Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread Mecha Weasel
Changed I made that seem to be working (for anyone else's reference):

* Changed my back-end Apache2 web-server config to accept connection
without FQDN.
* That Apache2 virtual-server used the same content served by the FQDN
virtual server.
* Changed sv_downloadurl to use the IP address and path (example: "
http://w.x.y.z/folder/gameormodhere;).
* Connected from a new machine that did not already connect to the server
(actually, completely new HL1 install).
* Everything seems to be working again!
* Downloads are actually FAST again.
* I know I lived through the pre-FastDL era but, my God!, that was PAINFUL
before! I forgot how much it used to hurt!

Thanks everyone for the help!

--

Contact Information ...
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--




On Sat, Jun 8, 2024 at 4:10 PM Mecha Weasel 
wrote:

> Thanks, will definitely try that!
> Also noticed recently, it might not be working for my CS 1.6 servers
> either.
> Suddenly custom downloads are taking forever.
>
>
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
>
>
> On Sat, Jun 8, 2024 at 2:09 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Last year I encountered the same issue that my sv_downloadurl stopped
>> working. When I changed the FQDN to the IP-address it worked again, so
>> somewhere an hlds update caused that (I think).
>>
>> Regards,
>>
>> Marcel
>>
>>
>> On 08/06/2024 09:48, Mecha Weasel wrote:
>>
>> Interestingly I am using an FQDN instead of the IP address directly
>> (always have actually), but I will tinker with that and take a look at
>> logging on the web-server side.
>>
>> Thanks for the help!
>>
>>
>> --
>>
>> Contact Information ...
>> *Discord:* weasel.steamid.155
>> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
>> *Steam Profile:* https://steamcommunity.com/id/Weasel/
>> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
>> --
>>
>>
>>
>>
>> On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at geforce.nl
>> (via hlds_linux list)  wrote:
>>
>>> Just tested it and still works for my servers, I am using this in my
>>> server.cfg
>>>
>>> // Location of where all files are downloaded from when the client needs
>>> them
>>> sv_allowdownload 1
>>> sv_allowupload 1
>>> sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
>>> 
>>>
>>> So use http (no https) and IP-address instead of hostname.
>>>
>>> Regards,
>>>
>>> Marcel
>>>
>>>
>>>
>>> On 08/06/2024 02:21, Mecha Weasel wrote:
>>>
>>>
>>> I noticed today that when reconnecting from a new client to my HL1
>>> servers, that downloads do not appear to be coming-down via FastDL?
>>>
>>> I set this up a long time ago and worked (probably literally for years).
>>> I am not sure when it stopped working.
>>> Maybe with the 25 anniversary update?
>>>
>>> I checked:
>>> * Server CVAR: sv_downloadurl is set to the correct URL still.
>>> * Web-Site: The content is in the same file structure as before,
>>> matching the game/mod's sub-folder structure (sounds sub-folder, maps
>>> sub-folder, models sub-folder, etc.).
>>> * Web-Site: I can browse to the URL used in sv_downloadurl and
>>> everything is in place - in the expected sub-folders, etc.
>>> --
>>>
>>> Contact Information ...
>>> *Discord:* weasel.steamid.155
>>> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
>>> *Steam Profile:* https://steamcommunity.com/id/Weasel/
>>> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
>>> --
>>>
>>>
>>> ___
>>>
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>
>>> please visit:
>>>
>>> https://list.valvesoftware.com/
>>>
>>>
>>> ___
>>>
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>>>
>>> please visit:
>>>
>>> https://list.valvesoftware.com/
>>>
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>>
>> please visit:
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>>
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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread Mecha Weasel
Thanks, will definitely try that!
Also noticed recently, it might not be working for my CS 1.6 servers either.
Suddenly custom downloads are taking forever.


--

Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
--




On Sat, Jun 8, 2024 at 2:09 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Last year I encountered the same issue that my sv_downloadurl stopped
> working. When I changed the FQDN to the IP-address it worked again, so
> somewhere an hlds update caused that (I think).
>
> Regards,
>
> Marcel
>
>
> On 08/06/2024 09:48, Mecha Weasel wrote:
>
> Interestingly I am using an FQDN instead of the IP address directly
> (always have actually), but I will tinker with that and take a look at
> logging on the web-server side.
>
> Thanks for the help!
>
>
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
>
>
> On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Just tested it and still works for my servers, I am using this in my
>> server.cfg
>>
>> // Location of where all files are downloaded from when the client needs
>> them
>> sv_allowdownload 1
>> sv_allowupload 1
>> sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
>> 
>>
>> So use http (no https) and IP-address instead of hostname.
>>
>> Regards,
>>
>> Marcel
>>
>>
>>
>> On 08/06/2024 02:21, Mecha Weasel wrote:
>>
>>
>> I noticed today that when reconnecting from a new client to my HL1
>> servers, that downloads do not appear to be coming-down via FastDL?
>>
>> I set this up a long time ago and worked (probably literally for years).
>> I am not sure when it stopped working.
>> Maybe with the 25 anniversary update?
>>
>> I checked:
>> * Server CVAR: sv_downloadurl is set to the correct URL still.
>> * Web-Site: The content is in the same file structure as before, matching
>> the game/mod's sub-folder structure (sounds sub-folder, maps sub-folder,
>> models sub-folder, etc.).
>> * Web-Site: I can browse to the URL used in sv_downloadurl and everything
>> is in place - in the expected sub-folders, etc.
>> --
>>
>> Contact Information ...
>> *Discord:* weasel.steamid.155
>> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
>> *Steam Profile:* https://steamcommunity.com/id/Weasel/
>> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
>> --
>>
>>
>> ___
>>
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>>
>> please visit:
>>
>> https://list.valvesoftware.com/
>>
>>
>> ___
>>
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>>
>> please visit:
>>
>> https://list.valvesoftware.com/
>>
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> please visit:
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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
I know that my example is the localhost address, I was just masking the 
real IP-address.


Regards,

Marcel.


On 08/06/2024 10:30, MegaBrutal wrote:
DNS resolution should work and does work for me, just make sure the 
domain name is set up correctly.
127.0.0.1 is the localhost address, by the way, so setting up a FastDL 
server there might only have testing purposes.



Mecha Weasel  ezt írta (időpont: 2024. 
jún. 8., Szo, 9:49):


Interestingly I am using an FQDN instead of the IP address
directly (always have actually), but I will tinker with that and
take a look at logging on the web-server side.

Thanks for the help!




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/






On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at
geforce.nl  (via hlds_linux list)
 wrote:

Just tested it and still works for my servers, I am using this
in my server.cfg

// Location of where all files are downloaded from when the
client needs them
sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;


So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to
my HL1 servers, that downloads do not appear to be
coming-down via FastDL?

I set this up a long time ago and worked (probably literally
for years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as
before, matching the game/mod's sub-folder structure (sounds
sub-folder, maps sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl
and everything is in place - in the expected sub-folders, etc.



Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA
weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
Last year I encountered the same issue that my sv_downloadurl stopped 
working. When I changed the FQDN to the IP-address it worked again, so 
somewhere an hlds update caused that (I think).


Regards,

Marcel


On 08/06/2024 09:48, Mecha Weasel wrote:
Interestingly I am using an FQDN instead of the IP address directly 
(always have actually), but I will tinker with that and take a look at 
logging on the web-server side.


Thanks for the help!




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/






On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at 
geforce.nl  (via hlds_linux list) 
 wrote:


Just tested it and still works for my servers, I am using this in
my server.cfg

// Location of where all files are downloaded from when the client
needs them
sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;


So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to my
HL1 servers, that downloads do not appear to be coming-down via
FastDL?

I set this up a long time ago and worked (probably literally for
years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as before,
matching the game/mod's sub-folder structure (sounds sub-folder,
maps sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl and
everything is in place - in the expected sub-folders, etc.



Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread MegaBrutal
DNS resolution should work and does work for me, just make sure the domain
name is set up correctly.
127.0.0.1 is the localhost address, by the way, so setting up a FastDL
server there might only have testing purposes.


Mecha Weasel  ezt írta (időpont: 2024. jún.
8., Szo, 9:49):

> Interestingly I am using an FQDN instead of the IP address directly
> (always have actually), but I will tinker with that and take a look at
> logging on the web-server side.
>
> Thanks for the help!
>
>
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
>
>
> On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Just tested it and still works for my servers, I am using this in my
>> server.cfg
>>
>> // Location of where all files are downloaded from when the client needs
>> them
>> sv_allowdownload 1
>> sv_allowupload 1
>> sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
>> 
>>
>> So use http (no https) and IP-address instead of hostname.
>>
>> Regards,
>>
>> Marcel
>>
>>
>>
>> On 08/06/2024 02:21, Mecha Weasel wrote:
>>
>>
>> I noticed today that when reconnecting from a new client to my HL1
>> servers, that downloads do not appear to be coming-down via FastDL?
>>
>> I set this up a long time ago and worked (probably literally for years).
>> I am not sure when it stopped working.
>> Maybe with the 25 anniversary update?
>>
>> I checked:
>> * Server CVAR: sv_downloadurl is set to the correct URL still.
>> * Web-Site: The content is in the same file structure as before, matching
>> the game/mod's sub-folder structure (sounds sub-folder, maps sub-folder,
>> models sub-folder, etc.).
>> * Web-Site: I can browse to the URL used in sv_downloadurl and everything
>> is in place - in the expected sub-folders, etc.
>> --
>>
>> Contact Information ...
>> *Discord:* weasel.steamid.155
>> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
>> *Steam Profile:* https://steamcommunity.com/id/Weasel/
>> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
>> --
>>
>>
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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread Mecha Weasel
Interestingly I am using an FQDN instead of the IP address directly (always
have actually), but I will tinker with that and take a look at logging on
the web-server side.

Thanks for the help!


--

Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
--




On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Just tested it and still works for my servers, I am using this in my
> server.cfg
>
> // Location of where all files are downloaded from when the client needs
> them
> sv_allowdownload 1
> sv_allowupload 1
> sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
> 
>
> So use http (no https) and IP-address instead of hostname.
>
> Regards,
>
> Marcel
>
>
>
> On 08/06/2024 02:21, Mecha Weasel wrote:
>
>
> I noticed today that when reconnecting from a new client to my HL1
> servers, that downloads do not appear to be coming-down via FastDL?
>
> I set this up a long time ago and worked (probably literally for years).
> I am not sure when it stopped working.
> Maybe with the 25 anniversary update?
>
> I checked:
> * Server CVAR: sv_downloadurl is set to the correct URL still.
> * Web-Site: The content is in the same file structure as before, matching
> the game/mod's sub-folder structure (sounds sub-folder, maps sub-folder,
> models sub-folder, etc.).
> * Web-Site: I can browse to the URL used in sv_downloadurl and everything
> is in place - in the expected sub-folders, etc.
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
> ___
>
> To unsubscribe, edit your list preferences, or view the list archives,
>
> please visit:
>
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>
>
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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
Just tested it and still works for my servers, I am using this in my 
server.cfg


// Location of where all files are downloaded from when the client needs 
them

sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;

So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to my HL1 
servers, that downloads do not appear to be coming-down via FastDL?


I set this up a long time ago and worked (probably literally for years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as before, 
matching the game/mod's sub-folder structure (sounds sub-folder, maps 
sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl and 
everything is in place - in the expected sub-folders, etc.




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-07 Thread MegaBrutal
It worked for me the last time I checked, even after the 25 Year
Anniversary Update.
As I checked my HTTP logs, my FastDL server is still getting hits by HL
clients, albeit I haven't updated my HLDS in like half a year now.

Note that HL can only handle plain HTTP, not HTTPS, also as far as I know
it has a bug (or might be intended feature?) that after the first 404 it
doesn't try any other assets. But maybe that was also fixed with the
Anniversary.


Mecha Weasel  ezt írta (időpont: 2024. jún.
8., Szo, 2:22):

>
> I noticed today that when reconnecting from a new client to my HL1
> servers, that downloads do not appear to be coming-down via FastDL?
>
> I set this up a long time ago and worked (probably literally for years).
> I am not sure when it stopped working.
> Maybe with the 25 anniversary update?
>
> I checked:
> * Server CVAR: sv_downloadurl is set to the correct URL still.
> * Web-Site: The content is in the same file structure as before, matching
> the game/mod's sub-folder structure (sounds sub-folder, maps sub-folder,
> models sub-folder, etc.).
> * Web-Site: I can browse to the URL used in sv_downloadurl and everything
> is in place - in the expected sub-folders, etc.
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
> ___
>
> To unsubscribe, edit your list preferences, or view the list archives,
>
> please visit:
>
> https://list.valvesoftware.com/
>
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Re: [hlds_linux] 128 tick CS2 server

2024-03-22 Thread via hlds_linux list

This clarifies things, thank you very much for this info. Case closed.


On 22/03/2024 09:21, Clayton Macleod wrote:

Perhaps this will help:
https://www.reddit.com/r/GlobalOffensive/comments/1250h19/cs2_subtick_analyzed_better_than_64_128_tick/

On Fri, Mar 22, 2024 at 12:54 AM Marcel Beringer - ruffneck at 
geforce.nl  (via hlds_linux list) 
 wrote:


Does anyone know why Valve is not offering the opportunity to host
a 128 tick server? I mean, it's our own hardware, why not unlock
it to it's full potential?

I found this article as well:


https://bo3.gg/news/valve-declares-war-to-faceit-switching-all-cs2-servers-to-the-same-tickrate

Is this really true?


On 21/03/2024 21:49, Clayton Macleod wrote:

I thought the sub-tick system largely made this irrelevant now.
https://tradeit.gg/blog/cs2-tick-rate/

On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel
 wrote:

It's not Source engine though.  It's Source2.

On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald
 wrote:

Hi, if this is known can we please document this in the
valve wiki?

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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-- 
Clayton Macleod

If no one comes from the future to stop you from doing it, then
how bad of a decision can it really be?

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bad of a decision can it really be?


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Re: [hlds_linux] 128 tick CS2 server

2024-03-22 Thread Clayton Macleod
Perhaps this will help:
https://www.reddit.com/r/GlobalOffensive/comments/1250h19/cs2_subtick_analyzed_better_than_64_128_tick/

On Fri, Mar 22, 2024 at 12:54 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Does anyone know why Valve is not offering the opportunity to host a 128
> tick server? I mean, it's our own hardware, why not unlock it to it's full
> potential?
>
> I found this article as well:
>
>
> https://bo3.gg/news/valve-declares-war-to-faceit-switching-all-cs2-servers-to-the-same-tickrate
>
> Is this really true?
>
>
> On 21/03/2024 21:49, Clayton Macleod wrote:
>
> I thought the sub-tick system largely made this irrelevant now.
> https://tradeit.gg/blog/cs2-tick-rate/
>
> On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel 
> wrote:
>
>> It's not Source engine though.  It's Source2.
>>
>> On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald  wrote:
>>
>>> Hi, if this is known can we please document this in the valve wiki?
>>> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/
>>>
>> ___
>>
>> To unsubscribe, edit your list preferences, or view the list archives,
>>
>> please visit:
>>
>> https://list.valvesoftware.com/
>>
>
>
> --
> Clayton Macleod
> If no one comes from the future to stop you from doing it, then how bad of
> a decision can it really be?
>
> ___
>
> To unsubscribe, edit your list preferences, or view the list archives,
>
> please visit:
>
> https://list.valvesoftware.com/
>
>
> ___
>
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>
> please visit:
>
> https://list.valvesoftware.com/
>


-- 
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a decision can it really be?
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Re: [hlds_linux] 128 tick CS2 server

2024-03-22 Thread via hlds_linux list
Does anyone know why Valve is not offering the opportunity to host a 128 
tick server? I mean, it's our own hardware, why not unlock it to it's 
full potential?


I found this article as well:

https://bo3.gg/news/valve-declares-war-to-faceit-switching-all-cs2-servers-to-the-same-tickrate

Is this really true?


On 21/03/2024 21:49, Clayton Macleod wrote:

I thought the sub-tick system largely made this irrelevant now.
https://tradeit.gg/blog/cs2-tick-rate/

On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel 
 wrote:


It's not Source engine though.  It's Source2.

On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald  wrote:

Hi, if this is known can we please document this in the valve
wiki?
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread Clayton Macleod
I thought the sub-tick system largely made this irrelevant now.
https://tradeit.gg/blog/cs2-tick-rate/

On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel 
wrote:

> It's not Source engine though.  It's Source2.
>
> On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald  wrote:
>
>> Hi, if this is known can we please document this in the valve wiki?
>> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
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>
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>
> please visit:
>
> https://list.valvesoftware.com/
>


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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread Mecha Weasel
It's not Source engine though.  It's Source2.

On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald  wrote:

> Hi, if this is known can we please document this in the valve wiki?
> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread via hlds_linux list

Thanks for clearing that up, much apreciated.


On 21/03/2024 19:47, Didrole wrote:

It is hardcoded to 64 (tick interval 0.015625).

Le jeu. 21 mars 2024 à 19:36, Marcel Beringer - ruffneck at geforce.nl 
 (via hlds_linux list) 
 a écrit :


Then, what is the hardcoded tickrate in CS2?


On 21/03/2024 19:21, Didrole wrote:

You can't.
The tickrate is hardcoded in CS2.

Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at
geforce.nl  (via hlds_linux list)
 a écrit :

Hi all,

What is the correct setting to start a CS2 server with 128
tick rate? Is
it in the start-up line and add '-tickrate 128' or do I have
to use a
server.cfg cvar? If so, what is the correct cvar?

Hope someone knows :)

Regards.

Marcel.
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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread Didrole
It is hardcoded to 64 (tick interval 0.015625).

Le jeu. 21 mars 2024 à 19:36, Marcel Beringer - ruffneck at geforce.nl (via
hlds_linux list)  a écrit :

> Then, what is the hardcoded tickrate in CS2?
>
>
> On 21/03/2024 19:21, Didrole wrote:
>
> You can't.
> The tickrate is hardcoded in CS2.
>
> Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  a écrit :
>
>> Hi all,
>>
>> What is the correct setting to start a CS2 server with 128 tick rate? Is
>> it in the start-up line and add '-tickrate 128' or do I have to use a
>> server.cfg cvar? If so, what is the correct cvar?
>>
>> Hope someone knows :)
>>
>> Regards.
>>
>> Marcel.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
>
> To unsubscribe, edit your list preferences, or view the list archives,
>
> please visit:
>
> https://list.valvesoftware.com/
>
>
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>
> please visit:
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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread Leon Grünewald

Hi, if this is known can we please document this in the valve wiki?
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread via hlds_linux list

Then, what is the hardcoded tickrate in CS2?


On 21/03/2024 19:21, Didrole wrote:

You can't.
The tickrate is hardcoded in CS2.

Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at geforce.nl 
 (via hlds_linux list) 
 a écrit :


Hi all,

What is the correct setting to start a CS2 server with 128 tick
rate? Is
it in the start-up line and add '-tickrate 128' or do I have to use a
server.cfg cvar? If so, what is the correct cvar?

Hope someone knows :)

Regards.

Marcel.
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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread Didrole
You can't.
The tickrate is hardcoded in CS2.

Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at geforce.nl (via
hlds_linux list)  a écrit :

> Hi all,
>
> What is the correct setting to start a CS2 server with 128 tick rate? Is
> it in the start-up line and add '-tickrate 128' or do I have to use a
> server.cfg cvar? If so, what is the correct cvar?
>
> Hope someone knows :)
>
> Regards.
>
> Marcel.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
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[hlds] Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread StealthMode Hu
After all, when these lists were started.
VALVe didnt have a forums, or social media website.

To be honest.
These lists are kind of obsolete now that I think about it.

With the forums right there. And all of the Developer Announcements already
right there.

Maybe it is time to end the lists. After all they are not needed anymore
with Steam forums announcements.
And dedicated forums for HLDS/SRCDS already there.

What do you think Gabe, Eric, and Erik?

-StealthMode

On Mon, Mar 11, 2024 at 6:02 AM StealthMode Hu 
wrote:

> And you can just use the forums instead.
>
> On Mon, Mar 11, 2024 at 6:02 AM StealthMode Hu 
> wrote:
>
>> Benny, Benjamin.
>>
>> If you like we can contact SimpleLists and have all of them removed
>> permanently.
>>
>> On Mon, Mar 11, 2024 at 5:57 AM Ben Daniels 
>> wrote:
>>
>>> Can you guys please just start another mailing list for all this
>>> soapboxing that only intrests a single digit number of people?
>>>
>>> On Mon, 11 Mar 2024, 09:42 StealthMode Hu, 
>>> wrote:
>>>
 Marcel.

 Please stop.

 I abandoned that Christian Name years ago. 2017 to be exact.

 I am not Christian. And the Saint was not named Christopher either.

 Respectfully,

 Dr. StealthMode Hu ( I used the name everyone around the world already
 knew me as. )

 Independent Sovereign
 " Man " of Many Hats
 Ambassador of Hu
 All Rights / Alle' Rites Reserved

 On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at
 geforce.nl (via hlds_linux list) 
 wrote:

>
> Thanks for clearing that up Christopher.
>
> Now back to work.
>
> Regards,
>
> Marcel
>
>
> On Sun, 10 Mar 2024, StealthMode Hu wrote:
>
> > I will state this, and stop.
> >
> > A lot of Stolen Valor around VALVe and on these lists.
> >
> > Like how it went from REAKTOR to Steam.
> >
> > Anyone here remember Alfred, remember back in 2001 to 2003?
> > The time the list allegedly got hit by a Virus?
> > The worlds first encryption virus / ransomware was what VALVe got
> hit with.
> >
> > Or when someone at VALVe downloaded that virus through a link.
> > And it backdoored HL2 Alpha files from their network?
> >
> > Yeah.
> > Valve has stolen much, and made quite a few Enemies over the years.
> > Including their ex developers.
> > For a lot of Intellectual Property Theft.
> >
> > I point that out. Cause Alfred is gone.
> > And the people there today, are the worst in the industry.
> > With the sloppiest mash up of mixed programming in the history of a
> > software developer.
> >
> > That said.
> > Decompile VALVes stuff sometime ( I Recommend HxD decompiler,
> freeware
> > hexadecimal / machine assembly editor / programming tool ).
> >
> > You will see Quake 2 code still in GoldSRC.
> > You will see HAVOKS physics still in Source.
> > Havok was the real genius behind the physics engine.
> >
> > Anyone remember how it went from WON slow updating, to REAKTOR
> development?
> > OR how Reaktor became Steam?
> > Not Grid, not Gazelle.
> >
> > REAKTOR.
> >
> > Shows how much theft, misinformation, and disinformation is out
> there about
> > the factual Developer(s) of Steam platform. Versus the Staff at
> Valve who
> > stole the concept, and profited off of it.
> >
> > Stole all of the communities concepts over the years.
> >
> > I can see why everyone cheats in cs2.
> > Or hacks the platform, and rips them off for every game title on the
> > platform.
> >
> > Why the platform is being exploited all of the time.
> >
> > Its ok though, a Master never reveals everything.
> > And not just anyone can speak 1 and 0 fluently.
> > Nor knows what Binary Logic Controller programming using boolean
> algebra is.
> >
> > I digress.
> >
> > Yall be safe with all that wide open script kiddy engine shit over
> there.
> > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can
> all be
> > used as points of attack for anything connected to the Steam network.
> >
> > End Contact.
> >
> > -StealthMode
> > Applied Physicist
> >
> > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
> stealthmode1...@gmail.com>
> > wrote:
> >
> >> About two years ago now.
> >> I outlined a POC of a new type of Exploit involving Clients /
> Servers.
> >>
> >> I explained it on the hlds mailing list.
> >>
> >> A few months later, someone on this list stole that POC.
> >>
> >> Made the bitmap, and got paid by VALVe for an exploit I found.
> >>
> >> I want that person to respond to this msg.
> >> And admit they are a Thief.
> >>
> >> I have a number of other exploits.
> >> That I never revealed to 

Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread StealthMode Hu
And you can just use the forums instead.

On Mon, Mar 11, 2024 at 6:02 AM StealthMode Hu 
wrote:

> Benny, Benjamin.
>
> If you like we can contact SimpleLists and have all of them removed
> permanently.
>
> On Mon, Mar 11, 2024 at 5:57 AM Ben Daniels  wrote:
>
>> Can you guys please just start another mailing list for all this
>> soapboxing that only intrests a single digit number of people?
>>
>> On Mon, 11 Mar 2024, 09:42 StealthMode Hu, 
>> wrote:
>>
>>> Marcel.
>>>
>>> Please stop.
>>>
>>> I abandoned that Christian Name years ago. 2017 to be exact.
>>>
>>> I am not Christian. And the Saint was not named Christopher either.
>>>
>>> Respectfully,
>>>
>>> Dr. StealthMode Hu ( I used the name everyone around the world already
>>> knew me as. )
>>>
>>> Independent Sovereign
>>> " Man " of Many Hats
>>> Ambassador of Hu
>>> All Rights / Alle' Rites Reserved
>>>
>>> On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at geforce.nl
>>> (via hlds_linux list)  wrote:
>>>

 Thanks for clearing that up Christopher.

 Now back to work.

 Regards,

 Marcel


 On Sun, 10 Mar 2024, StealthMode Hu wrote:

 > I will state this, and stop.
 >
 > A lot of Stolen Valor around VALVe and on these lists.
 >
 > Like how it went from REAKTOR to Steam.
 >
 > Anyone here remember Alfred, remember back in 2001 to 2003?
 > The time the list allegedly got hit by a Virus?
 > The worlds first encryption virus / ransomware was what VALVe got hit
 with.
 >
 > Or when someone at VALVe downloaded that virus through a link.
 > And it backdoored HL2 Alpha files from their network?
 >
 > Yeah.
 > Valve has stolen much, and made quite a few Enemies over the years.
 > Including their ex developers.
 > For a lot of Intellectual Property Theft.
 >
 > I point that out. Cause Alfred is gone.
 > And the people there today, are the worst in the industry.
 > With the sloppiest mash up of mixed programming in the history of a
 > software developer.
 >
 > That said.
 > Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
 > hexadecimal / machine assembly editor / programming tool ).
 >
 > You will see Quake 2 code still in GoldSRC.
 > You will see HAVOKS physics still in Source.
 > Havok was the real genius behind the physics engine.
 >
 > Anyone remember how it went from WON slow updating, to REAKTOR
 development?
 > OR how Reaktor became Steam?
 > Not Grid, not Gazelle.
 >
 > REAKTOR.
 >
 > Shows how much theft, misinformation, and disinformation is out there
 about
 > the factual Developer(s) of Steam platform. Versus the Staff at Valve
 who
 > stole the concept, and profited off of it.
 >
 > Stole all of the communities concepts over the years.
 >
 > I can see why everyone cheats in cs2.
 > Or hacks the platform, and rips them off for every game title on the
 > platform.
 >
 > Why the platform is being exploited all of the time.
 >
 > Its ok though, a Master never reveals everything.
 > And not just anyone can speak 1 and 0 fluently.
 > Nor knows what Binary Logic Controller programming using boolean
 algebra is.
 >
 > I digress.
 >
 > Yall be safe with all that wide open script kiddy engine shit over
 there.
 > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all
 be
 > used as points of attack for anything connected to the Steam network.
 >
 > End Contact.
 >
 > -StealthMode
 > Applied Physicist
 >
 > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
 stealthmode1...@gmail.com>
 > wrote:
 >
 >> About two years ago now.
 >> I outlined a POC of a new type of Exploit involving Clients /
 Servers.
 >>
 >> I explained it on the hlds mailing list.
 >>
 >> A few months later, someone on this list stole that POC.
 >>
 >> Made the bitmap, and got paid by VALVe for an exploit I found.
 >>
 >> I want that person to respond to this msg.
 >> And admit they are a Thief.
 >>
 >> I have a number of other exploits.
 >> That I never revealed to VALVe or these lists.
 >>
 >> A Master will never disclose the full knowledge in front of amateurs.
 >>
 >> I will state this.
 >>
 >> HLDS / SRCDS can be used to inject any client with anything.
 >> HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. (
 Token
 >> Auth Server / VAC ).
 >>
 >> And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple
 resource
 >> file.
 >>
 >> CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.
 >>
 >> Just like the Spraypaint exploit.
 >> Malicious Programming can be embedded into any image file, texture
 file,
 >> model file, material file, map 

Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread StealthMode Hu
Benny, Benjamin.

If you like we can contact SimpleLists and have all of them removed
permanently.

On Mon, Mar 11, 2024 at 5:57 AM Ben Daniels  wrote:

> Can you guys please just start another mailing list for all this
> soapboxing that only intrests a single digit number of people?
>
> On Mon, 11 Mar 2024, 09:42 StealthMode Hu, 
> wrote:
>
>> Marcel.
>>
>> Please stop.
>>
>> I abandoned that Christian Name years ago. 2017 to be exact.
>>
>> I am not Christian. And the Saint was not named Christopher either.
>>
>> Respectfully,
>>
>> Dr. StealthMode Hu ( I used the name everyone around the world already
>> knew me as. )
>>
>> Independent Sovereign
>> " Man " of Many Hats
>> Ambassador of Hu
>> All Rights / Alle' Rites Reserved
>>
>> On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at geforce.nl
>> (via hlds_linux list)  wrote:
>>
>>>
>>> Thanks for clearing that up Christopher.
>>>
>>> Now back to work.
>>>
>>> Regards,
>>>
>>> Marcel
>>>
>>>
>>> On Sun, 10 Mar 2024, StealthMode Hu wrote:
>>>
>>> > I will state this, and stop.
>>> >
>>> > A lot of Stolen Valor around VALVe and on these lists.
>>> >
>>> > Like how it went from REAKTOR to Steam.
>>> >
>>> > Anyone here remember Alfred, remember back in 2001 to 2003?
>>> > The time the list allegedly got hit by a Virus?
>>> > The worlds first encryption virus / ransomware was what VALVe got hit
>>> with.
>>> >
>>> > Or when someone at VALVe downloaded that virus through a link.
>>> > And it backdoored HL2 Alpha files from their network?
>>> >
>>> > Yeah.
>>> > Valve has stolen much, and made quite a few Enemies over the years.
>>> > Including their ex developers.
>>> > For a lot of Intellectual Property Theft.
>>> >
>>> > I point that out. Cause Alfred is gone.
>>> > And the people there today, are the worst in the industry.
>>> > With the sloppiest mash up of mixed programming in the history of a
>>> > software developer.
>>> >
>>> > That said.
>>> > Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
>>> > hexadecimal / machine assembly editor / programming tool ).
>>> >
>>> > You will see Quake 2 code still in GoldSRC.
>>> > You will see HAVOKS physics still in Source.
>>> > Havok was the real genius behind the physics engine.
>>> >
>>> > Anyone remember how it went from WON slow updating, to REAKTOR
>>> development?
>>> > OR how Reaktor became Steam?
>>> > Not Grid, not Gazelle.
>>> >
>>> > REAKTOR.
>>> >
>>> > Shows how much theft, misinformation, and disinformation is out there
>>> about
>>> > the factual Developer(s) of Steam platform. Versus the Staff at Valve
>>> who
>>> > stole the concept, and profited off of it.
>>> >
>>> > Stole all of the communities concepts over the years.
>>> >
>>> > I can see why everyone cheats in cs2.
>>> > Or hacks the platform, and rips them off for every game title on the
>>> > platform.
>>> >
>>> > Why the platform is being exploited all of the time.
>>> >
>>> > Its ok though, a Master never reveals everything.
>>> > And not just anyone can speak 1 and 0 fluently.
>>> > Nor knows what Binary Logic Controller programming using boolean
>>> algebra is.
>>> >
>>> > I digress.
>>> >
>>> > Yall be safe with all that wide open script kiddy engine shit over
>>> there.
>>> > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all
>>> be
>>> > used as points of attack for anything connected to the Steam network.
>>> >
>>> > End Contact.
>>> >
>>> > -StealthMode
>>> > Applied Physicist
>>> >
>>> > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
>>> stealthmode1...@gmail.com>
>>> > wrote:
>>> >
>>> >> About two years ago now.
>>> >> I outlined a POC of a new type of Exploit involving Clients / Servers.
>>> >>
>>> >> I explained it on the hlds mailing list.
>>> >>
>>> >> A few months later, someone on this list stole that POC.
>>> >>
>>> >> Made the bitmap, and got paid by VALVe for an exploit I found.
>>> >>
>>> >> I want that person to respond to this msg.
>>> >> And admit they are a Thief.
>>> >>
>>> >> I have a number of other exploits.
>>> >> That I never revealed to VALVe or these lists.
>>> >>
>>> >> A Master will never disclose the full knowledge in front of amateurs.
>>> >>
>>> >> I will state this.
>>> >>
>>> >> HLDS / SRCDS can be used to inject any client with anything.
>>> >> HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. (
>>> Token
>>> >> Auth Server / VAC ).
>>> >>
>>> >> And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple
>>> resource
>>> >> file.
>>> >>
>>> >> CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.
>>> >>
>>> >> Just like the Spraypaint exploit.
>>> >> Malicious Programming can be embedded into any image file, texture
>>> file,
>>> >> model file, material file, map file.
>>> >>
>>> >> Or in just a malformed packet / file.
>>> >> And transmitted from the HLDS / SRCDS.
>>> >>
>>> >> Now, I dare ya. Try to steal this one and get paid for it on
>>> HackerOne.
>>> >>
>>> >> Thats the difference between an Applied Physicist and 

[hlds] Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread StealthMode Hu
PS) I am doing work though.

Noting the ineffectiveness of the upgraded ( hull armor ) Abrams tank in
the hands of Ukrainians against the common Russian Federation RPG.
As well as assessing target damage of a recent bombing run.
While reviewing casualty reports of Ukrainians KIA by Russian Federation
Forces.

https://tass.com/politics/1757657

https://tass.com/defense/1757617

https://tass.com/politics/1757651

Question is Marcel
What are you doing up this early?
Military induced Insomnia is my excuse.
I barely sleep 5 hours a day anymore.
However, what are you doing up at 0341hrs edt?

-StealthMode



On Mon, Mar 11, 2024 at 5:42 AM StealthMode Hu 
wrote:

> Marcel.
>
> Please stop.
>
> I abandoned that Christian Name years ago. 2017 to be exact.
>
> I am not Christian. And the Saint was not named Christopher either.
>
> Respectfully,
>
> Dr. StealthMode Hu ( I used the name everyone around the world already
> knew me as. )
>
> Independent Sovereign
> " Man " of Many Hats
> Ambassador of Hu
> All Rights / Alle' Rites Reserved
>
> On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>>
>> Thanks for clearing that up Christopher.
>>
>> Now back to work.
>>
>> Regards,
>>
>> Marcel
>>
>>
>> On Sun, 10 Mar 2024, StealthMode Hu wrote:
>>
>> > I will state this, and stop.
>> >
>> > A lot of Stolen Valor around VALVe and on these lists.
>> >
>> > Like how it went from REAKTOR to Steam.
>> >
>> > Anyone here remember Alfred, remember back in 2001 to 2003?
>> > The time the list allegedly got hit by a Virus?
>> > The worlds first encryption virus / ransomware was what VALVe got hit
>> with.
>> >
>> > Or when someone at VALVe downloaded that virus through a link.
>> > And it backdoored HL2 Alpha files from their network?
>> >
>> > Yeah.
>> > Valve has stolen much, and made quite a few Enemies over the years.
>> > Including their ex developers.
>> > For a lot of Intellectual Property Theft.
>> >
>> > I point that out. Cause Alfred is gone.
>> > And the people there today, are the worst in the industry.
>> > With the sloppiest mash up of mixed programming in the history of a
>> > software developer.
>> >
>> > That said.
>> > Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
>> > hexadecimal / machine assembly editor / programming tool ).
>> >
>> > You will see Quake 2 code still in GoldSRC.
>> > You will see HAVOKS physics still in Source.
>> > Havok was the real genius behind the physics engine.
>> >
>> > Anyone remember how it went from WON slow updating, to REAKTOR
>> development?
>> > OR how Reaktor became Steam?
>> > Not Grid, not Gazelle.
>> >
>> > REAKTOR.
>> >
>> > Shows how much theft, misinformation, and disinformation is out there
>> about
>> > the factual Developer(s) of Steam platform. Versus the Staff at Valve
>> who
>> > stole the concept, and profited off of it.
>> >
>> > Stole all of the communities concepts over the years.
>> >
>> > I can see why everyone cheats in cs2.
>> > Or hacks the platform, and rips them off for every game title on the
>> > platform.
>> >
>> > Why the platform is being exploited all of the time.
>> >
>> > Its ok though, a Master never reveals everything.
>> > And not just anyone can speak 1 and 0 fluently.
>> > Nor knows what Binary Logic Controller programming using boolean
>> algebra is.
>> >
>> > I digress.
>> >
>> > Yall be safe with all that wide open script kiddy engine shit over
>> there.
>> > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all be
>> > used as points of attack for anything connected to the Steam network.
>> >
>> > End Contact.
>> >
>> > -StealthMode
>> > Applied Physicist
>> >
>> > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
>> stealthmode1...@gmail.com>
>> > wrote:
>> >
>> >> About two years ago now.
>> >> I outlined a POC of a new type of Exploit involving Clients / Servers.
>> >>
>> >> I explained it on the hlds mailing list.
>> >>
>> >> A few months later, someone on this list stole that POC.
>> >>
>> >> Made the bitmap, and got paid by VALVe for an exploit I found.
>> >>
>> >> I want that person to respond to this msg.
>> >> And admit they are a Thief.
>> >>
>> >> I have a number of other exploits.
>> >> That I never revealed to VALVe or these lists.
>> >>
>> >> A Master will never disclose the full knowledge in front of amateurs.
>> >>
>> >> I will state this.
>> >>
>> >> HLDS / SRCDS can be used to inject any client with anything.
>> >> HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. (
>> Token
>> >> Auth Server / VAC ).
>> >>
>> >> And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple
>> resource
>> >> file.
>> >>
>> >> CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.
>> >>
>> >> Just like the Spraypaint exploit.
>> >> Malicious Programming can be embedded into any image file, texture
>> file,
>> >> model file, material file, map file.
>> >>
>> >> Or in just a malformed packet / file.
>> >> And transmitted 

Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread Ben Daniels
Can you guys please just start another mailing list for all this soapboxing
that only intrests a single digit number of people?

On Mon, 11 Mar 2024, 09:42 StealthMode Hu, 
wrote:

> Marcel.
>
> Please stop.
>
> I abandoned that Christian Name years ago. 2017 to be exact.
>
> I am not Christian. And the Saint was not named Christopher either.
>
> Respectfully,
>
> Dr. StealthMode Hu ( I used the name everyone around the world already
> knew me as. )
>
> Independent Sovereign
> " Man " of Many Hats
> Ambassador of Hu
> All Rights / Alle' Rites Reserved
>
> On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>>
>> Thanks for clearing that up Christopher.
>>
>> Now back to work.
>>
>> Regards,
>>
>> Marcel
>>
>>
>> On Sun, 10 Mar 2024, StealthMode Hu wrote:
>>
>> > I will state this, and stop.
>> >
>> > A lot of Stolen Valor around VALVe and on these lists.
>> >
>> > Like how it went from REAKTOR to Steam.
>> >
>> > Anyone here remember Alfred, remember back in 2001 to 2003?
>> > The time the list allegedly got hit by a Virus?
>> > The worlds first encryption virus / ransomware was what VALVe got hit
>> with.
>> >
>> > Or when someone at VALVe downloaded that virus through a link.
>> > And it backdoored HL2 Alpha files from their network?
>> >
>> > Yeah.
>> > Valve has stolen much, and made quite a few Enemies over the years.
>> > Including their ex developers.
>> > For a lot of Intellectual Property Theft.
>> >
>> > I point that out. Cause Alfred is gone.
>> > And the people there today, are the worst in the industry.
>> > With the sloppiest mash up of mixed programming in the history of a
>> > software developer.
>> >
>> > That said.
>> > Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
>> > hexadecimal / machine assembly editor / programming tool ).
>> >
>> > You will see Quake 2 code still in GoldSRC.
>> > You will see HAVOKS physics still in Source.
>> > Havok was the real genius behind the physics engine.
>> >
>> > Anyone remember how it went from WON slow updating, to REAKTOR
>> development?
>> > OR how Reaktor became Steam?
>> > Not Grid, not Gazelle.
>> >
>> > REAKTOR.
>> >
>> > Shows how much theft, misinformation, and disinformation is out there
>> about
>> > the factual Developer(s) of Steam platform. Versus the Staff at Valve
>> who
>> > stole the concept, and profited off of it.
>> >
>> > Stole all of the communities concepts over the years.
>> >
>> > I can see why everyone cheats in cs2.
>> > Or hacks the platform, and rips them off for every game title on the
>> > platform.
>> >
>> > Why the platform is being exploited all of the time.
>> >
>> > Its ok though, a Master never reveals everything.
>> > And not just anyone can speak 1 and 0 fluently.
>> > Nor knows what Binary Logic Controller programming using boolean
>> algebra is.
>> >
>> > I digress.
>> >
>> > Yall be safe with all that wide open script kiddy engine shit over
>> there.
>> > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all be
>> > used as points of attack for anything connected to the Steam network.
>> >
>> > End Contact.
>> >
>> > -StealthMode
>> > Applied Physicist
>> >
>> > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
>> stealthmode1...@gmail.com>
>> > wrote:
>> >
>> >> About two years ago now.
>> >> I outlined a POC of a new type of Exploit involving Clients / Servers.
>> >>
>> >> I explained it on the hlds mailing list.
>> >>
>> >> A few months later, someone on this list stole that POC.
>> >>
>> >> Made the bitmap, and got paid by VALVe for an exploit I found.
>> >>
>> >> I want that person to respond to this msg.
>> >> And admit they are a Thief.
>> >>
>> >> I have a number of other exploits.
>> >> That I never revealed to VALVe or these lists.
>> >>
>> >> A Master will never disclose the full knowledge in front of amateurs.
>> >>
>> >> I will state this.
>> >>
>> >> HLDS / SRCDS can be used to inject any client with anything.
>> >> HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. (
>> Token
>> >> Auth Server / VAC ).
>> >>
>> >> And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple
>> resource
>> >> file.
>> >>
>> >> CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.
>> >>
>> >> Just like the Spraypaint exploit.
>> >> Malicious Programming can be embedded into any image file, texture
>> file,
>> >> model file, material file, map file.
>> >>
>> >> Or in just a malformed packet / file.
>> >> And transmitted from the HLDS / SRCDS.
>> >>
>> >> Now, I dare ya. Try to steal this one and get paid for it on HackerOne.
>> >>
>> >> Thats the difference between an Applied Physicist and rank amateurs.
>> >>
>> >> End Contact.
>> >>
>> >> -StealthMode
>> >>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/
>> ___
>> To 

Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread StealthMode Hu
Marcel.

Please stop.

I abandoned that Christian Name years ago. 2017 to be exact.

I am not Christian. And the Saint was not named Christopher either.

Respectfully,

Dr. StealthMode Hu ( I used the name everyone around the world already knew
me as. )

Independent Sovereign
" Man " of Many Hats
Ambassador of Hu
All Rights / Alle' Rites Reserved

On Mon, Mar 11, 2024 at 3:41 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

>
> Thanks for clearing that up Christopher.
>
> Now back to work.
>
> Regards,
>
> Marcel
>
>
> On Sun, 10 Mar 2024, StealthMode Hu wrote:
>
> > I will state this, and stop.
> >
> > A lot of Stolen Valor around VALVe and on these lists.
> >
> > Like how it went from REAKTOR to Steam.
> >
> > Anyone here remember Alfred, remember back in 2001 to 2003?
> > The time the list allegedly got hit by a Virus?
> > The worlds first encryption virus / ransomware was what VALVe got hit
> with.
> >
> > Or when someone at VALVe downloaded that virus through a link.
> > And it backdoored HL2 Alpha files from their network?
> >
> > Yeah.
> > Valve has stolen much, and made quite a few Enemies over the years.
> > Including their ex developers.
> > For a lot of Intellectual Property Theft.
> >
> > I point that out. Cause Alfred is gone.
> > And the people there today, are the worst in the industry.
> > With the sloppiest mash up of mixed programming in the history of a
> > software developer.
> >
> > That said.
> > Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
> > hexadecimal / machine assembly editor / programming tool ).
> >
> > You will see Quake 2 code still in GoldSRC.
> > You will see HAVOKS physics still in Source.
> > Havok was the real genius behind the physics engine.
> >
> > Anyone remember how it went from WON slow updating, to REAKTOR
> development?
> > OR how Reaktor became Steam?
> > Not Grid, not Gazelle.
> >
> > REAKTOR.
> >
> > Shows how much theft, misinformation, and disinformation is out there
> about
> > the factual Developer(s) of Steam platform. Versus the Staff at Valve who
> > stole the concept, and profited off of it.
> >
> > Stole all of the communities concepts over the years.
> >
> > I can see why everyone cheats in cs2.
> > Or hacks the platform, and rips them off for every game title on the
> > platform.
> >
> > Why the platform is being exploited all of the time.
> >
> > Its ok though, a Master never reveals everything.
> > And not just anyone can speak 1 and 0 fluently.
> > Nor knows what Binary Logic Controller programming using boolean algebra
> is.
> >
> > I digress.
> >
> > Yall be safe with all that wide open script kiddy engine shit over there.
> > Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all be
> > used as points of attack for anything connected to the Steam network.
> >
> > End Contact.
> >
> > -StealthMode
> > Applied Physicist
> >
> > On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu <
> stealthmode1...@gmail.com>
> > wrote:
> >
> >> About two years ago now.
> >> I outlined a POC of a new type of Exploit involving Clients / Servers.
> >>
> >> I explained it on the hlds mailing list.
> >>
> >> A few months later, someone on this list stole that POC.
> >>
> >> Made the bitmap, and got paid by VALVe for an exploit I found.
> >>
> >> I want that person to respond to this msg.
> >> And admit they are a Thief.
> >>
> >> I have a number of other exploits.
> >> That I never revealed to VALVe or these lists.
> >>
> >> A Master will never disclose the full knowledge in front of amateurs.
> >>
> >> I will state this.
> >>
> >> HLDS / SRCDS can be used to inject any client with anything.
> >> HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. ( Token
> >> Auth Server / VAC ).
> >>
> >> And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple
> resource
> >> file.
> >>
> >> CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.
> >>
> >> Just like the Spraypaint exploit.
> >> Malicious Programming can be embedded into any image file, texture file,
> >> model file, material file, map file.
> >>
> >> Or in just a malformed packet / file.
> >> And transmitted from the HLDS / SRCDS.
> >>
> >> Now, I dare ya. Try to steal this one and get paid for it on HackerOne.
> >>
> >> Thats the difference between an Applied Physicist and rank amateurs.
> >>
> >> End Contact.
> >>
> >> -StealthMode
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread via hlds_linux list



Thanks for clearing that up Christopher.

Now back to work.

Regards,

Marcel


On Sun, 10 Mar 2024, StealthMode Hu wrote:


I will state this, and stop.

A lot of Stolen Valor around VALVe and on these lists.

Like how it went from REAKTOR to Steam.

Anyone here remember Alfred, remember back in 2001 to 2003?
The time the list allegedly got hit by a Virus?
The worlds first encryption virus / ransomware was what VALVe got hit with.

Or when someone at VALVe downloaded that virus through a link.
And it backdoored HL2 Alpha files from their network?

Yeah.
Valve has stolen much, and made quite a few Enemies over the years.
Including their ex developers.
For a lot of Intellectual Property Theft.

I point that out. Cause Alfred is gone.
And the people there today, are the worst in the industry.
With the sloppiest mash up of mixed programming in the history of a
software developer.

That said.
Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
hexadecimal / machine assembly editor / programming tool ).

You will see Quake 2 code still in GoldSRC.
You will see HAVOKS physics still in Source.
Havok was the real genius behind the physics engine.

Anyone remember how it went from WON slow updating, to REAKTOR development?
OR how Reaktor became Steam?
Not Grid, not Gazelle.

REAKTOR.

Shows how much theft, misinformation, and disinformation is out there about
the factual Developer(s) of Steam platform. Versus the Staff at Valve who
stole the concept, and profited off of it.

Stole all of the communities concepts over the years.

I can see why everyone cheats in cs2.
Or hacks the platform, and rips them off for every game title on the
platform.

Why the platform is being exploited all of the time.

Its ok though, a Master never reveals everything.
And not just anyone can speak 1 and 0 fluently.
Nor knows what Binary Logic Controller programming using boolean algebra is.

I digress.

Yall be safe with all that wide open script kiddy engine shit over there.
Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all be
used as points of attack for anything connected to the Steam network.

End Contact.

-StealthMode
Applied Physicist

On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu 
wrote:


About two years ago now.
I outlined a POC of a new type of Exploit involving Clients / Servers.

I explained it on the hlds mailing list.

A few months later, someone on this list stole that POC.

Made the bitmap, and got paid by VALVe for an exploit I found.

I want that person to respond to this msg.
And admit they are a Thief.

I have a number of other exploits.
That I never revealed to VALVe or these lists.

A Master will never disclose the full knowledge in front of amateurs.

I will state this.

HLDS / SRCDS can be used to inject any client with anything.
HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. ( Token
Auth Server / VAC ).

And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple resource
file.

CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.

Just like the Spraypaint exploit.
Malicious Programming can be embedded into any image file, texture file,
model file, material file, map file.

Or in just a malformed packet / file.
And transmitted from the HLDS / SRCDS.

Now, I dare ya. Try to steal this one and get paid for it on HackerOne.

Thats the difference between an Applied Physicist and rank amateurs.

End Contact.

-StealthMode


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-09 Thread StealthMode Hu
Maybe when Im done this recompile of CS:Source into Source 2. Without the
CSGO2 stuff...
That server should be easily modded to startup DS, run scripted functions
during startup.
Like Steam Client, to auto-check for updates on startup.

DS should have that same function hardcoded into SteamCMD.

Cough, Eric Smith, Challenge Issued.

Compile the Autoupdater into SteamCMD.
And have that script
" app_update 730 validate "
Automatically execute upon login to the acct.

No need for server admin to do this themselves.
When the process is automated for Clients.

Come on E.
We built STEAM for this stuff.
" Content Delivery Management System "
aka
" A Napster like Real Time Client Server Updater "...

No need for this archaic updating in these modern times.

Step it up E. Smith.

EndComms.

-StealthMode
Project Manager
Black Operations Development Group

On Thu, Dec 7, 2023 at 4:05 PM Mecha Weasel 
wrote:

> Contact information if you want a copy of what I've got ...
> --
>
> Contact Information ...
> *Discord:* weasel.steamid.155
> *E-Mail:* wea...@weaselslair.com
> *Steam Profile:* https://steamcommunity.com/id/Weasel/
> *Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
> --
>
>
>
>
> On Thu, Dec 7, 2023 at 1:18 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Hi Mecha,
>>
>> Thanks for your reply.
>>
>> May I ask what your update script looks like? Maybe it's an idea to use
>> cron and do a daily update(s) in stead of checking the API.
>>
>> Looking forward to hear from you.
>>
>> Best regards,
>>
>> Marcel
>>
>>
>> On 07/12/2023 05:01, Mecha Weasel wrote:
>>
>> I am doing basically the same thing I do with other Source games:
>>
>> I have a "check" script that runs every hour.  It checks information from
>> the game's steam.inf file using the Steam API update check URL (example:
>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml)
>> to see if a newer version of the app is available in Steam.
>>
>> If so, it then kicks-off an "update" script that basically invokes the
>> SteamCMD app update for that appid (730 now for CS).
>>
>> Seems to be working, but still keeping an eye on it.
>>
>>
>> On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at geforce.nl
>> (via hlds_linux list)  wrote:
>>
>>> Hi,
>>>
>>> Is there a solution for auto updating a CS2 dedicated server on linux?
>>>
>>> Does '-autoupdate' do the trick in the startup line?
>>>
>>> I hope someone has a solution, I am now daily updating manually with
>>> 'steamcmd' and 'app_update 730'.
>>>
>>> Best regards,
>>>
>>> Marcel
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread StealthMode Hu
Actually there is.
Implied consent is when you notify someone of your intent to do something.

And if that party or group does not expressly object. Then it is IMPLIED
CONSENT to do whatever you stated.

You should study law more before you post your uneducated opinion.

However.
To nip this conversation in the bud...

This was an ANNOUNCEMENT OF AN UPCOMING INDEPENDENTLY DEVELOPED
COUNTER-STRIKE FRANCHISE PRODUCT RELEASE.

Not a legal debate on the legality of Implied Consent. Although, it has
much Precedent.

Or the fact the appropriate parties were already notified by my person. Of
intent.

Announcement made.
Have a good day.

Cya sometime between June & November 2024.

And remember.
Coming soon.
The Real CS2.
Counter-Strike: Source 2

-StealthMode
Project Manager
Black Operations Development Group


On Fri, Dec 8, 2023, 21:17 Temmie S  wrote:

> That's... not how it works. There's no such thing as "implied consent" in
> the software world. In fact, it's the opposite. It's "all rights reserved"
> unless otherwise specified. If you haven't been given explicit permission
> (either via something like an open source license or a direct agreement
> from the copyright holders) then you can't actually legally use this.
>
> Here's a little link for you:
> https://en.wikipedia.org/wiki/All_rights_reserved
>
> Anyways this will be my last reply because I don't like using this mailing
> list for its unintended purpose.
> On 12/8/23 19:09, StealthMode Hu wrote:
>
> Hey PAL.
>
> Actually I can.
>
> They stole Steam from me.
> Source 2 engine is heavily modified from VALVes Source 2 engine.
>
> It's backwards compatible to legacy source programming now ( source 2 ).
> No need for map conversion tools, or any of that crap.
>
> Now I know you are wishing you knew half as much as you think you do.
> Especially about copyright / trademarks, licensing, and modifying an engine
> or game content enough so that it isnt infringement.
>
> However, VALVe made REAKTOR. From a concept I once shared with them. I
> named it Steam. Which the platform still has on it.
>
> And like I said. Already told Gabe, Eric, and Erik of the project. And no
> one opposed it. In legalese that's what we call IMPLIED CONSENT.
>
> SO...
> Thanks for the feedback. Didn't mean to duplicate post on this thread like
> that. Archives are slow to update...looked like it kept eating the post for
> a minute.
>
> However, don't worry bout me or my Dev Team. We got all the bases covered.
>
> Ttyl.
>
> -StealthMode
> Project Manager
> Black Operations Development Group
>
>
>
> On Fri, Dec 8, 2023, 20:50  wrote:
>
>> Okay pal, you can stop advertising your thing. Thanks.
>>
>> Also you can't like, sell anything like this since this uses a lot of
>> code that you don't own. Just ask Open Fortress. Clearly you're not very
>> familiar with how software licensing works, and I would recommend you read
>> on that before continuing.
>>
>> Dec 8, 2023 6:44:05 PM StealthMode Hu :
>>
>> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
>>
>> Hijacking this thread since my original post Saturday, Dec. 2nd was
>> censored...
>>
>> Coming soon
>>
>> A little of the Old...
>> With a bit of the New
>>
>> Featuring new engine compatibility...
>> And Modernization.
>>
>> Without GOs animated startup / main page, and full easy to navigate
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
>> / Client
>>
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the original #1 blockbuster franchise
>> FPS
>>
>> So
>> This Developer has decompiled the necessary parts of each products
>> engines.
>>
>> And is also going to make The Real Source 2 SDK, if VALVe does not.
>>
>> Community Announcement:
>>
>> this is my google drive. i certify this file is legit.
>> TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com)
>>
>> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
>> Going to post that everywhere..I have decompiled CS Source, and
>> CSGO2, I am pulling all the GO code out, putting source in, recompiling it
>> And modding it as needed to run in the Source 2 engine
>> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
>> Privately in email
>> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on
>> that game ID, then make a new gameID for CSGO2, name it correctly. And make
>> the game everyone has been waiting for. Since they wont I WILL
>> 9.2 million loyal customers
>> barely 500k - 800k play csgo2
>> Used to be 10 million in csgo
>> plus cs1.x and css communities
>> the entire combined gaming community is not happy with csgo2
>> So
>>
>> Another file for ya
>> 4 of the best screenshots you will ever see
>>
>> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
>> Folder titled shell contains 4 screenshots. I certify virus / malware
>> free.
>> Source DS upgade too. It 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread Temmie S
That's... not how it works. There's no such thing as "implied consent" 
in the software world. In fact, it's the opposite. It's "all rights 
reserved" unless otherwise specified. If you haven't been given explicit 
permission (either via something like an open source license or a direct 
agreement from the copyright holders) then you can't actually legally 
use this.


Here's a little link for you: 
https://en.wikipedia.org/wiki/All_rights_reserved


Anyways this will be my last reply because I don't like using this 
mailing list for its unintended purpose.


On 12/8/23 19:09, StealthMode Hu wrote:

Hey PAL.

Actually I can.

They stole Steam from me.
Source 2 engine is heavily modified from VALVes Source 2 engine.

It's backwards compatible to legacy source programming now ( source 2 
). No need for map conversion tools, or any of that crap.


Now I know you are wishing you knew half as much as you think you do. 
Especially about copyright / trademarks, licensing, and modifying an 
engine or game content enough so that it isnt infringement.


However, VALVe made REAKTOR. From a concept I once shared with them. I 
named it Steam. Which the platform still has on it.


And like I said. Already told Gabe, Eric, and Erik of the project. And 
no one opposed it. In legalese that's what we call IMPLIED CONSENT.


SO...
Thanks for the feedback. Didn't mean to duplicate post on this thread 
like that. Archives are slow to update...looked like it kept eating 
the post for a minute.


However, don't worry bout me or my Dev Team. We got all the bases covered.

Ttyl.

-StealthMode
Project Manager
Black Operations Development Group



On Fri, Dec 8, 2023, 20:50  wrote:

Okay pal, you can stop advertising your thing. Thanks.

Also you can't like, sell anything like this since this uses a lot
of code that you don't own. Just ask Open Fortress. Clearly you're
not very familiar with how software licensing works, and I would
recommend you read on that before continuing.

Dec 8, 2023 6:44:05 PM StealthMode Hu :

The Real Counter-Strike: Source 2 / Source 2 SDK Development
Tools

Hijacking this thread since my original post Saturday, Dec.
2nd was censored...

Coming soon

A little of the Old...
With a bit of the New

Featuring new engine compatibility...
And Modernization.

Without GOs animated startup / main page, and full easy to
navigate Client/Admin/Developer Access Features. RCON & ADMIN
modification to Server / Client

CSGO2.lost oa lot of customers / clients.
From CSGO1. Which is a mod of the original #1 blockbuster
franchise FPS

So
This Developer has decompiled the necessary parts of each
products engines.

And is also going to make The Real Source 2 SDK, if VALVe does
not.

Community Announcement:

this is my google drive. i certify this file is legit.
TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com
)

https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing

Going to post that everywhere..I have decompiled CS
Source, and CSGO2, I am pulling all the GO code out, putting
source in, recompiling it
And modding it as needed to run in the Source 2 engine
I already told Gabe ( newell ), Eric ( smith) and Erik (
johnson )
Privately in email
Valve lost 9.2 loyal CS fans over CSGO2, they should rollback
to CSGO on that game ID, then make a new gameID for CSGO2,
name it correctly. And make the game everyone has been waiting
for. Since they wont I WILL
9.2 million loyal customers
barely 500k - 800k play csgo2
Used to be 10 million in csgo
plus cs1.x and css communities
the entire combined gaming community is not happy with csgo2
So

Another file for ya
4 of the best screenshots you will ever see

https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing

Folder titled shell contains 4 screenshots. I certify virus /
malware free.
Source DS upgade too. It wont be like csgo2 at all, nor csgo
fast paced intense action, Source in Source 2. Same game,
Evolved.
Lastly, I am also trying to push them to create a true Source
2 SDK development team. to get away from this " Workshop " crap.
No store, no animated start scree / main page. No end of round
bloatware scoreboards, map change, and wham
server has built in Scrim / Match settings
admin togglable

re-introducing lag interpretation
and interpolation

Standalone Source 2 SDK that can be used offline, and no cloud
sync of skins, models, mapshowever, new " Files 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread StealthMode Hu
Hey PAL.

Actually I can.

They stole Steam from me.
Source 2 engine is heavily modified from VALVes Source 2 engine.

It's backwards compatible to legacy source programming now ( source 2 ). No
need for map conversion tools, or any of that crap.

Now I know you are wishing you knew half as much as you think you do.
Especially about copyright / trademarks, licensing, and modifying an engine
or game content enough so that it isnt infringement.

However, VALVe made REAKTOR. From a concept I once shared with them. I
named it Steam. Which the platform still has on it.

And like I said. Already told Gabe, Eric, and Erik of the project. And no
one opposed it. In legalese that's what we call IMPLIED CONSENT.

SO...
Thanks for the feedback. Didn't mean to duplicate post on this thread like
that. Archives are slow to update...looked like it kept eating the post for
a minute.

However, don't worry bout me or my Dev Team. We got all the bases covered.

Ttyl.

-StealthMode
Project Manager
Black Operations Development Group



On Fri, Dec 8, 2023, 20:50  wrote:

> Okay pal, you can stop advertising your thing. Thanks.
>
> Also you can't like, sell anything like this since this uses a lot of code
> that you don't own. Just ask Open Fortress. Clearly you're not very
> familiar with how software licensing works, and I would recommend you read
> on that before continuing.
>
> Dec 8, 2023 6:44:05 PM StealthMode Hu :
>
> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
>
> Hijacking this thread since my original post Saturday, Dec. 2nd was
> censored...
>
> Coming soon
>
> A little of the Old...
> With a bit of the New
>
> Featuring new engine compatibility...
> And Modernization.
>
> Without GOs animated startup / main page, and full easy to navigate
> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
> / Client
>
> CSGO2.lost oa lot of customers / clients.
> From CSGO1. Which is a mod of the original #1 blockbuster franchise
> FPS
>
> So
> This Developer has decompiled the necessary parts of each products
> engines.
>
> And is also going to make The Real Source 2 SDK, if VALVe does not.
>
> Community Announcement:
>
> this is my google drive. i certify this file is legit.
> TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com)
>
> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
> Going to post that everywhere..I have decompiled CS Source, and CSGO2,
> I am pulling all the GO code out, putting source in, recompiling it
> And modding it as needed to run in the Source 2 engine
> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
> Privately in email
> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on
> that game ID, then make a new gameID for CSGO2, name it correctly. And make
> the game everyone has been waiting for. Since they wont I WILL
> 9.2 million loyal customers
> barely 500k - 800k play csgo2
> Used to be 10 million in csgo
> plus cs1.x and css communities
> the entire combined gaming community is not happy with csgo2
> So
>
> Another file for ya
> 4 of the best screenshots you will ever see
>
> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
> Folder titled shell contains 4 screenshots. I certify virus / malware
> free.
> Source DS upgade too. It wont be like csgo2 at all, nor csgo
> fast paced intense action, Source in Source 2. Same game, Evolved.
> Lastly, I am also trying to push them to create a true Source 2 SDK
> development team. to get away from this " Workshop " crap.
> No store, no animated start scree / main page. No end of round bloatware
> scoreboards, map change, and wham
> server has built in Scrim / Match settings
> admin togglable
>
> re-introducing lag interpretation
> and interpolation
>
> Standalone Source 2 SDK that can be used offline, and no cloud sync of
> skins, models, mapshowever, new " Files " storage area.
>
> personal storage space.
>
> no more buying skins
> or crates
>
> If you want custom skins
> its going back to old skewl style
> dump em in your server models and mats folder, or clients
>
> IF you want skins
>
> Full performance tweaking, including disabling of Shadows, and other GPU /
> CPU rendering options.
>
> Booyah...
>
> -STEAlthMode...
> Wonid 2116995
> SteamID 28918
> Steam3ID 57836
> Steam64 ( Too many Numbers to fit in this space )
>
> On Fri, Dec 8, 2023, 20:36 StealthMode Hu 
> wrote:
>
>> Hijacking this thread since my original post Saturday, Dec. 2nd was
>> censored...
>>
>> Coming soon
>>
>> A little of the Old...
>> With a bit of the New
>>
>> Featuring new engine compatibility...
>> And Modernization.
>>
>> Without GOs animated startup / main page, and full easy to navigate
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
>> / Client
>>
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread boing8762
Okay pal, you can stop advertising your thing. Thanks.

Also you can't like, sell anything like this since this uses a lot of code that 
you don't own. Just ask Open Fortress. Clearly you're not very familiar with 
how software licensing works, and I would recommend you read on that before 
continuing.

Dec 8, 2023 6:44:05 PM StealthMode Hu :

> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
> 
> Hijacking this thread since my original post Saturday, Dec. 2nd was 
> censored...
> 
> 
> Coming soon
> 
> A little of the Old...
> With a bit of the New
> 
> Featuring new engine compatibility...
> And Modernization.
> 
> Without GOs animated startup / main page, and full easy to navigate 
> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server / 
> Client
> 
> CSGO2.lost oa lot of customers / clients.
> From CSGO1. Which is a mod of the original #1 blockbuster franchise FPS
> 
> So
> This Developer has decompiled the necessary parts of each products engines.
> 
> And is also going to make The Real Source 2 SDK, if VALVe does not.
> 
> Community Announcement:
> 
> this is my google drive. i certify this file is legit.
> TheRealCS2_teaser_coming_soon.jpg.png 
> (drive.google.com[http://drive.google.com/])
> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
> Going to post that everywhere..I have decompiled CS Source, and CSGO2, I 
> am pulling all the GO code out, putting source in, recompiling it
> And modding it as needed to run in the Source 2 engine
> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
> Privately in email
> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on that 
> game ID, then make a new gameID for CSGO2, name it correctly. And make the 
> game everyone has been waiting for. Since they wont I WILL
> 9.2 million loyal customers
> barely 500k - 800k play csgo2
> Used to be 10 million in csgo
> plus cs1.x and css communities
> the entire combined gaming community is not happy with csgo2
> So
> 
> Another file for ya
> 4 of the best screenshots you will ever see
> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
> Folder titled shell contains 4 screenshots. I certify virus / malware free.
> Source DS upgade too. It wont be like csgo2 at all, nor csgo
> fast paced intense action, Source in Source 2. Same game, Evolved.
> Lastly, I am also trying to push them to create a true Source 2 SDK 
> development team. to get away from this " Workshop " crap.
> No store, no animated start scree / main page. No end of round bloatware 
> scoreboards, map change, and wham
> server has built in Scrim / Match settings
> admin togglable
> 
> re-introducing lag interpretation
> and interpolation
> 
> Standalone Source 2 SDK that can be used offline, and no cloud sync of skins, 
> models, mapshowever, new " Files " storage area.
> 
> personal storage space.
> 
> no more buying skins
> or crates
> 
> If you want custom skins
> its going back to old skewl style
> dump em in your server models and mats folder, or clients
> 
> IF you want skins
> 
> Full performance tweaking, including disabling of Shadows, and other GPU / 
> CPU rendering options.
> 
> Booyah...
> 
> -STEAlthMode...
> Wonid 2116995
> SteamID 28918
> Steam3ID 57836
> Steam64 ( Too many Numbers to fit in this space )
> 
> 
> On Fri, Dec 8, 2023, 20:36 StealthMode Hu  wrote:
>> Hijacking this thread since my original post Saturday, Dec. 2nd was 
>> censored...
>> 
>> 
>> Coming soon
>> 
>> A little of the Old...
>> With a bit of the New
>> 
>> Featuring new engine compatibility...
>> And Modernization.
>> 
>> Without GOs animated startup / main page, and full easy to navigate 
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server 
>> / Client
>> 
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the original #1 blockbuster franchise FPS
>> 
>> So
>> This Developer has decompiled the necessary parts of each products engines.
>> 
>> And is also going to make The Real Source 2 SDK, if VALVe does not.
>> 
>> Community Announcement:
>> 
>> this is my google drive. i certify this file is legit.
>> TheRealCS2_teaser_coming_soon.jpg.png 
>> (drive.google.com[http://drive.google.com/])
>> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
>> Going to post that everywhere..I have decompiled CS Source, and CSGO2, I 
>> am pulling all the GO code out, putting source in, recompiling it
>> And modding it as needed to run in the Source 2 engine
>> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
>> Privately in email
>> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on 
>> that game ID, then make a new gameID for CSGO2, name it correctly. And make 
>> the game everyone has been waiting for. Since they wont I WILL
>> 9.2 

Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread Mecha Weasel
Contact information if you want a copy of what I've got ...
--

Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/
--




On Thu, Dec 7, 2023 at 1:18 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Hi Mecha,
>
> Thanks for your reply.
>
> May I ask what your update script looks like? Maybe it's an idea to use
> cron and do a daily update(s) in stead of checking the API.
>
> Looking forward to hear from you.
>
> Best regards,
>
> Marcel
>
>
> On 07/12/2023 05:01, Mecha Weasel wrote:
>
> I am doing basically the same thing I do with other Source games:
>
> I have a "check" script that runs every hour.  It checks information from
> the game's steam.inf file using the Steam API update check URL (example:
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml)
> to see if a newer version of the app is available in Steam.
>
> If so, it then kicks-off an "update" script that basically invokes the
> SteamCMD app update for that appid (730 now for CS).
>
> Seems to be working, but still keeping an eye on it.
>
>
> On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Hi,
>>
>> Is there a solution for auto updating a CS2 dedicated server on linux?
>>
>> Does '-autoupdate' do the trick in the startup line?
>>
>> I hope someone has a solution, I am now daily updating manually with
>> 'steamcmd' and 'app_update 730'.
>>
>> Best regards,
>>
>> Marcel
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread Mecha Weasel
PS: I have had weird issues before with trying to do an update on a
SteamCMD-delivered app, while it is running.  So, I always shut-it down
before trying to update it, and then restart it afterwards.  So, my "check"
script does that (only if an update is available).

On Thu, Dec 7, 2023 at 3:07 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> I figured out the automated check:
>
> /usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login
>  +app_update 730 +quit
>
> And have it mailed to me:
>
> /usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login
>  +app_update 730 +quit | mail -s "Counter-Strike 2 update"
> 
>
> And put it in cron for a daily check at 6AM and 6PM:
>
> 0 6,18 * * * /usr/games/steamcmd +force_install_dir
> "/home/beringer/cs2-ds" +login  +app_update 730 +quit | mail
> -s "Counter-Strike 2 update" 
>
> Still have to restart the server after an update, but at least now I get a
> notification and see if there was an update, so at the moment this works
> for me :)
>
> Regards,
>
> Marcel
>
>
> On 07/12/2023 10:18, Marcel Beringer wrote:
>
> Hi Mecha,
>
> Thanks for your reply.
>
> May I ask what your update script looks like? Maybe it's an idea to use
> cron and do a daily update(s) in stead of checking the API.
>
> Looking forward to hear from you.
>
> Best regards,
>
> Marcel
>
>
> On 07/12/2023 05:01, Mecha Weasel wrote:
>
> I am doing basically the same thing I do with other Source games:
>
> I have a "check" script that runs every hour.  It checks information from
> the game's steam.inf file using the Steam API update check URL (example:
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml)
> to see if a newer version of the app is available in Steam.
>
> If so, it then kicks-off an "update" script that basically invokes the
> SteamCMD app update for that appid (730 now for CS).
>
> Seems to be working, but still keeping an eye on it.
>
>
> On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Hi,
>>
>> Is there a solution for auto updating a CS2 dedicated server on linux?
>>
>> Does '-autoupdate' do the trick in the startup line?
>>
>> I hope someone has a solution, I am now daily updating manually with
>> 'steamcmd' and 'app_update 730'.
>>
>> Best regards,
>>
>> Marcel
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread Mecha Weasel
You can use cron job to force an update dailly, but that may mean nobody
can play on your server for most of a day while waiting for it to be
updated.
That's why I created the scripts the "check" if the released version in
Steam is different that whats already running.
If it is, then it forces and update, otherwise it doesn't do anything.
That way I can have that run more regularly (hourly) and automatically
apply the update.

I have several scripts involved actually, not just one.
- Script that "runs" the server interactively under SSH.
- Script that "starts" the run script in the background using GNU Screen
utility - giving it a name to use to reconnect or stop it later.
- Script that "stops" the server running under GNU Screen utility above.
- Script that "updates" the server forcibly using SteamCMD.
- Script that "checks" to see if an update should be applied.

There's lots of other maintenance stuff my scripts do to (zip old log
files, re-enforce some permissions that might get messed-up, overwrite some
critical customized files after an update, etc.).

I can e-mail you a copy of my "check" script for CS2 for reference, but you
wont be able to use it directly because of all the external
dependencies (calling my other scripts, etc.).
But if it helps you see how to parse the steam.ini file, the Steam API
call's results, etc - certainly willing to share.

On Thu, Dec 7, 2023 at 1:18 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Hi Mecha,
>
> Thanks for your reply.
>
> May I ask what your update script looks like? Maybe it's an idea to use
> cron and do a daily update(s) in stead of checking the API.
>
> Looking forward to hear from you.
>
> Best regards,
>
> Marcel
>
>
> On 07/12/2023 05:01, Mecha Weasel wrote:
>
> I am doing basically the same thing I do with other Source games:
>
> I have a "check" script that runs every hour.  It checks information from
> the game's steam.inf file using the Steam API update check URL (example:
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml)
> to see if a newer version of the app is available in Steam.
>
> If so, it then kicks-off an "update" script that basically invokes the
> SteamCMD app update for that appid (730 now for CS).
>
> Seems to be working, but still keeping an eye on it.
>
>
> On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)  wrote:
>
>> Hi,
>>
>> Is there a solution for auto updating a CS2 dedicated server on linux?
>>
>> Does '-autoupdate' do the trick in the startup line?
>>
>> I hope someone has a solution, I am now daily updating manually with
>> 'steamcmd' and 'app_update 730'.
>>
>> Best regards,
>>
>> Marcel
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
>
> ___
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Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread via hlds_linux list

I figured out the automated check:

/usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login 
 +app_update 730 +quit


And have it mailed to me:

/usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login 
 +app_update 730 +quit | mail -s "Counter-Strike 2 update" 



And put it in cron for a daily check at 6AM and 6PM:

0 6,18 * * * /usr/games/steamcmd +force_install_dir 
"/home/beringer/cs2-ds" +login  +app_update 730 +quit | 
mail -s "Counter-Strike 2 update" 


Still have to restart the server after an update, but at least now I get 
a notification and see if there was an update, so at the moment this 
works for me :)


Regards,

Marcel


On 07/12/2023 10:18, Marcel Beringer wrote:

Hi Mecha,

Thanks for your reply.

May I ask what your update script looks like? Maybe it's an idea to 
use cron and do a daily update(s) in stead of checking the API.


Looking forward to hear from you.

Best regards,

Marcel


On 07/12/2023 05:01, Mecha Weasel wrote:

I am doing basically the same thing I do with other Source games:

I have a "check" script that runs every hour.  It checks information 
from the game's steam.inf file using the Steam API update check URL 
(example: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml 
) 
to see if a newer version of the app is available in Steam.


If so, it then kicks-off an "update" script that basically invokes 
the SteamCMD app update for that appid (730 now for CS).


Seems to be working, but still keeping an eye on it.


On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at 
geforce.nl  (via hlds_linux list) 
 wrote:


Hi,

Is there a solution for auto updating a CS2 dedicated server on
linux?

Does '-autoupdate' do the trick in the startup line?

I hope someone has a solution, I am now daily updating manually with
'steamcmd' and 'app_update 730'.

Best regards,

Marcel
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Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread via hlds_linux list

Hi Mecha,

Thanks for your reply.

May I ask what your update script looks like? Maybe it's an idea to use 
cron and do a daily update(s) in stead of checking the API.


Looking forward to hear from you.

Best regards,

Marcel


On 07/12/2023 05:01, Mecha Weasel wrote:

I am doing basically the same thing I do with other Source games:

I have a "check" script that runs every hour.  It checks information 
from the game's steam.inf file using the Steam API update check URL 
(example: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml 
) 
to see if a newer version of the app is available in Steam.


If so, it then kicks-off an "update" script that basically invokes the 
SteamCMD app update for that appid (730 now for CS).


Seems to be working, but still keeping an eye on it.


On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at 
geforce.nl  (via hlds_linux list) 
 wrote:


Hi,

Is there a solution for auto updating a CS2 dedicated server on linux?

Does '-autoupdate' do the trick in the startup line?

I hope someone has a solution, I am now daily updating manually with
'steamcmd' and 'app_update 730'.

Best regards,

Marcel
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Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-06 Thread Mecha Weasel
I am doing basically the same thing I do with other Source games:

I have a "check" script that runs every hour.  It checks information from
the game's steam.inf file using the Steam API update check URL (example:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml)
to see if a newer version of the app is available in Steam.

If so, it then kicks-off an "update" script that basically invokes the
SteamCMD app update for that appid (730 now for CS).

Seems to be working, but still keeping an eye on it.


On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at geforce.nl
(via hlds_linux list)  wrote:

> Hi,
>
> Is there a solution for auto updating a CS2 dedicated server on linux?
>
> Does '-autoupdate' do the trick in the startup line?
>
> I hope someone has a solution, I am now daily updating manually with
> 'steamcmd' and 'app_update 730'.
>
> Best regards,
>
> Marcel
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
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Re: [hlds_linux] How to block fake servers?

2023-11-26 Thread via hlds_linux list

The game is completely unplayable, all servers are filled with fake servers.


https://prnt.sc/JHUc8fLUQ2n1

https://prnt.sc/uOQ9EFQDFS5l

https://prnt.sc/HEOFM4kNrQOJ

https://prnt.sc/lcb6m7eUnfgz

https://prnt.sc/_pQQQTO_7mLa


On 11/26/2023 10:50 PM, YUAN RUI - number201724 at me.com (via 
hlds_linux list) wrote:


In China, the CS server list is flooded with thousands of fake 
servers, resulting in the fact that only his server can be entered, 
and normal servers cannot be refreshed at all.


Can valve block these servers?


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Re: [hlds_linux] Re: Daily digest for hlds_linux@list.valvesoftware.com

2023-11-23 Thread via hlds_linux list

Oh wait it's not that bad! The file 'liblist.gam' is back to the default.

So only thing you have to do (when running metamod) is adding it again 
in the liblist.gam in the cstrike folder:


Change:
gamedll "dlls\mp.dll"
gamedll_linux "dlls/cs.so"
gamedll_osx "dlls/cs.dylib"

To:
gamedll_linux "addons/metamod/dlls/metamod_i386.so"

And then all is working again :)

Cheers,

Marcel Beringer


On 23/11/2023 14:20, Marcel Beringer - ruffneck at geforce.nl (via 
hlds_linux list) wrote:
This works for me, but you have to reinstall/reconfigure metamod and 
all of your modules :(


mb@cs16:~$ steamcmd
Redirecting stderr to '/home/mb/Steam/logs/stderr.txt'
Logging directory: '/home/mb/Steam/logs'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: 
cannot open shared object file: No such file or directory

OK

Steam>force_install_dir /home/mb/cs16

Steam>login anonymous

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK

Steam>app_update 90 -beta steam_legacy
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x61) downloading, progress: 24.14 (15651039 / 64835172)
 Update state (0x81) verifying update, progress: 53.19 (34487800 / 
64835172)

Success! App '90' fully installed.

Steam>quit

And then the server will start again.

Thanks Valve...


On 23/11/2023 01:51, Linux Dedicated Server Mailing List wrote:
Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<#msg23801438> - wickedplayer494 /(22 Nov 2023 02:38 UTC)/


------------
Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<https://list.valvesoftware.com/hlds_linux/msg/23801438/> by 
wickedplayer494 <mailto:wickedplayer...@gmail.com> /(22 Nov 2023 
02:38 UTC)/
Reply to list <mailto:hlds_linux@list.valvesoftware.com?Subject=Re: 
[hlds_linux] HL 2012-11-17 Update breaks dedicated 
server?=%3CCAAgn4f67b%2Bb399gHTwbqobE%3DCix3j2qK2uvwFKSLzdkXkR3LRA%40mail.gmail.com%3E%20%3CDB9PR03MB7465498287C5C8CD1FC5D00883B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f4j3ciji_s4n_M4xAxY3nTcLrYuoesg1JYCZG71%3DFjQOA%40mail.gmail.com%3E%20%3CDB9PR03MB7465639707625A11E57EAFDE83B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f7kD%3DauKFDRzwoOpLH0aDCW2pqsE8dT24Vmn2kS1GWz6g%40mail.gmail.com%3E%20%3CCAAgn4f4itc1398fn6hZJdFBaWm5kzgybH34bx%2Bmg6ar_bHkZ%2Bg%40mail.gmail.com%3E%20%3CCAAgn4f5JqxqpQjuv25sX-iYgGS1NuOVdwibPs5GGsMz3ed5S_w%40mail.gmail.com%3E%20%3Ce1e58b86-d59e-4648-9113-b90f2d5eff07%40geforce.nl%3E%20%3C370761876.2852341.1700298153125%40mail.yahoo.com%3E%20%3CCAAgn4f5Mj5_nRP54%3Dzz3%2BSfkQG-Qe2Hs_YPXVeWMAmTV3duw1g%40mail.gmail.com%3E%20%3C5d1fa8b6-94f0-4858-a4f3-b8ad7a131eb3%40gmail.com%3E>


The "steam_legacy" branch has just been made available on the
HLDS app for those who want or need it to get servers for broken
mods back up and running. As Sam mentioned, pass "-beta
steam_legacy" as part of your app_update command in SteamCMD.
On 11/18/2023 1:48 PM, Mecha Weasel wrote:
"The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build."
Any instructions anywhere on how to actually accomplish this via
SteamCMD?

On Sat, Nov 18, 2023 at 1:03?AM Milan - gadget_gadget1 at
yahoo.com <http://yahoo.com> (via hlds_linux list)
 wrote:
Right from the update page:
The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build.

Sent from Yahoo Mail on Android

<https://mail.onelink.me/107872968?pid=nativeplacement=Global_Acquisition_YMktg_315_Internal_EmailSignature_sub1=Acquisition_sub2=Global_YMktg_sub3=_sub4=10604_sub5=EmailSignature__Static_>

On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at
geforce.nl <http://geforce.nl> (via hlds_linux list)
 wrote:
I don't know what update this was, but it totally wrecked my
steam/half-life/cstrike install.

When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope I
have some attention now.

On my othe

Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-21 Thread wickedplayer494
The "steam_legacy" branch has just been made available on the HLDS app 
for those who want or need it to get servers for broken mods back up and 
running. As Sam mentioned, pass "-beta steam_legacy" as part of your 
app_update command in SteamCMD.


On 11/18/2023 1:48 PM, Mecha Weasel wrote:
"The previous version of the game has been archived to a publicly 
visible Beta branch named "steam_legacy", with the description 
"Pre-25th Anniversary Build." If a mod or feature is behaving in an 
unexpected way, you may need to run this archived build until the 
issue is resolved in the default build."


Any instructions anywhere on how to actually accomplish this via SteamCMD?

On Sat, Nov 18, 2023 at 1:03 AM Milan - gadget_gadget1 at yahoo.com 
 (via hlds_linux list) 
 wrote:


Right from the update page:

  * The previous version of the game has been archived to a
publicly visible Beta branch named "steam_legacy", with the
description "Pre-25th Anniversary Build." If a mod or feature
is behaving in an unexpected way, you may need to run this
archived build until the issue is resolved in the default build.



Sent from Yahoo Mail on Android



On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at
geforce.nl  (via hlds_linux list)
 wrote:
I don't know what update this was, but it totally wrecked my
steam/half-life/cstrike install.

When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope
I have some attention now.

On my other computer after auto updating Steam the same
happens, with the same errors.

Please advice.

Kind regards,

Marcel


On 18/11/2023 02:55, Mecha Weasel wrote:
Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!


On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel
 wrote:

Output of "update" process:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version
1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed:
steamservice.so: cannot open shared object file: No such
file or directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.


On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel
 wrote:

Well I just updated the existing installation that was
working for years.

Not errors during that process.

On Fri, Nov 17, 2023 at 1:55 PM Sam V
 wrote:

What's the output when you install the dedicated
server app? There was a problem where you had to
run the command multiple times to fully install
it, so some files could be missing.


On 17/11/2023 22:52, Mecha Weasel wrote:

Half-Life.
Is its dedicated server still installed via AppID
90? even though it's actually AppID 70? (that
dates back over a decade, I forget why).


On Fri, Nov 17, 2023 at 1:17 PM Sam V
 wrote:

Which game are you trying to host? Only
Half-Life works with this engine update,
other games require you to be running the
steam_legacy branch. That also includes mods.


On 17/11/2023 22:14, Mecha Weasel wrote:

Removed all my mods (metamod, amx-mox-x,
jk-botti, etc.), but still server crashes
after update to HL released today!

Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 

Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-18 Thread Sam V
Consult the SteamCMD documentation: 
https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_an_App



On 18/11/2023 20:48, Mecha Weasel wrote:
"The previous version of the game has been archived to a publicly 
visible Beta branch named "steam_legacy", with the description 
"Pre-25th Anniversary Build." If a mod or feature is behaving in an 
unexpected way, you may need to run this archived build until the 
issue is resolved in the default build."


Any instructions anywhere on how to actually accomplish this via SteamCMD?

On Sat, Nov 18, 2023 at 1:03 AM Milan - gadget_gadget1 at yahoo.com 
 (via hlds_linux list) 
 wrote:


Right from the update page:

  * The previous version of the game has been archived to a
publicly visible Beta branch named "steam_legacy", with the
description "Pre-25th Anniversary Build." If a mod or feature
is behaving in an unexpected way, you may need to run this
archived build until the issue is resolved in the default build.



Sent from Yahoo Mail on Android



On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at
geforce.nl  (via hlds_linux list)
 wrote:
I don't know what update this was, but it totally wrecked my
steam/half-life/cstrike install.

When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope
I have some attention now.

On my other computer after auto updating Steam the same
happens, with the same errors.

Please advice.

Kind regards,

Marcel


On 18/11/2023 02:55, Mecha Weasel wrote:
Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!


On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel
 wrote:

Output of "update" process:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version
1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed:
steamservice.so: cannot open shared object file: No such
file or directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.


On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel
 wrote:

Well I just updated the existing installation that was
working for years.

Not errors during that process.

On Fri, Nov 17, 2023 at 1:55 PM Sam V
 wrote:

What's the output when you install the dedicated
server app? There was a problem where you had to
run the command multiple times to fully install
it, so some files could be missing.


On 17/11/2023 22:52, Mecha Weasel wrote:

Half-Life.
Is its dedicated server still installed via AppID
90? even though it's actually AppID 70? (that
dates back over a decade, I forget why).


On Fri, Nov 17, 2023 at 1:17 PM Sam V
 wrote:

Which game are you trying to host? Only
Half-Life works with this engine update,
other games require you to be running the
steam_legacy branch. That also includes mods.


On 17/11/2023 22:14, Mecha Weasel wrote:

Removed all my mods (metamod, amx-mox-x,
jk-botti, etc.), but still server crashes
after update to HL released today!

Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio
 (valve)
Exe build: 19:52:19 Aug  3 2020 (8684)

Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-18 Thread Mecha Weasel
"The previous version of the game has been archived to a publicly visible
Beta branch named "steam_legacy", with the description "Pre-25th
Anniversary Build." If a mod or feature is behaving in an unexpected way,
you may need to run this archived build until the issue is resolved in the
default build."

Any instructions anywhere on how to actually accomplish this via SteamCMD?

On Sat, Nov 18, 2023 at 1:03 AM Milan - gadget_gadget1 at yahoo.com (via
hlds_linux list)  wrote:

> Right from the update page:
>
>
>- The previous version of the game has been archived to a publicly
>visible Beta branch named "steam_legacy", with the description "Pre-25th
>Anniversary Build." If a mod or feature is behaving in an unexpected way,
>you may need to run this archived build until the issue is resolved in the
>default build.
>
>
>
> Sent from Yahoo Mail on Android
> 
>
> On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at geforce.nl
> (via hlds_linux list)
>  wrote:
> I don't know what update this was, but it totally wrecked my
> steam/half-life/cstrike install.
>
> When trying to start Counter-Strike 1.6:
>
>
>
>
>
>
>
> I know, this has nothind to do with hlds_linux, but I do hope I have some
> attention now.
>
> On my other computer after auto updating Steam the same happens, with the
> same errors.
>
> Please advice.
>
> Kind regards,
>
> Marcel
>
>
> On 18/11/2023 02:55, Mecha Weasel wrote:
>
> Update:
> - Re-installed AppID 90 from scratch in a new folder.
> - Put all my custom content back-in (maps, etc.)
> - Re-enabled MetaMod in liblist.gam file, etc.
> - Testing now!
>
>
> On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel 
> wrote:
>
> Output of "update" process:
>
> [  0%] Checking for available updates...
> [] Verifying installation...
> Steam Console Client (c) Valve Corporation - version 1700160359
> -- type 'quit' to exit --
> Loading Steam API...dlmopen steamservice.so failed: steamservice.so:
> cannot open shared object file: No such file or directory
> OK
>
> Connecting anonymously to Steam Public...OK
> Waiting for client config...OK
> Waiting for user info...OK
> Success! App '90' already up to date.
>
>
> On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel 
> wrote:
>
> Well I just updated the existing installation that was working for years.
>
> Not errors during that process.
>
> On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:
>
> What's the output when you install the dedicated server app? There was a
> problem where you had to run the command multiple times to fully install
> it, so some files could be missing.
>
>
> On 17/11/2023 22:52, Mecha Weasel wrote:
>
> Half-Life.
> Is its dedicated server still installed via AppID 90? even though it's
> actually AppID 70? (that dates back over a decade, I forget why).
>
>
> On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
>
> Which game are you trying to host? Only Half-Life works with this engine
> update, other games require you to be running the steam_legacy branch. That
> also includes mods.
>
>
> On 17/11/2023 22:14, Mecha Weasel wrote:
>
> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server
> crashes after update to HL released today!
>
> Console output ...
> Auto-restarting the server on crash
>
> Console initialized.
> Using breakpad crash handler
> Setting breakpad minidump AppID = 70
> Forcing breakpad minidump interfaces to load
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Protocol version 48
> Exe version 1.1.2.2/Stdio (valve)
> Exe build: 19:52:19 Aug  3 2020 (8684)
> STEAM Auth Server
> Server IP address 162.248.88.40:6101
> Couldn't get GiveFnptrsToDll in
> Host_Error: Couldn't get DLL API from !
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
>
>
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> please visit:
> https://list.valvesoftware.com/
>
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-18 Thread via hlds_linux list
Right from the update page:
   
   - The previous version of the game has been archived to a publicly visible 
Beta branch named "steam_legacy", with the description "Pre-25th Anniversary 
Build." If a mod or feature is behaving in an unexpected way, you may need to 
run this archived build until the issue is resolved in the default build.


Sent from Yahoo Mail on Android 
 
  On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at geforce.nl (via 
hlds_linux list) wrote:I don't know what 
update this was, but it totally wrecked my steam/half-life/cstrike install.
 
 When trying to start Counter-Strike 1.6:
 
 
 
 
 
 
 
 I know, this has nothind to do with hlds_linux, but I do hope I have some 
attention now.
 
 On my other computer after auto updating Steam the same happens, with the same 
errors.
 
 Please advice.
 
 Kind regards,
 
 Marcel
 
 
 On 18/11/2023 02:55, Mecha Weasel wrote:
  
 
Update: - Re-installed AppID 90 from scratch in a new folder. - Put all my 
custom content back-in (maps, etc.) - Re-enabled MetaMod in liblist.gam file, 
etc. - Testing now! 
   
  On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel  
wrote:
  
 Output of "update" process: 
  [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation - version 1700160359
 -- type 'quit' to exit --
 Loading Steam API...dlmopen steamservice.so failed: steamservice.so: cannot 
open shared object file: No such file or directory
 OK
 
 Connecting anonymously to Steam Public...OK
 Waiting for client config...OK
 Waiting for user info...OK
 Success! App '90' already up to date.
  
   
  On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel  
wrote:
  
 Well I just updated the existing installation that was working for years. 
  Not errors during that process.  
  On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:
  
  
What's the output when you install the dedicated server app? There was a 
problem where you had to run the command multiple times to fully install it, so 
some files could be missing.
 

 
 On 17/11/2023 22:52, Mecha Weasel wrote:
  
 Half-Life. Is its dedicated server still installed via AppID 90? even though 
it's actually AppID 70? (that dates back over a decade, I forget why). 
   
  On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
  
  
Which game are you trying to host? Only Half-Life works with this engine 
update, other games require you to be running the steam_legacy branch. That 
also includes mods.
 
 

 
 On 17/11/2023 22:14, Mecha Weasel wrote:
  
 Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server 
crashes after update to HL released today! 
  Console output ...
 Auto-restarting the server on crash
  
 Console initialized.
 Using breakpad crash handler
 Setting breakpad minidump AppID = 70
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Protocol version 48
 Exe version 1.1.2.2/Stdio (valve)
 Exe build: 19:52:19 Aug  3 2020 (8684)
 STEAM Auth Server
 Server IP address 162.248.88.40:6101
 Couldn't get GiveFnptrsToDll in
 Host_Error: Couldn't get DLL API from !
 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
   
  
   
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread via hlds_linux list
I don't know what update this was, but it totally wrecked my 
steam/half-life/cstrike install.


When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope I have 
some attention now.


On my other computer after auto updating Steam the same happens, with 
the same errors.


Please advice.

Kind regards,

Marcel


On 18/11/2023 02:55, Mecha Weasel wrote:

Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!


On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel 
 wrote:


Output of "update" process:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed:
steamservice.so: cannot open shared object file: No such file or
directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.


On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel
 wrote:

Well I just updated the existing installation that was working
for years.

Not errors during that process.

On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:

What's the output when you install the dedicated server
app? There was a problem where you had to run the command
multiple times to fully install it, so some files could be
missing.


On 17/11/2023 22:52, Mecha Weasel wrote:

Half-Life.
Is its dedicated server still installed via AppID 90?
even though it's actually AppID 70? (that dates back over
a decade, I forget why).


On Fri, Nov 17, 2023 at 1:17 PM Sam V
 wrote:

Which game are you trying to host? Only Half-Life
works with this engine update, other games require
you to be running the steam_legacy branch. That also
includes mods.


On 17/11/2023 22:14, Mecha Weasel wrote:

Removed all my mods (metamod, amx-mox-x, jk-botti,
etc.), but still server crashes after update to HL
released today!

Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio  (valve)
Exe build: 19:52:19 Aug  3 2020 (8684)
STEAM Auth Server
Server IP address 162.248.88.40:6101

Couldn't get GiveFnptrsToDll in
Host_Error: Couldn't get DLL API from !
FATAL ERROR (shutting down): Host_Error: Couldn't
get DLL API from !


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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Mecha Weasel
Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!


On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel 
wrote:

> Output of "update" process:
>
> [  0%] Checking for available updates...
> [] Verifying installation...
> Steam Console Client (c) Valve Corporation - version 1700160359
> -- type 'quit' to exit --
> Loading Steam API...dlmopen steamservice.so failed: steamservice.so:
> cannot open shared object file: No such file or directory
> OK
>
> Connecting anonymously to Steam Public...OK
> Waiting for client config...OK
> Waiting for user info...OK
> Success! App '90' already up to date.
>
>
> On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel 
> wrote:
>
>> Well I just updated the existing installation that was working for years.
>>
>> Not errors during that process.
>>
>> On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:
>>
>>> What's the output when you install the dedicated server app? There was a
>>> problem where you had to run the command multiple times to fully install
>>> it, so some files could be missing.
>>>
>>>
>>> On 17/11/2023 22:52, Mecha Weasel wrote:
>>>
>>> Half-Life.
>>> Is its dedicated server still installed via AppID 90? even though it's
>>> actually AppID 70? (that dates back over a decade, I forget why).
>>>
>>>
>>> On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
>>>
 Which game are you trying to host? Only Half-Life works with this
 engine update, other games require you to be running the steam_legacy
 branch. That also includes mods.


 On 17/11/2023 22:14, Mecha Weasel wrote:

 Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still
 server crashes after update to HL released today!

 Console output ...
 Auto-restarting the server on crash

 Console initialized.
 Using breakpad crash handler
 Setting breakpad minidump AppID = 70
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Protocol version 48
 Exe version 1.1.2.2/Stdio (valve)
 Exe build: 19:52:19 Aug  3 2020 (8684)
 STEAM Auth Server
 Server IP address 162.248.88.40:6101
 Couldn't get GiveFnptrsToDll in
 Host_Error: Couldn't get DLL API from !
 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !


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 ___
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>>> ___
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Mecha Weasel
Output of "update" process:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: cannot
open shared object file: No such file or directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.


On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel 
wrote:

> Well I just updated the existing installation that was working for years.
>
> Not errors during that process.
>
> On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:
>
>> What's the output when you install the dedicated server app? There was a
>> problem where you had to run the command multiple times to fully install
>> it, so some files could be missing.
>>
>>
>> On 17/11/2023 22:52, Mecha Weasel wrote:
>>
>> Half-Life.
>> Is its dedicated server still installed via AppID 90? even though it's
>> actually AppID 70? (that dates back over a decade, I forget why).
>>
>>
>> On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
>>
>>> Which game are you trying to host? Only Half-Life works with this engine
>>> update, other games require you to be running the steam_legacy branch. That
>>> also includes mods.
>>>
>>>
>>> On 17/11/2023 22:14, Mecha Weasel wrote:
>>>
>>> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still
>>> server crashes after update to HL released today!
>>>
>>> Console output ...
>>> Auto-restarting the server on crash
>>>
>>> Console initialized.
>>> Using breakpad crash handler
>>> Setting breakpad minidump AppID = 70
>>> Forcing breakpad minidump interfaces to load
>>> Looking up breakpad interfaces from steamclient
>>> Calling BreakpadMiniDumpSystemInit
>>> Protocol version 48
>>> Exe version 1.1.2.2/Stdio (valve)
>>> Exe build: 19:52:19 Aug  3 2020 (8684)
>>> STEAM Auth Server
>>> Server IP address 162.248.88.40:6101
>>> Couldn't get GiveFnptrsToDll in
>>> Host_Error: Couldn't get DLL API from !
>>> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
>>>
>>>
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>>> please visit:
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Mecha Weasel
Well I just updated the existing installation that was working for years.

Not errors during that process.

On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:

> What's the output when you install the dedicated server app? There was a
> problem where you had to run the command multiple times to fully install
> it, so some files could be missing.
>
>
> On 17/11/2023 22:52, Mecha Weasel wrote:
>
> Half-Life.
> Is its dedicated server still installed via AppID 90? even though it's
> actually AppID 70? (that dates back over a decade, I forget why).
>
>
> On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
>
>> Which game are you trying to host? Only Half-Life works with this engine
>> update, other games require you to be running the steam_legacy branch. That
>> also includes mods.
>>
>>
>> On 17/11/2023 22:14, Mecha Weasel wrote:
>>
>> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still
>> server crashes after update to HL released today!
>>
>> Console output ...
>> Auto-restarting the server on crash
>>
>> Console initialized.
>> Using breakpad crash handler
>> Setting breakpad minidump AppID = 70
>> Forcing breakpad minidump interfaces to load
>> Looking up breakpad interfaces from steamclient
>> Calling BreakpadMiniDumpSystemInit
>> Protocol version 48
>> Exe version 1.1.2.2/Stdio (valve)
>> Exe build: 19:52:19 Aug  3 2020 (8684)
>> STEAM Auth Server
>> Server IP address 162.248.88.40:6101
>> Couldn't get GiveFnptrsToDll in
>> Host_Error: Couldn't get DLL API from !
>> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
>>
>>
>> ___
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>> please visit:
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Sam V
What's the output when you install the dedicated server app? There was a 
problem where you had to run the command multiple times to fully install 
it, so some files could be missing.



On 17/11/2023 22:52, Mecha Weasel wrote:

Half-Life.
Is its dedicated server still installed via AppID 90? even though it's 
actually AppID 70? (that dates back over a decade, I forget why).



On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:

Which game are you trying to host? Only Half-Life works with this
engine update, other games require you to be running the
steam_legacy branch. That also includes mods.


On 17/11/2023 22:14, Mecha Weasel wrote:

Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but
still server crashes after update to HL released today!

Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio  (valve)
Exe build: 19:52:19 Aug  3 2020 (8684)
STEAM Auth Server
Server IP address 162.248.88.40:6101 
Couldn't get GiveFnptrsToDll in
Host_Error: Couldn't get DLL API from !
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !


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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Mecha Weasel
Half-Life.
Is its dedicated server still installed via AppID 90? even though it's
actually AppID 70? (that dates back over a decade, I forget why).


On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:

> Which game are you trying to host? Only Half-Life works with this engine
> update, other games require you to be running the steam_legacy branch. That
> also includes mods.
>
>
> On 17/11/2023 22:14, Mecha Weasel wrote:
>
> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server
> crashes after update to HL released today!
>
> Console output ...
> Auto-restarting the server on crash
>
> Console initialized.
> Using breakpad crash handler
> Setting breakpad minidump AppID = 70
> Forcing breakpad minidump interfaces to load
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Protocol version 48
> Exe version 1.1.2.2/Stdio (valve)
> Exe build: 19:52:19 Aug  3 2020 (8684)
> STEAM Auth Server
> Server IP address 162.248.88.40:6101
> Couldn't get GiveFnptrsToDll in
> Host_Error: Couldn't get DLL API from !
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
>
>
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread Sam V
Which game are you trying to host? Only Half-Life works with this engine 
update, other games require you to be running the steam_legacy branch. 
That also includes mods.



On 17/11/2023 22:14, Mecha Weasel wrote:
Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still 
server crashes after update to HL released today!


Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio  (valve)
Exe build: 19:52:19 Aug  3 2020 (8684)
STEAM Auth Server
Server IP address 162.248.88.40:6101 
Couldn't get GiveFnptrsToDll in
Host_Error: Couldn't get DLL API from !
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !


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Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread Temmie S
Hey this actually has a really reasonable workaround for now, so I 
appreciate the link. Thank you


On 9/15/23 18:30, wickedplayer494 wrote:
For what it's worth there is an open issue on the Source-1-Games Linux 
issue tracker at 
https://github.com/ValveSoftware/Source-1-Games/issues/5043 that has a 
fair bit of momentum, especially recently (the issue's been open since 
mid-July).


On 9/15/2023 7:18 PM, Mecha Weasel wrote:
oh thats too bad.  This list is really for dedicated-server stuff .  
However, I am sure if anyone knows anything about why the 
client might be misbehaving, they will chime-in.

Good luck!


On Fri, Sep 15, 2023 at 5:16 PM  wrote:

It's launching the TF2 Linux client. I have not had this issue
with the dedicated servers as of this moment.

Sep 15, 2023 6:14:27 PM Mecha Weasel :

Is this Linux dedicated server build (appid 232250)? or a
launching the TF2 linux client? (appid 440)?


On Fri, Sep 15, 2023 at 5:05 PM Temmie S
 wrote:

Since the latest update yesterday I haven't been able to
boot the Linux version of TF2. I tried reinstalling and
resetting my copy.

When launched from terminal I get the following error:

pid 106751 != 106750, skipping destruction (fork without
exec?)

src/tcmalloc.cc:278] Attempt to free invalid pointer
0x9e87ad0
/home/user/.local/share/Steam/steamapps/common/Team
Fortress 2/hl2.sh: line 72: 106753 Aborted  (core dumped)
${GAME_DEBUGGER} "${GAMEROOT}"/${GAMEEXE} "$@"

Has anyone else experienced this error at all? A program
trying to access RAM it isn't allotted is generally
considered a bad thing.

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Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread wickedplayer494
For what it's worth there is an open issue on the Source-1-Games Linux 
issue tracker at 
https://github.com/ValveSoftware/Source-1-Games/issues/5043 that has a 
fair bit of momentum, especially recently (the issue's been open since 
mid-July).


On 9/15/2023 7:18 PM, Mecha Weasel wrote:
oh thats too bad.  This list is really for dedicated-server stuff .  
However, I am sure if anyone knows anything about why the client might 
be misbehaving, they will chime-in.

Good luck!


On Fri, Sep 15, 2023 at 5:16 PM  wrote:

It's launching the TF2 Linux client. I have not had this issue
with the dedicated servers as of this moment.

Sep 15, 2023 6:14:27 PM Mecha Weasel :

Is this Linux dedicated server build (appid 232250)? or a
launching the TF2 linux client? (appid 440)?


On Fri, Sep 15, 2023 at 5:05 PM Temmie S 
wrote:

Since the latest update yesterday I haven't been able to
boot the Linux version of TF2. I tried reinstalling and
resetting my copy.

When launched from terminal I get the following error:

pid 106751 != 106750, skipping destruction (fork without
exec?)

src/tcmalloc.cc:278] Attempt to free invalid pointer
0x9e87ad0
/home/user/.local/share/Steam/steamapps/common/Team
Fortress 2/hl2.sh: line 72: 106753 Aborted  (core dumped)
${GAME_DEBUGGER} "${GAMEROOT}"/${GAMEEXE} "$@"

Has anyone else experienced this error at all? A program
trying to access RAM it isn't allotted is generally
considered a bad thing.

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Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread Mecha Weasel
oh thats too bad.  This list is really for dedicated-server stuff .
However, I am sure if anyone knows anything about why the client might be
misbehaving, they will chime-in.
Good luck!


On Fri, Sep 15, 2023 at 5:16 PM  wrote:

> It's launching the TF2 Linux client. I have not had this issue with the
> dedicated servers as of this moment.
>
> Sep 15, 2023 6:14:27 PM Mecha Weasel :
>
> Is this Linux dedicated server build (appid 232250)? or a launching the
> TF2 linux client? (appid 440)?
>
>
> On Fri, Sep 15, 2023 at 5:05 PM Temmie S  wrote:
>
>> Since the latest update yesterday I haven't been able to boot the Linux
>> version of TF2. I tried reinstalling and resetting my copy.
>>
>> When launched from terminal I get the following error:
>>
>> pid 106751 != 106750, skipping destruction (fork without exec?)
>>
>> src/tcmalloc.cc:278] Attempt to free invalid pointer 0x9e87ad0
>> /home/user/.local/share/Steam/steamapps/common/Team Fortress 2/hl2.sh:
>> line 72: 106753 Aborted  (core dumped) ${GAME_DEBUGGER}
>> "${GAMEROOT}"/${GAMEEXE} "$@"
>>
>> Has anyone else experienced this error at all? A program trying to access
>> RAM it isn't allotted is generally considered a bad thing.
>>
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Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread boing8762
It's launching the TF2 Linux client. I have not had this issue with the 
dedicated servers as of this moment.

Sep 15, 2023 6:14:27 PM Mecha Weasel :

> Is this Linux dedicated server build (appid 232250)? or a launching the TF2 
> linux client? (appid 440)?
> 
> 
> On Fri, Sep 15, 2023 at 5:05 PM Temmie S  wrote:
>> 
>> Since the latest update yesterday I haven't been able to boot the Linux 
>> version of TF2. I tried reinstalling and resetting my copy.
>> 
>> When launched from terminal I get the following error:
>> 
>> pid 106751 != 106750, skipping destruction (fork without exec?)
>> 
>> src/tcmalloc.cc:278] Attempt to free invalid pointer 0x9e87ad0  
>> /home/user/.local/share/Steam/steamapps/common/Team Fortress 2/hl2.sh: line 
>> 72: 106753 Aborted  (core dumped) ${GAME_DEBUGGER} "${GAMEROOT}"/${GAMEEXE} 
>> "$@"
>> 
>> Has anyone else experienced this error at all? A program trying to access 
>> RAM it isn't allotted is generally considered a bad thing.
>> 
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Re: [hlds_linux] TF2 Invalid Pointer Error

2023-09-15 Thread Mecha Weasel
Is this Linux dedicated server build (appid 232250)? or a launching the TF2
linux client? (appid 440)?


On Fri, Sep 15, 2023 at 5:05 PM Temmie S  wrote:

> Since the latest update yesterday I haven't been able to boot the Linux
> version of TF2. I tried reinstalling and resetting my copy.
>
> When launched from terminal I get the following error:
>
> pid 106751 != 106750, skipping destruction (fork without exec?)
>
> src/tcmalloc.cc:278] Attempt to free invalid pointer 0x9e87ad0
> /home/user/.local/share/Steam/steamapps/common/Team Fortress 2/hl2.sh:
> line 72: 106753 Aborted  (core dumped) ${GAME_DEBUGGER}
> "${GAMEROOT}"/${GAMEEXE} "$@"
>
> Has anyone else experienced this error at all? A program trying to access
> RAM it isn't allotted is generally considered a bad thing.
>
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Re: [hlds_linux] Counter-Strike: Source: Server browser unusable due to massive spam

2023-08-12 Thread PRVY
Team Fortress 2 is now also affected by this 
exploit:https://github.com/ValveSoftware/Source-1-Games/issues/5101#issuecomment-1675095515

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Re: [hlds_linux] Counter-Strike: Source: Server browser unusable due to massive spam

2023-08-10 Thread PRVY
Yes, they are all marked as secured, I am located in Europe. Sometimes the 
master server list is completely broken.

It looks that the servers are by a Russian attacker.


From: Mecha Weasel 
Sent: Thursday, 10. Aug 2023 – 22:44  CEST +0200
To: hlds_linux@list.valvesoftware.com

Subject: Re: [hlds_linux] Counter-Strike: Source: Server browser unusable due 
to massive spam

IHave you tried filtering for "secure"?Personally, I am NOT seeing that at all 
in my client - even without filtering to "secure" only.

Could be region-specific maybe?
I'm in North America.

On Thu, Aug 10, 2023 at 7:37 AM PRVY  wrote:

Unfortunately this problem still persists. There are also reports on GitHub:

https://github.com/ValveSoftware/Source-1-Games/issues/5101

It is very important that Valve fixes that exploit, as this destroys the game.

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Re: [hlds_linux] Counter-Strike: Source: Server browser unusable due to massive spam

2023-08-10 Thread Mecha Weasel
IHave you tried filtering for "secure"?
Personally, I am NOT seeing that at all in my client - even without
filtering to "secure" only.
Could be region-specific maybe?
I'm in North America.

On Thu, Aug 10, 2023 at 7:37 AM PRVY  wrote:

> Unfortunately this problem still persists. There are also reports on
> GitHub:
> https://github.com/ValveSoftware/Source-1-Games/issues/5101
>
> It is very important that Valve fixes that exploit, as this destroys the
> game.
>
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Re: [hlds_linux] Counter-Strike: Source: Server browser unusable due to massive spam

2023-08-10 Thread PRVY
Unfortunately this problem still persists. There are also reports on GitHub:
https://github.com/ValveSoftware/Source-1-Games/issues/5101

It is very important that Valve fixes that exploit, as this destroys the game.

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-27 Thread Brie
Has the new tf2 update broken the ability to upload cosmetics for anyone
else? Game instantly crashes for me when I press on the cosmetics button in
the importer.

On Thu, Jul 27, 2023 at 7:51 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 8222439. The notes for the update are here:
>
> https://www.teamfortress.com/post.php?id=207059
>
> Thanks.
>
> -Eric
>
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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-16 Thread via hlds_linux list
We'll fix this with the next update. Thanks for the email.

-Eric


-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Temmie S
Sent: Saturday, July 15, 2023 11:06 AM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

It seems with the new update you are no longer able to capture the objective on 
pd_watergate

On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via hlds_linux list) 
wrote:
> We've released a mandatory update for TF2. The new version number is 8192807. 
> The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a crash when opening the achievement dialog
> - Fixed a bug where custom replacement materials in a map could 
> persist to other maps
> - Fixed a bug where some particles were not the using correct particle 
> types on clients
> - Fixed EmitSoundEx not using the correct sound name
> - Fixed the Strange Filter prefix for vsh_tinyrock
> - Fixed missing sounds and animation blends for the Taunt: Teufort 
> Tango
> - Fixed the equip_region for The Shrapnel Shell
> - Updated vsh_skirmish to fix an issue where some props would 
> disappear when viewed at certain angles
> - Updated pl_phoenix
>   - Fixed missing materials
>   - Fixed various physics props obstructing the payload cart
> - Updated vsh_nucleus
>   - Fixed an exploit that allowed players to build out of bounds
>   - Added decals to ammo pack locations throughout the map
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-15 Thread Temmie S
It seems with the new update you are no longer able to capture the 
objective on pd_watergate


On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via 
hlds_linux list) wrote:

We've released a mandatory update for TF2. The new version number is 8192807. 
The notes for the update are below.

Thanks.

-Eric

-

- Fixed a crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to 
other maps
- Fixed a bug where some particles were not the using correct particle types on 
clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when 
viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map

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

2023-07-12 Thread via hlds list
I’ll ping the developer who was working on that, but as far as I know it should 
be fixed for all cases.

-Eric



From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Wednesday, July 12, 2023 2:14 PM
To: hlds_linux 
Cc: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 

Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Regarding this patch note:

* Fixed the Mann vs. Machine upgrade panel closing after receiving a 
matchmaking party invite

There are a couple of other things that can cause it to close as well, like a 
player joining/leaving the server. Are these also fixed or does it still happen?
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Re: [hlds_linux] Re: [Csgo_servers] Counter-Strike 2 Test Dedicated Server?

2023-03-24 Thread Sam V
Valve announced on the csgo_servers mailing list they were upgrading to 
newer compilers a while back. I've included the post here:



   1.38.5.2 update - SteamRT v3 sniper - are you ready? /Vitaliy
   Genkin/ 03 Feb 2023 17:54 UTC

   Game update 1.38.5.2 introduced several Linux libraries compiled
   with GCC-5 or later. While we didn't expect any ABI
   incompatibilities, some community dedicated server systems needed to
   update their libstdc++ installation. Generally speaking, if your
   dedicated server is running on an older Linux OS, you should be able
   to recompile your libraries with a more recent version of GCC and
   add your library path to LD_PRELOAD. For example, libraries
   recompiled with GCC-9.3.0 worked well on CentOS7 for some community
   server operators.

   Going forward, we are planning to update our Linux compiler
   toolchain for dedicated servers with more recent libraries. Future
   libraries update will bump the requirements up to glibc 2.31 (Ubuntu
   20.04 / Debian 11), that's why we are reaching out to community
   server operators now and advising to upgrade production Linux OS
   installations ahead of time.

   The best option for operating community dedicated servers will be to
   host a Docker container on your Linux OS, even though running
   servers in an 'as is' fashion on a suitably recent Linux
   distribution with recent libraries might also work.

   A future update to our dedicated servers will be compiled against
   the sniper platform runtime, which we already publish here:
   https://gitlab.steamos.cloud/steamrt/sniper/platform/container_registry/95

   Using the sniper image runtime on community dedicated servers has
   the advantage that we will build our dedicated servers exactly for
   this target, and as long as the host Linux OS can run this Docker
   container, server operators will not have to deal with any ABI
   compatibility issues.

   We recommend that server operators should start preparing to run
   community dedicated servers using a suitable Linux OS & Docker
   solution. Server operators should be able to start using the sniper
   runtime image now, which is available here:
   https://gitlab.steamos.cloud/steamrt/sniper/platform/container_registry/95
   ... just run the current dedicated servers in it, and this will
   guarantee that your dedicated servers will be ready to run future
   updates when they are released.

   GL HF!


Check the mailing list archives if you need to know more.


Op 24/3/2023 om 9:07 AM schreef Mecha Weasel:
I spotted this video online. Of course, I can not be sure information 
contained is actually accurate.

https://youtu.be/ruGmwiE_xyI?t=20

It implies the need for community servers to get off any old Linux 
releases - mentioning Ubuntu 20.04 or later and Debian 11 or later.
It also seems to emphasize a long-term strategy to move dedicated 
servers to Docker containers, instead of running directly on the OS.


As I said, not sure about the reliability of the information.
But, short of official statements from Valve (hint), 





On Thu, Mar 23, 2023 at 12:37 PM Michael Flaherty - michaelwflaherty 
at me.com  (via csgo_servers list) 
 wrote:


You may run a dedicated server from the cs2 client with the
following.

cs2.exe -dedicated

There's no word of a separate "src2ds" bin, nor any further
elaboration for the future of community servers from Valve.
There's a blog post coming sometime in the future regarding this
topic, we'll have to wait.

Thanks,
- Michael Flaherty


On Mar 23, 2023, at 12:31 PM, Mecha Weasel
 wrote:


Is there any information available yet on hosting CS2 community
servers? Just an updated CS:GO server install? or something more
complicated?

Will there be a test dedicated server install available to the
community during the CS2 test?

- Weasel

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Re: [hlds_linux] SteamCMD seems to require login for HLDS install (fwd)

2023-01-24 Thread Vi
Oh! I'm super sorry then, I am bad at reading. I did try and launch it 
with the same error you got, and when trying to reupdate 90 on anonymous 
I had a |Error! App '90' state is 0x6 after update job. |After logging 
into an account with hl1 I was able to finish the update. That ends up 
being super weird then! Nothing seems to change on the steam side (90 
still gives 1, and 1 has the wads that are missing), but I can't say on 
behalf of others. Hope it gets fixed. and thanks for pointing out my 
ignorance :)


On 2023-01-18 04:45 em, MegaBrutal wrote:

But it seems to fail for you as well:

Error! App '90' state is 0x10E after update job.

It does install some files, but not the full installation.
Then HLDS fails to start:

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad



Vi  ezt írta (időpont: 2023. jan. 16., H, 3:51):


I could not reproduce this problem. After checking steamdb for 
records of changes and found nothing, i just attempted on my main 
server to download it anonymously and it worked 
(https://pastebin.com/tyd9gyrg). I believe the only two games that 
require verification is tf2 and csgo (def. csgo). Wish i knew what 
could be wrong though. Good luck on a fix!


On 2023-01-13 08:01 em, Weasel [Saphe.Space] wrote:

I think thats been true for many years now.
But yes, don't understand why hosting a server would need to "own" 
the game, rather than allowing "anonymous" login ( as used for way 
more modern intellectual properties).



On Fri, Jan 13, 2023 at 4:15 PM MegaBrutal 
 wrote:


Hi All,

HLDS (App 90) previously could be installed with anonymous login, 
but now

it fails. After a few hours of trying and investigating, I found in
content_log.txt that it tries to download from the following URL which
results in a 401 Unauthorized response:

http://steampipe.akamaized.net/depot/71/manifest/9183617604528345869/5

I thought to give it a try and log in with my Steam credentials on the
SteamCMD console, after which "app_update 90" run successfully. I set
"mod" to "valve", as I want to run an HLDM server.

What's the reason behind this? Is it an error or a purposeful 
change? It

makes automated installs significantly more troublesome. I have a
Dockerfile which installs HLDS while building a customized HLDM 
image, but

now it fails to compose. Anyone else run into this?


Best regards,
MegaBrutal
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TITLE:Maintainer
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Re: [hlds_linux] SteamCMD seems to require login for HLDS install (fwd)

2023-01-18 Thread MegaBrutal

But it seems to fail for you as well:

Error! App '90' state is 0x10E after update job.

It does install some files, but not the full installation.
Then HLDS fails to start:

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
FATAL ERROR (shutting down): W_LoadWadFile: couldn't load gfx.wad



Vi  ezt írta (időpont: 2023. jan. 16., H, 3:51):


I could not reproduce this problem. After checking steamdb for records of 
changes and found nothing, i just attempted on my main server to download it 
anonymously and it worked (https://pastebin.com/tyd9gyrg). I believe the only 
two games that require verification is tf2 and csgo (def. csgo). Wish i knew 
what could be wrong though. Good luck on a fix!

On 2023-01-13 08:01 em, Weasel [Saphe.Space] wrote:

I think thats been true for many years now.
But yes, don't understand why hosting a server would need to "own" the game, rather than 
allowing "anonymous" login ( as used for way more modern intellectual properties).


On Fri, Jan 13, 2023 at 4:15 PM MegaBrutal  wrote:


Hi All,

HLDS (App 90) previously could be installed with anonymous login, but now
it fails. After a few hours of trying and investigating, I found in
content_log.txt that it tries to download from the following URL which
results in a 401 Unauthorized response:

http://steampipe.akamaized.net/depot/71/manifest/9183617604528345869/5

I thought to give it a try and log in with my Steam credentials on the
SteamCMD console, after which "app_update 90" run successfully. I set
"mod" to "valve", as I want to run an HLDM server.

What's the reason behind this? Is it an error or a purposeful change? It
makes automated installs significantly more troublesome. I have a
Dockerfile which installs HLDS while building a customized HLDM image, but
now it fails to compose. Anyone else run into this?


Best regards,
MegaBrutal
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Re: [hlds_linux] SteamCMD seems to require login for HLDS install

2023-01-15 Thread Vi
I could not reproduce this problem. After checking steamdb for records 
of changes and found nothing, i just attempted on my main server to 
download it anonymously and it worked (https://pastebin.com/tyd9gyrg). I 
/believe /the only two games that require verification is tf2 and csgo 
(def. csgo). Wish i knew what could be wrong though. Good luck on a fix!


On 2023-01-13 08:01 em, Weasel [Saphe.Space] wrote:

I think thats been true for many years now.
But yes, don't understand why hosting a server would need to "own" the 
game, rather than allowing "anonymous" login ( as used for way more 
modern intellectual properties).



On Fri, Jan 13, 2023 at 4:15 PM MegaBrutal > wrote:


Hi All,

HLDS (App 90) previously could be installed with anonymous login,
but now
it fails. After a few hours of trying and investigating, I found in
content_log.txt that it tries to download from the following URL
which
results in a 401 Unauthorized response:

http://steampipe.akamaized.net/depot/71/manifest/9183617604528345869/5

I thought to give it a try and log in with my Steam credentials on
the
SteamCMD console, after which "app_update 90" run successfully. I set
"mod" to "valve", as I want to run an HLDM server.

What's the reason behind this? Is it an error or a purposeful
change? It
makes automated installs significantly more troublesome. I have a
Dockerfile which installs HLDS while building a customized HLDM
image, but
now it fails to compose. Anyone else run into this?


Best regards,
MegaBrutal
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TITLE:Maintainer
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Re: [hlds_linux] SteamCMD seems to require login for HLDS install

2023-01-13 Thread Weasel [Saphe.Space]
I think thats been true for many years now.
But yes, don't understand why hosting a server would need to "own" the
game, rather than allowing "anonymous" login ( as used for way more modern
intellectual properties).


On Fri, Jan 13, 2023 at 4:15 PM MegaBrutal 
wrote:

> Hi All,
>
> HLDS (App 90) previously could be installed with anonymous login, but now
> it fails. After a few hours of trying and investigating, I found in
> content_log.txt that it tries to download from the following URL which
> results in a 401 Unauthorized response:
>
> http://steampipe.akamaized.net/depot/71/manifest/9183617604528345869/5
>
> I thought to give it a try and log in with my Steam credentials on the
> SteamCMD console, after which "app_update 90" run successfully. I set
> "mod" to "valve", as I want to run an HLDM server.
>
> What's the reason behind this? Is it an error or a purposeful change? It
> makes automated installs significantly more troublesome. I have a
> Dockerfile which installs HLDS while building a customized HLDM image, but
> now it fails to compose. Anyone else run into this?
>
>
> Best regards,
> MegaBrutal
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-12-07 Thread Bakugo
As of this update, if a Spy tries to sap any building on a server running
on Windows, the server will crash. Happens on listen servers as well.

On Wed, Dec 7, 2022 at 1:18 AM Eric Smith - erics at valvesoftware.com (via
hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 7704440. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
>
> -
>
> - Updated the Festive Rack to fix missing paintable attribute
> - Updated Musical Maelstrom, Verdant Virtuoso, and Silver Serenade effects
> to fix max particle count
> - Updated pl_rumford_event to fix missing materials/models
> - Updated cp_frostwatch
> - Fixed being able to build on one of the roofs in stage 2
> - Fixed a door going through the floor in stage 3
> - Updated cp_gravelpit_snowy
> - Improved clipping
> - Fixed various perch spots
> - Decreased fog intensity
> - Removed unused particle system entities
> - Fixed a few floating trees
> - Adjusted vertical positions of snowman bombs
> - Adjusted lighting on metal sheets in blue spawn
> - Fireplaces will now light arrows
> - Added more func_dustmotes
> - Fixed some visible z-fighting
> - Minor detailing additions and adjustments
> - VScript support changes
> - Fixed lag compensation when friendly fire is enabled
> - Added better support for meshing player upgrades
> - Added GrantOrRemoveAllUpgrades method
> - Exposed currency UI when upgrades are enabled
> - Exposed upgrade history on the player when playing
> without a population manager
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-12-01 Thread Vi

good job on the vscript implantmentation! 

On 2022-12-01 06:58 em, Eric Smith - erics at valvesoftware.com (via 
hlds_linux list) wrote:

We've released a mandatory update for TF2. This is NOT the Smissmas update. The 
new version number is 7695204. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=166703

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
Seems to time out after 10-15 min, SteamCMD returns state 0x506 after 
update job for the appID. SrcDS then loads in to the previous build.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Tohru Adachi [mailto:to...@redsun.tf]
Sent: Saturday, October 8, 2022 at 1:53 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

I'm seeing inbound at ~53 bytes on steamCMD and on the Steam Client.
It's downloading, just very, very slowly.

   
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds_linux list)
[mailto:hlds_linux@list.valvesoftware.com]
Sent: Saturday, October 8, 2022 at 1:52 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

We’re investigating.

-Eric

*From:*hlds_linux@list.valvesoftware.com
 *On Behalf Of *gael coral
*Sent:* Friday, October 7, 2022 5:51 PM
*To:* hlds_linux@list.valvesoftware.com
*Subject:* [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2
update released

Same situation here



*De:*hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>> en nombre de Temmie S
mailto:boing8...@gmail.com>>
*Enviado:* viernes, 7 de octubre de 2022 05:48 p. m.
*Para:* hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>>
*Asunto:* Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at
91.63 (391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh mailto:nalek...@naleksuh.com>> wrote:

     Also, not sure if this issue is temporary or permanent but no-one
     can download the update. The download stays forever and never
     finishes. Multiple people not just me having this problem and no
     clients or servers have successfully updated.

      On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
     mailto:nalek...@naleksuh.com>>* wrote ---

     The blog post is labbeled as "Valve" and not "TF2 Team". Is this
     on purpose?

      On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
     valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D=0> 
(via hlds_linux list) <mailto:hlds_linux@list.valvesoftware.com>>* wrote ---


     ___
     To unsubscribe, edit your list preferences, or view the list
     archives,
     please visit:
     https://list.valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D=0>/

     We've released a mandatory update for TF2. The new version
     number is 7570091. The notes for the update can be found here:

     https://www.teamfortress.com/post.php?id=144159

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D=0>

     Thanks.

     -Eric

     ___
     To unsubscribe, edit your list preferences, or view the list
     archives,
     please visit:
     https://list.valvesoftware.com/

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D=0>

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<http

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
I'm seeing inbound at ~53 bytes on steamCMD and on the Steam Client. 
It's downloading, just very, very slowly.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds_linux list) 
[mailto:hlds_linux@list.valvesoftware.com]

Sent: Saturday, October 8, 2022 at 1:52 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

We’re investigating.

-Eric

*From:*hlds_linux@list.valvesoftware.com
 *On Behalf Of *gael coral
*Sent:* Friday, October 7, 2022 5:51 PM
*To:* hlds_linux@list.valvesoftware.com
*Subject:* [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2
update released

Same situation here



*De:*hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>> en nombre de Temmie S
mailto:boing8...@gmail.com>>
*Enviado:* viernes, 7 de octubre de 2022 05:48 p. m.
*Para:* hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>>
*Asunto:* Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at
91.63 (391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh mailto:nalek...@naleksuh.com>> wrote:

Also, not sure if this issue is temporary or permanent but no-one
can download the update. The download stays forever and never
finishes. Multiple people not just me having this problem and no
clients or servers have successfully updated.

 On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
mailto:nalek...@naleksuh.com>>* wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this
on purpose?

 On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D=0> 
(via hlds_linux list) <mailto:hlds_linux@list.valvesoftware.com>>* wrote ---


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<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D=0>/

We've released a mandatory update for TF2. The new version
number is 7570091. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D=0>

Thanks.

-Eric

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RE: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
We're investigating.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of gael coral
Sent: Friday, October 7, 2022 5:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Same situation here

De: hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>> 
en nombre de Temmie S mailto:boing8...@gmail.com>>
Enviado: viernes, 7 de octubre de 2022 05:48 p. m.
Para: 
hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>>
Asunto: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at 91.63 
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh 
mailto:nalek...@naleksuh.com>> wrote:
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh 
mailto:nalek...@naleksuh.com>> wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at 
valvesoftware.com<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D=0>
 (via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---




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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:


https://www.teamfortress.com/post.php?id=144159<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D=0>

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread gael coral
Same situation here

De: hlds_linux@list.valvesoftware.com  en 
nombre de Temmie S 
Enviado: viernes, 7 de octubre de 2022 05:48 p. m.
Para: hlds_linux@list.valvesoftware.com 
Asunto: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at 91.63 
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh 
mailto:nalek...@naleksuh.com>> wrote:
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh 
mailto:nalek...@naleksuh.com>> wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at 
valvesoftware.com<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D=0>
 (via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---




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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:


https://www.teamfortress.com/post.php?id=144159<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D=0>

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Temmie S
Can confirm when attempting to update my servers. Update gets stuck at 91.63
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh  wrote:

> Also, not sure if this issue is temporary or permanent but no-one can
> download the update. The download stays forever and never finishes.
> Multiple people not just me having this problem and no clients or servers
> have successfully updated.
>
>
>
>  On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh  >* wrote ---
>
> The blog post is labbeled as "Valve" and not "TF2 Team". Is this on
> purpose?
>
>
>
>  On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
> valvesoftware.com  (via hlds_linux list)
> >*
> wrote ---
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
> We've released a mandatory update for TF2. The new version number is
> 7570091. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=144159
>
> Thanks.
>
> -Eric
>
> ___
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>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
I'd assume this is an upstream fault with the distribution services for 
game clients and SteamCMD.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Naleksuh [mailto:nalek...@naleksuh.com]
Sent: Saturday, October 8, 2022 at 1:45 AM
To: hlds_linux
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Also, not sure if this issue is temporary or permanent but no-one can
download the update. The download stays forever and never finishes.
Multiple people not just me having this problem and no clients or
servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
* wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on
purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
mailto:hlds_linux@list.valvesoftware.com>>* wrote ---



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We've released a mandatory update for TF2. The new version
number is 7570091. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159


Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Naleksuh
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.







 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh  wrote 
---



The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?







 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list)  wrote ---









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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=144159 
 
Thanks. 
 
-Eric 
 
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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
It’s been fixed. Thanks.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Friday, October 7, 2022 5:36 PM
To: hlds_linux 
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---

We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Naleksuh
The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?







 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list)  wrote ---



We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=144159 
 
Thanks. 
 
-Eric 
 
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-30 Thread Julian - hi at notnite.com (via hlds_linux list)

Perhaps don't try and buy an invite to a service on a Valve mailing list?

On 5/30/2022 12:24 PM, Temmie S wrote:
Hey Vi how much do I have to pay you to get a Rise Up invitation. I've 
wanted one for years but I tend to be a bit of a recluse when it comes 
to chat rooms.


On Sun, May 29, 2022 at 8:37 PM Vi  wrote:

oh! you figured it out. i really should read the last email up
instead of first email down LMAO

well, whatever now, i already sent the emails :P

good job though!

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--
Sent from my Sega CD 32X
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-30 Thread Temmie S
Hey Vi how much do I have to pay you to get a Rise Up invitation. I've
wanted one for years but I tend to be a bit of a recluse when it comes to
chat rooms.

On Sun, May 29, 2022 at 8:37 PM Vi  wrote:

> oh! you figured it out. i really should read the last email up instead of
> first email down LMAO
>
> well, whatever now, i already sent the emails :P
>
> good job though!
>
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Vi
oh! you figured it out. i really should read the last email up instead 
of first email down LMAO


well, whatever now, i already sent the emails :P

good job though!
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Vi
good point, i typically run servers without one, so i never saw the 
error, but make sure you have a login per server. thanks! :D

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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Vi
Honestly, I would recommend it, that or any sort of container service 
for isolation. I don't think the server software was never meant to be 
ran with the same files at the same time, and would be fighting each 
other for resources. Plus, for other security reasons, it's better to 
run in containers. As for what container software is up to your 
preference. Since I know the most popular one is docker and I personally 
do not like docker.
However, if anyone else knows a better fix, please reply to the chain, 
because doing containers is a little resource heavy, so fixing the 
problem at hand would be better


On 5/29/2022 12:17 PM, Temmie S wrote:
So I posted this on the HLDS forums but I thought I'd send an email 
here too because someone else might see it.


So I recently tried to set up 4 TF2 servers on the same IP address 
since I have dedicated hardware for it. There is a unique server 
folder for each copy of the game inside a singular Steam CMD folder. I 
have each process for the servers running as unique GNU Screens at the 
same time as each other so I can enter them easily when I want to. 
Each server boots one at a time, and everything runs smoothly until 
the next one attempts to connect to Steam, to which it succeeds and 
the original one will say

Connection to Steam servers lost. (Result = 34)
without fail. This issue does not occur with only one server.

Steps I've taken to rectify this:
-Default server ports set to UDP only on the server and router firewalls.
-Set default outgoing ports and set to UDP only
-Set default steam ports and set to UDP only
-Set default sports (VAC port) and set to UDP only
-Installed regular Steam client and made sure that
steamclient.so
was accessible at
~/.steam/sdk32
(because some reason it was not by default)

I am really running out of ideas on what to do here. Is there anything 
else I could do? Do I have to make an individual Steam CMD instance 
for each server instance?


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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Temmie S
That was entirely it, thank you! I didn't realize you could have more than
one GSLT per game, and that was the missing context I needed. After
generating a few more tokens, everything is working as expected.

Thanks so much!

On Sun, May 29, 2022 at 4:38 PM Tohru Adachi  wrote:

> Are you by any chance using GSLT? Accidentally reusing a token can cause
> similar symptoms where servers using the same key can lose connection to
> the master server/cancel auth tickets/etc.
>
>
>   -
> 5DE7 65CE F99A B8FB 62A3
> 6613 A792 D15F DA9E F531
>
>
>  Original Message 
> From: Temmie S [mailto:boing8...@gmail.com]
> Sent: Sunday, May 29, 2022, 5:17 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Unable to Connect to Steam With More Than One
> Server at a Time
>
> So I posted this on the HLDS forums but I thought I'd send an email here
> too because someone else might see it.
>
> So I recently tried to set up 4 TF2 servers on the same IP address since
> I have dedicated hardware for it. There is a unique server folder for
> each copy of the game inside a singular Steam CMD folder. I have each
> process for the servers running as unique GNU Screens at the same time
> as each other so I can enter them easily when I want to. Each server
> boots one at a time, and everything runs smoothly until the next one
> attempts to connect to Steam, to which it succeeds and the original one
> will say
> Connection to Steam servers lost. (Result = 34)
> without fail. This issue does not occur with only one server.
>
> Steps I've taken to rectify this:
> -Default server ports set to UDP only on the server and router firewalls.
> -Set default outgoing ports and set to UDP only
> -Set default steam ports and set to UDP only
> -Set default sports (VAC port) and set to UDP only
> -Installed regular Steam client and made sure that
> steamclient.so
> was accessible at
> ~/.steam/sdk32
> (because some reason it was not by default)
>
> I am really running out of ideas on what to do here. Is there anything
> else I could do? Do I have to make an individual Steam CMD instance for
> each server instance?
>
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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-29 Thread Tohru Adachi
Are you by any chance using GSLT? Accidentally reusing a token can cause 
similar symptoms where servers using the same key can lose connection to 
the master server/cancel auth tickets/etc.



 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Temmie S [mailto:boing8...@gmail.com]
Sent: Sunday, May 29, 2022, 5:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Unable to Connect to Steam With More Than One 
Server at a Time


So I posted this on the HLDS forums but I thought I'd send an email here
too because someone else might see it.

So I recently tried to set up 4 TF2 servers on the same IP address since
I have dedicated hardware for it. There is a unique server folder for
each copy of the game inside a singular Steam CMD folder. I have each
process for the servers running as unique GNU Screens at the same time
as each other so I can enter them easily when I want to. Each server
boots one at a time, and everything runs smoothly until the next one
attempts to connect to Steam, to which it succeeds and the original one
will say
Connection to Steam servers lost. (Result = 34)
without fail. This issue does not occur with only one server.

Steps I've taken to rectify this:
-Default server ports set to UDP only on the server and router firewalls.
-Set default outgoing ports and set to UDP only
-Set default steam ports and set to UDP only
-Set default sports (VAC port) and set to UDP only
-Installed regular Steam client and made sure that
steamclient.so
was accessible at
~/.steam/sdk32
(because some reason it was not by default)

I am really running out of ideas on what to do here. Is there anything
else I could do? Do I have to make an individual Steam CMD instance for
each server instance?

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Re: [hlds_linux] HLDM:S Disable server "hibernation"

2022-05-26 Thread Vi
Mailing lists are most likely outdated forms of contact, but I see them 
as a good source of contact on the behalf of the fact valve gets to see 
them too and its formality.


For hibernation, It's curious on what is happening. Make sure you have 
your server OS not automatically disable the process when it lacks usage 
over a few hours. Try adding bots too, it might have an effect on how 
long the server lasts. If you know how to, also make it have a timer for 
automatic map changing, so it's always "updating" once in a while.
Sorry for not being able to tell you the exact convars, I usually don't 
notice hibernation, plus I do not run a hldms server. Also, sorry for 
late reply. I didn't think I'd be the only one answering.


On 5/16/2022 8:18 PM, Weasel [F] wrote:
Anybody know a way to disable Half-Life Deathmatch: Source dedicated 
server from "hibernating"?

Thanks.

PS: WAY too quiet here lately. :-)
--

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Re: [hlds_linux] @Valve any Log4J components?

2021-12-17 Thread Nicholas Hastings
No, none of those are Java applications nor use any Java libraries, 
including log4j.


-- Original Message --
From: "Mecha Weasel" 
To: "Half-Life dedicated Linux server mailing list" 


Sent: 12/17/2021 4:47:19 PM
Subject: [hlds_linux] @Valve any Log4J components?

Are there any Log4J library calls in in any of the customer-side stuff 
(client or server, Linux or Windows), such as:

* SteamClient
* SteamCMD
* HLDS?
* SrcDS?
* Various Valve game code?

Worried about possible Log4Shell vulnerabilities obviously.


--

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| | |  | |   |_| | |  | |  | | |
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-12-02 Thread Bakugo
Oh, and it also still happens with func_brush (stairs in the middle of
turbine)

On Fri, Dec 3, 2021 at 12:46 AM Bakugo  wrote:

> Fixed Wrap Assassin projectiles colliding with other projectiles and
>> func_lod entities
>>
> Still happens on the last point of badwater, it seems to collide with
> props too, not just func_lod.
>
> On Fri, Dec 3, 2021 at 12:07 AM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. This is the Smissmas 2021
>> update. The new version number is 6928179. The notes for the update can be
>> found here:
>>
>>   https://www.teamfortress.com/post.php?id=101867
>>
>> -Eric
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-12-02 Thread Bakugo
>
> Fixed Wrap Assassin projectiles colliding with other projectiles and
> func_lod entities
>
Still happens on the last point of badwater, it seems to collide with props
too, not just func_lod.

On Fri, Dec 3, 2021 at 12:07 AM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. This is the Smissmas 2021
> update. The new version number is 6928179. The notes for the update can be
> found here:
>
>   https://www.teamfortress.com/post.php?id=101867
>
> -Eric
>
> ___
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-11-16 Thread Bakugo
>
> Fixed Dragon's Fury, Short Circuit, and tf_projectile_energy_ring
> projectiles colliding with func_lod entities
>
Any chance we could get a fix for the similar but significantly worse issue
that affects the Wrap Assassin? Try using it in the last point of badwater
to see what I mean.

On Mon, Nov 15, 2021 at 11:42 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6896293. The notes for the update can be found here:
>
>   https://www.teamfortress.com/post.php?id=101361
>
> Thanks.
>
> -Eric
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Kyle Sanderson
tmpfs with overlay and casual dumping will help on the hlds side.
Netchannel is terribly slow though: so there's going to (continue to) be
hard stalls for clients if it's on-demand decals as it traditionally
blocked prior to this update.

I haven't ripped apart any of these patches in a while - quite interested
to see if outside of CGameClient::Disconnect is called reliably now as the
other paths were a crap shoot.

Kyle.

On Thu., Sep. 16, 2021, 23:23 wickedplayer494, 
wrote:

> Client hitching looks to be related to the change to spray retention
> behavior also being triggered on game startup (as well as disconnections as
> Naleksuh mentioned). Obviously for those on slower and/or older HDDs who
> have been playing the game for a while and have accumulated quite a
> collection of sprays, prolonged startup times after downloading haven't
> been entirely unheard of out there tonight.
>
> I am in agreement though that sdr_spew_level should be brought over from
> CS:GO/Dota 2 sooner rather than later for users to suppress console spew
> from relay pinging. Even if it's default 5 like CS:GO's is, which I think
> is still way too high for ordinary users (I always set it to 3), that's
> still fine by me.
>
> On 9/16/2021 10:11 PM, Mecha Weasel wrote:
>
> "Right now whenever a player joins or leaves a server the game will hang
> for ~5 seconds"
> - Not experiencing that myself (on Debian 10 here).
>
> But, yeah noticed the extra Steam-spam in the console for sure. ;-)
>
>
>
> On Thu, Sep 16, 2021 at 8:05 PM Naleksuh  wrote:
>
>> Any progress on future updates to address the issues here? Right now
>> whenever a player joins or leaves a server the game will hang for ~5
>> seconds. And bots have profile pictures for some reason now, probably
>> related to the Steam update.
>>
>> Also, whats with the contant pinging of Steam servers in the console?
>> Will that be removed?
>>
>> On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
>> (via hlds_linux list)  wrote:
>>
>>> We've released a mandatory update for TF2. The new version number is
>>> 6770799. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Fixed an exploit related to players impersonating other Steam accounts
>>> - Updated custom player sprays to be disabled for players by default
>>> -  Players can opt-in to see custom player sprays on community
>>> servers in the Advanced Options menu
>>> -  Custom player sprays and other temp files will be deleted
>>> when disconnecting from a server
>>> - Fixed an exploit related to creating unnamed Normal quality items
>>> - Removed the disconnect reason when a player leaves the server
>>> - Fixed the Fireproof Secret Diary not cloaking
>>> - Fixed the Medic's weapon not hiding during the High Five taunt
>>> - Fixed the equip_region for the Crocodile Dandy
>>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>>> trade-ups
>>> - Fixed the Heavy being able to crouch and jump while stunned
>>> - Fixed overhead player icons not drawing while connected to match
>>> servers
>>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>>> entities
>>> - Updated the tf_generic_bomb entity to allow passing the activator in
>>> the OnDetonate output
>>> -  Toggle this feature using the Pass Activator option. Default
>>> is No.
>>> - Updated several of the Summer 2021 cosmetic items to add
>>> item_type_name descriptions
>>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>>> "has team color paintkit" attribute
>>> - Updated material for the Hazard Headgear to fix problems with painting
>>> and using minmap
>>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>>> - Updated description of the "Strange Part: Player Hits" item to match
>>> its name
>>> - Updated materials for the Time Out Therapy taunt
>>> - Updated the material for the RED dueling icon to match the BLU dueling
>>> icon
>>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to
>>> fix size and centering issues
>>> - Updated the description for the Backpack Expander
>>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>>> fix a problem when taunting
>>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>>> Australium background for death notices
>>> - Updated the link for the New User Forum button in the main menu
>>> - Updated/Added some tournament medals
>>> - Updated the localization files
>>> - Updated cp_snakewater_final1
>>> -  Minor visual fixes
>>> -  Minor clipping fixes
>>> -  Slightly increased spawn time when attacking last
>>> -  Fixed some jumps being made impossible in previous update
>>> -  Made some areas like respawn doors smoother to walk past
>>> -  Nature & Wildlife preservation 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread wickedplayer494
Client hitching looks to be related to the change to spray retention 
behavior also being triggered on game startup (as well as disconnections 
as Naleksuh mentioned). Obviously for those on slower and/or older HDDs 
who have been playing the game for a while and have accumulated quite a 
collection of sprays, prolonged startup times after downloading haven't 
been entirely unheard of out there tonight.


I am in agreement though that sdr_spew_level should be brought over from 
CS:GO/Dota 2 sooner rather than later for users to suppress console spew 
from relay pinging. Even if it's default 5 like CS:GO's is, which I 
think is still way too high for ordinary users (I always set it to 3), 
that's still fine by me.


On 9/16/2021 10:11 PM, Mecha Weasel wrote:
"Right now whenever a player joins or leaves a server the game will 
hang for ~5 seconds"

- Not experiencing that myself (on Debian 10 here).

But, yeah noticed the extra Steam-spam in the console for sure. ;-)



On Thu, Sep 16, 2021 at 8:05 PM Naleksuh > wrote:


Any progress on future updates to address the issues here? Right
now whenever a player joins or leaves a server the game will hang
for ~5 seconds. And bots have profile pictures for some reason
now, probably related to the Steam update.

Also, whats with the contant pinging of Steam servers in the
console? Will that be removed?

On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at
valvesoftware.com  (via hlds_linux list)
mailto:hlds_linux@list.valvesoftware.com>> wrote:

We've released a mandatory update for TF2. The new version
number is 6770799. The notes for the update are below.

Thanks.

-Eric



- Fixed an exploit related to players impersonating other
Steam accounts
- Updated custom player sprays to be disabled for players by
default
        -  Players can opt-in to see custom player sprays on
community servers in the Advanced Options menu
        -  Custom player sprays and other temp files will be
deleted when disconnecting from a server
- Fixed an exploit related to creating unnamed Normal quality
items
- Removed the disconnect reason when a player leaves the server
- Fixed the Fireproof Secret Diary not cloaking
- Fixed the Medic's weapon not hiding during the High Five taunt
- Fixed the equip_region for the Crocodile Dandy
- Fixed taunt_medic_heroic.wav not playing during case
openings and trade-ups
- Fixed the Heavy being able to crouch and jump while stunned
- Fixed overhead player icons not drawing while connected to
match servers
- Fixed Dragon's Fury projectiles not passing through
tf_generic_bomb entities
- Updated the tf_generic_bomb entity to allow passing the
activator in the OnDetonate output
        -  Toggle this feature using the Pass Activator
option. Default is No.
- Updated several of the Summer 2021 cosmetic items to add
item_type_name descriptions
- Updated the Coffin Nail warpaint for the shotgun to add the
missing "has team color paintkit" attribute
- Updated material for the Hazard Headgear to fix problems
with painting and using minmap
- Updated item schema with community fixes from Andrés S.
(rabscootle)
- Updated Spy invis materials with community fixes from Liam
Stone (boba)
- Updated description of the "Strange Part: Player Hits" item
to match its name
- Updated materials for the Time Out Therapy taunt
- Updated the material for the RED dueling icon to match the
BLU dueling icon
- Updated backpack images for the Mislaid Sweater and Mr.
Quackers to fix size and centering issues
- Updated the description for the Backpack Expander
- Updated the Resonation, Aggradation, and Lucidation unusual
effects to fix a problem when taunting
- Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to
use the Australium background for death notices
- Updated the link for the New User Forum button in the main menu
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
        -  Minor visual fixes
        -  Minor clipping fixes
        -  Slightly increased spawn time when attacking last
        -  Fixed some jumps being made impossible in previous
update
        -  Made some areas like respawn doors smoother to walk
past
        -  Nature & Wildlife preservation measures




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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
"Right now whenever a player joins or leaves a server the game will hang
for ~5 seconds"
- Not experiencing that myself (on Debian 10 here).

But, yeah noticed the extra Steam-spam in the console for sure. ;-)



On Thu, Sep 16, 2021 at 8:05 PM Naleksuh  wrote:

> Any progress on future updates to address the issues here? Right now
> whenever a player joins or leaves a server the game will hang for ~5
> seconds. And bots have profile pictures for some reason now, probably
> related to the Steam update.
>
> Also, whats with the contant pinging of Steam servers in the console? Will
> that be removed?
>
> On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. The new version number is
>> 6770799. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> 
>>
>> - Fixed an exploit related to players impersonating other Steam accounts
>> - Updated custom player sprays to be disabled for players by default
>> -  Players can opt-in to see custom player sprays on community
>> servers in the Advanced Options menu
>> -  Custom player sprays and other temp files will be deleted when
>> disconnecting from a server
>> - Fixed an exploit related to creating unnamed Normal quality items
>> - Removed the disconnect reason when a player leaves the server
>> - Fixed the Fireproof Secret Diary not cloaking
>> - Fixed the Medic's weapon not hiding during the High Five taunt
>> - Fixed the equip_region for the Crocodile Dandy
>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>> trade-ups
>> - Fixed the Heavy being able to crouch and jump while stunned
>> - Fixed overhead player icons not drawing while connected to match servers
>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>> entities
>> - Updated the tf_generic_bomb entity to allow passing the activator in
>> the OnDetonate output
>> -  Toggle this feature using the Pass Activator option. Default
>> is No.
>> - Updated several of the Summer 2021 cosmetic items to add item_type_name
>> descriptions
>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>> "has team color paintkit" attribute
>> - Updated material for the Hazard Headgear to fix problems with painting
>> and using minmap
>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>> - Updated description of the "Strange Part: Player Hits" item to match
>> its name
>> - Updated materials for the Time Out Therapy taunt
>> - Updated the material for the RED dueling icon to match the BLU dueling
>> icon
>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
>> size and centering issues
>> - Updated the description for the Backpack Expander
>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>> fix a problem when taunting
>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>> Australium background for death notices
>> - Updated the link for the New User Forum button in the main menu
>> - Updated/Added some tournament medals
>> - Updated the localization files
>> - Updated cp_snakewater_final1
>> -  Minor visual fixes
>> -  Minor clipping fixes
>> -  Slightly increased spawn time when attacking last
>> -  Fixed some jumps being made impossible in previous update
>> -  Made some areas like respawn doors smoother to walk past
>> -  Nature & Wildlife preservation measures
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>
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> please visit:
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-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

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

2021-09-16 Thread Naleksuh
Any progress on future updates to address the issues here? Right now
whenever a player joins or leaves a server the game will hang for ~5
seconds. And bots have profile pictures for some reason now, probably
related to the Steam update.

Also, whats with the contant pinging of Steam servers in the console? Will
that be removed?

On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6770799. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Fixed an exploit related to players impersonating other Steam accounts
> - Updated custom player sprays to be disabled for players by default
> -  Players can opt-in to see custom player sprays on community
> servers in the Advanced Options menu
> -  Custom player sprays and other temp files will be deleted when
> disconnecting from a server
> - Fixed an exploit related to creating unnamed Normal quality items
> - Removed the disconnect reason when a player leaves the server
> - Fixed the Fireproof Secret Diary not cloaking
> - Fixed the Medic's weapon not hiding during the High Five taunt
> - Fixed the equip_region for the Crocodile Dandy
> - Fixed taunt_medic_heroic.wav not playing during case openings and
> trade-ups
> - Fixed the Heavy being able to crouch and jump while stunned
> - Fixed overhead player icons not drawing while connected to match servers
> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
> entities
> - Updated the tf_generic_bomb entity to allow passing the activator in the
> OnDetonate output
> -  Toggle this feature using the Pass Activator option. Default is
> No.
> - Updated several of the Summer 2021 cosmetic items to add item_type_name
> descriptions
> - Updated the Coffin Nail warpaint for the shotgun to add the missing "has
> team color paintkit" attribute
> - Updated material for the Hazard Headgear to fix problems with painting
> and using minmap
> - Updated item schema with community fixes from Andrés S. (rabscootle)
> - Updated Spy invis materials with community fixes from Liam Stone (boba)
> - Updated description of the "Strange Part: Player Hits" item to match its
> name
> - Updated materials for the Time Out Therapy taunt
> - Updated the material for the RED dueling icon to match the BLU dueling
> icon
> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
> size and centering issues
> - Updated the description for the Backpack Expander
> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
> fix a problem when taunting
> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
> Australium background for death notices
> - Updated the link for the New User Forum button in the main menu
> - Updated/Added some tournament medals
> - Updated the localization files
> - Updated cp_snakewater_final1
> -  Minor visual fixes
> -  Minor clipping fixes
> -  Slightly increased spawn time when attacking last
> -  Fixed some jumps being made impossible in previous update
> -  Made some areas like respawn doors smoother to walk past
> -  Nature & Wildlife preservation measures
>
>
>
>
> ___
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> please visit:
> https://list.valvesoftware.com/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Tohru Adachi
A build was triggered 15 minutes ago on the SM GitHub, so there should 
be a working build soon.


 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
Sent: Friday, September 17, 2021, 2:14 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files,
etc.), and base TF2 seems to run fine.  So, looking into updates to SM
and MM:S.

On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi mailto:to...@redsun.tf>> wrote:

I believe it's likely down to SourceMod not yet being updated for the
changes on CBasePlayer - GetSteamID was changed in place of
GetPlayerAddress to stop bots spoofing IDs from what I've seen.

Could be wrong though.

 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club
]
Sent: Friday, September 17, 2021, 2:06 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo mailto:bakugo...@gmail.com>
>> wrote:

       >Updated custom player sprays to be disabled for players by
default
       >Custom player sprays and other temp files will be deleted when
      disconnecting from a server

      More anti-community server updates, very cool

      Also it is just me or does the game take longer to start up &
      disconnect from a server because of this?

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--


+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+



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With regards,

Tohru Adachi
Services Administrator
https://redsun.tf


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.

On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:

> I believe it's likely down to SourceMod not yet being updated for the
> changes on CBasePlayer - GetSteamID was changed in place of
> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>
> Could be wrong though.
>
>  Original Message 
> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
> Sent: Friday, September 17, 2021, 2:06 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>
> Anybody (else) having issues with SRCDS segfaulting since today's TF2
> update?
>
> In my case, this is on Debian Linux 10.
>
> Will doing additional troubleshooting obviously (disable SM, etc.)
>
>
> On Thu, Sep 16, 2021 at 4:14 PM Bakugo  > wrote:
>
>   >Updated custom player sprays to be disabled for players by default
>   >Custom player sprays and other temp files will be deleted when
>  disconnecting from a server
>
>  More anti-community server updates, very cool
>
>  Also it is just me or does the game take longer to start up &
>  disconnect from a server because of this?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

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

2021-09-16 Thread Tohru Adachi
I believe it's likely down to SourceMod not yet being updated for the 
changes on CBasePlayer - GetSteamID was changed in place of 
GetPlayerAddress to stop bots spoofing IDs from what I've seen.


Could be wrong though.

 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
Sent: Friday, September 17, 2021, 2:06 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo mailto:bakugo...@gmail.com>> wrote:

 >Updated custom player sprays to be disabled for players by default
 >Custom player sprays and other temp files will be deleted when
disconnecting from a server

More anti-community server updates, very cool

Also it is just me or does the game take longer to start up &
disconnect from a server because of this?

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

2021-09-16 Thread Mecha Weasel
Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo  wrote:

> >Updated custom player sprays to be disabled for players by default
> >Custom player sprays and other temp files will be deleted when
> disconnecting from a server
>
> More anti-community server updates, very cool
>
> Also it is just me or does the game take longer to start up & disconnect
> from a server because of this?
>
> On Thu, Sep 16, 2021 at 11:47 PM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. The new version number is
>> 6770799. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> 
>>
>> - Fixed an exploit related to players impersonating other Steam accounts
>> - Updated custom player sprays to be disabled for players by default
>> -  Players can opt-in to see custom player sprays on community
>> servers in the Advanced Options menu
>> -  Custom player sprays and other temp files will be deleted when
>> disconnecting from a server
>> - Fixed an exploit related to creating unnamed Normal quality items
>> - Removed the disconnect reason when a player leaves the server
>> - Fixed the Fireproof Secret Diary not cloaking
>> - Fixed the Medic's weapon not hiding during the High Five taunt
>> - Fixed the equip_region for the Crocodile Dandy
>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>> trade-ups
>> - Fixed the Heavy being able to crouch and jump while stunned
>> - Fixed overhead player icons not drawing while connected to match servers
>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>> entities
>> - Updated the tf_generic_bomb entity to allow passing the activator in
>> the OnDetonate output
>> -  Toggle this feature using the Pass Activator option. Default
>> is No.
>> - Updated several of the Summer 2021 cosmetic items to add item_type_name
>> descriptions
>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>> "has team color paintkit" attribute
>> - Updated material for the Hazard Headgear to fix problems with painting
>> and using minmap
>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>> - Updated description of the "Strange Part: Player Hits" item to match
>> its name
>> - Updated materials for the Time Out Therapy taunt
>> - Updated the material for the RED dueling icon to match the BLU dueling
>> icon
>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
>> size and centering issues
>> - Updated the description for the Backpack Expander
>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>> fix a problem when taunting
>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>> Australium background for death notices
>> - Updated the link for the New User Forum button in the main menu
>> - Updated/Added some tournament medals
>> - Updated the localization files
>> - Updated cp_snakewater_final1
>> -  Minor visual fixes
>> -  Minor clipping fixes
>> -  Slightly increased spawn time when attacking last
>> -  Fixed some jumps being made impossible in previous update
>> -  Made some areas like respawn doors smoother to walk past
>> -  Nature & Wildlife preservation measures
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

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

2021-09-16 Thread Bakugo
>Updated custom player sprays to be disabled for players by default
>Custom player sprays and other temp files will be deleted when
disconnecting from a server

More anti-community server updates, very cool

Also it is just me or does the game take longer to start up & disconnect
from a server because of this?

On Thu, Sep 16, 2021 at 11:47 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6770799. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Fixed an exploit related to players impersonating other Steam accounts
> - Updated custom player sprays to be disabled for players by default
> -  Players can opt-in to see custom player sprays on community
> servers in the Advanced Options menu
> -  Custom player sprays and other temp files will be deleted when
> disconnecting from a server
> - Fixed an exploit related to creating unnamed Normal quality items
> - Removed the disconnect reason when a player leaves the server
> - Fixed the Fireproof Secret Diary not cloaking
> - Fixed the Medic's weapon not hiding during the High Five taunt
> - Fixed the equip_region for the Crocodile Dandy
> - Fixed taunt_medic_heroic.wav not playing during case openings and
> trade-ups
> - Fixed the Heavy being able to crouch and jump while stunned
> - Fixed overhead player icons not drawing while connected to match servers
> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
> entities
> - Updated the tf_generic_bomb entity to allow passing the activator in the
> OnDetonate output
> -  Toggle this feature using the Pass Activator option. Default is
> No.
> - Updated several of the Summer 2021 cosmetic items to add item_type_name
> descriptions
> - Updated the Coffin Nail warpaint for the shotgun to add the missing "has
> team color paintkit" attribute
> - Updated material for the Hazard Headgear to fix problems with painting
> and using minmap
> - Updated item schema with community fixes from Andrés S. (rabscootle)
> - Updated Spy invis materials with community fixes from Liam Stone (boba)
> - Updated description of the "Strange Part: Player Hits" item to match its
> name
> - Updated materials for the Time Out Therapy taunt
> - Updated the material for the RED dueling icon to match the BLU dueling
> icon
> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
> size and centering issues
> - Updated the description for the Backpack Expander
> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
> fix a problem when taunting
> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
> Australium background for death notices
> - Updated the link for the New User Forum button in the main menu
> - Updated/Added some tournament medals
> - Updated the localization files
> - Updated cp_snakewater_final1
> -  Minor visual fixes
> -  Minor clipping fixes
> -  Slightly increased spawn time when attacking last
> -  Fixed some jumps being made impossible in previous update
> -  Made some areas like respawn doors smoother to walk past
> -  Nature & Wildlife preservation measures
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
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Re: [hlds_linux] Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-03 Thread Kyle Sanderson
Thanks team. There were a lot more changes than what's documented. Only
(currently-known) fallout I had was the Steam3 change from 2017 that
finally came into the games. Overall it sounds good from my playerbase, one
guy was a little annoyed at the weekend breakage scavenger hunt but it was
just stepping through gdb with them.

For reference if anyone else is running Connect.ext, here's the patch (from
4~ years ago):
https://github.com/asherkin/connect/commit/f557476d6bc0dca7f4c94a3718ec63d4ab15b5db

Kyle.

On Fri, 2 Jul 2021, 13:43 Eric Smith - erics at valvesoftware.com (via
hlds_linux list),  wrote:

> We've released mandatory updates for Counter-Strike: Source, Day of
> Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source.
> The new version number for each game is 6630498. The notes for the updates
> are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Numerous security and stability improvements
>
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