Please disregard. That was an old message stuck in an out-bound message queue.
The symptom has long since been resolved.
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Ever since earlier today, I can't seem to successfully doing anything in the
HLDS Update Tool.
Seems to coincide with latest Source update, but I'm having the issue updating
GoldSrc games now too.
Trying to update TF2: (Source/OrangeBox engine)
Failed to connect to any GeneralDirectory
Hello
You proposing write plugin to change cvar on client connect? :) But
this suites only as temporal workaround, there are other maps with
same problems, for example cs_prospeedball (at center bunker),
de_piest (in water at CT resp)...
> cs_siege problem can be fixed by entering
cs_siege problem can be fixed by entering room_type 0 in the console IIRC.
2011/8/18 Jeff Sugar
> It is a shame they haven't implemented the whole "server regged to a
> steamid" feature in goldsrc--they could allow redirects, but only to
> another
> server regged to that steammid, which would ma
It is a shame they haven't implemented the whole "server regged to a
steamid" feature in goldsrc--they could allow redirects, but only to another
server regged to that steammid, which would make it easy to deal with fake
stuff
On Aug 17, 2011 2:52 PM, "C Szabo" wrote:
>
> Ofc there is a diffrence?
Hello
On first look update I don't see regressions, but I have one question:
there is a problem with sound on cs_siege, if you enter this map, all
sound get distorted, even on other map/server, until you fully restart
client. Is this server side issue, or client side?
> Anyone having a problem w
Fake servers are still possible on the Source Engine as well, and are
redirecting clients. One guy has been doing it fora while on all Source
engine games, he's adding fake servers to the list and he redirects all
traffic from these servers to his real servers, so he doesn't need to use
any exploit
Ofc there is a diffrence? Our players wants the redirection on our servers so
they easly can get in to one of our servers without fuss.
Fakeservers is fakeservers thats bad but redirect from a good server that is
actually full is not bad.
> Date: Wed, 17 Aug 2011 17:48:34 -0400
> From: mslee...
There's not much difference between doing that, and setting up fake
servers to lure in clients. Redirection needs to be removed
altogether.
On Wed, Aug 17, 2011 at 5:45 PM, C Szabo wrote:
>
> Does it change something for servers that run amx plugin to redirect players
> from a full server to ano
Does it change something for servers that run amx plugin to redirect players
from a full server to another a server with slots free?
Like this:
BrutalCS CSDM #1 <- Full -> player redirected to BrutalCS CSDM #2
Or i a server has 32 players a admin connects then players use to get
redirected t
We are working on one of those things, and there are client changes pending in
this beta that also prevent redirecting too.
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of James Puckett
> Sent: Wedne
Now, if only there was a solution to fake advertisement servers/redirect
servers which clog the server list and create unfair competition.
On Wed, Aug 17, 2011 at 2:38 PM, James Puckett <
jamesrichardpuck...@gmail.com> wrote:
> no problems on my end. I think voice is fixed.
>
>
> On Wed, Aug 17,
no problems on my end. I think voice is fixed.
On Wed, Aug 17, 2011 at 2:02 PM, Alfred Reynolds
wrote:
> Anyone having a problem with this beta version? Voice is fixed right? Any
> other outstanding regressions that need looking at?
>
> > -Original Message-
> > From: hlds_linux-boun...@li
There is a way to get around this if you use screen/tmux. You can
basically tee the output to a file. I forget how you do that with
screen, but with tmux, it's the "pipe-pane" option.
This would give you the crash notification as you would get it on the
console, the startup errors, and the
Al right, never seen them before. Just strikes me a bit odd that they are
printed when the server already has fully changed the map.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i..
Those messages have been there for ages. If client connects to the
server too fast, when the server isn't even yet loaded the map itself,
the player will be forced to reconnect. It also happens if the player
connects during mapchange.
-ics
17.8.2011 23:55, Saint K. kirjoitti:
On further insp
Anyone having a problem with this beta version? Voice is fixed right? Any other
outstanding regressions that need looking at?
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> Sent: T
On further inspection of the servers console, right after a mapchange, before a
crash, I see these messages;
Forcing client reconnect (2)
Forcing client reconnect (2)
These errors are not logged. I can see them on the console of the frozen
server, but it's not in the log from that server.
I ha
You can unsubscribe via:
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From: ripm2shreds [mailto:ripm2shr...@cox.net]
Sent: Wednesday, August 17, 2011 1:50 PM
To: Alfred Reynolds; Half-Life dedicated Linux server mailing list;
h...@list.valvesoftware.com; hlds_annou...@list.valve
Currently not, but I'll enable it, thanks.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 17 August 2011 20:09
To: Half-Life dedicated Linux server mailing lis
If you have -debug enabled in the launch parameters (command line), some
crashes do get written with more detail into debug.log which is for
example in */orangebox/ folder.
-ics
17.8.2011 20:49, Saint K. kirjoitti:
You have a point there.
That makes you wonder however why the crashID's aren'
You have a point there.
That makes you wonder however why the crashID's aren't written to a (separate)
log then. The server is still capable of uploading and receiving a crashID, so
you'd think writing a log message would be in the line of possibilities.
Fletch, maybe an idea?
Saint K.
___
You will never see such log message either by looking at the logs
because the server has already crashed and it wont write to log at that
state. Only time when you see msg like that is when you look the server
console while it crashes or make screen log the stuff in it into a file
from which yo
Fletcher, I've sent you a few crash dumps in the past few weeks, but haven't
got any reply. Did you receive my emails?
2011/8/17 Saint K.
> I missed your last line. I've also searched for the crashID, no such info
> in the logs.
>
> On further inspection, another interesting note, the crashes wi
I missed your last line. I've also searched for the crashID, no such info in
the logs.
On further inspection, another interesting note, the crashes with the
crashdumps seem to sometimes be happening in sync on 2 different machines, like
the last one mentioned.
Saint K.
Thanks for that.
Interestingly enough, my servers make crashdumps but no log messages such as
that. I've grepped the log directory (case-insensitive) for parts of that log
message, but nothing comes back in result.
To summarize the crashes we still experience;
- Mystery crashes, creating crash
Something like:
> PreMinidumpCallback: updating dump comment Uploading dump (in-process)
> [proxy ''] /tmp/dumps/crash_20110723191817_1.dmp
> success = yes
> response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723
If you have dump filenames in your dumps folder, then just search for those
fil
Does anyone know what the log message looks like which contains the minidump ID
of a crash? I need it to know what to grep for through my logs to find the
crashes and match them with the minidumps.
Cheers,
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[gs14153@inx-236-139 bin]$ ldd dedicated.so
ldd: warning: you do not have execution permission for `./dedicated.so'
linux-gate.so.1 => (0x0092f000)
libsteam_api.so => not found
libtier0.so => not found
libvstdlib.so => not found
libm.so.6 => /lib/libm.so
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