[hlds] TF2 SteamPipe Beta spray issues

2013-04-25 Thread Brian Ahrendt
It seems I can't get sprays to work correctly in the new SteamPipe 
opt-in beta. I put a spray .vtf file containing the image I want in 
materials\vgui\logos\, and import the spray through the Multiplayer 
options tab. It recognizes my spray's name in the list, and cl_logofile 
shows this as my current spray, but the spray picture in the box either 
appears completely black (mind you, this is NOT the purple checkerboard, 
just black), or randomly flickers with my spray image appearing only 
slightly.


I also can't see other player sprays, but I can hear people spraying on 
the walls (the spray can sound) and see them looking at invisible 
sprays. My sprays are also invisible. I have read that sprays are 
supposed to be downloading in the user_custom folder, but I do not see 
any .vtf files, only .dat files. What's interesting is, when you rename 
these .dat files to .vtf, they become viewable, but still don't work 
in-game. I have tried deleting these sprays from user_custom but they 
still appear invisible when I restart TF2.


I have sprays enabled in Advanced Multiplayer Options, and r_decals is 
set to 4096, ensuring it's not disabled on my end. If it matters, my 
custom content download setting is set to Do not download custom 
sounds like it always has been. This never occurred prior to opting in 
the SteamPipe beta.


Any comments on this? Are others experiencing this?

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Re: [hlds] TF2 SteamPipe Beta spray issues

2013-04-25 Thread Doctor McKay
Do you know if the server you're on is on SteamPipe? Might be sv_pure
comparability issues between the two versions.

Players on my servers who hadn't opted into SteamPipe have reported that
they can't use their custom models and skins and such, even though sv_pure
is set to 0 (my servers are on SteamPipe). Probably a similar issue.

Dr. McKay

On Thursday, April 25, 2013, Brian Ahrendt wrote:

 It seems I can't get sprays to work correctly in the new SteamPipe opt-in
 beta. I put a spray .vtf file containing the image I want in
 materials\vgui\logos\, and import the spray through the Multiplayer options
 tab. It recognizes my spray's name in the list, and cl_logofile shows this
 as my current spray, but the spray picture in the box either appears
 completely black (mind you, this is NOT the purple checkerboard, just
 black), or randomly flickers with my spray image appearing only slightly.

 I also can't see other player sprays, but I can hear people spraying on
 the walls (the spray can sound) and see them looking at invisible sprays.
 My sprays are also invisible. I have read that sprays are supposed to be
 downloading in the user_custom folder, but I do not see any .vtf files,
 only .dat files. What's interesting is, when you rename these .dat files to
 .vtf, they become viewable, but still don't work in-game. I have tried
 deleting these sprays from user_custom but they still appear invisible when
 I restart TF2.

 I have sprays enabled in Advanced Multiplayer Options, and r_decals is set
 to 4096, ensuring it's not disabled on my end. If it matters, my custom
 content download setting is set to Do not download custom sounds like it
 always has been. This never occurred prior to opting in the SteamPipe beta.

 Any comments on this? Are others experiencing this?

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
It seems that any plugins using GetPlayerEyePosition() are casing crashes. Spraytrace is one example. I would imagine SMAC has a component that does so as well. From:
 thesupremecommander thesupremec...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com  Sent: Wednesday, April 24, 2013 10:40:34 PM Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released   I'll try reverting, then, but I did try dropping in the latest SM 1.5 snapshot earlier to no avail. I'll probably just stick with the core plugins until I can do more extensive testing.
On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings psycho...@alliedmods.net wrote:


SM does not officially 
support the beta version yet and will not until closer to its release, 
else it would be broken for the release version of the game.

-- Nicholas Hastings
AlliedMods.net





   	
   
   	thesupremecommander   
   
  Wednesday, April 
24, 2013 9:04 PM
  Is anybody 
getting constant crashing with SourceMod? I seem to be getting the 
standard segfault whenever someone joins the server and can't pin it 
onto any one plugin, although crashing consistently disappears when I 
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.
-- thesupremecommander
 (Steam)
Chief Admin, SPUFserver

Chief
 Admin, OverPowered League



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   	Fletcher Dunn   
   
  Tuesday, April 
23, 2013 2:12 PM
  A mandatory update to the 
TF2 SteamPipe beta has been released.  Although the update is 
"mandatory" (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest 
version), your server will not automatically restart.Team 
Fortress 2:* Synced with release version of gameSource 
engine:* VPK tool: Fixed bug with drag-and-drop creating bogus VPK 
files that could not be located by the engine.* Default mapcycle 
file moved to cstrike/cfg/mapcyclefile_default.txt.  It will be loaded 
if no mapcycle.txt file can be found and convar is set to default name.*
 Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
falling back to root cstrike directory otherwise.* Mapcycle file can
 be loaded from cstrike/custom/xxx/cfg directory* Mapcycle file 
parsing allows C-style comments and blank lines___To
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-- thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread j m
That's a SourceMod issue, not a Valve issue.
On Apr 25, 2013 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing crashes.
 Spraytrace is one example. I would imagine SMAC has a component that does
 so as well.



   --
  *From:* thesupremecommander thesupremec...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, April 24, 2013 10:40:34 PM
 *Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

 I'll try reverting, then, but I did try dropping in the latest SM 1.5
 snapshot earlier to no avail. I'll probably just stick with the core
 plugins until I can do more extensive testing.


 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net/



   thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting
 the standard segfault whenever someone joins the server and can't pin it
 onto any one plugin, although crashing consistently disappears when I strip
 down to the latest SM 1.6 and MM:S 1.10 snapshots.





 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
   Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

 ___
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 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread DontWannaName!
From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
 Spraytrace is one example. I would imagine SMAC has a component that does so 
 as well. 
 
 
 
 From: thesupremecommander thesupremec...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Sent: Wednesday, April 24, 2013 10:40:34 PM
 Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 
 I'll try reverting, then, but I did try dropping in the latest SM 1.5 
 snapshot earlier to no avail. I'll probably just stick with the core plugins 
 until I can do more extensive testing.
 
 
 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings psycho...@alliedmods.net 
 wrote:
 SM does not officially support the beta version yet and will not until closer 
 to its release, else it would be broken for the release version of the game.
 
 -- 
 Nicholas Hastings
 AlliedMods.net
 
 
 
 compose-unknown-contact.jpgthesupremecommander Wednesday, 
 April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting 
 the standard segfault whenever someone joins the server and can't pin it 
 onto any one plugin, although crashing consistently disappears when I strip 
 down to the latest SM 1.6 and MM:S 1.10 snapshots.
 
 
 
 
 
 -- 
 thesupremecommander (Steam)
 Chief Admin, SPUFserver
 Chief Admin, OverPowered League
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 compose-unknown-contact.jpgFletcher Dunn   Tuesday, April 23, 2013 
 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released.  Although 
 the update is mandatory (the PatchVersion has been bumped so you will need 
 to upgrade your server in order to host clients running the latest version), 
 your server will not automatically restart.
 
 Team Fortress 2:
 * Synced with release version of game
 
 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could 
 not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It 
 will be loaded if no mapcycle.txt file can be found and convar is set to 
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines
 
 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
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 visit:
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 -- 
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 Chief Admin, SPUFserver
 Chief Admin, OverPowered League
 
 ___
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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread thesupremecommander
Yes, indeed, although I would point out that Valve's already told server
owners to convert to SteamPipe in preparation for the update anyway, but
that's not something to be argued over the mailing list.

I think there is some beta gamedata floating around somewhere that I'll try
out to see whether the issues are fixed.


On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 From what I understand there needs to be updated game data for steam pipe
 but they can't be synced in SM until its released.

 Sent from my iPhone 5

 On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing crashes.
 Spraytrace is one example. I would imagine SMAC has a component that does
 so as well.



   --
  *From:* thesupremecommander thesupremec...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, April 24, 2013 10:40:34 PM
 *Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

 I'll try reverting, then, but I did try dropping in the latest SM 1.5
 snapshot earlier to no avail. I'll probably just stick with the core
 plugins until I can do more extensive testing.


 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net/



  compose-unknown-contact.jpg
  thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting
 the standard segfault whenever someone joins the server and can't pin it
 onto any one plugin, although crashing consistently disappears when I strip
 down to the latest SM 1.6 and MM:S 1.10 snapshots.





 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/
  ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  compose-unknown-contact.jpg
  Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

 ___
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 please visit:
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 )
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)
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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Ryan Stecker
For updated gamedata that's compatible with steampipe, see:
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports
from multiple people that the gamedata is up to date with steampipe.



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 Yes, indeed, although I would point out that Valve's already told server
 owners to convert to SteamPipe in preparation for the update anyway, but
 that's not something to be argued over the mailing list.

 I think there is some beta gamedata floating around somewhere that I'll
 try out to see whether the issues are fixed.


 On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 From what I understand there needs to be updated game data for steam pipe
 but they can't be synced in SM until its released.

 Sent from my iPhone 5

 On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing
 crashes. Spraytrace is one example. I would imagine SMAC has a component
 that does so as well.



   --
  *From:* thesupremecommander thesupremec...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, April 24, 2013 10:40:34 PM
 *Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

 I'll try reverting, then, but I did try dropping in the latest SM 1.5
 snapshot earlier to no avail. I'll probably just stick with the core
 plugins until I can do more extensive testing.


 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net/



  compose-unknown-contact.jpg
  thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting
 the standard segfault whenever someone joins the server and can't pin it
 onto any one plugin, although crashing consistently disappears when I strip
 down to the latest SM 1.6 and MM:S 1.10 snapshots.





 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/
  ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  compose-unknown-contact.jpg
  Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

 ___
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 please visit:
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 )
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 Chief Admin, OverPowered League http://comp.ovrpwrd.net/

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Daniel Barreiro
Works fine for me


On Thu, Apr 25, 2013 at 4:50 PM, Ryan Stecker voidedwea...@gmail.comwrote:

 For updated gamedata that's compatible with steampipe, see:
 https://github.com/RavuAlHemio/sourcemod-beta-gamedata

 It's an unofficial repo, so your mileage may vary, but I've had reports
 from multiple people that the gamedata is up to date with steampipe.



 On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

 Yes, indeed, although I would point out that Valve's already told server
 owners to convert to SteamPipe in preparation for the update anyway, but
 that's not something to be argued over the mailing list.

 I think there is some beta gamedata floating around somewhere that I'll
 try out to see whether the issues are fixed.


 On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 From what I understand there needs to be updated game data for steam
 pipe but they can't be synced in SM until its released.

 Sent from my iPhone 5

 On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing
 crashes. Spraytrace is one example. I would imagine SMAC has a component
 that does so as well.



   --
  *From:* thesupremecommander thesupremec...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, April 24, 2013 10:40:34 PM
 *Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

 I'll try reverting, then, but I did try dropping in the latest SM 1.5
 snapshot earlier to no avail. I'll probably just stick with the core
 plugins until I can do more extensive testing.


 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net/



  compose-unknown-contact.jpg
  thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be
 getting the standard segfault whenever someone joins the server and can't
 pin it onto any one plugin, although crashing consistently disappears when
 I strip down to the latest SM 1.6 and MM:S 1.10 snapshots.





 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/
  ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  compose-unknown-contact.jpg
  Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.
 It will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

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 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/

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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to 
investigate where the time is going?

If anybody is having these problems on Linux, we have some really powerful 
tools we can use to capture performance data and track down issues like this.  
The process to get setup is a bit involved and requires installing some 
software on the server.  If anybody is having performance problems of any kind 
and is willing to do a little work to investigate them, send me an email and 
I'll get you setup.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe  had problems with the game speed, when I created 
a server via console e.g.: map cp_dustbowl. Sometimes everything was 
incredible fast, like move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 We've had our server FPS surpass 66~ (up to 300), and go down to 9~. 
 We also get freezes for about a second at a time (which is when the 9 
 happens). There's definitely something wrong that was introduced into 
 the engine, as you're seeing it as well with TF2 (well, I'm assuming 
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

 Is anyone else FPS issues with steampipe servers? I had one that ran 
 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it 
 to Steampipe.
 ___
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Oops.  Fixed.  I mean we have good performance investigation tools on 
**windows**.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 4:22 PM
To: hlds_li...@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to 
investigate where the time is going?

If anybody is having these problems on **WINDOWS**, we have some really 
powerful tools we can use to capture performance data and track down issues 
like this.  The process to get setup is a bit involved and requires installing 
some software on the server.  If anybody is having performance problems of any 
kind and is willing to do a little work to investigate them, send me an email 
and I'll get you setup.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe  had problems with the game speed, when I created 
a server via console e.g.: map cp_dustbowl. Sometimes everything was 
incredible fast, like move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 We've had our server FPS surpass 66~ (up to 300), and go down to 9~. 
 We also get freezes for about a second at a time (which is when the 9 
 happens). There's definitely something wrong that was introduced into 
 the engine, as you're seeing it as well with TF2 (well, I'm assuming 
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

 Is anyone else FPS issues with steampipe servers? I had one that ran 
 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it 
 to Steampipe.
 ___
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 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
I can try the vpof tools quickly.  Mine are linux so I can help if I can
leave sourcemod running.


On Thu, Apr 25, 2013 at 7:21 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really powerful
 tools we can use to capture performance data and track down issues like
 this.  The process to get setup is a bit involved and requires installing
 some software on the server.  If anybody is having performance problems of
 any kind and is willing to do a little work to investigate them, send me an
 email and I'll get you setup.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, when I
 created a server via console e.g.: map cp_dustbowl. Sometimes everything
 was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:
  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
  We also get freezes for about a second at a time (which is when the 9
  happens). There's definitely something wrong that was introduced into
  the engine, as you're seeing it as well with TF2 (well, I'm assuming
  you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
  Is anyone else FPS issues with steampipe servers? I had one that ran
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded it
  to Steampipe.
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[hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User
It seems that the steampipe server of CS Condition Zero comes with no 
maps? I don't even see a game folder...


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Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User
Well, I had to run SteamCmd multiple times to get the game folder. Maybe 
someone should take a look from Valve.


Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
+app_set_config 90 mod czero +app_update 90 validate +quit


On 4/25/2013 7:28 PM, List User wrote:
It seems that the steampipe server of CS Condition Zero comes with no 
maps? I don't even see a game folder...


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Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread Ross Bemrose
I can confirm on Linux that the first time you install Counter-Strike: 
Condition Zero it just installs the base valve server files and none 
of the game-specific ones.


A second update seems to install the game-specific files (or at least I 
assume it does, I'm testing it now).


On 4/25/2013 7:33 PM, List User wrote:
Well, I had to run SteamCmd multiple times to get the game folder. 
Maybe someone should take a look from Valve.


Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
+app_set_config 90 mod czero +app_update 90 validate +quit


On 4/25/2013 7:28 PM, List User wrote:
It seems that the steampipe server of CS Condition Zero comes with no 
maps? I don't even see a game folder...


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Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User

I'm on Windows and it took multiple retries to get it.

And this happens for Half-Life/Counter-Strike as well.


Seems like a steamcmd issue now...
On 4/25/2013 7:35 PM, Ross Bemrose wrote:
I can confirm on Linux that the first time you install Counter-Strike: 
Condition Zero it just installs the base valve server files and none 
of the game-specific ones.


A second update seems to install the game-specific files (or at least 
I assume it does, I'm testing it now).


On 4/25/2013 7:33 PM, List User wrote:
Well, I had to run SteamCmd multiple times to get the game folder. 
Maybe someone should take a look from Valve.


Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
+app_set_config 90 mod czero +app_update 90 validate +quit


On 4/25/2013 7:28 PM, List User wrote:
It seems that the steampipe server of CS Condition Zero comes with 
no maps? I don't even see a game folder...


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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Thanks.  It looks like AI / physics is taking a really long time for some 
reason.  If anybody Windows users want to get setup with some performance 
tracing software, I can dig into the problem in more detail.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, April 25, 2013 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FPS issues on Steampipe

I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro  
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler 
 to start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most 
 of them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
 re.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing 
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong 
 gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is 
 supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really 
 powerful tools we can use to capture performance data and track 
 down issues like this.  The process to get setup is a bit involved 
 and requires installing some software on the server.  If anybody 
 is having performance problems of any kind and is willing to do a 
 little work to investigate them, send me an email and I'll get you 
 setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
 .com 
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
 tware.com 
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, 
 when I created a server via console e.g.: map cp_dustbowl. 
 Sometimes everything was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when 
 the 9 happens). There's definitely something wrong that was 
 introduced into the engine, as you're seeing it as well with TF2 
 (well, I'm assuming you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one 
 that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded 
 it to Steampipe.
 ___

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 archives, please visit:
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 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b
 in/mailman/listinfo/hlds_linux
 

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
Unfortunately I'm now having (still sm_related) issues with a server crash 
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?




 From: Ryan Stecker voidedwea...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com 
Sent: Thursday, April 25, 2013 5:50:59 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


For updated gamedata that's compatible with steampipe, see: 
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports from 
multiple people that the gamedata is up to date with steampipe.
 



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander thesupremec...@gmail.com 
wrote:

Yes, indeed, although I would point out that Valve's already told server owners 
to convert to SteamPipe in preparation for the update anyway, but that's not 
something to be argued over the mailing list.


I think there is some beta gamedata floating around somewhere that I'll try 
out to see whether the issues are fixed.



On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.com wrote:

From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:


It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
Spraytrace is one example. I would imagine SMAC has a component that does so 
as well. 









 From: thesupremecommander thesupremec...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Wednesday, April 24, 2013 10:40:34 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


I'll try reverting, then, but I did try dropping in the latest SM 1.5 
snapshot earlier to no avail. I'll probably just stick with the core plugins 
until I can do more extensive testing.



On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

SM does not officially 
support the beta version yet and will not until closer to its release, 
else it would be broken for the release version of the game.


-- 
Nicholas Hastings
AlliedMods.net




compose-unknown-contact.jpg
thesupremecommander
Wednesday, April 
24, 2013 9:04 PM
Is anybody 
getting constant crashing with SourceMod? I seem to be getting the 
standard segfault whenever someone joins the server and can't pin it 
onto any one plugin, although crashing consistently disappears when I 
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.







-- 

thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

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compose-unknown-contact.jpg
Fletcher Dunn
Tuesday, April 
23, 2013 2:12 PM
A mandatory update to the 
TF2 SteamPipe beta has been released.  Although the update is 
mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest 
version), your server will not automatically restart.

Team 
Fortress 2:
* Synced with release version of game

Source 
engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK 
files that could not be located by the engine.
* Default mapcycle 
file moved to cstrike/cfg/mapcyclefile_default.txt.  It will be loaded 
if no mapcycle.txt file can be found and convar is set to default name.
*
 Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
falling back to root cstrike directory otherwise.
* Mapcycle file can
 be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file 
parsing allows C-style comments and blank lines

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thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League


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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Is your system under any memory pressure?  If we added a bunch of memory usage, 
and it starts paging, of course that could cause really spiky behavior.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 5:16 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

Thanks.  It looks like AI / physics is taking a really long time for some 
reason.  If anybody Windows users want to get setup with some performance 
tracing software, I can dig into the problem in more detail.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, April 25, 2013 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FPS issues on Steampipe

I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro  
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler 
 to start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most 
 of them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
 re.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing 
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong 
 gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is 
 supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really 
 powerful tools we can use to capture performance data and track 
 down issues like this.  The process to get setup is a bit involved 
 and requires installing some software on the server.  If anybody 
 is having performance problems of any kind and is willing to do a 
 little work to investigate them, send me an email and I'll get you 
 setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
 .com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
 tware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, 
 when I created a server via console e.g.: map cp_dustbowl.
 Sometimes everything was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when 
 the 9 happens). There's definitely something wrong that was 
 introduced into the engine, as you're seeing it as well with TF2 
 (well, I'm assuming you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one 
 that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded 
 it to Steampipe.
 ___

 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
 *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b
 in/mailman/listinfo/hlds_linux
 

   ___

 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
 *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
 

Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread big john
I can run it. I have 3 servers on pipe and 4 on hlds
On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 Thanks.  It looks like AI / physics is taking a really long time for some
 reason.  If anybody Windows users want to get setup with some performance
 tracing software, I can dig into the problem in more detail.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, April 25, 2013 5:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I should probably note I was using bots as the fps only drops once I hit
 10+ players


 On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

  Works now.  Where should I post what I got?
  http://pastebin.com/kkVGcuzc
 
 
  On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:
 
  vprof toggles profiling on/off.  That triggers the built-in profiler
  to start/stop collecting data.  You can also use vprof_on and vprof_off.
 
  vprof_generate_report  will dump the report to console.
 
  I guess you can use condump to save it to a file.
 
  There's a whole bunch of vprof_* commands but I don't know what most
  of them do...
 
  https://developer.**valvesoftware.com/wiki/List_**
  of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
  re.com/wiki/List_of_TF2_console_commands_and_variables
 
 
 
  On 26/04/2013 9:45 AM, Daniel Barreiro wrote:
 
  I tried that command you supplied but it doesn't seem to be doing
  anything.
  Am I missing a step?
 
 
  On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
  gumby_li...@mooh.org
  wrote:
 
   I tried the vprof tools but have no idea what the profile is
  supposed to
  look like.
 
  Should we be posting profiler output to this list (or to GitHub
 issues)?
 
 
  On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
 
   Are all of these problems peculiar to Linux?
 
  Has anybody tried using the engine's vprof tools (i.e.
  vprof_dump_spikes)
  to investigate where the time is going?
 
  If anybody is having these problems on Linux, we have some really
  powerful tools we can use to capture performance data and track
  down issues like this.  The process to get setup is a bit involved
  and requires installing some software on the server.  If anybody
  is having performance problems of any kind and is willing to do a
  little work to investigate them, send me an email and I'll get you
  setup.
 
 
  -Original Message-
  From:
  hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
  .com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **[mailto:
  hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
  tware.com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **]
  On Behalf Of AXVOID
  Sent: Thursday, April 25, 2013 4:16 PM
  To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
  valvesoftware.com hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] FPS issues on Steampipe
 
  I'm in the client steampipe  had problems with the game speed,
  when I created a server via console e.g.: map cp_dustbowl.
  Sometimes everything was incredible fast, like move speed etc.
 
  Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 
   We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
  We also get freezes for about a second at a time (which is when
  the 9 happens). There's definitely something wrong that was
  introduced into the engine, as you're seeing it as well with TF2
  (well, I'm assuming you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
Is anyone else FPS issues with steampipe servers? I had one
  that ran
 
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded
  it to Steampipe.
  ___
 
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
  *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
  mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b
  in/mailman/listinfo/hlds_linux
  
 
___
 
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
  *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
  mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bi
  n/mailman/listinfo/hlds_linux
  
 
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  

Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Evourr
Same here, what are we looking at as far as setup goes?
  - Original Message - 
  From: big john 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, April 25, 2013 8:21 PM
  Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe


  I can run it. I have 3 servers on pipe and 4 on hlds

  On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

Thanks.  It looks like AI / physics is taking a really long time for some 
reason.  If anybody Windows users want to get setup with some performance 
tracing software, I can dig into the problem in more detail.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, April 25, 2013 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FPS issues on Steampipe

I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro  
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong 
gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler
 to start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most
 of them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
 re.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
 gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is
 supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub 
issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really
 powerful tools we can use to capture performance data and track
 down issues like this.  The process to get setup is a bit involved
 and requires installing some software on the server.  If anybody
 is having performance problems of any kind and is willing to do a
 little work to investigate them, send me an email and I'll get you
 setup.


 -Original Message-
 From:
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
 .com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
 tware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed,
 when I created a server via console e.g.: map cp_dustbowl.
 Sometimes everything was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when
 the 9 happens). There's definitely something wrong that was
 introduced into the engine, as you're seeing it as well with TF2
 (well, I'm assuming you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one
 that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded
 it to Steampipe.
 ___

 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
 *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b

Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread Alfred Reynolds
Thanks for the report guys, we will get this fixed.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, April 25, 2013 4:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [STEAMPIPE] Condition Zero no maps?

I'm on Windows and it took multiple retries to get it.

And this happens for Half-Life/Counter-Strike as well.


Seems like a steamcmd issue now...
On 4/25/2013 7:35 PM, Ross Bemrose wrote:
 I can confirm on Linux that the first time you install Counter-Strike: 
 Condition Zero it just installs the base valve server files and none 
 of the game-specific ones.

 A second update seems to install the game-specific files (or at least 
 I assume it does, I'm testing it now).

 On 4/25/2013 7:33 PM, List User wrote:
 Well, I had to run SteamCmd multiple times to get the game folder. 
 Maybe someone should take a look from Valve.

 Used Cmd Line:
 steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
 +app_set_config 90 mod czero +app_update 90 validate +quit

 On 4/25/2013 7:28 PM, List User wrote:
 It seems that the steampipe server of CS Condition Zero comes with 
 no maps? I don't even see a game folder...

 ___
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 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


___
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visit:
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___
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visit:
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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
Well I just noticed that for some reason the server had 7 instances of
steamcmd running all using up resources

The FPS still isn't super stable but it's not lagging up now

With 30 bots and 2 players it's using 385 MB of ram (as the system is at
its limit. It's a VDS with 512 MB of ram. I need to upgrade to 1 GB)


On Thu, Apr 25, 2013 at 8:23 PM, Evourr evo...@gmail.com wrote:

 **
 Same here, what are we looking at as far as setup goes?

 - Original Message -
 *From:* big john brewskii...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Sent:* Thursday, April 25, 2013 8:21 PM
 *Subject:* Re: [hlds] [hlds_linux] FPS issues on Steampipe

 I can run it. I have 3 servers on pipe and 4 on hlds
 On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 Thanks.  It looks like AI / physics is taking a really long time for some
 reason.  If anybody Windows users want to get setup with some performance
 tracing software, I can dig into the problem in more detail.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, April 25, 2013 5:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I should probably note I was using bots as the fps only drops once I hit
 10+ players


 On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

  Works now.  Where should I post what I got?
  http://pastebin.com/kkVGcuzc
 
 
  On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:
 
  vprof toggles profiling on/off.  That triggers the built-in profiler
  to start/stop collecting data.  You can also use vprof_on and
 vprof_off.
 
  vprof_generate_report  will dump the report to console.
 
  I guess you can use condump to save it to a file.
 
  There's a whole bunch of vprof_* commands but I don't know what most
  of them do...
 
  https://developer.**valvesoftware.com/wiki/List_**
  of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
  re.com/wiki/List_of_TF2_console_commands_and_variables
 
 
 
  On 26/04/2013 9:45 AM, Daniel Barreiro wrote:
 
  I tried that command you supplied but it doesn't seem to be doing
  anything.
  Am I missing a step?
 
 
  On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
  gumby_li...@mooh.org
  wrote:
 
   I tried the vprof tools but have no idea what the profile is
  supposed to
  look like.
 
  Should we be posting profiler output to this list (or to GitHub
 issues)?
 
 
  On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
 
   Are all of these problems peculiar to Linux?
 
  Has anybody tried using the engine's vprof tools (i.e.
  vprof_dump_spikes)
  to investigate where the time is going?
 
  If anybody is having these problems on Linux, we have some really
  powerful tools we can use to capture performance data and track
  down issues like this.  The process to get setup is a bit involved
  and requires installing some software on the server.  If anybody
  is having performance problems of any kind and is willing to do a
  little work to investigate them, send me an email and I'll get you
  setup.
 
 
  -Original Message-
  From:
  hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
  .com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **[mailto:
  hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
  tware.com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **]
  On Behalf Of AXVOID
  Sent: Thursday, April 25, 2013 4:16 PM
  To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
  valvesoftware.com hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] FPS issues on Steampipe
 
  I'm in the client steampipe  had problems with the game speed,
  when I created a server via console e.g.: map cp_dustbowl.
  Sometimes everything was incredible fast, like move speed etc.
 
  Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 
   We've had our server FPS surpass 66~ (up to 300), and go down to
 9~.
  We also get freezes for about a second at a time (which is when
  the 9 happens). There's definitely something wrong that was
  introduced into the engine, as you're seeing it as well with TF2
  (well, I'm assuming you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
Is anyone else FPS issues with steampipe servers? I had one
  that ran
 
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded
  it to Steampipe.
  ___
 
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
  

Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
http://pastebin.com/zXu1F0mA
Here's a new vprof log


On Thu, Apr 25, 2013 at 8:38 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 Well I just noticed that for some reason the server had 7 instances of
 steamcmd running all using up resources

 The FPS still isn't super stable but it's not lagging up now

 With 30 bots and 2 players it's using 385 MB of ram (as the system is at
 its limit. It's a VDS with 512 MB of ram. I need to upgrade to 1 GB)



 On Thu, Apr 25, 2013 at 8:23 PM, Evourr evo...@gmail.com wrote:

 **
 Same here, what are we looking at as far as setup goes?

 - Original Message -
 *From:* big john brewskii...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Sent:* Thursday, April 25, 2013 8:21 PM
 *Subject:* Re: [hlds] [hlds_linux] FPS issues on Steampipe

 I can run it. I have 3 servers on pipe and 4 on hlds
 On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 Thanks.  It looks like AI / physics is taking a really long time for
 some reason.  If anybody Windows users want to get setup with some
 performance tracing software, I can dig into the problem in more detail.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, April 25, 2013 5:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I should probably note I was using bots as the fps only drops once I hit
 10+ players


 On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

  Works now.  Where should I post what I got?
  http://pastebin.com/kkVGcuzc
 
 
  On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:
 
  vprof toggles profiling on/off.  That triggers the built-in profiler
  to start/stop collecting data.  You can also use vprof_on and
 vprof_off.
 
  vprof_generate_report  will dump the report to console.
 
  I guess you can use condump to save it to a file.
 
  There's a whole bunch of vprof_* commands but I don't know what most
  of them do...
 
  https://developer.**valvesoftware.com/wiki/List_**
  of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
  re.com/wiki/List_of_TF2_console_commands_and_variables
 
 
 
  On 26/04/2013 9:45 AM, Daniel Barreiro wrote:
 
  I tried that command you supplied but it doesn't seem to be doing
  anything.
  Am I missing a step?
 
 
  On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
  gumby_li...@mooh.org
  wrote:
 
   I tried the vprof tools but have no idea what the profile is
  supposed to
  look like.
 
  Should we be posting profiler output to this list (or to GitHub
 issues)?
 
 
  On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
 
   Are all of these problems peculiar to Linux?
 
  Has anybody tried using the engine's vprof tools (i.e.
  vprof_dump_spikes)
  to investigate where the time is going?
 
  If anybody is having these problems on Linux, we have some really
  powerful tools we can use to capture performance data and track
  down issues like this.  The process to get setup is a bit involved
  and requires installing some software on the server.  If anybody
  is having performance problems of any kind and is willing to do a
  little work to investigate them, send me an email and I'll get you
  setup.
 
 
  -Original Message-
  From:
  hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
  .com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **[mailto:
  hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
  tware.com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **]
  On Behalf Of AXVOID
  Sent: Thursday, April 25, 2013 4:16 PM
  To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
  valvesoftware.com hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] FPS issues on Steampipe
 
  I'm in the client steampipe  had problems with the game speed,
  when I created a server via console e.g.: map cp_dustbowl.
  Sometimes everything was incredible fast, like move speed etc.
 
  Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 
   We've had our server FPS surpass 66~ (up to 300), and go down to
 9~.
  We also get freezes for about a second at a time (which is when
  the 9 happens). There's definitely something wrong that was
  introduced into the engine, as you're seeing it as well with TF2
  (well, I'm assuming you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
Is anyone else FPS issues with steampipe servers? I had one
  that ran
 
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded
  it to Steampipe.
  ___
 
  To unsubscribe, edit your list 

Re: [hlds] [hlds_linux] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread Bjorn Wielens
I suspect I've found the culprits of the crashes, heads up if you are running 
afk_manager or superlogs_tf2 plugins, both of these caused server crashes 
immediately after joining a team for me. (Linux server)




 From: Fletcher Dunn fletch...@valvesoftware.com
To: 'Bjorn Wielens' uniac...@yahoo.ca 
Sent: Thursday, April 25, 2013 9:17:58 PM
Subject: RE: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released
 

What's your server's IP?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
Sent: Thursday, April 25, 2013 5:17 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

Unfortunately I'm now having (still sm_related) issues with a server crash 
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?




From: Ryan Stecker voidedwea...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com 
Sent: Thursday, April 25, 2013 5:50:59 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released



For updated gamedata that's compatible with steampipe, see: 
https://github.com/RavuAlHemio/sourcemod-beta-gamedata

It's an unofficial repo, so your mileage may vary, but I've had reports from 
multiple people that the gamedata is up to date with steampipe.
 



On Thu, Apr 25, 2013 at 3:29 PM, thesupremecommander thesupremec...@gmail.com 
wrote:

Yes, indeed, although I would point out that Valve's already told server owners 
to convert to SteamPipe in preparation for the update anyway, but that's not 
something to be argued over the mailing list.


I think there is some beta gamedata floating around somewhere that I'll try 
out to see whether the issues are fixed.



On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.com wrote:

From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:


It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
Spraytrace is one example. I would imagine SMAC has a component that does so 
as well. 









 From: thesupremecommander thesupremec...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Wednesday, April 24, 2013 10:40:34 PM
Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 


I'll try reverting, then, but I did try dropping in the latest SM 1.5 
snapshot earlier to no avail. I'll probably just stick with the core plugins 
until I can do more extensive testing.



On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

SM does not officially 
support the beta version yet and will not until closer to its release, 
else it would be broken for the release version of the game.


-- 
Nicholas Hastings
AlliedMods.net




compose-unknown-contact.jpg
thesupremecommander
Wednesday, April 
24, 2013 9:04 PM
Is anybody 
getting constant crashing with SourceMod? I seem to be getting the 
standard segfault whenever someone joins the server and can't pin it 
onto any one plugin, although crashing consistently disappears when I 
strip down to the latest SM 1.6 and MM:S 1.10 snapshots.







-- 

thesupremecommander (Steam)
Chief Admin, SPUFserver
Chief Admin, OverPowered League

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compose-unknown-contact.jpg
Fletcher Dunn
Tuesday, April 
23, 2013 2:12 PM
A mandatory update to the 
TF2 SteamPipe beta has been released.  Although the update is 
mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest 
version), your server will not automatically restart.

Team 
Fortress 2:
* Synced with release version of game

Source 
engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK 
files that could not be located by the engine.
* Default mapcycle 
file moved to cstrike/cfg/mapcyclefile_default.txt.  It will be loaded 
if no mapcycle.txt file can be found and convar is set to default name.
*
Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
falling back to root cstrike directory otherwise.
* Mapcycle file can
be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file 
parsing allows C-style comments and blank lines

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[hlds] Upgrade from HLDS to SteamCMD

2013-04-25 Thread Mike Bohde
I have searched for nearly an hour and came up empty. There are several
how to guides on using SteamCMD to perform a new installation. However
none that I was able to find to convert an existing install of HLDS to
SteamCMD.

My current HLDS setup

C:\Program Files (x86)\Valve\HLServer\tf2

update batch (  stored in C:\Program Files (x86)\Valve\HLServer\  )

hldsupdatetool.exe -command update -game tf -dir tf2

Any help to an obviously less experienced server operator would be
appreciated.
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Re: [hlds] Upgrade from HLDS to SteamCMD

2013-04-25 Thread Derek Howard
You cannot convert it. You must do a full re-download and reinstall.


Derek D. Howard
derekdavidhow...@gmail.com
(707) 726-2239
http://gplus.to/derekh


On Thu, Apr 25, 2013 at 6:31 PM, Mike Bohde mikebo...@gmail.com wrote:

 I have searched for nearly an hour and came up empty. There are several
 how to guides on using SteamCMD to perform a new installation. However
 none that I was able to find to convert an existing install of HLDS to
 SteamCMD.

 My current HLDS setup

 C:\Program Files (x86)\Valve\HLServer\tf2

 update batch (  stored in C:\Program Files (x86)\Valve\HLServer\  )

 hldsupdatetool.exe -command update -game tf -dir tf2

 Any help to an obviously less experienced server operator would be
 appreciated.


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[hlds] Valve now charging for map packs?

2013-04-25 Thread Ross Bemrose
I see that today's CS:GO update added a map pack of 7 maps that Valve is 
charging $3 (normally $6) for.


Is this feature going to be coming to other games?  Because I want to 
know now if I'm going to have to yank cp_freight_final, cp_steel, and 
the like from my TF2 server because of this decision.


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Re: [hlds] Valve now charging for map packs?

2013-04-25 Thread Lyrai
Settle down, Beavis. It sounds like they're just hosting community maps on
Official Servers. You won't be locked out of playing the maps on your own
or on community services, the cover charge is to pass the money to the
mapmakers and to log onto the Official Valve servers hosting them.
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Re: [hlds] Valve now charging for map packs?

2013-04-25 Thread Kush Mahajani
Why would you have to yank maps? This is basically the equivalent of map
stamps in TF2 for GO. 
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, April 25, 2013 8:26 PM
To: Half-Life Windows dedicated server mailing; Half-Life Linux dedicated
server mailing list
Subject: [hlds] Valve now charging for map packs?

I see that today's CS:GO update added a map pack of 7 maps that Valve is
charging $3 (normally $6) for.

Is this feature going to be coming to other games?  Because I want to know
now if I'm going to have to yank cp_freight_final, cp_steel, and the like
from my TF2 server because of this decision.

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Re: [hlds] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Kush Mahajani
Has the /custom/ folder not being searched on Linux clients been fixed? 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 8:47 PM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com);
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Optional updates to TF2 SteamPipe beta released

 

We've released optional updates to the SteamPipe beta client and dedicated
server:

 

Source engine:

* motd file(s) changed to work like the mapcycle file.  It goes in the cfg
folder by default, but will fallback to the root folder if not found in the
cfg folder.  Motd.txt and motd_text.txt files are no longer shipped.
Instead, we ship xxx_default.txt files.

* Greatly reduced memory usage

* Implicitly hardcode several rules to the end of the sv_pure rule list.
(These rules will eventually be visible by typing sv_pure, so you can see
exactoly the effective rules that are in effect --- but there is a bug
preventing the proper display that will be fixed soon.)

* Fix bugs causing some file system queries to ignore pure server rules.

* Added dummy sv_consistency convar to client to prevent auto banning by old
versions of SMAC.  (Note: this kludge will be removed soon.  Please update
your servers to avoid angering your players.)

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Re: [hlds] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Kyle Sanderson
Any chance at an optional (or required, if required) CS:S sync? We're still
having particle/spray/memory issues that have all been fixed in tip, and in
TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the cfg
 folder by default, but will fallback to the root folder if not found in the
 cfg folder.  Motd.txt and motd_text.txt files are no longer shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can see
 exactoly the effective rules that are in effect --- but there is a bug
 preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning by
 old versions of SMAC.  (Note: this kludge will be removed soon.  Please
 update your servers to avoid angering your players.)

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Fletcher Dunn
Yes, very soon.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, April 25, 2013 8:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released

Any chance at an optional (or required, if required) CS:S sync? We're still 
having particle/spray/memory issues that have all been fixed in tip, and in TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and 
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the 
 cfg folder by default, but will fallback to the root folder if not 
 found in the cfg folder.  Motd.txt and motd_text.txt files are no longer 
 shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can 
 see exactoly the effective rules that are in effect --- but there is a 
 bug preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server 
 rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning 
 by old versions of SMAC.  (Note: this kludge will be removed soon.  
 Please update your servers to avoid angering your players.)

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 please visit:
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Re: [hlds] [hlds_announce] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Peter Jerde
This update definitely fixed custom hitsounds not working on non-steampipe 
servers with sv_pure. (I did have to verify local content to get the update, 
but that feature now clips along at 245MB/s off my SSD... easily 3x faster than 
the pre-steampipe system. Woot.)

Thanks for working late. :)

- Peter


On Apr 25, 2013, at 22:46 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 We’ve released optional updates to the SteamPipe beta client and dedicated 
 server:
 
 Source engine:
 * motd file(s) changed to work like the mapcycle file.  It goes in the cfg 
 folder by default, but will fallback to the root folder if not found in the 
 cfg folder.  Motd.txt and motd_text.txt files are no longer shipped.  
 Instead, we ship xxx_default.txt files.
 * Greatly reduced memory usage
 * Implicitly hardcode several rules to the end of the sv_pure rule list.  
 (These rules will eventually be visible by typing sv_pure, so you can see 
 exactoly the effective rules that are in effect --- but there is a bug 
 preventing the proper display that will be fixed soon.)
 * Fix bugs causing some file system queries to ignore pure server rules.
 * Added dummy sv_consistency convar to client to prevent auto banning by old 
 versions of SMAC.  (Note: this kludge will be removed soon.  Please update 
 your servers to avoid angering your players.)
 ___
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 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce


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Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Ryan Stecker
Hi Fletch,

What kind of improvement are we looking at in terms of memory usage? Any
measurements to go off?



On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 Yes, very soon.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Thursday, April 25, 2013 8:51 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta
 released

 Any chance at an optional (or required, if required) CS:S sync? We're
 still having particle/spray/memory issues that have all been fixed in tip,
 and in TF.

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   We’ve released optional updates to the SteamPipe beta client and
  dedicated server:
 
  ** **
 
  Source engine:
 
  * motd file(s) changed to work like the mapcycle file.  It goes in the
  cfg folder by default, but will fallback to the root folder if not
  found in the cfg folder.  Motd.txt and motd_text.txt files are no longer
 shipped.
  Instead, we ship xxx_default.txt files.
 
  * Greatly reduced memory usage
 
  * Implicitly hardcode several rules to the end of the sv_pure rule list.
  (These rules will eventually be visible by typing sv_pure, so you can
  see exactoly the effective rules that are in effect --- but there is a
  bug preventing the proper display that will be fixed soon.)
 
  * Fix bugs causing some file system queries to ignore pure server
  rules.**
  **
 
  * Added dummy sv_consistency convar to client to prevent auto banning
  by old versions of SMAC.  (Note: this kludge will be removed soon.
  Please update your servers to avoid angering your players.)
 
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Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Fletcher Dunn
For servers, approximately 120MB, depending on which VPK files got accessed and 
much from each VPK was accessed.

For clients, it will be even more.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Thursday, April 25, 2013 8:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

Hi Fletch,

What kind of improvement are we looking at in terms of memory usage? Any 
measurements to go off?

On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Yes, very soon.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Kyle Sanderson
Sent: Thursday, April 25, 2013 8:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released

Any chance at an optional (or required, if required) CS:S sync? We're still 
having particle/spray/memory issues that have all been fixed in tip, and in TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the
 cfg folder by default, but will fallback to the root folder if not
 found in the cfg folder.  Motd.txt and motd_text.txt files are no longer 
 shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can
 see exactoly the effective rules that are in effect --- but there is a
 bug preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server
 rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning
 by old versions of SMAC.  (Note: this kludge will be removed soon.
 Please update your servers to avoid angering your players.)

 ___
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 please visit:
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Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change

2013-04-25 Thread Kyle Sanderson
Found it, it's already partially reported and totally visible. Whenever the
ForceModelBounds/ForceSimpleMaterial spam is encountered the server skips.
Since we have Deathmatch essentially (clients get their default skin,
before being assigned to a zombie one), this happens frequently. I have
some vprof minidumps if anyone's interested, but I don't think the dumps
are from this event. The behaviour is new with the VPK update, so I believe
this is the cause.

http://pastie.org/private/fhomzcpoq011xrele6uhw

Thanks,
Kyle.


On Mon, Apr 22, 2013 at 2:35 PM, Dominik Friedrichs d...@forlix.org wrote:

 I can only confirm an indefinite locking up of the server that - if it
 happens - happens after a mapchange, when a player has entered the game,
 more precisely the last log line is the triggered clantag line.


 On 2013/04/22 23:06, Kyle Sanderson wrote:

 It appears after the VPK change our servers have been freezing for about
 a second at a time, which throws mods into a bit of a frenzy. There was
 some speculation that it was client side, however it's starting to look
 like it isn't. Has anyone else noticed this?

 Thanks,
 Kyle.



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Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change

2013-04-25 Thread Fletcher Dunn
I have a fix for this ready to ship.

I’ll try to get that released tomorrow.

From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, April 25, 2013 9:18 PM
To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher 
Dunn; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change

Found it, it's already partially reported and totally visible. Whenever the 
ForceModelBounds/ForceSimpleMaterial spam is encountered the server skips. 
Since we have Deathmatch essentially (clients get their default skin, before 
being assigned to a zombie one), this happens frequently. I have some vprof 
minidumps if anyone's interested, but I don't think the dumps are from this 
event. The behaviour is new with the VPK update, so I believe this is the cause.

http://pastie.org/private/fhomzcpoq011xrele6uhw
Thanks,
Kyle.

On Mon, Apr 22, 2013 at 2:35 PM, Dominik Friedrichs 
d...@forlix.orgmailto:d...@forlix.org wrote:
I can only confirm an indefinite locking up of the server that - if it happens 
- happens after a mapchange, when a player has entered the game, more precisely 
the last log line is the triggered clantag line.


On 2013/04/22 23:06, Kyle Sanderson wrote:
It appears after the VPK change our servers have been freezing for about
a second at a time, which throws mods into a bit of a frenzy. There was
some speculation that it was client side, however it's starting to look
like it isn't. Has anyone else noticed this?

Thanks,
Kyle.


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[hlds] Server 'jitter' / studder

2013-04-25 Thread Flickshot Tech
Hi All.

Sorry if this topic has been covered lately. Just rejoined this mailing list.

Wondering if any others out there have had players complaining of 'jitter' or 
studder ingame.
It's becoming a huge problem and only kicked in after the steampipe update.
Weirdly though, only some players have this problem and others do not. Often 
the players that have the problem, will not have issues on any other servers.

Has anyone else had this problem? Is there a fix?

Thanks heaps!

4square
www.flickshot.co.nz

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Re: [hlds] Server 'jitter' / studder

2013-04-25 Thread Fletcher Dunn
You're gonna have to tell us which game you're talking about. :)

Also, if you are running Windows, we have some good performance tools we can 
get you hooked up with that will help identify the causes of those issues.  If 
you are willing to install and run some software and perform a reasonably 
disciplined investigating of the problem, email me back directly and I can get 
you hooked up.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech
Sent: Thursday, April 25, 2013 9:50 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server 'jitter' / studder

Hi All.

Sorry if this topic has been covered lately. Just rejoined this mailing list.

Wondering if any others out there have had players complaining of 'jitter' or 
studder ingame.
It's becoming a huge problem and only kicked in after the steampipe update.
Weirdly though, only some players have this problem and others do not. Often 
the players that have the problem, will not have issues on any other servers.

Has anyone else had this problem? Is there a fix?

Thanks heaps!

4square
www.flickshot.co.nz

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[hlds] VPK Tool Wiki Page

2013-04-25 Thread DontWannaName!
I have updated the VPK tool wiki page with as much information as I can at
the moment. It is now up to date and formatted.

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


For those of you having problems with key values, I added an example of how
to correctly create one:

https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK

If you have any questions feel free to ask here and I can update the page
with answers when we get them or add to it.

-DWN
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