>> Unless there's some really weird issue with certain update servers
this ^^^ is a pretty good candidate if you ask me
Anyway, there are people who "have never had a problem". At least one of
them who uses nemrun, but only as a way to tell the many, many actual
servers they run to initiate t
u and return codes
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
>> Sent: 17 January 2012 20:46
>> To: Half-Life dedicated Linux server mailing list
>> Sub
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
while [ true ] ; do
echo "steam.inf missing"
done
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>
> Dont some scripts just check the steam.inf (or what that file was) for the
> version number?
>
> But indeed, that should be better.
Well, nemrun does check the steam.inf file to build a query to the master
to see if a newer version is available, and it does try to "verify the
update" after one
Hi,
Another thing I've been noticing about updating the servers anytime
recently is that most of the time, if not all of the time, a "104
connection reset by peer" occurs even when an update has (apparently)
fully completed.
If this did not occur, the steam client would exit with a normal return
> OCCUPY
> VALVE
> THEY'VE GIVEN US THE TOOLS TO RUN SERVERS TOO LONG IT'S TIME WE STRIKE
> BACK
> AGAINST THE HAND THAT FEEDS
This is getting pretty ridiculous, dude. You are upset over a non-issue.
You act as if quickplay sending you players is the only way to get your
server populated. Trust
> I wanted to pass on the news that we believe we have identified the cause
> of the steam auth timeouts that cause groups of players to all get
> disconnected drop at once. (No, we had not forgotten about it!)
Thanks Fletch and everyone there working on it.
___
> If you're a GSP, you alone should totally be monitoring your clients.
>
> Don't cripple a legitimate feature.
> Kyle.
Indeed, this is the other thing I was thinking about. My previous post
did not even take into consideration the various plugin/mod/hook ways you
could forcibly modify the max p
IIRC what you set on the commandline *IS* the highest you can set it, and
although I'm less certain about this, I don't think any attempt to set
maxplayers to a higher value than what was set on the server command line
will work.
Please do us a favor however and do not ask valve to lock things suc
Thanks again for the heads up!
> We should have it ready in the next 30 minutes or so.
>
> -Eric
>
>
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> a link to pastebin.com works imo best, not having to deal with extensive
> length mails, or having problems with the formatting email clients apply,
> etc.
Allright, for any who prefers pastebin for the patch, here it is:
http://pastebin.com/rkWcBWZd
It's a "-p0" patch, and you'll have to typ
>> Nope, the attachments were stripped.
>
> Yep, unfortunately. Guess I'll have to try to post the patch inline.
> it's ~11KB...
>
> Will post it as a separate reply.
>
OK it looks like the inline post worked. This is more or less the same
way patch posts get posted to kernel mailing lists etc.
Here is the patch inline, hope it comes across OK.
--- nemrun-1.8.52011-12-11 15:38:07.659276774 -0500
+++ nemrun-1.8.5-mine 2011-12-19 07:29:19.280445865 -0500
@@ -38,6 +38,13 @@ STARTTIME=`date`
# These are defaults set later by command line options, see --help
# Command to s
> Nope, the attachments were stripped.
Yep, unfortunately. Guess I'll have to try to post the patch inline.
it's ~11KB...
Will post it as a separate reply.
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Hi everyone,
The discussion in the last week or so has led me to implement a few
changes to the nemrun script that I've been thinking about for a little
while anyway. Some of these (sending alerts to connected players) I have
been doing for a while anyway but I don't think I ever shared any of it
> It is "nicer" on the content delivery system if we only do one download
> per cluster for the hundreds of machines we run. It is also easier to deal
> with failures when they occur, since they only occur on the root server
> (what Fletcher called the master) of each cluster. We also do a bunch of
i just got it. I got a steam.inf this time too :)
Thanks for the heads up!
> Includes what?Can i go sleep?
> On 16 Dec 2011 23:28, "Eric Smith" wrote:
>
>> We should have it ready in the next 30 minutes or so.
>>
>> -Eric
>>
>>
>> ___
>> To unsubs
t be
>> different from this update compared to previous ones, to cause the
>> problem. Looks like everybody but the original poster and me already
>> knew that steam.inf just doesn't update properly and it's a longstanding
>> problem.
>>
>> The upda
are
loaded/replicated? If so, then this could be another indicator that
nemrun just needs to wait a little longer before it starts an autoupdate.
Thanks,
PharaohsPaw
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Although I've said much of this already I'm making a separate post in its
own topic in hopes that Valve will give it some serious consideration, and
more importantly, do something about it to fix the problem. I am thankful
that Valve staff does pay attention to this mailing list.
The subject of t
>
> Regarding the update failures, what was $?
>
> That is, did the updater exit 0, or something else?
>
> My auto-update script checks to make sure that I get exit 0 from steam,
> or else it runs again up to four times before it gives up. It is very
> common that it runs twice.
>
> I don't use ne
that isn't nemrun's fault. Remember, it's only doing a "steam -command
update" command.
I think they released more files. Or, it is possible to be informed of an
update available before whichever master you're talking to has all of them
to feed you.
All 4 of my servers are bakc up now after thi
Yeah, I just forced another update by editing the steam.inf back to
1.1.8.8 and starting up my -verify_all version of my nemrun updater
script. It's pulling a bunch more files in now...
> After running the command again all my boxes are running fine with the
> latest snapshots of sour
Of course the bigger problem is segfaulting on startup, which is
apparently happening for people who didn't have other problems. That's
probably where Valve needs to focus on right now, but it would be really
great if somebody could look into this steam.inf issue and fix it once
and for all.
> PatchVersion=1.1.8.9
> ProductName=tf
> appID=440
>
> The file was definitely updated in the depots. I don't know why some
> people are not able to get it. You know there *is* something else that
> has changed other than our update: many of you are using a new up-to-date
> check script. Nothin
OK here is the contents of the new steam.inf file (after first update
tonight):
PatchVersion=1.1.8.9
ProductName=tf
appID=440
My "off to the side" instance got far enough along in its -verify_all to
have pulled in the new steam.inf file, so I copied it into place on the
live servers tree
> I didn't have any issues with steam.inf going away.
>
Would you be so kind as to post the contents of yours, then?
thanks :) I know of at least 4 of us now who would love to see it so we
can try to get ours back up. :)
> On 12/15/2011 11:12 PM, PharaohsPaw wrote:
>> So l
> This can happen if you interrupt the update process. Are you sure that's
> not what happened?
The short version is, no, I didn't interrupt the update. I've been around
this block a few times. :)
all of the actual game servers went down before nemrun started pulling
update files in. I can att
gt;> gameserver@ocrtf2:~/orangebox/**tf$ more
>> /home/gameserver/orangebox/tf/**
>> steam.inf
>> /home/gameserver/orangebox/tf/**steam.inf: No such file or directory
>>
>> So, the file was basically deleted by today's update.
>>
>>
>> On 12/1
> Something did, as my server is segfaulting on start.
>
> On 12/15/2011 10:46 PM, Violent Crimes wrote:
>> Anyone know if sourcemod offsets changed?
>>
If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willi
Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> PharaohsPaw
> Sent: Thursday, December 15, 2011 7:33 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Sourc
> Required updates are now available for Team Fortress 2, Counter-Strike:
> Source, Day of Defeat: Source and Half-Life 2: Deathmatch. The specific
> changes include:
They just pushed it out, but guess what...
YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN
Thus forcin
They just pushed it out, but guess what...
YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN
Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update righ
> Do you have tried '-retry'?
>> in an update loop, you end up having to do a -verify_all, and then for
>> the
>> next many hours your "-verify_all -retry" script loops and loops and
>> loops
>> because Valve's master servers keep hanging up the phone on you with:
Considering the above 3 lines o
.
Anyway, the syntax above shows how you can have 1 rule that covers all of
the ports for your servers (adjust 27015 and 27034 as needed for your
setup) and a RANGE of sizes, iptables seemed happy enough with the syntax
here.
PharaohsPaw
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> On 3/10/2011 5:09 PM, EDAC wrote:
>> Yes, that is fixed in this update (thank you, unannounced mandatory
>> update
>> from 30 minutes ago).
>
> There have been three mandatory TF2 updates today so far, but only one
> mentioned on the list here. I hope this is going to be all of them
> tonight..
vers at the time, when exactly do you suppose
that "map change" is going to happen?
I'll leave that as an exercise for you to figure out or recite since you
know so much. I already know the answer. Me, I'd rather have the servers
u
ity to verify nemrun is doing the right thing with a real update.
:)
Cheers,
PharaohsPaw
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> So, time to brush the dust off my 2 brain cells and figure out how to
> modify srcupdatecheck's python code to parse an L4D2-style steam.inf file
> (since it seems unlikely that Valve is going to modify it to suit us... :)
>
> If anybody cares to assist/suggest, feel free. If I come up with
> so
gistration
[5] - No response
Got three non-rejected queries, UP TO DATE!
So, time to brush the dust off my 2 brain cells and figure out how to
modify srcupdatecheck's python code to parse an L4D2-style steam.inf file
(since it seems unlikely that Valve is going to modify it to suit us... :)
> Maybe I need to use setmaster* cmds in the running l4d2's to see which
> masters they are talking to and try modifying srcupdatecheck to one or
> more of those masters instead. It's just a guess but maybe L4D2 servers
> need to talk to different masters to do version checking queries.
>
> Any id
instead. It's just a guess but maybe L4D2 servers
need to talk to different masters to do version checking queries.
Any ideas, Nephyrin?
Thanks,
PharaohsPaw
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftwa
manual update with -verify_all, nemrun
is still seeing same problems.
PharaohsPaw
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to srcupdatecheck was needed)? Or maybe I'm
just doing something stupid?
nemrun still seems to work fine to update cs:s and tf2, just not l4d2.
Haven't tried it with l4d1 yet but thinking of putting some of those back
up too.
thanks,
PharaohsPaw
__
up pretty quick if yours are among the first updated and back online.
Thanks again,
PharaohsPaw
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reboot the servers, so currently connected players know why the
server is about to go down and that they should reconnect.
Right now they only work for -updatefirst scenarios but I'm getting ready
to add similar options for when -updatefirst is not being used (as I am
probably going to st
e in
the best position to create ways to catch aimbots in use that minimize
load on the server. If there was one thing I could ask for from the Valve
developers, this would be it.
However preventing clients from loading plugins, etc. should be a big help
and a
ou detach, or
2) (simpler) - just don't ever open any extra windows in the gameservers'
screen sessions, then you don't have to worry about which window the
"quit" command will be sent to. :)
nemrun is a really cool tool for linux gameservers. I just have to pay
attenti
Hello,
Per previous posts to list today from Valve, there is supposed to be a
dedicated server update to CS:S coming out sometime today? We saw the TF2
update hit the servers but nothing so far for CS:S
Reason I'm asking is because our servers (and basically all the others out
there I've tried t
> --CLIP--
> setmaster remove 72.165.61.151:27014
> setmaster remove 69.28.140.246:27011
> setmaster add 72.165.61.151:27014
> setmaster add 69.28.140.246:27011
> Adding master at 72.165.61.151:27014
> Adding master at 69.28.140.246:27011
> A2C_PRINT from 69.28.140.246:27011 :
> Bad challenge.
> A
> Hi,
>
> Would you mind sharing your config?
Trying again (quote from your reply):
> Call it over the top or whatever makes you feel better, but this is what I
> have added to my tf2/orangebox/tf/cfg/sourcemod/sc_jobs.cfg file on our
> TF2 servers:
>
> // force masters every 6 minutes since valv
e around 6-10 minutes
before it forgets who you are and de-lists you. By forcing a remove/add
with any working master every on a regular interval, you stay listed.
Map changes, as far as our testing has shown, do not affect the list of
masters your server currently has.
Try this. It works. Until V
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