *four* full TF2-servers? Can you please provide some more detail on your hardware specs, and let us know how you measure CPU-usage? Is this a box with a single P3 or several older Xeon P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz P3 with liquid Nitrogen cooling? You do realise that this is one heck of a claim to make? A few graphs as evidence would be nice :) Is the server online so we can try it out? Cheers, Einar Kevin Karan wrote: -- [ Picked text/plain from multipart/alternative ] I want to add to this I installed win on this box (a P3) for the hell of it and its working peechy. Infact with a FULL server of 24 players I sit at 15%CPU. Im sick of hearing people tell me this hardware needs to be retired when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
I believe the server unit is at least an enterprise standard dual processor system - obviously a personal pc with a PIII processor in it isn't going to be able to run four Source servers. Drek Einar S. Idsø wrote: So... a P3 is supposed to run *four* full TF2-servers? Can you please provide some more detail on your hardware specs, and let us know how you measure CPU-usage? Is this a box with a single P3 or several older Xeon P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz P3 with liquid Nitrogen cooling? You do realise that this is one heck of a claim to make? A few graphs as evidence would be nice :) Is the server online so we can try it out? Cheers, Einar Kevin Karan wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
A lot of people have been fooled into thinking they need to replace their hardware every year or so. That's just nonsense. There are people that think you need a 3000+ ghz processor to run a decent CS 1.6 server, never mind anything Source, when hlds will run quite comfortably on any PIII 600, and probably will run on processors older than that. I was able to run a 16 person DOD: Source server on an Athlon 1200 on a home cable connection. It wasn't a competition calibre server, but there were no issues with hit detection or lag that I could detect. The newest hardware, both for servers and for clients, is usually a couple of years ahead of the latest software, and Source is now around three years old, while HL1 is around ten years old (not sure about the dates on that). In fact, if you are running the absolute newest available hardware, you are probably going to have more problems with software than you will have if you are running hardware that has been on the market for a couple of years. You could easily run a competition level 1000fps Source server on good hardware that is four years old, and the same level for hlds on hardware that is much older than that - that's not taking into account that the benefits of running a 1000fps server are probably questionable at best. Drek Kevin Karan wrote: -- [ Picked text/plain from multipart/alternative ] I want to add to this I installed win on this box (a P3) for the hell of it and its working peechy. Infact with a FULL server of 24 players I sit at 15%CPU. Im sick of hearing people tell me this hardware needs to be retired when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE. On 10/7/07, cj_ [EMAIL PROTECTED] wrote: -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
I think its something to do with the linux coders that are having a problem with the new source server code. On 10/18/07, Kevin Karan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I want to add to this I installed win on this box (a P3) for the hell of it and its working peechy. Infact with a FULL server of 24 players I sit at 15%CPU. Im sick of hearing people tell me this hardware needs to be retired when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE. On 10/7/07, cj_ [EMAIL PROTECTED] wrote: Original message from Guy Watkins: It looks like you added the y. It should be .code32. My bad, vi misfire. I get no errors running this code, so apparently my CPU does in fact support FCMOV. I still get the bad bone weight errors and crash on spawn with the following error repeated twice: IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157 -- cj_ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
-- [ Picked text/plain from multipart/alternative ] I want to add to this I installed win on this box (a P3) for the hell of it and its working peechy. Infact with a FULL server of 24 players I sit at 15%CPU. Im sick of hearing people tell me this hardware needs to be retired when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE. On 10/7/07, cj_ [EMAIL PROTECTED] wrote: Original message from Guy Watkins: It looks like you added the y. It should be .code32. My bad, vi misfire. I get no errors running this code, so apparently my CPU does in fact support FCMOV. I still get the bad bone weight errors and crash on spawn with the following error repeated twice: IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157 -- cj_ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Alfred, Mike, Jason, any other Valve programmer coming around to look at the list...? It probably isn't the FCMOV after all. ~~ Ondra On 07.10.07 5:42 Uhr, Daron Dodd wrote: Well i ran it and nothing happened so i must have FCMOV support just not showing in cat /proc/cpuinfo yet i still get bad bone weights so its something else On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Both Intel and AMD manuals say that if CPUID returns flags saying that FPU and CMOV are present, then FCMOV is present too. If you want to be sure, just try it the hard way. Copy the following code into a text file (named fcmov.s in this example): .code32 .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 Then run this: as -o fcmov.o fcmov.s ld -o fcmov fcmov.o ./fcmov If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. You'll have to have some sort of assembler with ATT syntax support (normally called as or gas) as well as a linker (ld) installed on your machine. Alternatively, you can assemble and link it on a different machine with the same major and minor kernel version, such as 2.6, and then run it on your target. (The code runs only on Linux (the last two statements, asking the system to quit the process, are Linux-specific). It shouldn't touch any of your devices, unless the kernel is defective, so there shouldn't be any data loss, but just like everything originating from me, no warranty is given.) If you still get bone weight errors even though this program completes without breaking, then the culprit isn't FCMOV. ~~ Ondra On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
I can also verify that on a 'AMD Athlon(tm) MP 2400+' This runs without error. Still getting 'bad bone weight'. Jeff Love Burgh Gaming Well i ran it and nothing happened so i must have FCMOV support just not showing in cat /proc/cpuinfo yet i still get bad bone weights so its something else ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Original message from Guy Watkins: It looks like you added the y. It should be .code32. My bad, vi misfire. I get no errors running this code, so apparently my CPU does in fact support FCMOV. I still get the bad bone weight errors and crash on spawn with the following error repeated twice: IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157 -- cj_ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
-- [ Picked text/plain from multipart/alternative ] sv_pure fix? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
-- [ Picked text/plain from multipart/alternative ] This update also readded cl_interp...And now there are both cl_interp and cl_interp_ratio. So which one is used now? cl_interp doesn't say any more backward compability but says the normal description + it's limited by the interp ratio server side. And the source netcode interpolation bug seems to be fixed with this update... 2007/10/6, Steve Sumichrast [EMAIL PROTECTED]: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Did this update fix the mapcycle problem? On 10/6/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This update also readded cl_interp...And now there are both cl_interp and cl_interp_ratio. So which one is used now? cl_interp doesn't say any more backward compability but says the normal description + it's limited by the interp ratio server side. And the source netcode interpolation bug seems to be fixed with this update... 2007/10/6, Steve Sumichrast [EMAIL PROTECTED]: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 -- Do you know about the dangers of DRM? Find out at http://www.defectivebydesign.org/what_is_drm; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Both Intel and AMD manuals say that if CPUID returns flags saying that FPU and CMOV are present, then FCMOV is present too. If you want to be sure, just try it the hard way. Copy the following code into a text file (named fcmov.s in this example): .code32 .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 Then run this: as -o fcmov.o fcmov.s ld -o fcmov fcmov.o ./fcmov If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. You'll have to have some sort of assembler with ATT syntax support (normally called as or gas) as well as a linker (ld) installed on your machine. Alternatively, you can assemble and link it on a different machine with the same major and minor kernel version, such as 2.6, and then run it on your target. (The code runs only on Linux (the last two statements, asking the system to quit the process, are Linux-specific). It shouldn't touch any of your devices, unless the kernel is defective, so there shouldn't be any data loss, but just like everything originating from me, no warranty is given.) If you still get bone weight errors even though this program completes without breaking, then the culprit isn't FCMOV. ~~ Ondra On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
-- [ Picked text/plain from multipart/alternative ] I would like the know when this FCMOV requirement came to be. The server I am running works fine for any other source game. On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Both Intel and AMD manuals say that if CPUID returns flags saying that FPU and CMOV are present, then FCMOV is present too. If you want to be sure, just try it the hard way. Copy the following code into a text file (named fcmov.s in this example): .code32y .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 Then run this: as -o fcmov.o fcmov.s ld -o fcmov fcmov.o ./fcmov If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. You'll have to have some sort of assembler with ATT syntax support (normally called as or gas) as well as a linker (ld) installed on your machine. Alternatively, you can assemble and link it on a different machine with the same major and minor kernel version, such as 2.6, and then run it on your target. (The code runs only on Linux (the last two statements, asking the system to quit the process, are Linux-specific). It shouldn't touch any of your devices, unless the kernel is defective, so there shouldn't be any data loss, but just like everything originating from me, no warranty is given.) If you still get bone weight errors even though this program completes without breaking, then the culprit isn't FCMOV. ~~ Ondra On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
This is with the new engine used by TF2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Karan Sent: Saturday, October 06, 2007 1:15 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated -- [ Picked text/plain from multipart/alternative ] I would like the know when this FCMOV requirement came to be. The server I am running works fine for any other source game. On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Both Intel and AMD manuals say that if CPUID returns flags saying that FPU and CMOV are present, then FCMOV is present too. If you want to be sure, just try it the hard way. Copy the following code into a text file (named fcmov.s in this example): .code32y .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 Then run this: as -o fcmov.o fcmov.s ld -o fcmov fcmov.o ./fcmov If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. You'll have to have some sort of assembler with ATT syntax support (normally called as or gas) as well as a linker (ld) installed on your machine. Alternatively, you can assemble and link it on a different machine with the same major and minor kernel version, such as 2.6, and then run it on your target. (The code runs only on Linux (the last two statements, asking the system to quit the process, are Linux-specific). It shouldn't touch any of your devices, unless the kernel is defective, so there shouldn't be any data loss, but just like everything originating from me, no warranty is given.) If you still get bone weight errors even though this program completes without breaking, then the culprit isn't FCMOV. ~~ Ondra On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
I did as you said. I don't get an error. But I do have bad bones! Never knew until valve said so. :) I have an Intel P3. # cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 7 model name : Pentium III (Katmai) stepping: 3 cpu MHz : 497.449 cache size : 512 KB fdiv_bug: no hlt_bug : no f00f_bug: no coma_bug: no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 mmx fxsr sse bogomips: 995.59 clflush size: 32 processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 7 model name : Pentium III (Katmai) stepping: 3 cpu MHz : 497.449 cache size : 512 KB fdiv_bug: no hlt_bug : no f00f_bug: no coma_bug: no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 mmx fxsr sse bogomips: 994.77 clflush size: 32 } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ondrej Hošek } Sent: Saturday, October 06, 2007 1:17 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated } } Both Intel and AMD manuals say that if CPUID returns flags saying that } FPU and CMOV are present, then FCMOV is present too. } } If you want to be sure, just try it the hard way. Copy the following } code into a text file (named fcmov.s in this example): } } .code32 } .text } .global _start } _start: } fldpi } fldpi } mov $0x0,%eax } cmp $0x0,%eax } fcmove %st(1),%st } mov $0x1,%eax } int $0x80 } } Then run this: } } as -o fcmov.o fcmov.s } ld -o fcmov fcmov.o } ./fcmov } } If nothing happens, your processor can do FCMOV. If you get a SIGILL } (illegal instruction exception), congratulations, your processor is } FCMOV-less. } } You'll have to have some sort of assembler with ATT syntax support } (normally called as or gas) as well as a linker (ld) installed on } your machine. Alternatively, you can assemble and link it on a different } machine with the same major and minor kernel version, such as 2.6, and } then run it on your target. } } (The code runs only on Linux (the last two statements, asking the system } to quit the process, are Linux-specific). It shouldn't touch any of your } devices, unless the kernel is defective, so there shouldn't be any data } loss, but just like everything originating from me, no warranty is given.) } } If you still get bone weight errors even though this program completes } without breaking, then the culprit isn't FCMOV. } } ~~ Ondra } } On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: } I Don't think this is accurate information -- My linux box (AMD Barton } 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight } error -- and I have both of those listed in the output. } } However, I do not have FCMOV -- I have CMOV support.. Guessing that's } what's doing it. } } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ondrej Hošek } Sent: Saturday, October 06, 2007 08:17 AM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated } } grep ext /proc/cpuinfo } } If the output includes fpu and cmov, chances are your machine can do } it. } } As for the why... Windows and Linux use different compilers. GCC } probably compiles into code using FCMOV while cl.exe doesn't. } } ~~ Ondra } } On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: } } In what processor range(s) was this FCMOV introduced? } } Alfred Reynolds wrote: } } Your CPU needs to support the FCMOV instruction, if you get the bone } weight problem then chances are it doesn't. } } - Alfred } } Daron Dodd wrote: } } i see no fix to the bad bone weight crashes } } On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: } } Required updates to Team Fortress have been released. Please run } hldsupdatetool to receive them. The specific changes include: } } - Fixed certain crashes with paged pool memory } - Added a warning for when paged pool memory is low } - Fixed some prediction errors with player avoidance } - Fixed columns and row bunching up in server browser } - Fixed a rare bug where the wrong launcher.dll was being used to } launch } the game } - Fixed teleporter/spawn doorway exploit } } Jason } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Original message from Ond??ej Ho??ek: grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. My P3 includes both those flags and still (a) gives bad bone weight errors and (b) crashes when someone connects and attempts to spawn. Someone is wrong about something, somewhere. :) If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. I get Error: unknown pseudo-op: `.code32y' when attempting to assemble this. -- cj_ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
} } I get Error: unknown pseudo-op: `.code32y' when attempting to assemble } this. It looks like you added the y. It should be .code32. .code32 .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 } } } -- } cj_ } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
Well i ran it and nothing happened so i must have FCMOV support just not showing in cat /proc/cpuinfo yet i still get bad bone weights so its something else On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Both Intel and AMD manuals say that if CPUID returns flags saying that FPU and CMOV are present, then FCMOV is present too. If you want to be sure, just try it the hard way. Copy the following code into a text file (named fcmov.s in this example): .code32 .text .global _start _start: fldpi fldpi mov $0x0,%eax cmp $0x0,%eax fcmove %st(1),%st mov $0x1,%eax int $0x80 Then run this: as -o fcmov.o fcmov.s ld -o fcmov fcmov.o ./fcmov If nothing happens, your processor can do FCMOV. If you get a SIGILL (illegal instruction exception), congratulations, your processor is FCMOV-less. You'll have to have some sort of assembler with ATT syntax support (normally called as or gas) as well as a linker (ld) installed on your machine. Alternatively, you can assemble and link it on a different machine with the same major and minor kernel version, such as 2.6, and then run it on your target. (The code runs only on Linux (the last two statements, asking the system to quit the process, are Linux-specific). It shouldn't touch any of your devices, unless the kernel is defective, so there shouldn't be any data loss, but just like everything originating from me, no warranty is given.) If you still get bone weight errors even though this program completes without breaking, then the culprit isn't FCMOV. ~~ Ondra On 06.10.07 16:54 Uhr, Steve Sumichrast wrote: I Don't think this is accurate information -- My linux box (AMD Barton 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I have both of those listed in the output. However, I do not have FCMOV -- I have CMOV support.. Guessing that's what's doing it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Saturday, October 06, 2007 08:17 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated grep ext /proc/cpuinfo If the output includes fpu and cmov, chances are your machine can do it. As for the why... Windows and Linux use different compilers. GCC probably compiles into code using FCMOV while cl.exe doesn't. ~~ Ondra On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
So your saying i am SOL? On 10/5/07, Alfred Reynolds [EMAIL PROTECTED] wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
The best i found on wikipedias and sites off google it was introduced in Pentium Pro's but then why would it not be in newer amds that are atleast beyond the PPro On 10/5/07, Kevin J. Anderson [EMAIL PROTECTED] wrote: In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
FCOMV doesn't seem to be a requirement with windows. If that is the case, I would hope and believe that the linux server shares the same requirements. Quoting Alfred Reynolds [EMAIL PROTECTED]: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Team Fortress 2/Dedicated Server updated
Pentium PRO: http://en.wikipedia.org/wiki/FCMOV Anyway, why would the FCMOV instructions only be required on the Linux servers? My P3 linux servers = bad bones, My P3 windows servers = no problems!!! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin J. Anderson Sent: sábado, 6 de Outubro de 2007 05:00 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated In what processor range(s) was this FCMOV introduced? Alfred Reynolds wrote: Your CPU needs to support the FCMOV instruction, if you get the bone weight problem then chances are it doesn't. - Alfred Daron Dodd wrote: i see no fix to the bad bone weight crashes On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Team Fortress have been released. Please run hldsupdatetool to receive them. The specific changes include: - Fixed certain crashes with paged pool memory - Added a warning for when paged pool memory is low - Fixed some prediction errors with player avoidance - Fixed columns and row bunching up in server browser - Fixed a rare bug where the wrong launcher.dll was being used to launch the game - Fixed teleporter/spawn doorway exploit Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] I'm just curious, are these numbers with an empty server or a full one? Maybe it's just me, but those numbers seem a little high for idling. I've got 4 hl2dm, one ff and one tf2 server running and _none_ of them at idle go over 15% and when they're full (8 slots each) I don't think I've seen them over 20%. These are all on a private connection, so my limit is my upload speeds. Even so, with 1 MB upload, it could theoretically handle 20+ clients. I realize that I'm overstepping my limits with the number of client slots right now and I'll be dropping 2 servers soon, but I wanted to see the effects on my cpu/memory and uploads. TF2 seems to take less for bandwidth than any of the others. Tasks: 144 total, 2 running, 142 sleeping, 0 stopped, 0 zombie Cpu(s): 15.1%us, 3.2%sy, 0.0%ni, 81.4%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Mem: 1033076k total, 1005956k used,27120k free,11476k buffers Swap: 979956k total, 210728k used, 769228k free, 252924k cached PID USER PR NI VIRT RES SHR S %CPU %MEMTIME+ COMMAND 17661 dadams19 15 0 148m 68m 15m S 12 6.8 391:12.96 srcds_amd 17636 dadams19 15 0 148m 69m 15m S 11 6.9 266:43.45 srcds_amd 17805 dadams19 15 0 152m 78m 15m R6 7.8 261:05.45 srcds_amd 17710 dadams19 15 0 176m 95m 10m S3 9.5 82:48.61 srcds_amd 13903 dadams19 15 0 204m 139m 21m S3 13.8 0:07.11 srcds_i486 17686 dadams19 15 0 160m 61m 9m S2 6.1 196:08.27 srcds_amd This is all running on a amd64 4200 w/ 1 GB ram, and has Gentoo linux installed. On 10/3/07, Sebastian Mellmann [EMAIL PROTECTED] wrote: And still bad bone weigths error on an athlon-xp. -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Greg Cotton Gesendet: Mittwoch, 3. Oktober 2007 06:42 An: hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated Yea, I am too. My 24 player is around 70-80% CPU. I hope there are still some optimizations to do... - Original Message - From: James Gurney [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Wednesday, October 03, 2007 12:26 AM Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated Anyone else noticing substantially higher cpu usage with this version? 24 players used to cause about 50-60% cpu use. Now it's closer to 90%.. and literally nothing has changed except this update.. James Jason Ruymen wrote: Required updates to Team Fortress 2 and it's Dedicated Server have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added Very High texture resolution option - Added Minimal HUD option to Options-Multiplayer - Fixed headshots not always registering for crouched players - Fixed player interpolation bug that caused jittery player animation in some cases - Fixed rare crash when players exited water - Fixed server crash related to Spy sappers - Fixed overlapping UI elements in Options-Video-Advanced - Fixed non-English language text overlapping in a few places - Fixed players being able to use spectator points in dustbowl that were not in play - Removed listdeaths command that could be abused by clients Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.488 / Virus Database: 269.13.39/1045 - Release Date: 02.10.2007 18:43 No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.488 / Virus Database: 269.13.39/1045 - Release Date: 02.10.2007 18:43 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Speaking personally - this was with 24 players in the server. Empty, it uses an insignificant amount. James On 10/03/2007 04:56 AM, Console Admin wrote: -- [ Picked text/plain from multipart/alternative ] I'm just curious, are these numbers with an empty server or a full one? Maybe it's just me, but those numbers seem a little high for idling. I've Anyone else noticing substantially higher cpu usage with this version? 24 players used to cause about 50-60% cpu use. Now it's closer to 90%.. and literally nothing has changed except this update.. James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Anyone else noticing substantially higher cpu usage with this version? 24 players used to cause about 50-60% cpu use. Now it's closer to 90%.. and literally nothing has changed except this update.. James Jason Ruymen wrote: Required updates to Team Fortress 2 and it's Dedicated Server have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added Very High texture resolution option - Added Minimal HUD option to Options-Multiplayer - Fixed headshots not always registering for crouched players - Fixed player interpolation bug that caused jittery player animation in some cases - Fixed rare crash when players exited water - Fixed server crash related to Spy sappers - Fixed overlapping UI elements in Options-Video-Advanced - Fixed non-English language text overlapping in a few places - Fixed players being able to use spectator points in dustbowl that were not in play - Removed listdeaths command that could be abused by clients Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Yea, I am too. My 24 player is around 70-80% CPU. I hope there are still some optimizations to do... - Original Message - From: James Gurney [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Wednesday, October 03, 2007 12:26 AM Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated Anyone else noticing substantially higher cpu usage with this version? 24 players used to cause about 50-60% cpu use. Now it's closer to 90%.. and literally nothing has changed except this update.. James Jason Ruymen wrote: Required updates to Team Fortress 2 and it's Dedicated Server have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added Very High texture resolution option - Added Minimal HUD option to Options-Multiplayer - Fixed headshots not always registering for crouched players - Fixed player interpolation bug that caused jittery player animation in some cases - Fixed rare crash when players exited water - Fixed server crash related to Spy sappers - Fixed overlapping UI elements in Options-Video-Advanced - Fixed non-English language text overlapping in a few places - Fixed players being able to use spectator points in dustbowl that were not in play - Removed listdeaths command that could be abused by clients Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
I agree! On 9/30/2007 11:13 PM, Jani Tiira wrote: -- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
negative! its great now and i think works a lot better, just have to make sure to stay back from him in close quarters as hes designed to do well in. On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
It's not overpowered. I was doing very well as Pyro yesterday killing tons of people at close range, but today I had less luck with it. It all depends on the skill of the Pyro and who he is killing. It was really underpowered before, and it very good now. On 9/30/07, Stephen Micheals [EMAIL PROTECTED] wrote: negative! its great now and i think works a lot better, just have to make sure to stay back from him in close quarters as hes designed to do well in. On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
The pyro was useless before. Now you actually have to back off from him. It's perfect. It's not overpowered. I was doing very well as Pyro yesterday killing tons of people at close range, but today I had less luck with it. It all depends on the skill of the Pyro and who he is killing. It was really underpowered before, and it very good now. On 9/30/07, Stephen Micheals [EMAIL PROTECTED] wrote: negative! its great now and i think works a lot better, just have to make sure to stay back from him in close quarters as hes designed to do well in. On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] I'm starting to hate the fact that it takes 20 minutes 99% of processor time everytime TF2 updates. Is the client updater somehow borked or wtf? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] Oh and after TF2 has been updated I have to restart steam since it still has 100% processor load. On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote: I'm starting to hate the fact that it takes 20 minutes 99% of processor time everytime TF2 updates. Is the client updater somehow borked or wtf? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] To Valve: It would be nice if the update didnt fail because the motd.txt and mapcycle.txt file were set to 'read-only'. Nothing worse than having to change those files after every update, yet the update fails if you chmod those 2 files to 444. Any chance of fixing this issue? Or is there a better way to keep those files from being overwritten with default settings during updates? Jeremy On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Oh and after TF2 has been updated I have to restart steam since it still has 100% processor load. On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote: I'm starting to hate the fact that it takes 20 minutes 99% of processor time everytime TF2 updates. Is the client updater somehow borked or wtf? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] Just something I threw together really quick, basic principle that should work for the time being :) ~/update.sh: cp ~/srcds/cstrike/motd.txt ~/srcds/cstrike/motd.txt.bak cp ~/srcds/cstrike/mapcycle.txt ~/srcds/cstrike/mapcycle.txt.bak ./steam -command update -game ? -dir . cp ~/srcds/cstrike/motd.txt.bak ~/srcds/cstrike/motd.txt cp ~/srcds/cstrike/mapcycle.txt.bak ~/srcds/cstrike/mapcycle.txt n3x1s 1 [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] To Valve: It would be nice if the update didnt fail because the motd.txt and mapcycle.txt file were set to 'read-only'. Nothing worse than having to change those files after every update, yet the update fails if you chmod those 2 files to 444. Any chance of fixing this issue? Or is there a better way to keep those files from being overwritten with default settings during updates? Jeremy On 9/29/07, Jani Tiira wrote: -- [ Picked text/plain from multipart/alternative ] Oh and after TF2 has been updated I have to restart steam since it still has 100% processor load. On 9/29/07, Jani Tiira wrote: I'm starting to hate the fact that it takes 20 minutes 99% of processor time everytime TF2 updates. Is the client updater somehow borked or wtf? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
RE: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
Is anybody else having an issue where after installing tf2 from scratch, that it won't update to the most current version? I'm getting an issue where even if I update that moment, then attempt to connect, the server has an older version and it won't connect. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
-- [ Picked text/plain from multipart/alternative ] any fix for sv_pure? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux