Make sure the steam_api.dll file was updated properly, that export is in that
file.
- Alfred
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Robert C
Sent: Monday, February 16, 2009 6:30 PM
To: Half-Life
We can reproduce the crash on startup for win32 and are working on a fix, it
should be out right quick.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 17, 2008 9:42 PM
To: Half-Life dedicated Win32
for providing such a detailed report.
- Alfred
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For the win32 server you need to run srcds -game left4dead right now,
running just srcds will fail to launch. We are working on an update so
you can run just srcds.
Linux guys are not effected by this problem.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL
/steamclient_linux.so should be:
1959a19791cf70bf0f58ce4b3aeb6c6e bin/steamclient_linux.so
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Chris Brunelle
Sent: Thursday, November 06, 2008 8:39 AM
To: 'Half-Life dedicated Win32 server mailing
The client is NOT required and generally should NOT be run on a machine
running dedicated servers (though it will work). If you did happen to
run it though you would need to make sure it was updated.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED
demo base verion 2
From: Alfred Reynolds
[EMAIL PROTECTED] To: Half-Life dedicated Win32 server
mailing list hlds@list.valvesoftware.com Sent: Thursday, November
6,
2008 10:46:08 AM Subject: Re: [hlds] Left 4 Dead dedicated servers
For the: * Unable
. This is strictly a dedicated
server.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, November 06, 2008 10:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead dedicated servers
That line isn't a problem.
*registry.cpp (216) : Assertion Failed: !Implement me*
It's a reminder to me to implement that functionality at some point :)
The DS doesn't currently need it.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf
They are a problem but I believe the problem is with the OS itself, I have
reports of less ancient versions of FreeBSD work. So time to upgrade :)
-Original Message-
From: Reuben Yap [mailto:[EMAIL PROTECTED]
Sent: Friday, October 24, 2008 11:19 AM
To: Alfred Reynolds; Half-Life
(that pipes assert)
- Demo record in hltv
and the constant optimisations to further help CPU usage (yes, I am
looking at you Linux!).
- Alfred
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Any addons will have to update themselves, which is why the beta ran for
a couple months.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of [Me109] Private Dyin
Sent: Wednesday, October 22, 2008 5:48 PM
To: Half-Life dedicated Win32
]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Wednesday, October 22, 2008 9:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Half-Life 1 Engine Update Released
Any addons will have to update themselves, which is why the beta ran
for
a couple months
I have found the problem with having a banned.cfg in your server.cfg or
autoexec.cfg, a fix will be out shortly.
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Wednesday, October 22, 2008 8:24 PM
To: Half-Life dedicated
the setmaster
command, so remove any setmaster calls until we can release a fix for
the issue.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Wednesday, October 22, 2008 4:49 PM
To: [EMAIL PROTECTED]; Half-Life dedicated
you test the server on your setup.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_linux-
[EMAIL PROTECTED] On Behalf Of Pawel
Sent: Sunday, September 28, 2008 4:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike 1.6
The fix for this just went live so make sure you update your servers. We
have much better error reporting in this beta build so it would really
help if we could get more people up and running on servers, I have
already fixed a few long standing crashes with your help :)
- Alfred
-Original
I am still trying to track down the leak in the player list where it
reports people playing on the server that are no longer connected, if
someone finds a way to reproduce this (I suspect its to do with how the
player disconnects from the server) then please drop me an email off
list.
- Alfred
And like that, he was gone.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
Sent: Friday, June 20, 2008 12:30 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released
No, the achievement fixes are client side (and steam backend server
side). The game server fixes were to a couple exploits so in theory you
can choose to not install them (though you are strongly encouraged to as
they fix known exploits).
- Alfred
-Original Message-
From: [EMAIL
Only RCON uses TCP, it looks like it chews too much CPU throwing away
the garbage data, we are fixing that up.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Monday, April 28, 2008 10:26 PM
To: Half-Life dedicated
, when you see it next time try out those cvars that Andreas
posted.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, April 21, 2008 9:54 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds
Can you run the following commands and send me the output please:
cd game server dir/orangebox
export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
ldd -d bin/engine_i486.so
Thanks,
Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Daz @ Dustworld
]
Alfred,
-bash2-2.05b$ cd /home/servers/servers/tf2/orangebox
-bash2-2.05b$ export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
-bash2-2.05b$ ldd -d bin/engine_i486.so
ldd: illegal option -- d
usage: ldd [-a] [-v] [-f format] program ...
-bash2-2.05b$ ldd bin/engine_i486.so
ldd: bin
You are missing the libstdc++ v6 library, check if your distribution has
this file available in some kind of package (perhaps and older support
package?).
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Doomy
Sent: Sunday, December 23
Actually it was easier than expected, run the hldsupdatetool to get the
fix if you are running linux (if you didn't experience this load problem
then you don't need to get the update right away).
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED
Make sure you remove any plugins you have installed, they can cause
issues like this.
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Graham M
Sent: Saturday, December 22, 2007 12:48 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds]
Gameinfo.txt is controlled by TF, it isn't a user editable file. We have
made the motd and mapcycle user editable so they won't get touched with
each update (however, they will reset if you do a -verify_all, which
is by design :)
- Alfred
-Original Message-
From: [EMAIL PROTECTED
A required update for Team Fortress 2 and it's dedicated have been
released. Please run the hldsupdatetool to update your server. The
specific changes include:
- Improved paged pool memory tracking
- Fixed crash on importing spray logo that claimed to be a valid jpeg
file, but wasn't
- Fixed
That set of files should be outside of the orangebox folder, it is from
the base hl2/ game directory that both old and new Source engine games
share.
- Alfred
Steve S. wrote:
this is sooo strange.. ok I deleted clientregistry.blob from the steam
update folder, I also deleted installrecord.blob
We will check this out.
- Alfred
LDuke wrote:
--
[ Picked text/plain from multipart/alternative ]
Same here. It's re-downloading everything in orangebox/tf,
orangebox/bin,
etc. to tf, bin, etc.
On 10/16/07, Robert Whelan [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart
We have just released an update for the tool to stop is doing this. If
you have a tf/ folder in your base srds directory you should delete it,
only the orangebox/ folder should have a tf subfolder in it.
- Alfred
Alfred Reynolds wrote:
We will check this out.
- Alfred
LDuke wrote
The previous update fixed that and this update keeps that fix :) This is
the fix for the fix ;-)
- Alfred
Steven Hartland wrote:
Does this update fix the timeout issue?
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
We have just released an update
The update fixes the ContentServer rejected client session login
problem, Connection Reset, WinSock Error 10054 Connection reset by
peer is still on the list. For now if you run hldsupdatetool with
-retry on the command line it should keep retrying in the face of this
error.
- Alfred
Steven
There needs to be an appdir.txt file in the base dir along with the
other hldsupdatetool files, that file controls what files go into the
orange box folder.
- Alfred
Steve S. wrote:
After updating to the new version.. I deleted all the extra content
outside the orangebox folder that have been
=orangebox
441=orangebox
310=orangebox
311=orangebox
216=orangebox
There needs to be an appdir.txt file in the base dir along with the
other hldsupdatetool files, that file controls what files go into
the orange box folder.
- Alfred
Steve S. wrote:
After updating to the new version.. I deleted
Stop feeding the troll, you only encourage them.
- Alfred
Michael R. Matheson wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm very sorry fellow Ewoks. But it appears that this tiresome
battle will
never end. Had the Rockies
Jub Jub?
The game was design for 24 players and was breaking for clients with
lower end PC's when more than that were added, so in the interest of
fair game play for all only 24 player or less servers are listed. You
are free to run a server with a higher player count.
- Alfred
Michael R
It has always been 16 players max... We will check out the color
problem.
- Alfred
Hermans Dennis wrote:
Many people are saying that , prolly wait till next update.
Its hard coded to 16 players max also after last update.
- Original Message -
From: Tony Paloma [EMAIL PROTECTED
We will look into it, looks like a backend problem right now.
[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Hi,
I saw in a thread earlier today somebody mentioned they had a DWP
enabled server and it got me thinking. I noticed early in May that
my server was
It is the language the user is running Steam (and the game) in. It is on
of the languages available in the Settings dialog in the Steam client.
- Alfred
RideGuy wrote:
Does anyone have any info on this?
cl_language = english
In order to use this in scripts, we need all the outputs for each
We should have a fix out in an hour or two for this.
Tony Paloma wrote:
I can confirm that this is an issue. Chat isn't working on any server
that I
join.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
You can ignore those two net.cpp asserts, depending on your particular
kernel and network card they may fire but they can be ignored.
[EMAIL PROTECTED] wrote:
Looking good so far, just a few errors (which resolved themselves) at
least
worth mentioning:
First time I ran it:
./srcds_run: line
Error 25 means the user has an invalid login, get the user to contact
support if they keep seeing the problem.
- Alfred
[EMAIL PROTECTED] wrote:
I am experiencing the following error since I ran the Beta:
SteamStartValidatingUserIDTicket: Returned ESteamError 25
The only results on Google
We have updated the beta to fix this crash, if you restart Steam you
should pick it up.
- Alfred
MaydaX wrote:
I had the same problem it crashed before seeing the menu and found
that setting net_graph 0 solves it.
Ray wrote:
Beta Client crashs without connecting to any server. Ray
Verify your client install (right click, choose properties and then the
verify button).
- Alfred
Ray wrote:
Beta Client crashs without connecting to any server.
Ray
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To: hlds@list.valvesoftware.com
Sent: Monday, June 04, 2007 9:15 PM
Subject: RE: [hlds] Source Engine Beta Update
It verified...updated...crashed
Ray
At 12:05 AM 6/5/2007, you wrote:
Verify your client install (right click, choose properties and then
the verify button).
- Alfred
Ray
That is the long term plan.
dackz wrote:
Just of curiosity, will this update help pave the way for keeping
track of servers by Steam IDs, instead of solely by IPs?
On 3/29/07, Alfred Reynolds [EMAIL PROTECTED] wrote:
We have new code in development that changes how servers report
We are investigating something like this, were a map using bspzip will
work with pure mode 2.
Bart King wrote:
Hello,
Allowing custom maps when sv_pure 2 is set introduces complications.
Lots of custom maps have their own models, textures, sounds and
various
other assets, all of which would
should use sv_pure 1.
- Alfred
James Gray wrote:
How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?
On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format
From Steam means from the Steam gcf file. You should use the
allow_from_disk+check_crc for your mods directory.
- alfred
Mark Chandler wrote:
Does steam mean the gfc files on the server or from a steam server? I
am
interested in running this for golden eye source which doesn't have
any base
Then they should use sv_pure 1 and need to work out how to have the
away team be confident of the servers configuration.
- Alfred
Michael Jones-Evans wrote:
Problem is alfred that a lot of leagues use custom maps.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds
When its ready :) We are gating the release on resolving certain
reported bugs rather than a fixed date.
- Alfred
NaughtyGeek wrote:
Is there an anticipated release date for the pure server update
barring any showstopping bugs?
___
To unsubscribe
more research before making obviously false statements
next time that would be great.
- Alfred
Chris Barnett wrote:
James,
You're asking (or supporting a notion) for Valve to deploy an
anti-cheat
tool which would only be useful on vanilla servers and no other.
When since day dot, server
.
- Alfred
Kevin Ottalini wrote:
You can enforce external folder level consistancy for custom content
with
crc checks so server ops dont need to list tons of individual files,
just
the folder(s).
This is a very sweet option, thank you Alfred!
// Three types of file specifications
Several convars are already bounded by server variables, if you mail me
off list with other convars that need bounding we can investigate adding
that.
- Alfred
Wim Barelds wrote:
--
[ Picked text/plain from multipart/alternative ]
So instead of fixing a problem, you're going to just hide from
a consistent
history
of fixing things that don't need fixing, while not fixing major bugs.
I was all in favor of the cl_restrict... cvar. It does protect us
from the
kiddies. I hope Alfred will respond at some point on what exactly is
the
thought on this. Other than The restrict cvar has been
of their configuration ranges.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Friday, April 27, 2007 8:45 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
The restrict cvar has been removed, zBlock needs to be updated.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
Sent: Thursday, April 26, 2007 2:12 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Source Engine
is users reporting files they load to the server, the
bandwidth hit of this is very minimal however.
Client side it does incur a little more memory usage (to start tracking
some things about files) but again its in the noise compared to the
texture memory games use :)
- Alfred
-Original Message
This is both a game client and game server update for Source (read my
annoucement again where it tells you that you need to run Steam to
enable the beta client :)
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Wednesday, April 25
is now my prime suspect :(.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 25, 2007 7:19 PM
Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
This is both a game client and game server update
Thanks, bugs can be sent to me directly.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shawn
Sent: Wednesday, April 25, 2007 8:18 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
We will have a look to see if that is better or worse.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shawn
Sent: Wednesday, April 25, 2007 8:28 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
This beta is for Source, so no, not HLDS.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Brady
Sent: Wednesday, April 25, 2007 8:52 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
Please try to keep your threads inside of one mailing list :)
The fix is mod specific, each mod team will need to apply the fix to
their local code base.
- Alfred
Dan Offord wrote:
--
[ Picked text/plain from multipart/alternative ]
Jason:
(To clairy last post)
I loaded up HLDM found
Right now all the SMP work revolves around client side optimisations, it
is unclear what benefits can be found on the server. As we further
evolve our SMP support I am sure we will find some gains, more CPU's in
a machine is always better.
- Alfred
Dan Sorenson wrote:
I suppose
The windows update didn't have the build date change, if you saw the
binaries update then you are good. We have another beta update due out
today that will change the version number for windows so you can know
you are running the beta.
- Alfred
Dan E wrote:
Hmm... my windows is returning:
13
There is an update to the beta. Run the update tool again with the beta
parameter (-beta srcds0407) to get the update.
This update fixes the lagging problem seen earlier in the week when
certain backend services are unavailable.
- Alfred
Alfred Reynolds wrote:
We have a beta update
)
I installed a clean server:
hldsupdatetool -command update -game hl2mp -dir . -beta srcds0407
Start server:
srcds -game hl1mp
does the beta not apply to hl1mp:s?
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, April
something
similar to using the net_queuesplits cvar).
- Alfred
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04 = April, 07 = 2007 :)
- Alfred
RMaioroff wrote:
Thanks for offering this to us. I am going to update it right now on
one of
our busy Garry's Mod 10 pubs.
Is 0407 the internal build number or perhaps the target date for the
release version to push? That is, if you're at liberty to say
You will not get this update unless you add that special command line.
- Alfred
Affordablegameservers.com wrote:
Alfred, im wondering does this have any affect on other servers
running on
the box. All of the sudden, about 2 hours ago or so, my css servers
started
running at 10fps. I
We are working on the problem, the internet pipes are being grumpy (yes,
that is the technical term). Should be happy again real soon.
- Alfred
Affordablegameservers.com wrote:
ive been getting reports from other gsps as well that now all of the
sudden
have this issue.
-Original
x, 0 y, 0 z
players : 0 (12 max)
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Monday, April 02, 2007 4:16 PM
Subject: [hlds] Source Engine Dedicated server beta
We have a beta
They are one and the same.
Affordablegameservers.com wrote:
Working on the pipes? or the 10fps issue?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
Sent: Monday, April 02, 2007 9:51 PM
To: hlds@list.valvesoftware.com
Subject: RE
There is a bug in the server causing it to wait too long for connections
when it is in a certain state (after restart in particular) and we have
a couple servers being slow right now. Longer term we want to decouple
the timing from the servers main loop obviously.
- Alfred
[EMAIL PROTECTED
Okay, the problem is fixed, things should be working fine now.
Alfred Reynolds wrote:
There is a bug in the server causing it to wait too long for
connections
when it is in a certain state (after restart in particular) and we
have
a couple servers being slow right now. Longer term we want
Linux doesn't have an IOCP interface meaning some calls are blocking
under linux and not on windows.
- Alfred
Affordablegameservers.com wrote:
I was thinking that as well, but why does it not affect windows
servers if
its something on valves end?
-Original Message-
From: [EMAIL
which players are on shows Server is not
responding.
you can see for yourself: 80.95.148.18:27015 (as long as noone joins
and the bots quit)
Leopard
Alfred Reynolds schrieb:
We have new code in development that changes how servers report to
the server list (in anticipation of increasing
this fails (yes, I am looking at you France).
- Alfred
Cc2iscooL wrote:
--
[ Picked text/plain from multipart/alternative ]
Ooh, awesome! Is this going to eventually move away from the low
IP's come
first thing? I can't wait to get rid of that.
On 3/29/07, Alfred Reynolds [EMAIL PROTECTED] wrote
of this feature, can you please put
sv_master_legacy_mode 0 in your server.cfg to test this feature and
then monitor the presence of your server on the Steam master server
lists (via the Steam serverbrowser ideally).
Once we have had this shake down cruise this setting will be made
default.
- Alfred
This is only for Source at the moment.
- Alfred
The Cave wrote:
Alfred,
Is this for both engines? I would guess so...
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, March 29, 2007 8:32 PM
Subject: RE: [hlds
HL1DM:S currently only supports servers created by the in-game UI
currently, I am not sure how you are running one with the SRCDS tool (so
I suspect this is a hell of your own making :)
I will see if we can have the in-Steam SRCDS program offer HL1DM to
people that own the game.
- Alfred
Ook
You need to do whatever magic you did the first time to get the updated
hl1mp content we released this last week, that is why you are out of
date. Certain design choices with HL1MP preclude it from ever working
with the hldsupdatetool unfortunately :(
- Alfred
Ook wrote:
Alfred, I would be very
Because is would mean giving away Half-Life 1: Source for free,
something we aren't interested in doing at this time for the reason of
allowing hldsupdatetool to work with it.
- Alfred
Ook wrote:
I can't believe there is any technical reason why it can't be made
available
via hldsupdatetool
It is hard enough given that I would like to get EP2 released soon :)
- Alfred
Ook wrote:
That is what I thought. And I'm not disagreeing with you, either. How
hard
would it be to allow hldsupdatetool to download hl1mp if the person
downloading it supplied a steam account id/password
Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem.
John wrote:
and now my servers dont restart
./srcds_run: line 344: 1506 Segmentation fault $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log
to help with
A fix for the problem has been released, if you run your server with
-autoupdate on the command line it will automatically be applied.
Otherwise run the hldsupdatetool to get the update.
Thanks to Adam for access to a server with the problem so we could track
it down.
- Alfred
Alfred Reynolds
Newer multithreading libraries under Linux we behaving differently and
causing code to get out of sync with other threads. I put some extra
syncronisation checks and all is good again.
- Alfred
Ook wrote:
Just out of curiosity, what was the problem?
- Original Message -
From: Alfred
Anyone with a Linux box that exhibits this problem and that can give me
ssh access with GDB installed drop me an email please, I am unable to
reproduce this problem on our test farm.
- Alfred
Adam|Power-Frag.co.uk wrote:
Adam|Power-Frag.co.uk wrote:
John wrote:
and now my servers dont restart
Thanks to everyone that replied, I have found myself a server to debug
this on and I am hot on the heels of the problem.
Alfred Reynolds wrote:
Anyone with a Linux box that exhibits this problem and that can give
me
ssh access with GDB installed drop me an email please, I am unable
The update today does not effect servers, it is purely client side.
- Alfred
Knarzling wrote:
Hi
We're running a cs 1.6 server with todays updates installed.
Since the new Ad-system is functional the Server Lags just after the
Round started - it seems like the ad's get replaced
That particular content server looks okay but I have restarted it for
good measure. We have serveral gbits/sec available for The Ship right
now so in general downloading the server (or client) should be easy.
- Alfred
Cc2iscooL wrote:
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Well
Alfred Reynolds wrote:
We are doing some network re-arrangements and the external master
servers for Half-Life 1 and Half-Life 2 games are moving to a new
location. You should now use:
Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
hl1master.steampowered.com:27010
Half-Life 2 games (CS:S
And your The Ship preload will automagically download this update if you run
Steam before the free weekend.
- Alfred
Ed Wilson wrote:
it is a client and server update, but its a small 10Mb download.
It fixed some important issues we didn't want to be around over the
free
weekend.
Ed
WINE == Wine is not an emulator... (see http://www.winehq.com/site/myths).
It provides a thunking layer for win32 apps to directly run on linux systems :)
- Alfred
Cc2iscooL wrote:
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Client via wine maybe...less performance as you're
In the serverbrowser running in Steam (not in Source) if you make the IP
column visible and then click on it to make it sort by that column the
IP's are now listed in the correct order.
Saint K. wrote:
Hi,
May i asked what exactly has been fixed with this fix?
Fixed IP address sorting order
That would be a feature request and it is on the list but is dependant
on some other technology pieces being finished off first.
- Alfred
Saint K. wrote:
Ah i see, i thought it had something to do with the announced server
browser updater, that it would sort on location correctly rather
r_screenoverlay was being exploited to provide an unfair advantage
(causing certain models to ignore z order when rendering), it has been
cheat protected to prevent this.
- Alfred
Chris Barnett wrote:
Jason,
What is the deal with r_screenoverlay? At the moment, I use it for
round end wins
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