I just got my CS:S server updated.

Regardless of which srcds.exe I use it just crashes on startup (addons
disabled).

Windows 2008 R2 x64

I tried both srcds.exe's in orangebox and the new "css" folder.

On Thu, Oct 13, 2011 at 5:06 PM, steve grout <steve.gr...@gmail.com> wrote:
> ya think :)
>
> On 13/10/2011 23:05, Hugo R. wrote:
>>
>> looks like all games downloads (as steam client) and Steam servers (TF2,
>> CSS, etc.) are down for a err. 104 (connection reset by peer).server From
>> FRANCE. Did Steam servers are overloaded ?
>> ---
>> Hugo
>>
>>
>>> Date: Fri, 14 Oct 2011 00:03:12 +0200
>>> From: e...@evcz.tk
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>
>>> I'm not able to start css... is this css or other games?
>>>
>>> Il 13/10/2011 23:56, oGre ha scritto:
>>>>
>>>> Server doesn't look too good either:
>>>>
>>>> Unknown command "startupmenu"
>>>> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
>>>> 27005 CL
>>>> Caching file CRCs for pure server...
>>>> Finished caching file CRCs for pure server in 0 seconds.
>>>> ConVarRef room_type doesn't point to an existing ConVar
>>>> Executing dedicated server config file
>>>> Cannot verify load for invalid steam ID [I:0:0]
>>>> Initializing Steam libraries for secure Internet server
>>>> Failed to load Steam Service
>>>> ServiceStart: failed to start
>>>> terminate called after throwing an instance of 'common::CRuntimeError'
>>>>   what():  Failed to open logfile /home/hlserver/Steam/steam.log
>>>> PreMinidumpCallback: updating dump comment
>>>> Uploading dump (in-process) [proxy '']
>>>> /tmp/dumps/crash_20111013235556_1.dmp
>>>> success = no
>>>> error:  Failed to open/read local data from file/application
>>>> Add "-debug" to the /home/hlserver/orangebox/srcds_run command line to
>>>> generate a debug.log to help with solving this problem
>>>> Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds
>>>>
>>>>
>>>> 2011/10/13 timur 'grammaton' celikkesen<gramma...@gmail.com>
>>>>
>>>>> Shit happens ;-)
>>>>>
>>>>> btw........
>>>>>
>>>>> we have a few hundred users on our community-site complaining about a
>>>>> bug
>>>>> crashing the client
>>>>>
>>>>> "Connect on replay.dll failed"
>>>>>
>>>>> any idea?
>>>>>
>>>>> cheers
>>>>>
>>>>> grammaton
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
>>>>> die
>>>>> vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
>>>>> Empfängern
>>>>> gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
>>>>> dass
>>>>> jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
>>>>> ist.
>>>>> Diese Nachricht dient dem Austausch von Informationen und entfaltet
>>>>> keine
>>>>> rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
>>>>> E-Mails kann ich keine Haftung für den Inhalt übernehmen.
>>>>>
>>>>> -----Ursprüngliche Nachricht----- From: Henry Goffin
>>>>> Sent: Thursday, October 13, 2011 11:51 PM
>>>>>
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>>>> of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> Oops. The net_graph fix was made in an earlier version of the server
>>>>> before
>>>>> the FPS changes were made. You can ignore that patch note.
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From:
>>>>> hlds_linux-bounces@list.**valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>[mailto:
>>>>>
>>>>> hlds_linux-bounces@**list.valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>]
>>>>> On Behalf Of timur 'grammaton' celikkesen
>>>>> Sent: Thursday, October 13, 2011 2:47 PM
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>>>>> of
>>>>> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>>>>>
>>>>> Thanks for the update shortly before the cs:go presentation....... to
>>>>> this
>>>>> late european hour where almost all hosters are on "nightwatch" mode :D
>>>>>
>>>>>
>>>>>
>>>>> - Server frame rate is now based on the tickrate of the active Source
>>>>> mod,
>>>>> not the fps_max convar
>>>>>
>>>>> - Fixed net_graph not updating server framerate when FPS is greater
>>>>> than
>>>>> 1000
>>>>>
>>>>>
>>>>> I am just wondering about the framerate-cap based on the tickrate and
>>>>> fixing
>>>>> the netgraph if greater than 1000.....isnt it just a "contradiction"?
>>>>>
>>>>>
>>>>>
>>>>> cheers
>>>>>
>>>>> grammaton - sourcejunkies.de
>>>>>
>>>>>
>>>>> ______________________________**_________________
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>>>>> please visit:
>>>>>
>>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>>>>
>>>>>
>>>>> ______________________________**_________________
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>>>>> please visit:
>>>>>
>>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>>>>
>>>>> ______________________________**_________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>>
>>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>>>>
>>>>> ______________________________**_________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>>
>>>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>>>>
>>>>
>>> _______________________________________________
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>>> please visit:
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>>
>>
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>
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