Re: [hlds_linux] Team Fortress 2/Dedicated Server update released -- LINUX BUGGED!!!!!!!

2008-04-02 Thread Jeff Sugar
I can confirm this. There's a thread on the Forums about it, and I've talked
to many acquaintences. Anytime after the first few minutes a server is on,
if the map changes, it crashes. I've tried disabling all addons

On Tue, Apr 1, 2008 at 11:12 PM, Saint K. [EMAIL PROTECTED] wrote:

 There is a crash issue at map change in the Linux updates. This crash also
 occurs with all server plugins disable.

 Please send out a fix ASAP or recall the update!!

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
 Verzonden: Wednesday, April 02, 2008 2:52 AM
 Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server update released

 The required Team Fortress 2 update is now released.  Please run
 hldsupdatetool to receive this update.  The specific changes include:

 - Added Custom Tab explanation dialog to be shown the first time the
 server browser is opened
 - Changed Medigun Ubercharge meter to drain faster for each target that
 still has Ubercharge beyond your current target. This means there is a
 penalty for having multiple people being Ubercharged at one time
 - Fixed crouch-jump exploit that allowed players to get outside of the
 world
 - Fixed bad characters in the chat string when achievements are
 announced in languages other than English
 - Fixed a few instances of truncated text in the menus and dialogs for
 languages other than English
 - Fixed problem that was preventing some dedicated servers from
 uploading gamestats
 - Fixed scoring bug during Sudden Death when the map timelimit is
 triggered
 - Added the string (extra slot was added for SourceTV) when maxplayers
 is increased for SourceTV

 Jason


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-- 
Thanks,
-Jeff
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Re: [hlds_linux] Team Fortress 2/Dedicated Server update released -- LINUX BUGGED!!!!!!!

2008-04-02 Thread Nephyrin Zey
+1 Verification.

Had to turn off map cycling. Dunno how that'll go over.

Save us valve!

- Neph

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Re: [hlds_linux] Team Fortress 2/Dedicated Server update released -- LINUX BUGGED!!!!!!!

2008-04-02 Thread Andreas Grimm
valve should create a second custom tab in the server browser for crashing
linux servers only :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Wednesday, April 02, 2008 9:00 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server update released
-- LINUX BUGGED!!!

+1 Verification.

Had to turn off map cycling. Dunno how that'll go over.

Save us valve!

- Neph

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Re: [hlds_linux] Team Fortress 2/Dedicated Server update released-- LINUX BUGGED!!!!!!!

2008-04-02 Thread Ronny Schedel

I can confirm this. Linux Debian Etch with kernel 2.6.24.

Best regards

Ronny Schedel


 There is a crash issue at map change in the Linux updates. This crash also
 occurs with all server plugins disable.

 Please send out a fix ASAP or recall the update!!

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
 Verzonden: Wednesday, April 02, 2008 2:52 AM
 Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server update released

 The required Team Fortress 2 update is now released.  Please run
 hldsupdatetool to receive this update.  The specific changes include:

 - Added Custom Tab explanation dialog to be shown the first time the
 server browser is opened
 - Changed Medigun Ubercharge meter to drain faster for each target that
 still has Ubercharge beyond your current target. This means there is a
 penalty for having multiple people being Ubercharged at one time
 - Fixed crouch-jump exploit that allowed players to get outside of the
 world
 - Fixed bad characters in the chat string when achievements are
 announced in languages other than English
 - Fixed a few instances of truncated text in the menus and dialogs for
 languages other than English
 - Fixed problem that was preventing some dedicated servers from
 uploading gamestats
 - Fixed scoring bug during Sudden Death when the map timelimit is
 triggered
 - Added the string (extra slot was added for SourceTV) when maxplayers
 is increased for SourceTV

 Jason


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 Checked by AVG.
 Version: 7.5.519 / Virus Database: 269.22.3/1354 - Release Date: 4/1/2008
 5:38 AM



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updatereleased-- LINUX BUGGED!!!!!!!

2008-04-02 Thread Saint K.
Knock knock... Wakey wakey time!

Get out of bed VALVe! U got work to do!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ronny Schedel
Verzonden: Wednesday, April 02, 2008 12:26 PM
Aan: Half-Life dedicated Linux server mailing list
Onderwerp: Re: [hlds_linux] Team Fortress 2/Dedicated Server
updatereleased-- LINUX BUGGED!!!


I can confirm this. Linux Debian Etch with kernel 2.6.24.

Best regards

Ronny Schedel


 There is a crash issue at map change in the Linux updates. This crash also
 occurs with all server plugins disable.

 Please send out a fix ASAP or recall the update!!

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
 Verzonden: Wednesday, April 02, 2008 2:52 AM
 Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server update released

 The required Team Fortress 2 update is now released.  Please run
 hldsupdatetool to receive this update.  The specific changes include:

 - Added Custom Tab explanation dialog to be shown the first time the
 server browser is opened
 - Changed Medigun Ubercharge meter to drain faster for each target that
 still has Ubercharge beyond your current target. This means there is a
 penalty for having multiple people being Ubercharged at one time
 - Fixed crouch-jump exploit that allowed players to get outside of the
 world
 - Fixed bad characters in the chat string when achievements are
 announced in languages other than English
 - Fixed a few instances of truncated text in the menus and dialogs for
 languages other than English
 - Fixed problem that was preventing some dedicated servers from
 uploading gamestats
 - Fixed scoring bug during Sudden Death when the map timelimit is
 triggered
 - Added the string (extra slot was added for SourceTV) when maxplayers
 is increased for SourceTV

 Jason


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 please visit:
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 No virus found in this incoming message.
 Checked by AVG.
 Version: 7.5.519 / Virus Database: 269.22.3/1354 - Release Date: 4/1/2008
 5:38 AM



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 please visit:
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5:37 PM



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

2008-03-22 Thread Ronny Schedel
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

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

2008-03-22 Thread Nephyrin Zey
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

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

2008-03-22 Thread Ryan Mannion
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
  
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RE: [hlds_linux] Team Fortress 2/Dedicated Server Update Available

2008-02-15 Thread Eric Smith
This is not a required update.

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Ruymen
Sent: Friday, February 15, 2008 5:11 PM
To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Team Fortress 2/Dedicated Server Update Available

Team Fortress 2 and it's dedicated server have been updated.  Please run
hldsupdatetool to receive the update.  The specific changes include:

- Fixed server crash with mp_forcecamera set to 1 (reverted to
pre-release behavior)
- Fix stat records sometimes being attributed to the wrong class
- Fixed the SourceTV changes not working unless servers launched with
+tv_enable 1 in the command line
- Game server will now try 32 sequential ports to start up on if they
are all originating on the same machine. Previously it would stop at 10

Jason


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

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




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

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

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

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

 Jason



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

2008-02-14 Thread Alexander B.

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



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

2008-02-14 Thread Steve Sumichrast
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



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

2008-01-26 Thread Saint K.
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



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--
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Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008
8:32 PM



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

2008-01-26 Thread Ronny Schedel


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



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please visit:
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--
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



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

2008-01-26 Thread Andreas Grimm
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



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

2008-01-26 Thread ics

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



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archives, please visit:
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--
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



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

2008-01-25 Thread Ronny Schedel

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



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

2008-01-15 Thread Ronny Schedel

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


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

2008-01-14 Thread Josh

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


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RE: [hlds_linux] Team Fortress 2/Dedicated Server Update Available

2007-11-20 Thread noetix
Bad data found in model dispenser_gib1.smd (bad bone weights)
Bad data found in model dispenser_gib2.smd (bad bone weights)
Bad data found in model dispenser_gib3.smd (bad bone weights)
Bad data found in model dispenser_gib4.smd (bad bone weights)
Bad data found in model dispenser_gib5.smd (bad bone weights)

I was hopeful. =\

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Wednesday, 21 November 2007 2:14 PM
To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Subject: [hlds_linux] Team Fortress 2/Dedicated Server Update Available

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:

- Changed some networking code to help alleviate the lagouts some
clients are experiencing
- Added sv_pure to the server, currently defaults to off. Type sv_pure
in the console to get the full description
- Added DoAskConnect command to serverplugin sample
- Added server log entries for: Round_Start, Round_Setup_Begin,
Round_Setup_End, Round_Overtime, Round_SuddenDeath, Round_Stalemate,
Round_Win, Round_Length, Mini_Round_Selected, Mini_Round_Start,
Mini_Round_Win, and Mini_Round_Length
- Server log entries for Round_Win and level changes will now detail the
team scores and player counts
- Updated server log entries for flag captures to detail the number of
captures and the tf_flag_caps_per_round value
- Removed some legacy math convars for turning off SSE/MMX
- Fixed terrain collision bug that allowed players to get under the
terrain in some maps
- Fixed jump/taunt exploit
- Fixed Windows dedicated server running in -console mode moves its
window to the front instead of the back upon startup
- Fixed Windows dedicated server bug (in -console mode) where typing
anything in the console window was slow and tedious
- Fixed an error when updating name of 32nd player on server
- Fixed extra ascii 0x01 character at the beginning of username
connected console spew
- Fixed a bug that could cause a slight delay on engine startup

Jason

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RE: [hlds_linux] Team Fortress 2 Dedicated Server update

2007-11-16 Thread Saint K.
Any one els experiancing crashing issues with the latest update? We can play
about 10 minutes on a full server before it crashes. Nothing to be seen in
the logging...


Cheers,

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: Friday, November 16, 2007 2:24 AM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2 Dedicated Server update

Required updates to the Team Fortress 2 Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing WARNING: Connection Problem, now indicate the number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason

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--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.503 / Virus Database: 269.15.33/1133 - Release Date: 11/15/2007
8:57 PM



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Re: [hlds_linux] Team Fortress 2 Dedicated Server update

2007-11-16 Thread Ondřej Hošek

Oi.

It's two unrelated issues, but I'm sure Mike answered just to point out
that not only the free()-crash issue but also the pre-SSE2 bone weight
issue still isn't fixed.

I mean, what the hell? Five server updates and still no progress or at
least a word about it on these two debilitating issues? The only thing
worse than this would be if someone programmed a call to free(0) right
into the next server_i486.so build. Then I would laugh. And laugh. And
laugh and laugh and laugh. And flood the place with a deadly neurotoxin.
On second thought, I don't have a port for a morality core, but I hear
lobotomies are still allowed in some countries. Scratch that idea...

~~ Ondra

On 16.11.07 7:08 Uhr, Nye Liu wrote:

NOT a bone weight issue, this has been an issue with the last 4 or 5
releases.

Bad pointer to free(). has *nothing* to do with cpu type etc. Its
just bad programming.

Mike Hodgkinson wrote:

Bad bone weights still occur on Athlon MP's.

Nye Liu wrote:

Still crashes on quit

quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer:
0xb7f2a408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e4ece5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e52780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7dbc88f]


On Thu, Nov 15, 2007 at 05:24:14PM -0800, Jason Ruymen wrote:


Required updates to the Team Fortress 2 Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing WARNING: Connection Problem, now indicate the
number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's
name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces
some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds
off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions
from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason


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Re: [hlds_linux] Team Fortress 2 Dedicated Server update

2007-11-15 Thread Nye Liu
Still crashes on quit

quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer: 0xb7f2a408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e4ece5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e52780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7dbc88f]


On Thu, Nov 15, 2007 at 05:24:14PM -0800, Jason Ruymen wrote:
 Required updates to the Team Fortress 2 Dedicated Server have been
 released.  Please run hldsupdatetool to receive these updates.  The
 specific changes include:

 Source Engine:
 - Fixed a bug in networking that would cause long stalls (up to 10
 seconds) when a split packets weren't be reassembled properly, which
 forced a full update to the client(s)
 - General optimization to tracelines
 - Fix for broken .dem file playback
 - Added backward compatibility code to allow demos recorded with
 protocol 12 to continue to be playable under protocol version 13
 - When showing WARNING: Connection Problem, now indicate the number of
 seconds remaining before an auto-disconnect will occur
 - Fixed a bug that would cause NULLNAME to be shown as the player's name
 in the scoreboard for a short time.

 Team Fortress 2:
 - Fixed exploit where spectators could spawn into the world without
 actually joining a team

 Hydro map changes:
 - Fixed an exploit that would allow players to jump out of the map

 Granary map changes:
 - Cover changes to the first capture points of both teams. Reduces some
 of the sight lines for defenders, and should make the area easier to
 capture
 - Teams that are holding more points will receive a greater spawn time
 bonus (spawn timer reduced for the winning team). This should help
 attacking teams build momentum
 - Minor visual tweaks to the BLU side between capture points 2 and 3
 - Clipped off a super high (demo pipe jump) perch in the middle area
 - Increased base round timer to 10 minutes
 - Added windows overlooking the final cap from the capture point 2
 building (via new room next to conveyor route)
 - Minor changes to lighting in the middle area
 - Moved the middle spawn points farther forward (saves 6-7 seconds off a
 Heavy's run from this spawn to enemy capture point 2)
 - Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
 the final cap (from 10 seconds)
 - Fixed material alignment and model interpenetration issues in home
 spawn rocket rooms

 SourceTV:
 - Increased default bandwidth rate from 5 to 8 KB/sec for spectator
 clients
 - Increased SourceTV demo buffer size for table class descriptions from
 64 to 96KB. Team Fortress 2 was running over this
 - Performance improvement for copying unreliable data buffers to
 SourceTV clients
 - Updated the list of events in TF2 tagged for the director to play

 Jason

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Re: [hlds_linux] Team Fortress 2 Dedicated Server update

2007-11-15 Thread Mike Hodgkinson

Bad bone weights still occur on Athlon MP's.

Nye Liu wrote:

Still crashes on quit

quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer: 0xb7f2a408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e4ece5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e52780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7dbc88f]


On Thu, Nov 15, 2007 at 05:24:14PM -0800, Jason Ruymen wrote:


Required updates to the Team Fortress 2 Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing WARNING: Connection Problem, now indicate the number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason

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Re: [hlds_linux] Team Fortress 2 Dedicated Server update

2007-11-15 Thread Nye Liu

NOT a bone weight issue, this has been an issue with the last 4 or 5
releases.

Bad pointer to free(). has *nothing* to do with cpu type etc. Its
just bad programming.

Mike Hodgkinson wrote:

Bad bone weights still occur on Athlon MP's.

Nye Liu wrote:

Still crashes on quit

quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer:
0xb7f2a408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e4ece5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e52780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7dbc88f]


On Thu, Nov 15, 2007 at 05:24:14PM -0800, Jason Ruymen wrote:


Required updates to the Team Fortress 2 Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing WARNING: Connection Problem, now indicate the
number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's
name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds
off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason

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

2007-10-31 Thread Nye Liu
still crashes on quit
L 10/31/2007 - 18:24:00: Log file closed.
*** glibc detected *** ./srcds_i486: free(): invalid pointer: 0xb7ede408
***
/home/jg/source/orangebox/bin/engine_i486.so(_Z18SV_ShutdownGameDLLv+0x72)[0xb65
d4852]

On Wed, Oct 31, 2007 at 06:16:10PM -0700, Jason Ruymen wrote:
 A required update for Team Fortress 2 and it's dedicated have been
 released.  Please run hldsupdatetool to update your server.  The
 specific changes include:

 - Fixed problems with 3d sound in surround mode for some Audigy X-Fi
 users
 - Medigun no longer continues to heal enemy Spies who have lost their
 disguise
 - Fixed a weapon switching exploit that allowed Snipers to fire slightly
 faster than intended
 - Tweaked shadow filtering to make shadows look more smooth
 - Fixed Server Plugin StartQueryCVarValue falsely returning
 CvarNotFound for cvars that did exist
 - Fixed crash in HTML control in IE7 on page load, most often seen in
 the server Message of the Day
 - Fixed small memory leak in HTML controller
 - Made HTML output more compatible with new XHTML document styles
 - Fixed physics crash involving bad ragdoll friction values
 - Fixed detail sprite fading
 - Added anti-bunny hopping code

 Jason

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RE: [hlds_linux] Team Fortress 2/Dedicated Server update

2007-10-31 Thread noetix
'bad bone weights' continue.

Is this being looked at?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, 1 November 2007 12:16 PM
To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Subject: [hlds_linux] Team Fortress 2/Dedicated Server update

A required update for Team Fortress 2 and it's dedicated have been
released.  Please run hldsupdatetool to update your server.  The
specific changes include:

- Fixed problems with 3d sound in surround mode for some Audigy X-Fi
users
- Medigun no longer continues to heal enemy Spies who have lost their
disguise
- Fixed a weapon switching exploit that allowed Snipers to fire slightly
faster than intended
- Tweaked shadow filtering to make shadows look more smooth
- Fixed Server Plugin StartQueryCVarValue falsely returning
CvarNotFound for cvars that did exist
- Fixed crash in HTML control in IE7 on page load, most often seen in
the server Message of the Day
- Fixed small memory leak in HTML controller
- Made HTML output more compatible with new XHTML document styles
- Fixed physics crash involving bad ragdoll friction values
- Fixed detail sprite fading
- Added anti-bunny hopping code

Jason

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

2007-10-31 Thread 1nsane .
--
[ Picked text/plain from multipart/alternative ]
Apparently this Mandatory update is not so mandatory... I did notice about
1MB increase in the engine.dll file but before I was able to restart my
server after the update people with the new version were joining it. But
them new functions make me wanna restart... Hmm, guess i'll do it when the
amount of players dies down.
--

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

2007-10-31 Thread 1nsane .
--
[ Picked text/plain from multipart/alternative ]
Now that made no sense, I meant I updated the sever and DID NOT restart it
and people were able to join it with the new version...
(Old version server = People with new version can join).
--

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

2007-10-31 Thread Cc2iscooL
--
[ Picked text/plain from multipart/alternative ]
Has anyone else noticed a huge hit on server CPU usage as well as client FPS
drop? My server can't even hold 66 tickrate anymore since the update, and my
client has gone from 60-80 FPS down to 20-40. I've asked other players and
they all confirm a FPS drop, what's going on?

On 10/31/07, 1nsane . [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Now that made no sense, I meant I updated the sever and DID NOT restart it
 and people were able to join it with the new version...
 (Old version server = People with new version can join).
 --

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

2007-10-31 Thread 1nsane .
--
[ Picked text/plain from multipart/alternative ]
Odly enough I did notice a FPS hit on the clientside. I mean I felt some lag
when playing on a full server. FPS lag, and that has never happened before.
I can not say for the CPU usage on the server side because I am still
running the old version :).
--

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

2007-10-31 Thread Nye Liu

yes, the latest tf2 server code is terrible load wise and is very
unstable fps wise for me too

Cc2iscooL wrote:

--
[ Picked text/plain from multipart/alternative ]
Has anyone else noticed a huge hit on server CPU usage as well as client FPS
drop? My server can't even hold 66 tickrate anymore since the update, and my
client has gone from 60-80 FPS down to 20-40. I've asked other players and
they all confirm a FPS drop, what's going on?

On 10/31/07, 1nsane . [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Now that made no sense, I meant I updated the sever and DID NOT restart it
and people were able to join it with the new version...
(Old version server = People with new version can join).
--

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

2007-10-31 Thread James Gurney

Load for me has been steadily increasing with each release. At the first
beta version, 24 players would peak the cpus in my box at about 50-60%.
The one prior to today was about 90-100%. I didn't update in time to
catch any players tonight, so we'll see how it goes tomorrow. I sure
hope there are some optimizations that can be made because the load has
measurably ramped up since the earlier versions.

James

Nye Liu wrote:

yes, the latest tf2 server code is terrible load wise and is very
unstable fps wise for me too

Cc2iscooL wrote:

--
[ Picked text/plain from multipart/alternative ]
Has anyone else noticed a huge hit on server CPU usage as well as
client FPS
drop? My server can't even hold 66 tickrate anymore since the update,
and my
client has gone from 60-80 FPS down to 20-40. I've asked other players
and
they all confirm a FPS drop, what's going on?



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

2007-10-31 Thread Cc2iscooL
--
[ Picked text/plain from multipart/alternative ]
This last update here I've gone from 40-50% CPU when maxed out to 90-100%.
Something must be terribly wrong.

On 11/1/07, James Gurney [EMAIL PROTECTED] wrote:

 Load for me has been steadily increasing with each release. At the first
 beta version, 24 players would peak the cpus in my box at about 50-60%.
 The one prior to today was about 90-100%. I didn't update in time to
 catch any players tonight, so we'll see how it goes tomorrow. I sure
 hope there are some optimizations that can be made because the load has
 measurably ramped up since the earlier versions.

 James

 Nye Liu wrote:
  yes, the latest tf2 server code is terrible load wise and is very
  unstable fps wise for me too
 
  Cc2iscooL wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Has anyone else noticed a huge hit on server CPU usage as well as
  client FPS
  drop? My server can't even hold 66 tickrate anymore since the update,
  and my
  client has gone from 60-80 FPS down to 20-40. I've asked other players
  and
  they all confirm a FPS drop, what's going on?
 

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

2007-10-26 Thread Endpoint Group Corp
--
[ Picked text/plain from multipart/alternative ]
I noticed that you've added a few new cvars and removed autobalance warning
and delay.

How does this affect the gameplay now?


On 10/26/07, 1nsane . [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks for the update (and thank you VERY much for not being evil).
 --

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

2007-10-26 Thread Steve Sumichrast
I had to stop my server, run ./steam update (./steam -command update -game tf 
-dir ./tf2) to actually get the update -- once I did that and started the 
server, that message went away.

- Original Message 
From: Tomasz Formanowski [EMAIL PROTECTED]
To: Jason Ruymen hlds_linux@list.valvesoftware.com
Sent: Friday, October 26, 2007 11:10:58 AM
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Update


Hi,

JR Required updates for Team Fortress 2 and it's dedicated servers are
 now
JR available.  Please run hldsupdatetool to update.  The specific
 changes
JR include:

We've got problems with serveral tf2 servers. Linux steam updater says
that server is up to date (even with -verify_all), but server says it
 has to be restarted in
order to recieve latest update.

please help :)

regards
TF


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

2007-10-26 Thread Tomasz Formanowski
Hi,

JR Required updates for Team Fortress 2 and it's dedicated servers are now
JR available.  Please run hldsupdatetool to update.  The specific changes
JR include:

We've got problems with serveral tf2 servers. Linux steam updater says
that server is up to date (even with -verify_all), but server says it has to be 
restarted in
order to recieve latest update.

please help :)

regards
TF


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

2007-10-25 Thread Nye Liu

still crashes on quit

quit
L 10/25/2007 - 19:07:25: Log file closed.
*** glibc detected *** ./srcds_i486: double free or corruption (out):
0xb7f06468 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e2ace5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e2e780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7d9878f]
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb6287c4e]
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628b649]
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628b2bc]
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628ac94]
/home/jg/source/orangebox/bin/engine_i486.so(_Z18SV_ShutdownGameDLLv+0x72)[0xb65fc862]
=== Memory map: 
08048000-08055000 r-xp  fe:05 6357304
/home/jg/source/orangebox/srcds_i486
08055000-08057000 rwxp c000 fe:05 6357304
/home/jg/source/orangebox/srcds_i486
08057000-0a572000 rwxp 08057000 00:00 0  [heap]
ac8b6000-ac997000 rwxp ac8b6000 00:00 0
ac9a6000-acdde000 rwxp ac9a6000 00:00 0
ace44000-ad113000 rwxp ace44000 00:00 0
ad1ec000-ad491000 rwxp ad1ec000 00:00 0
ad4ae000-ad52e000 rwxp ad4ae000 00:00 0
ad73d000-ad7e4000 rwxp ad73d000 00:00 0
adb9a000-adc25000 rwxp adb9a000 00:00 0
ae10b000-ae195000 rwxp ae10b000 00:00 0
ae19b000-ae21f000 rwxp ae19b000 00:00 0
ae3cd000-ae48a000 rwxp ae3cd000 00:00 0
ae566000-ae63a000 rwxp ae566000 00:00 0
ae88d000-ae9e4000 rwxp ae88d000 00:00 0
aeb8-aec28000 rwxp aeb8 00:00 0
aee91000-aef64000 rwxp aee91000 00:00 0
af21-af384000 rwxp af21 00:00 0
af53e000-af5f7000 rwxp af53e000 00:00 0
af73a000-af7f3000 rwxp af73a000 00:00 0
af9ff000-afa0 ---p af9ff000 00:00 0
afa0-afb0 rwxp afa0 00:00 0
afb81000-afc08000 rwxp afb81000 00:00 0
afc0f000-b0593000 rwxp afc0f000 00:00 0
b059e000-b0617000 rwxp b059e000 00:00 0
b069-b07ba000 rwxp b069 00:00 0
b07bd000-b0ac9000 rwxp b07bd000 00:00 0
b0ae1000-b0c15000 rwxp b0ae1000 00:00 0
b0c24000-b102d000 rwxp b0c24000 00:00 0
b1047000-b13da000 rwxp b1047000 00:00 0
b13da000-b13e9000 r-xp  fe:00 44656
/lib/i686/cmov/libresolv-2.6.1.so
b13e9000-b13eb000 rwxp f000 fe:00 44656
/lib/i686/cmov/libresolv-2.6.1.so
b13eb000-b13ed000 rwxp b13eb000 00:00 0
b145f000-b14e3000 rwxp b145f000 00:00 0
b14eb000-b1668000 rwxp b14eb000 00:00 0
b1708000-b170c000 r-xp  fe:00 44649
/lib/i686/cmov/libnss_dns-2.6.1.so
b170c000-b170e000 rwxp 3000 fe:00 44649
/lib/i686/cmov/libnss_dns-2.6.1.so
b175c000-b195d000 rwxp b175c000 00:00 0
b1a0-b1a21000 rwxp b1a0 00:00 0
b1a21000-b1b0 ---p b1a21000 00:00 0
b1bd9000-b1be3000 r-xp  fe:00 44534  /lib/libgcc_s.so.1
b1be3000-b1be4000 rwxp 9000 fe:00 44534  /lib/libgcc_s.so.1
b1be4000-b4d5c000 rwxp b1be4000 00:00 0
b4d5c000-b4d7 r-xp  fe:05 6366440
/home/jg/source/orangebox/bin/scenefilecache_i486.so
b4d7-b4d72000 rwxp 00014000 fe:05 6366440
/home/jg/source/orangebox/bin/scenefilecache_i486.so
b4d72000-b4d73000 rwxp b4d72000 00:00 0
b4d73000-b5889000 r-xp  fe:05 6357397
/home/jg/source/orangebox/tf/bin/server_i486.so
b5889000-b5a25000 rwxp 00b16000 fe:05 6357397
/home/jg/source/orangebox/tf/bin/server_i486.so
b5a25000-b626d000 rwxp b5a25000 00:00 0
b627-b6279000 r-xp  fe:00 44650
/lib/i686/cmov/libnss_files-2.6.1.so
b6279000-b627b000 rwxp 8000 fe:00 44650
/lib/i686/cmov/libnss_files-2.6.1.so
b627f000-b62ae000 r-xp  fe:05 7127073
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so
b62ae000-b62af000 rwxp 0002f000 fe:05 7127073
/home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so
b62af000-b62b2000 rwxp b62af000 00:00 0
b62b2000-b62cc000 r-xp  fe:05 6366441
/home/jg/source/orangebox/bin/shaderapiempty_i486.so
b62cc000-b62cf000 rwxp 00019000 fe:05 6366441
/home/jg/source/orangebox/bin/shaderapiempty_i486.so
b62cf000-b62e1000 r-xp  fe:05 6357328
/home/jg/source/orangebox/bin/steam_api_i486.so
b62e1000-b62e3000 rwxp 00011000 fe:05 6357328
/home/jg/source/orangebox/bin/steam_api_i486.so
b62e3000-b62e7000 rwxp b62e3000 00:00 0
b62e7000-b6469000 r-xp  fe:05 6357323
/home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
b6469000-b649 rwxp 00182000 fe:05 6357323
/home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
b649-b6495000 rwxp b649 00:00 0
b6495000-b681d000 r-xp  fe:05 6366438
/home/jg/source/orangebox/bin/engine_i486.so
b681d000-b6877000 rwxp 00388000 fe:05 6366438
/home/jg/source/orangebox/bin/engine_i486.so
b6877000-b68f6000 rwxp b6877000 00:00 0
b68f6000-b6971000 r-xp  fe:05 6366436
/home/jg/source/orangebox/bin/datacache_i486.so
b6971000-b6985000 rwxp 0007b000 fe:05 6366436
/home/jg/source/orangebox/bin/datacache_i486.so
b6985000-b6987000 rwxp b6985000 00:00 0
b6987000-b6bc r-xp  fe:05 6366444
/home/jg/source/orangebox/bin/vphysics_i486.so
b6bc-b6bec000 rwxp 00239000 fe:05 6366444
/home/jg/source/orangebox/bin/vphysics_i486.so

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

2007-10-25 Thread Daron Dodd
still bad bone weight crash

On 10/25/07, Nye Liu [EMAIL PROTECTED] wrote:
 still crashes on quit

 quit
 L 10/25/2007 - 19:07:25: Log file closed.
 *** glibc detected *** ./srcds_i486: double free or corruption (out):
 0xb7f06468 ***
 === Backtrace: =
 /lib/i686/cmov/libc.so.6[0xb7e2ace5]
 /lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e2e780]
 bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7d9878f]
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb6287c4e]
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628b649]
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628b2bc]
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so[0xb628ac94]
 /home/jg/source/orangebox/bin/engine_i486.so(_Z18SV_ShutdownGameDLLv+0x72)[0xb65fc862]
 === Memory map: 
 08048000-08055000 r-xp  fe:05 6357304
 /home/jg/source/orangebox/srcds_i486
 08055000-08057000 rwxp c000 fe:05 6357304
 /home/jg/source/orangebox/srcds_i486
 08057000-0a572000 rwxp 08057000 00:00 0  [heap]
 ac8b6000-ac997000 rwxp ac8b6000 00:00 0
 ac9a6000-acdde000 rwxp ac9a6000 00:00 0
 ace44000-ad113000 rwxp ace44000 00:00 0
 ad1ec000-ad491000 rwxp ad1ec000 00:00 0
 ad4ae000-ad52e000 rwxp ad4ae000 00:00 0
 ad73d000-ad7e4000 rwxp ad73d000 00:00 0
 adb9a000-adc25000 rwxp adb9a000 00:00 0
 ae10b000-ae195000 rwxp ae10b000 00:00 0
 ae19b000-ae21f000 rwxp ae19b000 00:00 0
 ae3cd000-ae48a000 rwxp ae3cd000 00:00 0
 ae566000-ae63a000 rwxp ae566000 00:00 0
 ae88d000-ae9e4000 rwxp ae88d000 00:00 0
 aeb8-aec28000 rwxp aeb8 00:00 0
 aee91000-aef64000 rwxp aee91000 00:00 0
 af21-af384000 rwxp af21 00:00 0
 af53e000-af5f7000 rwxp af53e000 00:00 0
 af73a000-af7f3000 rwxp af73a000 00:00 0
 af9ff000-afa0 ---p af9ff000 00:00 0
 afa0-afb0 rwxp afa0 00:00 0
 afb81000-afc08000 rwxp afb81000 00:00 0
 afc0f000-b0593000 rwxp afc0f000 00:00 0
 b059e000-b0617000 rwxp b059e000 00:00 0
 b069-b07ba000 rwxp b069 00:00 0
 b07bd000-b0ac9000 rwxp b07bd000 00:00 0
 b0ae1000-b0c15000 rwxp b0ae1000 00:00 0
 b0c24000-b102d000 rwxp b0c24000 00:00 0
 b1047000-b13da000 rwxp b1047000 00:00 0
 b13da000-b13e9000 r-xp  fe:00 44656
 /lib/i686/cmov/libresolv-2.6.1.so
 b13e9000-b13eb000 rwxp f000 fe:00 44656
 /lib/i686/cmov/libresolv-2.6.1.so
 b13eb000-b13ed000 rwxp b13eb000 00:00 0
 b145f000-b14e3000 rwxp b145f000 00:00 0
 b14eb000-b1668000 rwxp b14eb000 00:00 0
 b1708000-b170c000 r-xp  fe:00 44649
 /lib/i686/cmov/libnss_dns-2.6.1.so
 b170c000-b170e000 rwxp 3000 fe:00 44649
 /lib/i686/cmov/libnss_dns-2.6.1.so
 b175c000-b195d000 rwxp b175c000 00:00 0
 b1a0-b1a21000 rwxp b1a0 00:00 0
 b1a21000-b1b0 ---p b1a21000 00:00 0
 b1bd9000-b1be3000 r-xp  fe:00 44534  /lib/libgcc_s.so.1
 b1be3000-b1be4000 rwxp 9000 fe:00 44534  /lib/libgcc_s.so.1
 b1be4000-b4d5c000 rwxp b1be4000 00:00 0
 b4d5c000-b4d7 r-xp  fe:05 6366440
 /home/jg/source/orangebox/bin/scenefilecache_i486.so
 b4d7-b4d72000 rwxp 00014000 fe:05 6366440
 /home/jg/source/orangebox/bin/scenefilecache_i486.so
 b4d72000-b4d73000 rwxp b4d72000 00:00 0
 b4d73000-b5889000 r-xp  fe:05 6357397
 /home/jg/source/orangebox/tf/bin/server_i486.so
 b5889000-b5a25000 rwxp 00b16000 fe:05 6357397
 /home/jg/source/orangebox/tf/bin/server_i486.so
 b5a25000-b626d000 rwxp b5a25000 00:00 0
 b627-b6279000 r-xp  fe:00 44650
 /lib/i686/cmov/libnss_files-2.6.1.so
 b6279000-b627b000 rwxp 8000 fe:00 44650
 /lib/i686/cmov/libnss_files-2.6.1.so
 b627f000-b62ae000 r-xp  fe:05 7127073
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so
 b62ae000-b62af000 rwxp 0002f000 fe:05 7127073
 /home/jg/source/orangebox/tf/addons/metamod/bin/server_i486.so
 b62af000-b62b2000 rwxp b62af000 00:00 0
 b62b2000-b62cc000 r-xp  fe:05 6366441
 /home/jg/source/orangebox/bin/shaderapiempty_i486.so
 b62cc000-b62cf000 rwxp 00019000 fe:05 6366441
 /home/jg/source/orangebox/bin/shaderapiempty_i486.so
 b62cf000-b62e1000 r-xp  fe:05 6357328
 /home/jg/source/orangebox/bin/steam_api_i486.so
 b62e1000-b62e3000 rwxp 00011000 fe:05 6357328
 /home/jg/source/orangebox/bin/steam_api_i486.so
 b62e3000-b62e7000 rwxp b62e3000 00:00 0
 b62e7000-b6469000 r-xp  fe:05 6357323
 /home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
 b6469000-b649 rwxp 00182000 fe:05 6357323
 /home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
 b649-b6495000 rwxp b649 00:00 0
 b6495000-b681d000 r-xp  fe:05 6366438
 /home/jg/source/orangebox/bin/engine_i486.so
 b681d000-b6877000 rwxp 00388000 fe:05 6366438
 /home/jg/source/orangebox/bin/engine_i486.so
 b6877000-b68f6000 rwxp b6877000 00:00 0
 b68f6000-b6971000 r-xp  fe:05 6366436
 /home/jg/source/orangebox/bin/datacache_i486.so
 b6971000-b6985000 rwxp 0007b000 fe:05 6366436
 /home/jg/source/orangebox/bin/datacache_i486.so
 b6985000-b6987000 rwxp b6985000 00:00 0
 

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

2007-10-25 Thread Nye Liu

one more, not running metamod

quit
*** glibc detected *** ./srcds_i486: double free or corruption (out):
0xb7ec0408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7de4ce5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7de8780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7d5278f]
=== Memory map: 
08048000-08055000 r-xp  fe:05 6357304
/home/jg/source/orangebox/srcds_i486
08055000-08057000 rwxp c000 fe:05 6357304
/home/jg/source/orangebox/srcds_i486
08057000-0a322000 rwxp 08057000 00:00 0  [heap]
acb48000-acc29000 rwxp acb48000 00:00 0
acc38000-ad07 rwxp acc38000 00:00 0
ad0d6000-ad3a5000 rwxp ad0d6000 00:00 0
ad47e000-ad723000 rwxp ad47e000 00:00 0
ad74-ad7c rwxp ad74 00:00 0
ad9cf000-ada76000 rwxp ad9cf000 00:00 0
ade2c000-adeb7000 rwxp ade2c000 00:00 0
ae39d000-ae427000 rwxp ae39d000 00:00 0
ae42d000-ae4b1000 rwxp ae42d000 00:00 0
ae65f000-ae71c000 rwxp ae65f000 00:00 0
ae7f8000-ae8cc000 rwxp ae7f8000 00:00 0
aeb1f000-aec76000 rwxp aeb1f000 00:00 0
aee12000-aeeba000 rwxp aee12000 00:00 0
af123000-af1f6000 rwxp af123000 00:00 0
af4a2000-af616000 rwxp af4a2000 00:00 0
af7d-af889000 rwxp af7d 00:00 0
af9cc000-afa85000 rwxp af9cc000 00:00 0
afb0-afb21000 rwxp afb0 00:00 0
afb21000-afc0 ---p afb21000 00:00 0
afc91000-afc92000 ---p afc91000 00:00 0
afc92000-afd92000 rwxp afc92000 00:00 0
afe13000-afe9a000 rwxp afe13000 00:00 0
afea1000-b0825000 rwxp afea1000 00:00 0
b083-b08a9000 rwxp b083 00:00 0
b0922000-b0a4c000 rwxp b0922000 00:00 0
b0a4f000-b0d5b000 rwxp b0a4f000 00:00 0
b0d73000-b0ea7000 rwxp b0d73000 00:00 0
b0eb6000-b12bf000 rwxp b0eb6000 00:00 0
b12d9000-b166c000 rwxp b12d9000 00:00 0
b16f1000-b1775000 rwxp b16f1000 00:00 0
b177d000-b18fa000 rwxp b177d000 00:00 0
b19a5000-b19ae000 r-xp  fe:00 44650
/lib/i686/cmov/libnss_files-2.6.1.so
b19ae000-b19b rwxp 8000 fe:00 44650
/lib/i686/cmov/libnss_files-2.6.1.so
b19b4000-b4d2d000 rwxp b19b4000 00:00 0
b4d2d000-b5843000 r-xp  fe:05 6357397
/home/jg/source/orangebox/tf/bin/server_i486.so
b5843000-b59df000 rwxp 00b16000 fe:05 6357397
/home/jg/source/orangebox/tf/bin/server_i486.so
b59df000-b6227000 rwxp b59df000 00:00 0
b622d000-b6237000 r-xp  fe:00 44534  /lib/libgcc_s.so.1
b6237000-b6238000 rwxp 9000 fe:00 44534  /lib/libgcc_s.so.1
b6238000-b6247000 r-xp  fe:00 44656
/lib/i686/cmov/libresolv-2.6.1.so
b6247000-b6249000 rwxp f000 fe:00 44656
/lib/i686/cmov/libresolv-2.6.1.so
b6249000-b624b000 rwxp b6249000 00:00 0
b624b000-b624f000 r-xp  fe:00 44649
/lib/i686/cmov/libnss_dns-2.6.1.so
b624f000-b6251000 rwxp 3000 fe:00 44649
/lib/i686/cmov/libnss_dns-2.6.1.so
b6255000-b6269000 r-xp  fe:05 6366440
/home/jg/source/orangebox/bin/scenefilecache_i486.so
b6269000-b626b000 rwxp 00014000 fe:05 6366440
/home/jg/source/orangebox/bin/scenefilecache_i486.so
b626b000-b626c000 rwxp b626b000 00:00 0
b626c000-b6286000 r-xp  fe:05 6366441
/home/jg/source/orangebox/bin/shaderapiempty_i486.so
b6286000-b6289000 rwxp 00019000 fe:05 6366441
/home/jg/source/orangebox/bin/shaderapiempty_i486.so
b6289000-b629b000 r-xp  fe:05 6357328
/home/jg/source/orangebox/bin/steam_api_i486.so
b629b000-b629d000 rwxp 00011000 fe:05 6357328
/home/jg/source/orangebox/bin/steam_api_i486.so
b629d000-b62a1000 rwxp b629d000 00:00 0
b62a1000-b6423000 r-xp  fe:05 6357323
/home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
b6423000-b644a000 rwxp 00182000 fe:05 6357323
/home/jg/source/orangebox/bin/libsteamvalidateuseridtickets_i486.so
b644a000-b644f000 rwxp b644a000 00:00 0
b644f000-b67d7000 r-xp  fe:05 6366438
/home/jg/source/orangebox/bin/engine_i486.so
b67d7000-b6831000 rwxp 00388000 fe:05 6366438
/home/jg/source/orangebox/bin/engine_i486.so
b6831000-b68b rwxp b6831000 00:00 0
b68b-b692b000 r-xp  fe:05 6366436
/home/jg/source/orangebox/bin/datacache_i486.so
b692b000-b693f000 rwxp 0007b000 fe:05 6366436
/home/jg/source/orangebox/bin/datacache_i486.so
b693f000-b6941000 rwxp b693f000 00:00 0
b6941000-b6b7a000 r-xp  fe:05 6366444
/home/jg/source/orangebox/bin/vphysics_i486.so
b6b7a000-b6ba6000 rwxp 00239000 fe:05 6366444
/home/jg/source/orangebox/bin/vphysics_i486.so
b6ba6000-b6db7000 rwxp b6ba6000 00:00 0
b6db7000-b6e93000 r-xp  fe:05 6366443
/home/jg/source/orangebox/bin/studiorender_i486.so
b6e93000-b6e9c000 rwxp 000dc000 fe:05 6366443
/home/jg/source/orangebox/bin/studiorender_i486.so
b6e9c000-b7653000 rwxp b6e9c000 00:00 0
b7653000-b77e1000 r-xp  fe:05 6366439
/home/jg/source/orangebox/bin/materialsystem_i486.so
b77e1000-b7801000 rwxp 0018e000 fe:05 6366439
/home/jg/source/orangebox/bin/materialsystem_i486.so
b7801000-b7822000 rwxp b7801000 00:00 0
b7822000-b7857000 r-xp  fe:05 6366442
/home/jg/source/orangebox/bin/soundemittersystem_i486.so
b7857000-b785d000 rwxp 00034000 fe:05 6366442
/home/jg/source/orangebox/bin/soundemittersystem_i486.so

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

2007-10-25 Thread 1nsane .
--
[ Picked text/plain from multipart/alternative ]
Thanks for the update (and thank you VERY much for not being evil).
--

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

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

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

Cheers,
Einar

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



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

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

Cheers,
Einar

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

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

2007-10-19 Thread Jamie Gray
--
[ 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.



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

2007-10-19 Thread Crazy Canucks

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:




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

2007-10-19 Thread Crazy Canucks

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:

--

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

2007-10-18 Thread Daron Dodd
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_
 
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  please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-18 Thread Kevin Karan
--
[ 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_

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

2007-10-10 Thread Alex Bergin
Any chance of getting the steam update to not replace motd.txt ?

Occurs on both Linux and Windows TF2 servers of the latest version
as well as all previous versions.

Thanks.

- Alex

Seems to ha

Bruce Harding wrote:
 Nye Liu wrote:
 I see no mention of the mapcycle bug or the CTF crashes on linux.

 Mapcycle bug was fixed in a previous update.

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

2007-10-10 Thread LouLou Bizou
--
[ Picked text/plain from multipart/alternative ]
yes it will be fine if motd.txt isn't redownloading ... Boring to upload it
and maplist.txt too every update ^^

It will be nice too if Valve can insert limit class restriction ! Hard to
play versus 6/7 pyro or 4 heavy with 4 medic ^^

Please, make it same as DOD limit classe restriction as cvar like:
mp_limit_scout, mp_limit_pyro, and so on !

Thanks,

- LouLouBizou

2007/10/10, Alex Bergin [EMAIL PROTECTED]:

 Any chance of getting the steam update to not replace motd.txt ?

 Occurs on both Linux and Windows TF2 servers of the latest version
 as well as all previous versions.

 Thanks.

 - Alex

 Seems to ha

 Bruce Harding wrote:
  Nye Liu wrote:
  I see no mention of the mapcycle bug or the CTF crashes on linux.
 
  Mapcycle bug was fixed in a previous update.
 
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Re: [hlds_linux] Team Fortress 2/Dedicated Server update

2007-10-10 Thread Nye Liu
You can also use +motdfile mymotdfile.txt on the command line.

On Wed, Oct 10, 2007 at 04:56:52PM +0800, Alex Bergin wrote:
 Any chance of getting the steam update to not replace motd.txt ?

 Occurs on both Linux and Windows TF2 servers of the latest version
 as well as all previous versions.

 Thanks.

 - Alex

 Seems to ha

 Bruce Harding wrote:
  Nye Liu wrote:
  I see no mention of the mapcycle bug or the CTF crashes on linux.
 
  Mapcycle bug was fixed in a previous update.
 
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Re: [hlds_linux] Team Fortress 2/Dedicated Server update

2007-10-09 Thread Nye Liu
I see no mention of the mapcycle bug or the CTF crashes on linux.

Does this release fix those issues?

On Tue, Oct 09, 2007 at 03:44:19PM -0700, Jason Ruymen wrote:
 A new required update to Team Fortress 2 and the dedicated servers have
 been released.  Please run hldsupdatetool to receive the updates.  The
 specific changes include:

 - Improved driver checks for various cards that can have problems with
 specific driver versions
 - Various updates to Russian and Polish localization
 - Fixed loading screen and intro movie showing up on Windows Vista with
 full screen AA
 - Spies can no longer reload their revolver while cloaked
 - Demomen grenades now collide with players and Engineer buildings after
 the first bounce, but still won't explode on contact
 - Improved startup network initialization to catch issues with server
 firewalls popping up in the background
 - Fixed a sound corruption issue which could cause audio popping
 - Fixed achievement storage issues that caused a problem with the Head
 of the Class achievement

 Jason

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

2007-10-09 Thread Nye Liu
the doublefree on quit is also still not fixed in this release

quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer: 0xb7efb460
***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e1fce5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e23780]
bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x1f)[0xb7d8d78f]

On Tue, Oct 09, 2007 at 03:44:19PM -0700, Jason Ruymen wrote:
 A new required update to Team Fortress 2 and the dedicated servers have
 been released.  Please run hldsupdatetool to receive the updates.  The
 specific changes include:

 - Improved driver checks for various cards that can have problems with
 specific driver versions
 - Various updates to Russian and Polish localization
 - Fixed loading screen and intro movie showing up on Windows Vista with
 full screen AA
 - Spies can no longer reload their revolver while cloaked
 - Demomen grenades now collide with players and Engineer buildings after
 the first bounce, but still won't explode on contact
 - Improved startup network initialization to catch issues with server
 firewalls popping up in the background
 - Fixed a sound corruption issue which could cause audio popping
 - Fixed achievement storage issues that caused a problem with the Head
 of the Class achievement

 Jason

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 visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server update

2007-10-09 Thread Bruce Harding

Nye Liu wrote:

I see no mention of the mapcycle bug or the CTF crashes on linux.


Mapcycle bug was fixed in a previous update.

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

2007-10-07 Thread Ondřej Hošek

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


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

2007-10-07 Thread drlove

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



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

2007-10-07 Thread cj_
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_

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

2007-10-06 Thread Yousef A. Marafi
--
[ Picked text/plain from multipart/alternative ]
sv_pure fix?
--

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

2007-10-06 Thread Ondřej Hošek

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


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

2007-10-06 Thread Steve Sumichrast
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

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

2007-10-06 Thread AnAkIn .
--
[ 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

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

2007-10-06 Thread hondaman
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:
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 --

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

2007-10-06 Thread Ondřej Hošek

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



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

2007-10-06 Thread Kevin Karan
--
[ 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
 

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 please visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Alfred Reynolds
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
  
 
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Guy Watkins
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


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

2007-10-06 Thread cj_
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_

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

2007-10-06 Thread Guy Watkins
}
} 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_
}
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} please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Daron Dodd
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
 

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

2007-10-05 Thread Daron Dodd
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

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

2007-10-05 Thread Alfred Reynolds
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

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

2007-10-05 Thread Daron Dodd
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
 
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  archives, please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Kevin J. Anderson

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

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

2007-10-05 Thread Daron Dodd
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
 
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  archives, please visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread arc

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

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

2007-10-05 Thread Ivo Silva
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

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

2007-10-03 Thread Console Admin
--
[ 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
  
  
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  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



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

2007-10-03 Thread James Gurney

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


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

2007-10-02 Thread James Gurney

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


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

2007-10-02 Thread Greg Cotton

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


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

2007-09-30 Thread Jani Tiira
--
[ 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.
--

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

2007-09-30 Thread Kample

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.
--

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

2007-09-30 Thread Stephen Micheals
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.

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

2007-09-30 Thread Ryan Veltidi
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.

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

2007-09-30 Thread Guillaume Parent

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.


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

2007-09-29 Thread Jani Tiira
--
[ 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?
--

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

2007-09-29 Thread Jani Tiira
--
[ 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?

--

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

2007-09-29 Thread n3x1s 1
--
[ 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?
 
 --

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

2007-09-29 Thread Dan E
--
[ 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?
 
 --

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

2007-09-29 Thread Kevin 'Poof' Gerry
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.




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

2007-09-28 Thread Yousef A. Marafi
--
[ Picked text/plain from multipart/alternative ]
any fix for sv_pure?
--

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Re: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread J. Miribel

Thanks :)


LouLou Bizou a écrit :

--
[ Picked text/plain from multipart/alternative ]
game name is: tf

you can see it too in gcf files :)

regards !

2007/9/14, J. Miribel [EMAIL PROTECTED]:


It seems it has been discussed a few days ago (I was somehow offlist a
few weeks) and no one knows when the TF2 linux bins will be out.
But does anyone know the TF2 linux server name in steam command line ?

Just so we can have our scripts to work even if its not out yet ;)

Best regards
Julian

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Re: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread LouLou Bizou
--
[ Picked text/plain from multipart/alternative ]
game name is: tf

you can see it too in gcf files :)

regards !

2007/9/14, J. Miribel [EMAIL PROTECTED]:

 It seems it has been discussed a few days ago (I was somehow offlist a
 few weeks) and no one knows when the TF2 linux bins will be out.
 But does anyone know the TF2 linux server name in steam command line ?

 Just so we can have our scripts to work even if its not out yet ;)

 Best regards
 Julian

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RE: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Rupert Walden
Bump. Bins please Valve?  :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J. Miribel
Sent: 14 September 2007 10:18
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 dedicated ?

Thanks :)


LouLou Bizou a écrit :
 --
 [ Picked text/plain from multipart/alternative ]
 game name is: tf

 you can see it too in gcf files :)

 regards !

 2007/9/14, J. Miribel [EMAIL PROTECTED]:

 It seems it has been discussed a few days ago (I was somehow offlist a
 few weeks) and no one knows when the TF2 linux bins will be out.
 But does anyone know the TF2 linux server name in steam command line ?

 Just so we can have our scripts to work even if its not out yet ;)

 Best regards
 Julian

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RE: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Keeper
I'm sure they'll release it close to the same time as the clients.  They are
currently working on getting this beta ready.  I'm sure once they do they'll
let us know.  With three weeks until release, I doubt they make us wait
long...

Can't wait tho :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rupert Walden
Sent: Friday, September 14, 2007 3:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?

Bump. Bins please Valve?  :)



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RE: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Martin Nicholls
It's the beta people are asking about, which is released Monday. Allot of
people are gonna be disappointed if the servers aren't around.

That said I hope, no sure, Valve have something lined up.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds_linux-
 [EMAIL PROTECTED] On Behalf Of Keeper
 Sent: 14 September 2007 21:22
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?

 I'm sure they'll release it close to the same time as the clients.
 They are
 currently working on getting this beta ready.  I'm sure once they do
 they'll
 let us know.  With three weeks until release, I doubt they make us wait
 long...

 Can't wait tho :D

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rupert
 Walden
 Sent: Friday, September 14, 2007 3:53 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?

 Bump. Bins please Valve?  :)



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Re: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Do we have a time for the beta (client) release?

On 14/09/2007, Martin Nicholls [EMAIL PROTECTED] wrote:

 It's the beta people are asking about, which is released Monday. Allot of
 people are gonna be disappointed if the servers aren't around.

 That said I hope, no sure, Valve have something lined up.

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds_linux-
  [EMAIL PROTECTED] On Behalf Of Keeper
  Sent: 14 September 2007 21:22
  To: hlds_linux@list.valvesoftware.com
  Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?
 
  I'm sure they'll release it close to the same time as the clients.
  They are
  currently working on getting this beta ready.  I'm sure once they do
  they'll
  let us know.  With three weeks until release, I doubt they make us wait
  long...
 
  Can't wait tho :D
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Rupert
  Walden
  Sent: Friday, September 14, 2007 3:53 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: RE: [hlds_linux] Team Fortress 2 dedicated ?
 
  Bump. Bins please Valve?  :)
 
 
 
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RE: [hlds_linux] Team Fortress 2 dedicated ?

2007-09-14 Thread Keeper
I assume they have all the major bugs worked out.  They're probably just
releasing it to beta to see what happens on custom rigs and different
servers.  Hopefully they have it that polished.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Offord
Sent: Friday, September 14, 2007 4:45 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 dedicated ?

--
[ Picked text/plain from multipart/alternative ]
Do we have a time for the beta (client) release?



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